224 lines
7.3 KiB
TypeScript
224 lines
7.3 KiB
TypeScript
import { vec2, vec3 } from 'gl-matrix';
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import { Drawable } from '../../drawables/drawable';
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import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
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import { LightDrawable } from '../../drawables/lights/light-drawable';
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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 {
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getUniversalRenderingContext,
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UniversalRenderingContext,
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} from '../graphics-library/universal-rendering-context';
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import { FpsAutoscaler } from './fps-autoscaler';
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import { Insights } from './insights';
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import { DistanceRenderPass } from './render-pass/distance-render-pass';
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import { LightsRenderPass } from './render-pass/lights-render-pass';
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import { Renderer } from './renderer';
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import { RuntimeSettings } from './settings/runtime-settings';
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import { StartupSettings } from './settings/startup-settings';
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import distanceFragmentShader100 from './shaders/distance-fs-100.glsl';
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import distanceFragmentShader from './shaders/distance-fs.glsl';
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import distanceVertexShader100 from './shaders/distance-vs-100.glsl';
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import distanceVertexShader from './shaders/distance-vs.glsl';
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import lightsFragmentShader100 from './shaders/shading-fs-100.glsl';
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import lightsFragmentShader from './shaders/shading-fs.glsl';
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import lightsVertexShader100 from './shaders/shading-vs-100.glsl';
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import lightsVertexShader from './shaders/shading-vs.glsl';
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import { UniformsProvider } from './uniforms-provider';
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export class RendererImplementation implements Renderer {
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private gl: UniversalRenderingContext;
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private stopwatch?: WebGlStopwatch;
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private uniformsProvider: UniformsProvider;
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private distanceFieldFrameBuffer: IntermediateFrameBuffer;
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private distancePass: DistanceRenderPass;
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private lightsPass: LightsRenderPass;
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private lightingFrameBuffer: DefaultFrameBuffer;
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private autoscaler: FpsAutoscaler;
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private applyRuntimeSettings: {
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[key: string]: (value: any) => void;
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} = {
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enableHighDpiRendering: (v) => {
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this.distanceFieldFrameBuffer.enableHighDpiRendering = v;
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this.lightingFrameBuffer.enableHighDpiRendering = v;
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},
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tileMultiplier: (v) => {
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this.distancePass.tileMultiplier = v;
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},
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isWorldInverted: (v) => {
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this.distancePass.isWorldInverted = v;
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},
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shadowLength: (v) => {
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this.uniformsProvider.shadowLength = v;
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},
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ambientLight: (v) => {
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this.uniformsProvider.ambientLight = v;
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},
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lightCutoffDistance: (v) => {
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this.lightsPass.lightCutoffDistance = v;
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},
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};
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private static defaultStartupSettings: StartupSettings = {
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shadowTraceCount: '16',
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};
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setRuntimeSettings(overrides: Partial<RuntimeSettings>): void {
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Object.entries(overrides).forEach(([k, v]) => {
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this.applyRuntimeSettings[(k as unknown) as string](v);
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});
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}
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constructor(
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private canvas: HTMLCanvasElement,
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private descriptors: Array<DrawableDescriptor>
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) {
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this.gl = getUniversalRenderingContext(canvas);
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ParallelCompiler.initialize(this.gl);
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this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
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this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
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this.distancePass = new DistanceRenderPass(this.gl, this.distanceFieldFrameBuffer);
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this.lightsPass = new LightsRenderPass(this.gl, this.lightingFrameBuffer);
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this.uniformsProvider = new UniformsProvider(this.gl);
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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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finalRenderScale: (v) => (this.lightingFrameBuffer.renderScale = v as number),
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});
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}
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public async initialize(
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palette: Array<vec3>,
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settingsOverrides: Partial<StartupSettings>
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): Promise<void> {
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const settings = {
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...RendererImplementation.defaultStartupSettings,
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...settingsOverrides,
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};
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const promises: Array<Promise<void>> = [];
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promises.push(
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this.distancePass.initialize(
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this.gl.isWebGL2
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? [distanceVertexShader, distanceFragmentShader]
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: [distanceVertexShader100, distanceFragmentShader100],
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this.descriptors.filter(RendererImplementation.hasSdf)
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)
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);
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promises.push(
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this.lightsPass.initialize(
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this.gl.isWebGL2
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? [lightsVertexShader, lightsFragmentShader]
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: [lightsVertexShader100, lightsFragmentShader100],
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this.descriptors.filter((d) => !RendererImplementation.hasSdf(d)),
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{
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palette: this.generatePaletteCode(palette),
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colorCount: palette.length.toString(),
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shadowTraceCount: settings.shadowTraceCount,
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}
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)
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);
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ParallelCompiler.compilePrograms();
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await Promise.all(promises);
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try {
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this.stopwatch = new WebGlStopwatch(this.gl);
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} catch {
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// no problem
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}
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}
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public get insights(): any {
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return Insights.values;
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}
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private static hasSdf(descriptor: DrawableDescriptor) {
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return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
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}
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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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this.distancePass.addDrawable(drawable);
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} else {
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this.lightsPass.addDrawable(drawable as LightDrawable);
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}
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}
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public autoscaleQuality(deltaTime: DOMHighResTimeStamp) {
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this.autoscaler.autoscale(deltaTime);
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}
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private generatePaletteCode(palette: Array<vec3>) {
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const numberToGlslFloat = (n: number) => (Number.isInteger(n) ? `${n}.0` : `${n}`);
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return palette
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.map(
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(c, i) =>
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`${this.gl.isWebGL2 ? '' : `colors[${i}] = `}vec3(${numberToGlslFloat(
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c[0]
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)}, ${numberToGlslFloat(c[1])}, ${numberToGlslFloat(c[2])})`
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)
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.join(this.gl.isWebGL2 ? ',\n' : ';\n');
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}
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public renderDrawables() {
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if (this.stopwatch) {
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if (this.stopwatch.isReady) {
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this.stopwatch.start();
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} else {
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this.stopwatch.tryGetResults();
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Insights.setValue(
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'GPU render time',
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msToString(this.stopwatch.resultsInMilliSeconds)
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);
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}
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}
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this.distanceFieldFrameBuffer.setSize();
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this.lightingFrameBuffer.setSize();
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const common = {
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distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
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shadingNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
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};
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this.distancePass.render(this.uniformsProvider.getUniforms(common));
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this.lightsPass.render(
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this.uniformsProvider.getUniforms(common),
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this.distanceFieldFrameBuffer.colorTexture
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);
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if (this.stopwatch?.isRunning) {
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this.stopwatch?.stop();
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}
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}
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public setViewArea(topLeft: vec2, size: vec2) {
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this.uniformsProvider.setViewArea(topLeft, size);
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}
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public get viewAreaSize(): vec2 {
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return this.uniformsProvider.getViewArea();
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}
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public get canvasSize(): vec2 {
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return vec2.fromValues(this.canvas.clientWidth, this.canvas.clientHeight);
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}
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public destroy(): void {
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this.distancePass.destroy();
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this.lightsPass.destroy();
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}
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}
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