Add more improvements

This commit is contained in:
schmelczerandras 2020-09-16 14:45:08 +02:00
parent e1c74a8054
commit bc16bdd62e
29 changed files with 288 additions and 160 deletions

View file

@ -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();