Refactor rendering
This commit is contained in:
parent
9b47d56d8f
commit
c892ca2d01
38 changed files with 511 additions and 429 deletions
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@ -13,11 +13,12 @@ A good-looking 2D adventure.
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## Todo
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- host script
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- https://github.com/ottomatica/slim
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- rancher os
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- Frontend nginx disable logging
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- procedural piano
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- subtract cameraPosition
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- cross browser testing
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- nginx log monitor
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- pass befejezése
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- lightweight object storage
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- local dev env
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- CI pipeline:
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@ -1,5 +1,5 @@
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import { Command } from '../command';
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import { IRenderer } from '../../drawing/rendering/i-renderer';
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import { IRenderer } from '../../drawing/i-renderer';
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export class BeforeRenderCommand extends Command {
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public constructor(public readonly renderer?: IRenderer) {
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@ -1,5 +1,5 @@
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import { Command } from '../command';
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import { IRenderer } from '../../drawing/rendering/i-renderer';
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import { IRenderer } from '../../drawing/i-renderer';
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export class RenderCommand extends Command {
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public constructor(public readonly renderer?: IRenderer) {
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@ -0,0 +1,5 @@
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export interface IDrawableDescriptor {
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uniformName: string;
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countMacroName: string;
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shaderCombinationSteps: Array<number>;
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}
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@ -1,6 +1,6 @@
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import { vec2 } from 'gl-matrix';
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export interface IPrimitive {
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export interface IDrawable {
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serializeToUniforms(uniforms: any): void;
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distance(target: vec2): number;
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minimumDistance(target: vec2): number;
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@ -1,8 +1,14 @@
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import { ILight } from './i-light';
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import { vec2, vec3 } from 'gl-matrix';
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import { settings } from '../../settings';
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import { IDrawableDescriptor } from '../i-drawable-descriptor';
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export class CircleLight implements ILight {
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public static uniformName = 'lights';
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'lights',
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countMacroName: 'lightCount',
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shaderCombinationSteps: settings.shaderCombinations.circleLightSteps,
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};
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constructor(
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public center: vec2,
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@ -11,8 +17,16 @@ export class CircleLight implements ILight {
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public lightness: number
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) {}
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distance(target: vec2): number {
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return 0;
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}
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minimumDistance(target: vec2): number {
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return 0;
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}
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serializeToUniforms(uniforms: any): void {
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const listName = CircleLight.uniformName;
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const listName = CircleLight.descriptor.uniformName;
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if (!uniforms.hasOwnProperty(listName)) {
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uniforms[listName] = [];
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3
frontend/src/scripts/drawing/drawables/lights/i-light.ts
Normal file
3
frontend/src/scripts/drawing/drawables/lights/i-light.ts
Normal file
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@ -0,0 +1,3 @@
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import { IDrawable } from '../i-drawable';
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export interface ILight extends IDrawable {}
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@ -9,6 +9,12 @@ export class PointLight implements ILight {
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public color: vec3,
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public lightness: number
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) {}
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distance(target: vec2): number {
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throw new Error('Method not implemented.');
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}
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minimumDistance(target: vec2): number {
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throw new Error('Method not implemented.');
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}
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serializeToUniforms(uniforms: any): void {
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const listName = PointLight.uniformName;
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@ -0,0 +1,3 @@
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import { IDrawable } from '../i-drawable';
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export interface IPrimitive extends IDrawable {}
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@ -1,12 +1,17 @@
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import { vec2 } from 'gl-matrix';
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import { clamp01 } from '../../helper/clamp';
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import { mix } from '../../helper/mix';
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import { clamp01 } from '../../../helper/clamp';
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import { mix } from '../../../helper/mix';
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import { Circle } from './circle';
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import { IPrimitive } from './i-primitive';
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import { IDrawableDescriptor } from '../i-drawable-descriptor';
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import { settings } from '../../settings';
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export class TunnelShape implements IPrimitive {
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public static uniformNameLines = 'lines';
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public static uniformNameRadii = 'radii';
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'lines',
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countMacroName: 'lineCount',
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shaderCombinationSteps: settings.shaderCombinations.lineSteps,
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};
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public readonly toFromDelta: vec2;
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private toFromDeltaLength: number;
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@ -29,18 +34,16 @@ export class TunnelShape implements IPrimitive {
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}
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serializeToUniforms(uniforms: any): void {
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if (!uniforms.hasOwnProperty(TunnelShape.uniformNameLines)) {
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uniforms[TunnelShape.uniformNameLines] = [];
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if (!uniforms.hasOwnProperty(TunnelShape.descriptor.uniformName)) {
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uniforms[TunnelShape.descriptor.uniformName] = [];
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}
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if (!uniforms.hasOwnProperty(TunnelShape.uniformNameRadii)) {
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uniforms[TunnelShape.uniformNameRadii] = [];
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}
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uniforms[TunnelShape.uniformNameLines].push(this.from);
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uniforms[TunnelShape.uniformNameLines].push(this.toFromDelta);
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uniforms[TunnelShape.uniformNameRadii].push(this.fromRadius);
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uniforms[TunnelShape.uniformNameRadii].push(this.toRadius);
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uniforms[TunnelShape.descriptor.uniformName].push({
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from: this.from,
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toFromDelta: this.toFromDelta,
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fromRadius: this.fromRadius,
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toRadius: this.toRadius,
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});
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}
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public distance(target: vec2): number {
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@ -1,15 +1,16 @@
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import { settings } from '../../settings';
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export const createShader = (
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gl: WebGL2RenderingContext,
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type: GLenum,
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source: string,
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substitutions: { [name: string]: string }
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): WebGLShader => {
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const allSubstitutions = { ...settings.shaderMacros, ...substitutions };
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source = source.replace(/{(.+)}/gm, (_, name: string): string => {
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const value = substitutions[name];
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if (Number.isInteger(value)) {
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return `${value}.0`;
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}
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return value;
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const value = allSubstitutions[name];
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return Number.isInteger(value) ? `${value}.0` : value;
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});
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const shader = gl.createShader(type);
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@ -0,0 +1,11 @@
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export const getWebGl2Context = (
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canvas: HTMLCanvasElement
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): WebGL2RenderingContext => {
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const gl = canvas.getContext('webgl2');
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if (!gl) {
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throw new Error('WebGl2 is not supported');
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}
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return gl;
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};
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@ -5,11 +5,10 @@ export class FragmentShaderOnlyProgram extends Program {
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constructor(
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gl: WebGL2RenderingContext,
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vertexShaderSource: string,
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fragmentShaderSource: string,
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shaderSources: [string, string],
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substitutions: { [name: string]: string }
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) {
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super(gl, vertexShaderSource, fragmentShaderSource, substitutions);
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super(gl, shaderSources, substitutions);
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this.prepareScreenQuad('vertexPosition');
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}
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@ -1,8 +1,8 @@
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import { vec2 } from 'gl-matrix';
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export interface IProgram {
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bindAndSetUniforms(values: { [name: string]: any }): void;
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setDrawingRectangle(topLeft: vec2, size: vec2): void;
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bindAndSetUniforms(values: { [name: string]: any }): void;
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draw(): void;
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delete(): void;
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}
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@ -17,8 +17,7 @@ export abstract class Program implements IProgram {
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constructor(
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protected gl: WebGL2RenderingContext,
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vertexShaderSource: string,
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fragmentShaderSource: string,
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[vertexShaderSource, fragmentShaderSource]: [string, string],
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substitutions: { [name: string]: string }
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) {
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this.createProgram(vertexShaderSource, fragmentShaderSource, substitutions);
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@ -1,11 +1,14 @@
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import { vec2 } from 'gl-matrix';
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import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
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import { IProgram } from './i-program';
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import { last } from '../../../helper/last';
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import { getCombinations } from '../../../helper/get-combinations';
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import { IDrawableDescriptor } from '../../drawables/i-drawable-descriptor';
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export class UniformArrayAutoScalingProgram implements IProgram {
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private programs: Array<{
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program: FragmentShaderOnlyProgram;
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value: number;
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values: Array<number>;
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}> = [];
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private current: FragmentShaderOnlyProgram;
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@ -14,45 +17,33 @@ export class UniformArrayAutoScalingProgram implements IProgram {
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constructor(
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private gl: WebGL2RenderingContext,
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private vertexShaderSource: string,
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private fragmentShaderSource: string,
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private substitutions: { [name: string]: any },
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private options: {
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getValueFromUniforms: (values: { [name: string]: any }) => number;
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uniformArraySizeName: string;
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enablingMacro: string;
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startingValue: number;
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steps: number;
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maximumValue: number;
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}
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shaderSources: [string, string],
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private options: Array<IDrawableDescriptor>
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) {
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for (
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let i = options.startingValue;
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i < options.maximumValue;
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i += options.steps
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) {
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this.createProgram(i);
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const names = options.map((o) => o.countMacroName);
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for (let combination of getCombinations(
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options.map((o) => o.shaderCombinationSteps)
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)) {
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this.createProgram(names, combination, shaderSources);
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}
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}
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public bindAndSetUniforms(values: { [name: string]: any }): void {
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let value = this.options.getValueFromUniforms(values);
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value = Math.min(this.options.maximumValue, value);
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const closest = this.programs.find(
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(p) => value < p.value && value + this.options.steps >= p.value
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public bindAndSetUniforms(uniforms: { [name: string]: any }): void {
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let values = this.options.map((o) =>
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uniforms[o.uniformName] ? uniforms[o.uniformName].length : 0
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);
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if (closest) {
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this.current = closest.program;
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} else {
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this.current = this.createProgram(value + this.options.steps);
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}
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const closest = this.programs.find((p) =>
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p.values.every((v, i) => v > values[i])
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);
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this.current = closest ? closest.program : last(this.programs).program;
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this.current.setDrawingRectangle(
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this.drawingRectangleTopLeft,
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this.drawingRectangleSize
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);
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this.current.bindAndSetUniforms(values);
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this.current.bindAndSetUniforms(uniforms);
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}
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public setDrawingRectangle(topLeft: vec2, size: vec2) {
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@ -68,21 +59,23 @@ export class UniformArrayAutoScalingProgram implements IProgram {
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this.programs.forEach((p) => p.program.delete());
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}
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private createProgram(arraySize: number): FragmentShaderOnlyProgram {
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private createProgram(
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names: Array<string>,
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combination: Array<number>,
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shaderSources: [string, string]
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): FragmentShaderOnlyProgram {
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const substitutions = {};
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names.forEach((v, i) => (substitutions[v] = combination[i].toString()));
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const program = new FragmentShaderOnlyProgram(
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this.gl,
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this.vertexShaderSource,
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this.fragmentShaderSource,
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{
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[this.options.uniformArraySizeName]: Math.floor(arraySize).toString(),
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[this.options.enablingMacro]: arraySize > 0 ? '1' : '0',
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...this.substitutions,
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}
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shaderSources,
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substitutions
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);
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this.programs.push({
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program,
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value: arraySize,
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values: combination,
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});
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return program;
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@ -1,6 +1,6 @@
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import { vec2 } from 'gl-matrix';
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import { IPrimitive } from '../primitives/i-primitive';
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import { ILight } from '../lights/i-light';
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import { IPrimitive } from './drawables/primitives/i-primitive';
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import { ILight } from './drawables/lights/i-light';
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export interface IRenderer {
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startFrame(deltaTime: DOMHighResTimeStamp): void;
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@ -1,3 +0,0 @@
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export interface ILight {
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serializeToUniforms(uniforms: any): void;
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}
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54
frontend/src/scripts/drawing/rendering/fps-autoscaler.ts
Normal file
54
frontend/src/scripts/drawing/rendering/fps-autoscaler.ts
Normal file
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import { Autoscaler } from '../../helper/autoscaler';
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import { settings } from '../settings';
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import { exponentialDecay } from '../../helper/exponential-decay';
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import { InfoText } from '../../objects/types/info-text';
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import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
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import { toPercent } from '../../helper/to-percent';
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export class FpsAutoscaler extends Autoscaler {
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private timeSinceLastAdjusment = 0;
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private exponentialDecayedDeltaTime = 0.0;
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constructor(private frameBuffers: Array<FrameBuffer>) {
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super(
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frameBuffers.map((f) => (v) => (f.renderScale = v)),
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settings.qualityScaling.scaleTargets,
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settings.qualityScaling.startingTargetIndex,
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settings.qualityScaling.scalingOptions
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);
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}
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public autoscale(lastDeltaTime: DOMHighResTimeStamp) {
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this.timeSinceLastAdjusment += lastDeltaTime;
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if (
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this.timeSinceLastAdjusment >=
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settings.qualityScaling.adjusmentRateInMilliseconds
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) {
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this.timeSinceLastAdjusment = 0;
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this.exponentialDecayedDeltaTime = exponentialDecay(
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this.exponentialDecayedDeltaTime,
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lastDeltaTime,
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settings.qualityScaling.deltaTimeResponsiveness
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);
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if (
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this.exponentialDecayedDeltaTime <=
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settings.qualityScaling.targetDeltaTimeInMilliseconds -
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settings.qualityScaling.deltaTimeError
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) {
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this.increase();
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} else if (
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this.exponentialDecayedDeltaTime >
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settings.qualityScaling.targetDeltaTimeInMilliseconds +
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settings.qualityScaling.deltaTimeError
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) {
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this.decrease();
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}
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}
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InfoText.modifyRecord(
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'quality',
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this.frameBuffers.map((f) => toPercent(f.renderScale)).join(', ')
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);
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}
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}
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@ -1,8 +1,105 @@
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import { IProgram } from '../graphics-library/program/i-program';
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import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
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import { IDrawable } from '../drawables/i-drawable';
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import { settings } from '../settings';
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import { vec2 } from 'gl-matrix';
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import { Circle } from '../drawables/primitives/circle';
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import { InfoText } from '../../objects/types/info-text';
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import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
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import { IDrawableDescriptor } from '../drawables/i-drawable-descriptor';
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export class RenderingPass {
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constructor(private program: IProgram, private frame: FrameBuffer) {}
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private drawables: Array<IDrawable> = [];
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private program: UniformArrayAutoScalingProgram;
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public render(uniforms: any, inputTexture?: WebGLTexture) {}
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constructor(
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gl: WebGL2RenderingContext,
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shaderSources: [string, string],
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private drawableDescriptors: Array<IDrawableDescriptor>,
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private frame: FrameBuffer
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) {
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this.program = new UniformArrayAutoScalingProgram(
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gl,
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shaderSources,
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drawableDescriptors
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);
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}
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public addDrawable(drawable: IDrawable) {
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this.drawables.push(drawable);
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}
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public render(
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commonUniforms: any,
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viewCircle: Circle,
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inputTexture?: WebGLTexture
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) {
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this.frame.bindAndClear(inputTexture);
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const q = 1 / settings.tileMultiplier;
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const tileUvSize = vec2.fromValues(q, q);
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const possiblyOnScreenDrawables = this.drawables.filter(
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(p) => p.minimumDistance(viewCircle.center) < viewCircle.radius
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);
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const origin = vec2.transformMat2d(
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vec2.create(),
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vec2.fromValues(0, 0),
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commonUniforms.uvToWorld
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);
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const firstCenter = vec2.transformMat2d(
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vec2.create(),
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vec2.fromValues(q, q),
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commonUniforms.uvToWorld
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);
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vec2.subtract(firstCenter, firstCenter, origin);
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const worldR = vec2.length(firstCenter);
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let sumLineCount = 0;
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for (let x = 0; x < 1; x += q) {
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for (let y = 0; y < 1; y += q) {
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const uniforms = { ...commonUniforms };
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uniforms.maxMinDistance = 2 * worldR;
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|
||||
const uvBottomLeft = vec2.fromValues(x, y);
|
||||
this.program.setDrawingRectangle(uvBottomLeft, tileUvSize);
|
||||
|
||||
const tileCenterWorldCoordinates = vec2.transformMat2d(
|
||||
vec2.create(),
|
||||
vec2.add(vec2.create(), uvBottomLeft, vec2.fromValues(q, q)),
|
||||
uniforms.uvToWorld
|
||||
);
|
||||
|
||||
const primitivesNearTile = possiblyOnScreenDrawables.filter(
|
||||
(p) => p.distance(tileCenterWorldCoordinates) < 2 * worldR
|
||||
);
|
||||
|
||||
sumLineCount += primitivesNearTile.length;
|
||||
|
||||
primitivesNearTile.forEach((p) => p.serializeToUniforms(uniforms));
|
||||
|
||||
this.program.bindAndSetUniforms(uniforms);
|
||||
this.program.draw();
|
||||
}
|
||||
}
|
||||
|
||||
this.drawables = [];
|
||||
|
||||
InfoText.modifyRecord(
|
||||
'nearby ' + this.drawableDescriptors[0].countMacroName,
|
||||
possiblyOnScreenDrawables.length.toFixed(2)
|
||||
);
|
||||
|
||||
InfoText.modifyRecord(
|
||||
'drawn ' + this.drawableDescriptors[0].countMacroName,
|
||||
(
|
||||
sumLineCount /
|
||||
settings.tileMultiplier /
|
||||
settings.tileMultiplier
|
||||
).toFixed(2)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,24 +1,28 @@
|
|||
import { mat2d, vec2 } from 'gl-matrix';
|
||||
import { InfoText } from '../../objects/types/info-text';
|
||||
import caveFragmentShader from '../shaders/cave-distance-fs.glsl';
|
||||
import lightsFragmentShader from '../shaders/lights-shading-fs.glsl';
|
||||
import caveVertexShader from '../shaders/passthrough-distance-vs.glsl';
|
||||
import lightsVertexShader from '../shaders/passthrough-shading-vs.glsl';
|
||||
// import lightsShader from '../shaders/rainbow-shading-fs.glsl';
|
||||
import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
|
||||
import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
|
||||
import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
|
||||
import { IProgram } from '../graphics-library/program/i-program';
|
||||
import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
|
||||
import { IRenderer } from './i-renderer';
|
||||
import { Circle } from '../primitives/circle';
|
||||
import { IPrimitive } from '../primitives/i-primitive';
|
||||
import { Rectangle } from '../primitives/rectangle';
|
||||
import { TunnelShape } from '../primitives/tunnel-shape';
|
||||
import { Autoscaler } from './autoscaler';
|
||||
import { ILight } from '../lights/i-light';
|
||||
import { toPercent } from '../../helper/to-percent';
|
||||
import { exponentialDecay } from '../../helper/exponential-decay';
|
||||
import { settings } from './settings';
|
||||
import { IRenderer } from '../i-renderer';
|
||||
import { Circle } from '../drawables/primitives/circle';
|
||||
import { IPrimitive } from '../drawables/primitives/i-primitive';
|
||||
import { Rectangle } from '../drawables/primitives/rectangle';
|
||||
import { ILight } from '../drawables/lights/i-light';
|
||||
import { settings } from '../settings';
|
||||
import { FpsAutoscaler } from './fps-autoscaler';
|
||||
import { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
|
||||
import { RenderingPass } from './rendering-pass';
|
||||
import { TunnelShape } from '../drawables/primitives/tunnel-shape';
|
||||
import { CircleLight } from '../drawables/lights/circle-light';
|
||||
|
||||
export class WebGl2Renderer implements IRenderer {
|
||||
private gl: WebGL2RenderingContext;
|
||||
private qualityScaler: Autoscaler;
|
||||
private stopwatch?: WebGlStopwatch;
|
||||
|
||||
private viewBox: Rectangle = new Rectangle();
|
||||
|
|
@ -28,131 +32,51 @@ export class WebGl2Renderer implements IRenderer {
|
|||
|
||||
private distanceFieldFrameBuffer: IntermediateFrameBuffer;
|
||||
private lightingFrameBuffer: DefaultFrameBuffer;
|
||||
private distanceProgram: IProgram;
|
||||
private lightingProgram: IProgram;
|
||||
private distancePass: RenderingPass;
|
||||
private lightingPass: RenderingPass;
|
||||
|
||||
private primitives: Array<IPrimitive>;
|
||||
private lights: Array<ILight>;
|
||||
private autoscaler: FpsAutoscaler;
|
||||
|
||||
constructor(
|
||||
private canvas: HTMLCanvasElement,
|
||||
private overlay: HTMLElement,
|
||||
shaderSources: Array<[string, string]>
|
||||
) {
|
||||
this.getContext();
|
||||
this.createPipeline(shaderSources);
|
||||
this.setupAutoscaling();
|
||||
constructor(private canvas: HTMLCanvasElement, private overlay: HTMLElement) {
|
||||
this.gl = getWebGl2Context(canvas);
|
||||
|
||||
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
|
||||
this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
|
||||
|
||||
this.distancePass = new RenderingPass(
|
||||
this.gl,
|
||||
[caveVertexShader, caveFragmentShader],
|
||||
[TunnelShape.descriptor],
|
||||
this.distanceFieldFrameBuffer
|
||||
);
|
||||
|
||||
this.lightingPass = new RenderingPass(
|
||||
this.gl,
|
||||
[lightsVertexShader, lightsFragmentShader],
|
||||
[CircleLight.descriptor],
|
||||
this.lightingFrameBuffer
|
||||
);
|
||||
|
||||
this.autoscaler = new FpsAutoscaler([
|
||||
this.lightingFrameBuffer,
|
||||
this.distanceFieldFrameBuffer,
|
||||
]);
|
||||
|
||||
try {
|
||||
this.stopwatch = new WebGlStopwatch(this.gl);
|
||||
} catch {}
|
||||
}
|
||||
|
||||
private getContext() {
|
||||
this.gl = this.canvas.getContext('webgl2');
|
||||
if (!this.gl) {
|
||||
throw new Error('WebGl2 is not supported');
|
||||
}
|
||||
}
|
||||
|
||||
private createPipeline(shaderSources: Array<[string, string]>) {
|
||||
const distanceScale = settings.shaderUniforms.distanceScale;
|
||||
|
||||
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
|
||||
this.distanceProgram = new UniformArrayAutoScalingProgram(
|
||||
this.gl,
|
||||
shaderSources[0][0],
|
||||
shaderSources[0][1],
|
||||
{ ...settings.shaderUniforms },
|
||||
{
|
||||
getValueFromUniforms: (v) => (v.lines ? v.lines.length / 2 : 0),
|
||||
uniformArraySizeName: 'lineCount',
|
||||
startingValue: 0,
|
||||
enablingMacro: 'linesEnabled',
|
||||
steps: 1,
|
||||
maximumValue: 15,
|
||||
}
|
||||
);
|
||||
|
||||
this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
|
||||
this.lightingProgram = new UniformArrayAutoScalingProgram(
|
||||
this.gl,
|
||||
shaderSources[1][0],
|
||||
shaderSources[1][1],
|
||||
{ ...settings.shaderUniforms },
|
||||
{
|
||||
getValueFromUniforms: (v) => (v.lights ? v.lights.length : 0),
|
||||
uniformArraySizeName: 'lightCount',
|
||||
startingValue: 1,
|
||||
enablingMacro: null,
|
||||
steps: 1,
|
||||
maximumValue: 8,
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
private setupAutoscaling() {
|
||||
this.qualityScaler = new Autoscaler(
|
||||
[
|
||||
(v) => (this.lightingFrameBuffer.renderScale = v),
|
||||
(v) => (this.distanceFieldFrameBuffer.renderScale = v),
|
||||
],
|
||||
settings.qualityScaling.scaleTargets,
|
||||
settings.qualityScaling.startingTargetIndex,
|
||||
settings.qualityScaling.scalingOptions
|
||||
);
|
||||
}
|
||||
|
||||
private timeSinceLastAdjusment = 0;
|
||||
private exponentialDecayedDeltaTime = 0.0;
|
||||
private configureQuality(deltaTime: DOMHighResTimeStamp) {
|
||||
this.timeSinceLastAdjusment += deltaTime;
|
||||
if (
|
||||
this.timeSinceLastAdjusment >=
|
||||
settings.qualityScaling.adjusmentRateInMilliseconds
|
||||
) {
|
||||
this.timeSinceLastAdjusment = 0;
|
||||
this.exponentialDecayedDeltaTime = exponentialDecay(
|
||||
this.exponentialDecayedDeltaTime,
|
||||
deltaTime,
|
||||
settings.qualityScaling.deltaTimeResponsiveness
|
||||
);
|
||||
|
||||
if (
|
||||
this.exponentialDecayedDeltaTime <=
|
||||
settings.qualityScaling.targetDeltaTimeInMilliseconds -
|
||||
settings.qualityScaling.deltaTimeError
|
||||
) {
|
||||
this.qualityScaler.increase();
|
||||
} else if (
|
||||
this.exponentialDecayedDeltaTime >
|
||||
settings.qualityScaling.targetDeltaTimeInMilliseconds +
|
||||
settings.qualityScaling.deltaTimeError
|
||||
) {
|
||||
this.qualityScaler.decrease();
|
||||
}
|
||||
}
|
||||
|
||||
InfoText.modifyRecord(
|
||||
'quality',
|
||||
`${toPercent(this.distanceFieldFrameBuffer.renderScale)}, ${toPercent(
|
||||
this.lightingFrameBuffer.renderScale
|
||||
)}`
|
||||
);
|
||||
}
|
||||
|
||||
public drawPrimitive(primitive: IPrimitive) {
|
||||
this.primitives.push(primitive);
|
||||
this.distancePass.addDrawable(primitive);
|
||||
}
|
||||
|
||||
public drawLight(light: ILight) {
|
||||
this.lights.push(light);
|
||||
this.lightingPass.addDrawable(light);
|
||||
}
|
||||
|
||||
public startFrame(deltaTime: DOMHighResTimeStamp): void {
|
||||
this.configureQuality(deltaTime);
|
||||
this.primitives = [];
|
||||
this.lights = [];
|
||||
this.autoscaler.autoscale(deltaTime);
|
||||
|
||||
this.stopwatch?.start();
|
||||
this.distanceFieldFrameBuffer.setSize();
|
||||
|
|
@ -160,84 +84,13 @@ export class WebGl2Renderer implements IRenderer {
|
|||
}
|
||||
|
||||
public finishFrame() {
|
||||
const uniforms: any = this.calculateOwnUniforms();
|
||||
|
||||
this.lights.forEach((l) => l.serializeToUniforms(uniforms));
|
||||
|
||||
this.distanceFieldFrameBuffer.bindAndClear();
|
||||
const q = 1 / settings.tileMultiplier;
|
||||
const uvSize = vec2.fromValues(q, q);
|
||||
|
||||
const possiblyOnScreenPrimitives = this.primitives.filter(
|
||||
(p) => p.minimumDistance(this.viewCircle.center) < this.viewCircle.radius
|
||||
) as Array<TunnelShape>;
|
||||
|
||||
InfoText.modifyRecord(
|
||||
'nearby lines',
|
||||
possiblyOnScreenPrimitives.length.toString()
|
||||
);
|
||||
|
||||
const origin = vec2.transformMat2d(
|
||||
vec2.create(),
|
||||
vec2.fromValues(0, 0),
|
||||
uniforms.uvToWorld
|
||||
);
|
||||
|
||||
const firstCenter = vec2.transformMat2d(
|
||||
vec2.create(),
|
||||
vec2.fromValues(q, q),
|
||||
uniforms.uvToWorld
|
||||
);
|
||||
|
||||
vec2.subtract(firstCenter, firstCenter, origin);
|
||||
|
||||
const worldR = vec2.length(firstCenter);
|
||||
uniforms.maxMinDistance = 2 * worldR;
|
||||
|
||||
let sumLineCount = 0;
|
||||
|
||||
for (let x = 0; x < 1; x += q) {
|
||||
for (let y = 0; y < 1; y += q) {
|
||||
const uvBottomLeft = vec2.fromValues(x, y);
|
||||
this.distanceProgram.setDrawingRectangle(uvBottomLeft, uvSize);
|
||||
|
||||
const tileCenterWorldCoordinates = vec2.transformMat2d(
|
||||
vec2.create(),
|
||||
vec2.add(vec2.create(), uvBottomLeft, vec2.fromValues(q, q)),
|
||||
uniforms.uvToWorld
|
||||
);
|
||||
|
||||
const primitivesNearTile = possiblyOnScreenPrimitives.filter(
|
||||
(p) => p.distance(tileCenterWorldCoordinates) < 2 * worldR
|
||||
);
|
||||
|
||||
sumLineCount += primitivesNearTile.length;
|
||||
|
||||
uniforms.lines = [];
|
||||
uniforms.radii = [];
|
||||
|
||||
primitivesNearTile.forEach((p) => p.serializeToUniforms(uniforms));
|
||||
|
||||
this.distanceProgram.bindAndSetUniforms(uniforms);
|
||||
this.distanceProgram.draw();
|
||||
}
|
||||
}
|
||||
|
||||
InfoText.modifyRecord(
|
||||
'lines',
|
||||
(
|
||||
sumLineCount /
|
||||
settings.tileMultiplier /
|
||||
settings.tileMultiplier
|
||||
).toFixed(2)
|
||||
);
|
||||
|
||||
this.lightingFrameBuffer.bindAndClear(
|
||||
const uniforms = this.calculateOwnUniforms();
|
||||
this.distancePass.render(uniforms, this.viewCircle);
|
||||
this.lightingPass.render(
|
||||
uniforms,
|
||||
this.viewCircle,
|
||||
this.distanceFieldFrameBuffer.colorTexture
|
||||
);
|
||||
this.lightingProgram.bindAndSetUniforms(uniforms);
|
||||
this.lightingProgram.draw();
|
||||
|
||||
this.stopwatch?.stop();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -20,8 +20,12 @@ export const settings = {
|
|||
},
|
||||
},
|
||||
tileMultiplier: 5,
|
||||
shaderUniforms: {
|
||||
shaderMacros: {
|
||||
distanceScale: 64,
|
||||
edgeSmoothing: 10,
|
||||
},
|
||||
shaderCombinations: {
|
||||
lineSteps: [0, 1, 2, 3, 4, 8, 16, 32],
|
||||
circleLightSteps: [0, 1, 2, 3],
|
||||
},
|
||||
};
|
||||
|
|
@ -2,7 +2,6 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
#define LINES_ENABLED {linesEnabled}
|
||||
#define LINE_COUNT {lineCount}
|
||||
#define CAVE_COLOR vec3(0.36, 0.38, 0.76)
|
||||
#define AIR_COLOR vec3(0.7)
|
||||
|
|
@ -11,27 +10,30 @@ precision mediump float;
|
|||
|
||||
uniform float maxMinDistance;
|
||||
|
||||
#if LINES_ENABLED
|
||||
// start, end - start
|
||||
uniform vec2[LINE_COUNT * 2] lines;
|
||||
// startRadius, endRadius
|
||||
uniform float[LINE_COUNT * 2] radii;
|
||||
#if LINE_COUNT > 0
|
||||
uniform struct Line {
|
||||
vec2 from;
|
||||
vec2 toFromDelta;
|
||||
float fromRadius;
|
||||
float toRadius;
|
||||
}[LINE_COUNT] lines;
|
||||
#endif
|
||||
|
||||
in vec2 worldCoordinates;
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main() {
|
||||
#if LINES_ENABLED
|
||||
#if LINE_COUNT > 0
|
||||
float minDistance = maxMinDistance;
|
||||
|
||||
for (int i = 0; i < LINE_COUNT; i++) {
|
||||
vec2 pa = worldCoordinates - lines[2 * i];
|
||||
vec2 ba = lines[2 * i + 1];
|
||||
Line line = lines[i];
|
||||
vec2 pa = worldCoordinates - line.from;
|
||||
vec2 ba = line.toFromDelta;
|
||||
float baLength = length(ba);
|
||||
// todo: do we really want this dot(pa / baLength, ba / baLength)
|
||||
float h = clamp(dot(pa / baLength, ba / baLength), 0.0, 1.0);
|
||||
float lineDistance = distance(pa, ba * h) - mix(radii[2 * i], radii[2 * i + 1], h);
|
||||
float lineDistance = distance(pa, ba * h) - mix(line.fromRadius, line.toRadius, h);
|
||||
|
||||
minDistance = min(minDistance, lineDistance);
|
||||
}
|
||||
100
frontend/src/scripts/drawing/shaders/lights-shading-fs.glsl
Normal file
100
frontend/src/scripts/drawing/shaders/lights-shading-fs.glsl
Normal file
|
|
@ -0,0 +1,100 @@
|
|||
#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
#define INFINITY 1000.0
|
||||
#define LIGHT_DROP 500.0
|
||||
#define MIN_STEP 1.0
|
||||
#define AMBIENT_LIGHT vec3(0.15)
|
||||
|
||||
#define LIGHT_COUNT {lightCount}
|
||||
#define DISTANCE_SCALE {distanceScale}
|
||||
#define EDGE_SMOOTHING {edgeSmoothing}
|
||||
|
||||
#if LIGHT_COUNT > 0
|
||||
uniform struct Light {
|
||||
vec2 center;
|
||||
float radius;
|
||||
vec3 value;
|
||||
}[LIGHT_COUNT] lights;
|
||||
|
||||
uniform sampler2D distanceTexture;
|
||||
uniform vec2 viewBoxSize;
|
||||
|
||||
in vec2[LIGHT_COUNT] directions;
|
||||
|
||||
float getDistance(in vec2 target, out vec3 color) {
|
||||
vec4 values = texture(distanceTexture, target);
|
||||
color = values.rgb;
|
||||
return values.w * DISTANCE_SCALE;
|
||||
}
|
||||
|
||||
float getDistance(in vec2 target) {
|
||||
return texture(distanceTexture, target).w * DISTANCE_SCALE;
|
||||
}
|
||||
|
||||
float getFractionOfLightArriving(
|
||||
in vec2 target,
|
||||
in vec2 direction,
|
||||
in float startingDistance,
|
||||
in float lightDistance,
|
||||
in float lightRadius
|
||||
) {
|
||||
float q = 1.0;
|
||||
float rayLength = startingDistance;
|
||||
float movingAverageMeanDistance = startingDistance;
|
||||
|
||||
direction /= viewBoxSize;
|
||||
|
||||
for (int j = 0; j < 48; j++) {
|
||||
float minDistance = getDistance(target + direction * rayLength);
|
||||
movingAverageMeanDistance = movingAverageMeanDistance / 2.0 + minDistance / 2.0;
|
||||
q = min(q, movingAverageMeanDistance / rayLength);
|
||||
|
||||
rayLength += max(MIN_STEP, minDistance);
|
||||
if (rayLength > lightDistance) {
|
||||
return clamp(q * (lightDistance + lightRadius) / lightRadius, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
return 0.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
in vec2 worldCoordinates;
|
||||
in vec2 uvCoordinates;
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main() {
|
||||
#if LIGHT_COUNT > 0
|
||||
|
||||
vec3 colorAtPosition;
|
||||
float startingDistance = getDistance(uvCoordinates, colorAtPosition);
|
||||
|
||||
vec3 ligthing = vec3(0.0);
|
||||
|
||||
for (int i = 0; i < LIGHT_COUNT; i++) {
|
||||
Light light = lights[i];
|
||||
float lightDistance = distance(light.center, worldCoordinates);
|
||||
|
||||
float r = (lightDistance + light.radius) / LIGHT_DROP + 1.0;
|
||||
vec3 lightColorAtPosition = light.value / (r * r);
|
||||
|
||||
float fractionOfLightArriving = getFractionOfLightArriving(
|
||||
uvCoordinates, normalize(directions[i]), startingDistance,
|
||||
lightDistance, light.radius
|
||||
);
|
||||
|
||||
ligthing += lightColorAtPosition * fractionOfLightArriving;
|
||||
}
|
||||
|
||||
fragmentColor = vec4(
|
||||
colorAtPosition * (AMBIENT_LIGHT +
|
||||
step(EDGE_SMOOTHING / 2.0, clamp(startingDistance, 0.0, EDGE_SMOOTHING)) * ligthing),
|
||||
1.0
|
||||
);
|
||||
|
||||
#else
|
||||
fragmentColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
|
|
@ -0,0 +1,39 @@
|
|||
#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
#define LIGHT_COUNT {lightCount}
|
||||
|
||||
uniform mat3 modelTransform;
|
||||
uniform mat3 ndcToUv;
|
||||
uniform mat3 uvToWorld;
|
||||
|
||||
in vec4 vertexPosition;
|
||||
|
||||
out vec2 worldCoordinates;
|
||||
out vec2 uvCoordinates;
|
||||
|
||||
#if LIGHT_COUNT > 0
|
||||
uniform struct Light {
|
||||
vec2 center;
|
||||
float radius;
|
||||
vec3 value;
|
||||
}[LIGHT_COUNT] lights;
|
||||
|
||||
out vec2[LIGHT_COUNT] directions;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
|
||||
vec3 uvCoordinates1 = vertexPosition2D * ndcToUv;
|
||||
worldCoordinates = (uvCoordinates1 * uvToWorld).xy;
|
||||
uvCoordinates = (uvCoordinates1).xy;
|
||||
|
||||
#if LIGHT_COUNT > 0
|
||||
for (int i = 0; i < LIGHT_COUNT; i++) {
|
||||
directions[i] = lights[i].center - worldCoordinates;
