Some refactoring
This commit is contained in:
parent
a51c06ae7b
commit
99f47e2961
45 changed files with 72 additions and 113 deletions
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@ -1,48 +0,0 @@
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#version 300 es
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precision mediump float;
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const float inf = 1000000.0;
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const float pi = atan(1.0) * 4.0;
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float interpolate(float from, float to, float quotient) {
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float steppedQ = sin(quotient * pi - pi * 0.5) * 0.5 + 0.5;
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return from + (to - from) * clamp(steppedQ, 0.0, 1.0);
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}
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float noise(float x){
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return fract(sin(x) * 43758.5453123);
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}
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float terrain(float x) {
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float result = 0.0;
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float frequency = 0.01;
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float amplitude = 1.0;
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for (int i = 0; i < 8; i++) {
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result += sin(2.0 * pi * x * frequency - 2.0 * pi * noise(float(i) * 200.0)) * amplitude;
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frequency *= 1.5;
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amplitude /= 1.2;
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}
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return result;
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}
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vec2 random2(vec2 st){
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st = vec2( dot(st,vec2(127.1,311.7)),
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dot(st,vec2(269.5,183.3)) );
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return -1.0 + 2.0*fract(sin(st)*43758.5453123);
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}
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float noise(vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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vec2 u = f*f*(3.0-2.0*f);
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return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ),
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dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x),
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mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ),
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dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y);
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}
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@ -1,8 +1,8 @@
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import { CommandBroadcaster } from './commands/command-broadcaster';
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import { BeforeRenderCommand } from './drawing/commands/before-render';
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import { RenderCommand } from './drawing/commands/render';
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import { IRenderer } from './drawing/i-renderer';
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import { WebGl2Renderer } from './drawing/rendering/webgl2-renderer';
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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 { IGame } from './i-game';
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import { KeyboardListener } from './input/keyboard-listener';
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@ -128,13 +128,12 @@ export class Game implements IGame {
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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 text = `Min: ${this.previousFpsValues[0].toFixed(
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2
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)}\n\tMedian: ${this.previousFpsValues[
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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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].toFixed(2)}`;
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];
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InfoText.modifyRecord('FPS', text);
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InfoText.modifyRecord('FPS', { min, median });
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this.previousFpsValues = [];
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}
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12
frontend/src/scripts/graphics/commands/before-render.ts
Normal file
12
frontend/src/scripts/graphics/commands/before-render.ts
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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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12
frontend/src/scripts/graphics/commands/render.ts
Normal file
12
frontend/src/scripts/graphics/commands/render.ts
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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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super();
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}
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public get type(): string {
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return 'RenderCommand';
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}
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}
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32
frontend/src/scripts/graphics/drawables/drawable-blob.ts
Normal file
32
frontend/src/scripts/graphics/drawables/drawable-blob.ts
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@ -0,0 +1,32 @@
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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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28
frontend/src/scripts/graphics/drawables/drawable-tunnel.ts
Normal file
28
frontend/src/scripts/graphics/drawables/drawable-tunnel.ts
Normal file
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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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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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6
frontend/src/scripts/graphics/drawables/i-drawable.ts
Normal file
6
frontend/src/scripts/graphics/drawables/i-drawable.ts
Normal file
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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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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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50
frontend/src/scripts/graphics/drawables/lights/flashlight.ts
Normal file
50
frontend/src/scripts/graphics/drawables/lights/flashlight.ts
Normal file
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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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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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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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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);
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}
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this.gl.viewport(0, 0, this.size.x, this.size.y);
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this.gl.clearColor(0, 0, 0, 0);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
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}
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public setSize(): boolean {
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const realToCssPixels =
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(this.enableHighDpiRendering ? window.devicePixelRatio : 1) * this.renderScale;
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const canvasWidth = (this.gl.canvas as HTMLCanvasElement).clientWidth;
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const canvasHeight = (this.gl.canvas as HTMLCanvasElement).clientHeight;
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const displayWidth = Math.floor(canvasWidth * realToCssPixels);
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const displayHeight = Math.floor(canvasHeight * realToCssPixels);
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const oldSize = vec2.clone(this.getSize());
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this.size = vec2.fromValues(displayWidth, displayHeight);
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return this.size.x != oldSize.x || this.size.y != oldSize.y;
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}
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public getSize(): vec2 {
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return this.size;
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}
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}
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import { enableExtension } from '../helper/enable-extension';
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import { FrameBuffer } from './frame-buffer';
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export class IntermediateFrameBuffer extends FrameBuffer {
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private frameTexture: WebGLTexture;
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private floatLinearEnabled = false;
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constructor(gl: WebGL2RenderingContext) {
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super(gl);
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enableExtension(gl, 'EXT_color_buffer_float');
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try {
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enableExtension(gl, 'OES_texture_float_linear');
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this.floatLinearEnabled = true;
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} catch {
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// it's okay
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}
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this.frameTexture = this.gl.createTexture();
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this.configureTexture();
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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
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,41 @@
|
|||
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;
|
||||
};
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
export const getWebGl2Context = (canvas: HTMLCanvasElement): WebGL2RenderingContext => {
|
||||
const gl = canvas.getContext('webgl2');
|
||||
|
||||
if (!gl) {
|
||||
throw new Error('WebGl2 is not supported');
|
||||
}
|
||||
|
||||
return gl;
|
||||
};
|
||||
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Reference in a new issue