Add textures

This commit is contained in:
schmelczerandras 2020-10-04 10:48:26 +02:00
parent 5723b91b32
commit 7bfad8711b
25 changed files with 407 additions and 104 deletions

View file

@ -1,5 +1,6 @@
import { vec2 } from 'gl-matrix';
import { Drawable } from '../../../drawables/drawable';
import { Texture } from '../../graphics-library/texture/texture';
import { Insights } from '../insights';
import { RenderPass } from './render-pass';
@ -14,7 +15,7 @@ export class DistanceRenderPass extends RenderPass {
this.drawables.push(drawable);
}
public render(commonUniforms: any, ...inputTextures: Array<WebGLTexture>) {
public render(commonUniforms: any, ...inputTextures: Array<Texture>) {
this.frame.bindAndClear(inputTextures);
const stepsInUV = 1 / this.tileMultiplier;

View file

@ -1,6 +1,7 @@
import { vec2 } from 'gl-matrix';
import { LightDrawable } from '../../../drawables/lights/light-drawable';
import { clamp01 } from '../../../helper/clamp';
import { Texture } from '../../graphics-library/texture/texture';
import { Insights } from '../insights';
import { RenderPass } from './render-pass';
@ -13,7 +14,14 @@ export class LightsRenderPass extends RenderPass {
this.drawables.push(drawable);
}
public render(commonUniforms: any, ...inputTextures: Array<WebGLTexture>) {
public render(
commonUniforms: any,
distanceTexture: WebGLTexture,
inputTextures: Array<Texture>
) {
this.gl.activeTexture(this.gl.TEXTURE0);
this.gl.bindTexture(this.gl.TEXTURE_2D, distanceTexture);
this.frame.bindAndClear(inputTextures);
const tileCenterWorldCoordinates = vec2.transformMat2d(

View file

@ -8,21 +8,22 @@ import { UniversalRenderingContext } from '../../graphics-library/universal-rend
export abstract class RenderPass {
protected program: UniformArrayAutoScalingProgram;
constructor(gl: UniversalRenderingContext, protected frame: FrameBuffer) {
constructor(
protected readonly gl: UniversalRenderingContext,
protected frame: FrameBuffer
) {
this.program = new UniformArrayAutoScalingProgram(gl);
}
public async initialize(
shaderSources: [string, string],
descriptors: Array<DrawableDescriptor>,
substitutions: { [name: string]: any } = {},
compiler: ParallelCompiler
compiler: ParallelCompiler,
substitutions: { [name: string]: any } = {}
): Promise<void> {
await this.program.initialize(shaderSources, descriptors, substitutions, compiler);
await this.program.initialize(shaderSources, descriptors, compiler, substitutions);
}
public abstract render(commonUniforms: any, inputTexture?: WebGLTexture): void;
public destroy(): void {
this.frame.destroy();
this.program.destroy();

View file

@ -136,6 +136,13 @@ export class ContextAwareRenderer implements Renderer {
return this.handle(() => this.renderer.autoscaleQuality(deltaTime), undefined);
}
public displayToWorldCoordinates(displayCoordinates: vec2): vec2 {
return this.handle(
() => this.renderer.displayToWorldCoordinates(displayCoordinates),
vec2.create()
);
}
public renderDrawables(): void {
return this.handle(() => this.renderer.renderDrawables(), undefined);
}

View file

@ -0,0 +1,51 @@
import { vec2 } from 'gl-matrix';
import { ParallelCompiler } from '../../graphics-library/parallel-compiler';
import { FragmentShaderOnlyProgram } from '../../graphics-library/program/fragment-shader-only-program';
import { getUniversalRenderingContext } from '../../graphics-library/universal-rendering-context';
import randomFragment100 from '../shaders/random-fs-100.glsl';
import randomFragment from '../shaders/random-fs.glsl';
import randomVertex100 from '../shaders/random-vs-100.glsl';
import randomVertex from '../shaders/random-vs.glsl';
/**
* Create a renderer, draw a (1D) noise texture with it,
* then destroy the used resources, while returning the generated texture
* in the form of a canvas.
*
* @param textureSize The resolution of the end result.
* @param scale A starting value can be 60
* @param amplitude A starting value can be 0.125
* @param ignoreWebGL2 Ignore WebGL2, even when its available.
*/
export const renderNoise = async (
textureSize: vec2,
scale: number,
amplitude: number,
ignoreWebGL2 = false
): Promise<HTMLCanvasElement> => {
const canvas = document.createElement('canvas');
canvas.width = textureSize.x;
canvas.height = textureSize.y;
const gl = getUniversalRenderingContext(canvas, ignoreWebGL2);
const program = new FragmentShaderOnlyProgram(gl);
const compiler = new ParallelCompiler(gl);
const pogramPromise = program.initialize(
gl.isWebGL2 ? [randomVertex, randomFragment] : [randomVertex100, randomFragment100],
compiler
);
await compiler.compilePrograms();
await pogramPromise;
program.bind();
program.draw({
scale,
amplitude,
});
program.destroy();
return canvas;
};

View file

@ -6,8 +6,10 @@ 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 { PaletteTexture } from '../../graphics-library/texture/palette-texture';
import { Texture } from '../../graphics-library/texture/texture';
import { TextureWithOptions } from '../../graphics-library/texture/texture-options';
import {
getUniversalRenderingContext,
UniversalRenderingContext,
@ -43,6 +45,8 @@ export class RendererImplementation implements Renderer {
private palette!: PaletteTexture;
private autoscaler: FpsAutoscaler;
private textures: Array<Texture> = [];
private applyRuntimeSettings: {
[key in keyof RuntimeSettings]: (value: any) => void;
} = {
@ -53,6 +57,26 @@ export class RendererImplementation implements Renderer {
tileMultiplier: (v) => (this.distancePass.tileMultiplier = v),
isWorldInverted: (v) => (this.distancePass.isWorldInverted = v),
backgroundColor: (v) => (this.uniformsProvider.backgroundColor = v),
textures: (v: { [textureName: string]: TexImageSource | TextureWithOptions }) => {
this.textures.forEach((t) => t.destroy());
this.textures = [];
let id = 2;
for (const key in v) {
this.uniformsProvider.textures[key] = id;
let texture: Texture;
if (Object.prototype.hasOwnProperty.call(v[key], 'source')) {
texture = new Texture(this.gl, id++, (v[key] as TextureWithOptions).overrides);
texture.setImage((v[key] as TextureWithOptions).source);
} else {
texture = new Texture(this.gl, id++);
texture.setImage(v[key] as TexImageSource);
}
this.textures.push(texture);
}
},
ambientLight: (v) => (this.uniformsProvider.ambientLight = v),
lightCutoffDistance: (v) => (this.lightsPass.lightCutoffDistance = v),
colorPalette: (v) => this.palette.setPalette(v),
@ -108,7 +132,6 @@ export class RendererImplementation implements Renderer {
this.setRuntimeSettings(defaultRuntimeSettings);
const promises: Array<Promise<void>> = [];
const compiler = new ParallelCompiler(this.gl);
promises.push(
@ -117,10 +140,10 @@ export class RendererImplementation implements Renderer {
? [distanceVertexShader, distanceFragmentShader]
: [distanceVertexShader100, distanceFragmentShader100],
this.descriptors.filter(RendererImplementation.hasSdf),
compiler,
{
paletteSize: settings.paletteSize,
},
compiler
}
)
);
promises.push(
@ -129,10 +152,10 @@ export class RendererImplementation implements Renderer {
? [lightsVertexShader, lightsFragmentShader]
: [lightsVertexShader100, lightsFragmentShader100],
this.descriptors.filter((d) => !RendererImplementation.hasSdf(d)),
compiler,
{
shadowTraceCount: settings.shadowTraceCount.toString(),
},
compiler
}
)
);
@ -219,13 +242,13 @@ export class RendererImplementation implements Renderer {
shadingNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
};
this.distancePass.render(this.uniformsProvider.getUniforms(common));
this.distancePass.render(this.uniformsProvider.getUniforms(common), ...this.textures);
this.gl.enable(this.gl.BLEND);
this.lightsPass.render(
this.uniformsProvider.getUniforms(common),
this.distanceFieldFrameBuffer.colorTexture,
this.palette.colorTexture
[this.palette]
);
this.gl.disable(this.gl.BLEND);
@ -234,6 +257,10 @@ export class RendererImplementation implements Renderer {
}
}
public displayToWorldCoordinates(displayCoordinates: vec2): vec2 {
return this.uniformsProvider.screenToWorldPosition(displayCoordinates);
}
public setViewArea(topLeft: vec2, size: vec2) {
this.uniformsProvider.setViewArea(topLeft, size);
}

View file

@ -29,6 +29,18 @@ export interface Renderer {
*/
setViewArea(topLeft: vec2, size: vec2): void;
/**
* Return the world coordinates from a pixel's position.
*
* The view area coordinates are also given in world coordinates.
*
* Useful for picking.
*
* @param displayCoordinates The origin is in the display's top left corner.
* Just as in mouse events' clientX and clientY.
*/
displayToWorldCoordinates(displayCoordinates: vec2): vec2;
/**
* Patch the current runtime settings with new values.
* @param overrides

View file

@ -12,4 +12,5 @@ export const defaultRuntimeSettings: RuntimeSettings = {
backgroundColor: vec4.fromValues(1, 1, 1, 1),
colorPalette: [],
ambientLight: vec3.fromValues(0.25, 0.15, 0.25),
textures: {},
};

View file

@ -1,4 +1,5 @@
import { vec3, vec4 } from 'gl-matrix';
import { TextureWithOptions } from '../../graphics-library/texture/texture-options';
/**
* Interface for a configuration object containing the settings
@ -52,6 +53,18 @@ export interface RuntimeSettings {
*/
colorPalette: Array<vec3 | vec4>;
/**
* It is possible to use your own textures in your SDF definitions.
*
* The keys of the object should be the name used to reference them in the GLSL code,
* and the values should be the textures themselves or a TextureWithOptions specifying
* the texture's [[TextureOptions]].
* It can be a canvas, img element, Image and so on.
*/
textures: {
[textureName: string]: TexImageSource | TextureWithOptions;
};
/**
* A light affecting every pixel (even the ones inside objects).
*/

View file

@ -6,6 +6,8 @@ uniform float maxMinDistance;
uniform float distanceNdcPixelSize;
in vec2 position;
#define WEBGL2_IS_AVAILABLE
{macroDefinitions}
{declarations}

View file

@ -0,0 +1,32 @@
#version 100
precision lowp float;
varying vec2 uvCoordinates;
uniform float scale;
uniform float amplitude;
float noise(float x){
return fract(sin(x) * 43758.5453123) / 100.0;
}
float terrain(float x) {
float result = 0.0;
float frequency = 0.01;
float amplitude = 1.0;
const float pi = 3.141592654;
for (int i = 0; i < 8; i++) {
result += sin(2.0 * pi * x * frequency - 2.0 * pi * noise(float(i) * 200.0)) * amplitude;
frequency *= 1.5;
amplitude /= 1.2;
}
return result;
}
void main() {
gl_FragColor = vec4(vec3(terrain(uvCoordinates.x * scale) * amplitude + 0.5), 1.0);
}

View file

@ -0,0 +1,34 @@
#version 300 es
precision lowp float;
in vec2 uvCoordinates;
uniform float scale;
uniform float amplitude;
float noise(float x){
return fract(sin(x) * 43758.5453123) / 100.0;
}
float terrain(float x) {
float result = 0.0;
float frequency = 0.01;
float amplitude = 1.0;
const float pi = 3.141592654;
for (int i = 0; i < 8; i++) {
result += sin(2.0 * pi * x * frequency - 2.0 * pi * noise(float(i) * 200.0)) * amplitude;
frequency *= 1.5;
amplitude /= 1.2;
}
return result;
}
out vec4 fragmentColor;
void main() {
fragmentColor = vec4(vec3(terrain(uvCoordinates.x * scale) * amplitude + 0.5), 1.0);
}

View file

@ -0,0 +1,18 @@
#version 100
precision lowp float;
attribute vec4 vertexPosition;
varying vec2 uvCoordinates;
void main() {
gl_Position = vec4(vertexPosition.xy, 0.0, 1.0);
uvCoordinates = (
vec3(vertexPosition.xy, 1.0)
* mat3(
0.5, 0.0, 0.5,
0.0, 0.5, 0.5,
0.0, 0.0, 1.0
)).xy;
}

View file

@ -0,0 +1,18 @@
#version 300 es
precision lowp float;
in vec4 vertexPosition;
out vec2 uvCoordinates;
void main() {
gl_Position = vec4(vertexPosition.xy, 0.0, 1.0);
uvCoordinates = (
vec3(vertexPosition.xy, 1.0)
* mat3(
0.5, 0.0, 0.5,
0.0, 0.5, 0.5,
0.0, 0.0, 1.0
)).xy;
}

View file

@ -5,6 +5,7 @@ import { UniversalRenderingContext } from '../graphics-library/universal-renderi
export class UniformsProvider {
public ambientLight!: vec3;
public _backgroundColor!: vec4;
public textures: { [textureName: string]: number } = {};
private scaleWorldLengthToNDC = 1;
private transformWorldToNDC = mat2d.create();
@ -18,6 +19,7 @@ export class UniformsProvider {
public getUniforms(uniforms: any): any {
return {
...uniforms,
...this.textures,
ambientLight: this.ambientLight,
backgroundColor: this._backgroundColor,
uvToWorld: this.uvToWorld,
@ -79,7 +81,11 @@ export class UniformsProvider {
}
public screenToWorldPosition(screenPosition: vec2): vec2 {
const resolution = vec2.fromValues(this.gl.canvas.width, this.gl.canvas.height);
const { width, height } = (this.gl
.canvas as HTMLCanvasElement).getBoundingClientRect();
const position = vec2.fromValues(screenPosition.x, height - screenPosition.y);
const resolution = vec2.fromValues(width, height);
const transform = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
@ -90,6 +96,6 @@ export class UniformsProvider {
);
mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
return vec2.transformMat2d(vec2.create(), screenPosition, transform);
return vec2.transformMat2d(vec2.create(), position, transform);
}
}