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src/graphics/rendering/webgl2-renderer.ts
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126
src/graphics/rendering/webgl2-renderer.ts
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import { vec2 } from 'gl-matrix';
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import { IDrawable } from '../drawables/i-drawable';
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import { CircleLight } from '../drawables/lights/circle-light';
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import { Flashlight } from '../drawables/lights/flashlight';
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import { ILight } from '../drawables/lights/i-light';
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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 { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
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import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
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import { IRenderer } from '../i-renderer';
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import distanceFragmentShader from '../shaders/distance-fs.glsl';
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import distanceVertexShader from '../shaders/distance-vs.glsl';
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import lightsFragmentShader from '../shaders/shading-fs.glsl';
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import lightsVertexShader from '../shaders/shading-vs.glsl';
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import { FpsAutoscaler } from './fps-autoscaler';
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import { RenderingPass } from './rendering-pass';
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import { UniformsProvider } from './uniforms-provider';
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export class WebGl2Renderer implements IRenderer {
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private gl: WebGL2RenderingContext;
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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 lightingFrameBuffer: DefaultFrameBuffer;
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private distancePass: RenderingPass;
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private lightingPass: RenderingPass;
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private autoscaler: FpsAutoscaler;
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private initializePromise: Promise<[void, void]>;
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constructor(private canvas: HTMLCanvasElement, private overlay: HTMLElement) {
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this.gl = getWebGl2Context(canvas);
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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 RenderingPass(
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this.gl,
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[distanceVertexShader, distanceFragmentShader],
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[],
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this.distanceFieldFrameBuffer
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);
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this.lightingPass = new RenderingPass(
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this.gl,
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[lightsVertexShader, lightsFragmentShader],
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[CircleLight.descriptor, Flashlight.descriptor],
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this.lightingFrameBuffer
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);
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this.initializePromise = Promise.all([
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this.distancePass.initialize(),
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this.lightingPass.initialize(),
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]);
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this.uniformsProvider = new UniformsProvider(this.gl);
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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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softShadowsEnabled: (v) =>
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(this.uniformsProvider.softShadowsEnabled = v as boolean),
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});
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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 async initialize(): Promise<void> {
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await this.initializePromise;
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}
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public drawShape(shape: IDrawable) {
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this.distancePass.addDrawable(shape);
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}
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public drawLight(light: ILight) {
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this.lightingPass.addDrawable(light);
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}
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public startFrame(deltaTime: DOMHighResTimeStamp) {
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this.autoscaler.autoscale(deltaTime);
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this.stopwatch?.start();
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this.distanceFieldFrameBuffer.setSize();
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this.lightingFrameBuffer.setSize();
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}
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public finishFrame() {
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const common = {
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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.lightingPass.render(
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this.uniformsProvider.getUniforms(common),
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this.distanceFieldFrameBuffer.colorTexture
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);
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this.stopwatch?.stop();
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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 setCursorPosition(position: vec2) {
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this.uniformsProvider.setCursorPosition(position);
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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 drawInfoText(text: string) {
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if (this.overlay.innerText != text) {
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this.overlay.innerText = text;
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}
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}
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}
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