Fix lights

This commit is contained in:
schmelczerandras 2020-09-20 19:23:22 +02:00
parent 13843f87a8
commit e44be0c5ee
17 changed files with 179 additions and 117 deletions

View file

@ -1,6 +1,7 @@
import { vec2, vec3 } from 'gl-matrix';
import { Drawable } from '../../drawables/drawable';
import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
import { LightDrawable } from '../../drawables/lights/light-drawable';
import { msToString } from '../../helper/ms-to-string';
import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
@ -9,9 +10,9 @@ import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
import { ParallelCompiler } from '../graphics-library/parallel-compiler';
import { FpsAutoscaler } from './fps-autoscaler';
import { Insights } from './insights';
import { DistanceRenderPass } from './render-pass/distance-render-pass';
import { LightsRenderPass } from './render-pass/lights-render-pass';
import { Renderer } from './renderer';
import { RenderingPass } from './rendering-pass';
import { RenderingPassName } from './rendering-pass-name';
import { RuntimeSettings } from './settings/runtime-settings';
import { StartupSettings } from './settings/startup-settings';
import distanceFragmentShader from './shaders/distance-fs.glsl';
@ -20,15 +21,14 @@ import lightsFragmentShader from './shaders/shading-fs.glsl';
import lightsVertexShader from './shaders/shading-vs.glsl';
import { UniformsProvider } from './uniforms-provider';
type Passes = { [key in keyof typeof RenderingPassName]: RenderingPass };
export class WebGl2Renderer implements Renderer {
private gl: WebGL2RenderingContext;
private stopwatch?: WebGlStopwatch;
private uniformsProvider: UniformsProvider;
private distanceFieldFrameBuffer: IntermediateFrameBuffer;
private distancePass: DistanceRenderPass;
private lightsPass: LightsRenderPass;
private lightingFrameBuffer: DefaultFrameBuffer;
private passes: Passes;
private autoscaler: FpsAutoscaler;
private applyRuntimeSettings: {
@ -39,12 +39,10 @@ export class WebGl2Renderer implements Renderer {
this.lightingFrameBuffer.enableHighDpiRendering = v;
},
tileMultiplier: (v) => {
this.passes[RenderingPassName.distance].tileMultiplier = v;
this.passes[RenderingPassName.pixel].tileMultiplier = 1;
this.distancePass.tileMultiplier = v;
},
isWorldInverted: (v) => {
this.passes[RenderingPassName.distance].isWorldInverted = v;
this.passes[RenderingPassName.pixel].isWorldInverted = v;
this.distancePass.isWorldInverted = v;
},
shadowLength: (v) => {
this.uniformsProvider.shadowLength = v;
@ -75,9 +73,8 @@ export class WebGl2Renderer implements Renderer {
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
this.passes = this.createPasses();
this.passes.pixel.tileMultiplier = 1;
this.distancePass = new DistanceRenderPass(this.gl, this.distanceFieldFrameBuffer);
this.lightsPass = new LightsRenderPass(this.gl, this.lightingFrameBuffer);
this.uniformsProvider = new UniformsProvider(this.gl);
@ -88,21 +85,6 @@ export class WebGl2Renderer implements Renderer {
});
}
private createPasses(): Passes {
return {
[RenderingPassName.distance]: new RenderingPass(
this.gl,
this.distanceFieldFrameBuffer,
RenderingPassName.distance
),
[RenderingPassName.pixel]: new RenderingPass(
this.gl,
this.lightingFrameBuffer,
RenderingPassName.pixel
),
};
}
public async initialize(
palette: Array<vec3>,
settingsOverrides: Partial<StartupSettings>
@ -112,14 +94,14 @@ export class WebGl2Renderer implements Renderer {
const promises: Array<Promise<void>> = [];
promises.push(
this.passes[RenderingPassName.distance].initialize(
this.distancePass.initialize(
[distanceVertexShader, distanceFragmentShader],
this.descriptors.filter(WebGl2Renderer.hasSdf)
)
);
promises.push(
this.passes[RenderingPassName.pixel].initialize(
this.lightsPass.initialize(
[lightsVertexShader, lightsFragmentShader],
this.descriptors.filter((d) => !WebGl2Renderer.hasSdf(d)),
{
@ -150,9 +132,9 @@ export class WebGl2Renderer implements Renderer {
public addDrawable(drawable: Drawable): void {
if (WebGl2Renderer.hasSdf((drawable.constructor as typeof Drawable).descriptor)) {
this.passes[RenderingPassName.distance].addDrawable(drawable);
this.distancePass.addDrawable(drawable);
} else {
this.passes[RenderingPassName.pixel].addDrawable(drawable);
this.lightsPass.addDrawable(drawable as LightDrawable);
}
}
@ -193,10 +175,8 @@ export class WebGl2Renderer implements Renderer {
shadingNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
};
this.passes[RenderingPassName.distance].render(
this.uniformsProvider.getUniforms(common)
);
this.passes[RenderingPassName.pixel].render(
this.distancePass.render(this.uniformsProvider.getUniforms(common));
this.lightsPass.render(
this.uniformsProvider.getUniforms(common),
this.distanceFieldFrameBuffer.colorTexture
);
@ -219,7 +199,7 @@ export class WebGl2Renderer implements Renderer {
}
public destroy(): void {
this.passes.distance.destroy();
this.passes.pixel.destroy();
this.distancePass.destroy();
this.lightsPass.destroy();
}
}