Add auto context restoration
This commit is contained in:
parent
40b9644171
commit
2e57f090e6
14 changed files with 352 additions and 136 deletions
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@ -18,7 +18,7 @@ const settings = {
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finalRenderScale: 0.6,
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},
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{
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distanceRenderScale: 0.3,
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distanceRenderScale: 0.5,
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finalRenderScale: 1.0,
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},
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{
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@ -1,5 +1,6 @@
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import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
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import { FrameBuffer } from '../../graphics-library/frame-buffer/frame-buffer';
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import { ParallelCompiler } from '../../graphics-library/parallel-compiler';
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import { UniformArrayAutoScalingProgram } from '../../graphics-library/program/uniform-array-autoscaling-program';
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import { UniversalRenderingContext } from '../../graphics-library/universal-rendering-context';
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@ -13,9 +14,10 @@ export abstract class RenderPass {
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public async initialize(
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shaderSources: [string, string],
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descriptors: Array<DrawableDescriptor>,
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substitutions: { [name: string]: any } = {}
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substitutions: { [name: string]: any } = {},
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compiler: ParallelCompiler
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): Promise<void> {
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await this.program.initialize(shaderSources, descriptors, substitutions);
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await this.program.initialize(shaderSources, descriptors, substitutions, compiler);
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}
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public abstract render(commonUniforms: any, inputTexture?: WebGLTexture): void;
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154
src/graphics/rendering/renderer/context-aware-renderer.ts
Normal file
154
src/graphics/rendering/renderer/context-aware-renderer.ts
Normal file
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@ -0,0 +1,154 @@
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import { vec2 } from 'gl-matrix';
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import { Drawable, DrawableDescriptor } from '../../../main';
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import { RuntimeSettings } from '../settings/runtime-settings';
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import { StartupSettings } from '../settings/startup-settings';
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import { Renderer } from './renderer';
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import { RendererImplementation } from './renderer-implementation';
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export class ContextAwareRenderer implements Renderer {
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private renderer?: RendererImplementation;
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private isRendererReady = false;
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private readyPromise?: Promise<void>;
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private runtimeOverrides: Partial<RuntimeSettings> = {};
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private ignoreWebGL2?: boolean;
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private previousViewAreaTopLeft?: vec2;
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private previousViewAreaSize?: vec2;
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private contextRestoredHandler = this.handleContextRestored.bind(this);
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private contextLostHandler = this.handleContextLost.bind(this);
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constructor(
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private canvas: HTMLCanvasElement,
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private descriptors: Array<DrawableDescriptor>,
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private settingsOverrides: Partial<StartupSettings>
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) {
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canvas.addEventListener('webglcontextrestored', this.contextRestoredHandler, false);
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if (Object.prototype.hasOwnProperty.call(settingsOverrides, 'ignoreWebGL2')) {
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this.ignoreWebGL2 = settingsOverrides.ignoreWebGL2 as boolean;
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}
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this.createRenderer();
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}
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public get initializedPromise(): Promise<void> {
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return this.readyPromise!;
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}
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private createRenderer() {
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try {
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this.renderer = new RendererImplementation(
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this.canvas,
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this.descriptors,
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this.ignoreWebGL2
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);
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this.readyPromise = this.renderer.initialize(this.settingsOverrides);
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this.waitForRenderer();
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} catch (e) {
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if (!e.message.includes('Context lost')) {
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throw e;
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}
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console.warn(e.message);
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}
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}
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private async waitForRenderer() {
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try {
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await this.readyPromise;
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this.isRendererReady = true;
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} catch (e) {
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if (!e.message.includes('Context lost')) {
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throw e;
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}
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console.warn(e.message);
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}
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this.setRuntimeSettings(this.runtimeOverrides);
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if (this.previousViewAreaTopLeft && this.previousViewAreaSize) {
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this.setViewArea(this.previousViewAreaTopLeft, this.previousViewAreaSize);
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}
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}
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private handleContextLost(event: Event) {
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this.isRendererReady = false;
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event.preventDefault();
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console.warn('Context lost');
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}
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private handleContextRestored(event: Event) {
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event.preventDefault();
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console.info('Context restored');
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this.createRenderer();
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}
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private handle<T>(f: () => T, defaultValue: T): T {
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if (this.isRendererReady) {
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try {
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return f();
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} catch (e) {
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if (e.message.includes('Context lost')) {
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this.isRendererReady = false;
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console.warn(e.message);
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return defaultValue;
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}
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throw e;
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}
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} else {
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return defaultValue;
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}
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}
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public get canvasSize(): vec2 {
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return this.handle(() => this.renderer!.canvasSize, vec2.create());
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}
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public get viewAreaSize(): vec2 {
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return this.handle(() => this.renderer!.viewAreaSize, vec2.create());
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}
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public get insights(): any {
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return this.handle(() => this.renderer!.insights, {});
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}
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public setViewArea(topLeft: vec2, size: vec2): void {
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this.previousViewAreaTopLeft = topLeft;
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this.previousViewAreaSize = size;
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return this.handle(() => this.renderer!.setViewArea(topLeft, size), undefined);
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}
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public setRuntimeSettings(overrides: Partial<RuntimeSettings>): void {
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this.runtimeOverrides = {
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...this.runtimeOverrides,
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...overrides,
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};
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return this.handle(() => this.renderer!.setRuntimeSettings(overrides), undefined);
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}
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public addDrawable(drawable: Drawable): void {
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return this.handle(() => this.renderer!.addDrawable(drawable), undefined);
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}
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public autoscaleQuality(deltaTime: number): void {
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return this.handle(() => this.renderer!.autoscaleQuality(deltaTime), undefined);
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}
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public renderDrawables(): void {
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return this.handle(() => this.renderer!.renderDrawables(), undefined);
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}
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public destroy(): void {
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this.canvas.removeEventListener(
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'webglcontextrestored',
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this.contextRestoredHandler,
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false
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);
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this.canvas.removeEventListener('webglcontextlost', this.contextLostHandler, false);
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this.isRendererReady = false;
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this.handle(() => this.renderer!.destroy(), undefined);
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}
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}
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@ -1,33 +1,34 @@
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import { vec2 } from 'gl-matrix';
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import { Drawable } from '../../drawables/drawable';
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import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
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import { LightDrawable } from '../../drawables/lights/light-drawable';
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import { msToString } from '../../helper/ms-to-string';
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import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
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import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
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import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
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import { PaletteTexture } from '../graphics-library/palette-texture';
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import { ParallelCompiler } from '../graphics-library/parallel-compiler';
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import { Drawable } from '../../../drawables/drawable';
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import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
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import { LightDrawable } from '../../../drawables/lights/light-drawable';
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import { msToString } from '../../../helper/ms-to-string';
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import { DefaultFrameBuffer } from '../../graphics-library/frame-buffer/default-frame-buffer';
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import { IntermediateFrameBuffer } from '../../graphics-library/frame-buffer/intermediate-frame-buffer';
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import { WebGlStopwatch } from '../../graphics-library/helper/stopwatch';
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import { PaletteTexture } from '../../graphics-library/palette-texture';
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import { ParallelCompiler } from '../../graphics-library/parallel-compiler';
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import {
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getUniversalRenderingContext,
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UniversalRenderingContext,
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} from '../graphics-library/universal-rendering-context';
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import { FpsAutoscaler } from './fps-autoscaler';
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import { Insights } from './insights';
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import { DistanceRenderPass } from './render-pass/distance-render-pass';
