202 lines
6.2 KiB
TypeScript
202 lines
6.2 KiB
TypeScript
import { mat2d, vec2, vec3 } from 'gl-matrix';
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import caveFragmentShader from '../shaders/cave-distance-fs.glsl';
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import lightsFragmentShader from '../shaders/lights-shading-fs.glsl';
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import caveVertexShader from '../shaders/passthrough-distance-vs.glsl';
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import lightsVertexShader from '../shaders/passthrough-shading-vs.glsl';
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// import lightsShader from '../shaders/rainbow-shading-fs.glsl';
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import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
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import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
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import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
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import { IProgram } from '../graphics-library/program/i-program';
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import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
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import { IRenderer } from '../i-renderer';
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import { Circle } from '../drawables/primitives/circle';
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import { IPrimitive } from '../drawables/primitives/i-primitive';
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import { Rectangle } from '../drawables/primitives/rectangle';
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import { ILight } from '../drawables/lights/i-light';
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import { settings } from '../settings';
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import { FpsAutoscaler } from './fps-autoscaler';
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import { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
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import { RenderingPass } from './rendering-pass';
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import { TunnelShape } from '../drawables/primitives/tunnel-shape';
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import { CircleLight } from '../drawables/lights/circle-light';
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import { PointLight } from '../drawables/lights/point-light';
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export class WebGl2Renderer implements IRenderer {
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private gl: WebGL2RenderingContext;
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private stopwatch?: WebGlStopwatch;
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private viewBox: Rectangle = new Rectangle();
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private viewCircle: Circle = new Circle();
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private cursorPosition = vec2.create();
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private distanceFieldFrameBuffer: IntermediateFrameBuffer;
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private lightingFrameBuffer: DefaultFrameBuffer;
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private distancePass: RenderingPass;
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private lightingPass: RenderingPass;
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private autoscaler: FpsAutoscaler;
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constructor(private canvas: HTMLCanvasElement, private overlay: HTMLElement) {
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this.gl = getWebGl2Context(canvas);
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this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
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this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
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this.distancePass = new RenderingPass(
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this.gl,
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[caveVertexShader, caveFragmentShader],
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[TunnelShape.descriptor],
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this.distanceFieldFrameBuffer
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);
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this.lightingPass = new RenderingPass(
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this.gl,
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[lightsVertexShader, lightsFragmentShader],
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[CircleLight.descriptor, PointLight.descriptor],
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this.lightingFrameBuffer
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);
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this.autoscaler = new FpsAutoscaler([
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this.lightingFrameBuffer,
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this.distanceFieldFrameBuffer,
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]);
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try {
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this.stopwatch = new WebGlStopwatch(this.gl);
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} catch {}
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}
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public drawPrimitive(primitive: IPrimitive) {
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this.distancePass.addDrawable(primitive);
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}
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public drawLight(light: ILight) {
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this.lightingPass.addDrawable(light);
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}
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public startFrame(deltaTime: DOMHighResTimeStamp): void {
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this.autoscaler.autoscale(deltaTime);
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this.stopwatch?.start();
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this.distanceFieldFrameBuffer.setSize();
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this.lightingFrameBuffer.setSize();
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}
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public finishFrame() {
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const uniforms = this.calculateOwnUniforms();
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this.lightingPass.addDrawable(
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new PointLight(uniforms.cursorPosition, 200, vec3.fromValues(1, 1, 0), 1)
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);
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this.distancePass.render(uniforms, this.viewCircle);
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this.lightingPass.render(
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uniforms,
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this.viewCircle,
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this.distanceFieldFrameBuffer.colorTexture
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);
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this.stopwatch?.stop();
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}
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private calculateOwnUniforms(): any {
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const distanceScreenToWorld = this.getScreenToWorldTransform(
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this.distanceFieldFrameBuffer.getSize()
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);
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const uvToWorld = mat2d.fromTranslation(
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mat2d.create(),
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this.viewBox.topLeft
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);
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mat2d.scale(uvToWorld, uvToWorld, this.viewBox.size);
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const worldToDistanceUV = mat2d.scale(
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mat2d.create(),
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distanceScreenToWorld,
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this.distanceFieldFrameBuffer.getSize()
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);
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mat2d.invert(worldToDistanceUV, worldToDistanceUV);
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const ndcToUv = mat2d.fromScaling(
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mat2d.create(),
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vec2.fromValues(0.5, 0.5)
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);
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mat2d.translate(ndcToUv, ndcToUv, vec2.fromValues(1, 1));
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const cursorPosition = this.screenUvToWorldCoordinate(this.cursorPosition);
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return {
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distanceScreenToWorld,
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worldToDistanceUV,
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cursorPosition,
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ndcToUv,
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uvToWorld,
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viewBoxSize: this.viewBox.size,
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};
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}
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private getScreenToWorldTransform(screenSize: vec2) {
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const transform = mat2d.fromTranslation(
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mat2d.create(),
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this.viewBox.topLeft
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);
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mat2d.scale(
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transform,
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transform,
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vec2.divide(vec2.create(), this.viewBox.size, screenSize)
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);
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mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
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return transform;
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}
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public screenUvToWorldCoordinate(screenUvPosition: vec2): vec2 {
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const resolution = vec2.fromValues(this.canvas.width, this.canvas.height);
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return vec2.transformMat2d(
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vec2.create(),
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vec2.multiply(vec2.create(), screenUvPosition, resolution),
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this.getScreenToWorldTransform(resolution)
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);
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}
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public setCameraPosition(position: vec2) {
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this.viewBox.topLeft = position;
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const halfDiagonal = vec2.scale(vec2.create(), this.viewBox.size, 0.5);
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this.viewCircle.center = vec2.add(
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vec2.create(),
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this.viewBox.topLeft,
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halfDiagonal
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);
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}
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public setCursorPosition(position: vec2): void {
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this.cursorPosition = position;
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}
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public setInViewArea(size: number): vec2 {
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const canvasAspectRatio =
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this.canvas.clientWidth / this.canvas.clientHeight;
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this.viewBox.size = vec2.fromValues(
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Math.sqrt(size * canvasAspectRatio),
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Math.sqrt(size / canvasAspectRatio)
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);
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const halfDiagonal = vec2.scale(vec2.create(), this.viewBox.size, 0.5);
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this.viewCircle.center = vec2.add(
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vec2.create(),
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this.viewBox.topLeft,
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halfDiagonal
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);
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this.viewCircle.radius = vec2.length(halfDiagonal);
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return this.viewBox.size;
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}
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public drawInfoText(text: string) {
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if (this.overlay.innerText != text) {
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this.overlay.innerText = text;
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}
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}
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}
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