Improve color handling approach
This commit is contained in:
parent
e53ca905af
commit
f29293c475
22 changed files with 259 additions and 181 deletions
|
|
@ -1,33 +1,23 @@
|
||||||
import { enableExtension } from '../helper/enable-extension';
|
import { ColorTexture } from '../texture/color-texture';
|
||||||
|
import { DistanceTexture } from '../texture/distance-texture';
|
||||||
|
import { Texture } from '../texture/texture';
|
||||||
import { UniversalRenderingContext } from '../universal-rendering-context';
|
import { UniversalRenderingContext } from '../universal-rendering-context';
|
||||||
import { FrameBuffer } from './frame-buffer';
|
import { FrameBuffer } from './frame-buffer';
|
||||||
|
|
||||||
/** @internal */
|
/** @internal */
|
||||||
export class IntermediateFrameBuffer extends FrameBuffer {
|
export class IntermediateFrameBuffer extends FrameBuffer {
|
||||||
private frameTexture: WebGLTexture;
|
private distanceTexture?: DistanceTexture;
|
||||||
private floatEnabled = false;
|
private colorTexture: ColorTexture;
|
||||||
private floatLinearEnabled = false;
|
|
||||||
|
|
||||||
constructor(gl: UniversalRenderingContext) {
|
constructor(gl: UniversalRenderingContext) {
|
||||||
super(gl);
|
super(gl);
|
||||||
|
|
||||||
try {
|
this.colorTexture = new ColorTexture(gl);
|
||||||
enableExtension(gl, 'EXT_color_buffer_float');
|
|
||||||
this.floatEnabled = true;
|
|
||||||
|
|
||||||
enableExtension(gl, 'OES_texture_float_linear');
|
if (gl.isWebGL2) {
|
||||||
this.floatLinearEnabled = true;
|
this.distanceTexture = new DistanceTexture(gl);
|
||||||
} catch {
|
|
||||||
// it's okay
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// can only return null on lost context
|
|
||||||
gl.activeTexture(gl.TEXTURE0);
|
|
||||||
|
|
||||||
this.frameTexture = this.gl.createTexture()!;
|
|
||||||
this.configureTexture();
|
|
||||||
|
|
||||||
// can only return null on lost context
|
|
||||||
this.frameBuffer = this.gl.createFramebuffer()!;
|
this.frameBuffer = this.gl.createFramebuffer()!;
|
||||||
this.configureFrameBuffer();
|
this.configureFrameBuffer();
|
||||||
|
|
||||||
|
|
@ -35,74 +25,48 @@ export class IntermediateFrameBuffer extends FrameBuffer {
|
||||||
}
|
}
|
||||||
|
|
||||||
public destroy(): void {
|
public destroy(): void {
|
||||||
this.gl.deleteTexture(this.frameTexture);
|
if (this.distanceTexture) {
|
||||||
|
this.gl.deleteTexture(this.distanceTexture);
|
||||||
|
}
|
||||||
|
this.gl.deleteTexture(this.colorTexture);
|
||||||
|
this.gl.deleteFramebuffer(this.frameBuffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
public get colorTexture(): WebGLTexture {
|
public get textures(): Array<Texture> {
|
||||||
return this.frameTexture;
|
return this.distanceTexture
|
||||||
|
? [this.distanceTexture, this.colorTexture]
|
||||||
|
: [this.colorTexture];
|
||||||
}
|
}
|
||||||
|
|
||||||
public setSize(): boolean {
|
public setSize(): boolean {
|
||||||
const hasChanged = super.setSize();
|
const hasChanged = super.setSize();
|
||||||
|
|
||||||
if (hasChanged) {
|
if (hasChanged) {
|
||||||
this.bind();
|
this.colorTexture.setSize(this.size);
|
||||||
|
this.distanceTexture?.setSize(this.size);
|
||||||
this.gl.texImage2D(
|
|
||||||
this.gl.TEXTURE_2D,
|
|
||||||
0,
|
|
||||||
this.floatEnabled ? this.gl.RG16F : this.gl.RGB,
|
|
||||||
this.size.x,
|
|
||||||
this.size.y,
|
|
||||||
0,
|
|
||||||
this.floatEnabled ? this.gl.RG : this.gl.RGB,
|
|
||||||
this.floatEnabled ? this.gl.FLOAT : this.gl.UNSIGNED_BYTE,
|
|
||||||
null
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return hasChanged;
|
return hasChanged;
|
||||||
}
|
}
|
||||||
|
|
||||||
private bind() {
|
|
||||||
this.gl.activeTexture(this.gl.TEXTURE0);
|
|
||||||
this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
|
|
||||||
}
|
|
||||||
|
|
||||||
private configureTexture() {
|
|
||||||
this.bind();
|
|
||||||
|
|
||||||
this.gl.texParameteri(
|
|
||||||
this.gl.TEXTURE_2D,
|
|
||||||
this.gl.TEXTURE_MAG_FILTER,
|
|
||||||
this.floatLinearEnabled ? this.gl.LINEAR : this.gl.NEAREST
|
|
||||||
);
|
|
||||||
this.gl.texParameteri(
|
|
||||||
this.gl.TEXTURE_2D,
|
|
||||||
this.gl.TEXTURE_MIN_FILTER,
|
|
||||||
this.floatLinearEnabled ? this.gl.LINEAR : this.gl.NEAREST
|
|
||||||
);
|
|
||||||
this.gl.texParameteri(
|
|
||||||
this.gl.TEXTURE_2D,
|
|
||||||
this.gl.TEXTURE_WRAP_S,
|
|
||||||
this.gl.CLAMP_TO_EDGE
|
|
||||||
);
|
|
||||||
this.gl.texParameteri(
|
|
||||||
this.gl.TEXTURE_2D,
|
|
||||||
this.gl.TEXTURE_WRAP_T,
|
|
||||||
this.gl.CLAMP_TO_EDGE
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
private configureFrameBuffer() {
|
private configureFrameBuffer() {
|
||||||
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
|
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
|
||||||
const attachmentPoint = this.gl.COLOR_ATTACHMENT0;
|
|
||||||
this.gl.framebufferTexture2D(
|
this.gl.framebufferTexture2D(
|
||||||
this.gl.FRAMEBUFFER,
|
this.gl.FRAMEBUFFER,
|
||||||
attachmentPoint,
|
this.gl.COLOR_ATTACHMENT0,
|
||||||
this.gl.TEXTURE_2D,
|
this.gl.TEXTURE_2D,
|
||||||
this.frameTexture,
|
this.colorTexture.colorTexture,
|
||||||
0
|
0
|
||||||
);
|
);
|
||||||
|
|
||||||
|
if (this.gl.isWebGL2) {
|
||||||
|
this.gl.framebufferTexture2D(
|
||||||
|
this.gl.FRAMEBUFFER,
|
||||||
|
this.gl.COLOR_ATTACHMENT1,
|
||||||
|
this.gl.TEXTURE_2D,
|
||||||
|
this.distanceTexture!.colorTexture,
|
||||||
|
0
|
||||||
|
);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -176,7 +176,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
|
||||||
}(position, objectColor);
|
}(position, objectColor);
|
||||||
|
|
||||||
color = mix(
|
color = mix(
|
||||||
objectColor / {paletteSize},
|
objectColor,
|
||||||
color,
|
color,
|
||||||
${
|
${
|
||||||
descriptors[i].sdf?.isInverted
|
descriptors[i].sdf?.isInverted
|
||||||
|
|
|
||||||
31
src/graphics/graphics-library/texture/color-texture.ts
Normal file
31
src/graphics/graphics-library/texture/color-texture.ts
Normal file
|
|
@ -0,0 +1,31 @@
|
||||||
|
import { vec2 } from 'gl-matrix';
|
||||||
|
import { UniversalRenderingContext } from '../universal-rendering-context';
|
||||||
|
import { Texture } from './texture';
|
||||||
|
import { FilteringOptions } from './texture-options';
|
||||||
|
|
||||||
|
/** @internal */
|
||||||
|
export class ColorTexture extends Texture {
|
||||||
|
public static readonly textureUnitId = 0;
|
||||||
|
|
||||||
|
constructor(gl: UniversalRenderingContext) {
|
||||||
|
super(gl, ColorTexture.textureUnitId, {
|
||||||
|
minFilter: FilteringOptions.LINEAR,
|
||||||
|
maxFilter: FilteringOptions.LINEAR,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public setSize(size: vec2) {
|
||||||
|
this.bind();
|
||||||
|
this.gl.texImage2D(
|
||||||
|
this.gl.TEXTURE_2D,
|
||||||
|
0,
|
||||||
|
this.gl.RGBA,
|
||||||
|
size.x,
|
||||||
|
size.y,
|
||||||
|
0,
|
||||||
|
this.gl.RGBA,
|
||||||
|
this.gl.UNSIGNED_BYTE,
|
||||||
|
null
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
53
src/graphics/graphics-library/texture/distance-texture.ts
Normal file
53
src/graphics/graphics-library/texture/distance-texture.ts
Normal file
|
|
@ -0,0 +1,53 @@
|
||||||
|
import { vec2 } from 'gl-matrix';
|
||||||
|
import { enableExtension } from '../helper/enable-extension';
|
||||||
|
import { Texture } from './texture';
|
||||||
|
import { FilteringOptions } from './texture-options';
|
||||||
|
|
||||||
|
/** @internal */
|
||||||
|
export class DistanceTexture extends Texture {
|
||||||
|
public static readonly textureUnitId = 1;
|
||||||
|
|
||||||
|
private floatEnabled = false;
|
||||||
|
private floatLinearEnabled = false;
|
||||||
|
|
||||||
|
constructor(gl: WebGL2RenderingContext) {
|
||||||
|
super(gl, DistanceTexture.textureUnitId, {
|
||||||
|
minFilter: FilteringOptions.NEAREST,
|
||||||
|
maxFilter: FilteringOptions.NEAREST,
|
||||||
|
});
|
||||||
|
|
||||||
|
try {
|
||||||
|
enableExtension(gl, 'EXT_color_buffer_float');
|
||||||
|
this.floatEnabled = true;
|
||||||
|
|
||||||
|
enableExtension(gl, 'OES_texture_float_linear');
|
||||||
|
this.floatLinearEnabled = true;
|
||||||
|
} catch {
|
||||||
|
// it's okay
|
||||||
|
}
|
||||||
|
|
||||||
|
if (this.floatLinearEnabled) {
|
||||||
|
this.setTextureOptions({
|
||||||
|
minFilter: FilteringOptions.LINEAR,
|
||||||
|
maxFilter: FilteringOptions.LINEAR,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public setSize(size: vec2) {
|
||||||
|
this.bind();
|
||||||
|
this.gl.texImage2D(
|
||||||
|
this.gl.TEXTURE_2D,
|
||||||
|
0,
|
||||||
|
this.floatEnabled ? (this.gl as WebGL2RenderingContext).R16F : this.gl.RGBA,
|
||||||
|
size.x,
|
||||||
|
size.y,
|
||||||
|
0,
|
||||||
|
this.floatEnabled ? (this.gl as WebGL2RenderingContext).RED : this.gl.RGBA,
|
||||||
|
this.floatEnabled
|
||||||
|
? (this.gl as WebGL2RenderingContext).FLOAT
|
||||||
|
: this.gl.UNSIGNED_BYTE,
|
||||||
|
null
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -4,8 +4,10 @@ import { Texture } from './texture';
|
||||||
|
|
||||||
/** @internal */
|
/** @internal */
|
||||||
export class PaletteTexture extends Texture {
|
export class PaletteTexture extends Texture {
|
||||||
|
public static readonly textureUnitId = 2;
|
||||||
|
|
||||||
constructor(gl: UniversalRenderingContext, private readonly paletteSize: number) {
|
constructor(gl: UniversalRenderingContext, private readonly paletteSize: number) {
|
||||||
super(gl, 1);
|
super(gl, PaletteTexture.textureUnitId);
|
||||||
}
|
}
|
||||||
|
|
||||||
public setPalette(colors: Array<vec3 | vec4>) {
|
public setPalette(colors: Array<vec3 | vec4>) {
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
import { UniversalRenderingContext } from '../universal-rendering-context';
|
|
||||||
import { FilteringOptions, TextureOptions, WrapOptions } from './texture-options';
|
import { FilteringOptions, TextureOptions, WrapOptions } from './texture-options';
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
@ -8,10 +7,17 @@ export class Texture {
|
||||||
protected texture: WebGLTexture;
|
protected texture: WebGLTexture;
|
||||||
|
|
||||||
constructor(
|
constructor(
|
||||||
protected readonly gl: UniversalRenderingContext,
|
protected readonly gl: WebGLRenderingContext | WebGL2RenderingContext,
|
||||||
private textureUnitId: number,
|
private textureUnitId: number,
|
||||||
textureOptionOverrides: Partial<TextureOptions> = {}
|
textureOptionOverrides: Partial<TextureOptions> = {}
|
||||||
) {
|
) {
|
||||||
|
this.texture = gl.createTexture()!;
|
||||||
|
|
||||||
|
this.bind();
|
||||||
|
this.setTextureOptions(textureOptionOverrides);
|
||||||
|
}
|
||||||
|
|
||||||
|
public setTextureOptions(textureOptionOverrides: Partial<TextureOptions> = {}) {
|
||||||
const defaultTextureOptions: TextureOptions = {
|
const defaultTextureOptions: TextureOptions = {
|
||||||
wrapS: WrapOptions.CLAMP_TO_EDGE,
|
wrapS: WrapOptions.CLAMP_TO_EDGE,
|
||||||
wrapT: WrapOptions.CLAMP_TO_EDGE,
|
wrapT: WrapOptions.CLAMP_TO_EDGE,
|
||||||
|
|
@ -24,14 +30,28 @@ export class Texture {
|
||||||
...textureOptionOverrides,
|
...textureOptionOverrides,
|
||||||
};
|
};
|
||||||
|
|
||||||
this.texture = gl.createTexture()!;
|
|
||||||
|
|
||||||
this.bind();
|
this.bind();
|
||||||
|
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl[textureOptions.wrapS]);
|
this.gl.texParameteri(
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl[textureOptions.wrapT]);
|
this.gl.TEXTURE_2D,
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl[textureOptions.minFilter]);
|
this.gl.TEXTURE_WRAP_S,
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl[textureOptions.maxFilter]);
|
this.gl[textureOptions.wrapS]
|
||||||
|
);
|
||||||
|
this.gl.texParameteri(
|
||||||
|
this.gl.TEXTURE_2D,
|
||||||
|
this.gl.TEXTURE_WRAP_T,
|
||||||
|
this.gl[textureOptions.wrapT]
|
||||||
|
);
|
||||||
|
this.gl.texParameteri(
|
||||||
|
this.gl.TEXTURE_2D,
|
||||||
|
this.gl.TEXTURE_MIN_FILTER,
|
||||||
|
this.gl[textureOptions.minFilter]
|
||||||
|
);
|
||||||
|
this.gl.texParameteri(
|
||||||
|
this.gl.TEXTURE_2D,
|
||||||
|
this.gl.TEXTURE_MAG_FILTER,
|
||||||
|
this.gl[textureOptions.maxFilter]
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
public get colorTexture(): WebGLTexture {
|
public get colorTexture(): WebGLTexture {
|
||||||
|
|
|
||||||
|
|
@ -23,7 +23,7 @@ const settings = {
|
||||||
finalRenderScale: 1.0,
|
finalRenderScale: 1.0,
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
distanceRenderScale: 1.0,
|
distanceRenderScale: 0.5,
|
||||||
finalRenderScale: 1.0,
|
finalRenderScale: 1.0,
|
||||||
},
|
},
|
||||||
],
|
],
|
||||||
|
|
|
||||||
|
|
@ -15,8 +15,11 @@ export class DistanceRenderPass extends RenderPass {
|
||||||
this.drawables.push(drawable);
|
this.drawables.push(drawable);
|
||||||
}
|
}
|
||||||
|
|
||||||
public render(commonUniforms: any, ...inputTextures: Array<Texture>) {
|
public render(commonUniforms: any, inputTextures: Array<Texture>) {
|
||||||
this.frame.bindAndClear(inputTextures);
|
this.frame.bindAndClear(inputTextures);
|
||||||
|
if (this.gl.isWebGL2) {
|
||||||
|
this.gl.drawBuffers([this.gl.COLOR_ATTACHMENT0, this.gl.COLOR_ATTACHMENT1]);
|
||||||
|
}
|
||||||
|
|
||||||
const stepsInUV = 1 / this.tileMultiplier;
|
const stepsInUV = 1 / this.tileMultiplier;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -14,14 +14,7 @@ export class LightsRenderPass extends RenderPass {
|
||||||
this.drawables.push(drawable);
|
this.drawables.push(drawable);
|
||||||
}
|
}
|
||||||
|
|
||||||
public render(
|
public render(commonUniforms: any, inputTextures: Array<Texture>) {
|
||||||
commonUniforms: any,
|
|
||||||
distanceTexture: WebGLTexture,
|
|
||||||
inputTextures: Array<Texture>
|
|
||||||
) {
|
|
||||||
this.gl.activeTexture(this.gl.TEXTURE0);
|
|
||||||
this.gl.bindTexture(this.gl.TEXTURE_2D, distanceTexture);
|
|
||||||
|
|
||||||
this.frame.bindAndClear(inputTextures);
|
this.frame.bindAndClear(inputTextures);
|
||||||
|
|
||||||
const tileCenterWorldCoordinates = vec2.transformMat2d(
|
const tileCenterWorldCoordinates = vec2.transformMat2d(
|
||||||
|
|
|
||||||
|
|
@ -2,11 +2,14 @@ import { vec2 } from 'gl-matrix';
|
||||||
import { Drawable } from '../../../drawables/drawable';
|
import { Drawable } from '../../../drawables/drawable';
|
||||||
import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
|
import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
|
||||||
import { LightDrawable } from '../../../drawables/lights/light-drawable';
|
import { LightDrawable } from '../../../drawables/lights/light-drawable';
|
||||||
|
import { colorToString } from '../../../helper/color-to-string';
|
||||||
import { msToString } from '../../../helper/ms-to-string';
|
import { msToString } from '../../../helper/ms-to-string';
|
||||||
import { DefaultFrameBuffer } from '../../graphics-library/frame-buffer/default-frame-buffer';
|
import { DefaultFrameBuffer } from '../../graphics-library/frame-buffer/default-frame-buffer';
|
||||||
import { IntermediateFrameBuffer } from '../../graphics-library/frame-buffer/intermediate-frame-buffer';
|
import { IntermediateFrameBuffer } from '../../graphics-library/frame-buffer/intermediate-frame-buffer';
|
||||||
import { WebGlStopwatch } from '../../graphics-library/helper/stopwatch';
|
import { WebGlStopwatch } from '../../graphics-library/helper/stopwatch';
|
||||||
import { ParallelCompiler } from '../../graphics-library/parallel-compiler';
|
import { ParallelCompiler } from '../../graphics-library/parallel-compiler';
|
||||||
|
import { ColorTexture } from '../../graphics-library/texture/color-texture';
|
||||||
|
import { DistanceTexture } from '../../graphics-library/texture/distance-texture';
|
||||||
import { PaletteTexture } from '../../graphics-library/texture/palette-texture';
|
import { PaletteTexture } from '../../graphics-library/texture/palette-texture';
|
||||||
import { Texture } from '../../graphics-library/texture/texture';
|
import { Texture } from '../../graphics-library/texture/texture';
|
||||||
import { TextureWithOptions } from '../../graphics-library/texture/texture-options';
|
import { TextureWithOptions } from '../../graphics-library/texture/texture-options';
|
||||||
|
|
@ -56,12 +59,11 @@ export class RendererImplementation implements Renderer {
|
||||||
},
|
},
|
||||||
tileMultiplier: (v) => (this.distancePass.tileMultiplier = v),
|
tileMultiplier: (v) => (this.distancePass.tileMultiplier = v),
|
||||||
isWorldInverted: (v) => (this.distancePass.isWorldInverted = v),
|
isWorldInverted: (v) => (this.distancePass.isWorldInverted = v),
|
||||||
backgroundColor: (v) => (this.uniformsProvider.backgroundColor = v),
|
|
||||||
textures: (v: { [textureName: string]: TexImageSource | TextureWithOptions }) => {
|
textures: (v: { [textureName: string]: TexImageSource | TextureWithOptions }) => {
|
||||||
this.textures.forEach((t) => t.destroy());
|
this.textures.forEach((t) => t.destroy());
|
||||||
this.textures = [];
|
this.textures = [];
|
||||||
|
|
||||||
let id = 2;
|
let id = 3;
|
||||||
for (const key in v) {
|
for (const key in v) {
|
||||||
this.uniformsProvider.textures[key] = id;
|
this.uniformsProvider.textures[key] = id;
|
||||||
let texture: Texture;
|
let texture: Texture;
|
||||||
|
|
@ -113,8 +115,6 @@ export class RendererImplementation implements Renderer {
|
||||||
vec2.fromValues(canvas.clientWidth, canvas.clientHeight)
|
vec2.fromValues(canvas.clientWidth, canvas.clientHeight)
|
||||||
);
|
);
|
||||||
|
|
||||||
this.queryPrecisions();
|
|
||||||
|
|
||||||
this.autoscaler = new FpsAutoscaler({
|
this.autoscaler = new FpsAutoscaler({
|
||||||
distanceRenderScale: (v) =>
|
distanceRenderScale: (v) =>
|
||||||
(this.distanceFieldFrameBuffer.renderScale = v as number),
|
(this.distanceFieldFrameBuffer.renderScale = v as number),
|
||||||
|
|
@ -143,6 +143,7 @@ export class RendererImplementation implements Renderer {
|
||||||
compiler,
|
compiler,
|
||||||
{
|
{
|
||||||
paletteSize: settings.paletteSize,
|
paletteSize: settings.paletteSize,
|
||||||
|
backgroundColor: colorToString(settings.backgroundColor),
|
||||||
}
|
}
|
||||||
)
|
)
|
||||||
);
|
);
|
||||||
|
|
@ -155,6 +156,7 @@ export class RendererImplementation implements Renderer {
|
||||||
compiler,
|
compiler,
|
||||||
{
|
{
|
||||||
shadowTraceCount: settings.shadowTraceCount.toString(),
|
shadowTraceCount: settings.shadowTraceCount.toString(),
|
||||||
|
backgroundColor: colorToString(settings.backgroundColor),
|
||||||
}
|
}
|
||||||
)
|
)
|
||||||
);
|
);
|
||||||
|
|
@ -162,7 +164,7 @@ export class RendererImplementation implements Renderer {
|
||||||
await compiler.compilePrograms();
|
await compiler.compilePrograms();
|
||||||
await Promise.all(promises);
|
await Promise.all(promises);
|
||||||
|
|
||||||
if (settings.enableStopwatch) {
|
if (settings.enableStopwatch && this.gl.isWebGL2) {
|
||||||
try {
|
try {
|
||||||
this.stopwatch = new WebGlStopwatch(this.gl);
|
this.stopwatch = new WebGlStopwatch(this.gl);
|
||||||
} catch {
|
} catch {
|
||||||
|
|
@ -179,30 +181,6 @@ export class RendererImplementation implements Renderer {
|
||||||
return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
|
return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
|
||||||
}
|
}
|
||||||
|
|
||||||
private queryPrecisions() {
|
|
||||||
const precisionToObject = (shader: GLenum, precision: GLenum) => {
|
|
||||||
const toExponent = (v: number): string => `2^${v}`;
|
|
||||||
const p = this.gl.getShaderPrecisionFormat(shader, precision)!;
|
|
||||||
return {
|
|
||||||
range: `[${toExponent(p.rangeMin)}, ${toExponent(p.rangeMax)}]`,
|
|
||||||
precision: toExponent(p.precision),
|
|
||||||
};
|
|
||||||
};
|
|
||||||
|
|
||||||
Insights.setValue('precisions', {
|
|
||||||
'vertex shader': {
|
|
||||||
'low float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.LOW_FLOAT),
|
|
||||||
'medium float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.MEDIUM_FLOAT),
|
|
||||||
'high float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.HIGH_FLOAT),
|
|
||||||
},
|
|
||||||
'fragment shader': {
|
|
||||||
'low float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.LOW_FLOAT),
|
|
||||||
'medium float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.MEDIUM_FLOAT),
|
|
||||||
'high float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.HIGH_FLOAT),
|
|
||||||
},
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
public addDrawable(drawable: Drawable): void {
|
public addDrawable(drawable: Drawable): void {
|
||||||
if (
|
if (
|
||||||
RendererImplementation.hasSdf((drawable.constructor as typeof Drawable).descriptor)
|
RendererImplementation.hasSdf((drawable.constructor as typeof Drawable).descriptor)
|
||||||
|
|
@ -235,20 +213,23 @@ export class RendererImplementation implements Renderer {
|
||||||
|
|
||||||
const common = {
|
const common = {
|
||||||
// texture units
|
// texture units
|
||||||
distanceTexture: 0,
|
distanceTexture: DistanceTexture.textureUnitId,
|
||||||
palette: 1,
|
colorTexture: ColorTexture.textureUnitId,
|
||||||
|
palette: PaletteTexture.textureUnitId,
|
||||||
|
|
||||||
distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
|
distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
|
||||||
shadingNdcPixelSize: 2 / Math.max(...this.lightingFrameBuffer.getSize()),
|
shadingNdcPixelSize: 2 / Math.max(...this.lightingFrameBuffer.getSize()),
|
||||||
};
|
};
|
||||||
|
|
||||||
this.distancePass.render(this.uniformsProvider.getUniforms(common), ...this.textures);
|
this.distancePass.render(this.uniformsProvider.getUniforms(common), [
|
||||||
|
this.palette,
|
||||||
|
...this.textures,
|
||||||
|
]);
|
||||||
|
|
||||||
this.gl.enable(this.gl.BLEND);
|
this.gl.enable(this.gl.BLEND);
|
||||||
this.lightsPass.render(
|
this.lightsPass.render(
|
||||||
this.uniformsProvider.getUniforms(common),
|
this.uniformsProvider.getUniforms(common),
|
||||||
this.distanceFieldFrameBuffer.colorTexture,
|
this.distanceFieldFrameBuffer.textures
|
||||||
[this.palette]
|
|
||||||
);
|
);
|
||||||
this.gl.disable(this.gl.BLEND);
|
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';
|
import { RuntimeSettings } from './runtime-settings';
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
@ -9,7 +9,6 @@ export const defaultRuntimeSettings: RuntimeSettings = {
|
||||||
tileMultiplier: 8,
|
tileMultiplier: 8,
|
||||||
isWorldInverted: false,
|
isWorldInverted: false,
|
||||||
lightCutoffDistance: 400,
|
lightCutoffDistance: 400,
|
||||||
backgroundColor: vec4.fromValues(1, 1, 1, 1),
|
|
||||||
colorPalette: [],
|
colorPalette: [],
|
||||||
ambientLight: vec3.fromValues(0.25, 0.15, 0.25),
|
ambientLight: vec3.fromValues(0.25, 0.15, 0.25),
|
||||||
textures: {},
|
textures: {},
|
||||||
|
|
|
||||||
|
|
@ -1,3 +1,4 @@
|
||||||
|
import { vec4 } from 'gl-matrix';
|
||||||
import { StartupSettings } from './startup-settings';
|
import { StartupSettings } from './startup-settings';
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
@ -7,5 +8,6 @@ export const defaultStartupSettings: StartupSettings = {
|
||||||
shadowTraceCount: 16,
|
shadowTraceCount: 16,
|
||||||
paletteSize: 256,
|
paletteSize: 256,
|
||||||
ignoreWebGL2: false,
|
ignoreWebGL2: false,
|
||||||
|
backgroundColor: vec4.fromValues(1, 1, 1, 1),
|
||||||
enableStopwatch: false,
|
enableStopwatch: false,
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -38,18 +38,13 @@ export interface RuntimeSettings {
|
||||||
*/
|
*/
|
||||||
lightCutoffDistance: number;
|
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.
|
* 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
|
* The possible colors for the objects. Each color is referenced by its index in the
|
||||||
* palette.
|
* palette.
|
||||||
*
|
*
|
||||||
* Can have transparency.
|
* Can have transparency, but only if WebGL2 support is enabled.
|
||||||
*/
|
*/
|
||||||
colorPalette: Array<vec3 | vec4>;
|
colorPalette: Array<vec3 | vec4>;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,3 +1,5 @@
|
||||||
|
import { vec3, vec4 } from 'gl-matrix';
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Interface for a configuration object containing the settings
|
* Interface for a configuration object containing the settings
|
||||||
* that need to be given before shader compilation.
|
* that need to be given before shader compilation.
|
||||||
|
|
@ -31,6 +33,11 @@ export interface StartupSettings {
|
||||||
*/
|
*/
|
||||||
paletteSize: number;
|
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
|
* When set to `true`, rendering will fall back to WebGL
|
||||||
* even when WebGL2 is present.
|
* even when WebGL2 is present.
|
||||||
|
|
|
||||||
|
|
@ -6,17 +6,23 @@ uniform float maxMinDistance;
|
||||||
uniform float distanceNdcPixelSize;
|
uniform float distanceNdcPixelSize;
|
||||||
varying vec2 position;
|
varying vec2 position;
|
||||||
|
|
||||||
|
uniform sampler2D palette;
|
||||||
|
|
||||||
|
vec4 readFromPalette(int index) {
|
||||||
|
return texture2D(palette, vec2((float(index) + 0.5) / {paletteSize}, 0.5));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
{macroDefinitions}
|
{macroDefinitions}
|
||||||
|
|
||||||
{declarations}
|
{declarations}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
float minDistance = maxMinDistance;
|
float minDistance = maxMinDistance, objectMinDistance;
|
||||||
float color = 0.0;
|
vec4 color = {backgroundColor};
|
||||||
|
vec4 objectColor;
|
||||||
float objectMinDistance, objectColor;
|
|
||||||
|
|
||||||
{functionCalls}
|
{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;
|
uniform float distanceNdcPixelSize;
|
||||||
in vec2 position;
|
in vec2 position;
|
||||||
|
|
||||||
|
uniform sampler2D palette;
|
||||||
|
|
||||||
#define WEBGL2_IS_AVAILABLE
|
#define WEBGL2_IS_AVAILABLE
|
||||||
|
|
||||||
|
vec4 readFromPalette(int index) {
|
||||||
|
return texture(palette, vec2((float(index) + 0.5) / {paletteSize}, 0.5));
|
||||||
|
}
|
||||||
|
|
||||||
{macroDefinitions}
|
{macroDefinitions}
|
||||||
|
|
||||||
{declarations}
|
{declarations}
|
||||||
|
|
||||||
out vec2 fragmentColor;
|
layout(location = 0) out vec4 fragmentColor;
|
||||||
|
layout(location = 1) out float distanceValue;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
float minDistance = maxMinDistance;
|
float minDistance = maxMinDistance, objectMinDistance;
|
||||||
float color = 0.0;
|
vec4 color = {backgroundColor};
|
||||||
|
vec4 objectColor;
|
||||||
float objectMinDistance, objectColor;
|
|
||||||
|
|
||||||
{functionCalls}
|
{functionCalls}
|
||||||
|
|
||||||
fragmentColor = vec2(minDistance, color);
|
distanceValue = minDistance;
|
||||||
|
fragmentColor = color;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -10,22 +10,20 @@ precision lowp float;
|
||||||
uniform float shadingNdcPixelSize;
|
uniform float shadingNdcPixelSize;
|
||||||
uniform vec2 squareToAspectRatioTimes2;
|
uniform vec2 squareToAspectRatioTimes2;
|
||||||
uniform vec3 ambientLight;
|
uniform vec3 ambientLight;
|
||||||
uniform vec4 backgroundColor;
|
|
||||||
|
|
||||||
uniform sampler2D distanceTexture;
|
uniform sampler2D colorTexture;
|
||||||
uniform sampler2D palette;
|
|
||||||
|
|
||||||
varying vec2 position;
|
varying vec2 position;
|
||||||
varying vec2 uvCoordinates;
|
varying vec2 uvCoordinates;
|
||||||
|
|
||||||
float getDistance(in vec2 target, out vec4 color) {
|
float getDistance(in vec2 target, out vec4 color) {
|
||||||
vec4 values = texture2D(distanceTexture, target);
|
vec4 values = texture2D(colorTexture, target);
|
||||||
color = texture2D(palette, vec2(values[1], 0.0));
|
color = vec4(values.rgb, 1.0);
|
||||||
return values[0] / 8.0;
|
return values[3] / 8.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
float getDistance(in vec2 target) {
|
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) {
|
float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
|
||||||
|
|
@ -122,13 +120,13 @@ void main() {
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
vec3 outsideColor = backgroundColor.rgb * lighting;
|
vec3 outsideColor = {backgroundColor}.rgb * lighting;
|
||||||
vec3 insideColor = colorAtPosition * lightingInside;
|
vec3 insideColor = colorAtPosition * lightingInside;
|
||||||
|
|
||||||
float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
|
float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
|
||||||
vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
|
vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
|
||||||
gl_FragColor = vec4(
|
gl_FragColor = vec4(
|
||||||
antialiasedColor,
|
antialiasedColor,
|
||||||
mix(rgbaColorAtPosition.a, backgroundColor.a, step(0.0, startingDistance))
|
rgbaColorAtPosition.a
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -8,23 +8,21 @@ precision lowp float;
|
||||||
{macroDefinitions}
|
{macroDefinitions}
|
||||||
|
|
||||||
uniform float shadingNdcPixelSize;
|
uniform float shadingNdcPixelSize;
|
||||||
|
uniform float distanceNdcPixelSize;
|
||||||
uniform vec2 squareToAspectRatioTimes2;
|
uniform vec2 squareToAspectRatioTimes2;
|
||||||
uniform vec3 ambientLight;
|
uniform vec3 ambientLight;
|
||||||
uniform vec4 backgroundColor;
|
|
||||||
|
|
||||||
uniform sampler2D distanceTexture;
|
uniform sampler2D distanceTexture;
|
||||||
uniform sampler2D palette;
|
uniform sampler2D colorTexture;
|
||||||
|
|
||||||
in vec2 position;
|
in vec2 position;
|
||||||
in vec2 uvCoordinates;
|
in vec2 uvCoordinates;
|
||||||
|
|
||||||
float getDistance(in vec2 target, out vec4 color) {
|
vec4 getColor(vec2 target) {
|
||||||
vec4 values = texture(distanceTexture, target);
|
return texture(colorTexture, target);
|
||||||
color = texture(palette, vec2(values[1], 0.0));
|
|
||||||
return values[0];
|
|
||||||
}
|
}
|
||||||
|
|
||||||
float getDistance(in vec2 target) {
|
float getDistance(vec2 target) {
|
||||||
return texture(distanceTexture, target)[0];
|
return texture(distanceTexture, target)[0];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -83,13 +81,14 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
|
||||||
|
|
||||||
out vec4 fragmentColor;
|
out vec4 fragmentColor;
|
||||||
void main() {
|
void main() {
|
||||||
vec4 rgbaColorAtPosition;
|
vec4 rgbaColorAtPosition = getColor(uvCoordinates);
|
||||||
float startingDistance = getDistance(uvCoordinates, rgbaColorAtPosition);
|
|
||||||
|
|
||||||
vec3 colorAtPosition = rgbaColorAtPosition.rgb;
|
vec3 colorAtPosition = rgbaColorAtPosition.rgb;
|
||||||
|
|
||||||
|
float startingDistance = getDistance(uvCoordinates);
|
||||||
|
|
||||||
|
|
||||||
vec3 lighting = ambientLight;
|
vec3 lighting = ambientLight;
|
||||||
vec3 lightingInside = lighting;
|
vec3 lightingInside = ambientLight;
|
||||||
|
|
||||||
#ifdef CIRCLE_LIGHT_COUNT
|
#ifdef CIRCLE_LIGHT_COUNT
|
||||||
#if CIRCLE_LIGHT_COUNT > 0
|
#if CIRCLE_LIGHT_COUNT > 0
|
||||||
|
|
@ -142,13 +141,13 @@ void main() {
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
vec3 outsideColor = backgroundColor.rgb * lighting;
|
vec3 outsideColor = {backgroundColor}.rgb * lighting;
|
||||||
vec3 insideColor = colorAtPosition * lightingInside * INTENSITY_INSIDE_RATIO;
|
vec3 insideColor = colorAtPosition * lightingInside * INTENSITY_INSIDE_RATIO;
|
||||||
|
|
||||||
float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
|
float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
|
||||||
vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
|
vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
|
||||||
fragmentColor = vec4(
|
fragmentColor = vec4(
|
||||||
antialiasedColor,
|
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';
|
import { UniversalRenderingContext } from '../graphics-library/universal-rendering-context';
|
||||||
|
|
||||||
/** @internal */
|
/** @internal */
|
||||||
export class UniformsProvider {
|
export class UniformsProvider {
|
||||||
public ambientLight!: vec3;
|
public ambientLight!: vec3;
|
||||||
public _backgroundColor!: vec4;
|
|
||||||
public textures: { [textureName: string]: number } = {};
|
public textures: { [textureName: string]: number } = {};
|
||||||
|
|
||||||
private scaleWorldLengthToNDC = 1;
|
private scaleWorldLengthToNDC = 1;
|
||||||
|
|
@ -21,7 +20,6 @@ export class UniformsProvider {
|
||||||
...uniforms,
|
...uniforms,
|
||||||
...this.textures,
|
...this.textures,
|
||||||
ambientLight: this.ambientLight,
|
ambientLight: this.ambientLight,
|
||||||
backgroundColor: this._backgroundColor,
|
|
||||||
uvToWorld: this.uvToWorld,
|
uvToWorld: this.uvToWorld,
|
||||||
worldAreaInView: this.worldAreaInView,
|
worldAreaInView: this.worldAreaInView,
|
||||||
squareToAspectRatio: this.squareToAspectRatio,
|
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 {
|
public getViewArea(): vec2 {
|
||||||
return this.worldAreaInView;
|
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:
|
* Example usage:
|
||||||
*
|
*
|
||||||
* ```js
|
* ```js
|
||||||
* import { compile, Circle, CircleLight } from 'sdf-2d';
|
* import { compile, hsl, CircleFactory, CircleLight } from 'sdf-2d';
|
||||||
*
|
*
|
||||||
* const canvas = document.querySelector('canvas');
|
* const canvas = document.querySelector('canvas');
|
||||||
|
* const Circle = CircleFactory(hsl(30, 66, 50));
|
||||||
* const renderer = await compile(canvas, [Circle.descriptor, CircleLight.descriptor]);
|
* 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/drawable-descriptor';
|
||||||
export * from './drawables/lights/circle-light';
|
export * from './drawables/lights/circle-light';
|
||||||
export * from './drawables/lights/flashlight';
|
export * from './drawables/lights/flashlight';
|
||||||
export * from './drawables/shapes/circle';
|
export * from './drawables/shapes/circle-factory';
|
||||||
export * from './drawables/shapes/droplet';
|
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/polygon-factory';
|
||||||
export * from './drawables/shapes/inverted-tunnel';
|
export * from './drawables/shapes/rotated-rectangle-factory';
|
||||||
export * from './drawables/shapes/meta-circle';
|
|
||||||
export * from './drawables/shapes/rotated-rectangle';
|
|
||||||
export * from './graphics/graphics-library/texture/texture-options';
|
export * from './graphics/graphics-library/texture/texture-options';
|
||||||
export * from './graphics/rendering/renderer/noise-renderer';
|
export * from './graphics/rendering/renderer/noise-renderer';
|
||||||
export * from './graphics/rendering/renderer/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