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import { LightsRenderPass } from './render-pass/lights-render-pass';
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} from '../../graphics-library/universal-rendering-context';
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import { FpsAutoscaler } from '../fps-autoscaler';
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import { Insights } from '../insights';
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import { DistanceRenderPass } from '../render-pass/distance-render-pass';
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import { LightsRenderPass } from '../render-pass/lights-render-pass';
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import { defaultStartupSettings } from '../settings/default-startup-settings';
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import { RuntimeSettings } from '../settings/runtime-settings';
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import { StartupSettings } from '../settings/startup-settings';
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import distanceFragmentShader100 from '../shaders/distance-fs-100.glsl';
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import distanceFragmentShader from '../shaders/distance-fs.glsl';
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import distanceVertexShader100 from '../shaders/distance-vs-100.glsl';
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import distanceVertexShader from '../shaders/distance-vs.glsl';
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import lightsFragmentShader100 from '../shaders/shading-fs-100.glsl';
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import lightsFragmentShader from '../shaders/shading-fs.glsl';
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import lightsVertexShader100 from '../shaders/shading-vs-100.glsl';
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import lightsVertexShader from '../shaders/shading-vs.glsl';
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import { UniformsProvider } from '../uniforms-provider';
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import { Renderer } from './renderer';
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import { RuntimeSettings } from './settings/runtime-settings';
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import { StartupSettings } from './settings/startup-settings';
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import distanceFragmentShader100 from './shaders/distance-fs-100.glsl';
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import distanceFragmentShader from './shaders/distance-fs.glsl';
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import distanceVertexShader100 from './shaders/distance-vs-100.glsl';
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import distanceVertexShader from './shaders/distance-vs.glsl';
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import lightsFragmentShader100 from './shaders/shading-fs-100.glsl';
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import lightsFragmentShader from './shaders/shading-fs.glsl';
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import lightsVertexShader100 from './shaders/shading-vs-100.glsl';
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import lightsVertexShader from './shaders/shading-vs.glsl';
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import { UniformsProvider } from './uniforms-provider';
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export class RendererImplementation implements Renderer {
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private readonly gl: UniversalRenderingContext;
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@ -41,7 +42,7 @@ export class RendererImplementation implements Renderer {
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private autoscaler: FpsAutoscaler;
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private applyRuntimeSettings: {
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[key: string]: (value: any) => void;
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[key in keyof RuntimeSettings]: (value: any) => void;
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} = {
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enableHighDpiRendering: (v) => {
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this.distanceFieldFrameBuffer.enableHighDpiRendering = v;
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@ -49,30 +50,29 @@ export class RendererImplementation implements Renderer {
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},
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tileMultiplier: (v) => (this.distancePass.tileMultiplier = v),
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isWorldInverted: (v) => (this.distancePass.isWorldInverted = v),
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shadowLength: (v) => (this.uniformsProvider.shadowLength = v),
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backgroundColor: (v) => (this.uniformsProvider.backgroundColor = v),
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ambientLight: (v) => (this.uniformsProvider.ambientLight = v),
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lightCutoffDistance: (v) => (this.lightsPass.lightCutoffDistance = v),
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colorPalette: (v) => this.palette!.setPalette(v),
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};
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private static defaultStartupSettings: StartupSettings = {
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shadowTraceCount: 16,
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paletteSize: 4,
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};
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setRuntimeSettings(overrides: Partial<RuntimeSettings>): void {
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Object.entries(overrides).forEach(([k, v]) => {
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this.applyRuntimeSettings[(k as unknown) as string](v);
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this.applyRuntimeSettings[k as keyof RuntimeSettings](v);
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});
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}
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constructor(
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private canvas: HTMLCanvasElement,
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private descriptors: Array<DrawableDescriptor>
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private descriptors: Array<DrawableDescriptor>,
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ignoreWebGL2?: boolean
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) {
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this.gl = getUniversalRenderingContext(canvas);
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this.gl = getUniversalRenderingContext(
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canvas,
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ignoreWebGL2 !== undefined ? ignoreWebGL2 : defaultStartupSettings.ignoreWebGL2
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);
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ParallelCompiler.initialize(this.gl);
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this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE);
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this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
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this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
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@ -82,6 +82,11 @@ export class RendererImplementation implements Renderer {
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this.uniformsProvider = new UniformsProvider(this.gl);
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this.setViewArea(
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vec2.fromValues(0, canvas.clientHeight),
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vec2.fromValues(canvas.clientWidth, canvas.clientHeight)
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);
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this.queryPrecisions();
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this.autoscaler = new FpsAutoscaler({
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@ -93,13 +98,15 @@ export class RendererImplementation implements Renderer {
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public async initialize(settingsOverrides: Partial<StartupSettings>): Promise<void> {
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const settings = {
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...RendererImplementation.defaultStartupSettings,
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...defaultStartupSettings,
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...settingsOverrides,
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};
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this.palette = new PaletteTexture(this.gl, settings.paletteSize);
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const promises: Array<Promise<void>> = [];
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const compiler = new ParallelCompiler(this.gl);
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promises.push(
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this.distancePass.initialize(
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this.gl.isWebGL2
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@ -108,7 +115,8 @@ export class RendererImplementation implements Renderer {
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this.descriptors.filter(RendererImplementation.hasSdf),
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{
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paletteSize: settings.paletteSize,
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}
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},
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compiler
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)
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);
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promises.push(
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@ -119,12 +127,12 @@ export class RendererImplementation implements Renderer {
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this.descriptors.filter((d) => !RendererImplementation.hasSdf(d)),
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{
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shadowTraceCount: settings.shadowTraceCount.toString(),
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}
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},
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compiler
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)
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);
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ParallelCompiler.compilePrograms();
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await compiler.compilePrograms();
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await Promise.all(promises);
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try {
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@ -200,17 +208,20 @@ export class RendererImplementation implements Renderer {
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// texture units
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distanceTexture: 0,
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palette: 1,
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// regular uniforms
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distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
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shadingNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
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};
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this.distancePass.render(this.uniformsProvider.getUniforms(common));
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this.gl.enable(this.gl.BLEND);
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this.lightsPass.render(
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this.uniformsProvider.getUniforms(common),
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this.distanceFieldFrameBuffer.colorTexture,
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this.palette!.colorTexture
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);
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this.gl.disable(this.gl.BLEND);
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if (this.stopwatch?.isRunning) {
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this.stopwatch?.stop();
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@ -1,6 +1,6 @@
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import { vec2 } from 'gl-matrix';
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import { Drawable } from '../../drawables/drawable';
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import { RuntimeSettings } from './settings/runtime-settings';
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import { Drawable } from '../../../drawables/drawable';
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import { RuntimeSettings } from '../settings/runtime-settings';
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export interface Renderer {
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readonly canvasSize: vec2;
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@ -1,9 +1,9 @@
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import { mat2d, vec2, vec3 } from 'gl-matrix';
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import { mat2d, vec2, vec3, vec4 } from 'gl-matrix';
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import { UniversalRenderingContext } from '../graphics-library/universal-rendering-context';
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export class UniformsProvider {
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public ambientLight = vec3.fromValues(0.25, 0.15, 0.25);
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public shadowLength = 400;
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public _backgroundColor = vec4.fromValues(1, 1, 1, 1);
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private scaleWorldLengthToNDC = 1;
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private transformWorldToNDC = mat2d.create();
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@ -18,7 +18,7 @@ export class UniformsProvider {
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return {
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...uniforms,
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ambientLight: this.ambientLight,
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shadowLength: this.shadowLength,
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backgroundColor: this._backgroundColor,
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uvToWorld: this.uvToWorld,
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worldAreaInView: this.worldAreaInView,
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squareToAspectRatio: this.squareToAspectRatio,
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@ -28,6 +28,14 @@ export class UniformsProvider {
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};
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}
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public set backgroundColor(value: vec3 | vec4) {
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if (value.length === 3) {
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this.backgroundColor = vec4.fromValues(value[0], value[1], value[2], 1);
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} else {
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this._backgroundColor = value as vec4;
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}
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}
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public getViewArea(): vec2 {
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return this.worldAreaInView;
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}
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