Add linting

This commit is contained in:
schmelczerandras 2020-08-18 16:52:11 +02:00
commit 40a660b7cb
46 changed files with 232 additions and 329 deletions

View file

@ -6,8 +6,6 @@ export class CommandBroadcaster {
commandGenerators: Array<CommandGenerator>,
commandReceivers: Array<CommandReceiver>
) {
commandReceivers.forEach((r) =>
commandGenerators.forEach((g) => g.subscribe(r))
);
commandReceivers.forEach((r) => commandGenerators.forEach((g) => g.subscribe(r)));
}
}

View file

@ -1,8 +1,8 @@
import { mat2d, vec2 } from 'gl-matrix';
import { Blob } from '../../shapes/types/blob';
import { settings } from '../settings';
import { IDrawable } from './i-drawable';
import { IDrawableDescriptor } from './i-drawable-descriptor';
import { settings } from '../settings';
import { Blob } from '../../shapes/types/blob';
import { vec2, mat2d } from 'gl-matrix';
export class DrawableBlob extends Blob implements IDrawable {
public static descriptor: IDrawableDescriptor = {
@ -11,32 +11,16 @@ export class DrawableBlob extends Blob implements IDrawable {
shaderCombinationSteps: settings.shaderCombinations.blobSteps,
};
public serializeToUniforms(
uniforms: any,
scale: number,
transform: mat2d
): void {
const uniformName = DrawableBlob.descriptor.uniformName;
if (!uniforms.hasOwnProperty(uniformName)) {
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
const { uniformName } = DrawableBlob.descriptor;
if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
uniforms[uniformName] = [];
}
uniforms[uniformName].push({
headCenter: vec2.transformMat2d(
vec2.create(),
this.head.center,
transform
),
torsoCenter: vec2.transformMat2d(
vec2.create(),
this.torso.center,
transform
),
leftFootCenter: vec2.transformMat2d(
vec2.create(),
this.leftFoot.center,
transform
),
headCenter: vec2.transformMat2d(vec2.create(), this.head.center, transform),
torsoCenter: vec2.transformMat2d(vec2.create(), this.torso.center, transform),
leftFootCenter: vec2.transformMat2d(vec2.create(), this.leftFoot.center, transform),
rightFootCenter: vec2.transformMat2d(
vec2.create(),
this.rightFoot.center,

View file

@ -1,8 +1,8 @@
import { IDrawable } from './i-drawable';
import { TunnelShape } from '../../shapes/types/tunnel-shape';
import { IDrawableDescriptor } from './i-drawable-descriptor';
import { settings } from '../settings';
import { mat2d, vec2 } from 'gl-matrix';
import TunnelShape from '../../shapes/types/tunnel-shape';
import { settings } from '../settings';
import { IDrawable } from './i-drawable';
import { IDrawableDescriptor } from './i-drawable-descriptor';
export class DrawableTunnel extends TunnelShape implements IDrawable {
public static descriptor: IDrawableDescriptor = {
@ -11,23 +11,15 @@ export class DrawableTunnel extends TunnelShape implements IDrawable {
shaderCombinationSteps: settings.shaderCombinations.lineSteps,
};
public serializeToUniforms(
uniforms: any,
scale: number,
transform: mat2d
): void {
const uniformName = DrawableTunnel.descriptor.uniformName;
if (!uniforms.hasOwnProperty(uniformName)) {
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
const { uniformName } = DrawableTunnel.descriptor;
if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
uniforms[uniformName] = [];
}
uniforms[uniformName].push({
from: vec2.transformMat2d(vec2.create(), this.from, transform),
toFromDelta: vec2.transformMat2d(
vec2.create(),
this.toFromDelta,
transform
),
toFromDelta: vec2.transformMat2d(vec2.create(), this.toFromDelta, transform),
fromRadius: this.fromRadius * scale,
toRadius: this.toRadius * scale,
});

View file

@ -1,5 +1,4 @@
import { vec2, vec3, mat2d } from 'gl-matrix';
import { GameObject } from '../../../objects/game-object';
import { mat2d, vec2, vec3 } from 'gl-matrix';
import { settings } from '../../settings';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ILight } from './i-light';
@ -22,14 +21,10 @@ export class CircleLight implements ILight {
return 0;
}
public serializeToUniforms(
uniforms: any,
scale: number,
transform: mat2d
): void {
const uniformName = CircleLight.descriptor.uniformName;
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
const { uniformName } = CircleLight.descriptor;
if (!uniforms.hasOwnProperty(uniformName)) {
if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
uniforms[uniformName] = [];
}

View file

@ -1,4 +1,3 @@
import { vec2 } from 'gl-matrix';
import { IDrawable } from '../i-drawable';
export interface ILight extends IDrawable {}
export type ILight = IDrawable;

View file

@ -1,8 +1,7 @@
import { ILight } from './i-light';
import { vec2, vec3, mat2d } from 'gl-matrix';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { mat2d, vec2, vec3 } from 'gl-matrix';
import { settings } from '../../settings';
import { GameObject } from '../../../objects/game-object';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ILight } from './i-light';
export class PointLight implements ILight {
public static descriptor: IDrawableDescriptor = {
@ -22,14 +21,10 @@ export class PointLight implements ILight {
return vec2.distance(this.center, target) - this.radius;
}
public serializeToUniforms(
uniforms: any,
scale: number,
transform: mat2d
): void {
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
const listName = PointLight.descriptor.uniformName;
if (!uniforms.hasOwnProperty(listName)) {
if (!Object.prototype.hasOwnProperty.call(uniforms, listName)) {
uniforms[listName] = [];
}

View file

@ -11,10 +11,7 @@ export class DefaultFrameBuffer extends FrameBuffer {
public setSize() {
super.setSize();
if (
this.gl.canvas.width !== this.size.x ||
this.gl.canvas.height !== this.size.y
) {
if (this.gl.canvas.width !== this.size.x || this.gl.canvas.height !== this.size.y) {
this.gl.canvas.width = this.size.x;
this.gl.canvas.height = this.size.y;
}

View file

@ -2,9 +2,11 @@ import { vec2 } from 'gl-matrix';
export abstract class FrameBuffer {
public renderScale = 1;
public enableHighDpiRendering = false;
protected size: vec2;
protected frameBuffer: WebGLFramebuffer;
constructor(protected gl: WebGL2RenderingContext) {}

View file

@ -1,7 +1,4 @@
export const enableExtension = (
gl: WebGL2RenderingContext,
name: string
): any => {
export const enableExtension = (gl: WebGL2RenderingContext, name: string): any => {
if (gl.getSupportedExtensions().indexOf(name) == -1) {
throw new Error(`Unsupported extension ${name}`);
}

View file

@ -1,6 +1,4 @@
export const getWebGl2Context = (
canvas: HTMLCanvasElement
): WebGL2RenderingContext => {
export const getWebGl2Context = (canvas: HTMLCanvasElement): WebGL2RenderingContext => {
const gl = canvas.getContext('webgl2');
if (!gl) {

View file

@ -10,11 +10,7 @@ export const loadUniform = (
): any => {
const converters: Map<
GLenum,
(
gl: WebGL2RenderingContext,
value: any,
location: WebGLUniformLocation
) => void
(gl: WebGL2RenderingContext, value: any, location: WebGLUniformLocation) => void
> = new Map();
{
converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => {
@ -29,27 +25,24 @@ export const loadUniform = (
}
});
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_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,
@ -78,9 +71,7 @@ export const loadUniform = (
gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
});
converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) =>
gl.uniform1i(l, v)
);
converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v));
if (!converters.has(type)) {
throw new Error(`Unimplemented webgl type: ${type}`);

View file

@ -5,16 +5,15 @@ import { enableExtension } from './enable-extension';
export class WebGlStopwatch {
private timerExtension: any;
private timerQuery: WebGLQuery;
private isReady = true;
private resultsInNanoSeconds: number;
constructor(private gl: WebGL2RenderingContext) {
this.timerExtension = enableExtension(
gl,
'EXT_disjoint_timer_query_webgl2'
);
this.timerExtension = enableExtension(gl, 'EXT_disjoint_timer_query_webgl2');
}
public start() {
@ -42,10 +41,7 @@ export class WebGlStopwatch {
this.gl.QUERY_RESULT
);
InfoText.modifyRecord(
'Draw time',
`${this.resultsInMilliSeconds.toFixed(2)} ms`
);
InfoText.modifyRecord('Draw time', `${this.resultsInMilliSeconds.toFixed(2)} ms`);
this.isReady = true;
}

View file

@ -1,4 +1,4 @@
import { Program } from './program';
import Program from './program';
export class FragmentShaderOnlyProgram extends Program {
private vao: WebGLVertexArrayObject;
@ -39,13 +39,6 @@ export class FragmentShaderOnlyProgram extends Program {
this.gl.bindVertexArray(this.vao);
this.gl.enableVertexAttribArray(positionAttributeLocation);
this.gl.vertexAttribPointer(
positionAttributeLocation,
2,
this.gl.FLOAT,
false,
0,
0
);
this.gl.vertexAttribPointer(positionAttributeLocation, 2, this.gl.FLOAT, false, 0, 0);
}
}

View file

@ -3,10 +3,13 @@ import { createShader } from '../helper/create-shader';
import { loadUniform } from '../helper/load-uniform';
import { IProgram } from './i-program';
export abstract class Program implements IProgram {
export default abstract class Program implements IProgram {
protected program: WebGLProgram;
private shaders: Array<WebGLShader> = [];
private modelTransform = mat2d.identity(mat2d.create());
private readonly ndcToUv: mat2d;
private uniforms: Array<{
@ -116,10 +119,7 @@ export abstract class Program implements IProgram {
this.gl.linkProgram(this.program);
const success = this.gl.getProgramParameter(
this.program,
this.gl.LINK_STATUS
);
const success = this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS);
if (!success) {
throw new Error(this.gl.getProgramInfoLog(this.program));

View file

@ -1,18 +1,20 @@
import { vec2 } from 'gl-matrix';
import { getCombinations } from '../../../helper/get-combinations';
import { last } from '../../../helper/last';
import { IDrawableDescriptor } from '../../drawables/i-drawable-descriptor';
import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
import { IProgram } from './i-program';
import { last } from '../../../helper/last';
import { getCombinations } from '../../../helper/get-combinations';
import { IDrawableDescriptor } from '../../drawables/i-drawable-descriptor';
export class UniformArrayAutoScalingProgram implements IProgram {
private programs: Array<{
program: FragmentShaderOnlyProgram;
values: Array<number>;
}> = [];
private current: FragmentShaderOnlyProgram;
private drawingRectangleTopLeft = vec2.fromValues(0, 0);
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,

View file

@ -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;

View file

@ -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(

View file

@ -1,4 +1,4 @@
import { vec2, mat2d } from 'gl-matrix';
import { mat2d, vec2 } from 'gl-matrix';
import { InfoText } from '../../objects/types/info-text';
import { IDrawable } from '../drawables/i-drawable';
import { IDrawableDescriptor } from '../drawables/i-drawable-descriptor';
@ -8,6 +8,7 @@ import { settings } from '../settings';
export class RenderingPass {
private drawables: Array<IDrawable> = [];
private program: UniformArrayAutoScalingProgram;
constructor(
@ -83,17 +84,13 @@ export class RenderingPass {
}
InfoText.modifyRecord(
'nearby ' + this.drawableDescriptors[0].countMacroName,
`nearby ${this.drawableDescriptors[0].countMacroName}`,
this.drawables.length.toFixed(2)
);
InfoText.modifyRecord(
'drawn ' + this.drawableDescriptors[0].countMacroName,
(
sumLineCount /
settings.tileMultiplier /
settings.tileMultiplier
).toFixed(2)
`drawn ${this.drawableDescriptors[0].countMacroName}`,
(sumLineCount / settings.tileMultiplier / settings.tileMultiplier).toFixed(2)
);
this.drawables = [];

View file

@ -1,4 +1,8 @@
import { mat2d, vec2 } from 'gl-matrix';
import { BoundingBoxBase } from '../../shapes/bounding-box-base';
import { DrawableBlob } from '../drawables/drawable-blob';
import { DrawableTunnel } from '../drawables/drawable-tunnel';
import { IDrawable } from '../drawables/i-drawable';
import { CircleLight } from '../drawables/lights/circle-light';
import { ILight } from '../drawables/lights/i-light';
import { PointLight } from '../drawables/lights/point-light';
@ -14,23 +18,24 @@ import caveVertexShader from '../shaders/passthrough-distance-vs.glsl';
import lightsVertexShader from '../shaders/passthrough-shading-vs.glsl';
import { FpsAutoscaler } from './fps-autoscaler';
import { RenderingPass } from './rendering-pass';
import { IDrawable } from '../drawables/i-drawable';
import { DrawableTunnel } from '../drawables/drawable-tunnel';
import { enableExtension } from '../graphics-library/helper/enable-extension';
import { DrawableBlob } from '../drawables/drawable-blob';
import { BoundingBoxBase } from '../../shapes/bounding-box-base';
export class WebGl2Renderer implements IRenderer {
private gl: WebGL2RenderingContext;
private stopwatch?: WebGlStopwatch;
private viewBoxBottomLeft = vec2.create();
private viewBoxSize = vec2.create();
private cursorPosition = vec2.create();
private distanceFieldFrameBuffer: IntermediateFrameBuffer;
private lightingFrameBuffer: DefaultFrameBuffer;
private distancePass: RenderingPass;
private lightingPass: RenderingPass;
private autoscaler: FpsAutoscaler;
@ -70,7 +75,9 @@ export class WebGl2Renderer implements IRenderer {
try {
this.stopwatch = new WebGlStopwatch(this.gl);
} catch {}
} catch {
// no problem
}
}
public drawShape(shape: IDrawable) {
@ -81,7 +88,7 @@ export class WebGl2Renderer implements IRenderer {
this.lightingPass.addDrawable(light);
}
public startFrame(deltaTime: DOMHighResTimeStamp): void {
public startFrame(deltaTime: DOMHighResTimeStamp) {
this.autoscaler.autoscale(deltaTime);
this.stopwatch?.start();
@ -94,10 +101,7 @@ export class WebGl2Renderer implements IRenderer {
this.distancePass.render(this.uniforms);
this.lightingPass.render(
this.uniforms,
this.distanceFieldFrameBuffer.colorTexture
);
this.lightingPass.render(this.uniforms, this.distanceFieldFrameBuffer.colorTexture);
this.stopwatch?.stop();
}
@ -112,11 +116,7 @@ export class WebGl2Renderer implements IRenderer {
mat2d.create(),
this.viewBoxBottomLeft
);
mat2d.scale(
this.matrices.uvToWorld,
this.matrices.uvToWorld,
this.viewBoxSize
);
mat2d.scale(this.matrices.uvToWorld, this.matrices.uvToWorld, this.viewBoxSize);
this.matrices.distanceScreenToWorld = this.getScreenToWorldTransform(
this.distanceFieldFrameBuffer.getSize()
@ -127,17 +127,11 @@ export class WebGl2Renderer implements IRenderer {
this.matrices.distanceScreenToWorld,
this.distanceFieldFrameBuffer.getSize()
);
mat2d.invert(
this.matrices.worldToDistanceUV,
this.matrices.worldToDistanceUV
);
mat2d.invert(this.matrices.worldToDistanceUV, this.matrices.worldToDistanceUV);
}
private getScreenToWorldTransform(screenSize: vec2) {
const transform = mat2d.fromTranslation(
mat2d.create(),
this.viewBoxBottomLeft
);
const transform = mat2d.fromTranslation(mat2d.create(), this.viewBoxBottomLeft);
mat2d.scale(
transform,
transform,

View file

@ -8,11 +8,11 @@ export const settings = {
[0.2, 0.1],
[0.6, 0.1],
[1, 1],
/*[1.25, 0.75],
/* [1.25, 0.75],
[1.5, 1],
[1.75, 1.25],
[1.75, 1.75],
[2, 2],*/
[2, 2], */
],
startingTargetIndex: 2,
scalingOptions: {

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