Add frame buffers
This commit is contained in:
parent
066314ede8
commit
582979d3ed
13 changed files with 309 additions and 102 deletions
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@ -19,3 +19,6 @@ A good-looking 2D adventure.
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- docker engine dashboard?
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- local dev env
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- prettier script
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- monitoring
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- traefik
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- digital ocean docker contianer registry
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@ -0,0 +1,26 @@
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import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
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import { FrameBuffer } from './frame-buffer';
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export class DefaultFrameBuffer extends FrameBuffer {
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constructor(
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gl: WebGL2RenderingContext,
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programs: Array<FragmentShaderOnlyProgram>
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) {
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super(gl, programs);
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this.frameBuffer = null;
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this.setSize();
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}
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public setSize() {
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super.setSize();
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if (
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this.gl.canvas.width !== this.size.x ||
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this.gl.canvas.height !== this.size.y
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) {
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this.gl.canvas.width = this.size.x;
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this.gl.canvas.height = this.size.y;
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}
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}
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}
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@ -59,6 +59,19 @@ export class FragmentShaderOnlyProgram {
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type: glUniform.type,
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});
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}
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console.log(this.uniforms);
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this.uniforms.map((u1) => {
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const isSingle =
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this.uniforms.filter((u2) => u2.name.includes(u1.name[0])).length == 1;
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if (u1.name.includes('0') && isSingle) {
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u1.name = u1.name.slice(0, -1);
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}
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return u1;
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});
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console.log(this.uniforms);
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}
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private createProgram(fragmentShaderSource: string) {
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@ -0,0 +1,48 @@
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import { Vec2 } from '../../math/vec2';
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import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
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export abstract class FrameBuffer {
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public renderScale = 1;
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public enableHighDpiRendering = false;
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protected size: Vec2;
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protected frameBuffer: WebGLFramebuffer;
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constructor(
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protected gl: WebGL2RenderingContext,
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protected programs: Array<FragmentShaderOnlyProgram>
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) {}
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public render(uniforms: any, input?: WebGLTexture) {
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this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
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if (input !== null) {
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this.gl.bindTexture(this.gl.TEXTURE_2D, input);
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}
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this.gl.viewport(0, 0, this.size.x, this.size.y);
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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.programs.forEach((p) => {
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p.bind();
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p.setUniforms(uniforms);
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p.draw();
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});
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}
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public setSize() {
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const realToCssPixels = window.devicePixelRatio * this.renderScale;
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const canvasWidth = (this.gl.canvas as HTMLCanvasElement).clientWidth;
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const canvasHeight = (this.gl.canvas as HTMLCanvasElement).clientHeight;
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const displayWidth = Math.floor(canvasWidth * realToCssPixels);
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const displayHeight = Math.floor(canvasHeight * realToCssPixels);
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this.size = new Vec2(displayWidth, displayHeight);
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}
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public getSize(): Vec2 {
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return this.size;
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}
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}
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@ -0,0 +1,75 @@
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import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
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import { FrameBuffer } from './frame-buffer';
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export class IntermediateFrameBuffer extends FrameBuffer {
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private frameTexture: WebGLTexture;
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constructor(
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gl: WebGL2RenderingContext,
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programs: Array<FragmentShaderOnlyProgram>
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) {
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super(gl, programs);
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this.frameTexture = this.gl.createTexture();
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this.configureTexture();
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this.frameBuffer = this.gl.createFramebuffer();
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this.configureFrameBuffer();
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this.setSize();
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}
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public get texture(): WebGLTexture {
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return this.frameTexture;
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}
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public setSize() {
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super.setSize();
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this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
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this.gl.texImage2D(
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this.gl.TEXTURE_2D,
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0,
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this.gl.RGBA,
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this.size.x,
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this.size.y,
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0,
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this.gl.RGBA,
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this.gl.UNSIGNED_BYTE,
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null
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);
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}
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private configureTexture() {
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this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
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this.gl.texParameteri(
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this.gl.TEXTURE_2D,
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this.gl.TEXTURE_MIN_FILTER,
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this.gl.LINEAR
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);
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this.gl.texParameteri(
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this.gl.TEXTURE_2D,
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this.gl.TEXTURE_WRAP_S,
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this.gl.CLAMP_TO_EDGE
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);
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this.gl.texParameteri(
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this.gl.TEXTURE_2D,
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this.gl.TEXTURE_WRAP_T,
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this.gl.CLAMP_TO_EDGE
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);
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}
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private configureFrameBuffer() {
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this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
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const attachmentPoint = this.gl.COLOR_ATTACHMENT0;
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this.gl.framebufferTexture2D(
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this.gl.FRAMEBUFFER,
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attachmentPoint,
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this.gl.TEXTURE_2D,
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this.frameTexture,
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0
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);
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}
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}
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@ -16,12 +16,24 @@ export const loadUniform = (
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) => void
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> = new Map();
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{
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converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) =>
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gl.uniform1f(l, v)
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);
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converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => {
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gl.uniform1fv(l, new Float32Array(v));
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});
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converters.set(WebGL2RenderingContext.FLOAT_VEC2, (gl, v: Vec2, l) =>
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gl.uniform2fv(l, new Float32Array(v.list))
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converters.set(
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WebGL2RenderingContext.FLOAT_VEC2,
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(gl, v: Vec2 | Array<Vec2>, l) => {
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if (v instanceof Array) {
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const result = new Float32Array(v.length * 2);
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for (let i = 0; i < v.length; i++) {
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result[2 * i] = v[i].x;
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result[2 * i + 1] = v[i].y;
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}
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gl.uniform2fv(l, new Float32Array(result));
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} else {
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gl.uniform2fv(l, new Float32Array(v.list));
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}
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}
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);
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converters.set(WebGL2RenderingContext.FLOAT_MAT3, (gl, v: Mat3, l) =>
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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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@ -11,7 +11,9 @@ import { Character } from './objects/types/character';
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import { InfoText } from './objects/types/info-text';
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import { timeIt } from './helper/timing';
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import caveFragmentShader from '../shaders/cave-fs.glsl';
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import caveFragmentShader from '../shaders/cave-distance-fs.glsl';
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import lightsShader from '../shaders/rainbow-shading-fs.glsl';
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//import lightsShader from '../shaders/lights-shading-fs.glsl';
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import { Dungeon } from './objects/types/dungeon';
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import { BeforeDrawCommand } from './commands/types/before-draw';
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@ -34,7 +36,10 @@ export class Game {
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[this.objects]
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);
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this.renderer = new WebGl2Renderer(canvas, overlay, [caveFragmentShader]);
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this.renderer = new WebGl2Renderer(canvas, overlay, [
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caveFragmentShader,
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lightsShader,
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]);
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this.initializeScene();
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requestAnimationFrame(this.gameLoop.bind(this));
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@ -4,10 +4,9 @@ import { Vec2 } from '../../math/vec2';
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import { last } from '../../helper/last';
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export interface Line {
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from: Vec2;
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to: Vec2;
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normal: Vec2;
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isLineEnd: boolean;
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start: Vec2;
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end: Vec2;
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radius: number;
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}
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export class Dungeon extends GameObject {
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@ -19,62 +18,35 @@ export class Dungeon extends GameObject {
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this.addCommandExecutor(DrawCommand, this.draw.bind(this));
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let previousHeight = 0;
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let previousPoint = {
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from: new Vec2(),
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to: new Vec2(-10000, 0),
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};
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let previousEnd = new Vec2();
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for (let i = 0; i < 5000; i += 50) {
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const height = previousHeight + (Math.random() - 0.5) * 200;
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previousHeight = height;
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const current = {
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from: previousPoint.to,
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to: new Vec2(i, height),
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normal: new Vec2(1.0),
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isLineEnd: false,
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};
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this.lines.push(current);
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previousPoint = current;
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const currentEnd = new Vec2(i, height);
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this.lines.push({
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start: previousEnd,
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end: currentEnd,
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radius: Math.random() * 15 + 15,
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});
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previousEnd = currentEnd;
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}
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last(this.lines).to = last(this.lines).to.add(new Vec2(10000, 0));
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last(this.lines).isLineEnd = true;
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const delta = new Vec2(200, 400);
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this.lines = [
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...this.lines,
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...this.lines.map(({ from, to, normal, isLineEnd }) => ({
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normal: normal.scale(-1),
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from: from.add(delta),
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to: to.add(delta),
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isLineEnd,
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})),
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];
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this.calculateNormals();
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}
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private calculateNormals() {
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this.lines.forEach((l) => {
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const tangent = l.to.subtract(l.from);
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l.normal = new Vec2(
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-l.normal.x * tangent.y,
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l.normal.x * tangent.x
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).normalized;
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});
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}
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private draw(c: DrawCommand) {
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const linesToBeDrawn: Array<Line> = [];
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const lines: Array<Vec2> = [];
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const radii: Array<number> = [];
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for (let line of this.lines) {
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if (c.drawer.isOnScreen(line.from) || c.drawer.isOnScreen(line.to)) {
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linesToBeDrawn.push(line);
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} else if (line.isLineEnd && last(linesToBeDrawn) != null) {
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last(linesToBeDrawn).isLineEnd = true;
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if (c.drawer.isOnScreen(line.start) || c.drawer.isOnScreen(line.end)) {
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lines.push(line.start);
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lines.push(line.end);
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radii.push(line.radius);
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}
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}
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c.drawer.giveUniforms({ lines: linesToBeDrawn });
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c.drawer.giveUniforms({ lines, radii });
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}
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}
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39
frontend/src/shaders/cave-distance-fs.glsl
Normal file
39
frontend/src/shaders/cave-distance-fs.glsl
Normal file
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@ -0,0 +1,39 @@
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#version 300 es
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precision mediump float;
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#define INFINITY 10000.0
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#define LINE_COUNT 50
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uniform vec2[LINE_COUNT * 2] lines;
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uniform float[LINE_COUNT] radii;
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float lineDistance(in vec2 target, in vec2 start, in vec2 end, in float radius) {
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vec2 pa = target - start, ba = end - start;
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float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
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return distance(pa, ba * h) - radius;
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}
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float getDistance(in vec2 target) {
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float minDistance = INFINITY;
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for (int i = 0; i < LINE_COUNT; i++) {
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vec2 start = lines[2 * i];
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vec2 end = lines[2 * i + 1];
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float r = radii[i];
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minDistance = min(minDistance, lineDistance(target, start, end, r));
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}
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return -minDistance;
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}
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uniform mat3 transform;
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out vec4 fragmentColor;
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void main() {
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vec2 position = (vec3(gl_FragCoord.xy, 1.0) * transform).xy;
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float distance = getDistance(position);
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fragmentColor = vec4(vec3(0.0), distance / 256.0 + 0.5);
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}
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@ -33,7 +33,7 @@ float lineDistance(in vec2 position, in Line line, out float h) {
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float getDistance(in vec2 target) {
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float positiveMinDistance = INFINITY;
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float negativeMaxDistance = -INFINITY;
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float negativeMaxDistance = INFINITY;
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float leftJoinAcuteness = 0.0;
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vec2 splitterLineNormalStart = vec2(-1.0, 0.0);
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@ -55,9 +55,9 @@ float getDistance(in vec2 target) {
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|| dot(target - lines[i].to, splitterLineNormalEnd * sign(dot(lines[i].from - lines[i].to, splitterLineNormalEnd))) <= 0.0
|
||||
)
|
||||
) {
|
||||
float distanceToCurrentSign = sign(distanceToCurrent);
|
||||
positiveMinDistance = min(positiveMinDistance, 1.0 / (0.5 + distanceToCurrentSign / 2.0) * distanceToCurrent);
|
||||
negativeMaxDistance = max(negativeMaxDistance, -1.0 / (0.5 - distanceToCurrentSign / 2.0) * distanceToCurrent);
|
||||
float distanceToCurrentSign = sign(distanceToCurrent) / 2.0;
|
||||
positiveMinDistance = min(positiveMinDistance, 1.0 / (0.5 + distanceToCurrentSign) * abs(distanceToCurrent));
|
||||
negativeMaxDistance = min(negativeMaxDistance, 1.0 / (0.5 - distanceToCurrentSign) * abs(distanceToCurrent));
|
||||
}
|
||||
splitterLineNormalStart = splitterLineNormalEnd;
|
||||
}
|
||||
|
|
@ -71,4 +71,5 @@ out vec4 fragmentColor;
|
|||
void main() {
|
||||
vec2 position = (vec3(gl_FragCoord.xy, 1.0) * transform).xy;
|
||||
fragmentColor = vec4(vec3(1.0) * clamp(0.0, 1.0, getDistance(position)), 1.0);
|
||||
|
||||
}
|
||||
|
|
@ -1,8 +1,6 @@
|
|||
#version 300 es
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#define INFINITY 1.0 / 0.0
|
||||
|
||||
|
|
@ -13,8 +11,11 @@ precision mediump float;
|
|||
#define ANTIALIASING_RADIUS 1.0
|
||||
|
||||
uniform vec2 resolution;
|
||||
// uniform vec2 u_mouse;
|
||||
uniform float time;
|
||||
uniform vec2 mouse;
|
||||
uniform sampler2D distanceTexture;
|
||||
uniform mat3 transformUV;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
struct Light {
|
||||
vec2 center;
|
||||
|
|
@ -66,7 +67,7 @@ float getDistance(in vec2 target, out Circle nearest) {
|
|||
}
|
||||
|
||||
void createWorld() {
|
||||
lights[0] = Light(u_mouse, 40.5, vec3(1.0), 25.0);
|
||||
lights[0] = Light(mouse, 40.5, vec3(1.0), 25.0);
|
||||
lights[1] = Light(vec2(100.0, 350.0), 52.5,vec3(2.0, 1.0, 0.25), 20.5);
|
||||
|
||||
world[0] = Circle(vec2(250.0, 100.0), 12.5, blue);
|
||||
|
|
@ -155,5 +156,5 @@ void main() {
|
|||
vec2 position = gl_FragCoord.xy + vec2(0.5);
|
||||
vec3 color = getPixelColorAntialiased(position);
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
fragmentColor = vec4(color, 1.0);
|
||||
}
|
||||
|
|
@ -1,3 +1,8 @@
|
|||
#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
|
||||
vec3 rainbow(float level) {
|
||||
float r = float(level <= 2.0) + float(level > 4.0) * 0.5;
|
||||
float g = max(1.0 - abs(level - 2.0) * 0.5, 0.0);
|
||||
|
|
@ -15,4 +20,13 @@ vec4 smoothRainbow(float x) {
|
|||
return vec4(mix(a, b, fract(x*6.0)), 1.0);
|
||||
}
|
||||
|
||||
fragmentColor = smoothRainbow(getDistance(position) / 30.0 + 0.5);
|
||||
|
||||
uniform sampler2D distanceTexture;
|
||||
uniform mat3 transformUV;
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main() {
|
||||
vec2 position = (vec3(gl_FragCoord.xy, 1.0) * transformUV).xy;
|
||||
vec4 previous = texture(distanceTexture, position);
|
||||
fragmentColor = smoothRainbow(previous.a);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue