Start using the sdf-2d library
This commit is contained in:
parent
99f47e2961
commit
1b7dee4be0
50 changed files with 314 additions and 2119 deletions
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@ -1,9 +1,8 @@
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import { vec3 } from 'gl-matrix';
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import { CircleLight, compile, Flashlight, Renderer } from 'sdf-2d';
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import { CommandBroadcaster } from './commands/command-broadcaster';
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import { BeforeRenderCommand } from './graphics/commands/before-render';
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import { RenderCommand } from './graphics/commands/render';
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import { IRenderer } from './graphics/i-renderer';
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import { WebGl2Renderer } from './graphics/rendering/webgl2-renderer';
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import { timeIt } from './helper/timing';
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import { prettyPrint } from './helper/pretty-print';
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import { IGame } from './i-game';
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import { KeyboardListener } from './input/keyboard-listener';
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import { MouseListener } from './input/mouse-listener';
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@ -12,13 +11,14 @@ import { GameObject } from './objects/game-object';
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import { Objects } from './objects/objects';
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import { Camera } from './objects/types/camera';
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import { Character } from './objects/types/character';
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import { InfoText } from './objects/types/info-text';
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import { createDungeon } from './objects/world/create-dungeon';
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import { MoveToCommand } from './physics/commands/move-to';
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import { StepCommand } from './physics/commands/step';
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import { TeleportToCommand } from './physics/commands/teleport-to';
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import { Physics } from './physics/physics';
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import { BoundingBoxBase } from './shapes/bounding-box-base';
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import { CircleShape } from './shapes/types/circle-shape';
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import { TunnelShape } from './shapes/types/tunnel-shape';
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export class Game implements IGame {
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public readonly objects = new Objects();
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@ -26,14 +26,13 @@ export class Game implements IGame {
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public readonly camera = new Camera();
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private previousTime?: DOMHighResTimeStamp = null;
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private previousFpsValues: Array<number> = [];
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private infoText = new InfoText();
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private character: Character;
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private renderer: IRenderer;
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private initializeRendererPromise: Promise<void>;
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private renderer: Renderer;
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private rendererPromise: Promise<Renderer>;
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private overlay: HTMLElement = document.querySelector('#overlay');
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constructor() {
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const canvas: HTMLCanvasElement = document.querySelector('canvas#main');
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const overlay: HTMLElement = document.querySelector('#overlay');
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document.addEventListener('visibilitychange', this.handleVisibilityChange.bind(this));
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@ -46,14 +45,31 @@ export class Game implements IGame {
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[this.objects]
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);
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this.renderer = new WebGl2Renderer(canvas, overlay);
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this.initializeRendererPromise = this.renderer.initialize();
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this.rendererPromise = compile(
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canvas,
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[
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CircleShape.descriptor,
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TunnelShape.descriptor,
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Flashlight.descriptor,
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CircleLight.descriptor,
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],
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[
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vec3.fromValues(0, 0, 0),
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vec3.fromValues(224 / 255, 96 / 255, 126 / 255),
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vec3.fromValues(119 / 255, 173 / 255, 120 / 255),
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]
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);
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this.initializeScene();
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this.physics.start();
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}
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public async start(): Promise<void> {
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await this.initializeRendererPromise;
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this.renderer = await this.rendererPromise;
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this.renderer.setRuntimeSettings({
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isWorldInverted: true,
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ambientLight: vec3.fromValues(0.35, 0.1, 0.45),
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shadowLength: 300,
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});
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requestAnimationFrame(this.gameLoop.bind(this));
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}
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@ -70,8 +86,6 @@ export class Game implements IGame {
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}
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private initializeScene() {
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this.objects.addObject(this.infoText);
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const start = createDungeon(this.objects, this.physics);
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createDungeon(this.objects, this.physics);
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@ -90,7 +104,6 @@ export class Game implements IGame {
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}
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}
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@timeIt()
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private gameLoop(time: DOMHighResTimeStamp) {
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if (this.previousTime === null) {
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this.previousTime = time;
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@ -98,44 +111,26 @@ export class Game implements IGame {
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const deltaTime = time - this.previousTime;
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this.previousTime = time;
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this.calculateFps(deltaTime);
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this.objects.sendCommand(new StepCommand(deltaTime));
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this.camera.sendCommand(new MoveToCommand(this.character.position));
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this.renderer.startFrame(deltaTime);
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this.camera.sendCommand(new BeforeRenderCommand(this.renderer));
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this.camera.sendCommand(new RenderCommand(this.renderer));
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const shouldBeDrawn = this.physics
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.findIntersecting(this.camera.viewArea)
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.map((b) => b.shape?.gameObject);
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for (const object of shouldBeDrawn) {
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object?.sendCommand(new BeforeRenderCommand(this.renderer));
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object?.sendCommand(new RenderCommand(this.renderer));
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}
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this.character.sendCommand(new RenderCommand(this.renderer));
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this.infoText.sendCommand(new RenderCommand(this.renderer));
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this.renderer.finishFrame();
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this.renderer.renderDrawables();
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this.overlay.innerText = prettyPrint(this.renderer.insights);
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localStorage.setItem('character-position', JSON.stringify(this.character.position));
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window.requestAnimationFrame(this.gameLoop.bind(this));
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}
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private calculateFps(deltaTime: number) {
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this.previousFpsValues.push(1000 / deltaTime);
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if (this.previousFpsValues.length > 30) {
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this.previousFpsValues.sort();
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const min = this.previousFpsValues[0];
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const median = this.previousFpsValues[
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Math.floor(this.previousFpsValues.length / 2)
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];
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InfoText.modifyRecord('FPS', { min, median });
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this.previousFpsValues = [];
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}
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requestAnimationFrame(this.gameLoop.bind(this));
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}
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}
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@ -1,12 +0,0 @@
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import { Command } from '../../commands/command';
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import { IRenderer } from '../i-renderer';
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export class BeforeRenderCommand extends Command {
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public constructor(public readonly renderer?: IRenderer) {
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super();
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}
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public get type(): string {
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return 'BeforeRenderCommand';
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}
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}
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@ -1,8 +1,8 @@
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import { Renderer } from 'sdf-2d';
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import { Command } from '../../commands/command';
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import { IRenderer } from '../../graphics/i-renderer';
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export class RenderCommand extends Command {
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public constructor(public readonly renderer?: IRenderer) {
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public constructor(public readonly renderer?: Renderer) {
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super();
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}
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@ -1,32 +0,0 @@
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import { mat2d, vec2 } from 'gl-matrix';
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import { Blob } from '../../shapes/types/blob';
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import { settings } from '../settings';
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import { IDrawable } from './i-drawable';
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import { IDrawableDescriptor } from './i-drawable-descriptor';
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export class DrawableBlob extends Blob implements IDrawable {
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'blobs',
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countMacroName: 'blobCount',
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shaderCombinationSteps: settings.shaderCombinations.blobSteps,
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empty: new DrawableBlob(vec2.fromValues(0, 0)),
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};
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public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
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const { uniformName } = DrawableBlob.descriptor;
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if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
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uniforms[uniformName] = [];
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}
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uniforms[uniformName].push({
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headCenter: vec2.transformMat2d(vec2.create(), this.head.center, transform),
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leftFootCenter: vec2.transformMat2d(vec2.create(), this.leftFoot.center, transform),
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rightFootCenter: vec2.transformMat2d(
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vec2.create(),
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this.rightFoot.center,
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transform
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),
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headRadius: this.headRadius * scale,
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footRadius: this.footRadius * scale,
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});
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}
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}
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@ -1,28 +0,0 @@
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import { mat2d, vec2 } from 'gl-matrix';
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import TunnelShape from '../../shapes/types/tunnel-shape';
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import { settings } from '../settings';
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import { IDrawable } from './i-drawable';
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import { IDrawableDescriptor } from './i-drawable-descriptor';
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export class DrawableTunnel extends TunnelShape implements IDrawable {
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'lines',
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countMacroName: 'lineCount',
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shaderCombinationSteps: settings.shaderCombinations.lineSteps,
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empty: new DrawableTunnel(vec2.fromValues(0, 0), vec2.fromValues(0, 0), 0, 0),
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};
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public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
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const { uniformName } = DrawableTunnel.descriptor;
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if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
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uniforms[uniformName] = [];
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}
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uniforms[uniformName].push({
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from: vec2.transformMat2d(vec2.create(), this.from, transform),
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toFromDelta: vec2.scale(vec2.create(), this.toFromDelta, scale),
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fromRadius: this.fromRadius * scale,
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toRadius: this.toRadius * scale,
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});
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}
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}
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@ -1,8 +0,0 @@
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import { IDrawable } from './i-drawable';
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export interface IDrawableDescriptor {
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uniformName: string;
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countMacroName: string;
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shaderCombinationSteps: Array<number>;
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readonly empty: IDrawable;
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}
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@ -1,6 +0,0 @@
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import { vec2, mat2d } from 'gl-matrix';
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export interface IDrawable {
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distance(target: vec2): number;
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serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void;
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}
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@ -1,46 +0,0 @@
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import { mat2d, vec2, vec3 } from 'gl-matrix';
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import { settings } from '../../settings';
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import { IDrawableDescriptor } from '../i-drawable-descriptor';
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import { ILight } from './i-light';
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export class CircleLight implements ILight {
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'circleLights',
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countMacroName: 'circleLightCount',
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shaderCombinationSteps: settings.shaderCombinations.circleLightSteps,
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empty: new CircleLight(vec2.fromValues(0, 0), 0, vec3.fromValues(0, 0, 0), 0),
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};
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constructor(
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public center: vec2,
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public lightDrop: number,
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public color: vec3,
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public lightness: number
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) {}
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public distance(_: vec2): number {
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return 0;
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}
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public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
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const { uniformName } = CircleLight.descriptor;
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if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
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uniforms[uniformName] = [];
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}
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uniforms[uniformName].push({
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center: vec2.transformMat2d(vec2.create(), this.center, transform),
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lightDrop: this.lightDrop,
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value: this.value,
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});
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}
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public get value(): vec3 {
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return vec3.scale(
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vec3.create(),
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vec3.normalize(this.color, this.color),
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this.lightness
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);
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}
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}
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@ -1,50 +0,0 @@
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import { mat2d, vec2, vec3 } from 'gl-matrix';
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import { settings } from '../../settings';
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import { IDrawableDescriptor } from '../i-drawable-descriptor';
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import { ILight } from './i-light';
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export class Flashlight implements ILight {
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'flashlights',
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countMacroName: 'flashlightCount',
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shaderCombinationSteps: settings.shaderCombinations.flashlightSteps,
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empty: new Flashlight(
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vec2.fromValues(0, 0),
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vec2.fromValues(0, 0),
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0,
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vec3.fromValues(0, 0, 0),
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0
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),
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};
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public constructor(
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public center: vec2,
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public direction: vec2,
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public lightDrop: number,
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public color: vec3,
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public lightness: number
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) {}
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public distance(_: vec2): number {
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return 0;
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}
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public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
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const listName = Flashlight.descriptor.uniformName;
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if (!Object.prototype.hasOwnProperty.call(uniforms, listName)) {
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uniforms[listName] = [];
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}
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uniforms[listName].push({
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center: vec2.transformMat2d(vec2.create(), this.center, transform),
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direction: this.direction,
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lightDrop: this.lightDrop,
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value: this.value,
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});
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}
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public get value(): vec3 {
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return vec3.scale(vec3.create(), this.color, this.lightness);
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}
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}
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import { IDrawable } from '../i-drawable';
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export type ILight = IDrawable;
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import { checkShader } from './check-shader';
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export const checkProgram = (gl: WebGL2RenderingContext, program: WebGLProgram) => {
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const success = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (!success) {
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gl.getAttachedShaders(program).forEach((s) => {
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checkShader(gl, s);
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});
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throw new Error(gl.getProgramInfoLog(program));
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}
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};
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export const checkShader = (gl: WebGL2RenderingContext, shader: WebGLShader) => {
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const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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if (!success) {
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throw new Error(gl.getShaderInfoLog(shader));
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}
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};
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@ -1,44 +0,0 @@
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import { waitWhileFalse } from '../../../helper/wait-while-false';
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import { tryEnableExtension } from '../helper/enable-extension';
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import { checkProgram } from './check-program';
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import { createShader } from './create-shader';
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export const createProgram = async (
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gl: WebGL2RenderingContext,
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vertexShaderSource: string,
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fragmentShaderSource: string,
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substitutions: { [name: string]: string }
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): Promise<WebGLProgram> => {
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const program = gl.createProgram();
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const extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
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const vertexShader = createShader(
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gl,
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gl.VERTEX_SHADER,
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vertexShaderSource,
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substitutions
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);
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gl.attachShader(program, vertexShader);
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const fragmentShader = createShader(
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gl,
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gl.FRAGMENT_SHADER,
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fragmentShaderSource,
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substitutions
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);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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if (extension) {
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const checkCompileStatus = () =>
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gl.getProgramParameter(program, extension.COMPLETION_STATUS_KHR);
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await waitWhileFalse(checkCompileStatus);
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}
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checkProgram(gl, program);
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return program;
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};
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export const createShader = (
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gl: WebGL2RenderingContext,
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type: GLenum,
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source: string,
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substitutions: { [name: string]: string }
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): WebGLShader => {
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source = source.replace(/{(.+)}/gm, (_, name: string): string => {
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const value = substitutions[name];
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return Number.isInteger(value) ? `${value}.0` : value;
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});
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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return shader;
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};
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@ -1,19 +0,0 @@
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import { FrameBuffer } from './frame-buffer';
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export class DefaultFrameBuffer extends FrameBuffer {
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constructor(gl: WebGL2RenderingContext) {
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super(gl);
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this.frameBuffer = null;
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this.setSize();
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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.gl.canvas.width = this.size.x;
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this.gl.canvas.height = this.size.y;
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}
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return hasChanged;
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}
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}
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@ -1,44 +0,0 @@
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import { vec2 } from 'gl-matrix';
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import { settings } from '../../settings';
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export abstract class FrameBuffer {
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public renderScale = 1;
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public enableHighDpiRendering = settings.enableHighDpiRendering;
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protected size = vec2.create();
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protected frameBuffer: WebGLFramebuffer;
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constructor(protected gl: WebGL2RenderingContext) {}
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public bindAndClear(colorInput?: WebGLTexture) {
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this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
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if (colorInput !== null) {
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this.gl.bindTexture(this.gl.TEXTURE_2D, colorInput);
|
||||
}
|
||||
|
||||
this.gl.viewport(0, 0, this.size.x, this.size.y);
|
||||
this.gl.clearColor(0, 0, 0, 0);
|
||||
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
public setSize(): boolean {
|
||||
const realToCssPixels =
|
||||
(this.enableHighDpiRendering ? window.devicePixelRatio : 1) * this.renderScale;
|
||||
|
||||
const canvasWidth = (this.gl.canvas as HTMLCanvasElement).clientWidth;
|
||||
const canvasHeight = (this.gl.canvas as HTMLCanvasElement).clientHeight;
|
||||
|
||||
const displayWidth = Math.floor(canvasWidth * realToCssPixels);
|
||||
const displayHeight = Math.floor(canvasHeight * realToCssPixels);
|
||||
|
||||
const oldSize = vec2.clone(this.getSize());
|
||||
this.size = vec2.fromValues(displayWidth, displayHeight);
|
||||
|
||||
return this.size.x != oldSize.x || this.size.y != oldSize.y;
|
||||
}
|
||||
|
||||
public getSize(): vec2 {
|
||||
return this.size;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,89 +0,0 @@
|
|||
import { enableExtension } from '../helper/enable-extension';
|
||||
import { FrameBuffer } from './frame-buffer';
|
||||
|
||||
export class IntermediateFrameBuffer extends FrameBuffer {
|
||||
private frameTexture: WebGLTexture;
|
||||
private floatLinearEnabled = false;
|
||||
|
||||
constructor(gl: WebGL2RenderingContext) {
|
||||
super(gl);
|
||||
|
||||
enableExtension(gl, 'EXT_color_buffer_float');
|
||||
|
||||
try {
|
||||
enableExtension(gl, 'OES_texture_float_linear');
|
||||
this.floatLinearEnabled = true;
|
||||
} catch {
|
||||
// it's okay
|
||||
}
|
||||
|
||||
this.frameTexture = this.gl.createTexture();
|
||||
this.configureTexture();
|
||||
|
||||
this.frameBuffer = this.gl.createFramebuffer();
|
||||
this.configureFrameBuffer();
|
||||
|
||||
this.setSize();
|
||||
}
|
||||
|
||||
public get colorTexture(): WebGLTexture {
|
||||
return this.frameTexture;
|
||||
}
|
||||
|
||||
public setSize(): boolean {
|
||||
const hasChanged = super.setSize();
|
||||
if (hasChanged) {
|
||||
this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
|
||||
|
||||
this.gl.texImage2D(
|
||||
this.gl.TEXTURE_2D,
|
||||
0,
|
||||
this.gl.RG16F,
|
||||
this.size.x,
|
||||
this.size.y,
|
||||
0,
|
||||
this.gl.RG,
|
||||
this.gl.FLOAT,
|
||||
null
|
||||
);
|
||||
}
|
||||
|
||||
return hasChanged;
|
||||
}
|
||||
|
||||
private configureTexture() {
|
||||
this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
|
||||
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() {
|
||||
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
|
||||
const attachmentPoint = this.gl.COLOR_ATTACHMENT0;
|
||||
this.gl.framebufferTexture2D(
|
||||
this.gl.FRAMEBUFFER,
|
||||
attachmentPoint,
|
||||
this.gl.TEXTURE_2D,
|
||||
this.frameTexture,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,41 +0,0 @@
|
|||
import { InfoText } from '../../../objects/types/info-text';
|
||||
|
||||
const extensions: Map<string, any> = new Map();
|
||||
|
||||
const printExtensions = () => {
|
||||
const values = {};
|
||||
for (const [k, v] of extensions.entries()) {
|
||||
values[k] = v !== null;
|
||||
}
|
||||
InfoText.modifyRecord('extensions', values);
|
||||
};
|
||||
|
||||
export const tryEnableExtension = (
|
||||
gl: WebGL2RenderingContext,
|
||||
name: string
|
||||
): any | null => {
|
||||
if (extensions.has(name)) {
|
||||
return extensions.get(name);
|
||||
}
|
||||
|
||||
let extension = null;
|
||||
if (gl.getSupportedExtensions().indexOf(name) != -1) {
|
||||
extension = gl.getExtension(name);
|
||||
}
|
||||
|
||||
extensions.set(name, extension);
|
||||
|
||||
printExtensions();
|
||||
|
||||
return extension;
|
||||
};
|
||||
|
||||
export const enableExtension = (gl: WebGL2RenderingContext, name: string): any => {
|
||||
const extension = tryEnableExtension(gl, name);
|
||||
|
||||
if (extension === null) {
|
||||
throw new Error(`Unsupported extension ${name}`);
|
||||
}
|
||||
|
||||
return extension;
|
||||
};
|
||||
|
|
@ -1,9 +0,0 @@
|
|||
export const getWebGl2Context = (canvas: HTMLCanvasElement): WebGL2RenderingContext => {
|
||||
const gl = canvas.getContext('webgl2');
|
||||
|
||||
if (!gl) {
|
||||
throw new Error('WebGl2 is not supported');
|
||||
}
|
||||
|
||||
return gl;
|
||||
};
|
||||
|
|
@ -1,82 +0,0 @@
|
|||
import { mat3, ReadonlyVec3, vec2, vec3 } from 'gl-matrix';
|
||||
|
||||
const loaderMat3 = mat3.create();
|
||||
|
||||
export const loadUniform = (
|
||||
gl: WebGL2RenderingContext,
|
||||
value: any,
|
||||
type: GLenum,
|
||||
location: WebGLUniformLocation
|
||||
): any => {
|
||||
const converters: Map<
|
||||
GLenum,
|
||||
(gl: WebGL2RenderingContext, value: any, location: WebGLUniformLocation) => void
|
||||
> = new Map();
|
||||
{
|
||||
converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => {
|
||||
if (v instanceof Array) {
|
||||
if (v.length == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
gl.uniform1fv(l, new Float32Array(v));
|
||||
} else {
|
||||
gl.uniform1f(l, v);
|
||||
}
|
||||
});
|
||||
|
||||
converters.set(WebGL2RenderingContext.FLOAT_VEC2, (gl, v: vec2 | Array<vec2>, l) => {
|
||||
if (v.length == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (v[0] instanceof Array) {
|
||||
const result = new Float32Array(v.length * 2);
|
||||
|
||||
for (let i = 0; i < v.length; i++) {
|
||||
result[2 * i] = (v[i] as Array<number>).x;
|
||||
result[2 * i + 1] = (v[i] as Array<number>).y;
|
||||
}
|
||||
|
||||
gl.uniform2fv(l, result);
|
||||
} else {
|
||||
gl.uniform2fv(l, v as vec2);
|
||||
}
|
||||
});
|
||||
|
||||
converters.set(
|
||||
WebGL2RenderingContext.FLOAT_VEC3,
|
||||
(gl, v: ReadonlyVec3 | Array<vec3>, l) => {
|
||||
if (v.length == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (v[0] instanceof Array) {
|
||||
const result = new Float32Array(v.length * 3);
|
||||
|
||||
for (let i = 0; i < v.length; i++) {
|
||||
result[3 * i] = (v[i] as Array<number>)[0];
|
||||
result[3 * i + 1] = (v[i] as Array<number>)[1];
|
||||
result[3 * i + 2] = (v[i] as Array<number>)[2];
|
||||
}
|
||||
|
||||
gl.uniform3fv(l, result);
|
||||
} else {
|
||||
gl.uniform3fv(l, v as vec3);
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
converters.set(WebGL2RenderingContext.FLOAT_MAT3, (gl, v, l) => {
|
||||
gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
|
||||
});
|
||||
|
||||
converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v));
|
||||
|
||||
if (!converters.has(type)) {
|
||||
throw new Error(`Unimplemented webgl type: ${type}`);
|
||||
}
|
||||
|
||||
converters.get(type)(gl, value, location);
|
||||
}
|
||||
};
|
||||
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue