Organize imports and work on integrating lighting
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0cd383794c
commit
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16 changed files with 170 additions and 155 deletions
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@ -1,16 +1,14 @@
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import { Drawer } from './drawer';
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import { mat2d, vec2, mat2, mat3 } from 'gl-matrix';
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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 { mat2d, vec2 } from 'gl-matrix';
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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 { Drawer } from './drawer';
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import { DefaultFrameBuffer } from './graphics-library/default-frame-buffer';
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import { translate } from 'gl-matrix/src/gl-matrix/mat2d';
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import { FragmentShaderOnlyProgram } from './graphics-library/fragment-shader-only-program';
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import { IntermediateFrameBuffer } from './graphics-library/intermediate-frame-buffer';
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import { WebGlStopwatch } from './graphics-library/stopwatch';
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export class WebGl2Renderer implements Drawer {
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private gl: WebGL2RenderingContext;
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private stopwatch: WebGlStopwatch;
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private stopwatch?: WebGlStopwatch;
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private viewBox: Rectangle = new Rectangle();
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private uniforms: any;
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@ -21,7 +19,7 @@ export class WebGl2Renderer implements Drawer {
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constructor(
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private canvas: HTMLCanvasElement,
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private overlay: HTMLElement,
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shaderSources: Array<string>
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shaderSources: Array<[string, string]>
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) {
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this.gl = this.canvas.getContext('webgl2');
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if (!this.gl) {
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@ -29,14 +27,14 @@ export class WebGl2Renderer implements Drawer {
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}
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this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl, [
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new FragmentShaderOnlyProgram(this.gl, shaderSources[0]),
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new FragmentShaderOnlyProgram(this.gl, ...shaderSources[0]),
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]);
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this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl, [
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new FragmentShaderOnlyProgram(this.gl, shaderSources[1]),
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new FragmentShaderOnlyProgram(this.gl, ...shaderSources[1]),
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]);
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this.distanceFieldFrameBuffer.renderScale = 0.2;
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this.distanceFieldFrameBuffer.renderScale = 1;
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this.lightingFrameBuffer.renderScale = 1;
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try {
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@ -44,7 +42,7 @@ export class WebGl2Renderer implements Drawer {
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} catch {}
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}
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startFrame(): void {
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public startFrame(): void {
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this.stopwatch?.start();
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this.uniforms = {};
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this.distanceFieldFrameBuffer.setSize();
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@ -52,15 +50,31 @@ export class WebGl2Renderer implements Drawer {
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}
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public finishFrame() {
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this.calculateOwnUniforms();
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this.distanceFieldFrameBuffer.render(this.uniforms);
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this.lightingFrameBuffer.render(
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this.uniforms,
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this.distanceFieldFrameBuffer.texture
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);
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this.stopwatch?.stop();
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}
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private calculateOwnUniforms() {
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const resolution = vec2.fromValues(this.canvas.width, this.canvas.height);
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const distanceScreenToWorld = this.getScreenToWorldTransform(
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this.distanceFieldFrameBuffer.getSize()
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);
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const lightingScreenToWorld = this.getScreenToWorldTransform(
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this.lightingFrameBuffer.getSize()
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const ndcToWorld = mat2d.fromTranslation(
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mat2d.create(),
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this.viewBox.topLeft
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);
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mat2d.scale(ndcToWorld, ndcToWorld, this.viewBox.size);
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mat2d.scale(ndcToWorld, ndcToWorld, vec2.fromValues(0.5, 0.5));
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mat2d.translate(ndcToWorld, ndcToWorld, vec2.fromValues(1, 1));
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const screenToWorld = this.getScreenToWorldTransform(resolution);
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@ -79,18 +93,10 @@ export class WebGl2Renderer implements Drawer {
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this.giveUniforms({
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distanceScreenToWorld,
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lightingScreenToWorld,
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worldToDistanceUV,
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cursorPosition,
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ndcToWorld,
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});
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this.distanceFieldFrameBuffer.render(this.uniforms);
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this.lightingFrameBuffer.render(
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this.uniforms,
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this.distanceFieldFrameBuffer.texture
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);
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this.stopwatch?.stop();
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}
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private getScreenToWorldTransform(screenSize: vec2) {
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