Add more improvements
This commit is contained in:
parent
e1c74a8054
commit
bc16bdd62e
29 changed files with 288 additions and 160 deletions
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@ -1,5 +1,4 @@
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import { mat2d, vec2, vec3 } from 'gl-matrix';
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import { settings } from '../../graphics/settings';
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import { Drawable } from '../drawable';
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import { DrawableDescriptor } from '../drawable-descriptor';
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@ -8,7 +7,7 @@ export class CircleLight extends Drawable {
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return {
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uniformName: 'circleLights',
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uniformCountMacroName: 'CIRCLE_LIGHT_COUNT',
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shaderCombinationSteps: settings.shaderCombinations.circleLightSteps,
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shaderCombinationSteps: [0, 1, 2, 4],
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empty: new CircleLight(vec2.fromValues(0, 0), 0, vec3.fromValues(0, 0, 0), 0),
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};
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}
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@ -1,5 +1,4 @@
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import { mat2d, vec2, vec3 } from 'gl-matrix';
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import { settings } from '../../graphics/settings';
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import { Drawable } from '../drawable';
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import { DrawableDescriptor } from '../drawable-descriptor';
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@ -8,7 +7,7 @@ export class Flashlight extends Drawable {
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return {
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uniformName: 'flashlights',
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uniformCountMacroName: 'FLASHLIGHT_COUNT',
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shaderCombinationSteps: settings.shaderCombinations.flashlightSteps,
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shaderCombinationSteps: [0, 1, 2, 4],
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empty: new Flashlight(
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vec2.fromValues(0, 0),
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vec2.fromValues(0, 0),
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@ -13,10 +13,16 @@ export class Circle extends Drawable {
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}[CIRCLE_COUNT] circles;
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void circleMinDistance(inout float minDistance, inout float color) {
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float circleMinDistance = minDistance;
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for (int i = 0; i < CIRCLE_COUNT; i++) {
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float dist = distance(circles[i].center, position) - circles[i].radius;
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minDistance = min(minDistance, dist);
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circleMinDistance = min(circleMinDistance, dist);
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}
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minDistance = min(minDistance, circleMinDistance);
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color = mix(2.0, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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circleMinDistance
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));
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}
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`,
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distanceFunctionName: 'circleMinDistance',
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@ -32,8 +38,8 @@ export class Circle extends Drawable {
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super();
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}
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public distance(position: vec2): number {
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return vec2.dist(this.center, position) - this.radius;
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public distance(target: vec2): number {
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return vec2.dist(this.center, target) - this.radius;
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}
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protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
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93
src/drawables/shapes/tunnel.ts
Normal file
93
src/drawables/shapes/tunnel.ts
Normal file
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@ -0,0 +1,93 @@
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import { mat2d, vec2 } from 'gl-matrix';
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import { clamp01 } from '../../helper/clamp';
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import { mix } from '../../helper/mix';
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import { Drawable } from '../drawable';
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import { DrawableDescriptor } from '../drawable-descriptor';
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export class Tunnel extends Drawable {
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public readonly isInverted = false;
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public readonly toFromDelta: vec2;
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public static get descriptor(): DrawableDescriptor {
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return {
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sdf: {
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shader: `
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uniform struct Tunnel {
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vec2 from;
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vec2 toFromDelta;
