Add palette system
This commit is contained in:
parent
f60ae06f59
commit
98d1fc9ca2
19 changed files with 196 additions and 113 deletions
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@ -16,7 +16,7 @@ export class Circle extends Drawable {
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myMinDistance = min(myMinDistance, dist);
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}
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minDistance = min(minDistance, myMinDistance);
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color = mix(2.0, color, step(
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color = mix(1.0 / {paletteSize}, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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myMinDistance
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));
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@ -33,7 +33,7 @@ export class Tunnel extends Drawable {
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myMinDistance = min(myMinDistance, currentDistance);
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}
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color = mix(2.0, color, step(
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color = mix(2.0 / {paletteSize}, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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myMinDistance
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));
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@ -10,14 +10,15 @@ export abstract class FrameBuffer {
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// null means the default framebuffer
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protected frameBuffer: WebGLFramebuffer | null = null;
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constructor(protected gl: UniversalRenderingContext) {}
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constructor(protected readonly gl: UniversalRenderingContext) {}
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public bindAndClear(colorInput?: WebGLTexture) {
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public bindAndClear(inputTextures: Array<WebGLTexture>) {
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this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
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if (colorInput) {
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this.gl.bindTexture(this.gl.TEXTURE_2D, colorInput);
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}
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inputTextures.forEach((t, i) => {
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this.gl.activeTexture(this.gl.TEXTURE0 + i);
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this.gl.bindTexture(this.gl.TEXTURE_2D, t);
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});
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this.gl.viewport(0, 0, this.size.x, this.size.y);
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this.gl.clearColor(0, 0, 0, 0);
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@ -4,16 +4,16 @@ import { FrameBuffer } from './frame-buffer';
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export class IntermediateFrameBuffer extends FrameBuffer {
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private frameTexture: WebGLTexture;
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private floatEnabled = false;
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private floatLinearEnabled = false;
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constructor(gl: UniversalRenderingContext) {
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super(gl);
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if (gl.isWebGL2) {
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enableExtension(gl, 'EXT_color_buffer_float');
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}
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try {
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enableExtension(gl, 'EXT_color_buffer_float');
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this.floatEnabled = true;
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enableExtension(gl, 'OES_texture_float_linear');
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this.floatLinearEnabled = true;
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} catch {
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@ -21,6 +21,8 @@ export class IntermediateFrameBuffer extends FrameBuffer {
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}
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// can only return null on lost context
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gl.activeTexture(gl.TEXTURE0);
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this.frameTexture = this.gl.createTexture()!;
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this.configureTexture();
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@ -43,17 +45,17 @@ export class IntermediateFrameBuffer extends FrameBuffer {
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const hasChanged = super.setSize();
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if (hasChanged) {
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this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
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this.bind();
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this.gl.texImage2D(
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this.gl.TEXTURE_2D,
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0,
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this.gl.isWebGL2 ? this.gl.RG16F : this.gl.RGBA,
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this.floatEnabled ? this.gl.RG16F : this.gl.RGB,
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this.size.x,
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this.size.y,
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0,
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this.gl.isWebGL2 ? this.gl.RG : this.gl.RGBA,
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this.gl.isWebGL2 ? this.gl.FLOAT : this.gl.UNSIGNED_BYTE,
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this.floatEnabled ? this.gl.RG : this.gl.RGB,
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this.floatEnabled ? this.gl.FLOAT : this.gl.UNSIGNED_BYTE,
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null
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);
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}
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@ -61,8 +63,14 @@ export class IntermediateFrameBuffer extends FrameBuffer {
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return hasChanged;
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}
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private configureTexture() {
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private bind() {
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this.gl.activeTexture(this.gl.TEXTURE0);
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this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
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}
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private configureTexture() {
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this.bind();
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this.gl.texParameteri(
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this.gl.TEXTURE_2D,
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this.gl.TEXTURE_MAG_FILTER,
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@ -14,6 +14,10 @@ export const loadUniform = (
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(gl: UniversalRenderingContext, value: any, location: WebGLUniformLocation) => void
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> = new Map();
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{
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converters.set(WebGLRenderingContext.SAMPLER_2D, (gl, v, l) => {
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gl.uniform1i(l, v);
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});
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converters.set(WebGLRenderingContext.FLOAT, (gl, v, l) => {
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if (v instanceof Array || v[0] instanceof Float32Array) {
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if (v.length == 0) {
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@ -14,7 +14,7 @@ export class WebGlStopwatch {
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private timerExtension: any;
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private timerQuery?: WebGLQuery;
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constructor(private gl: UniversalRenderingContext) {
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constructor(private readonly gl: UniversalRenderingContext) {
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this.timerExtension = enableExtension(gl, 'EXT_disjoint_timer_query_webgl2');
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}
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66
src/graphics/graphics-library/palette-texture.ts
Normal file
66
src/graphics/graphics-library/palette-texture.ts
Normal file
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@ -0,0 +1,66 @@
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import { vec3, vec4 } from 'gl-matrix';
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import { UniversalRenderingContext } from './universal-rendering-context';
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export class PaletteTexture {
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private texture: WebGLTexture;
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constructor(
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private readonly gl: UniversalRenderingContext,
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private readonly paletteSize: number
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) {
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this.texture = gl.createTexture()!;
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this.bind();
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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}
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public get colorTexture(): WebGLTexture {
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return this.texture;
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}
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private bind() {
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this.gl.activeTexture(this.gl.TEXTURE1);
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this.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);
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}
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public setPalette(colors: Array<vec3 | vec4>) {
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const canvas = document.createElement('canvas');
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canvas.width = this.paletteSize;
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canvas.height = 1;
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const ctx = canvas.getContext('2d')!;
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const imageData = ctx.createImageData(this.paletteSize, 1);
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colors.forEach((c, i) => {
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imageData.data[4 * i + 0] = c[0] * 255;
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imageData.data[4 * i + 1] = c[1] * 255;
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imageData.data[4 * i + 2] = c[2] * 255;
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imageData.data[4 * i + 3] = c.length == 4 ? c[3] : 255;
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});
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ctx.putImageData(imageData, 0, 0);
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document.body.appendChild(canvas);
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this.setImage(canvas);
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}
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public setImage(image: TexImageSource) {
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this.bind();
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this.gl.texImage2D(
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this.gl.TEXTURE_2D,
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0,
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this.gl.RGBA,
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this.gl.RGBA,
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this.gl.UNSIGNED_BYTE,
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image
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);
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}
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public destroy() {
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this.gl.deleteTexture(this.texture);
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}
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}
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@ -75,10 +75,16 @@ export abstract class ParallelCompiler {
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program: WebGLProgram,
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substitutions: { [name: string]: string }
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): ShaderWithSource {
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const processedSource = source.replace(/{(.+)}/gm, (_, name: string): string => {
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const value = substitutions[name];
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return Number.isInteger(value) ? `${value}.0` : value;
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});
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let processedSource = source;
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let replaceHappened: boolean;
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do {
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replaceHappened = false;
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processedSource = processedSource.replace(/{(.+)}/gm, (_, name: string): string => {
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replaceHappened = true;
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const value = substitutions[name];
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return Number.isInteger(value) ? `${value}.0` : value;
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});
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} while (replaceHappened);
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// can only return null on lost context
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const shader = ParallelCompiler.gl.createShader(type)!;
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@ -136,11 +142,9 @@ export abstract class ParallelCompiler {
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try {
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ParallelCompiler.checkShader(shader);
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} catch (e) {
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for (const match of e
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.toString()
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.matchAll(/ERROR: 0:(?<line>\d+): (?<error>.*)$/gm)) {
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const line = Number.parseInt(match.groups.line);
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const error = match.groups.error;
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for (const match of e.toString().matchAll(/ERROR: 0:(\d+): (.*)$/gm)) {
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const line = Number.parseInt(match[1]);
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const error = match[2];
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console.error(
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`Error: ${error}\nSource (line ${line}):\n${
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shader.source.split('\n')[line - 1]
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@ -15,7 +15,7 @@ export default abstract class Program implements IProgram {
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type: GLenum;
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}> = [];
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constructor(protected gl: UniversalRenderingContext) {}
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constructor(protected readonly gl: UniversalRenderingContext) {}
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public async initialize(
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[vertexShaderSource, fragmentShaderSource]: [string, string],
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@ -17,7 +17,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
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private drawingRectangleBottomLeft = vec2.fromValues(0, 0);
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private drawingRectangleSize = vec2.fromValues(1, 1);
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constructor(private gl: UniversalRenderingContext) {}
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constructor(private readonly gl: UniversalRenderingContext) {}
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public async initialize(
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shaderSources: [string, string],
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@ -86,10 +86,10 @@ export class UniformArrayAutoScalingProgram implements IProgram {
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shaderSources: [string, string]
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): Promise<void> {
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const processedSubstitutions = {
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...substitutions,
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macroDefinitions: this.getMacroDefinitions(combination, descriptors),
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declarations: this.getDeclarations(combination, descriptors),
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functionCalls: this.getFunctionCalls(combination, descriptors),
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...substitutions,
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};
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const program = new FragmentShaderOnlyProgram(this.gl);
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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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}
|
||||
|
||||
private generatePaletteCode(palette: Array<vec3>) {
|
||||
const numberToGlslFloat = (n: number) => (Number.isInteger(n) ? `${n}.0` : `${n}`);
|
||||
return palette
|
||||
.map(
|
||||
(c, i) =>
|
||||
`${this.gl.isWebGL2 ? '' : `colors[${i}] = `}vec3(${numberToGlslFloat(
|
||||
c[0]
|
||||
)}, ${numberToGlslFloat(c[1])}, ${numberToGlslFloat(c[2])})`
|
||||
)
|
||||
.join(this.gl.isWebGL2 ? ',\n' : ';\n');
|
||||
}
|
||||
|
||||
public renderDrawables() {
|
||||
if (this.stopwatch) {
|
||||
if (this.stopwatch.isReady) {
|
||||
|
|
@ -190,6 +197,10 @@ export class RendererImplementation implements Renderer {
|
|||
this.lightingFrameBuffer.setSize();
|
||||
|
||||
const common = {
|
||||
// texture units
|
||||
distanceTexture: 0,
|
||||
palette: 1,
|
||||
// regular uniforms
|
||||
distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
|
||||
shadingNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
|
||||
};
|
||||
|
|
@ -197,7 +208,8 @@ export class RendererImplementation implements Renderer {
|
|||
this.distancePass.render(this.uniformsProvider.getUniforms(common));
|
||||
this.lightsPass.render(
|
||||
this.uniformsProvider.getUniforms(common),
|
||||
this.distanceFieldFrameBuffer.colorTexture
|
||||
this.distanceFieldFrameBuffer.colorTexture,
|
||||
this.palette!.colorTexture
|
||||
);
|
||||
|
||||
if (this.stopwatch?.isRunning) {
|
||||
|
|
@ -220,5 +232,6 @@ export class RendererImplementation implements Renderer {
|
|||
public destroy(): void {
|
||||
this.distancePass.destroy();
|
||||
this.lightsPass.destroy();
|
||||
this.palette!.destroy();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,5 +6,6 @@ export interface RuntimeSettings {
|
|||
isWorldInverted: boolean;
|
||||
shadowLength: number;
|
||||
lightCutoffDistance: number;
|
||||
colorPalette: Array<vec3>;
|
||||
ambientLight: vec3;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
export interface StartupSettings {
|
||||
shadowTraceCount: string;
|
||||
shadowTraceCount: number;
|
||||
paletteSize: number;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -12,16 +12,16 @@ uniform vec2 squareToAspectRatioTimes2;
|
|||
uniform float shadingNdcPixelSize;
|
||||
uniform float shadowLength;
|
||||
uniform sampler2D distanceTexture;
|
||||
uniform sampler2D palette;
|
||||
|
||||
varying vec2 position;
|
||||
varying vec2 uvCoordinates;
|
||||
uniform vec3 ambientLight;
|
||||
|
||||
vec3 colors[{colorCount}];
|
||||
uniform vec3 ambientLight;
|
||||
|
||||
float getDistance(in vec2 target, out vec3 color) {
|
||||
vec4 values = texture2D(distanceTexture, target);
|
||||
color = vec3(0.5);
|
||||
color = texture2D(palette, vec2(values[1], 0.0)).rgb;
|
||||
return values[0];
|
||||
}
|
||||
|
||||
|
|
@ -72,13 +72,11 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
|
|||
|
||||
void main() {
|
||||
vec3 lighting = ambientLight;
|
||||
|
||||
{palette};
|
||||
|
||||
vec3 colorAtPosition;
|
||||
float startingDistance = getDistance(uvCoordinates, colorAtPosition);
|
||||
|
||||
if (startingDistance < 0.0) {
|
||||
if (startingDistance <= 0.0) {
|
||||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
|
||||
|
|
|
|||
|
|
@ -12,19 +12,16 @@ uniform vec2 squareToAspectRatioTimes2;
|
|||
uniform float shadingNdcPixelSize;
|
||||
uniform float shadowLength;
|
||||
uniform sampler2D distanceTexture;
|
||||
uniform sampler2D palette;
|
||||
|
||||
in vec2 position;
|
||||
in vec2 uvCoordinates;
|
||||
|
||||
uniform vec3 ambientLight;
|
||||
|
||||
vec3[{colorCount}] colors = vec3[](
|
||||
{palette}
|
||||
);
|
||||
|
||||
float getDistance(in vec2 target, out vec3 color) {
|
||||
vec4 values = texture(distanceTexture, target);
|
||||
color = colors[int(values[1])];
|
||||
color = texture(palette, vec2(values[1], 0.0)).rgb;
|
||||
return values[0];
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -7,13 +7,12 @@ export class UniformsProvider {
|
|||
|
||||
private scaleWorldLengthToNDC = 1;
|
||||
private transformWorldToNDC = mat2d.create();
|
||||
|
||||
private viewAreaBottomLeft = vec2.create();
|
||||
private worldAreaInView = vec2.create();
|
||||
private squareToAspectRatio = vec2.create();
|
||||
private uvToWorld = mat2d.create();
|
||||
|
||||
public constructor(private gl: UniversalRenderingContext) {}
|
||||
public constructor(private readonly gl: UniversalRenderingContext) {}
|
||||
|
||||
public getUniforms(uniforms: any): any {
|
||||
return {
|
||||
|
|
@ -23,34 +22,12 @@ export class UniformsProvider {
|
|||
uvToWorld: this.uvToWorld,
|
||||
worldAreaInView: this.worldAreaInView,
|
||||
squareToAspectRatio: this.squareToAspectRatio,
|
||||
squareToAspectRatioTimes2: vec2.scale(vec2.create(), this.squareToAspectRatio, 2),
|
||||
scaleWorldLengthToNDC: this.scaleWorldLengthToNDC,
|
||||
transformWorldToNDC: this.transformWorldToNDC,
|
||||
squareToAspectRatioTimes2: vec2.scale(vec2.create(), this.squareToAspectRatio, 2),
|
||||
};
|
||||
}
|
||||
|
||||
private getScreenToWorldTransform(screenSize: vec2) {
|
||||
const transform = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
|
||||
mat2d.scale(
|
||||
transform,
|
||||
transform,
|
||||
vec2.divide(vec2.create(), this.worldAreaInView, screenSize)
|
||||
);
|
||||
mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
|
||||
|
||||
return transform;
|
||||
}
|
||||
|
||||
public uvToWorldCoordinate(screenUvPosition: vec2): vec2 {
|
||||
const resolution = vec2.fromValues(this.gl.canvas.width, this.gl.canvas.height);
|
||||
|
||||
return vec2.transformMat2d(
|
||||
vec2.create(),
|
||||
vec2.multiply(vec2.create(), screenUvPosition, resolution),
|
||||
this.getScreenToWorldTransform(resolution)
|
||||
);
|
||||
}
|
||||
|
||||
public getViewArea(): vec2 {
|
||||
return this.worldAreaInView;
|
||||
}
|
||||
|
|
@ -91,4 +68,19 @@ export class UniformsProvider {
|
|||
this.uvToWorld = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
|
||||
mat2d.scale(this.uvToWorld, this.uvToWorld, this.worldAreaInView);
|
||||
}
|
||||
|
||||
public screenToWorldPosition(screenPosition: vec2): vec2 {
|
||||
const resolution = vec2.fromValues(this.gl.canvas.width, this.gl.canvas.height);
|
||||
|
||||
const transform = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
|
||||
|
||||
mat2d.scale(
|
||||
transform,
|
||||
transform,
|
||||
vec2.divide(vec2.create(), this.worldAreaInView, resolution)
|
||||
);
|
||||
mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
|
||||
|
||||
return vec2.transformMat2d(vec2.create(), screenPosition, transform);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,3 @@
|
|||
import { vec3 } from 'gl-matrix';
|
||||
import { DrawableDescriptor } from './drawables/drawable-descriptor';
|
||||
import { Insights } from './graphics/rendering/insights';
|
||||
import { Renderer } from './graphics/rendering/renderer';
|
||||
|
|
@ -32,12 +31,11 @@ applyArrayPlugins();
|
|||
export async function compile(
|
||||
canvas: HTMLCanvasElement,
|
||||
descriptors: Array<DrawableDescriptor>,
|
||||
palette: Array<vec3>,
|
||||
settings: Partial<StartupSettings> = {}
|
||||
): Promise<Renderer> {
|
||||
return Insights.measureFunction('startup', async () => {
|
||||
const renderer = new RendererImplementation(canvas, descriptors);
|
||||
await renderer.initialize(palette, settings);
|
||||
await renderer.initialize(settings);
|
||||
return renderer;
|
||||
});
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue