Add uniform for lights

This commit is contained in:
schmelczerandras 2020-07-25 16:20:27 +02:00
parent e6782a9a98
commit d336bee1ba
14 changed files with 218 additions and 116 deletions

View file

@ -1,12 +1,14 @@
import { vec2 } from 'gl-matrix';
export interface Drawer {
startFrame(): void;
startFrame(deltaTime: DOMHighResTimeStamp): void;
finishFrame(): void;
giveUniforms(uniforms: any): void;
appendToUniformList(listName: string, ...values: Array<any>): void;
setCameraPosition(position: vec2): void;
setCursorPosition(position: vec2): void;
setInViewArea(size: number): vec2;
screenUvToWorldCoordinate(mousePosition: vec2): vec2;
drawInfoText(text: string): void;
isOnScreen(position: vec2): boolean;
}

View file

@ -1,4 +1,4 @@
import { mat3, vec2 } from 'gl-matrix';
import { mat3, ReadonlyVec3, vec2, vec3 } from 'gl-matrix';
const loaderMat3 = mat3.create();
@ -18,10 +18,15 @@ export const loadUniform = (
> = new Map();
{
converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => {
if (v.length == 0) {
return;
if (v instanceof Array) {
if (v.length == 0) {
return;
}
gl.uniform1fv(l, new Float32Array(v));
} else {
gl.uniform1f(l, v);
}
gl.uniform1fv(l, new Float32Array(v));
});
converters.set(
@ -39,13 +44,36 @@ export const loadUniform = (
result[2 * i + 1] = (v[i] as Array<number>).y;
}
gl.uniform2fv(l, new Float32Array(result));
gl.uniform2fv(l, result);
} else {
gl.uniform2fv(l, v as vec2);
}
}
);
converters.set(
WebGL2RenderingContext.FLOAT_VEC3,
(gl, v: ReadonlyVec3 | Array<vec3>, l) => {
if (v.length == 0) {
return;
}
if (v[0] instanceof Array) {
const result = new Float32Array(v.length * 3);
for (let i = 0; i < v.length; i++) {
result[3 * i] = (v[i] as Array<number>)[0];
result[3 * i + 1] = (v[i] as Array<number>)[1];
result[3 * i + 2] = (v[i] as Array<number>)[2];
}
gl.uniform3fv(l, result);
} else {
gl.uniform3fv(l, v as vec3);
}
}
);
converters.set(WebGL2RenderingContext.FLOAT_MAT3, (gl, v, l) => {
gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
});
@ -55,7 +83,7 @@ export const loadUniform = (
);
if (!converters.has(type)) {
throw new Error('Unimplemented webgl type');
throw new Error(`Unimplemented webgl type: ${type}`);
}
converters.get(type)(gl, value, location);

View file

@ -34,15 +34,15 @@ export class WebGl2Renderer implements Drawer {
new FragmentShaderOnlyProgram(this.gl, ...shaderSources[1]),
]);
this.distanceFieldFrameBuffer.renderScale = 0.5;
this.lightingFrameBuffer.renderScale = 1;
this.distanceFieldFrameBuffer.renderScale = 0.1;
this.lightingFrameBuffer.renderScale = 0.2;
try {
this.stopwatch = new WebGlStopwatch(this.gl);
} catch {}
}
public startFrame(): void {
public startFrame(deltaTime: DOMHighResTimeStamp): void {
this.stopwatch?.start();
this.uniforms = {};
this.distanceFieldFrameBuffer.setSize();
@ -76,8 +76,6 @@ export class WebGl2Renderer implements Drawer {
mat2d.scale(ndcToWorld, ndcToWorld, vec2.fromValues(0.5, 0.5));
mat2d.translate(ndcToWorld, ndcToWorld, vec2.fromValues(1, 1));
const screenToWorld = this.getScreenToWorldTransform(resolution);
const worldToDistanceUV = mat2d.scale(
mat2d.create(),
distanceScreenToWorld,
@ -85,11 +83,7 @@ export class WebGl2Renderer implements Drawer {
);
mat2d.invert(worldToDistanceUV, worldToDistanceUV);
const cursorPosition = vec2.transformMat2d(
vec2.create(),
vec2.multiply(vec2.create(), this.cursorPosition, resolution),
screenToWorld
);
const cursorPosition = this.screenUvToWorldCoordinate(this.cursorPosition);
this.giveUniforms({
distanceScreenToWorld,
@ -115,6 +109,16 @@ export class WebGl2Renderer implements Drawer {
return transform;
}
public screenUvToWorldCoordinate(screenUvPosition: vec2): vec2 {
const resolution = vec2.fromValues(this.canvas.width, this.canvas.height);
return vec2.transformMat2d(
vec2.create(),
vec2.multiply(vec2.create(), screenUvPosition, resolution),
this.getScreenToWorldTransform(resolution)
);
}
public setCameraPosition(position: vec2) {
this.viewBox.topLeft = position;
}
@ -123,6 +127,16 @@ export class WebGl2Renderer implements Drawer {
this.cursorPosition = position;
}
public appendToUniformList(listName: string, ...values: any[]): void {
if (!this.uniforms.hasOwnProperty(listName)) {
this.uniforms[listName] = [];
}
for (let value of values) {
this.uniforms[listName].push(value);
}
}
public giveUniforms(uniforms: any): void {
this.uniforms = { ...this.uniforms, ...uniforms };
}
@ -144,7 +158,7 @@ export class WebGl2Renderer implements Drawer {
}
}
isOnScreen(position: vec2): boolean {
public isOnScreen(position: vec2): boolean {
return this.viewBox.isInside(position);
}
}