Add auto context restoration
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40b9644171
commit
2e57f090e6
14 changed files with 352 additions and 136 deletions
248
src/graphics/rendering/renderer/renderer-implementation.ts
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248
src/graphics/rendering/renderer/renderer-implementation.ts
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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 {
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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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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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export class RendererImplementation implements Renderer {
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private readonly gl: UniversalRenderingContext;
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private stopwatch?: WebGlStopwatch;
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private uniformsProvider: UniformsProvider;
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private distanceFieldFrameBuffer: IntermediateFrameBuffer;
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private distancePass: DistanceRenderPass;
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private lightingFrameBuffer: DefaultFrameBuffer;
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private lightsPass: LightsRenderPass;
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private palette?: PaletteTexture;
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private autoscaler: FpsAutoscaler;
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private applyRuntimeSettings: {
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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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this.lightingFrameBuffer.enableHighDpiRendering = v;
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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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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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setRuntimeSettings(overrides: Partial<RuntimeSettings>): void {
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Object.entries(overrides).forEach(([k, 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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ignoreWebGL2?: boolean
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) {
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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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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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this.distancePass = new DistanceRenderPass(this.gl, this.distanceFieldFrameBuffer);
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this.lightsPass = new LightsRenderPass(this.gl, this.lightingFrameBuffer);
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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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distanceRenderScale: (v) =>
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(this.distanceFieldFrameBuffer.renderScale = v as number),
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finalRenderScale: (v) => (this.lightingFrameBuffer.renderScale = v as number),
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});
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}
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public async initialize(settingsOverrides: Partial<StartupSettings>): Promise<void> {
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const settings = {
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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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? [distanceVertexShader, distanceFragmentShader]
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: [distanceVertexShader100, distanceFragmentShader100],
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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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compiler
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)
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);
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promises.push(
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this.lightsPass.initialize(
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this.gl.isWebGL2
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? [lightsVertexShader, lightsFragmentShader]
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: [lightsVertexShader100, lightsFragmentShader100],
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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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compiler
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)
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);
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await compiler.compilePrograms();
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await Promise.all(promises);
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try {
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this.stopwatch = new WebGlStopwatch(this.gl);
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} catch {
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// no problem
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}
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}
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public get insights(): any {
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return Insights.values;
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}
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private static hasSdf(descriptor: DrawableDescriptor) {
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return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
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}
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private queryPrecisions() {
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const precisionToObject = (shader: GLenum, precision: GLenum) => {
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const toExponent = (v: number): string => `2^${v}`;
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const p = this.gl.getShaderPrecisionFormat(shader, precision)!;
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return {
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range: `[${toExponent(p.rangeMin)}, ${toExponent(p.rangeMax)}]`,
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precision: toExponent(p.precision),
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};
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};
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Insights.setValue('precisions', {
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'vertex shader': {
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'low float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.LOW_FLOAT),
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'medium float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.MEDIUM_FLOAT),
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'high float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.HIGH_FLOAT),
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},
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'fragment shader': {
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'low float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.LOW_FLOAT),
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'medium float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.MEDIUM_FLOAT),
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'high float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.HIGH_FLOAT),
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},
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});
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}
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public addDrawable(drawable: Drawable): void {
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if (
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RendererImplementation.hasSdf((drawable.constructor as typeof Drawable).descriptor)
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) {
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this.distancePass.addDrawable(drawable);
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} else {
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this.lightsPass.addDrawable(drawable as LightDrawable);
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}
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}
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public autoscaleQuality(deltaTime: DOMHighResTimeStamp) {
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this.autoscaler.autoscale(deltaTime);
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}
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public renderDrawables() {
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if (this.stopwatch) {
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if (this.stopwatch.isReady) {
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this.stopwatch.start();
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} else {
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this.stopwatch.tryGetResults();
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Insights.setValue(
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'GPU render time',
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msToString(this.stopwatch.resultsInMilliSeconds)
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);
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}
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}
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this.distanceFieldFrameBuffer.setSize();
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this.lightingFrameBuffer.setSize();
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const common = {
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// texture units
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distanceTexture: 0,
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palette: 1,
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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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}
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}
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public setViewArea(topLeft: vec2, size: vec2) {
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this.uniformsProvider.setViewArea(topLeft, size);
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}
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public get viewAreaSize(): vec2 {
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return this.uniformsProvider.getViewArea();
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}
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public get canvasSize(): vec2 {
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return vec2.fromValues(this.canvas.clientWidth, this.canvas.clientHeight);
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}
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public destroy(): void {
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this.distancePass.destroy();
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this.lightsPass.destroy();
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this.palette!.destroy();
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}
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}
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