Add auto context restoration

This commit is contained in:
schmelczerandras 2020-09-27 16:10:52 +02:00
parent 40b9644171
commit 2e57f090e6
14 changed files with 352 additions and 136 deletions

View file

@ -18,7 +18,7 @@ const settings = {
finalRenderScale: 0.6,
},
{
distanceRenderScale: 0.3,
distanceRenderScale: 0.5,
finalRenderScale: 1.0,
},
{

View file

@ -1,5 +1,6 @@
import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
import { FrameBuffer } from '../../graphics-library/frame-buffer/frame-buffer';
import { ParallelCompiler } from '../../graphics-library/parallel-compiler';
import { UniformArrayAutoScalingProgram } from '../../graphics-library/program/uniform-array-autoscaling-program';
import { UniversalRenderingContext } from '../../graphics-library/universal-rendering-context';
@ -13,9 +14,10 @@ export abstract class RenderPass {
public async initialize(
shaderSources: [string, string],
descriptors: Array<DrawableDescriptor>,
substitutions: { [name: string]: any } = {}
substitutions: { [name: string]: any } = {},
compiler: ParallelCompiler
): Promise<void> {
await this.program.initialize(shaderSources, descriptors, substitutions);
await this.program.initialize(shaderSources, descriptors, substitutions, compiler);
}
public abstract render(commonUniforms: any, inputTexture?: WebGLTexture): void;

View file

@ -0,0 +1,154 @@
import { vec2 } from 'gl-matrix';
import { Drawable, DrawableDescriptor } from '../../../main';
import { RuntimeSettings } from '../settings/runtime-settings';
import { StartupSettings } from '../settings/startup-settings';
import { Renderer } from './renderer';
import { RendererImplementation } from './renderer-implementation';
export class ContextAwareRenderer implements Renderer {
private renderer?: RendererImplementation;
private isRendererReady = false;
private readyPromise?: Promise<void>;
private runtimeOverrides: Partial<RuntimeSettings> = {};
private ignoreWebGL2?: boolean;
private previousViewAreaTopLeft?: vec2;
private previousViewAreaSize?: vec2;
private contextRestoredHandler = this.handleContextRestored.bind(this);
private contextLostHandler = this.handleContextLost.bind(this);
constructor(
private canvas: HTMLCanvasElement,
private descriptors: Array<DrawableDescriptor>,
private settingsOverrides: Partial<StartupSettings>
) {
canvas.addEventListener('webglcontextrestored', this.contextRestoredHandler, false);
if (Object.prototype.hasOwnProperty.call(settingsOverrides, 'ignoreWebGL2')) {
this.ignoreWebGL2 = settingsOverrides.ignoreWebGL2 as boolean;
}
this.createRenderer();
}
public get initializedPromise(): Promise<void> {
return this.readyPromise!;
}
private createRenderer() {
try {
this.renderer = new RendererImplementation(
this.canvas,
this.descriptors,
this.ignoreWebGL2
);
this.readyPromise = this.renderer.initialize(this.settingsOverrides);
this.waitForRenderer();
} catch (e) {
if (!e.message.includes('Context lost')) {
throw e;
}
console.warn(e.message);
}
}
private async waitForRenderer() {
try {
await this.readyPromise;
this.isRendererReady = true;
} catch (e) {
if (!e.message.includes('Context lost')) {
throw e;
}
console.warn(e.message);
}
this.setRuntimeSettings(this.runtimeOverrides);
if (this.previousViewAreaTopLeft && this.previousViewAreaSize) {
this.setViewArea(this.previousViewAreaTopLeft, this.previousViewAreaSize);
}
}
private handleContextLost(event: Event) {
this.isRendererReady = false;
event.preventDefault();
console.warn('Context lost');
}
private handleContextRestored(event: Event) {
event.preventDefault();
console.info('Context restored');
this.createRenderer();
}
private handle<T>(f: () => T, defaultValue: T): T {
if (this.isRendererReady) {
try {
return f();
} catch (e) {
if (e.message.includes('Context lost')) {
this.isRendererReady = false;
console.warn(e.message);
return defaultValue;
}
throw e;
}
} else {
return defaultValue;
}
}
public get canvasSize(): vec2 {
return this.handle(() => this.renderer!.canvasSize, vec2.create());
}
public get viewAreaSize(): vec2 {
return this.handle(() => this.renderer!.viewAreaSize, vec2.create());
}
public get insights(): any {
return this.handle(() => this.renderer!.insights, {});
}
public setViewArea(topLeft: vec2, size: vec2): void {
this.previousViewAreaTopLeft = topLeft;
this.previousViewAreaSize = size;
return this.handle(() => this.renderer!.setViewArea(topLeft, size), undefined);
}
public setRuntimeSettings(overrides: Partial<RuntimeSettings>): void {
this.runtimeOverrides = {
...this.runtimeOverrides,
...overrides,
};
return this.handle(() => this.renderer!.setRuntimeSettings(overrides), undefined);
}
public addDrawable(drawable: Drawable): void {
return this.handle(() => this.renderer!.addDrawable(drawable), undefined);
}
public autoscaleQuality(deltaTime: number): void {
return this.handle(() => this.renderer!.autoscaleQuality(deltaTime), undefined);
}
public renderDrawables(): void {
return this.handle(() => this.renderer!.renderDrawables(), undefined);
}
public destroy(): void {
this.canvas.removeEventListener(
'webglcontextrestored',
this.contextRestoredHandler,
false
);
this.canvas.removeEventListener('webglcontextlost', this.contextLostHandler, false);
this.isRendererReady = false;
this.handle(() => this.renderer!.destroy(), undefined);
}
}

