Add linting
This commit is contained in:
parent
76282a4cf7
commit
40a660b7cb
49 changed files with 232 additions and 329 deletions
28
frontend/.eslintrc.json
Normal file
28
frontend/.eslintrc.json
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@ -0,0 +1,28 @@
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{
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"root": true,
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"env": {
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"browser": true,
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"es2020": true
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},
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"extends": [
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"eslint:recommended",
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"plugin:@typescript-eslint/eslint-recommended",
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"plugin:@typescript-eslint/recommended",
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"prettier",
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"prettier/@typescript-eslint"
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],
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"parser": "@typescript-eslint/parser",
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"parserOptions": {
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"ecmaVersion": 11,
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"sourceType": "module"
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},
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"plugins": ["unused-imports", "@typescript-eslint", "prettier"],
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"rules": {
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"prettier/prettier": "error",
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"no-unused-vars": "off",
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"unused-imports/no-unused-imports-ts": "error",
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"@typescript-eslint/no-unused-vars": ["warn", { "argsIgnorePattern": "^_" }],
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"@typescript-eslint/no-explicit-any": "off",
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"@typescript-eslint/explicit-module-boundary-types": "off"
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}
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}
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@ -1,6 +1,6 @@
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{
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"trailingComma": "es5",
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"printWidth": 120,
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"printWidth": 90,
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"tabWidth": 2,
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"singleQuote": true,
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"endOfLine": "lf"
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@ -6,6 +6,7 @@
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"main": "index.js",
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"scripts": {
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"start": "webpack-dev-server --mode development",
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"lint": "npx eslint --fix \"src/**/*.ts\" && npx prettier --write \"src/**/*.ts\"",
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"build": "webpack && find dist -type f -not -name '*.html' | xargs rm"
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},
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"keywords": [],
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@ -27,10 +28,16 @@
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"devDependencies": {
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"@types/gl-matrix": "^2.4.5",
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"@types/uuid": "^8.0.0",
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"@typescript-eslint/eslint-plugin": "^3.9.1",
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"@typescript-eslint/parser": "^3.9.1",
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"autoprefixer": "^9.8.5",
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"clean-webpack-plugin": "^3.0.0",
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"css-loader": "^3.5.2",
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"cssnano": "^4.1.10",
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"eslint": "^7.2.0",
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"eslint-config-prettier": "^6.11.0",
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"eslint-plugin-import": "^2.21.2",
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"eslint-plugin-prettier": "^3.1.4",
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"gl-matrix": "^3.3.0",
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"html-webpack-inline-source-plugin": "0.0.10",
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"html-webpack-plugin": "^3.2.0",
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@ -6,8 +6,6 @@ export class CommandBroadcaster {
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commandGenerators: Array<CommandGenerator>,
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commandReceivers: Array<CommandReceiver>
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) {
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commandReceivers.forEach((r) =>
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commandGenerators.forEach((g) => g.subscribe(r))
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);
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commandReceivers.forEach((r) => commandGenerators.forEach((g) => g.subscribe(r)));
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}
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}
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@ -1,8 +1,8 @@
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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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import { settings } from '../settings';
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import { Blob } from '../../shapes/types/blob';
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import { vec2, mat2d } from 'gl-matrix';
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export class DrawableBlob extends Blob implements IDrawable {
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public static descriptor: IDrawableDescriptor = {
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@ -11,32 +11,16 @@ export class DrawableBlob extends Blob implements IDrawable {
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shaderCombinationSteps: settings.shaderCombinations.blobSteps,
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};
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public serializeToUniforms(
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uniforms: any,
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scale: number,
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transform: mat2d
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): void {
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const uniformName = DrawableBlob.descriptor.uniformName;
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if (!uniforms.hasOwnProperty(uniformName)) {
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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(
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vec2.create(),
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this.head.center,
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transform
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),
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torsoCenter: vec2.transformMat2d(
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vec2.create(),
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this.torso.center,
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transform
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),
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leftFootCenter: vec2.transformMat2d(
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vec2.create(),
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this.leftFoot.center,
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transform
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),
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headCenter: vec2.transformMat2d(vec2.create(), this.head.center, transform),
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torsoCenter: vec2.transformMat2d(vec2.create(), this.torso.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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@ -1,8 +1,8 @@
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import { IDrawable } from './i-drawable';
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import { TunnelShape } from '../../shapes/types/tunnel-shape';
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import { IDrawableDescriptor } from './i-drawable-descriptor';
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import { settings } from '../settings';
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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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@ -11,23 +11,15 @@ export class DrawableTunnel extends TunnelShape implements IDrawable {
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shaderCombinationSteps: settings.shaderCombinations.lineSteps,
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};
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public serializeToUniforms(
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uniforms: any,
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scale: number,
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transform: mat2d
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): void {
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const uniformName = DrawableTunnel.descriptor.uniformName;
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if (!uniforms.hasOwnProperty(uniformName)) {
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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.transformMat2d(
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vec2.create(),
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this.toFromDelta,
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transform
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),
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toFromDelta: vec2.transformMat2d(vec2.create(), this.toFromDelta, transform),
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fromRadius: this.fromRadius * scale,
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toRadius: this.toRadius * scale,
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});
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@ -1,5 +1,4 @@
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import { vec2, vec3, mat2d } from 'gl-matrix';
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import { GameObject } from '../../../objects/game-object';
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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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@ -22,14 +21,10 @@ export class CircleLight implements ILight {
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return 0;
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}
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public serializeToUniforms(
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uniforms: any,
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scale: number,
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transform: mat2d
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): void {
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const uniformName = CircleLight.descriptor.uniformName;
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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 (!uniforms.hasOwnProperty(uniformName)) {
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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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@ -1,4 +1,3 @@
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import { vec2 } from 'gl-matrix';
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import { IDrawable } from '../i-drawable';
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export interface ILight extends IDrawable {}
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export type ILight = IDrawable;
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@ -1,8 +1,7 @@
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import { ILight } from './i-light';
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import { vec2, vec3, mat2d } from 'gl-matrix';
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import { IDrawableDescriptor } from '../i-drawable-descriptor';
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import { mat2d, vec2, vec3 } from 'gl-matrix';
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import { settings } from '../../settings';
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import { GameObject } from '../../../objects/game-object';
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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 PointLight implements ILight {
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public static descriptor: IDrawableDescriptor = {
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@ -22,14 +21,10 @@ export class PointLight implements ILight {
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return vec2.distance(this.center, target) - this.radius;
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}
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public serializeToUniforms(
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uniforms: any,
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scale: number,
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transform: mat2d
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): void {
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public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
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const listName = PointLight.descriptor.uniformName;
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if (!uniforms.hasOwnProperty(listName)) {
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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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@ -11,10 +11,7 @@ export class DefaultFrameBuffer extends FrameBuffer {
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public setSize() {
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super.setSize();
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if (
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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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if (this.gl.canvas.width !== this.size.x || this.gl.canvas.height !== this.size.y) {
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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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@ -2,9 +2,11 @@ import { vec2 } from 'gl-matrix';
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export abstract class FrameBuffer {
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public renderScale = 1;
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public enableHighDpiRendering = false;
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protected size: vec2;
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protected frameBuffer: WebGLFramebuffer;
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constructor(protected gl: WebGL2RenderingContext) {}
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@ -1,7 +1,4 @@
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export const enableExtension = (
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gl: WebGL2RenderingContext,
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name: string
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): any => {
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export const enableExtension = (gl: WebGL2RenderingContext, name: string): any => {
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if (gl.getSupportedExtensions().indexOf(name) == -1) {
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throw new Error(`Unsupported extension ${name}`);
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}
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@ -1,6 +1,4 @@
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export const getWebGl2Context = (
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canvas: HTMLCanvasElement
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): WebGL2RenderingContext => {
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export const getWebGl2Context = (canvas: HTMLCanvasElement): WebGL2RenderingContext => {
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const gl = canvas.getContext('webgl2');
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if (!gl) {
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@ -10,11 +10,7 @@ export const loadUniform = (
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): any => {
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const converters: Map<
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GLenum,
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(
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gl: WebGL2RenderingContext,
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value: any,
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location: WebGLUniformLocation
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) => void
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(gl: WebGL2RenderingContext, value: any, location: WebGLUniformLocation) => void
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> = new Map();
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{
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converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => {
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@ -29,27 +25,24 @@ export const loadUniform = (
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}
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});
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converters.set(
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WebGL2RenderingContext.FLOAT_VEC2,
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(gl, v: vec2 | Array<vec2>, l) => {
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if (v.length == 0) {
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return;
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}
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if (v[0] instanceof Array) {
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const result = new Float32Array(v.length * 2);
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for (let i = 0; i < v.length; i++) {
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result[2 * i] = (v[i] as Array<number>).x;
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result[2 * i + 1] = (v[i] as Array<number>).y;
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}
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gl.uniform2fv(l, result);
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} else {
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gl.uniform2fv(l, v as vec2);
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}
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converters.set(WebGL2RenderingContext.FLOAT_VEC2, (gl, v: vec2 | Array<vec2>, l) => {
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if (v.length == 0) {
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return;
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}
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);
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if (v[0] instanceof Array) {
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const result = new Float32Array(v.length * 2);
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for (let i = 0; i < v.length; i++) {
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result[2 * i] = (v[i] as Array<number>).x;
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result[2 * i + 1] = (v[i] as Array<number>).y;
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}
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gl.uniform2fv(l, result);
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} else {
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gl.uniform2fv(l, v as vec2);
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}
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});
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converters.set(
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WebGL2RenderingContext.FLOAT_VEC3,
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@ -78,9 +71,7 @@ export const loadUniform = (
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gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
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});
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converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) =>
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gl.uniform1i(l, v)
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);
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converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v));
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if (!converters.has(type)) {
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throw new Error(`Unimplemented webgl type: ${type}`);
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|
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@ -5,16 +5,15 @@ import { enableExtension } from './enable-extension';
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export class WebGlStopwatch {
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private timerExtension: any;
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private timerQuery: WebGLQuery;
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private isReady = true;
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private resultsInNanoSeconds: number;
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constructor(private gl: WebGL2RenderingContext) {
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this.timerExtension = enableExtension(
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gl,
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'EXT_disjoint_timer_query_webgl2'
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);
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this.timerExtension = enableExtension(gl, 'EXT_disjoint_timer_query_webgl2');
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}
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public start() {
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@ -42,10 +41,7 @@ export class WebGlStopwatch {
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this.gl.QUERY_RESULT
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);
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InfoText.modifyRecord(
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'Draw time',
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`${this.resultsInMilliSeconds.toFixed(2)} ms`
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);
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InfoText.modifyRecord('Draw time', `${this.resultsInMilliSeconds.toFixed(2)} ms`);
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this.isReady = true;
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}
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|
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@ -1,4 +1,4 @@
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import { Program } from './program';
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import Program from './program';
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export class FragmentShaderOnlyProgram extends Program {
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private vao: WebGLVertexArrayObject;
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|
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@ -39,13 +39,6 @@ export class FragmentShaderOnlyProgram extends Program {
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this.gl.bindVertexArray(this.vao);
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this.gl.enableVertexAttribArray(positionAttributeLocation);
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this.gl.vertexAttribPointer(
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positionAttributeLocation,
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2,
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this.gl.FLOAT,
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false,
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0,
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0
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);
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this.gl.vertexAttribPointer(positionAttributeLocation, 2, this.gl.FLOAT, false, 0, 0);
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}
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}
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|
|
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|
|
@ -3,10 +3,13 @@ import { createShader } from '../helper/create-shader';
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import { loadUniform } from '../helper/load-uniform';
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import { IProgram } from './i-program';
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export abstract class Program implements IProgram {
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export default abstract class Program implements IProgram {
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protected program: WebGLProgram;
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private shaders: Array<WebGLShader> = [];
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private modelTransform = mat2d.identity(mat2d.create());
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private readonly ndcToUv: mat2d;
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private uniforms: Array<{
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@ -116,10 +119,7 @@ export abstract class Program implements IProgram {
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this.gl.linkProgram(this.program);
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const success = this.gl.getProgramParameter(
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this.program,
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this.gl.LINK_STATUS
|
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);
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const success = this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS);
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|
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if (!success) {
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throw new Error(this.gl.getProgramInfoLog(this.program));
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|
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|
|
@ -1,18 +1,20 @@
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import { vec2 } from 'gl-matrix';
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import { getCombinations } from '../../../helper/get-combinations';
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import { last } from '../../../helper/last';
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import { IDrawableDescriptor } from '../../drawables/i-drawable-descriptor';
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import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
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import { IProgram } from './i-program';
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import { last } from '../../../helper/last';
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import { getCombinations } from '../../../helper/get-combinations';
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import { IDrawableDescriptor } from '../../drawables/i-drawable-descriptor';
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export class UniformArrayAutoScalingProgram implements IProgram {
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private programs: Array<{
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program: FragmentShaderOnlyProgram;
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values: Array<number>;
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}> = [];
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private current: FragmentShaderOnlyProgram;
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private drawingRectangleTopLeft = vec2.fromValues(0, 0);
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private drawingRectangleSize = vec2.fromValues(1, 1);
|
||||
|
||||
constructor(
|
||||
|
|
@ -21,7 +23,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
|
|||
private options: Array<IDrawableDescriptor>
|
||||
) {
|
||||
const names = options.map((o) => o.countMacroName);
|
||||
for (let combination of getCombinations(
|
||||
for (const combination of getCombinations(
|
||||
options.map((o) => o.shaderCombinationSteps)
|
||||
)) {
|
||||
this.createProgram(names, combination, shaderSources);
|
||||
|
|
@ -29,13 +31,11 @@ export class UniformArrayAutoScalingProgram implements IProgram {
|
|||
}
|
||||
|
||||
public bindAndSetUniforms(uniforms: { [name: string]: any }): void {
|
||||
let values = this.options.map((o) =>
|
||||
const values = this.options.map((o) =>
|
||||
uniforms[o.uniformName] ? uniforms[o.uniformName].length : 0
|
||||
);
|
||||
|
||||
const closest = this.programs.find((p) =>
|
||||
p.values.every((v, i) => v >= values[i])
|
||||
);
|
||||
const closest = this.programs.find((p) => p.values.every((v, i) => v >= values[i]));
|
||||
|
||||
this.current = closest ? closest.program : last(this.programs).program;
|
||||
|
||||
|
|
@ -67,11 +67,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
|
|||
const substitutions = {};
|
||||
names.forEach((v, i) => (substitutions[v] = combination[i].toString()));
|
||||
|
||||
const program = new FragmentShaderOnlyProgram(
|
||||
this.gl,
|
||||
shaderSources,
|
||||
substitutions
|
||||
);
|
||||
const program = new FragmentShaderOnlyProgram(this.gl, shaderSources, substitutions);
|
||||
|
||||
this.programs.push({
|
||||
program,
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { ILight } from './drawables/lights/i-light';
|
||||
import { IDrawable } from './drawables/i-drawable';
|
||||
import { BoundingBoxBase } from '../shapes/bounding-box-base';
|
||||
import { IDrawable } from './drawables/i-drawable';
|
||||
import { ILight } from './drawables/lights/i-light';
|
||||
|
||||
export interface IRenderer {
|
||||
startFrame(deltaTime: DOMHighResTimeStamp): void;
|
||||
|
|
|
|||
|
|
@ -7,6 +7,7 @@ import { toPercent } from '../../helper/to-percent';
|
|||
|
||||
export class FpsAutoscaler extends Autoscaler {
|
||||
private timeSinceLastAdjusment = 0;
|
||||
|
||||
private exponentialDecayedDeltaTime = 0.0;
|
||||
|
||||
constructor(private frameBuffers: Array<FrameBuffer>) {
|
||||
|
|
@ -21,8 +22,7 @@ export class FpsAutoscaler extends Autoscaler {
|
|||
public autoscale(lastDeltaTime: DOMHighResTimeStamp) {
|
||||
this.timeSinceLastAdjusment += lastDeltaTime;
|
||||
if (
|
||||
this.timeSinceLastAdjusment >=
|
||||
settings.qualityScaling.adjusmentRateInMilliseconds
|
||||
this.timeSinceLastAdjusment >= settings.qualityScaling.adjusmentRateInMilliseconds
|
||||
) {
|
||||
this.timeSinceLastAdjusment = 0;
|
||||
this.exponentialDecayedDeltaTime = exponentialDecay(
|
||||
|
|
|
|||
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Reference in a new issue