sdf-2d/src/graphics/rendering/renderer-implementation.ts
2020-09-22 16:41:59 +02:00

224 lines
7.3 KiB
TypeScript

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