View file

@ -1,33 +1,34 @@
import { vec2 } from 'gl-matrix';
import { Drawable } from '../../drawables/drawable';
import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
import { LightDrawable } from '../../drawables/lights/light-drawable';
import { msToString } from '../../helper/ms-to-string';
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 { PaletteTexture } from '../graphics-library/palette-texture';
import { ParallelCompiler } from '../graphics-library/parallel-compiler';
import { Drawable } from '../../../drawables/drawable';
import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
import { LightDrawable } from '../../../drawables/lights/light-drawable';
import { msToString } from '../../../helper/ms-to-string';
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 { PaletteTexture } from '../../graphics-library/palette-texture';
import { ParallelCompiler } from '../../graphics-library/parallel-compiler';
import {
getUniversalRenderingContext,
UniversalRenderingContext,
} from '../graphics-library/universal-rendering-context';
import { FpsAutoscaler } from './fps-autoscaler';
import { Insights } from './insights';
import { DistanceRenderPass } from './render-pass/distance-render-pass';
import { LightsRenderPass } from './render-pass/lights-render-pass';
} from '../../graphics-library/universal-rendering-context';
import { FpsAutoscaler } from '../fps-autoscaler';
import { Insights } from '../insights';
import { DistanceRenderPass } from '../render-pass/distance-render-pass';
import { LightsRenderPass } from '../render-pass/lights-render-pass';
import { defaultStartupSettings } from '../settings/default-startup-settings';
import { RuntimeSettings } from '../settings/runtime-settings';
import { StartupSettings } from '../settings/startup-settings';
import distanceFragmentShader100 from '../shaders/distance-fs-100.glsl';
import distanceFragmentShader from '../shaders/distance-fs.glsl';
import distanceVertexShader100 from '../shaders/distance-vs-100.glsl';
import distanceVertexShader from '../shaders/distance-vs.glsl';
import lightsFragmentShader100 from '../shaders/shading-fs-100.glsl';
import lightsFragmentShader from '../shaders/shading-fs.glsl';
import lightsVertexShader100 from '../shaders/shading-vs-100.glsl';
import lightsVertexShader from '../shaders/shading-vs.glsl';
import { UniformsProvider } from '../uniforms-provider';
import { Renderer } from './renderer';
import { RuntimeSettings } from './settings/runtime-settings';
import { StartupSettings } from './settings/startup-settings';
import distanceFragmentShader100 from './shaders/distance-fs-100.glsl';
import distanceFragmentShader from './shaders/distance-fs.glsl';
import distanceVertexShader100 from './shaders/distance-vs-100.glsl';
import distanceVertexShader from './shaders/distance-vs.glsl';
import lightsFragmentShader100 from './shaders/shading-fs-100.glsl';
import lightsFragmentShader from './shaders/shading-fs.glsl';
import lightsVertexShader100 from './shaders/shading-vs-100.glsl';
import lightsVertexShader from './shaders/shading-vs.glsl';
import { UniformsProvider } from './uniforms-provider';
export class RendererImplementation implements Renderer {
private readonly gl: UniversalRenderingContext;
@ -41,7 +42,7 @@ export class RendererImplementation implements Renderer {
private autoscaler: FpsAutoscaler;
private applyRuntimeSettings: {
[key: string]: (value: any) => void;
[key in keyof RuntimeSettings]: (value: any) => void;
} = {
enableHighDpiRendering: (v) => {
this.distanceFieldFrameBuffer.enableHighDpiRendering = v;
@ -49,30 +50,29 @@ export class RendererImplementation implements Renderer {
},
tileMultiplier: (v) => (this.distancePass.tileMultiplier = v),
isWorldInverted: (v) => (this.distancePass.isWorldInverted = v),
shadowLength: (v) => (this.uniformsProvider.shadowLength = v),
backgroundColor: (v) => (this.uniformsProvider.backgroundColor = v),
ambientLight: (v) => (this.uniformsProvider.ambientLight = v),
lightCutoffDistance: (v) => (this.lightsPass.lightCutoffDistance = v),
colorPalette: (v) => this.palette!.setPalette(v),
};
private static defaultStartupSettings: StartupSettings = {
shadowTraceCount: 16,
paletteSize: 4,
};
setRuntimeSettings(overrides: Partial<RuntimeSettings>): void {
Object.entries(overrides).forEach(([k, v]) => {
this.applyRuntimeSettings[(k as unknown) as string](v);
this.applyRuntimeSettings[k as keyof RuntimeSettings](v);
});
}
constructor(
private canvas: HTMLCanvasElement,
private descriptors: Array<DrawableDescriptor>
private descriptors: Array<DrawableDescriptor>,
ignoreWebGL2?: boolean
) {
this.gl = getUniversalRenderingContext(canvas);
this.gl = getUniversalRenderingContext(
canvas,
ignoreWebGL2 !== undefined ? ignoreWebGL2 : defaultStartupSettings.ignoreWebGL2
);
ParallelCompiler.initialize(this.gl);
this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE);
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
@ -82,6 +82,11 @@ export class RendererImplementation implements Renderer {
this.uniformsProvider = new UniformsProvider(this.gl);
this.setViewArea(
vec2.fromValues(0, canvas.clientHeight),
vec2.fromValues(canvas.clientWidth, canvas.clientHeight)
);
this.queryPrecisions();
this.autoscaler = new FpsAutoscaler({
@ -93,13 +98,15 @@ export class RendererImplementation implements Renderer {
public async initialize(settingsOverrides: Partial<StartupSettings>): Promise<void> {
const settings = {
...RendererImplementation.defaultStartupSettings,
...defaultStartupSettings,
...settingsOverrides,
};
this.palette = new PaletteTexture(this.gl, settings.paletteSize);
const promises: Array<Promise<void>> = [];
const compiler = new ParallelCompiler(this.gl);
promises.push(
this.distancePass.initialize(
this.gl.isWebGL2
@ -108,7 +115,8 @@ export class RendererImplementation implements Renderer {
this.descriptors.filter(RendererImplementation.hasSdf),
{
paletteSize: settings.paletteSize,
}
},
compiler
)
);
promises.push(
@ -119,12 +127,12 @@ export class RendererImplementation implements Renderer {
this.descriptors.filter((d) => !RendererImplementation.hasSdf(d)),
{
shadowTraceCount: settings.shadowTraceCount.toString(),
}
},
compiler
)
);
ParallelCompiler.compilePrograms();
await compiler.compilePrograms();
await Promise.all(promises);
try {
@ -200,17 +208,20 @@ export class RendererImplementation implements Renderer {
// texture units
distanceTexture: 0,
palette: 1,
// regular uniforms
distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
shadingNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
};
this.distancePass.render(this.uniformsProvider.getUniforms(common));
this.gl.enable(this.gl.BLEND);
this.lightsPass.render(
this.uniformsProvider.getUniforms(common),
this.distanceFieldFrameBuffer.colorTexture,
this.palette!.colorTexture
);
this.gl.disable(this.gl.BLEND);
if (this.stopwatch?.isRunning) {
this.stopwatch?.stop();

View file

@ -1,6 +1,6 @@
import { vec2 } from 'gl-matrix';
import { Drawable } from '../../drawables/drawable';
import { RuntimeSettings } from './settings/runtime-settings';
import { Drawable } from '../../../drawables/drawable';
import { RuntimeSettings } from '../settings/runtime-settings';
export interface Renderer {
readonly canvasSize: vec2;

View file

@ -1,9 +1,9 @@
import { mat2d, vec2, vec3 } from 'gl-matrix';
import { mat2d, vec2, vec3, vec4 } from 'gl-matrix';
import { UniversalRenderingContext } from '../graphics-library/universal-rendering-context';
export class UniformsProvider {
public ambientLight = vec3.fromValues(0.25, 0.15, 0.25);
public shadowLength = 400;
public _backgroundColor = vec4.fromValues(1, 1, 1, 1);
private scaleWorldLengthToNDC = 1;
private transformWorldToNDC = mat2d.create();
@ -18,7 +18,7 @@ export class UniformsProvider {
return {
...uniforms,
ambientLight: this.ambientLight,
shadowLength: this.shadowLength,
backgroundColor: this._backgroundColor,
uvToWorld: this.uvToWorld,
worldAreaInView: this.worldAreaInView,
squareToAspectRatio: this.squareToAspectRatio,
@ -28,6 +28,14 @@ export class UniformsProvider {
};
}
public set backgroundColor(value: vec3 | vec4) {
if (value.length === 3) {
this.backgroundColor = vec4.fromValues(value[0], value[1], value[2], 1);
} else {
this._backgroundColor = value as vec4;
}
}
public getViewArea(): vec2 {
return this.worldAreaInView;
}