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float fromRadius;
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float toRadius;
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float inverted;
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}[TUNNEL_COUNT] tunnels;
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void tunnelMinDistance(inout float minDistance, inout float color) {
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float tunnelMinDistance = minDistance;
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for (int i = 0; i < TUNNEL_COUNT; i++) {
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Tunnel tunnel = tunnels[i];
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vec2 targetFromDelta = position - tunnel.from;
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float h = clamp(
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dot(targetFromDelta, tunnel.toFromDelta)
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/ dot(tunnel.toFromDelta, tunnel.toFromDelta),
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0.0, 1.0
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);
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float lineDistance = -mix(
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tunnel.fromRadius, tunnel.toRadius, h
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) + tunnel.inverted * distance(
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targetFromDelta, tunnel.toFromDelta * h
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);
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tunnelMinDistance = min(tunnelMinDistance, lineDistance);
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}
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color = mix(2.0, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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-tunnelMinDistance
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));
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minDistance = -tunnelMinDistance;
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}
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`,
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distanceFunctionName: 'tunnelMinDistance',
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},
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uniformName: 'tunnels',
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uniformCountMacroName: 'TUNNEL_COUNT',
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shaderCombinationSteps: [0, 1, 2, 8, 32],
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empty: new Tunnel(vec2.fromValues(0, 0), vec2.fromValues(0, 0), 0, 0),
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};
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}
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constructor(
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public readonly from: vec2,
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public readonly to: vec2,
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public readonly fromRadius: number,
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public readonly toRadius: number
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) {
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super();
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this.toFromDelta = vec2.subtract(vec2.create(), to, from);
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}
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public distance(target: vec2): number {
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const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
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const h = clamp01(
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vec2.dot(targetFromDelta, this.toFromDelta) /
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vec2.dot(this.toFromDelta, this.toFromDelta)
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);
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return (
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vec2.distance(targetFromDelta, vec2.scale(vec2.create(), this.toFromDelta, h)) -
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mix(this.fromRadius, this.toRadius, h)
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);
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}
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protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
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return {
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from: vec2.transformMat2d(vec2.create(), this.from, transform2d),
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toFromDelta: vec2.scale(vec2.create(), this.toFromDelta, transform1d),
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fromRadius: this.fromRadius * transform1d,
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toRadius: this.toRadius * transform1d,
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inverted: this.isInverted ? -1 : 1,
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};
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}
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}
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@ -3,7 +3,7 @@ import { checkShader } from './check-shader';
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export const checkProgram = (gl: WebGL2RenderingContext, program: WebGLProgram) => {
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const success = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (!success) {
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if (!success && !gl.isContextLost()) {
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gl.getAttachedShaders(program)?.forEach((s) => {
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checkShader(gl, s);
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});
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@ -1,7 +1,7 @@
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export const checkShader = (gl: WebGL2RenderingContext, shader: WebGLShader) => {
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const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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if (!success) {
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if (!success && !gl.isContextLost()) {
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throw new Error(gl.getShaderInfoLog(shader)!);
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}
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};
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@ -7,11 +7,8 @@ export const createProgram = (
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fragmentShaderSource: string,
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substitutions: { [name: string]: string }
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): WebGLProgram => {
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const program = gl.createProgram();
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if (!program) {
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throw new Error('Could not create program');
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}
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// can only return null on lost context
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const program = gl.createProgram()!;
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// const extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
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@ -43,5 +40,8 @@ export const createProgram = (
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checkProgram(gl, program);
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gl.deleteShader(vertexShader);
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gl.deleteShader(fragmentShader);
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return program;
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};
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@ -9,11 +9,8 @@ export const createShader = (
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return Number.isInteger(value) ? `${value}.0` : value;
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});
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const shader = gl.createShader(type);
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if (!shader) {
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throw new Error('Could not create shader');
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}
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// can only return null on lost context
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const shader = gl.createShader(type)!;
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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@ -1,8 +1,8 @@
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import { FrameBuffer } from './frame-buffer';
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export class DefaultFrameBuffer extends FrameBuffer {
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constructor(gl: WebGL2RenderingContext) {
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super(gl);
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constructor(gl: WebGL2RenderingContext, enableHighDpiRendering: boolean) {
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super(gl, enableHighDpiRendering);
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this.frameBuffer = null;
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this.setSize();
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}
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@ -1,16 +1,17 @@
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import { vec2 } from 'gl-matrix';
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import { settings } from '../../settings';
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export abstract class FrameBuffer {
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public renderScale = 1;
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public enableHighDpiRendering = settings.enableHighDpiRendering;
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protected size = vec2.create();
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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: WebGL2RenderingContext) {}
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constructor(
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protected gl: WebGL2RenderingContext,
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private enableHighDpiRendering: boolean
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) {}
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public bindAndClear(colorInput?: WebGLTexture) {
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this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
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private frameTexture: WebGLTexture;
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private floatLinearEnabled = false;
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constructor(gl: WebGL2RenderingContext) {
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super(gl);
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constructor(gl: WebGL2RenderingContext, enableHighDpiRendering: boolean) {
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super(gl, enableHighDpiRendering);
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enableExtension(gl, 'EXT_color_buffer_float');
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// it's okay
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}
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const texture = this.gl.createTexture();
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if (!texture) {
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throw new Error('Could not create texture');
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}
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this.frameTexture = texture;
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// can only return null on lost context
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this.frameTexture = this.gl.createTexture()!;
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this.configureTexture();
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const frameBuffer = this.gl.createFramebuffer();
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if (!frameBuffer) {
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throw new Error('Could not create frame buffer');
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}
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this.frameBuffer = frameBuffer;
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// can only return null on lost context
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this.frameBuffer = this.gl.createFramebuffer()!;
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this.configureFrameBuffer();
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this.setSize();
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@ -1,11 +1,13 @@
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import { Insights } from '../../rendering/insights';
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const extensions: Map<string, any> = new Map();
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const printExtensions = () => {
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const logExtensions = () => {
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const values = {};
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for (const [k, v] of extensions.entries()) {
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values[k] = v !== null;
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}
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//InfoText.modifyRecord('extensions', values);
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Insights.setValue('extensions', values);
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};
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export const tryEnableExtension = (
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@ -23,7 +25,7 @@ export const tryEnableExtension = (
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extensions.set(name, extension);
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printExtensions();
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logExtensions();
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return extension;
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};
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@ -1,3 +1,4 @@
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import { Insights } from '../../rendering/insights';
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import { enableExtension } from './enable-extension';
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// https://www.khronos.org/registry/webgl/extensions/EXT_disjoint_timer_query_webgl2/
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@ -37,7 +38,7 @@ export class WebGlStopwatch {
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this.gl.QUERY_RESULT
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);
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//InfoText.modifyRecord('Draw time', `${this.resultsInMilliSeconds.toFixed(2)} ms`);
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Insights.setValue('GPU draw time', `${this.resultsInMilliSeconds.toFixed(2)} ms`);
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this.isReady = true;
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}
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@ -35,11 +35,9 @@ export class FragmentShaderOnlyProgram extends Program {
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new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]),
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this.gl.STATIC_DRAW
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);
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const vao = this.gl.createVertexArray();
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if (!vao) {
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throw new Error('Could not create vertex array object');
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}
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this.vao = vao;
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// can only return null on lost context
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this.vao = this.gl.createVertexArray()!;
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this.gl.bindVertexArray(this.vao);
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this.gl.enableVertexAttribArray(positionAttributeLocation);
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@ -1,5 +1,4 @@
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import { mat2d, vec2 } from 'gl-matrix';
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import { settings } from '../../settings';
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import { createProgram } from '../compiling/create-program';
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import { loadUniform } from '../helper/load-uniform';
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import { IProgram } from './i-program';
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@ -20,7 +19,7 @@ export default abstract class Program implements IProgram {
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[vertexShaderSource, fragmentShaderSource]: [string, string],
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substitutions: { [name: string]: string }
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) {
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substitutions = { ...settings.shaderMacros, ...substitutions };
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substitutions = { ...substitutions };
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this.program = createProgram(
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this.gl,
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@ -18,7 +18,8 @@ export class UniformArrayAutoScalingProgram implements IProgram {
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constructor(
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private gl: WebGL2RenderingContext,
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shaderSources: [string, string],
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private descriptors: Array<DrawableDescriptor>
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private descriptors: Array<DrawableDescriptor>,
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private substitutions: { [name: string]: any }
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) {
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for (const combination of getCombinations(
