Add more improvements
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parent
e1c74a8054
commit
bc16bdd62e
29 changed files with 288 additions and 160 deletions
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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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) {
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const settings = { ...WebGl2Renderer.defaultSettings, ...settingsOverrides };
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this.gl = getWebGl2Context(canvas);
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this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
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this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
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this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(
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this.gl,
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settings.enableHighDpiRendering
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);
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this.lightingFrameBuffer = new DefaultFrameBuffer(
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this.gl,
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settings.enableHighDpiRendering
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);
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this.passes = {
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[RenderingPassName.distance]: new RenderingPass(
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this.gl,
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[distanceVertexShader, distanceFragmentShader],
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descriptors.filter(WebGl2Renderer.hasSdf),
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this.distanceFieldFrameBuffer
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this.distanceFieldFrameBuffer,
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settings.shaderMacros,
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settings.tileMultiplier
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),
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[RenderingPassName.pixel]: new RenderingPass(
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this.gl,
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[lightsVertexShader, lightsFragmentShader],
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descriptors.filter((d) => !WebGl2Renderer.hasSdf(d)),
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this.lightingFrameBuffer
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this.lightingFrameBuffer,
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{
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palette: this.generatePaletteCode(palette),
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...settings.shaderMacros,
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},
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settings.tileMultiplier
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),
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};
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@ -55,13 +87,26 @@ export class WebGl2Renderer implements Renderer {
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(this.uniformsProvider.softShadowsEnabled = v as boolean),
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});
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try {
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this.stopwatch = new WebGlStopwatch(this.gl);
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} catch {
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// no problem
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if (settings.enableStopwatch) {
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try {
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this.stopwatch = new WebGlStopwatch(this.gl);
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} catch {
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// no problem
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}
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}
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}
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public get insights(): any {
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return Insights.values;
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}
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public destroy(): void {
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// todo
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/*const extension = enableExtension(this.gl, 'WEBGL_lose_context');
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extension.loseContext();
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extension.restoreContext();*/
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}
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private static hasSdf(descriptor: DrawableDescriptor) {
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return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
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}
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@ -78,6 +123,18 @@ export class WebGl2Renderer implements Renderer {
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this.autoscaler.autoscale(deltaTime);
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}
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private generatePaletteCode(palette: Array<vec3>) {
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const numberToGlslFloat = (n) => (Number.isInteger(n) ? `${n}.0` : `${n}`);
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return palette
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.map(
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(c) =>
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`vec3(${numberToGlslFloat(c[0])}, ${numberToGlslFloat(
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c[1]
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)}, ${numberToGlslFloat(c[2])})`
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)
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.join(',\n');
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}
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public renderDrawables() {
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this.stopwatch?.start();
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