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schmelczerandras 2020-09-15 10:08:16 +02:00
commit 77bde04db3
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.eslintignore Normal file
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**/*.js

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.eslintrc.json Normal file
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{
"root": true,
"env": {
"browser": true,
"es2020": true
},
"extends": [
"eslint:recommended",
"plugin:@typescript-eslint/eslint-recommended",
"plugin:@typescript-eslint/recommended",
"prettier",
"prettier/@typescript-eslint"
],
"parser": "@typescript-eslint/parser",
"parserOptions": {
"ecmaVersion": 11,
"sourceType": "module"
},
"plugins": ["unused-imports", "@typescript-eslint", "prettier"],
"rules": {
"prettier/prettier": "error",
"no-unused-vars": "off",
"unused-imports/no-unused-imports-ts": "error",
"@typescript-eslint/no-unused-vars": ["warn", { "argsIgnorePattern": "^_" }],
"@typescript-eslint/no-explicit-any": "off",
"@typescript-eslint/explicit-module-boundary-types": "off",
"@typescript-eslint/no-non-null-assertion": "off"
}
}

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*.psd filter=lfs diff=lfs merge=lfs -text

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.gitignore vendored Normal file
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dist
node_modules
package-lock.json

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.prettierrc Normal file
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{
"trailingComma": "es5",
"printWidth": 90,
"tabWidth": 2,
"singleQuote": true,
"endOfLine": "lf"
}

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.vscode/settings.json vendored Normal file
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{
"typescript.tsdk": "node_modules\\typescript\\lib",
"editor.tabSize": 2,
"editor.formatOnSave": true,
"editor.codeActionsOnSave": {
"source.organizeImports": true
}
}

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build/src/game.d.ts vendored Normal file
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import { IDrawable } from './i-drawable';
export interface IDrawableDescriptor {
uniformName: string;
countMacroName: string;
shaderCombinationSteps: Array<number>;
readonly empty: IDrawable;
}

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import { vec2, mat2d } from 'gl-matrix';
export interface IDrawable {
distance(target: vec2): number;
serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void;
}

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import { mat2d, vec2, vec3 } from 'gl-matrix';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ILight } from './i-light';
export declare class CircleLight implements ILight {
center: vec2;
lightDrop: number;
color: vec3;
lightness: number;
static descriptor: IDrawableDescriptor;
constructor(center: vec2, lightDrop: number, color: vec3, lightness: number);
distance(_: vec2): number;
serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void;
get value(): vec3;
}

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import { mat2d, vec2, vec3 } from 'gl-matrix';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ILight } from './i-light';
export declare class Flashlight implements ILight {
center: vec2;
direction: vec2;
lightDrop: number;
color: vec3;
lightness: number;
static descriptor: IDrawableDescriptor;
constructor(center: vec2, direction: vec2, lightDrop: number, color: vec3, lightness: number);
distance(_: vec2): number;
serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void;
get value(): vec3;
}

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import { IDrawable } from '../i-drawable';
export declare type ILight = IDrawable;

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export declare const checkProgram: (gl: WebGL2RenderingContext, program: WebGLProgram) => void;

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export declare const checkShader: (gl: WebGL2RenderingContext, shader: WebGLShader) => void;

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export declare const createProgram: (gl: WebGL2RenderingContext, vertexShaderSource: string, fragmentShaderSource: string, substitutions: {
[name: string]: string;
}) => Promise<WebGLProgram>;

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export declare const createShader: (gl: WebGL2RenderingContext, type: GLenum, source: string, substitutions: {
[name: string]: string;
}) => WebGLShader;

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import { FrameBuffer } from './frame-buffer';
export declare class DefaultFrameBuffer extends FrameBuffer {
constructor(gl: WebGL2RenderingContext);
setSize(): boolean;
}

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import { vec2 } from 'gl-matrix';
export declare abstract class FrameBuffer {
protected gl: WebGL2RenderingContext;
renderScale: number;
enableHighDpiRendering: boolean;
protected size: vec2;
protected frameBuffer: WebGLFramebuffer | null;
constructor(gl: WebGL2RenderingContext);
bindAndClear(colorInput?: WebGLTexture): void;
setSize(): boolean;
getSize(): vec2;
}

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import { FrameBuffer } from './frame-buffer';
export declare class IntermediateFrameBuffer extends FrameBuffer {
private frameTexture;
private floatLinearEnabled;
constructor(gl: WebGL2RenderingContext);
get colorTexture(): WebGLTexture;
setSize(): boolean;
private configureTexture;
private configureFrameBuffer;
}

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export declare const tryEnableExtension: (gl: WebGL2RenderingContext, name: string) => any | null;
export declare const enableExtension: (gl: WebGL2RenderingContext, name: string) => any;

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export declare const getWebGl2Context: (canvas: HTMLCanvasElement) => WebGL2RenderingContext;

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export declare const loadUniform: (gl: WebGL2RenderingContext, value: any, type: GLenum, location: WebGLUniformLocation) => any;

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export declare class WebGlStopwatch {
private gl;
private timerExtension;
private timerQuery?;
private isReady;
private resultsInNanoSeconds?;
constructor(gl: WebGL2RenderingContext);
start(): void;
stop(): void;
get resultsInMilliSeconds(): number;
}

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import Program from './program';
export declare class FragmentShaderOnlyProgram extends Program {
private vao?;
constructor(gl: WebGL2RenderingContext, sources: [string, string], substitutions: {
[name: string]: string;
});
initialize(): Promise<void>;
bind(): void;
draw(): void;
private prepareScreenQuad;
}

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import { vec2 } from 'gl-matrix';
export interface IProgram {
initialize(): Promise<void>;
setDrawingRectangleUV(bottomLeft: vec2, size: vec2): void;
bindAndSetUniforms(values: {
[name: string]: any;
}): void;
draw(): void;
delete(): void;
}

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import { vec2 } from 'gl-matrix';
import { IProgram } from './i-program';
export default abstract class Program implements IProgram {
protected gl: WebGL2RenderingContext;
protected program?: WebGLProgram;
private programPromise;
private modelTransform;
private readonly ndcToUv;
private uniforms;
constructor(gl: WebGL2RenderingContext, [vertexShaderSource, fragmentShaderSource]: [string, string], substitutions: {
[name: string]: string;
});
initialize(): Promise<void>;
bindAndSetUniforms(values: {
[name: string]: any;
}): void;
setDrawingRectangleUV(bottomLeft: vec2, size: vec2): void;
setUniforms(values: {
[name: string]: any;
}): void;
delete(): void;
abstract draw(): void;
protected bind(): void;
private queryUniforms;
}

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import { vec2 } from 'gl-matrix';
import { IDrawableDescriptor } from '../../drawables/i-drawable-descriptor';
import { IProgram } from './i-program';
export declare class UniformArrayAutoScalingProgram implements IProgram {
private gl;
private descriptors;
private programs;
private current?;
private drawingRectangleBottomLeft;
private drawingRectangleSize;
constructor(gl: WebGL2RenderingContext, shaderSources: [string, string], descriptors: Array<IDrawableDescriptor>);
initialize(): Promise<void>;
bindAndSetUniforms(uniforms: {
[name: string]: any;
}): void;
setDrawingRectangleUV(bottomLeft: vec2, size: vec2): void;
draw(): void;
delete(): void;
private createProgram;
}

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build/src/graphics/i-renderer.d.ts vendored Normal file
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import { vec2 } from 'gl-matrix';
import { IDrawable } from './drawables/i-drawable';
import { ILight } from './drawables/lights/i-light';
export interface IRenderer {
initialize(): Promise<void>;
startFrame(deltaTime: DOMHighResTimeStamp): void;
finishFrame(): void;
drawShape(drawable: IDrawable): void;
drawLight(light: ILight): void;
drawInfoText(text: string): void;
readonly canvasSize: vec2;
setViewArea(topLeft: vec2, size: vec2): void;
setCursorPosition(position: vec2): void;
}

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import { Autoscaler as AutoScaler } from '../../helper/autoscaler';
export declare class FpsAutoscaler extends AutoScaler {
private timeSinceLastAdjusment;
private exponentialDecayedDeltaTime;
constructor(setters: {
[key: string]: (value: number | boolean) => void;
});
autoscale(lastDeltaTime: DOMHighResTimeStamp): void;
}

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import { IDrawable } from '../drawables/i-drawable';
import { IDrawableDescriptor } from '../drawables/i-drawable-descriptor';
import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
export declare class RenderingPass {
private frame;
private drawables;
private program;
constructor(gl: WebGL2RenderingContext, shaderSources: [string, string], drawableDescriptors: Array<IDrawableDescriptor>, frame: FrameBuffer);
initialize(): Promise<void>;
addDrawable(drawable: IDrawable): void;
render(commonUniforms: any, inputTexture?: WebGLTexture): void;
}

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import { vec2 } from 'gl-matrix';
export declare class UniformsProvider {
private gl;
private scaleWorldLengthToNDC;
private transformWorldToNDC;
private viewAreaBottomLeft;
private worldAreaInView;
private squareToAspectRatio;
private uvToWorld;
private cursorPosition;
softShadowsEnabled?: boolean;
constructor(gl: WebGL2RenderingContext);
getUniforms(uniforms: any): any;
private getScreenToWorldTransform;
uvToWorldCoordinate(screenUvPosition: vec2): vec2;
setViewArea(topLeft: vec2, size: vec2): void;
setCursorPosition(position: vec2): void;
}

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import { vec2 } from 'gl-matrix';
import { IDrawable } from '../drawables/i-drawable';
import { ILight } from '../drawables/lights/i-light';
import { IRenderer } from '../i-renderer';
export declare class WebGl2Renderer implements IRenderer {
private canvas;
private overlay;
private gl;
private stopwatch?;
private uniformsProvider;
private distanceFieldFrameBuffer;
private lightingFrameBuffer;
private distancePass;
private lightingPass;
private autoscaler;
private initializePromise;
constructor(canvas: HTMLCanvasElement, overlay: HTMLElement);
initialize(): Promise<void>;
drawShape(shape: IDrawable): void;
drawLight(light: ILight): void;
startFrame(deltaTime: DOMHighResTimeStamp): void;
finishFrame(): void;
setViewArea(topLeft: vec2, size: vec2): void;
setCursorPosition(position: vec2): void;
get canvasSize(): vec2;
drawInfoText(text: string): void;
}

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export declare const settings: {
enableHighDpiRendering: boolean;
qualityScaling: {
targetDeltaTimeInMilliseconds: number;
deltaTimeError: number;
deltaTimeResponsiveness: number;
adjusmentRateInMilliseconds: number;
qualityTargets: {
distanceRenderScale: number;
finalRenderScale: number;
softShadowsEnabled: boolean;
}[];
startingTargetIndex: number;
scalingOptions: {
additiveIncrease: number;
multiplicativeDecrease: number;
};
};
tileMultiplier: number;
shaderMacros: {};
shaderCombinations: {
lineSteps: number[];
blobSteps: number[];
circleLightSteps: number[];
flashlightSteps: number[];
};
};

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declare global {
interface Array<T> {
x: number;
y: number;
}
interface Float32Array {
x: number;
y: number;
}
}
export declare const applyArrayPlugins: () => void;

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export declare class Autoscaler {
private setters;
private targets;
private scalingOptions;
private index;
constructor(setters: {
[key: string]: (value: number | boolean) => void;
}, targets: Array<{
[key: string]: number | boolean;
}>, startingIndex: number, scalingOptions: {
additiveIncrease: number;
multiplicativeDecrease: number;
});
increase(): void;
decrease(): void;
private applyScaling;
}

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export declare const clamp: (value: number, min: number, max: number) => number;
export declare const clamp01: (value: number) => number;

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export declare const exponentialDecay: (accumulator: number, nextValue: number, biasOfNextValue: number) => number;

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export declare const getCombinations: (values: Array<Array<number>>) => Array<Array<number>>;

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export declare function last<T>(a: Array<T>): T | null;

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build/src/helper/mix.d.ts vendored Normal file
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export declare const mix: (from: number, to: number, q: number) => number;

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export declare abstract class Random {
private static _seed;
static set seed(value: number);
static getRandom(): number;
}

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build/src/helper/rotate-90-deg.d.ts vendored Normal file
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import { vec2 } from 'gl-matrix';
export declare const rotate90Deg: (vec: vec2) => vec2;

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export declare function timeIt(interval?: number): (target: any, propertyKey: string, descriptor: PropertyDescriptor) => PropertyDescriptor;

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export declare const toPercent: (value: number) => string;

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export declare const waitWhileFalse: (body: () => boolean) => Promise<void>;

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build/src/helper/wait.d.ts vendored Normal file
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export declare const wait: (ms: number) => Promise<void>;

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export {};

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declare module '*.glsl' {
const content: string;
export default content;
}
/*
declare module '*.png' {
import { ResponsiveImage } from 'src/framework/model/misc';
const content: ResponsiveImage;
export default content;
}
declare module '*.jpg' {
import { ResponsiveImage } from 'src/framework/model/misc';
const content: ResponsiveImage;
export default content;
}
declare module '*.jpeg' {
import { ResponsiveImage } from 'src/framework/model/misc';
const content: ResponsiveImage;
export default content;
}
*/

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{
"name": "sdf-2d-gl",
"version": "0.0.0",
"scripts": {
"start": "webpack-dev-server --mode development",
"lint": "npx eslint --fix \"src/**/*.ts\" && npx prettier --write \"src/**/*.ts\"",
"build": "webpack && find dist -type f -not -name '*.html' | xargs rm"
},
"keywords": [],
"author": "András Schmelczer",
"postcss": {
"plugins": {
"autoprefixer": {}
}
},
"browserslist": [
"defaults"
],
"sideEffects": [
"*.scss"
],
"main": "./dist/sdf-2d-gl.js",
"types": "./dist/sdf-2d-gl.d.ts",
"files": [
"dist"
],
"optimization": {
"usedExports": true
},
"devDependencies": {
"@types/gl-matrix": "^2.4.5",
"@typescript-eslint/eslint-plugin": "^3.9.1",
"@typescript-eslint/parser": "^3.9.1",
"eslint": "^7.2.0",
"eslint-config-prettier": "^6.11.0",
"eslint-plugin-import": "^2.21.2",
"eslint-plugin-prettier": "^3.1.4",
"eslint-plugin-unused-imports": "^0.1.3",
"gl-matrix": "^3.3.0",
"prettier": "^2.0.5",
"raw-loader": "^4.0.1",
"resolve-url-loader": "^3.1.1",
"terser-webpack-plugin": "^2.3.5",
"ts-loader": "^8.0.1",
"typescript": "^3.8.3",
"webpack": "^4.43.0",
"webpack-cli": "^3.3.12",
"webpack-dev-server": "^3.10.3"
}
}

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/*
export class Game implements IGame {
public readonly objects = new Objects();
public readonly physics = new Physics();
public readonly camera = new Camera();
private previousTime?: DOMHighResTimeStamp = null;
private previousFpsValues: Array<number> = [];
private infoText = new InfoText();
private character: Character;
private renderer: IRenderer;
private initializeRendererPromise: Promise<void>;
constructor() {
const canvas: HTMLCanvasElement = document.querySelector('canvas#main');
const overlay: HTMLElement = document.querySelector('#overlay');
document.addEventListener('visibilitychange', this.handleVisibilityChange.bind(this));
new CommandBroadcaster(
[
new KeyboardListener(document.body),
new MouseListener(canvas),
new TouchListener(canvas),
],
[this.objects]
);
this.renderer = new WebGl2Renderer(canvas, overlay);
this.initializeRendererPromise = this.renderer.initialize();
this.initializeScene();
this.physics.start();
}
public async start(): Promise<void> {
await this.initializeRendererPromise;
requestAnimationFrame(this.gameLoop.bind(this));
}
public addObject(o: GameObject) {
this.objects.addObject(o);
}
public get viewArea(): BoundingBoxBase {
return this.camera.viewArea;
}
public findIntersecting(box: BoundingBoxBase): Array<BoundingBoxBase> {
return this.physics.findIntersecting(box);
}
private initializeScene() {
this.objects.addObject(this.infoText);
const start = createDungeon(this.objects, this.physics);
createDungeon(this.objects, this.physics);
this.character = new Character(this);
// this.physics.addDynamicBoundingBox(this.character.boundingBox);
this.addObject(this.character);
this.addObject(this.camera);
let pos: any = localStorage.getItem('character-position');
pos = pos ? JSON.parse(pos) : start.from;
this.character.sendCommand(new TeleportToCommand(pos));
}
private handleVisibilityChange() {
if (!document.hidden) {
this.previousTime = null;
}
}
@timeIt()
private gameLoop(time: DOMHighResTimeStamp) {
if (this.previousTime === null) {
this.previousTime = time;
}
const deltaTime = time - this.previousTime;
this.previousTime = time;
this.calculateFps(deltaTime);
this.objects.sendCommand(new StepCommand(deltaTime));
this.camera.sendCommand(new MoveToCommand(this.character.position));
this.renderer.startFrame(deltaTime);
this.camera.sendCommand(new BeforeRenderCommand(this.renderer));
const shouldBeDrawn = this.physics
.findIntersecting(this.camera.viewArea)
.map((b) => b.shape?.gameObject);
for (const object of shouldBeDrawn) {
object?.sendCommand(new BeforeRenderCommand(this.renderer));
object?.sendCommand(new RenderCommand(this.renderer));
}
this.character.sendCommand(new RenderCommand(this.renderer));
this.infoText.sendCommand(new RenderCommand(this.renderer));
this.renderer.finishFrame();
localStorage.setItem('character-position', JSON.stringify(this.character.position));
window.requestAnimationFrame(this.gameLoop.bind(this));
}
private calculateFps(deltaTime: number) {
this.previousFpsValues.push(1000 / deltaTime);
if (this.previousFpsValues.length > 30) {
this.previousFpsValues.sort();
const min = this.previousFpsValues[0];
const median = this.previousFpsValues[
Math.floor(this.previousFpsValues.length / 2)
];
InfoText.modifyRecord('FPS', { min, median });
this.previousFpsValues = [];
}
}
}
*/

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import { IDrawable } from './i-drawable';
export interface IDrawableDescriptor {
uniformName: string;
countMacroName: string;
shaderCombinationSteps: Array<number>;
readonly empty: IDrawable;
}

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import { vec2, mat2d } from 'gl-matrix';
export interface IDrawable {
distance(target: vec2): number;
serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void;
}

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import { mat2d, vec2, vec3 } from 'gl-matrix';
import { settings } from '../../settings';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ILight } from './i-light';
export class CircleLight implements ILight {
public static descriptor: IDrawableDescriptor = {
uniformName: 'circleLights',
countMacroName: 'circleLightCount',
shaderCombinationSteps: settings.shaderCombinations.circleLightSteps,
empty: new CircleLight(vec2.fromValues(0, 0), 0, vec3.fromValues(0, 0, 0), 0),
};
constructor(
public center: vec2,
public lightDrop: number,
public color: vec3,
public lightness: number
) {}
public distance(_: vec2): number {
return 0;
}
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
const { uniformName } = CircleLight.descriptor;
if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
uniforms[uniformName] = [];
}
uniforms[uniformName].push({
center: vec2.transformMat2d(vec2.create(), this.center, transform),
lightDrop: this.lightDrop,
value: this.value,
});
}
public get value(): vec3 {
return vec3.scale(
vec3.create(),
vec3.normalize(this.color, this.color),
this.lightness
);
}
}

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import { mat2d, vec2, vec3 } from 'gl-matrix';
import { settings } from '../../settings';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ILight } from './i-light';
export class Flashlight implements ILight {
public static descriptor: IDrawableDescriptor = {
uniformName: 'flashlights',
countMacroName: 'flashlightCount',
shaderCombinationSteps: settings.shaderCombinations.flashlightSteps,
empty: new Flashlight(
vec2.fromValues(0, 0),
vec2.fromValues(0, 0),
0,
vec3.fromValues(0, 0, 0),
0
),
};
public constructor(
public center: vec2,
public direction: vec2,
public lightDrop: number,
public color: vec3,
public lightness: number
) {}
public distance(_: vec2): number {
return 0;
}
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
const listName = Flashlight.descriptor.uniformName;
if (!Object.prototype.hasOwnProperty.call(uniforms, listName)) {
uniforms[listName] = [];
}
uniforms[listName].push({
center: vec2.transformMat2d(vec2.create(), this.center, transform),
direction: this.direction,
lightDrop: this.lightDrop,
value: this.value,
});
}
public get value(): vec3 {
return vec3.scale(vec3.create(), this.color, this.lightness);
}
}

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import { IDrawable } from '../i-drawable';
export type ILight = IDrawable;

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import { checkShader } from './check-shader';
export const checkProgram = (gl: WebGL2RenderingContext, program: WebGLProgram) => {
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!success) {
gl.getAttachedShaders(program)?.forEach((s) => {
checkShader(gl, s);
});
throw new Error(gl.getProgramInfoLog(program)!);
}
};

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export const checkShader = (gl: WebGL2RenderingContext, shader: WebGLShader) => {
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!success) {
throw new Error(gl.getShaderInfoLog(shader)!);
}
};

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import { waitWhileFalse } from '../../../helper/wait-while-false';
import { tryEnableExtension } from '../helper/enable-extension';
import { checkProgram } from './check-program';
import { createShader } from './create-shader';
export const createProgram = async (
gl: WebGL2RenderingContext,
vertexShaderSource: string,
fragmentShaderSource: string,
substitutions: { [name: string]: string }
): Promise<WebGLProgram> => {
const program = gl.createProgram();
if (!program) {
throw new Error('Could not create program');
}
const extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
const vertexShader = createShader(
gl,
gl.VERTEX_SHADER,
vertexShaderSource,
substitutions
);
gl.attachShader(program, vertexShader);
const fragmentShader = createShader(
gl,
gl.FRAGMENT_SHADER,
fragmentShaderSource,
substitutions
);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (extension) {
const checkCompileStatus = () =>
gl.getProgramParameter(program, extension.COMPLETION_STATUS_KHR);
await waitWhileFalse(checkCompileStatus);
}
checkProgram(gl, program);
return program;
};

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export const createShader = (
gl: WebGL2RenderingContext,
type: GLenum,
source: string,
substitutions: { [name: string]: string }
): WebGLShader => {
source = source.replace(/{(.+)}/gm, (_, name: string): string => {
const value = substitutions[name];
return Number.isInteger(value) ? `${value}.0` : value;
});
const shader = gl.createShader(type);
if (!shader) {
throw new Error('Could not create shader');
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
};

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import { FrameBuffer } from './frame-buffer';
export class DefaultFrameBuffer extends FrameBuffer {
constructor(gl: WebGL2RenderingContext) {
super(gl);
this.frameBuffer = null;
this.setSize();
}
public setSize(): boolean {
const hasChanged = super.setSize();
if (hasChanged) {
this.gl.canvas.width = this.size.x;
this.gl.canvas.height = this.size.y;
}
return hasChanged;
}
}

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import { vec2 } from 'gl-matrix';
import { settings } from '../../settings';
export abstract class FrameBuffer {
public renderScale = 1;
public enableHighDpiRendering = settings.enableHighDpiRendering;
protected size = vec2.create();
// null means the default framebuffer
protected frameBuffer: WebGLFramebuffer | null = null;
constructor(protected gl: WebGL2RenderingContext) {}
public bindAndClear(colorInput?: WebGLTexture) {
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
if (colorInput) {
this.gl.bindTexture(this.gl.TEXTURE_2D, colorInput);
}
this.gl.viewport(0, 0, this.size.x, this.size.y);
this.gl.clearColor(0, 0, 0, 0);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
}
public setSize(): boolean {
const realToCssPixels =
(this.enableHighDpiRendering ? window.devicePixelRatio : 1) * this.renderScale;
const canvasWidth = (this.gl.canvas as HTMLCanvasElement).clientWidth;
const canvasHeight = (this.gl.canvas as HTMLCanvasElement).clientHeight;
const displayWidth = Math.floor(canvasWidth * realToCssPixels);
const displayHeight = Math.floor(canvasHeight * realToCssPixels);
const oldSize = vec2.clone(this.getSize());
this.size = vec2.fromValues(displayWidth, displayHeight);
return this.size.x != oldSize.x || this.size.y != oldSize.y;
}
public getSize(): vec2 {
return this.size;
}
}

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import { enableExtension } from '../helper/enable-extension';
import { FrameBuffer } from './frame-buffer';
export class IntermediateFrameBuffer extends FrameBuffer {
private frameTexture: WebGLTexture;
private floatLinearEnabled = false;
constructor(gl: WebGL2RenderingContext) {
super(gl);
enableExtension(gl, 'EXT_color_buffer_float');
try {
enableExtension(gl, 'OES_texture_float_linear');
this.floatLinearEnabled = true;
} catch {
// it's okay
}
const texture = this.gl.createTexture();
if (!texture) {
throw new Error('Could not create texture');
}
this.frameTexture = texture;
this.configureTexture();
const frameBuffer = this.gl.createFramebuffer();
if (!frameBuffer) {
throw new Error('Could not create frame buffer');
}
this.frameBuffer = frameBuffer;
this.configureFrameBuffer();
this.setSize();
}
public get colorTexture(): WebGLTexture {
return this.frameTexture;
}
public setSize(): boolean {
const hasChanged = super.setSize();
if (hasChanged) {
this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
this.gl.texImage2D(
this.gl.TEXTURE_2D,
0,
this.gl.RG16F,
this.size.x,
this.size.y,
0,
this.gl.RG,
this.gl.FLOAT,
null
);
}
return hasChanged;
}
private configureTexture() {
this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_MAG_FILTER,
this.floatLinearEnabled ? this.gl.LINEAR : this.gl.NEAREST
);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_MIN_FILTER,
this.floatLinearEnabled ? this.gl.LINEAR : this.gl.NEAREST
);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_WRAP_S,
this.gl.CLAMP_TO_EDGE
);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_WRAP_T,
this.gl.CLAMP_TO_EDGE
);
}
private configureFrameBuffer() {
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
const attachmentPoint = this.gl.COLOR_ATTACHMENT0;
this.gl.framebufferTexture2D(
this.gl.FRAMEBUFFER,
attachmentPoint,
this.gl.TEXTURE_2D,
this.frameTexture,
0
);
}
}

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const extensions: Map<string, any> = new Map();
const printExtensions = () => {
const values = {};
for (const [k, v] of extensions.entries()) {
values[k] = v !== null;
}
//InfoText.modifyRecord('extensions', values);
};
export const tryEnableExtension = (
gl: WebGL2RenderingContext,
name: string
): any | null => {
if (extensions.has(name)) {
return extensions.get(name);
}
let extension = null;
if (gl.getSupportedExtensions()!.indexOf(name) != -1) {
extension = gl.getExtension(name);
}
extensions.set(name, extension);
printExtensions();
return extension;
};
export const enableExtension = (gl: WebGL2RenderingContext, name: string): any => {
const extension = tryEnableExtension(gl, name);
if (extension === null) {
throw new Error(`Unsupported extension ${name}`);
}
return extension;
};

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export const getWebGl2Context = (canvas: HTMLCanvasElement): WebGL2RenderingContext => {
const gl = canvas.getContext('webgl2');
if (!gl) {
throw new Error('WebGl2 is not supported');
}
return gl;
};

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import { mat3, ReadonlyVec3, vec2, vec3 } from 'gl-matrix';
const loaderMat3 = mat3.create();
export const loadUniform = (
gl: WebGL2RenderingContext,
value: any,
type: GLenum,
location: WebGLUniformLocation
): any => {
const converters: Map<
GLenum,
(gl: WebGL2RenderingContext, value: any, location: WebGLUniformLocation) => void
> = new Map();
{
converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => {
if (v instanceof Array) {
if (v.length == 0) {
return;
}
gl.uniform1fv(l, new Float32Array(v));
} else {
gl.uniform1f(l, v);
}
});
converters.set(WebGL2RenderingContext.FLOAT_VEC2, (gl, v: vec2 | Array<vec2>, l) => {
if (v.length == 0) {
return;
}
if (v[0] instanceof Array) {
const result = new Float32Array(v.length * 2);
for (let i = 0; i < v.length; i++) {
result[2 * i] = (v[i] as Array<number>).x;
result[2 * i + 1] = (v[i] as Array<number>).y;
}
gl.uniform2fv(l, result);
} else {
gl.uniform2fv(l, v as vec2);
}
});
converters.set(
WebGL2RenderingContext.FLOAT_VEC3,
(gl, v: ReadonlyVec3 | Array<vec3>, l) => {
if (v.length == 0) {
return;
}
if (v[0] instanceof Array) {
const result = new Float32Array(v.length * 3);
for (let i = 0; i < v.length; i++) {
result[3 * i] = (v[i] as Array<number>)[0];
result[3 * i + 1] = (v[i] as Array<number>)[1];
result[3 * i + 2] = (v[i] as Array<number>)[2];
}
gl.uniform3fv(l, result);
} else {
gl.uniform3fv(l, v as vec3);
}
}
);
converters.set(WebGL2RenderingContext.FLOAT_MAT3, (gl, v, l) => {
gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
});
converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v));
if (!converters.has(type)) {
throw new Error(`Unimplemented webgl type: ${type}`);
}
converters.get(type)!(gl, value, location);
}
};

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import { enableExtension } from './enable-extension';
// https://www.khronos.org/registry/webgl/extensions/EXT_disjoint_timer_query_webgl2/
export class WebGlStopwatch {
private timerExtension: any;
private timerQuery?: WebGLQuery;
private isReady = true;
private resultsInNanoSeconds?: number;
constructor(private gl: WebGL2RenderingContext) {
this.timerExtension = enableExtension(gl, 'EXT_disjoint_timer_query_webgl2');
}
public start() {
if (this.isReady) {
this.timerQuery = this.gl.createQuery()!;
this.gl.beginQuery(this.timerExtension.TIME_ELAPSED_EXT, this.timerQuery);
}
}
public stop() {
if (this.isReady) {
this.gl.endQuery(this.timerExtension.TIME_ELAPSED_EXT);
this.isReady = false;
}
const available = this.gl.getQueryParameter(
this.timerQuery!,
this.gl.QUERY_RESULT_AVAILABLE
);
const disjoint = this.gl.getParameter(this.timerExtension.GPU_DISJOINT_EXT);
if (available && !disjoint) {
this.resultsInNanoSeconds = this.gl.getQueryParameter(
this.timerQuery!,
this.gl.QUERY_RESULT
);
//InfoText.modifyRecord('Draw time', `${this.resultsInMilliSeconds.toFixed(2)} ms`);
this.isReady = true;
}
}
public get resultsInMilliSeconds(): number {
return this.resultsInNanoSeconds! / 1000 / 1000;
}
}

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import Program from './program';
export class FragmentShaderOnlyProgram extends Program {
private vao?: WebGLVertexArrayObject;
constructor(
gl: WebGL2RenderingContext,
sources: [string, string],
substitutions: { [name: string]: string }
) {
super(gl, sources, substitutions);
}
public async initialize(): Promise<void> {
await super.initialize();
this.prepareScreenQuad('vertexPosition');
}
public bind() {
super.bind();
this.gl.bindVertexArray(this.vao!);
}
public draw() {
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
}
private prepareScreenQuad(attributeName: string) {
const positionAttributeLocation = this.gl.getAttribLocation(
this.program!,
attributeName
);
const positionBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer);
this.gl.bufferData(
this.gl.ARRAY_BUFFER,
new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]),
this.gl.STATIC_DRAW
);
const vao = this.gl.createVertexArray();
if (!vao) {
throw new Error('Could not create vertex array object');
}
this.vao = vao;
this.gl.bindVertexArray(this.vao);
this.gl.enableVertexAttribArray(positionAttributeLocation);
this.gl.vertexAttribPointer(positionAttributeLocation, 2, this.gl.FLOAT, false, 0, 0);
}
}

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import { vec2 } from 'gl-matrix';
export interface IProgram {
initialize(): Promise<void>;
setDrawingRectangleUV(bottomLeft: vec2, size: vec2): void;
bindAndSetUniforms(values: { [name: string]: any }): void;
draw(): void;
delete(): void;
}

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import { mat2d, vec2 } from 'gl-matrix';
import { settings } from '../../settings';
import { createProgram } from '../compiling/create-program';
import { loadUniform } from '../helper/load-uniform';
import { IProgram } from './i-program';
export default abstract class Program implements IProgram {
protected program?: WebGLProgram;
private programPromise: Promise<WebGLProgram>;
private modelTransform = mat2d.identity(mat2d.create());
private readonly ndcToUv = mat2d.fromValues(0.5, 0, 0, 0.5, 0.5, 0.5);
private uniforms: Array<{
name: Array<string>;
location: WebGLUniformLocation;
type: GLenum;
}> = [];
constructor(
protected gl: WebGL2RenderingContext,
[vertexShaderSource, fragmentShaderSource]: [string, string],
substitutions: { [name: string]: string }
) {
substitutions = { ...settings.shaderMacros, ...substitutions };
this.programPromise = createProgram(
this.gl,
vertexShaderSource,
fragmentShaderSource,
substitutions
);
}
public async initialize(): Promise<void> {
this.program = await this.programPromise;
this.queryUniforms();
}
public bindAndSetUniforms(values: { [name: string]: any }) {
this.bind();
this.setUniforms({ modelTransform: this.modelTransform, ...values });
}
public setDrawingRectangleUV(bottomLeft: vec2, size: vec2) {
mat2d.invert(this.modelTransform, this.ndcToUv);
mat2d.translate(this.modelTransform, this.modelTransform, bottomLeft);
mat2d.scale(this.modelTransform, this.modelTransform, size);
mat2d.multiply(this.modelTransform, this.modelTransform, this.ndcToUv);
}
public setUniforms(values: { [name: string]: any }) {
this.uniforms.forEach(({ name, location, type }) => {
const value = name.reduce(
(prev, prop) => (prev !== null && prop in prev ? prev[prop] : null),
values
);
if (value !== null) {
loadUniform(this.gl, value, type, location);
}
});
}
public delete() {
this.gl.getAttachedShaders(this.program!)?.forEach((s) => this.gl.deleteShader(s));
this.gl.deleteProgram(this.program!);
}
public abstract draw(): void;
protected bind() {
this.gl.useProgram(this.program!);
}
private queryUniforms() {
const uniformCount = this.gl.getProgramParameter(
this.program!,
WebGL2RenderingContext.ACTIVE_UNIFORMS
);
for (let i = 0; i < uniformCount; i++) {
const glUniform = this.gl.getActiveUniform(this.program!, i)!;
this.uniforms.push({
name: glUniform.name.split(/\[|\]\.|\]|\./).filter((p) => p !== ''),
location: this.gl.getUniformLocation(this.program!, glUniform.name)!,
type: glUniform.type,
});
}
this.uniforms.map((u1) => {
const isSingle =
this.uniforms.filter((u2) => u2.name.includes(u1.name[0])).length == 1;
if (u1.name.includes('0') && isSingle) {
u1.name = u1.name.slice(0, -1);
}
return u1;
});
}
}

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import { mat2d, vec2 } from 'gl-matrix';
import { getCombinations } from '../../../helper/get-combinations';
import { last } from '../../../helper/last';
import { IDrawableDescriptor } from '../../drawables/i-drawable-descriptor';
import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
import { IProgram } from './i-program';
export class UniformArrayAutoScalingProgram implements IProgram {
private programs: Array<{
program: FragmentShaderOnlyProgram;
values: Array<number>;
}> = [];
private current?: FragmentShaderOnlyProgram;
private drawingRectangleBottomLeft = vec2.fromValues(0, 0);
private drawingRectangleSize = vec2.fromValues(1, 1);
constructor(
private gl: WebGL2RenderingContext,
shaderSources: [string, string],
private descriptors: Array<IDrawableDescriptor>
) {
const names = descriptors.map((o) => o.countMacroName);
for (const combination of getCombinations(
descriptors.map((o) => o.shaderCombinationSteps)
)) {
this.createProgram(names, combination, shaderSources);
}
}
public async initialize(): Promise<void> {
await Promise.all(this.programs.map((p) => p.program.initialize()));
}
public bindAndSetUniforms(uniforms: { [name: string]: any }): void {
const values = this.descriptors.map((d) =>
uniforms[d.uniformName] ? uniforms[d.uniformName].length : 0
);
const closest = this.programs.find((p) => p.values.every((v, i) => v >= values[i]));
this.current = closest ? closest.program : last(this.programs)?.program;
if (closest) {
this.descriptors.map((d, i) => {
const difference = closest.values[i] - values[i];
for (let i = 0; i < difference; i++) {
d.empty.serializeToUniforms(uniforms, 0, mat2d.create());
}
});
}
this.current?.setDrawingRectangleUV(
this.drawingRectangleBottomLeft,
this.drawingRectangleSize
);
this.current?.bindAndSetUniforms(uniforms);
}
public setDrawingRectangleUV(bottomLeft: vec2, size: vec2) {
this.drawingRectangleBottomLeft = bottomLeft;
this.drawingRectangleSize = size;
}
public draw(): void {
if (!this.current) {
throw new Error('Method bindAndSetUniforms have not been called yet');
}
this.current.draw();
}
public delete(): void {
this.programs.forEach((p) => p.program.delete());
}
private createProgram(
names: Array<string>,
combination: Array<number>,
shaderSources: [string, string]
): FragmentShaderOnlyProgram {
const substitutions = {};
names.forEach((v, i) => (substitutions[v] = combination[i].toString()));
const program = new FragmentShaderOnlyProgram(this.gl, shaderSources, substitutions);
this.programs.push({
program,
values: combination,
});
return program;
}
}

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import { vec2 } from 'gl-matrix';
import { IDrawable } from './drawables/i-drawable';
import { ILight } from './drawables/lights/i-light';
export interface IRenderer {
initialize(): Promise<void>;
startFrame(deltaTime: DOMHighResTimeStamp): void;
finishFrame(): void;
drawShape(drawable: IDrawable): void;
drawLight(light: ILight): void;
drawInfoText(text: string): void;
readonly canvasSize: vec2;
setViewArea(topLeft: vec2, size: vec2): void;
setCursorPosition(position: vec2): void;
}

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import { Autoscaler as AutoScaler } from '../../helper/autoscaler';
import { exponentialDecay } from '../../helper/exponential-decay';
import { settings } from '../settings';
export class FpsAutoscaler extends AutoScaler {
private timeSinceLastAdjusment = 0;
private exponentialDecayedDeltaTime = 0.0;
constructor(setters: { [key: string]: (value: number | boolean) => void }) {
super(
setters,
settings.qualityScaling.qualityTargets,
settings.qualityScaling.startingTargetIndex,
settings.qualityScaling.scalingOptions
);
}
public autoscale(lastDeltaTime: DOMHighResTimeStamp) {
this.timeSinceLastAdjusment += lastDeltaTime;
if (
this.timeSinceLastAdjusment >= settings.qualityScaling.adjusmentRateInMilliseconds
) {
this.timeSinceLastAdjusment = 0;
this.exponentialDecayedDeltaTime = exponentialDecay(
this.exponentialDecayedDeltaTime,
lastDeltaTime,
settings.qualityScaling.deltaTimeResponsiveness
);
if (
this.exponentialDecayedDeltaTime <=
settings.qualityScaling.targetDeltaTimeInMilliseconds -
settings.qualityScaling.deltaTimeError
) {
this.increase();
} else if (
this.exponentialDecayedDeltaTime >
settings.qualityScaling.targetDeltaTimeInMilliseconds +
settings.qualityScaling.deltaTimeError
) {
this.decrease();
}
}
}
}

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import { vec2 } from 'gl-matrix';
import { IDrawable } from '../drawables/i-drawable';
import { IDrawableDescriptor } from '../drawables/i-drawable-descriptor';
import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
import { settings } from '../settings';
export class RenderingPass {
private drawables: Array<IDrawable> = [];
private program: UniformArrayAutoScalingProgram;
constructor(
gl: WebGL2RenderingContext,
shaderSources: [string, string],
drawableDescriptors: Array<IDrawableDescriptor>,
private frame: FrameBuffer
) {
this.program = new UniformArrayAutoScalingProgram(
gl,
shaderSources,
drawableDescriptors
);
}
public async initialize(): Promise<void> {
await this.program.initialize();
}
public addDrawable(drawable: IDrawable) {
this.drawables.push(drawable);
}
public render(commonUniforms: any, inputTexture?: WebGLTexture) {
this.frame.bindAndClear(inputTexture);
const stepsInUV = 1 / settings.tileMultiplier;
const worldR =
0.5 *
vec2.length(vec2.scale(vec2.create(), commonUniforms.worldAreaInView, stepsInUV));
const radiusInNDC = worldR * commonUniforms.scaleWorldLengthToNDC;
const stepsInNDC = 2 * stepsInUV;
for (let x = -1; x < 1; x += stepsInNDC) {
for (let y = -1; y < 1; y += stepsInNDC) {
const uniforms = { ...commonUniforms, maxMinDistance: 0.0 };
const ndcBottomLeft = vec2.fromValues(x, y);
this.program.setDrawingRectangleUV(
[(ndcBottomLeft.x + 1) / 2, (ndcBottomLeft.y + 1) / 2],
vec2.fromValues(stepsInUV, stepsInUV)
);
const tileCenterWorldCoordinates = vec2.transformMat2d(
vec2.create(),
vec2.add(
vec2.create(),
[(ndcBottomLeft.x + 1) / 2, (ndcBottomLeft.y + 1) / 2],
vec2.fromValues(stepsInUV / 2, stepsInUV / 2)
),
uniforms.uvToWorld
);
const primitivesNearTile = this.drawables.filter(
(d) => d.distance(tileCenterWorldCoordinates) < 2 * worldR
);
primitivesNearTile.forEach((p) =>
p.serializeToUniforms(
uniforms,
uniforms.scaleWorldLengthToNDC,
uniforms.transformWorldToNDC
)
);
this.program.bindAndSetUniforms(uniforms);
this.program.draw();
}
}
this.drawables = [];
}
}

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import { mat2d, vec2 } from 'gl-matrix';
export class UniformsProvider {
private scaleWorldLengthToNDC = 1;
private transformWorldToNDC = mat2d.create();
private viewAreaBottomLeft = vec2.create();
private worldAreaInView = vec2.create();
private squareToAspectRatio = vec2.create();
private uvToWorld = mat2d.create();
private cursorPosition = vec2.create();
public softShadowsEnabled?: boolean;
public constructor(private gl: WebGL2RenderingContext) {}
public getUniforms(uniforms: any): any {
const cursorPosition = this.uvToWorldCoordinate(this.cursorPosition);
return {
...uniforms,
cursorPosition,
uvToWorld: this.uvToWorld,
worldAreaInView: this.worldAreaInView,
squareToAspectRatio: this.squareToAspectRatio,
scaleWorldLengthToNDC: this.scaleWorldLengthToNDC,
transformWorldToNDC: this.transformWorldToNDC,
squareToAspectRatioTimes2: vec2.scale(vec2.create(), this.squareToAspectRatio, 2),
softShadowsEnabled: this.softShadowsEnabled,
};
}
private getScreenToWorldTransform(screenSize: vec2) {
const transform = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
mat2d.scale(
transform,
transform,
vec2.divide(vec2.create(), this.worldAreaInView, screenSize)
);
mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
return transform;
}
public uvToWorldCoordinate(screenUvPosition: vec2): vec2 {
const resolution = vec2.fromValues(this.gl.canvas.width, this.gl.canvas.height);
return vec2.transformMat2d(
vec2.create(),
vec2.multiply(vec2.create(), screenUvPosition, resolution),
this.getScreenToWorldTransform(resolution)
);
}
public setViewArea(topLeft: vec2, size: vec2) {
this.worldAreaInView = size;
// world coordinates
this.viewAreaBottomLeft = vec2.add(
vec2.create(),
topLeft,
vec2.fromValues(0, -size.y)
);
const scaleLongerEdgeTo1 =
1 / Math.max(this.worldAreaInView.x, this.worldAreaInView.y);
this.squareToAspectRatio = vec2.fromValues(
this.worldAreaInView.x * scaleLongerEdgeTo1,
this.worldAreaInView.y * scaleLongerEdgeTo1
);
this.scaleWorldLengthToNDC = scaleLongerEdgeTo1 * 2;
mat2d.fromScaling(
this.transformWorldToNDC,
vec2.fromValues(this.scaleWorldLengthToNDC, this.scaleWorldLengthToNDC)
);
mat2d.translate(
this.transformWorldToNDC,
this.transformWorldToNDC,
vec2.fromValues(
-this.viewAreaBottomLeft.x - 0.5 * this.worldAreaInView.x,
-this.viewAreaBottomLeft.y - 0.5 * this.worldAreaInView.y
)
);
this.uvToWorld = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
mat2d.scale(this.uvToWorld, this.uvToWorld, this.worldAreaInView);
}
public setCursorPosition(position: vec2): void {
this.cursorPosition = position;
}
}

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import { vec2 } from 'gl-matrix';
import { IDrawable } from '../drawables/i-drawable';
import { CircleLight } from '../drawables/lights/circle-light';
import { Flashlight } from '../drawables/lights/flashlight';
import { ILight } from '../drawables/lights/i-light';
import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
import { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
import { IRenderer } from '../i-renderer';
import distanceFragmentShader from '../shaders/distance-fs.glsl';
import distanceVertexShader from '../shaders/distance-vs.glsl';
import lightsFragmentShader from '../shaders/shading-fs.glsl';
import lightsVertexShader from '../shaders/shading-vs.glsl';
import { FpsAutoscaler } from './fps-autoscaler';
import { RenderingPass } from './rendering-pass';
import { UniformsProvider } from './uniforms-provider';
export class WebGl2Renderer implements IRenderer {
private gl: WebGL2RenderingContext;
private stopwatch?: WebGlStopwatch;
private uniformsProvider: UniformsProvider;
private distanceFieldFrameBuffer: IntermediateFrameBuffer;
private lightingFrameBuffer: DefaultFrameBuffer;
private distancePass: RenderingPass;
private lightingPass: RenderingPass;
private autoscaler: FpsAutoscaler;
private initializePromise: Promise<[void, void]>;
constructor(private canvas: HTMLCanvasElement, private overlay: HTMLElement) {
this.gl = getWebGl2Context(canvas);
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
this.distancePass = new RenderingPass(
this.gl,
[distanceVertexShader, distanceFragmentShader],
[],
this.distanceFieldFrameBuffer
);
this.lightingPass = new RenderingPass(
this.gl,
[lightsVertexShader, lightsFragmentShader],
[CircleLight.descriptor, Flashlight.descriptor],
this.lightingFrameBuffer
);
this.initializePromise = Promise.all([
this.distancePass.initialize(),
this.lightingPass.initialize(),
]);
this.uniformsProvider = new UniformsProvider(this.gl);
this.autoscaler = new FpsAutoscaler({
distanceRenderScale: (v) =>
(this.distanceFieldFrameBuffer.renderScale = v as number),
finalRenderScale: (v) => (this.lightingFrameBuffer.renderScale = v as number),
softShadowsEnabled: (v) =>
(this.uniformsProvider.softShadowsEnabled = v as boolean),
});
try {
this.stopwatch = new WebGlStopwatch(this.gl);
} catch {
// no problem
}
}
public async initialize(): Promise<void> {
await this.initializePromise;
}
public drawShape(shape: IDrawable) {
this.distancePass.addDrawable(shape);
}
public drawLight(light: ILight) {
this.lightingPass.addDrawable(light);
}
public startFrame(deltaTime: DOMHighResTimeStamp) {
this.autoscaler.autoscale(deltaTime);
this.stopwatch?.start();
this.distanceFieldFrameBuffer.setSize();
this.lightingFrameBuffer.setSize();
}
public finishFrame() {
const common = {
distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
shadingNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
};
this.distancePass.render(this.uniformsProvider.getUniforms(common));
this.lightingPass.render(
this.uniformsProvider.getUniforms(common),
this.distanceFieldFrameBuffer.colorTexture
);
this.stopwatch?.stop();
}
public setViewArea(topLeft: vec2, size: vec2) {
this.uniformsProvider.setViewArea(topLeft, size);
}
public setCursorPosition(position: vec2) {
this.uniformsProvider.setCursorPosition(position);
}
public get canvasSize(): vec2 {
return vec2.fromValues(this.canvas.clientWidth, this.canvas.clientHeight);
}
public drawInfoText(text: string) {
if (this.overlay.innerText != text) {
this.overlay.innerText = text;
}
}
}

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export const settings = {
enableHighDpiRendering: true,
qualityScaling: {
targetDeltaTimeInMilliseconds: 20,
deltaTimeError: 2,
deltaTimeResponsiveness: 1 / 16,
adjusmentRateInMilliseconds: 300,
qualityTargets: [
{
distanceRenderScale: 0.1,
finalRenderScale: 0.2,
softShadowsEnabled: false,
},
{
distanceRenderScale: 0.1,
finalRenderScale: 0.6,
softShadowsEnabled: false,
},
{
distanceRenderScale: 0.3,
finalRenderScale: 1.0,
softShadowsEnabled: false,
},
{
distanceRenderScale: 0.3,
finalRenderScale: 1.0,
softShadowsEnabled: true,
},
/*{
distanceRenderScale: 1.0,
finalRenderScale: 1.5,
softShadowsEnabled: true,
},
{
distanceRenderScale: 1.25,
finalRenderScale: 1.75,
softShadowsEnabled: true,
},
{
distanceRenderScale: 2,
finalRenderScale: 2,
softShadowsEnabled: true,
},*/
],
startingTargetIndex: 2,
scalingOptions: {
additiveIncrease: 0.2,
multiplicativeDecrease: 1.05,
},
},
tileMultiplier: 8,
shaderMacros: {},
shaderCombinations: {
lineSteps: [0, 1, 2, 4, 8, 16, 128],
blobSteps: [0, 1, 2, 8],
circleLightSteps: [0, 1],
flashlightSteps: [0, 1],
},
};

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#version 300 es
precision lowp float;
#define LINE_COUNT {lineCount}
#define BLOB_COUNT {blobCount}
#define SURFACE_OFFSET 0.001
uniform float maxMinDistance;
uniform float distanceNdcPixelSize;
in vec2 position;
float smoothMin(float a, float b)
{
const float k = 2.0;
a = pow(a, k);
b = pow(b, k);
return pow((a * b) / (a + b), 1.0 / k);
}
#if LINE_COUNT > 0
uniform struct {
vec2 from;
vec2 toFromDelta;
float fromRadius;
float toRadius;
}[LINE_COUNT] lines;
void lineMinDistance(inout float minDistance, inout float color) {
float myMinDistance = maxMinDistance;
for (int i = 0; i < LINE_COUNT; i++) {
vec2 targetFromDelta = position - lines[i].from;
vec2 toFromDelta = lines[i].toFromDelta;
float h = clamp(
dot(targetFromDelta, toFromDelta) / dot(toFromDelta, toFromDelta),
0.0, 1.0
);
float lineDistance = -mix(
lines[i].fromRadius, lines[i].toRadius, h
) + distance(
targetFromDelta, toFromDelta * h
);
myMinDistance = min(myMinDistance, lineDistance);
}
color = mix(0.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, -myMinDistance));
minDistance = -myMinDistance;
}
#endif
#if BLOB_COUNT > 0
uniform struct {
vec2 headCenter;
vec2 leftFootCenter;
vec2 rightFootCenter;
float headRadius;
float footRadius;
float k;
}[BLOB_COUNT] blobs;
float circleMinDistance(vec2 circleCenter, float radius) {
return distance(position, circleCenter) - radius;
}
void blobMinDistance(inout float minDistance, inout float color) {
for (int i = 0; i < BLOB_COUNT; i++) {
float headDistance = circleMinDistance(blobs[i].headCenter, blobs[i].headRadius);
float leftFootDistance = circleMinDistance(blobs[i].leftFootCenter, blobs[i].footRadius);
float rightFootDistance = circleMinDistance(blobs[i].rightFootCenter, blobs[i].footRadius);
float res = min(
smoothMin(headDistance, leftFootDistance),
smoothMin(headDistance, rightFootDistance)
);
res = min(100.0, headDistance);
res = min(res, leftFootDistance);
res = min(res, rightFootDistance);
//color = mix(2.0, color, step(distanceUvPixelSize + SURFACE_OFFSET, res));
minDistance = min(minDistance, res);
color = mix(2.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, res));
}
}
#endif
out vec2 fragmentColor;
void main() {
float minDistance = -maxMinDistance;
float color = 0.0;
#if LINE_COUNT > 0
lineMinDistance(minDistance, color);
#endif
#if BLOB_COUNT > 0
blobMinDistance(minDistance, color);
#endif
// minDistance / 2.0: NDC to UV scale
fragmentColor = vec2((minDistance - SURFACE_OFFSET) / 2.0, color);
}

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#version 300 es
precision lowp float;
uniform mat3 modelTransform;
uniform vec2 squareToAspectRatio;
in vec4 vertexPosition;
out vec2 position;
void main() {
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
position = vertexPosition2D.xy * squareToAspectRatio;
}

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#version 300 es
precision lowp float;
#define INFINITY 1000.0
#define LIGHT_DROP_INSIDE_RATIO 0.3
#define AMBIENT_LIGHT vec3(0.25, 0.15, 0.25)
#define SHADOW_HARDNESS 150.0
#define CIRCLE_LIGHT_COUNT {circleLightCount}
#define FLASHLIGHT_COUNT {flashlightCount}
uniform bool softShadowsEnabled;
uniform vec2 squareToAspectRatioTimes2;
uniform float shadingNdcPixelSize;
uniform sampler2D distanceTexture;
in vec2 position;
in vec2 uvCoordinates;
vec3[3] colors = vec3[](
vec3(0.4, 0.35, 0.6), // cave color
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0)
);
float getDistance(in vec2 target, out vec3 color) {
vec4 values = texture(distanceTexture, target);
color = colors[int(values[1])];
return values[0];
}
float getDistance(in vec2 target) {
return texture(distanceTexture, target)[0];
}
float softShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
float rayLength = startingDistance;
float q = 1.0 / SHADOW_HARDNESS;
for (int j = 0; j < 128; j++) {
float minDistance = getDistance(uvCoordinates + direction * rayLength);
q = min(q, minDistance / rayLength);
rayLength += minDistance / 2.5;
if (rayLength >= lightCenterDistance) {
return q * SHADOW_HARDNESS;
}
}
return 0.0;
}
float hardShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
float rayLength = startingDistance;
for (int j = 0; j < 32; j++) {
rayLength += getDistance(uvCoordinates + direction * rayLength);
}
return step(lightCenterDistance, rayLength);
}
float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
return softShadowsEnabled ?
softShadowTransparency(startingDistance, lightCenterDistance, direction) :
hardShadowTransparency(startingDistance, lightCenterDistance, direction);
}
#if CIRCLE_LIGHT_COUNT > 0
uniform struct CircleLight {
vec2 center;
float lightDrop;
vec3 value;
}[CIRCLE_LIGHT_COUNT] circleLights;
in vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
vec3 colorInPosition(CircleLight light, out float lightCenterDistance) {
lightCenterDistance = distance(light.center, position);
return light.value / pow(
lightCenterDistance / light.lightDrop + 1.0, 2.0
);
}
vec3 colorInPositionInside(CircleLight light) {
float lightCenterDistance = distance(light.center, position);
return light.value / pow(
lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
);
}
#endif
#if FLASHLIGHT_COUNT > 0
uniform struct Flashlight {
vec2 center;
vec2 direction;
float lightDrop;
vec3 value;
}[FLASHLIGHT_COUNT] flashlights;
in vec2[FLASHLIGHT_COUNT] flashlightDirections;
float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
return smoothstep(0.0, 1.0, 10.0 * max(0.0, dot(targetDirection, lightDirection) - 0.9));
}
vec3 colorInPosition(Flashlight light, vec2 positionDirection, out float lightCenterDistance) {
lightCenterDistance = distance(light.center, position);
return intensityInDirection(light.direction, positionDirection) * light.value / pow(
lightCenterDistance / light.lightDrop + 1.0, 2.0
);
}
vec3 colorInPositionInside(Flashlight light, vec2 positionDirection) {
float lightCenterDistance = distance(light.center, position);
return intensityInDirection(light.direction, positionDirection) * light.value / pow(
lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
);
}
#endif
out vec4 fragmentColor;
void main() {
vec3 lighting = AMBIENT_LIGHT;
vec3 colorAtPosition;
float startingDistance = getDistance(uvCoordinates, colorAtPosition);
if (startingDistance < 0.0) {
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
lighting += colorInPositionInside(circleLights[i]);
}
#endif
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
lighting += colorInPositionInside(flashlights[i], normalize(flashlightDirections[i]));
}
#endif
} else {
colorAtPosition = vec3(1.0);
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
float lightCenterDistance;
vec3 lightColorAtPosition = colorInPosition(circleLights[i], lightCenterDistance);
lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
}
#endif
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
vec2 originalDirection = normalize(flashlightDirections[i]);
vec2 direction = originalDirection / squareToAspectRatioTimes2;
float lightCenterDistance;
vec3 lightColorAtPosition = colorInPosition(flashlights[i], originalDirection, lightCenterDistance);
if (length(lightColorAtPosition) < 0.01) {
continue;
}
lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
}
#endif
}
fragmentColor = vec4(colorAtPosition * lighting, 1.0);
}

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#version 300 es
precision lowp float;
#define CIRCLE_LIGHT_COUNT {circleLightCount}
#define FLASHLIGHT_COUNT {flashlightCount}
uniform mat3 modelTransform;
in vec4 vertexPosition;
out vec2 position;
out vec2 uvCoordinates;
uniform vec2 squareToAspectRatio;
#if CIRCLE_LIGHT_COUNT > 0
uniform struct CircleLight {
vec2 center;
float lightDrop;
vec3 value;
}[CIRCLE_LIGHT_COUNT] circleLights;
out vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
#endif
#if FLASHLIGHT_COUNT > 0
uniform struct Flashlight {
vec2 center;
vec2 direction;
float lightDrop;
vec3 value;
}[FLASHLIGHT_COUNT] flashlights;
out vec2[FLASHLIGHT_COUNT] flashlightDirections;
#endif
void main() {
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
position = vertexPosition2D.xy * squareToAspectRatio;
uvCoordinates = (vertexPosition2D * mat3(
0.5, 0.0, 0.5,
0.0, 0.5, 0.5,
0.0, 0.0, 1.0
)).xy;
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
circleLightDirections[i] = circleLights[i].center - position;
}
#endif
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
flashlightDirections[i] = flashlights[i].center - position;
}
#endif
}

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declare global {
interface Array<T> {
x: number;
y: number;
}
interface Float32Array {
x: number;
y: number;
}
}
export const applyArrayPlugins = () => {
Object.defineProperty(Array.prototype, 'x', {
get() {
return this[0];
},
set(value) {
this[0] = value;
},
});
Object.defineProperty(Array.prototype, 'y', {
get() {
return this[1];
},
set(value) {
this[1] = value;
},
});
Object.defineProperty(Float32Array.prototype, 'x', {
get() {
return this[0];
},
set(value) {
this[0] = value;
},
});
Object.defineProperty(Float32Array.prototype, 'y', {
get() {
return this[1];
},
set(value) {
this[1] = value;
},
});
};

59
src/helper/autoscaler.ts Normal file
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import { clamp } from './clamp';
import { mix } from './mix';
export class Autoscaler {
// can have fractions
private index: number;
constructor(
private setters: { [key: string]: (value: number | boolean) => void },
private targets: Array<{ [key: string]: number | boolean }>,
startingIndex: number,
private scalingOptions: {
additiveIncrease: number;
multiplicativeDecrease: number;
}
) {
this.index = startingIndex;
this.applyScaling();
}
public increase() {
this.index += this.scalingOptions.additiveIncrease;
this.applyScaling();
}
public decrease() {
this.index /= this.scalingOptions.multiplicativeDecrease;
this.applyScaling();
}
private applyScaling() {
this.index = clamp(this.index, 0, this.targets.length - 1);
const floor = Math.floor(this.index);
const fract = this.index - floor;
const previousTarget = this.targets[floor];
const nextTarget =
floor + 1 == this.targets.length ? previousTarget : this.targets[floor + 1];
const result = {};
for (const key in this.setters) {
const previous = previousTarget[key];
const next = nextTarget[key];
let current: number | boolean;
if (typeof previous == 'number') {
current = mix(previous, next as number, fract);
} else {
current = next;
}
result[key] = current;
this.setters[key](current);
}
//InfoText.modifyRecord('quality', result);
}
}

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export const clamp = (value: number, min: number, max: number): number =>
Math.min(max, Math.max(min, value));
export const clamp01 = (value: number): number => Math.min(1, Math.max(0, value));

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export const exponentialDecay = (
accumulator: number,
nextValue: number,
biasOfNextValue: number
) => accumulator * (1 - biasOfNextValue) + nextValue * biasOfNextValue;

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export const getCombinations = (values: Array<Array<number>>): Array<Array<number>> => {
if (!values.every((a) => a.length > 0)) {
return [];
}
const result: Array<Array<number>> = [];
const counters = values.map((_) => 0);
const increaseCounter = (i: number) => {
if (i >= counters.length) {
return false;
}
counters[i]++;
if (counters[i] >= values[i].length) {
counters[i] = 0;
return increaseCounter(i + 1);
}
return true;
};
do {
result.push(values.map((v, i) => v[counters[i]]));
} while (increaseCounter(0));
return result;
};

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export function last<T>(a: Array<T>): T | null {
return a.length > 0 ? a[a.length - 1] : null;
}

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export const mix = (from: number, to: number, q: number) => from + (to - from) * q;

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src/helper/random.ts Normal file
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// src
// https://stackoverflow.com/questions/521295/seeding-the-random-number-generator-in-javascript
// Mulberry32
export abstract class Random {
private static _seed = Math.random();
public static set seed(value: number) {
Random._seed = value;
}
public static getRandom(): number {
let t = (Random._seed += 0x6d2b79f5);
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
}
}

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import { vec2 } from 'gl-matrix';
export const rotate90Deg = (vec: vec2): vec2 => vec2.fromValues(-vec.y, vec.x);

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export function timeIt(interval = 60) {
return function (target: any, propertyKey: string, descriptor: PropertyDescriptor) {
let i = 0;
let previousTimes: Array<DOMHighResTimeStamp> = [];
const targetFunction = descriptor.value;
descriptor.value = function (...values) {
const start = performance.now();
targetFunction.bind(this)(...values);
const end = performance.now();
previousTimes.push(end - start);
if (i++ % interval == 0) {
previousTimes = previousTimes.sort();
/*const text = `Max: ${last(previousTimes).toFixed(
2
)} ms\n\tMedian: ${previousTimes[Math.floor(previousTimes.length / 2)].toFixed(
2
)} ms`;*/
//InfoText.modifyRecord(propertyKey, text);
previousTimes = [];
}
};
return descriptor;
};
}

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export const toPercent = (value: number) => `${Math.round(value * 100)}%`;

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export const waitWhileFalse = (body: () => boolean): Promise<void> => {
let resolveOnDone: () => void;
let rejectOnDone: (e: Error) => void;
const onDone = new Promise<void>((resolve, reject) => {
resolveOnDone = resolve;
rejectOnDone = reject;
});
const waiter = () => {
let success: boolean;
try {
success = body();
} catch (e) {
rejectOnDone(e);
return;
}
if (success) {
resolveOnDone();
} else {
requestAnimationFrame(waiter);
}
};
waiter();
return onDone;
};

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src/helper/wait.ts Normal file
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export const wait = (ms: number): Promise<void> => {
return new Promise<void>((resolve, _) => setTimeout(resolve, ms));
};

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src/main.ts Normal file
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import { glMatrix } from 'gl-matrix';
import { applyArrayPlugins } from './helper/array';
import { Random } from './helper/random';
glMatrix.setMatrixArrayType(Array);
applyArrayPlugins();
const main = async () => {
try {
Random.seed = 42;
//await new Game().start();
} catch (e) {
console.error(e);
alert(e);
}
};
main();

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tsconfig.json Normal file
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{
"compilerOptions": {
"outDir": "build",
"sourceMap": true,
"noImplicitAny": false,
"target": "es5",
"downlevelIteration": true,
"allowJs": true,
"esModuleInterop": true,
"strict": true,
"experimentalDecorators": true,
"moduleResolution": "Node",
"module": "commonjs",
"declaration": true,
"lib": ["es2015", "dom"]
}
}

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webpack.config.js Normal file
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const path = require('path');
const TerserJSPlugin = require('terser-webpack-plugin');
const isProduction = process.env.NODE_ENV == 'production';
const isDevelopment = !isProduction;
module.exports = {
devtool: 'inline-source-map',
optimization: {
minimize: true,
minimizer: [
new TerserJSPlugin({
sourceMap: isDevelopment,
cache: true,
test: /\.ts$/i,
terserOptions: {
ecma: 5,
warnings: true,
parse: {},
compress: { defaults: true },
mangle: true,
module: false,
output: null,
toplevel: true,
nameCache: null,
ie8: false,
keep_classnames: false,
keep_fnames: false,
safari10: false,
},
}),
],
},
plugins: [],
entry: {
main: './src/main.ts',
},
module: {
rules: [
{
test: /\.(glsl)$/,
use: {
loader: 'raw-loader',
},
},
{
test: /\.(woff2?|ttf|eot|svg)(?:[?#].+)?$/,
use: {
loader: 'file-loader',
options: {
name: '[name].[ext]',
outputPath: 'static/fonts/',
},
},
include: /fonts/,
},
{
test: /\.ts$/,
use: {
loader: 'ts-loader',
},
exclude: /node_modules/,
},
],
},
resolve: {
extensions: ['.ts', '.js', '.glsl'],
},
output: {
filename: '[name]-bundle.js',
path: path.resolve(__dirname, 'build'),
},
};