Add dynamic shader generation

This commit is contained in:
schmelczerandras 2020-07-26 13:35:44 +02:00
commit 4369cf1770
10 changed files with 289 additions and 113 deletions

View file

@ -0,0 +1,23 @@
import { IProgram } from '../program/i-program';
import { FrameBuffer } from './frame-buffer';
export class DefaultFrameBuffer extends FrameBuffer {
constructor(gl: WebGL2RenderingContext, programs: Array<IProgram>) {
super(gl, programs);
this.frameBuffer = null;
this.setSize();
}
public setSize() {
super.setSize();
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

@ -0,0 +1,47 @@
import { vec2 } from 'gl-matrix';
import { IProgram } from '../program/i-program';
export abstract class FrameBuffer {
public renderScale = 1;
public enableHighDpiRendering = false;
protected size: vec2;
protected frameBuffer: WebGLFramebuffer;
constructor(
protected gl: WebGL2RenderingContext,
protected programs: Array<IProgram>
) {}
public render(uniforms: any, colorInput?: WebGLTexture) {
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
if (colorInput !== null) {
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);
this.programs.forEach((p) => {
p.bindAndSetUniforms(uniforms);
p.draw();
});
}
public setSize() {
const realToCssPixels = window.devicePixelRatio * 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);
this.size = vec2.fromValues(displayWidth, displayHeight);
}
public getSize(): vec2 {
return this.size;
}
}

View file

@ -0,0 +1,76 @@
import { IProgram } from '../program/i-program';
import { FrameBuffer } from './frame-buffer';
export class IntermediateFrameBuffer extends FrameBuffer {
private frameTexture: WebGLTexture;
constructor(gl: WebGL2RenderingContext, programs: Array<IProgram>) {
super(gl, programs);
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() {
super.setSize();
this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
this.gl.texImage2D(
this.gl.TEXTURE_2D,
0,
this.gl.RGBA,
this.size.x,
this.size.y,
0,
this.gl.RGBA,
this.gl.UNSIGNED_BYTE,
null
);
}
private configureTexture() {
this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_MAG_FILTER,
this.gl.LINEAR
);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_MIN_FILTER,
this.gl.LINEAR
);
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
);
}
}

View file

@ -0,0 +1,22 @@
export const createShader = (
gl: WebGL2RenderingContext,
type: GLenum,
source: string,
substitutions: { [name: string]: string }
): WebGLShader => {
source = source.replace(
/{(.+)}/gm,
(_, name: string): string => substitutions[name]
);
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!success) {
throw new Error(gl.getShaderInfoLog(shader));
}
return shader;
};

View file

@ -0,0 +1,91 @@
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);
}
};

View file

@ -0,0 +1,63 @@
import { InfoText } from '../../../objects/types/info-text';
// https://www.khronos.org/registry/webgl/extensions/EXT_disjoint_timer_query_webgl2/
export class WebGlStopwatch {
private timerExtension: any;
private timerQuery: WebGLQuery;
private isReady = true;
private resultsInNanoSeconds: number;
constructor(private gl: WebGL2RenderingContext) {
if (
this.gl
.getSupportedExtensions()
.indexOf('EXT_disjoint_timer_query_webgl2') == -1
) {
throw new Error('Unsupported extension');
}
this.timerExtension = this.gl.getExtension(
'EXT_disjoint_timer_query_webgl2'
);
}
public start() {
if (this.isReady) {
this.timerQuery = this.gl.createQuery();
this.gl.beginQuery(this.timerExtension.TIME_ELAPSED_EXT, this.timerQuery);
}
}
public stop() {
if (this.isReady) {
this.gl.endQuery(this.timerExtension.TIME_ELAPSED_EXT);
this.isReady = false;
}
const available = this.gl.getQueryParameter(
this.timerQuery,
this.gl.QUERY_RESULT_AVAILABLE
);
const disjoint = this.gl.getParameter(this.timerExtension.GPU_DISJOINT_EXT);
if (available && !disjoint) {
this.resultsInNanoSeconds = this.gl.getQueryParameter(
this.timerQuery,
this.gl.QUERY_RESULT
);
InfoText.modifyRecord(
'Draw time',
`${this.resultsInMilliSeconds.toFixed(2)} ms`
);
this.isReady = true;
}
}
public get resultsInMilliSeconds(): number {
return this.resultsInNanoSeconds / 1000 / 1000;
}
}

View file

@ -0,0 +1,52 @@
import { Program } from './program';
export class FragmentShaderOnlyProgram extends Program {
private vao: WebGLVertexArrayObject;
constructor(
gl: WebGL2RenderingContext,
vertexShaderSource: string,
fragmentShaderSource: string,
substitutions: { [name: string]: string }
) {
super(gl, vertexShaderSource, fragmentShaderSource, substitutions);
this.prepareScreenQuad('a_position');
}
public bind() {
super.bind();
this.gl.bindVertexArray(this.vao);
}
public draw() {
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
}
private prepareScreenQuad(attributeName: string) {
const positionAttributeLocation = this.gl.getAttribLocation(
this.program,
attributeName
);
const positionBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer);
this.gl.bufferData(
this.gl.ARRAY_BUFFER,
new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]),
this.gl.STATIC_DRAW
);
this.vao = this.gl.createVertexArray();
this.gl.bindVertexArray(this.vao);
this.gl.enableVertexAttribArray(positionAttributeLocation);
this.gl.vertexAttribPointer(
positionAttributeLocation,
2,
this.gl.FLOAT,
false,
0,
0
);
}
}

View file

@ -0,0 +1,5 @@
export interface IProgram {
bindAndSetUniforms(values: { [name: string]: any }): void;
draw(): void;
delete(): void;
}

View file

@ -0,0 +1,116 @@
import { createShader } from '../helper/create-shader';
import { loadUniform } from '../helper/load-uniform';
import { IProgram } from './i-program';
export abstract class Program implements IProgram {
protected program: WebGLProgram;
private shaders: Array<WebGLShader> = [];
private uniforms: Array<{
name: Array<string>;
location: WebGLUniformLocation;
type: GLenum;
}> = [];
constructor(
protected gl: WebGL2RenderingContext,
vertexShaderSource: string,
fragmentShaderSource: string,
substitutions: { [name: string]: string }
) {
this.createProgram(vertexShaderSource, fragmentShaderSource, substitutions);
this.queryUniforms();
}
public bindAndSetUniforms(values: { [name: string]: any }) {
this.bind();
this.setUniforms(values);
}
public bind() {
this.gl.useProgram(this.program);
}
public setUniforms(values: { [name: string]: any }) {
this.uniforms.forEach(({ name, location, type }) => {
const value = name.reduce(
(prev, prop) => (prev !== null && prop in prev ? prev[prop] : null),
values
);
if (value !== null) {
loadUniform(this.gl, value, type, location);
}
});
}
public delete() {
this.shaders.forEach((s) => this.gl.deleteShader(s));
this.gl.deleteProgram(this.program);
}
public abstract draw(): void;
private queryUniforms() {
const uniformCount = this.gl.getProgramParameter(
this.program,
WebGL2RenderingContext.ACTIVE_UNIFORMS
);
for (let i = 0; i < uniformCount; i++) {
const glUniform = this.gl.getActiveUniform(this.program, i);
this.uniforms.push({
name: glUniform.name.split(/\[|\]\.|\]|\./).filter((p) => p !== ''),
location: this.gl.getUniformLocation(this.program, glUniform.name),
type: glUniform.type,
});
}
this.uniforms.map((u1) => {
const isSingle =
this.uniforms.filter((u2) => u2.name.includes(u1.name[0])).length == 1;
if (u1.name.includes('0') && isSingle) {
u1.name = u1.name.slice(0, -1);
}
return u1;
});
}
private createProgram(
passthroughVertexShaderSource: string,
fragmentShaderSource: string,
substitutions: { [name: string]: string }
) {
this.program = this.gl.createProgram();
const vertexShader = createShader(
this.gl,
this.gl.VERTEX_SHADER,
passthroughVertexShaderSource,
substitutions
);
this.gl.attachShader(this.program, vertexShader);
this.shaders.push(vertexShader);
const fragmentShader = createShader(
this.gl,
this.gl.FRAGMENT_SHADER,
fragmentShaderSource,
substitutions
);
this.gl.attachShader(this.program, fragmentShader);
this.shaders.push(fragmentShader);
this.gl.linkProgram(this.program);
const success = this.gl.getProgramParameter(
this.program,
this.gl.LINK_STATUS
);
if (!success) {
throw new Error(this.gl.getProgramInfoLog(this.program));
}
}
}

View file

@ -0,0 +1,76 @@
import { InfoText } from '../../../objects/types/info-text';
import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
import { IProgram } from './i-program';
export class UniformArrayAutoScalingProgram implements IProgram {
private programs: Array<{
program: FragmentShaderOnlyProgram;
value: number;
}> = [];
private current: FragmentShaderOnlyProgram;
constructor(
private gl: WebGL2RenderingContext,
private vertexShaderSource: string,
private fragmentShaderSource: string,
private options: {
getValueFromUniforms: (values: { [name: string]: any }) => number;
uniformArraySizeName: string;
startingValue: number;
steps: number;
maximumValue: number;
}
) {
for (
let i = options.startingValue;
i < options.maximumValue;
i += options.steps
) {
this.createProgram(i);
}
}
bindAndSetUniforms(values: { [name: string]: any }): void {
let value = this.options.getValueFromUniforms(values);
value = Math.min(this.options.maximumValue, value);
InfoText.modifyRecord(this.options.uniformArraySizeName, value.toString());
const closest = this.programs.find(
(p) => value < p.value && value + this.options.steps >= p.value
);
if (closest) {
this.current = closest.program;
} else {
this.current = this.createProgram(value + this.options.steps);
}
this.current.bindAndSetUniforms(values);
}
draw(): void {
this.current.draw();
}
delete(): void {
this.programs.forEach((p) => p.program.delete());
}
private createProgram(arraySize: number): FragmentShaderOnlyProgram {
const program = new FragmentShaderOnlyProgram(
this.gl,
this.vertexShaderSource,
this.fragmentShaderSource,
{
[this.options.uniformArraySizeName]: Math.floor(arraySize).toString(),
}
);
this.programs.push({
program,
value: arraySize,
});
return program;
}
}