Add uniform for lights
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e6782a9a98
commit
d336bee1ba
14 changed files with 218 additions and 116 deletions
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@ -1,12 +1,14 @@
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import { vec2 } from 'gl-matrix';
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export interface Drawer {
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startFrame(): void;
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startFrame(deltaTime: DOMHighResTimeStamp): void;
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finishFrame(): void;
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giveUniforms(uniforms: any): void;
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appendToUniformList(listName: string, ...values: Array<any>): void;
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setCameraPosition(position: vec2): void;
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setCursorPosition(position: vec2): void;
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setInViewArea(size: number): vec2;
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screenUvToWorldCoordinate(mousePosition: vec2): vec2;
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drawInfoText(text: string): void;
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isOnScreen(position: vec2): boolean;
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}
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@ -1,4 +1,4 @@
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import { mat3, vec2 } from 'gl-matrix';
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import { mat3, ReadonlyVec3, vec2, vec3 } from 'gl-matrix';
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const loaderMat3 = mat3.create();
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@ -18,10 +18,15 @@ export const loadUniform = (
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> = new Map();
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{
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converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => {
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if (v.length == 0) {
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return;
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if (v instanceof Array) {
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if (v.length == 0) {
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return;
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}
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gl.uniform1fv(l, new Float32Array(v));
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} else {
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gl.uniform1f(l, v);
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}
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gl.uniform1fv(l, new Float32Array(v));
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});
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converters.set(
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@ -39,13 +44,36 @@ export const loadUniform = (
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result[2 * i + 1] = (v[i] as Array<number>).y;
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}
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gl.uniform2fv(l, new Float32Array(result));
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gl.uniform2fv(l, result);
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} else {
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gl.uniform2fv(l, v as vec2);
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}
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}
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);
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converters.set(
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WebGL2RenderingContext.FLOAT_VEC3,
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(gl, v: ReadonlyVec3 | Array<vec3>, l) => {
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if (v.length == 0) {
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return;
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}
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if (v[0] instanceof Array) {
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const result = new Float32Array(v.length * 3);
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for (let i = 0; i < v.length; i++) {
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result[3 * i] = (v[i] as Array<number>)[0];
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result[3 * i + 1] = (v[i] as Array<number>)[1];
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result[3 * i + 2] = (v[i] as Array<number>)[2];
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}
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gl.uniform3fv(l, result);
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} else {
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gl.uniform3fv(l, v as vec3);
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}
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}
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);
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converters.set(WebGL2RenderingContext.FLOAT_MAT3, (gl, v, l) => {
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gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
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});
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@ -55,7 +83,7 @@ export const loadUniform = (
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);
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if (!converters.has(type)) {
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throw new Error('Unimplemented webgl type');
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throw new Error(`Unimplemented webgl type: ${type}`);
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}
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converters.get(type)(gl, value, location);
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@ -34,15 +34,15 @@ export class WebGl2Renderer implements Drawer {
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new FragmentShaderOnlyProgram(this.gl, ...shaderSources[1]),
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]);
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this.distanceFieldFrameBuffer.renderScale = 0.5;
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this.lightingFrameBuffer.renderScale = 1;
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this.distanceFieldFrameBuffer.renderScale = 0.1;
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this.lightingFrameBuffer.renderScale = 0.2;
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try {
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this.stopwatch = new WebGlStopwatch(this.gl);
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} catch {}
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}
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public startFrame(): void {
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public startFrame(deltaTime: DOMHighResTimeStamp): 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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@ -76,8 +76,6 @@ export class WebGl2Renderer implements Drawer {
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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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const worldToDistanceUV = mat2d.scale(
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mat2d.create(),
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distanceScreenToWorld,
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@ -85,11 +83,7 @@ export class WebGl2Renderer implements Drawer {
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);
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mat2d.invert(worldToDistanceUV, worldToDistanceUV);
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const cursorPosition = vec2.transformMat2d(
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vec2.create(),
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vec2.multiply(vec2.create(), this.cursorPosition, resolution),
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screenToWorld
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);
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const cursorPosition = this.screenUvToWorldCoordinate(this.cursorPosition);
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this.giveUniforms({
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distanceScreenToWorld,
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@ -115,6 +109,16 @@ export class WebGl2Renderer implements Drawer {
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return transform;
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}
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public screenUvToWorldCoordinate(screenUvPosition: vec2): vec2 {
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const resolution = vec2.fromValues(this.canvas.width, this.canvas.height);
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return vec2.transformMat2d(
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vec2.create(),
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vec2.multiply(vec2.create(), screenUvPosition, resolution),
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this.getScreenToWorldTransform(resolution)
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);
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}
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public setCameraPosition(position: vec2) {
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this.viewBox.topLeft = position;
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}
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@ -123,6 +127,16 @@ export class WebGl2Renderer implements Drawer {
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this.cursorPosition = position;
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}
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public appendToUniformList(listName: string, ...values: any[]): void {
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if (!this.uniforms.hasOwnProperty(listName)) {
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this.uniforms[listName] = [];
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}
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for (let value of values) {
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this.uniforms[listName].push(value);
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}
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}
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public giveUniforms(uniforms: any): void {
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this.uniforms = { ...this.uniforms, ...uniforms };
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}
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@ -144,7 +158,7 @@ export class WebGl2Renderer implements Drawer {
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}
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}
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isOnScreen(position: vec2): boolean {
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public isOnScreen(position: vec2): boolean {
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return this.viewBox.isInside(position);
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}
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}
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