|
||||
}
|
||||
#endif
|
||||
|
||||
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -2,7 +2,6 @@
|
|||
|
||||
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);
|
||||
|
|
@ -1,8 +1,3 @@
|
|||
import caveFragmentShader from '../shaders/cave-distance-fs.glsl';
|
||||
import lightsShader from '../shaders/lights-shading-fs.glsl';
|
||||
import caveVertexShader from '../shaders/passthrough-distance-vs.glsl';
|
||||
import lightsVertexShader from '../shaders/passthrough-shading-vs.glsl';
|
||||
// import lightsShader from '../shaders/rainbow-shading-fs.glsl';
|
||||
import { CommandBroadcaster } from './commands/command-broadcaster';
|
||||
import { BeforeRenderCommand } from './commands/types/before-render';
|
||||
import { RenderCommand } from './commands/types/draw';
|
||||
|
|
@ -41,10 +36,7 @@ export class Game {
|
|||
[this.objects]
|
||||
);
|
||||
|
||||
this.renderer = new WebGl2Renderer(canvas, overlay, [
|
||||
[caveVertexShader, caveFragmentShader],
|
||||
[lightsVertexShader, lightsShader],
|
||||
]);
|
||||
this.renderer = new WebGl2Renderer(canvas, overlay);
|
||||
|
||||
this.initializeScene();
|
||||
requestAnimationFrame(this.gameLoop.bind(this));
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
import { mix } from '../../helper/mix';
|
||||
import { clamp } from '../../helper/clamp';
|
||||
import { mix } from './mix';
|
||||
import { clamp } from './clamp';
|
||||
|
||||
export class Autoscaler {
|
||||
// can have fractions
|
||||
31
frontend/src/scripts/helper/get-combinations.ts
Normal file
31
frontend/src/scripts/helper/get-combinations.ts
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
export const getCombinations = (
|
||||
values: Array<Array<number>>
|
||||
): Array<Array<number>> => {
|
||||
if (!values.every((a) => a.length > 0)) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const result: Array<Array<number>> = [];
|
||||
const counters = values.map((_) => 0);
|
||||
|
||||
const increaseCounter = (i: number) => {
|
||||
if (i >= counters.length) {
|
||||
return false;
|
||||
}
|
||||
|
||||
counters[i]++;
|
||||
|
||||
if (counters[i] >= values[i].length) {
|
||||
counters[i] = 0;
|
||||
return increaseCounter(i + 1);
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
do {
|
||||
result.push(values.map((v, i) => v[counters[i]]));
|
||||
} while (increaseCounter(0));
|
||||
|
||||
return result;
|
||||
};
|
||||
|
|
@ -2,7 +2,7 @@ import { vec2, vec3 } from 'gl-matrix';
|
|||
import { RenderCommand } from '../../commands/types/draw';
|
||||
import { MoveToCommand } from '../../commands/types/move-to';
|
||||
import { GameObject } from '../game-object';
|
||||
import { CircleLight } from '../../drawing/lights/circle-light';
|
||||
import { CircleLight } from '../../drawing/drawables/lights/circle-light';
|
||||
|
||||
const range = 2000;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { RenderCommand } from '../../commands/types/draw';
|
||||
import { TunnelShape } from '../../drawing/primitives/tunnel-shape';
|
||||
import { TunnelShape } from '../../drawing/drawables/primitives/tunnel-shape';
|
||||
import { GameObject } from '../game-object';
|
||||
|
||||
export interface Line {}
|
||||
|
|
|
|||
|
|
@ -17,7 +17,7 @@ export const createDungeon = (objects: ObjectContainer) => {
|
|||
new Tunnel(previousEnd, currentEnd, previousRadius, currentToRadius)
|
||||
);
|
||||
|
||||
if (deltaHeight > 0 && Math.random() > 0.8) {
|
||||
/*if (deltaHeight > 0 && Math.random() > 0.8) {
|
||||
objects.addObject(
|
||||
new Lamp(
|
||||
currentEnd,
|
||||
|
|
@ -30,7 +30,7 @@ export const createDungeon = (objects: ObjectContainer) => {
|
|||
1
|
||||
)
|
||||
);
|
||||
}
|
||||
}*/
|
||||
|
||||
previousEnd = currentEnd;
|
||||
previousRadius = currentToRadius;
|
||||
|
|
|
|||
|
|
@ -1,91 +0,0 @@
|
|||
#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
#define INFINITY 1000.0
|
||||
#define AMBIENT_LIGHT vec3(0.15)
|
||||
#define LIGHT_DROP 500.0
|
||||
#define MIN_STEP 1.0
|
||||
#define LIGHT_COUNT 1
|
||||
#define DISTANCE_SCALE {distanceScale}
|
||||
#define EDGE_SMOOTHING {edgeSmoothing}
|
||||
|
||||
uniform struct Light {
|
||||
vec2 center;
|
||||
float radius;
|
||||
vec3 value;
|
||||
}[LIGHT_COUNT] lights;
|
||||
|
||||
uniform sampler2D distanceTexture;
|
||||
uniform vec2 viewBoxSize;
|
||||
|
||||
in vec2[LIGHT_COUNT] directions;
|
||||
|
||||
float getDistance(in vec2 target, out vec3 color) {
|
||||
vec4 values = texture(distanceTexture, target);
|
||||
color = values.rgb;
|
||||
return values.w * DISTANCE_SCALE;
|
||||
}
|
||||
|
||||
float getDistance(in vec2 target) {
|
||||
return texture(distanceTexture, target).w * DISTANCE_SCALE;
|
||||
}
|
||||
|
||||
float getFractionOfLightArriving(
|
||||
in vec2 target,
|
||||
in vec2 direction,
|
||||
in float startingDistance,
|
||||
in float lightDistance,
|
||||
in float lightRadius
|
||||
) {
|
||||
float q = 1.0;
|
||||
float rayLength = startingDistance;
|
||||
float movingAverageMeanDistance = startingDistance;
|
||||
|
||||
direction /= viewBoxSize;
|
||||
|
||||
for (int j = 0; j < 32; j++) {
|
||||
float minDistance = getDistance(target + direction * rayLength);
|
||||
movingAverageMeanDistance = movingAverageMeanDistance / 2.0 + minDistance / 2.0;
|
||||
q = min(q, movingAverageMeanDistance / rayLength);
|
||||
|
||||
rayLength += max(MIN_STEP, minDistance);
|
||||
if (rayLength > lightDistance) {
|
||||
return clamp(q * (lightDistance + lightRadius) / lightRadius, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
in vec2 worldCoordinates;
|
||||
in vec2 uvCoordinates;
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main() {
|
||||
vec3 colorAtPosition;
|
||||
float startingDistance = getDistance(uvCoordinates, colorAtPosition);
|
||||
|
||||
vec3 ligthing = vec3(0.0);
|
||||
|
||||
for (int i = 0; i < LIGHT_COUNT; i++) {
|
||||
Light light = lights[i];
|
||||
float lightDistance = distance(light.center, worldCoordinates);
|
||||
|
||||
float r = (lightDistance + light.radius) / LIGHT_DROP + 1.0;
|
||||
vec3 lightColorAtPosition = light.value / (r * r);
|
||||
|
||||
float fractionOfLightArriving = getFractionOfLightArriving(
|
||||
uvCoordinates, normalize(directions[i]), startingDistance,
|
||||
lightDistance, light.radius
|
||||
);
|
||||
|
||||
ligthing += lightColorAtPosition * fractionOfLightArriving;
|
||||
}
|
||||
|
||||
fragmentColor = vec4(
|
||||
colorAtPosition * (AMBIENT_LIGHT +
|
||||
step(EDGE_SMOOTHING / 2.0, clamp(startingDistance, 0.0, EDGE_SMOOTHING)) * ligthing),
|
||||
1.0
|
||||
);
|
||||
}
|
||||
|
|
@ -1,33 +0,0 @@
|
|||
#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
#define LIGHT_COUNT 1
|
||||
uniform mat3 ndcToUv;
|
||||
uniform mat3 uvToWorld;
|
||||
|
||||
in vec4 vertexPosition;
|
||||
|
||||
out vec2 worldCoordinates;
|
||||
out vec2 uvCoordinates;
|
||||
|
||||
uniform struct Light {
|
||||
vec2 center;
|
||||
float radius;
|
||||
vec3 value;
|
||||
}[LIGHT_COUNT] lights;
|
||||
|
||||
out vec2[LIGHT_COUNT] directions;
|
||||
|
||||
void main() {
|
||||
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0);
|
||||
vec3 uvCoordinates1 = vertexPosition2D * ndcToUv;
|
||||
worldCoordinates = (uvCoordinates1 * uvToWorld).xy;
|
||||
uvCoordinates = (uvCoordinates1).xy;
|
||||
|
||||
for (int i = 0; i < LIGHT_COUNT; i++) {
|
||||
directions[i] = lights[i].center - worldCoordinates;
|
||||
}
|
||||
|
||||
gl_Position = vertexPosition;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue