Improve color handling approach
This commit is contained in:
parent
e53ca905af
commit
f29293c475
22 changed files with 259 additions and 181 deletions
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@ -1,33 +1,23 @@
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import { enableExtension } from '../helper/enable-extension';
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import { ColorTexture } from '../texture/color-texture';
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import { DistanceTexture } from '../texture/distance-texture';
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import { Texture } from '../texture/texture';
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import { UniversalRenderingContext } from '../universal-rendering-context';
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import { FrameBuffer } from './frame-buffer';
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/** @internal */
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export class IntermediateFrameBuffer extends FrameBuffer {
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private frameTexture: WebGLTexture;
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private floatEnabled = false;
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private floatLinearEnabled = false;
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private distanceTexture?: DistanceTexture;
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private colorTexture: ColorTexture;
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constructor(gl: UniversalRenderingContext) {
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super(gl);
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try {
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enableExtension(gl, 'EXT_color_buffer_float');
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this.floatEnabled = true;
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this.colorTexture = new ColorTexture(gl);
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enableExtension(gl, 'OES_texture_float_linear');
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this.floatLinearEnabled = true;
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} catch {
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// it's okay
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if (gl.isWebGL2) {
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this.distanceTexture = new DistanceTexture(gl);
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}
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// can only return null on lost context
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gl.activeTexture(gl.TEXTURE0);
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this.frameTexture = this.gl.createTexture()!;
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this.configureTexture();
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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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@ -35,74 +25,48 @@ export class IntermediateFrameBuffer extends FrameBuffer {
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}
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public destroy(): void {
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this.gl.deleteTexture(this.frameTexture);
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if (this.distanceTexture) {
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this.gl.deleteTexture(this.distanceTexture);
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}
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this.gl.deleteTexture(this.colorTexture);
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this.gl.deleteFramebuffer(this.frameBuffer);
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}
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public get colorTexture(): WebGLTexture {
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return this.frameTexture;
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public get textures(): Array<Texture> {
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return this.distanceTexture
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? [this.distanceTexture, this.colorTexture]
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: [this.colorTexture];
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}
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public setSize(): boolean {
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const hasChanged = super.setSize();
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if (hasChanged) {
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this.bind();
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this.gl.texImage2D(
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this.gl.TEXTURE_2D,
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0,
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this.floatEnabled ? this.gl.RG16F : this.gl.RGB,
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this.size.x,
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this.size.y,
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0,
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this.floatEnabled ? this.gl.RG : this.gl.RGB,
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this.floatEnabled ? this.gl.FLOAT : this.gl.UNSIGNED_BYTE,
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null
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);
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this.colorTexture.setSize(this.size);
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this.distanceTexture?.setSize(this.size);
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}
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return hasChanged;
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}
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private bind() {
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this.gl.activeTexture(this.gl.TEXTURE0);
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this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
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}
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private configureTexture() {
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this.bind();
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this.gl.texParameteri(
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this.gl.TEXTURE_2D,
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this.gl.TEXTURE_MAG_FILTER,
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this.floatLinearEnabled ? this.gl.LINEAR : this.gl.NEAREST
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);
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this.gl.texParameteri(
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this.gl.TEXTURE_2D,
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this.gl.TEXTURE_MIN_FILTER,
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this.floatLinearEnabled ? this.gl.LINEAR : this.gl.NEAREST
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);
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this.gl.texParameteri(
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this.gl.TEXTURE_2D,
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this.gl.TEXTURE_WRAP_S,
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this.gl.CLAMP_TO_EDGE
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);
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this.gl.texParameteri(
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this.gl.TEXTURE_2D,
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this.gl.TEXTURE_WRAP_T,
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this.gl.CLAMP_TO_EDGE
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);
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}
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private configureFrameBuffer() {
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this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
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const attachmentPoint = this.gl.COLOR_ATTACHMENT0;
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this.gl.framebufferTexture2D(
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this.gl.FRAMEBUFFER,
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attachmentPoint,
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this.gl.COLOR_ATTACHMENT0,
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this.gl.TEXTURE_2D,
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this.frameTexture,
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this.colorTexture.colorTexture,
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0
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);
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if (this.gl.isWebGL2) {
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this.gl.framebufferTexture2D(
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this.gl.FRAMEBUFFER,
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this.gl.COLOR_ATTACHMENT1,
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this.gl.TEXTURE_2D,
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this.distanceTexture!.colorTexture,
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0
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);
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}
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}
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}
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@ -174,9 +174,9 @@ export class UniformArrayAutoScalingProgram implements IProgram {
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objectMinDistance = ${
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descriptors[i].sdf!.distanceFunctionName
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}(position, objectColor);
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color = mix(
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objectColor / {paletteSize},
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objectColor,
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color,
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${
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descriptors[i].sdf?.isInverted
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31
src/graphics/graphics-library/texture/color-texture.ts
Normal file
31
src/graphics/graphics-library/texture/color-texture.ts
Normal file
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@ -0,0 +1,31 @@
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import { vec2 } from 'gl-matrix';
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import { UniversalRenderingContext } from '../universal-rendering-context';
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import { Texture } from './texture';
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import { FilteringOptions } from './texture-options';
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/** @internal */
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export class ColorTexture extends Texture {
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public static readonly textureUnitId = 0;
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constructor(gl: UniversalRenderingContext) {
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super(gl, ColorTexture.textureUnitId, {
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minFilter: FilteringOptions.LINEAR,
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maxFilter: FilteringOptions.LINEAR,
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});
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}
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public setSize(size: vec2) {
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this.bind();
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this.gl.texImage2D(
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this.gl.TEXTURE_2D,
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0,
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this.gl.RGBA,
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size.x,
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size.y,
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0,
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this.gl.RGBA,
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this.gl.UNSIGNED_BYTE,
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null
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);
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}
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}
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53
src/graphics/graphics-library/texture/distance-texture.ts
Normal file
53
src/graphics/graphics-library/texture/distance-texture.ts
Normal file
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@ -0,0 +1,53 @@
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import { vec2 } from 'gl-matrix';
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import { enableExtension } from '../helper/enable-extension';
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import { Texture } from './texture';
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import { FilteringOptions } from './texture-options';
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/** @internal */
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export class DistanceTexture extends Texture {
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public static readonly textureUnitId = 1;
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private floatEnabled = false;
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private floatLinearEnabled = false;
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constructor(gl: WebGL2RenderingContext) {
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super(gl, DistanceTexture.textureUnitId, {
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minFilter: FilteringOptions.NEAREST,
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maxFilter: FilteringOptions.NEAREST,
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});
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try {
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enableExtension(gl, 'EXT_color_buffer_float');
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this.floatEnabled = true;
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enableExtension(gl, 'OES_texture_float_linear');
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this.floatLinearEnabled = true;
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} catch {
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// it's okay
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}
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if (this.floatLinearEnabled) {
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this.setTextureOptions({
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minFilter: FilteringOptions.LINEAR,
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maxFilter: FilteringOptions.LINEAR,
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});
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}
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}
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public setSize(size: vec2) {
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this.bind();
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this.gl.texImage2D(
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this.gl.TEXTURE_2D,
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0,
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this.floatEnabled ? (this.gl as WebGL2RenderingContext).R16F : this.gl.RGBA,
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size.x,
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size.y,
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0,
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this.floatEnabled ? (this.gl as WebGL2RenderingContext).RED : this.gl.RGBA,
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this.floatEnabled
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? (this.gl as WebGL2RenderingContext).FLOAT
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: this.gl.UNSIGNED_BYTE,
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null
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);
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}
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}
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@ -4,8 +4,10 @@ import { Texture } from './texture';
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/** @internal */
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export class PaletteTexture extends Texture {
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public static readonly textureUnitId = 2;
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constructor(gl: UniversalRenderingContext, private readonly paletteSize: number) {
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super(gl, 1);
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super(gl, PaletteTexture.textureUnitId);
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}
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public setPalette(colors: Array<vec3 | vec4>) {
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@ -1,4 +1,3 @@
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import { UniversalRenderingContext } from '../universal-rendering-context';
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import { FilteringOptions, TextureOptions, WrapOptions } from './texture-options';
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/**
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@ -8,10 +7,17 @@ export class Texture {
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protected texture: WebGLTexture;
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constructor(
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protected readonly gl: UniversalRenderingContext,
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protected readonly gl: WebGLRenderingContext | WebGL2RenderingContext,
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private textureUnitId: number,
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textureOptionOverrides: Partial<TextureOptions> = {}
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) {
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this.texture = gl.createTexture()!;
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this.bind();
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this.setTextureOptions(textureOptionOverrides);
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}
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public setTextureOptions(textureOptionOverrides: Partial<TextureOptions> = {}) {
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const defaultTextureOptions: TextureOptions = {
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wrapS: WrapOptions.CLAMP_TO_EDGE,
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wrapT: WrapOptions.CLAMP_TO_EDGE,
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@ -24,14 +30,28 @@ export class Texture {
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...textureOptionOverrides,
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};
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this.texture = gl.createTexture()!;
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this.bind();
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl[textureOptions.wrapS]);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl[textureOptions.wrapT]);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl[textureOptions.minFilter]);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl[textureOptions.maxFilter]);
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this.gl.texParameteri(
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this.gl.TEXTURE_2D,
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this.gl.TEXTURE_WRAP_S,
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this.gl[textureOptions.wrapS]
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);
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this.gl.texParameteri(
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this.gl.TEXTURE_2D,
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this.gl.TEXTURE_WRAP_T,
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this.gl[textureOptions.wrapT]
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);
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this.gl.texParameteri(
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this.gl.TEXTURE_2D,
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this.gl.TEXTURE_MIN_FILTER,
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this.gl[textureOptions.minFilter]
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);
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this.gl.texParameteri(
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this.gl.TEXTURE_2D,
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this.gl.TEXTURE_MAG_FILTER,
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this.gl[textureOptions.maxFilter]
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);
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}
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public get colorTexture(): WebGLTexture {
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@ -23,7 +23,7 @@ const settings = {
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finalRenderScale: 1.0,
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},
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{
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distanceRenderScale: 1.0,
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distanceRenderScale: 0.5,
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finalRenderScale: 1.0,
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},
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],
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@ -15,8 +15,11 @@ export class DistanceRenderPass extends RenderPass {
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this.drawables.push(drawable);
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}
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public render(commonUniforms: any, ...inputTextures: Array<Texture>) {
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public render(commonUniforms: any, inputTextures: Array<Texture>) {
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this.frame.bindAndClear(inputTextures);
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if (this.gl.isWebGL2) {
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this.gl.drawBuffers([this.gl.COLOR_ATTACHMENT0, this.gl.COLOR_ATTACHMENT1]);
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}
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const stepsInUV = 1 / this.tileMultiplier;
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@ -14,14 +14,7 @@ export class LightsRenderPass extends RenderPass {
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this.drawables.push(drawable);
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}
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public render(
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commonUniforms: any,
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distanceTexture: WebGLTexture,
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inputTextures: Array<Texture>
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) {
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this.gl.activeTexture(this.gl.TEXTURE0);
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this.gl.bindTexture(this.gl.TEXTURE_2D, distanceTexture);
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public render(commonUniforms: any, inputTextures: Array<Texture>) {
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this.frame.bindAndClear(inputTextures);
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const tileCenterWorldCoordinates = vec2.transformMat2d(
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@ -2,11 +2,14 @@ import { vec2 } 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 { LightDrawable } from '../../../drawables/lights/light-drawable';
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import { colorToString } from '../../../helper/color-to-string';
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import { msToString } from '../../../helper/ms-to-string';
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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 { WebGlStopwatch } from '../../graphics-library/helper/stopwatch';
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import { ParallelCompiler } from '../../graphics-library/parallel-compiler';
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import { ColorTexture } from '../../graphics-library/texture/color-texture';
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import { DistanceTexture } from '../../graphics-library/texture/distance-texture';
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import { PaletteTexture } from '../../graphics-library/texture/palette-texture';
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import { Texture } from '../../graphics-library/texture/texture';
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import { TextureWithOptions } from '../../graphics-library/texture/texture-options';
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@ -56,12 +59,11 @@ export class RendererImplementation implements Renderer {
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},
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tileMultiplier: (v) => (this.distancePass.tileMultiplier = v),
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isWorldInverted: (v) => (this.distancePass.isWorldInverted = v),
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backgroundColor: (v) => (this.uniformsProvider.backgroundColor = v),
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textures: (v: { [textureName: string]: TexImageSource | TextureWithOptions }) => {
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this.textures.forEach((t) => t.destroy());
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this.textures = [];
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let id = 2;
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let id = 3;
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for (const key in v) {
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this.uniformsProvider.textures[key] = id;
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let texture: Texture;
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@ -113,8 +115,6 @@ export class RendererImplementation implements Renderer {
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vec2.fromValues(canvas.clientWidth, canvas.clientHeight)
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);
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this.queryPrecisions();
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this.autoscaler = new FpsAutoscaler({
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distanceRenderScale: (v) =>
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(this.distanceFieldFrameBuffer.renderScale = v as number),
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@ -143,6 +143,7 @@ export class RendererImplementation implements Renderer {
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compiler,
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{
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paletteSize: settings.paletteSize,
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backgroundColor: colorToString(settings.backgroundColor),
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}
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)
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);
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@ -155,6 +156,7 @@ export class RendererImplementation implements Renderer {
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compiler,
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{
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shadowTraceCount: settings.shadowTraceCount.toString(),
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backgroundColor: colorToString(settings.backgroundColor),
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}
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)
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);
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@ -162,7 +164,7 @@ export class RendererImplementation implements Renderer {
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await compiler.compilePrograms();
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await Promise.all(promises);
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if (settings.enableStopwatch) {
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if (settings.enableStopwatch && this.gl.isWebGL2) {
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try {
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this.stopwatch = new WebGlStopwatch(this.gl);
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} catch {
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|
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@ -179,30 +181,6 @@ export class RendererImplementation implements Renderer {
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return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
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}
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private queryPrecisions() {
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const precisionToObject = (shader: GLenum, precision: GLenum) => {
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const toExponent = (v: number): string => `2^${v}`;
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const p = this.gl.getShaderPrecisionFormat(shader, precision)!;
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return {
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range: `[${toExponent(p.rangeMin)}, ${toExponent(p.rangeMax)}]`,
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precision: toExponent(p.precision),
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};
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};
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Insights.setValue('precisions', {
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'vertex shader': {
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'low float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.LOW_FLOAT),
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'medium float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.MEDIUM_FLOAT),
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'high float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.HIGH_FLOAT),
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},
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'fragment shader': {
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'low float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.LOW_FLOAT),
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'medium float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.MEDIUM_FLOAT),
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'high float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.HIGH_FLOAT),
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},
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});
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}
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public addDrawable(drawable: Drawable): void {
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if (
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RendererImplementation.hasSdf((drawable.constructor as typeof Drawable).descriptor)
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|
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@ -235,20 +213,23 @@ export class RendererImplementation implements Renderer {
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const common = {
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// texture units
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distanceTexture: 0,
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palette: 1,
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distanceTexture: DistanceTexture.textureUnitId,
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colorTexture: ColorTexture.textureUnitId,
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palette: PaletteTexture.textureUnitId,
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distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
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shadingNdcPixelSize: 2 / Math.max(...this.lightingFrameBuffer.getSize()),
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};
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this.distancePass.render(this.uniformsProvider.getUniforms(common), ...this.textures);
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this.distancePass.render(this.uniformsProvider.getUniforms(common), [
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this.palette,
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...this.textures,
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]);
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||||
this.gl.enable(this.gl.BLEND);
|
||||
this.lightsPass.render(
|
||||
this.uniformsProvider.getUniforms(common),
|
||||
this.distanceFieldFrameBuffer.colorTexture,
|
||||
[this.palette]
|
||||
this.distanceFieldFrameBuffer.textures
|
||||
);
|
||||
this.gl.disable(this.gl.BLEND);
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
import { vec3, vec4 } from 'gl-matrix';
|
||||
import { vec3 } from 'gl-matrix';
|
||||
import { RuntimeSettings } from './runtime-settings';
|
||||
|
||||
/**
|
||||
|
|
@ -9,7 +9,6 @@ export const defaultRuntimeSettings: RuntimeSettings = {
|
|||
tileMultiplier: 8,
|
||||
isWorldInverted: false,
|
||||
lightCutoffDistance: 400,
|
||||
backgroundColor: vec4.fromValues(1, 1, 1, 1),
|
||||
colorPalette: [],
|
||||
ambientLight: vec3.fromValues(0.25, 0.15, 0.25),
|
||||
textures: {},
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
import { vec4 } from 'gl-matrix';
|
||||
import { StartupSettings } from './startup-settings';
|
||||
|
||||
/**
|
||||
|
|
@ -7,5 +8,6 @@ export const defaultStartupSettings: StartupSettings = {
|
|||
shadowTraceCount: 16,
|
||||
paletteSize: 256,
|
||||
ignoreWebGL2: false,
|
||||
backgroundColor: vec4.fromValues(1, 1, 1, 1),
|
||||
enableStopwatch: false,
|
||||
};
|
||||
|
|
|
|||
|
|
@ -38,18 +38,13 @@ export interface RuntimeSettings {
|
|||
*/
|
||||
lightCutoffDistance: number;
|
||||
|
||||
/**
|
||||
* The default background color of the scene, can have transparency.
|
||||
*/
|
||||
backgroundColor: vec3 | vec4;
|
||||
|
||||
/**
|
||||
* Its length should be less than the one specified in [[StartupSettings]].paletteSize.
|
||||
*
|
||||
* The possible colors for the objects. Each color is referenced by its index in the
|
||||
* palette.
|
||||
*
|
||||
* Can have transparency.
|
||||
* Can have transparency, but only if WebGL2 support is enabled.
|
||||
*/
|
||||
colorPalette: Array<vec3 | vec4>;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,3 +1,5 @@
|
|||
import { vec3, vec4 } from 'gl-matrix';
|
||||
|
||||
/**
|
||||
* Interface for a configuration object containing the settings
|
||||
* that need to be given before shader compilation.
|
||||
|
|
@ -31,6 +33,11 @@ export interface StartupSettings {
|
|||
*/
|
||||
paletteSize: number;
|
||||
|
||||
/**
|
||||
* The default background color of the scene, can have transparency on every platform.
|
||||
*/
|
||||
backgroundColor: vec3 | vec4;
|
||||
|
||||
/**
|
||||
* When set to `true`, rendering will fall back to WebGL
|
||||
* even when WebGL2 is present.
|
||||
|
|
|
|||
|
|
@ -6,17 +6,23 @@ uniform float maxMinDistance;
|
|||
uniform float distanceNdcPixelSize;
|
||||
varying vec2 position;
|
||||
|
||||
uniform sampler2D palette;
|
||||
|
||||
vec4 readFromPalette(int index) {
|
||||
return texture2D(palette, vec2((float(index) + 0.5) / {paletteSize}, 0.5));
|
||||
}
|
||||
|
||||
|
||||
{macroDefinitions}
|
||||
|
||||
{declarations}
|
||||
|
||||
void main() {
|
||||
float minDistance = maxMinDistance;
|
||||
float color = 0.0;
|
||||
|
||||
float objectMinDistance, objectColor;
|
||||
float minDistance = maxMinDistance, objectMinDistance;
|
||||
vec4 color = {backgroundColor};
|
||||
vec4 objectColor;
|
||||
|
||||
{functionCalls}
|
||||
|
||||
gl_FragColor = vec4(minDistance * 8.0, color, 0.0, 1.0);
|
||||
gl_FragColor = vec4(color.rgb, minDistance * 8.0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,21 +6,28 @@ uniform float maxMinDistance;
|
|||
uniform float distanceNdcPixelSize;
|
||||
in vec2 position;
|
||||
|
||||
uniform sampler2D palette;
|
||||
|
||||
#define WEBGL2_IS_AVAILABLE
|
||||
|
||||
vec4 readFromPalette(int index) {
|
||||
return texture(palette, vec2((float(index) + 0.5) / {paletteSize}, 0.5));
|
||||
}
|
||||
|
||||
{macroDefinitions}
|
||||
|
||||
{declarations}
|
||||
|
||||
out vec2 fragmentColor;
|
||||
layout(location = 0) out vec4 fragmentColor;
|
||||
layout(location = 1) out float distanceValue;
|
||||
|
||||
void main() {
|
||||
float minDistance = maxMinDistance;
|
||||
float color = 0.0;
|
||||
|
||||
float objectMinDistance, objectColor;
|
||||
float minDistance = maxMinDistance, objectMinDistance;
|
||||
vec4 color = {backgroundColor};
|
||||
vec4 objectColor;
|
||||
|
||||
{functionCalls}
|
||||
|
||||
fragmentColor = vec2(minDistance, color);
|
||||
distanceValue = minDistance;
|
||||
fragmentColor = color;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,22 +10,20 @@ precision lowp float;
|
|||
uniform float shadingNdcPixelSize;
|
||||
uniform vec2 squareToAspectRatioTimes2;
|
||||
uniform vec3 ambientLight;
|
||||
uniform vec4 backgroundColor;
|
||||
|
||||
uniform sampler2D distanceTexture;
|
||||
uniform sampler2D palette;
|
||||
uniform sampler2D colorTexture;
|
||||
|
||||
varying vec2 position;
|
||||
varying vec2 uvCoordinates;
|
||||
|
||||
float getDistance(in vec2 target, out vec4 color) {
|
||||
vec4 values = texture2D(distanceTexture, target);
|
||||
color = texture2D(palette, vec2(values[1], 0.0));
|
||||
return values[0] / 8.0;
|
||||
vec4 values = texture2D(colorTexture, target);
|
||||
color = vec4(values.rgb, 1.0);
|
||||
return values[3] / 8.0;
|
||||
}
|
||||
|
||||
float getDistance(in vec2 target) {
|
||||
return texture2D(distanceTexture, target)[0] / 8.0;
|
||||
return texture2D(colorTexture, target)[3] / 8.0;
|
||||
}
|
||||
|
||||
float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
|
||||
|
|
@ -122,13 +120,13 @@ void main() {
|
|||
#endif
|
||||
#endif
|
||||
|
||||
vec3 outsideColor = backgroundColor.rgb * lighting;
|
||||
vec3 outsideColor = {backgroundColor}.rgb * lighting;
|
||||
vec3 insideColor = colorAtPosition * lightingInside;
|
||||
|
||||
float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
|
||||
vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
|
||||
gl_FragColor = vec4(
|
||||
antialiasedColor,
|
||||
mix(rgbaColorAtPosition.a, backgroundColor.a, step(0.0, startingDistance))
|
||||
rgbaColorAtPosition.a
|
||||
);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,23 +8,21 @@ precision lowp float;
|
|||
{macroDefinitions}
|
||||
|
||||
uniform float shadingNdcPixelSize;
|
||||
uniform float distanceNdcPixelSize;
|
||||
uniform vec2 squareToAspectRatioTimes2;
|
||||
uniform vec3 ambientLight;
|
||||
uniform vec4 backgroundColor;
|
||||
|
||||
uniform sampler2D distanceTexture;
|
||||
uniform sampler2D palette;
|
||||
uniform sampler2D colorTexture;
|
||||
|
||||
in vec2 position;
|
||||
in vec2 uvCoordinates;
|
||||
|
||||
float getDistance(in vec2 target, out vec4 color) {
|
||||
vec4 values = texture(distanceTexture, target);
|
||||
color = texture(palette, vec2(values[1], 0.0));
|
||||
return values[0];
|
||||
vec4 getColor(vec2 target) {
|
||||
return texture(colorTexture, target);
|
||||
}
|
||||
|
||||
float getDistance(in vec2 target) {
|
||||
float getDistance(vec2 target) {
|
||||
return texture(distanceTexture, target)[0];
|
||||
}
|
||||
|
||||
|
|
@ -83,13 +81,14 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
|
|||
|
||||
out vec4 fragmentColor;
|
||||
void main() {
|
||||
vec4 rgbaColorAtPosition;
|
||||
float startingDistance = getDistance(uvCoordinates, rgbaColorAtPosition);
|
||||
|
||||
vec4 rgbaColorAtPosition = getColor(uvCoordinates);
|
||||
vec3 colorAtPosition = rgbaColorAtPosition.rgb;
|
||||
|
||||
float startingDistance = getDistance(uvCoordinates);
|
||||
|
||||
|
||||
vec3 lighting = ambientLight;
|
||||
vec3 lightingInside = lighting;
|
||||
vec3 lightingInside = ambientLight;
|
||||
|
||||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
|
|
@ -142,13 +141,13 @@ void main() {
|
|||
#endif
|
||||
#endif
|
||||
|
||||
vec3 outsideColor = backgroundColor.rgb * lighting;
|
||||
vec3 outsideColor = {backgroundColor}.rgb * lighting;
|
||||
vec3 insideColor = colorAtPosition * lightingInside * INTENSITY_INSIDE_RATIO;
|
||||
|
||||
|
||||
float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
|
||||
vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
|
||||
fragmentColor = vec4(
|
||||
antialiasedColor,
|
||||
mix(rgbaColorAtPosition.a, backgroundColor.a, step(0.0, startingDistance))
|
||||
rgbaColorAtPosition.a
|
||||
);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,10 +1,9 @@
|
|||
import { mat2d, vec2, vec3, vec4 } from 'gl-matrix';
|
||||
import { mat2d, vec2, vec3 } from 'gl-matrix';
|
||||
import { UniversalRenderingContext } from '../graphics-library/universal-rendering-context';
|
||||
|
||||
/** @internal */
|
||||
export class UniformsProvider {
|
||||
public ambientLight!: vec3;
|
||||
public _backgroundColor!: vec4;
|
||||
public textures: { [textureName: string]: number } = {};
|
||||
|
||||
private scaleWorldLengthToNDC = 1;
|
||||
|
|
@ -21,7 +20,6 @@ export class UniformsProvider {
|
|||
...uniforms,
|
||||
...this.textures,
|
||||
ambientLight: this.ambientLight,
|
||||
backgroundColor: this._backgroundColor,
|
||||
uvToWorld: this.uvToWorld,
|
||||
worldAreaInView: this.worldAreaInView,
|
||||
squareToAspectRatio: this.squareToAspectRatio,
|
||||
|
|
@ -31,14 +29,6 @@ export class UniformsProvider {
|
|||
};
|
||||
}
|
||||
|
||||
public set backgroundColor(value: vec3 | vec4) {
|
||||
if (value.length === 3) {
|
||||
this.backgroundColor = vec4.fromValues(value[0], value[1], value[2], 1);
|
||||
} else {
|
||||
this._backgroundColor = value as vec4;
|
||||
}
|
||||
}
|
||||
|
||||
public getViewArea(): vec2 {
|
||||
return this.worldAreaInView;
|
||||
}
|
||||
|
|
|
|||
13
src/helper/code-for-color-access.ts
Normal file
13
src/helper/code-for-color-access.ts
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
import { vec3, vec4 } from 'gl-matrix';
|
||||
import { colorToString } from './color-to-string';
|
||||
|
||||
/**
|
||||
* @internal
|
||||
*/
|
||||
export const codeForColorAccess = (color: vec3 | vec4 | number): string => {
|
||||
if (color instanceof Array || color instanceof Float32Array) {
|
||||
return colorToString(color);
|
||||
}
|
||||
|
||||
return `readFromPalette(${color})`;
|
||||
};
|
||||
7
src/helper/color-to-string.ts
Normal file
7
src/helper/color-to-string.ts
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
import { vec3, vec4 } from 'gl-matrix';
|
||||
|
||||
/**
|
||||
* @internal
|
||||
*/
|
||||
export const colorToString = (v: vec3 | vec4): string =>
|
||||
`vec4(${v[0]}, ${v[1]}, ${v[2]}, ${v.length > 3 ? v[3] : 1})`;
|
||||
20
src/main.ts
20
src/main.ts
|
|
@ -40,9 +40,10 @@ applyArrayPlugins();
|
|||
* Example usage:
|
||||
*
|
||||
* ```js
|
||||
* import { compile, Circle, CircleLight } from 'sdf-2d';
|
||||
* import { compile, hsl, CircleFactory, CircleLight } from 'sdf-2d';
|
||||
*
|
||||
* const canvas = document.querySelector('canvas');
|
||||
* const Circle = CircleFactory(hsl(30, 66, 50));
|
||||
* const renderer = await compile(canvas, [Circle.descriptor, CircleLight.descriptor]);
|
||||
* ```
|
||||
*
|
||||
|
|
@ -67,12 +68,19 @@ export * from './drawables/drawable';
|
|||
export * from './drawables/drawable-descriptor';
|
||||
export * from './drawables/lights/circle-light';
|
||||
export * from './drawables/lights/flashlight';
|
||||
export * from './drawables/shapes/circle';
|
||||
export * from './drawables/shapes/droplet';
|
||||
export * from './drawables/shapes/circle-factory';
|
||||
export * from './drawables/shapes/droplet-factory';
|
||||
export * from './drawables/shapes/inverted-tunnel-factory';
|
||||
export * from './drawables/shapes/meta-circle-factory';
|
||||
export * from './drawables/shapes/noisy-polygon-factory';
|
||||
export * from './drawables/shapes/polygon-factory';
|
||||
export * from './drawables/shapes/inverted-tunnel';
|
||||
export * from './drawables/shapes/meta-circle';
|
||||
export * from './drawables/shapes/rotated-rectangle';
|
||||
export * from './drawables/shapes/rotated-rectangle-factory';
|
||||
export * from './graphics/graphics-library/texture/texture-options';
|
||||
export * from './graphics/rendering/renderer/noise-renderer';
|
||||
export * from './graphics/rendering/renderer/renderer';
|
||||
export * from './helper/colors/hex';
|
||||
export * from './helper/colors/hsl';
|
||||
export * from './helper/colors/rgb';
|
||||
export * from './helper/colors/rgb255';
|
||||
export * from './helper/colors/rgba';
|
||||
export * from './helper/colors/rgba255';
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue