Add glsl loader

This commit is contained in:
schmelczerandras 2020-07-20 15:52:18 +02:00
parent ac66c91000
commit ef315b7089
15 changed files with 150 additions and 150 deletions

View file

@ -4,6 +4,6 @@ export interface Drawer {
startFrame();
finishFrame();
setCameraPosition(position: Vec2);
setInViewWidth(size: number): Vec2;
setInViewArea(size: number): Vec2;
drawInfoText(text: string);
}

View file

@ -2,6 +2,7 @@ import { Drawer } from './drawer';
import { Vec2 } from '../math/vec2';
import { createProgram } from './graphics-library/create-program';
import { prepareScreenQuad } from './graphics-library/prepare-screen-quad';
import { Mat3 } from '../math/mat3';
export class WebGl2Renderer implements Drawer {
private gl: WebGL2RenderingContext;
@ -56,29 +57,20 @@ export class WebGl2Renderer implements Drawer {
}
finishFrame() {
const resolutionUniformLocation = this.gl.getUniformLocation(
this.program,
'resolution'
);
this.gl.uniform2f(
resolutionUniformLocation,
this.canvas.width,
this.canvas.height
);
const resolution = new Vec2(this.canvas.width, this.canvas.height);
const transform = Mat3.translateMatrix(new Vec2(0.5, 0.5))
.times(Mat3.scaleMatrix(this.viewBoxSize.divide(resolution)))
.times(Mat3.translateMatrix(this.cameraPosition));
const viewBoxSizeUniformLocation = this.gl.getUniformLocation(
this.program,
'viewBoxSize'
'transform'
);
this.gl.uniform2f(viewBoxSizeUniformLocation, ...this.viewBoxSize.list);
const cameraPositionUniformLocation = this.gl.getUniformLocation(
this.program,
'cameraPosition'
);
this.gl.uniform2f(
cameraPositionUniformLocation,
...this.cameraPosition.list
this.gl.uniformMatrix3fv(
viewBoxSizeUniformLocation,
false,
new Float32Array(transform.transposedFlat)
);
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
@ -88,11 +80,14 @@ export class WebGl2Renderer implements Drawer {
this.cameraPosition = position;
}
setInViewWidth(size: number): Vec2 {
setInViewArea(size: number): Vec2 {
const canvasAspectRatio =
this.canvas.clientHeight / this.canvas.clientWidth;
this.canvas.clientWidth / this.canvas.clientHeight;
this.viewBoxSize = new Vec2(size, size * canvasAspectRatio);
this.viewBoxSize = new Vec2(
Math.sqrt(size * canvasAspectRatio),
Math.sqrt(size / canvasAspectRatio)
);
return this.viewBoxSize;
}

View file

@ -5,13 +5,17 @@ import { TouchListener } from './input/touch-listener';
import { CommandBroadcaster } from './commands/command-broadcaster';
import { ObjectContainer } from './objects/object-container';
import { DrawCommand } from './commands/types/draw';
import passthroughVertexShader from '../shaders/passthrough.vert';
import distanceFragmentShader from '../shaders/dist.frag';
import { StepCommand } from './commands/types/step';
import { Character } from './objects/types/character';
import { InfoText } from './objects/types/info-text';
import { timeIt } from './helper/timing';
import { GlslShader, GlslVariable, GlslVariableMap } from 'webpack-glsl-minify';
let passthroughVertexShader = require('../shaders/passthrough-vs.glsl') as GlslShader;
let distanceFragmentShader = require('../shaders/cave-fs.glsl') as GlslShader;
export class Game {
private previousTime: DOMHighResTimeStamp = 0;
private objects: ObjectContainer = new ObjectContainer();
@ -31,9 +35,11 @@ export class Game {
[this.objects]
);
console.log(distanceFragmentShader);
this.renderer = new WebGl2Renderer(canvas, overlay, [
passthroughVertexShader,
distanceFragmentShader,
passthroughVertexShader.sourceCode,
distanceFragmentShader.sourceCode,
]);
this.initializeScene();

View file

@ -0,0 +1,78 @@
// https://github.com/Azleur/mat3/blob/master/src/index.ts
import { Vec2 } from './vec2';
export class Mat3 {
constructor(private readonly values: Array<Array<number>>) {}
public static get Zero() {
return new Mat3([
[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
]);
}
public static get Id() {
return new Mat3([
[1, 0, 0],
[0, 1, 0],
[0, 0, 1],
]);
}
public static get Ones() {
return new Mat3([
[1, 1, 1],
[1, 1, 1],
[1, 1, 1],
]);
}
public static translateMatrix(by: Vec2): Mat3 {
return new Mat3([
[1, 0, 0],
[0, 1, 0],
[by.x, by.y, 1],
]);
}
public static scaleMatrix(by: Vec2): Mat3 {
return new Mat3([
[by.x, 0, 0],
[0, by.y, 0],
[0, 0, 1],
]);
}
public get transposed(): Mat3 {
const values: number[][] = [[], [], []];
for (let i = 0; i < 3; i++) {
for (let j = 0; j < 3; j++) {
values[i][j] = this.values[j][i];
}
}
return new Mat3(values);
}
public times(other: Mat3): Mat3 {
const values: number[][] = Mat3.Zero.values;
for (let i = 0; i < 3; i++) {
for (let j = 0; j < 3; j++) {
for (let k = 0; k < 3; k++) {
values[i][j] += this.values[i][k] * other.values[k][j];
}
}
}
return new Mat3(values);
}
public get transposedFlat(): Array<number> {
const transposed = this.transposed;
return [
...transposed.values[0],
...transposed.values[1],
...transposed.values[2],
];
}
}

View file

@ -13,10 +13,6 @@ export class Vec2 extends Typed {
return new Vec2(this.x * scalar, this.y * scalar);
}
public times(other: Vec2): Vec2 {
return new Vec2(this.x * other.x, this.y * other.y);
}
public add(other: Vec2): Vec2 {
return new Vec2(this.x + other.x, this.y + other.y);
}
@ -25,6 +21,14 @@ export class Vec2 extends Typed {
return new Vec2(this.x - other.x, this.y - other.y);
}
public times(other: Vec2): Vec2 {
return new Vec2(this.x * other.x, this.y * other.y);
}
public divide(other: Vec2): Vec2 {
return new Vec2(this.x / other.x, this.y / other.y);
}
public get length(): number {
return Math.sqrt(this.x * this.x + this.y * this.y);
}

View file

@ -3,7 +3,8 @@ import { DrawCommand } from '../../commands/types/draw';
import { MoveToCommand } from '../../commands/types/move-to';
export class Camera extends GameObject {
private inViewWidth = 1500;
private inViewArea = 1920 * 1080;
constructor() {
super();
@ -13,7 +14,7 @@ export class Camera extends GameObject {
private draw(c: DrawCommand) {
c.drawer.setCameraPosition(this.position);
this._boundingBoxSize = c.drawer.setInViewWidth(this.inViewWidth);
this._boundingBoxSize = c.drawer.setInViewArea(this.inViewArea);
}
private moveTo(c: MoveToCommand) {

View file

@ -4,7 +4,7 @@ precision mediump float;
const float smoothing = 10.0;
const float inf = 1000000.0;
const float pi = atan(1.0) * 4.0;
const float pi = 3.141592654;
float interpolate(float from, float to, float quotient) {
float steppedQ = sin(quotient * pi - pi * 0.5) * 0.5 + 0.5;
@ -16,14 +16,14 @@ vec2 rotate90deg(in vec2 vector) {
}
struct Line {
vec2 a;
vec2 b;
vec2 from;
vec2 to;
vec2 normal;
bool isLineEnd;
}[16] lines;
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.from, ba = line.to - line.from;
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
@ -32,7 +32,7 @@ float lineDistance(in vec2 position, in Line line, out float h) {
}
Line endDummyLineFromLine(Line line) {
return Line(line.b, line.b + rotate90deg(line.normal), line.normal, false);
return Line(line.to, line.to + rotate90deg(line.normal), line.normal, false);
}
float getDistance(in vec2 target) {
@ -55,7 +55,7 @@ float getDistance(in vec2 target) {
float h;
float distanceToCurrent = lineDistance(target, current, h);
float rightJoinAcuteness = dot(next.b - current.a, next.normal - current.normal);
float rightJoinAcuteness = dot(next.to - current.from, next.normal - current.normal);
distanceToCurrent -= interpolate(
sign(leftJoinAcuteness) * smoothing,
sign(rightJoinAcuteness) * smoothing, h
@ -64,8 +64,8 @@ float getDistance(in vec2 target) {
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
dot(target - current.from, splitterLineNormalStart * -sign(dot(current.to - current.from, splitterLineNormalStart))) > 0.0
|| dot(target - current.to, splitterLineNormalEnd * sign(dot(current.from - current.to, splitterLineNormalEnd))) <= 0.0
) && abs(distanceToCurrent) < abs(minDistance)
) {
minDistance = distanceToCurrent;
@ -95,24 +95,21 @@ void createWorld() {
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;
vec2 tangent = lines[i].to - lines[i].from;
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;
uniform mat3 transform;
out vec4 fragmentColor;
void main() {
createWorld();
vec2 pixelPosition = gl_FragCoord.xy + vec2(0.5);
vec2 position = pixelPosition / resolution * viewBoxSize + cameraPosition;
vec3 projectiveXY = vec3(gl_FragCoord.xy, 1.0);
vec2 position = (projectiveXY * transform).xy;
//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);
}