Remove twgl

This commit is contained in:
schmelczerandras 2020-07-19 22:15:18 +02:00
parent 13942af41c
commit ac66c91000
16 changed files with 364 additions and 154 deletions

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@ -21,5 +21,4 @@ A good-looking 2D adventure.
- vs code glsl formatter - vs code glsl formatter
- docker engine dashboard? - docker engine dashboard?
- local dev env - local dev env
- vs code config
- prettier script - prettier script

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@ -48,7 +48,6 @@
"svg-url-loader": "^6.0.0", "svg-url-loader": "^6.0.0",
"terser-webpack-plugin": "^2.3.5", "terser-webpack-plugin": "^2.3.5",
"ts-loader": "^8.0.1", "ts-loader": "^8.0.1",
"twgl.js": "^4.15.2",
"typescript": "^3.8.3", "typescript": "^3.8.3",
"uuid": "^8.2.0", "uuid": "^8.2.0",
"webpack": "^4.43.0", "webpack": "^4.43.0",

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@ -15,12 +15,8 @@
<title>Test</title> <title>Test</title>
</head> </head>
<body> <body>
<main> <noscript><h1>Javascript is required for this website.</h1></noscript>
<noscript><h1>Javascript is required for this website.</h1></noscript> <div id="overlay"></div>
<div class="canvas-container"> <canvas id="main"></canvas>
<div id="overlay"></div>
<canvas id="main"></canvas>
</div>
</main>
</body> </body>
</html> </html>

View file

@ -1,9 +1,9 @@
import { Vec2 } from '../math/vec2'; import { Vec2 } from '../math/vec2';
export interface Drawer { export interface Drawer {
startWaitingForInstructions(); startFrame();
finishWaitingForInstructions(); finishFrame();
setCameraPosition(position: Vec2); setCameraPosition(position: Vec2);
setViewBoxSize(size: Vec2); setInViewWidth(size: number): Vec2;
drawCornerText(text: string); drawInfoText(text: string);
} }

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@ -1 +0,0 @@
//export function

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@ -0,0 +1,24 @@
import { createShader } from './create-shader';
export const createProgram = (
gl: WebGL2RenderingContext,
vertexShader: string,
fragmentShader: string
): WebGLProgram => {
const program = gl.createProgram();
gl.attachShader(program, createShader(gl, gl.VERTEX_SHADER, vertexShader));
gl.attachShader(
program,
createShader(gl, gl.FRAGMENT_SHADER, fragmentShader)
);
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
};

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@ -0,0 +1,16 @@
export const createShader = (
gl: WebGL2RenderingContext,
type: GLenum,
source: string
): WebGLShader => {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
};

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@ -0,0 +1,26 @@
export const prepareScreenQuad = (
gl: WebGL2RenderingContext,
program: WebGLProgram,
attributeName: string
): WebGLVertexArrayObject => {
const positionAttributeLocation = gl.getAttribLocation(
program,
attributeName
);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]),
gl.STATIC_DRAW
);
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
return vao;
};

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@ -1,84 +1,102 @@
const twgl = require('twgl.js');
import { Drawer } from './drawer'; import { Drawer } from './drawer';
import { Vec2 } from '../math/vec2'; import { Vec2 } from '../math/vec2';
import { createProgram } from './graphics-library/create-program';
import { prepareScreenQuad } from './graphics-library/prepare-screen-quad';
export class WebGl2Renderer implements Drawer { export class WebGl2Renderer implements Drawer {
private gl: WebGL2RenderingContext; private gl: WebGL2RenderingContext;
private programInfo: any; private program: WebGLProgram;
private bufferInfo: any; private vao: WebGLVertexArrayObject;
private vao: any;
constructor( public enableHighDpiRendering = false;
private canvas: HTMLCanvasElement, public renderScale = 0.33;
private overlay: HTMLElement,
shaderSources: Array<string>
) {
twgl.setDefaults({ attribPrefix: 'a_' });
this.gl = this.canvas.getContext('webgl2');
if (!this.gl) {
throw new Error('WebGl2 not supported');
}
this.programInfo = twgl.createProgramInfo(this.gl, shaderSources);
const arrays = {
position: {
numComponents: 3,
data: [-1.0, -1.0, 0.0, -1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, -1.0, 0.0],
},
indices: {
numComponents: 3,
data: [0, 1, 2, 0, 2, 3],
},
};
this.bufferInfo = twgl.createBufferInfoFromArrays(this.gl, arrays);
this.vao = twgl.createVAOFromBufferInfo(
this.gl,
this.programInfo,
this.bufferInfo
);
}
startWaitingForInstructions() {
//throw new Error("Method not implemented.");
}
private cameraPosition: Vec2; private cameraPosition: Vec2;
private viewBoxSize: Vec2; private viewBoxSize: Vec2;
finishWaitingForInstructions() { constructor(
const gl = this.gl; private canvas: HTMLCanvasElement,
private overlay: HTMLElement,
shaderSources: [string, string]
) {
this.gl = this.canvas.getContext('webgl2');
if (!this.gl) {
throw new Error('WebGl2 is not supported');
}
twgl.resizeCanvasToDisplaySize(this.canvas); this.program = createProgram(this.gl, ...shaderSources);
this.gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height); this.vao = prepareScreenQuad(this.gl, this.program, 'a_position');
}
gl.clear(gl.COLOR_BUFFER_BIT); private handleResize() {
const realToCssPixels = window.devicePixelRatio * this.renderScale;
const uniforms = { const displayWidth = Math.floor(this.canvas.clientWidth * realToCssPixels);
cameraPosition: this.cameraPosition.list, const displayHeight = Math.floor(
viewBoxSize: this.viewBoxSize.list, this.canvas.clientHeight * realToCssPixels
resolution: [this.gl.canvas.width, this.gl.canvas.height], );
};
this.gl.useProgram(this.programInfo.program); if (
this.canvas.width !== displayWidth ||
this.canvas.height !== displayHeight
) {
this.canvas.width = displayWidth;
this.canvas.height = displayHeight;
}
this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
}
public startFrame() {
this.handleResize();
this.gl.clearColor(0, 0, 0, 0);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
this.gl.useProgram(this.program);
this.gl.bindVertexArray(this.vao); this.gl.bindVertexArray(this.vao);
//twgl.setBuffersAndAttributes(this.gl, this.programInfo, this.bufferInfo); }
twgl.setUniforms(this.programInfo, uniforms); finishFrame() {
twgl.drawBufferInfo(this.gl, this.bufferInfo); const resolutionUniformLocation = this.gl.getUniformLocation(
this.program,
'resolution'
);
this.gl.uniform2f(
resolutionUniformLocation,
this.canvas.width,
this.canvas.height
);
const viewBoxSizeUniformLocation = this.gl.getUniformLocation(
this.program,
'viewBoxSize'
);
this.gl.uniform2f(viewBoxSizeUniformLocation, ...this.viewBoxSize.list);
const cameraPositionUniformLocation = this.gl.getUniformLocation(
this.program,
'cameraPosition'
);
this.gl.uniform2f(
cameraPositionUniformLocation,
...this.cameraPosition.list
);
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
} }
setCameraPosition(position: Vec2) { setCameraPosition(position: Vec2) {
this.cameraPosition = position; this.cameraPosition = position;
} }
setViewBoxSize(size: Vec2) { setInViewWidth(size: number): Vec2 {
this.viewBoxSize = size; const canvasAspectRatio =
this.canvas.clientHeight / this.canvas.clientWidth;
this.viewBoxSize = new Vec2(size, size * canvasAspectRatio);
return this.viewBoxSize;
} }
drawCornerText(text: string) { drawInfoText(text: string) {
if (this.overlay.innerText != text) { if (this.overlay.innerText != text) {
this.overlay.innerText = text; this.overlay.innerText = text;
} }

View file

@ -16,6 +16,7 @@ export class Game {
private previousTime: DOMHighResTimeStamp = 0; private previousTime: DOMHighResTimeStamp = 0;
private objects: ObjectContainer = new ObjectContainer(); private objects: ObjectContainer = new ObjectContainer();
private renderer: WebGl2Renderer; private renderer: WebGl2Renderer;
private frameCount = 0;
constructor() { constructor() {
const canvas: HTMLCanvasElement = document.querySelector('canvas#main'); const canvas: HTMLCanvasElement = document.querySelector('canvas#main');
@ -47,14 +48,18 @@ export class Game {
@timeIt() @timeIt()
private gameLoop(time: DOMHighResTimeStamp) { private gameLoop(time: DOMHighResTimeStamp) {
const deltaTime = time - this.previousTime; const deltaTime = time - this.previousTime;
if (this.frameCount++ % 30 == 0) {
InfoText.modifyRecord('FPS', (1000 / deltaTime).toFixed(1));
}
this.previousTime = time; this.previousTime = time;
this.objects.sendCommand(new StepCommand(deltaTime)); this.objects.sendCommand(new StepCommand(deltaTime));
this.renderer.startWaitingForInstructions(); this.renderer.startFrame();
this.objects.sendCommand(new DrawCommand(this.renderer)); this.objects.sendCommand(new DrawCommand(this.renderer));
this.renderer.finishWaitingForInstructions(); this.renderer.finishFrame();
requestAnimationFrame(this.gameLoop.bind(this)); window.requestAnimationFrame(this.gameLoop.bind(this));
} }
} }

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@ -1,23 +1,22 @@
import { GameObject } from '../game-object'; import { GameObject } from '../game-object';
import { DrawCommand } from '../../commands/types/draw'; import { DrawCommand } from '../../commands/types/draw';
import { Vec2 } from '../../math/vec2';
import { MoveToCommand } from '../../commands/types/move-to'; import { MoveToCommand } from '../../commands/types/move-to';
export class Camera extends GameObject { export class Camera extends GameObject {
private inViewWidth = 1500;
constructor() { constructor() {
super(); super();
this._boundingBoxSize = new Vec2(1200, 800);
this.addCommandExecutor(DrawCommand, this.draw.bind(this)); this.addCommandExecutor(DrawCommand, this.draw.bind(this));
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this)); this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
} }
private draw(e: DrawCommand) { private draw(c: DrawCommand) {
e.drawer.setCameraPosition(this.position); c.drawer.setCameraPosition(this.position);
e.drawer.setViewBoxSize(this.boundingBoxSize); this._boundingBoxSize = c.drawer.setInViewWidth(this.inViewWidth);
} }
private moveTo(e: MoveToCommand) { private moveTo(c: MoveToCommand) {
this._position = e.position; this._position = c.position;
} }
} }

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@ -17,6 +17,6 @@ export class InfoText extends GameObject {
private draw(e: DrawCommand) { private draw(e: DrawCommand) {
let text = ''; let text = '';
InfoText.records.forEach((v, k) => (text += `${k}\n\t${v}\n`)); InfoText.records.forEach((v, k) => (text += `${k}\n\t${v}\n`));
e.drawer.drawCornerText(text); e.drawer.drawInfoText(text);
} }
} }

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@ -0,0 +1,157 @@
#version 300 es
precision mediump float;
const float smoothing = 10.0;
const float inf = 1000000.0;
const float pi = atan(1.0) * 4.0;
float interpolate(float from, float to, float quotient) {
float steppedQ = sin(quotient * pi - pi * 0.5) * 0.5 + 0.5;
return from + (to - from) * clamp(steppedQ, 0.0, 1.0);
}
vec2 rotate90deg(in vec2 vector) {
return vec2(-vector.y, vector.x);
}
struct Line {
vec2 a;
vec2 b;
vec2 normal;
bool isLineEnd;
}[16] lines;
float noise(float x){
return fract(sin(x) * 43758.5453123);
}
float terrain(float x) {
float result = 0.0;
float frequency = 0.01;
float amplitude = 1.0;
for (int i = 0; i < 8; i++) {
result += sin(2.0 * pi * x * frequency - 2.0 * pi * noise(float(i) * 200.0)) * amplitude;
frequency *= 1.5;
amplitude /= 1.2;
}
return result;
}
vec2 random2(vec2 st){
st = vec2( dot(st,vec2(127.1,311.7)),
dot(st,vec2(269.5,183.3)) );
return -1.0 + 2.0*fract(sin(st)*43758.5453123);
}
float noise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f*f*(3.0-2.0*f);
return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ),
dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x),
mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ),
dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y);
}
float lineDistance(in vec2 position, in Line line, out float h) {
vec2 pa = position - line.a, ba = line.b - line.a;
h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
vec2 delta = pa - ba*h;
// sign can return 0, double sign prevents this
float side = sign(sign(dot(delta, line.normal)) - 0.5);
return length(delta) * side; //+ terrain(length(ba * h));
}
Line endDummyLineFromLine(Line line) {
return Line(line.b, line.b + rotate90deg(line.normal), line.normal, false);
}
float getDistance(in vec2 target) {
float minDistance = inf;
float leftJoinAcuteness = 0.0;
vec2 splitterLineNormalStart = vec2(-1.0, 0.0);
bool skipDistanceToPrevious = true;
for (int i = 0; i < lines.length(); i++) {
Line current = lines[i];
Line next;
if (current.isLineEnd || i + 1 == lines.length()) {
next = endDummyLineFromLine(current);
} else {
next = lines[i + 1];
}
vec2 splitterLineNormalEnd = rotate90deg(normalize(current.normal + next.normal));
float h;
float distanceToCurrent = lineDistance(target, current, h);
float rightJoinAcuteness = dot(next.b - current.a, next.normal - current.normal);
distanceToCurrent -= interpolate(
sign(leftJoinAcuteness) * smoothing,
sign(rightJoinAcuteness) * smoothing, h
);
leftJoinAcuteness = rightJoinAcuteness;
if (
!(
dot(target - current.a, splitterLineNormalStart * -sign(dot(current.b - current.a, splitterLineNormalStart))) > 0.0
|| dot(target - current.b, splitterLineNormalEnd * sign(dot(current.a - current.b, splitterLineNormalEnd))) <= 0.0
) && abs(distanceToCurrent) < abs(minDistance)
) {
minDistance = distanceToCurrent;
}
splitterLineNormalStart = splitterLineNormalEnd;
}
return minDistance;
}
void createWorld() {
lines[0] = Line(vec2(0.0, 300.0), vec2(550.0, 140.0), vec2(1.0), false);
lines[1] = Line(vec2(550.0, 140.0), vec2(750.0, 130.0), vec2(1.0), false);
lines[2] = Line(vec2(750.0, 130.0), vec2(650.0, 230.0), vec2(1.0), false);
lines[3] = Line(vec2(650.0, 230.0), vec2(850.0, 230.0), vec2(1.0), false);
lines[4] = Line(vec2(850.0, 230.0), vec2(800.0, 150.0), vec2(1.0), false);
lines[5] = Line(vec2(800.0, 150.0), vec2(1000.0, 120.0), vec2(1.0), false);
lines[6] = Line(vec2(1000.0, 120.0), vec2(1150, 120.0), vec2(1.0), false);
lines[7] = Line(vec2(1150, 120.0), vec2(10200, 350.0), vec2(1.0), true);
lines[8] = Line(vec2(0.0, 600.0), vec2(550.0, 440.0), vec2(-1.0), false);
lines[9] = Line(vec2(550.0, 440.0), vec2(750.0, 430.0), vec2(-1.0), false);
lines[10] = Line(vec2(750.0, 430.0), vec2(650.0, 530.0), vec2(-1.0), false);
lines[11] = Line(vec2(650.0, 530.0), vec2(850.0, 530.0), vec2(-1.0), false);
lines[12] = Line(vec2(850.0, 530.0), vec2(820.0, 450.0), vec2(-1.0), false);
lines[13] = Line(vec2(820.0, 450.0), vec2(1000.0, 420.0), vec2(-1.0), false);
lines[14] = Line(vec2(1000.0, 420.0), vec2(1150, 420.0), vec2(-1.0), false);
lines[15] = Line(vec2(1150, 420.0), vec2(10200, 650.0), vec2(-1.0), true);
for (int i = 0; i < lines.length(); i++) {
vec2 tangent = lines[i].b - lines[i].a;
lines[i].normal = normalize(
vec2(-lines[i].normal.x * tangent.y, lines[i].normal.x * tangent.x)
);
}
}
uniform vec2 cameraPosition;
uniform vec2 viewBoxSize;
uniform vec2 resolution;
out vec4 fragmentColor;
void main() {
createWorld();
vec2 pixelPosition = gl_FragCoord.xy + vec2(0.5);
vec2 position = pixelPosition / resolution * viewBoxSize + cameraPosition;
fragmentColor = vec4(vec3(1.0) * clamp(0.0, 1.0, getDistance(position)), 1.0);
}

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@ -22,53 +22,15 @@ struct Line {
bool isLineEnd; bool isLineEnd;
}[16] lines; }[16] lines;
float noise(float x){
return fract(sin(x) * 43758.5453123);
}
float terrain(float x) {
float result = 0.0;
float frequency = 0.01;
float amplitude = 1.0;
for (int i = 0; i < 8; i++) {
result += sin(2.0 * pi * x * frequency - 2.0 * pi * noise(float(i) * 200.0)) * amplitude;
frequency *= 1.5;
amplitude /= 1.2;
}
return result;
}
vec2 random2(vec2 st){
st = vec2( dot(st,vec2(127.1,311.7)),
dot(st,vec2(269.5,183.3)) );
return -1.0 + 2.0*fract(sin(st)*43758.5453123);
}
float noise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f*f*(3.0-2.0*f);
return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ),
dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x),
mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ),
dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y);
}
float lineDistance(in vec2 position, in Line line, out float h) { float lineDistance(in vec2 position, in Line line, out float h) {
vec2 pa = position - line.a, ba = line.b - line.a; vec2 pa = position - line.a, ba = line.b - line.a;
h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
vec2 delta = pa - ba*h; vec2 delta = pa - ba*h;
// sign can return 0, double sign prevents this // sign can return 0, double sign prevents this
float side = sign(sign(dot(delta, line.normal)) - 0.5); float side = sign(sign(dot(delta, line.normal)) - 0.5);
return length(delta) * side + terrain(length(ba * h)); return length(delta) * side;
} }
Line endDummyLineFromLine(Line line) { Line endDummyLineFromLine(Line line) {
return Line(line.b, line.b + rotate90deg(line.normal), line.normal, false); return Line(line.b, line.b + rotate90deg(line.normal), line.normal, false);
} }
@ -140,7 +102,6 @@ void createWorld() {
} }
} }
uniform vec2 cameraPosition; uniform vec2 cameraPosition;
uniform vec2 viewBoxSize; uniform vec2 viewBoxSize;
uniform vec2 resolution; uniform vec2 resolution;
@ -152,6 +113,6 @@ void main() {
vec2 pixelPosition = gl_FragCoord.xy + vec2(0.5); vec2 pixelPosition = gl_FragCoord.xy + vec2(0.5);
vec2 position = pixelPosition / resolution * viewBoxSize + cameraPosition; vec2 position = pixelPosition / resolution * viewBoxSize + cameraPosition;
//fragmentColor = getDistance(position) > 0.0 ? vec4(0.0, 0.0, 0.0, 0.0) : vec4(0.0, 0.0, 0.0, 1.0);
fragmentColor = vec4(vec3(1.0) * clamp(0.0, 1.0, getDistance(position)), 1.0); fragmentColor = vec4(vec3(1.0) * clamp(0.0, 1.0, getDistance(position)), 1.0);
} }

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@ -1,39 +1,33 @@
html, html,
body, body,
main { canvas {
height: 100%; height: 100%;
width: 100%;
} }
body { body {
position: relative;
margin: 0; margin: 0;
background-color: #333;
main { #overlay {
position: relative; font-family: Helvetica, Arial, sans-serif;
font-size: 1em;
margin: 0.75em 1em;
user-select: none;
pointer-events: none;
position: absolute;
right: 0;
$outline-width: 0.5px;
text-shadow: -$outline-width -$outline-width 0 #000,
$outline-width -$outline-width 0 #000,
-$outline-width $outline-width 0 #000,
$outline-width $outline-width 0 #000;
color: white;
white-space: pre;
}
.canvas-container { canvas#main {
position: absolute; width: 100%;
top: 50%; background-color: hotpink;
transform: translateY(-50%);
width: 100%;
#overlay {
font-family: Helvetica, Arial, sans-serif;
font-size: 1em;
padding: 0.5em 1em;
user-select: none;
pointer-events: none;
position: absolute;
right: 0;
-webkit-text-stroke: 1px black;
-webkit-text-fill-color: white;
white-space: pre;
}
canvas#main {
width: 100%;
background-color: hotpink;
}
}
} }
} }

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@ -19,10 +19,27 @@ module.exports = {
disableHostCheck: true, disableHostCheck: true,
}, },
optimization: { optimization: {
minimize: true,
minimizer: [ minimizer: [
/*new TerserJSPlugin({ new TerserJSPlugin({
sourceMap: !isProduction, sourceMap: !isProduction,
}),*/ cache: true,
terserOptions: {
ecma: 5,
warnings: false,
parse: {},
compress: {},
mangle: true,
module: false,
output: null,
toplevel: false,
nameCache: null,
ie8: false,
keep_classnames: true,
keep_fnames: true,
safari10: false,
},
}),
new OptimizeCSSAssetsPlugin({}), new OptimizeCSSAssetsPlugin({}),
], ],
}, },