Add more improvements
This commit is contained in:
parent
e1c74a8054
commit
bc16bdd62e
29 changed files with 288 additions and 160 deletions
21
src/graphics/rendering/insights.ts
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21
src/graphics/rendering/insights.ts
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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);
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72
src/graphics/rendering/shaders/distance-fs.glsl
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72
src/graphics/rendering/shaders/distance-fs.glsl
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@ -0,0 +1,72 @@
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#version 300 es
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precision lowp float;
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#define SURFACE_OFFSET 0.001
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uniform float maxMinDistance;
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uniform float distanceNdcPixelSize;
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in vec2 position;
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{macroDefinitions}
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{declarations}
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/*
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#endif
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#if BLOB_COUNT > 0
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uniform struct {
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vec2 headCenter;
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vec2 leftFootCenter;
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vec2 rightFootCenter;
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float headRadius;
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float footRadius;
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float k;
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}[BLOB_COUNT] blobs;
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float smoothMin(float a, float b)
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{
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const float k = 2.0;
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a = pow(a, k);
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b = pow(b, k);
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return pow((a * b) / (a + b), 1.0 / k);
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}
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float circleMinDistance(vec2 circleCenter, float radius) {
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return distance(position, circleCenter) - radius;
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}
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void blobMinDistance(inout float minDistance, inout float color) {
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for (int i = 0; i < BLOB_COUNT; i++) {
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float headDistance = circleMinDistance(blobs[i].headCenter, blobs[i].headRadius);
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float leftFootDistance = circleMinDistance(blobs[i].leftFootCenter, blobs[i].footRadius);
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float rightFootDistance = circleMinDistance(blobs[i].rightFootCenter, blobs[i].footRadius);
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float res = min(
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smoothMin(headDistance, leftFootDistance),
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smoothMin(headDistance, rightFootDistance)
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);
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res = min(100.0, headDistance);
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res = min(res, leftFootDistance);
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res = min(res, rightFootDistance);
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//color = mix(2.0, color, step(distanceUvPixelSize + SURFACE_OFFSET, res));
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minDistance = min(minDistance, res);
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color = mix(2.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, res));
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}
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}
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#endif
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*/
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out vec2 fragmentColor;
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void main() {
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float minDistance = maxMinDistance;
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float color = 1.0;
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{functionCalls}
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// minDistance / 2.0: NDC to UV scale
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fragmentColor = vec2(minDistance / 2.0, color);
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}
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15
src/graphics/rendering/shaders/distance-vs.glsl
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15
src/graphics/rendering/shaders/distance-vs.glsl
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#version 300 es
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precision lowp float;
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uniform mat3 modelTransform;
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uniform vec2 squareToAspectRatio;
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in vec4 vertexPosition;
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out vec2 position;
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void main() {
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vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
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gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
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position = vertexPosition2D.xy * squareToAspectRatio;
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}
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175
src/graphics/rendering/shaders/shading-fs.glsl
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175
src/graphics/rendering/shaders/shading-fs.glsl
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@ -0,0 +1,175 @@
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#version 300 es
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precision lowp float;
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#define INFINITY 1000.0
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#define LIGHT_DROP_INSIDE_RATIO 0.5
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#define AMBIENT_LIGHT vec3(0.25, 0.15, 0.25)
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#define SHADOW_HARDNESS 150.0
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#define HARD_SHADOW_TRACE_COUNT {hardShadowTraceCount}
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#define SOFT_SHADOW_TRACE_COUNT {softShadowTraceCount}
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{macroDefinitions}
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uniform bool softShadowsEnabled;
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uniform vec2 squareToAspectRatioTimes2;
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uniform float shadingNdcPixelSize;
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uniform sampler2D distanceTexture;
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in vec2 position;
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in vec2 uvCoordinates;
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vec3[3] 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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return values[0];
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}
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float getDistance(in vec2 target) {
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return texture(distanceTexture, target)[0];
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}
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float softShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
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float rayLength = startingDistance;
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float q = 1.0 / SHADOW_HARDNESS;
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for (int j = 0; j < SOFT_SHADOW_TRACE_COUNT; j++) {
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float minDistance = getDistance(uvCoordinates + direction * rayLength);
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q = min(q, minDistance / rayLength);
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rayLength += minDistance / 2.5;
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if (rayLength >= lightCenterDistance) {
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return q * SHADOW_HARDNESS;
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}
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}
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return 0.0;
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}
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float hardShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
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float rayLength = startingDistance;
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for (int j = 0; j < HARD_SHADOW_TRACE_COUNT; j++) {
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rayLength += getDistance(uvCoordinates + direction * rayLength);
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}
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return step(lightCenterDistance, rayLength);
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}
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float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
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return softShadowsEnabled ?
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softShadowTransparency(startingDistance, lightCenterDistance, direction) :
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hardShadowTransparency(startingDistance, lightCenterDistance, direction);
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}
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#if CIRCLE_LIGHT_COUNT > 0
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uniform struct CircleLight {
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vec2 center;
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float lightDrop;
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vec3 value;
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}[CIRCLE_LIGHT_COUNT] circleLights;
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in vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
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vec3 colorInPosition(CircleLight light, out float lightCenterDistance) {
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lightCenterDistance = distance(light.center, position);
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return light.value / pow(
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lightCenterDistance / light.lightDrop + 1.0, 2.0
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);
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}
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vec3 colorInPositionInside(CircleLight light) {
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float lightCenterDistance = distance(light.center, position);
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return light.value / pow(
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lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
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);
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}
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#endif
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#if FLASHLIGHT_COUNT > 0
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uniform struct Flashlight {
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vec2 center;
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vec2 direction;
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float lightDrop;
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vec3 value;
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}[FLASHLIGHT_COUNT] flashlights;
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in vec2[FLASHLIGHT_COUNT] flashlightDirections;
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float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
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return smoothstep(0.0, 1.0, 10.0 * max(0.0, dot(targetDirection, lightDirection) - 0.9));
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}
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vec3 colorInPosition(Flashlight light, vec2 positionDirection, out float lightCenterDistance) {
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lightCenterDistance = distance(light.center, position);
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return intensityInDirection(light.direction, positionDirection) * light.value / pow(
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lightCenterDistance / light.lightDrop + 1.0, 2.0
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);
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}
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vec3 colorInPositionInside(Flashlight light, vec2 positionDirection) {
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float lightCenterDistance = distance(light.center, position);
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return intensityInDirection(light.direction, positionDirection) * light.value / pow(
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lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
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);
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}
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#endif
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out vec4 fragmentColor;
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void main() {
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vec3 lighting = AMBIENT_LIGHT;
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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 CIRCLE_LIGHT_COUNT > 0
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for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
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lighting += colorInPositionInside(circleLights[i]);
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}
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#endif
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#if FLASHLIGHT_COUNT > 0
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for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
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lighting += colorInPositionInside(flashlights[i], normalize(flashlightDirections[i]));
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}
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#endif
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} else {
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colorAtPosition = vec3(1.0);
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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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vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
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float lightCenterDistance;
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vec3 lightColorAtPosition = colorInPosition(circleLights[i], lightCenterDistance);
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lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
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}
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#endif
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#if FLASHLIGHT_COUNT > 0
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for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
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vec2 originalDirection = normalize(flashlightDirections[i]);
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vec2 direction = originalDirection / squareToAspectRatioTimes2;
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float lightCenterDistance;
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vec3 lightColorAtPosition = colorInPosition(flashlights[i], originalDirection, lightCenterDistance);
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if (length(lightColorAtPosition) < 0.01) {
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continue;
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}
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lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
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}
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#endif
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}
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fragmentColor = vec4(colorAtPosition * lighting, 1.0);
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}
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58
src/graphics/rendering/shaders/shading-vs.glsl
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58
src/graphics/rendering/shaders/shading-vs.glsl
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@ -0,0 +1,58 @@
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#version 300 es
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precision lowp float;
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{macroDefinitions}
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uniform mat3 modelTransform;
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in vec4 vertexPosition;
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out vec2 position;
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out vec2 uvCoordinates;
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uniform vec2 squareToAspectRatio;
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#if CIRCLE_LIGHT_COUNT > 0
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uniform struct CircleLight {
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vec2 center;
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float lightDrop;
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vec3 value;
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}[CIRCLE_LIGHT_COUNT] circleLights;
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out vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
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#endif
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#if FLASHLIGHT_COUNT > 0
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uniform struct Flashlight {
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vec2 center;
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vec2 direction;
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float lightDrop;
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vec3 value;
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}[FLASHLIGHT_COUNT] flashlights;
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out vec2[FLASHLIGHT_COUNT] flashlightDirections;
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#endif
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void main() {
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vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
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gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
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position = vertexPosition2D.xy * squareToAspectRatio;
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uvCoordinates = (vertexPosition2D * mat3(
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0.5, 0.0, 0.5,
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0.0, 0.5, 0.5,
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0.0, 0.0, 1.0
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)).xy;
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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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circleLightDirections[i] = circleLights[i].center - position;
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}
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#endif
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#if FLASHLIGHT_COUNT > 0
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for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
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flashlightDirections[i] = flashlights[i].center - position;
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}
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#endif
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}
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9
src/graphics/rendering/webgl2-renderer-settings.ts
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9
src/graphics/rendering/webgl2-renderer-settings.ts
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export interface WebGl2RendererSettings {
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enableHighDpiRendering: boolean;
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enableStopwatch: boolean;
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tileMultiplier: number;
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shaderMacros: {
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softShadowTraceCount: string;
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hardShadowTraceCount: string;
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};
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}
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@ -1,19 +1,21 @@
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import { vec2 } from 'gl-matrix';
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import { vec2, vec3 } 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 { 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 { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
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import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
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import distanceFragmentShader from '../shaders/distance-fs.glsl';
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import distanceVertexShader from '../shaders/distance-vs.glsl';
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import lightsFragmentShader from '../shaders/shading-fs.glsl';
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import lightsVertexShader from '../shaders/shading-vs.glsl';
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import { FpsAutoscaler } from './fps-autoscaler';
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import { Insights } from './insights';
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import { Renderer } from './renderer';
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import { RenderingPass } from './rendering-pass';
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import { RenderingPassName } from './rendering-pass-name';
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import distanceFragmentShader from './shaders/distance-fs.glsl';
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import distanceVertexShader from './shaders/distance-vs.glsl';
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import lightsFragmentShader from './shaders/shading-fs.glsl';
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import lightsVertexShader from './shaders/shading-vs.glsl';
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import { UniformsProvider } from './uniforms-provider';
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import { WebGl2RendererSettings } from './webgl2-renderer-settings';
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export class WebGl2Renderer implements Renderer {
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private gl: WebGL2RenderingContext;
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@ -24,24 +26,54 @@ export class WebGl2Renderer implements Renderer {
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private passes: { [key in keyof typeof RenderingPassName]: RenderingPass };
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private autoscaler: FpsAutoscaler;
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constructor(private canvas: HTMLCanvasElement, descriptors: Array<DrawableDescriptor>) {
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private static defaultSettings: WebGl2RendererSettings = {
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enableHighDpiRendering: true,
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enableStopwatch: true,
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tileMultiplier: 8,
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shaderMacros: {
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softShadowTraceCount: '128',
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hardShadowTraceCount: '32',
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},
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};
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constructor(
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private canvas: HTMLCanvasElement,
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descriptors: Array<DrawableDescriptor>,
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palette: Array<vec3>,
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settingsOverrides: Partial<WebGl2RendererSettings>
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) {
|
||||
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();
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue