Add palette system
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f60ae06f59
commit
98d1fc9ca2
19 changed files with 196 additions and 113 deletions
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@ -13,8 +13,8 @@ export class DistanceRenderPass extends RenderPass {
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this.drawables.push(drawable);
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}
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public render(commonUniforms: any, inputTexture?: WebGLTexture) {
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this.frame.bindAndClear(inputTexture);
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public render(commonUniforms: any, ...inputTextures: Array<WebGLTexture>) {
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this.frame.bindAndClear(inputTextures);
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const stepsInUV = 1 / this.tileMultiplier;
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@ -12,8 +12,8 @@ export class LightsRenderPass extends RenderPass {
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this.drawables.push(drawable);
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}
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public render(commonUniforms: any, inputTexture?: WebGLTexture) {
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this.frame.bindAndClear(inputTexture);
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public render(commonUniforms: any, ...inputTextures: Array<WebGLTexture>) {
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this.frame.bindAndClear(inputTextures);
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const tileCenterWorldCoordinates = vec2.transformMat2d(
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vec2.create(),
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@ -1,4 +1,4 @@
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import { vec2, vec3 } from 'gl-matrix';
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import { vec2 } from 'gl-matrix';
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import { Drawable } from '../../drawables/drawable';
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import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
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import { LightDrawable } from '../../drawables/lights/light-drawable';
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@ -6,6 +6,7 @@ import { msToString } from '../../helper/ms-to-string';
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import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
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import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
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import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
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import { PaletteTexture } from '../graphics-library/palette-texture';
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import { ParallelCompiler } from '../graphics-library/parallel-compiler';
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import {
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getUniversalRenderingContext,
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@ -29,13 +30,14 @@ import lightsVertexShader from './shaders/shading-vs.glsl';
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import { UniformsProvider } from './uniforms-provider';
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export class RendererImplementation implements Renderer {
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private gl: UniversalRenderingContext;
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private readonly gl: UniversalRenderingContext;
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private stopwatch?: WebGlStopwatch;
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private uniformsProvider: UniformsProvider;
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private distanceFieldFrameBuffer: IntermediateFrameBuffer;
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private distancePass: DistanceRenderPass;
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private lightsPass: LightsRenderPass;
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private lightingFrameBuffer: DefaultFrameBuffer;
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private lightsPass: LightsRenderPass;
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private palette?: PaletteTexture;
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private autoscaler: FpsAutoscaler;
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private applyRuntimeSettings: {
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@ -45,25 +47,17 @@ export class RendererImplementation implements Renderer {
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this.distanceFieldFrameBuffer.enableHighDpiRendering = v;
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this.lightingFrameBuffer.enableHighDpiRendering = v;
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},
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tileMultiplier: (v) => {
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this.distancePass.tileMultiplier = v;
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},
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isWorldInverted: (v) => {
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this.distancePass.isWorldInverted = v;
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},
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shadowLength: (v) => {
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this.uniformsProvider.shadowLength = v;
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},
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ambientLight: (v) => {
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this.uniformsProvider.ambientLight = v;
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},
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lightCutoffDistance: (v) => {
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this.lightsPass.lightCutoffDistance = v;
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},
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tileMultiplier: (v) => (this.distancePass.tileMultiplier = v),
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isWorldInverted: (v) => (this.distancePass.isWorldInverted = v),
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shadowLength: (v) => (this.uniformsProvider.shadowLength = v),
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ambientLight: (v) => (this.uniformsProvider.ambientLight = v),
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lightCutoffDistance: (v) => (this.lightsPass.lightCutoffDistance = v),
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colorPalette: (v) => this.palette!.setPalette(v),
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};
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private static defaultStartupSettings: StartupSettings = {
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shadowTraceCount: '16',
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shadowTraceCount: 16,
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paletteSize: 4,
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};
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setRuntimeSettings(overrides: Partial<RuntimeSettings>): void {
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@ -88,6 +82,8 @@ export class RendererImplementation implements Renderer {
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this.uniformsProvider = new UniformsProvider(this.gl);
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this.queryPrecisions();
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this.autoscaler = new FpsAutoscaler({
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distanceRenderScale: (v) =>
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(this.distanceFieldFrameBuffer.renderScale = v as number),
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@ -95,15 +91,13 @@ export class RendererImplementation implements Renderer {
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});
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}
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public async initialize(
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palette: Array<vec3>,
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settingsOverrides: Partial<StartupSettings>
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): Promise<void> {
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public async initialize(settingsOverrides: Partial<StartupSettings>): Promise<void> {
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const settings = {
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...RendererImplementation.defaultStartupSettings,
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...settingsOverrides,
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};
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this.palette = new PaletteTexture(this.gl, settings.paletteSize);
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const promises: Array<Promise<void>> = [];
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promises.push(
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@ -111,7 +105,10 @@ export class RendererImplementation implements Renderer {
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this.gl.isWebGL2
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? [distanceVertexShader, distanceFragmentShader]
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: [distanceVertexShader100, distanceFragmentShader100],
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this.descriptors.filter(RendererImplementation.hasSdf)
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this.descriptors.filter(RendererImplementation.hasSdf),
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{
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paletteSize: settings.paletteSize,
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}
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)
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);
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promises.push(
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@ -121,9 +118,7 @@ export class RendererImplementation implements Renderer {
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: [lightsVertexShader100, lightsFragmentShader100],
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this.descriptors.filter((d) => !RendererImplementation.hasSdf(d)),
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{
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palette: this.generatePaletteCode(palette),
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colorCount: palette.length.toString(),
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shadowTraceCount: settings.shadowTraceCount,
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shadowTraceCount: settings.shadowTraceCount.toString(),
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}
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)
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);
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@ -147,6 +142,30 @@ export class RendererImplementation implements Renderer {
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return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
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}
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private queryPrecisions() {
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const precisionToObject = (shader: GLenum, precision: GLenum) => {
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const toExponent = (v: number): string => `2^${v}`;
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const p = this.gl.getShaderPrecisionFormat(shader, precision)!;
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return {
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range: `[${toExponent(p.rangeMin)}, ${toExponent(p.rangeMax)}]`,
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precision: toExponent(p.precision),
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};
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};
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Insights.setValue('precisions', {
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'vertex shader': {
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'low float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.LOW_FLOAT),
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'medium float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.MEDIUM_FLOAT),
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'high float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.HIGH_FLOAT),
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},
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'fragment shader': {
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'low float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.LOW_FLOAT),
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'medium float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.MEDIUM_FLOAT),
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'high float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.HIGH_FLOAT),
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},
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});
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}
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public addDrawable(drawable: Drawable): void {
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if (
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RendererImplementation.hasSdf((drawable.constructor as typeof Drawable).descriptor)
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@ -161,18 +180,6 @@ export class RendererImplementation implements Renderer {
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this.autoscaler.autoscale(deltaTime);
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}
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private generatePaletteCode(palette: Array<vec3>) {
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const numberToGlslFloat = (n: number) => (Number.isInteger(n) ? `${n}.0` : `${n}`);
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return palette
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.map(
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(c, i) =>
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`${this.gl.isWebGL2 ? '' : `colors[${i}] = `}vec3(${numberToGlslFloat(
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c[0]
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)}, ${numberToGlslFloat(c[1])}, ${numberToGlslFloat(c[2])})`
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)
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.join(this.gl.isWebGL2 ? ',\n' : ';\n');
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}
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public renderDrawables() {
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if (this.stopwatch) {
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if (this.stopwatch.isReady) {
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@ -190,6 +197,10 @@ export class RendererImplementation implements Renderer {
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this.lightingFrameBuffer.setSize();
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const common = {
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// texture units
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distanceTexture: 0,
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palette: 1,
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// regular uniforms
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distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
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shadingNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
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};
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@ -197,7 +208,8 @@ export class RendererImplementation implements Renderer {
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this.distancePass.render(this.uniformsProvider.getUniforms(common));
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this.lightsPass.render(
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this.uniformsProvider.getUniforms(common),
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this.distanceFieldFrameBuffer.colorTexture
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this.distanceFieldFrameBuffer.colorTexture,
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this.palette!.colorTexture
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);
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if (this.stopwatch?.isRunning) {
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@ -220,5 +232,6 @@ export class RendererImplementation implements Renderer {
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public destroy(): void {
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this.distancePass.destroy();
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this.lightsPass.destroy();
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this.palette!.destroy();
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}
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}
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@ -6,5 +6,6 @@ export interface RuntimeSettings {
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isWorldInverted: boolean;
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shadowLength: number;
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lightCutoffDistance: number;
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colorPalette: Array<vec3>;
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ambientLight: vec3;
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}
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@ -1,3 +1,4 @@
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export interface StartupSettings {
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shadowTraceCount: string;
