Improve API

This commit is contained in:
schmelczerandras 2020-09-16 11:31:26 +02:00
parent b2c2cfcb41
commit 78444d8cc6
24 changed files with 193 additions and 325 deletions

View file

@ -1,57 +1,49 @@
import { vec2 } from 'gl-matrix';
import { Drawable } from '../../drawables/drawable';
import { CircleLight } from '../../drawables/lights/circle-light';
import { Flashlight } from '../../drawables/lights/flashlight';
import { Circle } from '../../drawables/shapes/circle';
import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
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 { Renderer } from './renderer';
import { RenderingPass } from './rendering-pass';
import { RenderingPassName } from './rendering-pass-name';
import { UniformsProvider } from './uniforms-provider';
export class WebGl2Renderer implements IRenderer {
export class WebGl2Renderer implements Renderer {
private gl: WebGL2RenderingContext;
private stopwatch?: WebGlStopwatch;
private uniformsProvider: UniformsProvider;
private distanceFieldFrameBuffer: IntermediateFrameBuffer;
private lightingFrameBuffer: DefaultFrameBuffer;
private distancePass: RenderingPass;
private lightingPass: RenderingPass;
private passes: { [key in keyof typeof RenderingPassName]: RenderingPass };
private autoscaler: FpsAutoscaler;
private initializePromise: Promise<[void, void]>;
constructor(private canvas: HTMLCanvasElement) {
constructor(private canvas: HTMLCanvasElement, descriptors: Array<DrawableDescriptor>) {
this.gl = getWebGl2Context(canvas);
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
this.distancePass = new RenderingPass(
this.gl,
[distanceVertexShader, distanceFragmentShader],
[Circle.descriptor],
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.passes = {
[RenderingPassName.distance]: new RenderingPass(
this.gl,
[distanceVertexShader, distanceFragmentShader],
descriptors.filter(WebGl2Renderer.hasSdf),
this.distanceFieldFrameBuffer
),
[RenderingPassName.pixel]: new RenderingPass(
this.gl,
[lightsVertexShader, lightsFragmentShader],
descriptors.filter((d) => !WebGl2Renderer.hasSdf(d)),
this.lightingFrameBuffer
),
};
this.uniformsProvider = new UniformsProvider(this.gl);
@ -70,35 +62,37 @@ export class WebGl2Renderer implements IRenderer {
}
}
public async initialize(): Promise<void> {
await this.initializePromise;
private static hasSdf(descriptor: DrawableDescriptor) {
return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
}
public drawShape(shape: Drawable) {
this.distancePass.addDrawable(shape);
public addDrawable(drawable: Drawable): void {
if (WebGl2Renderer.hasSdf((drawable.constructor as typeof Drawable).descriptor)) {
this.passes[RenderingPassName.distance].addDrawable(drawable);
} else {
this.passes[RenderingPassName.pixel].addDrawable(drawable);
}
}
public drawLight(light: Drawable) {
this.lightingPass.addDrawable(light);
}
public startFrame(deltaTime: DOMHighResTimeStamp) {
public autoscaleQuality(deltaTime: DOMHighResTimeStamp) {
this.autoscaler.autoscale(deltaTime);
}
public renderDrawables() {
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.passes[RenderingPassName.distance].render(
this.uniformsProvider.getUniforms(common)
);
this.passes[RenderingPassName.pixel].render(
this.uniformsProvider.getUniforms(common),
this.distanceFieldFrameBuffer.colorTexture
);