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descriptors.map((o) => o.shaderCombinationSteps)
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@ -75,6 +76,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
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shaderSources: [string, string]
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): FragmentShaderOnlyProgram {
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const substitutions = {
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...this.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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21
src/graphics/rendering/insights.ts
Normal file
21
src/graphics/rendering/insights.ts
Normal file
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@ -0,0 +1,21 @@
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export class Insights {
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private static insights: any = {};
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public static setValue(key: string | Array<string>, value: any): void {
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if (Array.isArray(key)) {
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key.reduce((previousValue, currentKey) => {
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if (!Object.prototype.hasOwnProperty.call(previousValue, currentKey)) {
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previousValue[currentKey] = {};
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}
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return previousValue[currentKey];
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}, Insights.insights);
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} else {
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Insights.insights[key] = value;
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}
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}
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public static get values(): any {
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return Insights.insights;
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}
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}
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@ -2,13 +2,13 @@ import { vec2 } from 'gl-matrix';
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import { Drawable } from '../../drawables/drawable';
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export interface Renderer {
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setViewArea(topLeft: vec2, size: vec2): void;
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addDrawable(drawable: Drawable): void;
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renderDrawables(): void;
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autoscaleQuality(deltaTime: DOMHighResTimeStamp): void;
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readonly canvasSize: vec2;
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readonly insights: any;
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setViewArea(topLeft: vec2, size: vec2): void;
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setCursorPosition(position: vec2): void;
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addDrawable(drawable: Drawable): void;
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autoscaleQuality(deltaTime: DOMHighResTimeStamp): void;
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renderDrawables(): void;
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destroy(): void;
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}
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@ -3,7 +3,6 @@ import { Drawable } from '../../drawables/drawable';
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import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
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import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
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import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
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import { settings } from '../settings';
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export class RenderingPass {
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private drawables: Array<Drawable> = [];
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@ -13,12 +12,15 @@ export class RenderingPass {
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gl: WebGL2RenderingContext,
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shaderSources: [string, string],
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drawableDescriptors: Array<DrawableDescriptor>,
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private frame: FrameBuffer
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private frame: FrameBuffer,
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substitutions: { [name: string]: any },
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private tileMultiplier: number
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) {
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this.program = new UniformArrayAutoScalingProgram(
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gl,
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shaderSources,
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drawableDescriptors
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drawableDescriptors,
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substitutions
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);
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}
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@ -29,7 +31,7 @@ export class RenderingPass {
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public render(commonUniforms: any, inputTexture?: WebGLTexture) {
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this.frame.bindAndClear(inputTexture);
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const stepsInUV = 1 / settings.tileMultiplier;
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const stepsInUV = 1 / this.tileMultiplier;
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const worldR =
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0.5 *
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@ -41,7 +43,7 @@ export class RenderingPass {
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for (let x = -1; x < 1; x += stepsInNDC) {
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for (let y = -1; y < 1; y += stepsInNDC) {
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const uniforms = { ...commonUniforms, maxMinDistance: 0.0 };
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const uniforms = { ...commonUniforms, maxMinDistance: radiusInNDC };
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const ndcBottomLeft = vec2.fromValues(x, y);
|
||||
|
||||
|
|
|
|||
|
|
@ -13,37 +13,6 @@ in vec2 position;
|
|||
{declarations}
|
||||
|
||||
/*
|
||||
#if LINE_COUNT > 0
|
||||
uniform struct {
|
||||
vec2 from;
|
||||
vec2 toFromDelta;
|
||||
float fromRadius;
|
||||
float toRadius;
|
||||
}[LINE_COUNT] lines;
|
||||
|
||||
void lineMinDistance(inout float minDistance, inout float color) {
|
||||
float myMinDistance = maxMinDistance;
|
||||
for (int i = 0; i < LINE_COUNT; i++) {
|
||||
vec2 targetFromDelta = position - lines[i].from;
|
||||
vec2 toFromDelta = lines[i].toFromDelta;
|
||||
|
||||
float h = clamp(
|
||||
dot(targetFromDelta, toFromDelta) / dot(toFromDelta, toFromDelta),
|
||||
0.0, 1.0
|
||||
);
|
||||
|
||||
float lineDistance = -mix(
|
||||
lines[i].fromRadius, lines[i].toRadius, h
|
||||
) + distance(
|
||||
targetFromDelta, toFromDelta * h
|
||||
);
|
||||
|
||||
myMinDistance = min(myMinDistance, lineDistance);
|
||||
}
|
||||
|
||||
color = mix(0.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, -myMinDistance));
|
||||
minDistance = -myMinDistance;
|
||||
}
|
||||
#endif
|
||||
#if BLOB_COUNT > 0
|
||||
uniform struct {
|
||||
|
|
@ -93,7 +62,7 @@ in vec2 position;
|
|||
out vec2 fragmentColor;
|
||||
|
||||
void main() {
|
||||
float minDistance = 10.0; //-maxMinDistance;
|
||||
float minDistance = maxMinDistance;
|
||||
float color = 1.0;
|
||||
|
||||
{functionCalls}
|
||||
|
|
@ -3,9 +3,11 @@
|
|||
precision lowp float;
|
||||
|
||||
#define INFINITY 1000.0
|
||||
#define LIGHT_DROP_INSIDE_RATIO 0.3
|
||||
#define LIGHT_DROP_INSIDE_RATIO 0.5
|
||||
#define AMBIENT_LIGHT vec3(0.25, 0.15, 0.25)
|
||||
#define SHADOW_HARDNESS 150.0
|
||||
#define HARD_SHADOW_TRACE_COUNT {hardShadowTraceCount}
|
||||
#define SOFT_SHADOW_TRACE_COUNT {softShadowTraceCount}
|
||||
|
||||
{macroDefinitions}
|
||||
|
||||
|
|
@ -18,9 +20,7 @@ in vec2 position;
|
|||
in vec2 uvCoordinates;
|
||||
|
||||
vec3[3] colors = vec3[](
|
||||
vec3(0.4, 0.35, 0.6), // cave color
|
||||
vec3(0.0, 1.0, 0.0),
|
||||
vec3(0.0, 0.0, 1.0)
|
||||
{palette}
|
||||
);
|
||||
|
||||
float getDistance(in vec2 target, out vec3 color) {
|
||||
|
|
@ -37,7 +37,7 @@ float softShadowTransparency(float startingDistance, float lightCenterDistance,
|
|||
float rayLength = startingDistance;
|
||||
float q = 1.0 / SHADOW_HARDNESS;
|
||||
|
||||
for (int j = 0; j < 128; j++) {
|
||||
for (int j = 0; j < SOFT_SHADOW_TRACE_COUNT; j++) {
|
||||
float minDistance = getDistance(uvCoordinates + direction * rayLength);
|
||||
|
||||
q = min(q, minDistance / rayLength);
|
||||
|
|
@ -54,7 +54,7 @@ float softShadowTransparency(float startingDistance, float lightCenterDistance,
|
|||
float hardShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
|
||||
float rayLength = startingDistance;
|
||||
|
||||
for (int j = 0; j < 32; j++) {
|
||||
for (int j = 0; j < HARD_SHADOW_TRACE_COUNT; j++) {
|
||||
rayLength += getDistance(uvCoordinates + direction * rayLength);
|
||||
}
|
||||
|
||||
9
src/graphics/rendering/webgl2-renderer-settings.ts
Normal file
9
src/graphics/rendering/webgl2-renderer-settings.ts
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
export interface WebGl2RendererSettings {
|
||||
enableHighDpiRendering: boolean;
|
||||
enableStopwatch: boolean;
|
||||
tileMultiplier: number;
|
||||
shaderMacros: {
|
||||
softShadowTraceCount: string;
|
||||
hardShadowTraceCount: string;
|
||||
};
|
||||
}
|
||||
|
|
@ -1,19 +1,21 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { vec2, vec3 } from 'gl-matrix';
|
||||
import { Drawable } from '../../drawables/drawable';
|
||||
import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
|
||||
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';
|
||||
import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
|
||||
import distanceFragmentShader from '../shaders/distance-fs.glsl';
|
||||
import distanceVertexShader from '../shaders/distance-vs.glsl';
|
||||
import lightsFragmentShader from '../shaders/shading-fs.glsl';
|
||||
import lightsVertexShader from '../shaders/shading-vs.glsl';
|
||||
import { FpsAutoscaler } from './fps-autoscaler';
|
||||
import { Insights } from './insights';
|
||||
import { Renderer } from './renderer';
|
||||
import { RenderingPass } from './rendering-pass';
|
||||
import { RenderingPassName } from './rendering-pass-name';
|
||||
import distanceFragmentShader from './shaders/distance-fs.glsl';
|
||||
import distanceVertexShader from './shaders/distance-vs.glsl';
|
||||
import lightsFragmentShader from './shaders/shading-fs.glsl';
|
||||
import lightsVertexShader from './shaders/shading-vs.glsl';
|
||||
import { UniformsProvider } from './uniforms-provider';
|
||||
import { WebGl2RendererSettings } from './webgl2-renderer-settings';
|
||||
|
||||
export class WebGl2Renderer implements Renderer {
|
||||
private gl: WebGL2RenderingContext;
|
||||
|
|
@ -24,24 +26,54 @@ export class WebGl2Renderer implements Renderer {
|
|||
private passes: { [key in keyof typeof RenderingPassName]: RenderingPass };
|
||||
private autoscaler: FpsAutoscaler;
|
||||
|
||||
constructor(private canvas: HTMLCanvasElement, descriptors: Array<DrawableDescriptor>) {
|
||||
private static defaultSettings: WebGl2RendererSettings = {
|
||||
enableHighDpiRendering: true,
|
||||
enableStopwatch: true,
|
||||
tileMultiplier: 8,
|
||||
shaderMacros: {
|
||||
softShadowTraceCount: '128',
|
||||
hardShadowTraceCount: '32',
|
||||
},
|
||||
};
|
||||
|
||||
constructor(
|
||||
private canvas: HTMLCanvasElement,
|
||||
descriptors: Array<DrawableDescriptor>,
|
||||
palette: Array<vec3>,
|
||||
settingsOverrides: Partial<WebGl2RendererSettings>
|
||||
) {
|
||||
const settings = { ...WebGl2Renderer.defaultSettings, ...settingsOverrides };
|
||||
|
||||
this.gl = getWebGl2Context(canvas);
|
||||
|
||||
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
|
||||
this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
|
||||
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(
|
||||
this.gl,
|
||||
settings.enableHighDpiRendering
|
||||
);
|
||||
this.lightingFrameBuffer = new DefaultFrameBuffer(
|
||||
this.gl,
|
||||
settings.enableHighDpiRendering
|
||||
);
|
||||
|
||||
this.passes = {
|
||||
[RenderingPassName.distance]: new RenderingPass(
|
||||
this.gl,
|
||||
[distanceVertexShader, distanceFragmentShader],
|
||||
descriptors.filter(WebGl2Renderer.hasSdf),
|
||||
this.distanceFieldFrameBuffer
|
||||
this.distanceFieldFrameBuffer,
|
||||
settings.shaderMacros,
|
||||
settings.tileMultiplier
|
||||
),
|
||||
[RenderingPassName.pixel]: new RenderingPass(
|
||||
this.gl,
|
||||
[lightsVertexShader, lightsFragmentShader],
|
||||
descriptors.filter((d) => !WebGl2Renderer.hasSdf(d)),
|
||||
this.lightingFrameBuffer
|
||||
this.lightingFrameBuffer,
|
||||
{
|
||||
palette: this.generatePaletteCode(palette),
|
||||
...settings.shaderMacros,
|
||||
},
|
||||
settings.tileMultiplier
|
||||
),
|
||||
};
|
||||
|
||||
|
|
@ -55,13 +87,26 @@ export class WebGl2Renderer implements Renderer {
|
|||
(this.uniformsProvider.softShadowsEnabled = v as boolean),
|
||||
});
|
||||
|
||||
try {
|
||||
this.stopwatch = new WebGlStopwatch(this.gl);
|
||||
} catch {
|
||||
// no problem
|
||||
if (settings.enableStopwatch) {
|
||||
try {
|
||||
this.stopwatch = new WebGlStopwatch(this.gl);
|
||||
} catch {
|
||||
// no problem
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public get insights(): any {
|
||||
return Insights.values;
|
||||
}
|
||||
|
||||
public destroy(): void {
|
||||
// todo
|
||||
/*const extension = enableExtension(this.gl, 'WEBGL_lose_context');
|
||||
extension.loseContext();
|
||||
extension.restoreContext();*/
|
||||
}
|
||||
|
||||
private static hasSdf(descriptor: DrawableDescriptor) {
|
||||
return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
|
||||
}
|
||||
|
|
@ -78,6 +123,18 @@ export class WebGl2Renderer implements Renderer {
|
|||
this.autoscaler.autoscale(deltaTime);
|
||||
}
|
||||
|
||||
private generatePaletteCode(palette: Array<vec3>) {
|
||||
const numberToGlslFloat = (n) => (Number.isInteger(n) ? `${n}.0` : `${n}`);
|
||||
return palette
|
||||
.map(
|
||||
(c) =>
|
||||
`vec3(${numberToGlslFloat(c[0])}, ${numberToGlslFloat(
|
||||
c[1]
|
||||
)}, ${numberToGlslFloat(c[2])})`
|
||||
)
|
||||
.join(',\n');
|
||||
}
|
||||
|
||||
public renderDrawables() {
|
||||
this.stopwatch?.start();
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,4 @@
|
|||
export const settings = {
|
||||
enableHighDpiRendering: true,
|
||||
qualityScaling: {
|
||||
targetDeltaTimeInMilliseconds: 20,
|
||||
deltaTimeError: 2,
|
||||
|
|
@ -48,11 +47,4 @@ export const settings = {
|
|||
multiplicativeDecrease: 1.05,
|
||||
},
|
||||
},
|
||||
tileMultiplier: 8,
|
||||
shaderMacros: {},
|
||||
shaderCombinations: {
|
||||
circleLightSteps: [0, 1],
|
||||
circleSteps: [0, 1, 16],
|
||||
flashlightSteps: [0, 1],
|
||||
},
|
||||
};
|
||||
|
|
|
|||
|
|
@ -10,40 +10,22 @@ declare global {
|
|||
}
|
||||
}
|
||||
|
||||
export const applyArrayPlugins = () => {
|
||||
Object.defineProperty(Array.prototype, 'x', {
|
||||
get() {
|
||||
return this[0];
|
||||
},
|
||||
set(value) {
|
||||
this[0] = value;
|
||||
},
|
||||
});
|
||||
|
||||
Object.defineProperty(Array.prototype, 'y', {
|
||||
get() {
|
||||
return this[1];
|
||||
},
|
||||
set(value) {
|
||||
this[1] = value;
|
||||
},
|
||||
});
|
||||
|
||||
Object.defineProperty(Float32Array.prototype, 'x', {
|
||||
get() {
|
||||
return this[0];
|
||||
},
|
||||
set(value) {
|
||||
this[0] = value;
|
||||
},
|
||||
});
|
||||
|
||||
Object.defineProperty(Float32Array.prototype, 'y', {
|
||||
get() {
|
||||
return this[1];
|
||||
},
|
||||
set(value) {
|
||||
this[1] = value;
|
||||
},
|
||||
});
|
||||
const setIndexAlias = (name: string, index: number, type: any) => {
|
||||
if (!Object.prototype.hasOwnProperty.call(type.prototype, name)) {
|
||||
Object.defineProperty(type.prototype, name, {
|
||||
get() {
|
||||
return this[index];
|
||||
},
|
||||
set(value) {
|
||||
this[index] = value;
|
||||
},
|
||||
});
|
||||
}
|
||||
};
|
||||
|
||||
export const applyArrayPlugins = () => {
|
||||
setIndexAlias('x', 0, Array);
|
||||
setIndexAlias('y', 1, Array);
|
||||
setIndexAlias('x', 0, Float32Array);
|
||||
setIndexAlias('y', 1, Float32Array);
|
||||
};
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
import { Insights } from '../graphics/rendering/insights';
|
||||
import { clamp } from './clamp';
|
||||
import { mix } from './mix';
|
||||
|
||||
|
|
@ -54,6 +55,6 @@ export class Autoscaler {
|
|||
this.setters[key](current);
|
||||
}
|
||||
|
||||
//InfoText.modifyRecord('quality', result);
|
||||
Insights.setValue('quality', result);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
10
src/main.ts
10
src/main.ts
|
|
@ -1,20 +1,24 @@
|
|||
import { glMatrix } from 'gl-matrix';
|
||||
import { glMatrix, vec3 } from 'gl-matrix';
|
||||
import { DrawableDescriptor } from './drawables/drawable-descriptor';
|
||||
import { Renderer } from './graphics/rendering/renderer';
|
||||
import { WebGl2Renderer } from './graphics/rendering/webgl2-renderer';
|
||||
import { WebGl2RendererSettings } from './graphics/rendering/webgl2-renderer-settings';
|
||||
import { applyArrayPlugins } from './helper/array';
|
||||
|
||||
export { Drawable } from './drawables/drawable';
|
||||
export { CircleLight } from './drawables/lights/circle-light';
|
||||
export { Flashlight } from './drawables/lights/flashlight';
|
||||
export { Circle } from './drawables/shapes/circle';
|
||||
export { Tunnel } from './drawables/shapes/tunnel';
|
||||
export { RenderingPassName } from './graphics/rendering/rendering-pass-name';
|
||||
|
||||
export const compile = (
|
||||
canvas: HTMLCanvasElement,
|
||||
descriptors: Array<DrawableDescriptor>
|
||||
descriptors: Array<DrawableDescriptor>,
|
||||
palette: Array<vec3>,
|
||||
settings: Partial<WebGl2RendererSettings> = {}
|
||||
): Renderer => {
|
||||
glMatrix.setMatrixArrayType(Array);
|
||||
applyArrayPlugins();
|
||||
return new WebGl2Renderer(canvas, descriptors);
|
||||
return new WebGl2Renderer(canvas, descriptors, palette, settings);
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue