Minor improvements

This commit is contained in:
schmelczerandras 2020-09-16 22:02:50 +02:00
parent dfaaa08433
commit 7bbb5f2d96
11 changed files with 93 additions and 76 deletions

View file

@ -3,9 +3,9 @@ export class Insights {
public static setValue(key: string | Array<string>, value: any): void {
if (Array.isArray(key)) {
key.reduce((previousValue, currentKey) => {
key.reduce((previousValue, currentKey, i, a) => {
if (!Object.prototype.hasOwnProperty.call(previousValue, currentKey)) {
previousValue[currentKey] = {};
previousValue[currentKey] = i == a.length - 1 ? value : {};
}
return previousValue[currentKey];
@ -15,6 +15,25 @@ export class Insights {
}
}
public static measure(name: string) {
return function (target: any, propertyKey: string, descriptor: PropertyDescriptor) {
const targetFunction = descriptor.value;
descriptor.value = function (...values: Array<any>) {
const start = performance.now();
const result = targetFunction.bind(this)(...values);
const end = performance.now();
Insights.setValue(['measurements', name], `${(end - start).toFixed(3)} ms`);
return result;
};
return descriptor;
};
}
public static get values(): any {
return Insights.insights;
}

View file

@ -5,5 +5,7 @@ export interface WebGl2RendererSettings {
shaderMacros: {
softShadowTraceCount: string;
hardShadowTraceCount: string;
// ambientColor: vec3;
// defaultIsInside: boolean;
};
}

View file

@ -1,6 +1,8 @@
import { vec2, vec3 } from 'gl-matrix';
import { Drawable } from '../../drawables/drawable';
import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
import { CircleLight } from '../../drawables/lights/circle-light';
import { Flashlight } from '../../drawables/lights/flashlight';
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';
@ -17,13 +19,15 @@ import lightsVertexShader from './shaders/shading-vs.glsl';
import { UniformsProvider } from './uniforms-provider';
import { WebGl2RendererSettings } from './webgl2-renderer-settings';
type Passes = { [key in keyof typeof RenderingPassName]: RenderingPass };
export class WebGl2Renderer implements Renderer {
private gl: WebGL2RenderingContext;
private stopwatch?: WebGlStopwatch;
private uniformsProvider: UniformsProvider;
private distanceFieldFrameBuffer: IntermediateFrameBuffer;
private lightingFrameBuffer: DefaultFrameBuffer;
private passes: { [key in keyof typeof RenderingPassName]: RenderingPass };
private passes: Passes;
private autoscaler: FpsAutoscaler;
private static defaultSettings: WebGl2RendererSettings = {
@ -55,27 +59,7 @@ export class WebGl2Renderer implements Renderer {
settings.enableHighDpiRendering
);
this.passes = {
[RenderingPassName.distance]: new RenderingPass(
this.gl,
[distanceVertexShader, distanceFragmentShader],
descriptors.filter(WebGl2Renderer.hasSdf),
this.distanceFieldFrameBuffer,
settings.shaderMacros,
settings.tileMultiplier
),
[RenderingPassName.pixel]: new RenderingPass(
this.gl,
[lightsVertexShader, lightsFragmentShader],
descriptors.filter((d) => !WebGl2Renderer.hasSdf(d)),
this.lightingFrameBuffer,
{
palette: this.generatePaletteCode(palette),
...settings.shaderMacros,
},
settings.tileMultiplier
),
};
this.passes = this.createPasses(descriptors, palette, settings);
this.uniformsProvider = new UniformsProvider(this.gl);
@ -96,6 +80,41 @@ export class WebGl2Renderer implements Renderer {
}
}
@Insights.measure('create render passes')
private createPasses(
descriptors: Array<DrawableDescriptor>,
palette: Array<vec3>,
settings: WebGl2RendererSettings
): Passes {
const allDescriptors = [
...descriptors,
CircleLight.descriptor,
Flashlight.descriptor,
];
return {
[RenderingPassName.distance]: new RenderingPass(
this.gl,
[distanceVertexShader, distanceFragmentShader],
allDescriptors.filter(WebGl2Renderer.hasSdf),
this.distanceFieldFrameBuffer,
settings.shaderMacros,
settings.tileMultiplier
),
[RenderingPassName.pixel]: new RenderingPass(
this.gl,
[lightsVertexShader, lightsFragmentShader],
allDescriptors.filter((d) => !WebGl2Renderer.hasSdf(d)),
this.lightingFrameBuffer,
{
palette: this.generatePaletteCode(palette),
...settings.shaderMacros,
},
settings.tileMultiplier
),
};
}
public get insights(): any {
return Insights.values;
}
@ -124,7 +143,7 @@ export class WebGl2Renderer implements Renderer {
}
private generatePaletteCode(palette: Array<vec3>) {
const numberToGlslFloat = (n) => (Number.isInteger(n) ? `${n}.0` : `${n}`);
const numberToGlslFloat = (n: number) => (Number.isInteger(n) ? `${n}.0` : `${n}`);
return palette
.map(
(c) =>