Some improvements
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d078d67d58
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4f75ce7065
12 changed files with 160 additions and 161 deletions
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@ -1,4 +1,4 @@
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import { mat2d, vec2 } from 'gl-matrix';
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import { vec2 } from 'gl-matrix';
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import { BoundingBoxBase } from '../../shapes/bounding-box-base';
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import { DrawableBlob } from '../drawables/drawable-blob';
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import { DrawableTunnel } from '../drawables/drawable-tunnel';
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@ -11,26 +11,18 @@ import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/interm
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import { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
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import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
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import { IRenderer } from '../i-renderer';
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import caveFragmentShader from '../shaders/cave-distance-fs.glsl';
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import lightsFragmentShader from '../shaders/lights-shading-fs.glsl';
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import caveVertexShader from '../shaders/passthrough-distance-vs.glsl';
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import lightsVertexShader from '../shaders/passthrough-shading-vs.glsl';
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import distanceFragmentShader from '../shaders/distance-fs.glsl';
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import distanceVertexShader from '../shaders/distance-vs.glsl';
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import lightsFragmentShader from '../shaders/shading-fs.glsl';
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import lightsVertexShader from '../shaders/shading-vs.glsl';
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import { FpsAutoscaler } from './fps-autoscaler';
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import { RenderingPass } from './rendering-pass';
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import { UniformsProvider } from './uniforms-provider';
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export class WebGl2Renderer implements IRenderer {
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private gl: WebGL2RenderingContext;
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private stopwatch?: WebGlStopwatch;
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private scaleWorldToNDC = mat2d.create();
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private scaleWorldAreaInViewToNDC = 1;
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private viewAreaBottomLeft = vec2.create();
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private worldAreaInView = vec2.create();
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private squareToAspectRatio: vec2;
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private uvToWorld: mat2d;
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private cursorPosition = vec2.create();
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private uniformsProvider: UniformsProvider;
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private distanceFieldFrameBuffer: IntermediateFrameBuffer;
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private lightingFrameBuffer: DefaultFrameBuffer;
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private distancePass: RenderingPass;
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@ -39,8 +31,6 @@ export class WebGl2Renderer implements IRenderer {
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private initializePromise: Promise<[void, void]> = null;
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private softShadowsEnabled: boolean;
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constructor(private canvas: HTMLCanvasElement, private overlay: HTMLElement) {
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this.gl = getWebGl2Context(canvas);
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@ -49,7 +39,7 @@ export class WebGl2Renderer implements IRenderer {
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this.distancePass = new RenderingPass(
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this.gl,
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[caveVertexShader, caveFragmentShader],
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[distanceVertexShader, distanceFragmentShader],
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[DrawableTunnel.descriptor, DrawableBlob.descriptor],
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this.distanceFieldFrameBuffer
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);
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@ -66,11 +56,14 @@ export class WebGl2Renderer implements IRenderer {
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this.lightingPass.initialize(),
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]);
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this.uniformsProvider = new UniformsProvider(this.gl);
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this.autoscaler = new FpsAutoscaler({
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distanceRenderScale: (v) =>
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(this.distanceFieldFrameBuffer.renderScale = v as number),
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finalRenderScale: (v) => (this.lightingFrameBuffer.renderScale = v as number),
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softShadowsEnabled: (v) => (this.softShadowsEnabled = v as boolean),
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softShadowsEnabled: (v) =>
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(this.uniformsProvider.softShadowsEnabled = v as boolean),
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});
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try {
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@ -102,105 +95,27 @@ export class WebGl2Renderer implements IRenderer {
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}
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public finishFrame() {
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this.calculateMatrices();
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this.distancePass.render(
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this.uniforms,
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this.scaleWorldAreaInViewToNDC,
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this.scaleWorldToNDC
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);
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this.distancePass.render(this.uniformsProvider.uniforms);
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this.lightingPass.render(
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this.uniforms,
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this.scaleWorldAreaInViewToNDC,
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this.scaleWorldToNDC,
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this.uniformsProvider.uniforms,
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this.distanceFieldFrameBuffer.colorTexture
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);
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this.stopwatch?.stop();
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}
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private get uniforms(): any {
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const cursorPosition = this.uvToWorldCoordinate(this.cursorPosition);
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return {
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cursorPosition,
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pixelSize:
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(4.5 * this.scaleWorldAreaInViewToNDC) /
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this.distanceFieldFrameBuffer.renderScale,
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uvToWorld: this.uvToWorld,
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worldAreaInView: this.worldAreaInView,
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squareToAspectRatio: this.squareToAspectRatio,
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softShadowsEnabled: this.softShadowsEnabled,
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};
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public setViewArea(viewArea: BoundingBoxBase) {
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this.uniformsProvider.setViewArea(viewArea);
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}
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private calculateMatrices() {
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this.uvToWorld = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
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mat2d.scale(this.uvToWorld, this.uvToWorld, this.worldAreaInView);
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}
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private getScreenToWorldTransform(screenSize: vec2) {
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const transform = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
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mat2d.scale(
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transform,
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transform,
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vec2.divide(vec2.create(), this.worldAreaInView, screenSize)
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);
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mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
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return transform;
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}
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public uvToWorldCoordinate(screenUvPosition: vec2): vec2 {
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const resolution = vec2.fromValues(this.canvas.width, this.canvas.height);
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return vec2.transformMat2d(
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vec2.create(),
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vec2.multiply(vec2.create(), screenUvPosition, resolution),
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this.getScreenToWorldTransform(resolution)
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);
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public setCursorPosition(position: vec2) {
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this.uniformsProvider.setCursorPosition(position);
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}
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public get canvasSize(): vec2 {
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return vec2.fromValues(this.canvas.clientWidth, this.canvas.clientHeight);
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}
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public setViewArea(viewArea: BoundingBoxBase) {
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this.worldAreaInView = viewArea.size;
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// world coordinates
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this.viewAreaBottomLeft = vec2.add(
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vec2.create(),
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viewArea.topLeft,
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vec2.fromValues(0, -viewArea.size.y)
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);
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const scaleLongerEdgeTo1 =
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1 / Math.max(this.worldAreaInView.x, this.worldAreaInView.y);
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this.squareToAspectRatio = vec2.fromValues(
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this.worldAreaInView.x * scaleLongerEdgeTo1,
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this.worldAreaInView.y * scaleLongerEdgeTo1
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);
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this.scaleWorldAreaInViewToNDC = scaleLongerEdgeTo1 * 2;
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mat2d.fromScaling(
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this.scaleWorldToNDC,
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vec2.fromValues(this.scaleWorldAreaInViewToNDC, this.scaleWorldAreaInViewToNDC)
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);
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const translate = vec2.scale(vec2.create(), this.viewAreaBottomLeft, -1);
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vec2.subtract(
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translate,
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translate,
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vec2.scale(vec2.create(), this.worldAreaInView, 0.5)
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);
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mat2d.translate(this.scaleWorldToNDC, this.scaleWorldToNDC, translate);
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}
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public setCursorPosition(position: vec2): void {
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this.cursorPosition = position;
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}
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public drawInfoText(text: string) {
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if (this.overlay.innerText != text) {
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this.overlay.innerText = text;
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