Add palette system

This commit is contained in:
schmelczerandras 2020-09-23 16:27:02 +02:00
parent f60ae06f59
commit 98d1fc9ca2
19 changed files with 196 additions and 113 deletions

View file

@ -10,14 +10,15 @@ export abstract class FrameBuffer {
// null means the default framebuffer
protected frameBuffer: WebGLFramebuffer | null = null;
constructor(protected gl: UniversalRenderingContext) {}
constructor(protected readonly gl: UniversalRenderingContext) {}
public bindAndClear(colorInput?: WebGLTexture) {
public bindAndClear(inputTextures: Array<WebGLTexture>) {
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
if (colorInput) {
this.gl.bindTexture(this.gl.TEXTURE_2D, colorInput);
}
inputTextures.forEach((t, i) => {
this.gl.activeTexture(this.gl.TEXTURE0 + i);
this.gl.bindTexture(this.gl.TEXTURE_2D, t);
});
this.gl.viewport(0, 0, this.size.x, this.size.y);
this.gl.clearColor(0, 0, 0, 0);

View file

@ -4,16 +4,16 @@ import { FrameBuffer } from './frame-buffer';
export class IntermediateFrameBuffer extends FrameBuffer {
private frameTexture: WebGLTexture;
private floatEnabled = false;
private floatLinearEnabled = false;
constructor(gl: UniversalRenderingContext) {
super(gl);
if (gl.isWebGL2) {
enableExtension(gl, 'EXT_color_buffer_float');
}
try {
enableExtension(gl, 'EXT_color_buffer_float');
this.floatEnabled = true;
enableExtension(gl, 'OES_texture_float_linear');
this.floatLinearEnabled = true;
} catch {
@ -21,6 +21,8 @@ export class IntermediateFrameBuffer extends FrameBuffer {
}
// can only return null on lost context
gl.activeTexture(gl.TEXTURE0);
this.frameTexture = this.gl.createTexture()!;
this.configureTexture();
@ -43,17 +45,17 @@ export class IntermediateFrameBuffer extends FrameBuffer {
const hasChanged = super.setSize();
if (hasChanged) {
this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
this.bind();
this.gl.texImage2D(
this.gl.TEXTURE_2D,
0,
this.gl.isWebGL2 ? this.gl.RG16F : this.gl.RGBA,
this.floatEnabled ? this.gl.RG16F : this.gl.RGB,
this.size.x,
this.size.y,
0,
this.gl.isWebGL2 ? this.gl.RG : this.gl.RGBA,
this.gl.isWebGL2 ? this.gl.FLOAT : this.gl.UNSIGNED_BYTE,
this.floatEnabled ? this.gl.RG : this.gl.RGB,
this.floatEnabled ? this.gl.FLOAT : this.gl.UNSIGNED_BYTE,
null
);
}
@ -61,8 +63,14 @@ export class IntermediateFrameBuffer extends FrameBuffer {
return hasChanged;
}
private configureTexture() {
private bind() {
this.gl.activeTexture(this.gl.TEXTURE0);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
}
private configureTexture() {
this.bind();
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_MAG_FILTER,

View file

@ -14,6 +14,10 @@ export const loadUniform = (
(gl: UniversalRenderingContext, value: any, location: WebGLUniformLocation) => void
> = new Map();
{
converters.set(WebGLRenderingContext.SAMPLER_2D, (gl, v, l) => {
gl.uniform1i(l, v);
});
converters.set(WebGLRenderingContext.FLOAT, (gl, v, l) => {
if (v instanceof Array || v[0] instanceof Float32Array) {
if (v.length == 0) {

View file

@ -14,7 +14,7 @@ export class WebGlStopwatch {
private timerExtension: any;
private timerQuery?: WebGLQuery;
constructor(private gl: UniversalRenderingContext) {
constructor(private readonly gl: UniversalRenderingContext) {
this.timerExtension = enableExtension(gl, 'EXT_disjoint_timer_query_webgl2');
}

View file

@ -0,0 +1,66 @@
import { vec3, vec4 } from 'gl-matrix';
import { UniversalRenderingContext } from './universal-rendering-context';
export class PaletteTexture {
private texture: WebGLTexture;
constructor(
private readonly gl: UniversalRenderingContext,
private readonly paletteSize: number
) {
this.texture = gl.createTexture()!;
this.bind();
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
}
public get colorTexture(): WebGLTexture {
return this.texture;
}
private bind() {
this.gl.activeTexture(this.gl.TEXTURE1);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);
}
public setPalette(colors: Array<vec3 | vec4>) {
const canvas = document.createElement('canvas');
canvas.width = this.paletteSize;
canvas.height = 1;
const ctx = canvas.getContext('2d')!;
const imageData = ctx.createImageData(this.paletteSize, 1);
colors.forEach((c, i) => {
imageData.data[4 * i + 0] = c[0] * 255;
imageData.data[4 * i + 1] = c[1] * 255;
imageData.data[4 * i + 2] = c[2] * 255;
imageData.data[4 * i + 3] = c.length == 4 ? c[3] : 255;
});
ctx.putImageData(imageData, 0, 0);
document.body.appendChild(canvas);
this.setImage(canvas);
}
public setImage(image: TexImageSource) {
this.bind();
this.gl.texImage2D(
this.gl.TEXTURE_2D,
0,
this.gl.RGBA,
this.gl.RGBA,
this.gl.UNSIGNED_BYTE,
image
);
}
public destroy() {
this.gl.deleteTexture(this.texture);
}
}

View file

@ -75,10 +75,16 @@ export abstract class ParallelCompiler {
program: WebGLProgram,
substitutions: { [name: string]: string }
): ShaderWithSource {
const processedSource = source.replace(/{(.+)}/gm, (_, name: string): string => {
const value = substitutions[name];
return Number.isInteger(value) ? `${value}.0` : value;
});
let processedSource = source;
let replaceHappened: boolean;
do {
replaceHappened = false;
processedSource = processedSource.replace(/{(.+)}/gm, (_, name: string): string => {
replaceHappened = true;
const value = substitutions[name];
return Number.isInteger(value) ? `${value}.0` : value;
});
} while (replaceHappened);
// can only return null on lost context
const shader = ParallelCompiler.gl.createShader(type)!;
@ -136,11 +142,9 @@ export abstract class ParallelCompiler {
try {
ParallelCompiler.checkShader(shader);
} catch (e) {
for (const match of e
.toString()
.matchAll(/ERROR: 0:(?<line>\d+): (?<error>.*)$/gm)) {
const line = Number.parseInt(match.groups.line);
const error = match.groups.error;
for (const match of e.toString().matchAll(/ERROR: 0:(\d+): (.*)$/gm)) {
const line = Number.parseInt(match[1]);
const error = match[2];
console.error(
`Error: ${error}\nSource (line ${line}):\n${
shader.source.split('\n')[line - 1]

View file

@ -15,7 +15,7 @@ export default abstract class Program implements IProgram {
type: GLenum;
}> = [];
constructor(protected gl: UniversalRenderingContext) {}
constructor(protected readonly gl: UniversalRenderingContext) {}
public async initialize(
[vertexShaderSource, fragmentShaderSource]: [string, string],

View file

@ -17,7 +17,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
private drawingRectangleBottomLeft = vec2.fromValues(0, 0);
private drawingRectangleSize = vec2.fromValues(1, 1);
constructor(private gl: UniversalRenderingContext) {}
constructor(private readonly gl: UniversalRenderingContext) {}
public async initialize(
shaderSources: [string, string],
@ -86,10 +86,10 @@ export class UniformArrayAutoScalingProgram implements IProgram {
shaderSources: [string, string]
): Promise<void> {
const processedSubstitutions = {
...substitutions,
macroDefinitions: this.getMacroDefinitions(combination, descriptors),
declarations: this.getDeclarations(combination, descriptors),
functionCalls: this.getFunctionCalls(combination, descriptors),
...substitutions,
};
const program = new FragmentShaderOnlyProgram(this.gl);