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shadowTraceCount: number;
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paletteSize: number;
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}
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@ -12,16 +12,16 @@ uniform vec2 squareToAspectRatioTimes2;
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uniform float shadingNdcPixelSize;
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uniform float shadowLength;
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uniform sampler2D distanceTexture;
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uniform sampler2D palette;
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varying vec2 position;
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varying vec2 uvCoordinates;
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uniform vec3 ambientLight;
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vec3 colors[{colorCount}];
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uniform vec3 ambientLight;
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float getDistance(in vec2 target, out vec3 color) {
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vec4 values = texture2D(distanceTexture, target);
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color = vec3(0.5);
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color = texture2D(palette, vec2(values[1], 0.0)).rgb;
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return values[0];
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}
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@ -72,13 +72,11 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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void main() {
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vec3 lighting = ambientLight;
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{palette};
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vec3 colorAtPosition;
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float startingDistance = getDistance(uvCoordinates, colorAtPosition);
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if (startingDistance < 0.0) {
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if (startingDistance <= 0.0) {
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#ifdef CIRCLE_LIGHT_COUNT
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#if CIRCLE_LIGHT_COUNT > 0
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for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
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@ -12,19 +12,16 @@ uniform vec2 squareToAspectRatioTimes2;
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uniform float shadingNdcPixelSize;
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uniform float shadowLength;
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uniform sampler2D distanceTexture;
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uniform sampler2D palette;
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in vec2 position;
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in vec2 uvCoordinates;
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uniform vec3 ambientLight;
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vec3[{colorCount}] colors = vec3[](
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{palette}
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);
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float getDistance(in vec2 target, out vec3 color) {
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vec4 values = texture(distanceTexture, target);
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color = colors[int(values[1])];
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color = texture(palette, vec2(values[1], 0.0)).rgb;
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return values[0];
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}
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@ -7,13 +7,12 @@ export class UniformsProvider {
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private scaleWorldLengthToNDC = 1;
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private transformWorldToNDC = mat2d.create();
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private viewAreaBottomLeft = vec2.create();
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private worldAreaInView = vec2.create();
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private squareToAspectRatio = vec2.create();
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private uvToWorld = mat2d.create();
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public constructor(private gl: UniversalRenderingContext) {}
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public constructor(private readonly gl: UniversalRenderingContext) {}
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public getUniforms(uniforms: any): any {
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return {
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@ -23,34 +22,12 @@ export class UniformsProvider {
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uvToWorld: this.uvToWorld,
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worldAreaInView: this.worldAreaInView,
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squareToAspectRatio: this.squareToAspectRatio,
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squareToAspectRatioTimes2: vec2.scale(vec2.create(), this.squareToAspectRatio, 2),
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scaleWorldLengthToNDC: this.scaleWorldLengthToNDC,
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transformWorldToNDC: this.transformWorldToNDC,
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squareToAspectRatioTimes2: vec2.scale(vec2.create(), this.squareToAspectRatio, 2),
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};
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}
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private getScreenToWorldTransform(screenSize: vec2) {
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const transform = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
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mat2d.scale(
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transform,
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transform,
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vec2.divide(vec2.create(), this.worldAreaInView, screenSize)
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);
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mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
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return transform;
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}
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public uvToWorldCoordinate(screenUvPosition: vec2): vec2 {
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const resolution = vec2.fromValues(this.gl.canvas.width, this.gl.canvas.height);
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return vec2.transformMat2d(
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vec2.create(),
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vec2.multiply(vec2.create(), screenUvPosition, resolution),
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this.getScreenToWorldTransform(resolution)
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);
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}
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public getViewArea(): vec2 {
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return this.worldAreaInView;
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}
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@ -91,4 +68,19 @@ export class UniformsProvider {
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this.uvToWorld = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
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mat2d.scale(this.uvToWorld, this.uvToWorld, this.worldAreaInView);
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}
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public screenToWorldPosition(screenPosition: vec2): vec2 {
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const resolution = vec2.fromValues(this.gl.canvas.width, this.gl.canvas.height);
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const transform = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
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mat2d.scale(
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transform,
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transform,
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vec2.divide(vec2.create(), this.worldAreaInView, resolution)
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);
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mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
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return vec2.transformMat2d(vec2.create(), screenPosition, transform);
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}
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}
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