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

@ -1,237 +0,0 @@
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 {
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';
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;
private stopwatch?: WebGlStopwatch;
private uniformsProvider: UniformsProvider;
private distanceFieldFrameBuffer: IntermediateFrameBuffer;
private distancePass: DistanceRenderPass;
private lightingFrameBuffer: DefaultFrameBuffer;
private lightsPass: LightsRenderPass;
private palette?: PaletteTexture;
private autoscaler: FpsAutoscaler;
private applyRuntimeSettings: {
[key: string]: (value: any) => void;
} = {
enableHighDpiRendering: (v) => {
this.distanceFieldFrameBuffer.enableHighDpiRendering = v;
this.lightingFrameBuffer.enableHighDpiRendering = v;
},
tileMultiplier: (v) => (this.distancePass.tileMultiplier = v),
isWorldInverted: (v) => (this.distancePass.isWorldInverted = v),
shadowLength: (v) => (this.uniformsProvider.shadowLength = 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);
});
}
constructor(
private canvas: HTMLCanvasElement,
private descriptors: Array<DrawableDescriptor>
) {
this.gl = getUniversalRenderingContext(canvas);
ParallelCompiler.initialize(this.gl);
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
this.distancePass = new DistanceRenderPass(this.gl, this.distanceFieldFrameBuffer);
this.lightsPass = new LightsRenderPass(this.gl, this.lightingFrameBuffer);
this.uniformsProvider = new UniformsProvider(this.gl);
this.queryPrecisions();
this.autoscaler = new FpsAutoscaler({
distanceRenderScale: (v) =>
(this.distanceFieldFrameBuffer.renderScale = v as number),
finalRenderScale: (v) => (this.lightingFrameBuffer.renderScale = v as number),
});
}
public async initialize(settingsOverrides: Partial<StartupSettings>): Promise<void> {
const settings = {
...RendererImplementation.defaultStartupSettings,
...settingsOverrides,
};
this.palette = new PaletteTexture(this.gl, settings.paletteSize);
const promises: Array<Promise<void>> = [];
promises.push(
this.distancePass.initialize(
this.gl.isWebGL2
? [distanceVertexShader, distanceFragmentShader]
: [distanceVertexShader100, distanceFragmentShader100],
this.descriptors.filter(RendererImplementation.hasSdf),
{
paletteSize: settings.paletteSize,
}
)
);
promises.push(
this.lightsPass.initialize(
this.gl.isWebGL2
? [lightsVertexShader, lightsFragmentShader]
: [lightsVertexShader100, lightsFragmentShader100],
this.descriptors.filter((d) => !RendererImplementation.hasSdf(d)),
{
shadowTraceCount: settings.shadowTraceCount.toString(),
}
)
);
ParallelCompiler.compilePrograms();
await Promise.all(promises);
try {
this.stopwatch = new WebGlStopwatch(this.gl);
} catch {
// no problem
}
}
public get insights(): any {
return Insights.values;
}
private static hasSdf(descriptor: DrawableDescriptor) {
return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
}
private queryPrecisions() {
const precisionToObject = (shader: GLenum, precision: GLenum) => {
const toExponent = (v: number): string => `2^${v}`;
const p = this.gl.getShaderPrecisionFormat(shader, precision)!;
return {
range: `[${toExponent(p.rangeMin)}, ${toExponent(p.rangeMax)}]`,
precision: toExponent(p.precision),
};
};
Insights.setValue('precisions', {
'vertex shader': {
'low float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.LOW_FLOAT),
'medium float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.MEDIUM_FLOAT),
'high float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.HIGH_FLOAT),
},
'fragment shader': {
'low float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.LOW_FLOAT),
'medium float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.MEDIUM_FLOAT),
'high float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.HIGH_FLOAT),
},
});
}
public addDrawable(drawable: Drawable): void {
if (
RendererImplementation.hasSdf((drawable.constructor as typeof Drawable).descriptor)
) {
this.distancePass.addDrawable(drawable);
} else {
this.lightsPass.addDrawable(drawable as LightDrawable);
}
}
public autoscaleQuality(deltaTime: DOMHighResTimeStamp) {
this.autoscaler.autoscale(deltaTime);
}
public renderDrawables() {
if (this.stopwatch) {
if (this.stopwatch.isReady) {
this.stopwatch.start();
} else {
this.stopwatch.tryGetResults();
Insights.setValue(
'GPU render time',
msToString(this.stopwatch.resultsInMilliSeconds)
);
}
}
this.distanceFieldFrameBuffer.setSize();
this.lightingFrameBuffer.setSize();
const common = {
// 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.lightsPass.render(
this.uniformsProvider.getUniforms(common),
this.distanceFieldFrameBuffer.colorTexture,
this.palette!.colorTexture
);
if (this.stopwatch?.isRunning) {
this.stopwatch?.stop();
}
}
public setViewArea(topLeft: vec2, size: vec2) {
this.uniformsProvider.setViewArea(topLeft, size);
}
public get viewAreaSize(): vec2 {
return this.uniformsProvider.getViewArea();
}
public get canvasSize(): vec2 {
return vec2.fromValues(this.canvas.clientWidth, this.canvas.clientHeight);
}
public destroy(): void {
this.distancePass.destroy();
this.lightsPass.destroy();
this.palette!.destroy();
}
}