Add frame buffers
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066314ede8
commit
582979d3ed
13 changed files with 309 additions and 102 deletions
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@ -4,18 +4,17 @@ import { Mat3 } from '../math/mat3';
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import { FragmentShaderOnlyProgram } from './graphics-library/fragment-shader-only-program';
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import { WebGlStopwatch } from './graphics-library/stopwatch';
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import { Rectangle } from '../math/rectangle';
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import { IntermediateFrameBuffer } from './graphics-library/intermediate-frame-buffer';
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import { FrameBuffer } from './graphics-library/frame-buffer';
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import { DefaultFrameBuffer } from './graphics-library/default-frame-buffer';
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export class WebGl2Renderer implements Drawer {
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private gl: WebGL2RenderingContext;
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private program: FragmentShaderOnlyProgram;
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private stopwatch: WebGlStopwatch;
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public enableHighDpiRendering = false;
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public renderScale = 0.5;
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private viewBox: Rectangle = new Rectangle();
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private nextFrameUniforms: any;
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private frameBuffers: Array<FrameBuffer> = [];
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constructor(
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private canvas: HTMLCanvasElement,
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@ -27,53 +26,52 @@ export class WebGl2Renderer implements Drawer {
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throw new Error('WebGl2 is not supported');
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}
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this.program = new FragmentShaderOnlyProgram(this.gl, shaderSources[0]);
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this.frameBuffers.push(
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new IntermediateFrameBuffer(this.gl, [
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new FragmentShaderOnlyProgram(this.gl, shaderSources[0]),
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])
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);
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this.frameBuffers.push(
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new DefaultFrameBuffer(this.gl, [
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new FragmentShaderOnlyProgram(this.gl, shaderSources[1]),
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])
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);
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this.frameBuffers[0].renderScale = 0.2;
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this.frameBuffers[1].renderScale = 1;
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try {
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this.stopwatch = new WebGlStopwatch(this.gl);
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} catch {}
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}
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private handleResize() {
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const realToCssPixels = window.devicePixelRatio * this.renderScale;
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const displayWidth = Math.floor(this.canvas.clientWidth * realToCssPixels);
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const displayHeight = Math.floor(
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this.canvas.clientHeight * realToCssPixels
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);
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if (
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this.canvas.width !== displayWidth ||
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this.canvas.height !== displayHeight
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) {
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this.canvas.width = displayWidth;
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this.canvas.height = displayHeight;
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}
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this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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}
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public startFrame() {
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startFrame(): void {
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this.stopwatch?.start();
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this.handleResize();
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this.gl.clearColor(0, 0, 0, 0);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
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this.program.bind();
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this.nextFrameUniforms = {};
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this.frameBuffers.forEach((f) => f.setSize());
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}
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public finishFrame() {
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const resolution = new Vec2(this.canvas.width, this.canvas.height);
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this.nextFrameUniforms.transform = Mat3.translateMatrix(new Vec2(0.5, 0.5))
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.times(Mat3.scaleMatrix(this.viewBox.size.divide(resolution)))
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.times(
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Mat3.scaleMatrix(
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this.viewBox.size.divide(this.frameBuffers[0].getSize())
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)
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)
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.times(Mat3.translateMatrix(this.viewBox.topLeft));
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this.program.setUniforms(this.nextFrameUniforms);
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this.program.draw();
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this.nextFrameUniforms.transformUV = Mat3.translateMatrix(
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new Vec2(0.5, 0.5)
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).times(Mat3.scaleMatrix(new Vec2(1).divide(resolution)));
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this.frameBuffers[0].render(this.nextFrameUniforms);
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this.frameBuffers[1].render(
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this.nextFrameUniforms,
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(this.frameBuffers[0] as IntermediateFrameBuffer).texture
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);
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this.stopwatch?.stop();
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}
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