Add WebGL compatibility

This commit is contained in:
schmelczerandras 2020-09-22 16:41:59 +02:00
commit 1d4980ae28
29 changed files with 567 additions and 212 deletions

View file

@ -1,7 +1,7 @@
import { Drawable } from './drawable'; import { Drawable } from './drawable';
export interface DrawableDescriptor { export interface DrawableDescriptor {
uniformName: string; propertyUniformMapping: { [property: string]: string };
uniformCountMacroName: string; uniformCountMacroName: string;
sdf?: { sdf?: {
shader: string; shader: string;

View file

@ -6,7 +6,6 @@ export abstract class Drawable {
public static readonly descriptor: DrawableDescriptor; public static readonly descriptor: DrawableDescriptor;
public abstract minDistance(target: vec2): number; public abstract minDistance(target: vec2): number;
protected abstract getObjectToSerialize(transform2d: mat2d, transform1d: number): any; protected abstract getObjectToSerialize(transform2d: mat2d, transform1d: number): any;
public serializeToUniforms( public serializeToUniforms(
@ -14,12 +13,15 @@ export abstract class Drawable {
transform2d: mat2d, transform2d: mat2d,
transform1d: number transform1d: number
): void { ): void {
const { uniformName } = (this.constructor as typeof Drawable).descriptor; const { propertyUniformMapping } = (this.constructor as typeof Drawable).descriptor;
if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) { const serialized = this.getObjectToSerialize(transform2d, transform1d);
uniforms[uniformName] = []; Object.entries(propertyUniformMapping).forEach(([k, v]) => {
} if (!Object.prototype.hasOwnProperty.call(uniforms, v)) {
uniforms[v] = [];
}
uniforms[uniformName].push(this.getObjectToSerialize(transform2d, transform1d)); uniforms[v].push(serialized[k]);
});
} }
} }

View file

@ -4,9 +4,13 @@ import { LightDrawable } from './light-drawable';
export class CircleLight extends LightDrawable { export class CircleLight extends LightDrawable {
public static readonly descriptor: DrawableDescriptor = { public static readonly descriptor: DrawableDescriptor = {
uniformName: 'circleLights', propertyUniformMapping: {
center: 'circleLightCenters',
color: 'circleLightColors',
intensity: 'circleLightIntensities',
},
uniformCountMacroName: 'CIRCLE_LIGHT_COUNT', uniformCountMacroName: 'CIRCLE_LIGHT_COUNT',
shaderCombinationSteps: [0, 1, 2, 4, 8], shaderCombinationSteps: [0, 1, 2, 4, 8, 16],
empty: new CircleLight(vec2.fromValues(0, 0), vec3.fromValues(0, 0, 0), 0), empty: new CircleLight(vec2.fromValues(0, 0), vec3.fromValues(0, 0, 0), 0),
}; };

View file

@ -4,7 +4,12 @@ import { LightDrawable } from './light-drawable';
export class Flashlight extends LightDrawable { export class Flashlight extends LightDrawable {
public static readonly descriptor: DrawableDescriptor = { public static readonly descriptor: DrawableDescriptor = {
uniformName: 'flashlights', propertyUniformMapping: {
center: 'flashlightCenters',
color: 'flashlightColors',
intensity: 'flashlightIntensities',
direction: 'flashlightDirections',
},
uniformCountMacroName: 'FLASHLIGHT_COUNT', uniformCountMacroName: 'FLASHLIGHT_COUNT',
shaderCombinationSteps: [0, 1, 2, 4], shaderCombinationSteps: [0, 1, 2, 4],
empty: new Flashlight( empty: new Flashlight(

View file

@ -6,15 +6,13 @@ export class Circle extends Drawable {
public static descriptor: DrawableDescriptor = { public static descriptor: DrawableDescriptor = {
sdf: { sdf: {
shader: ` shader: `
uniform struct { uniform vec2 circleCenters[CIRCLE_COUNT];
vec2 center; uniform vec2 circleRadii[CIRCLE_COUNT];
float radius;
}[CIRCLE_COUNT] circles;
void circleMinDistance(inout float minDistance, inout float color) { void circleMinDistance(inout float minDistance, inout float color) {
float myMinDistance = maxMinDistance; float myMinDistance = maxMinDistance;
for (int i = 0; i < CIRCLE_COUNT; i++) { for (int i = 0; i < CIRCLE_COUNT; i++) {
float dist = distance(circles[i].center, position) - circles[i].radius; float dist = distance(circleCenters[i], position) - circleRadii[i];
myMinDistance = min(myMinDistance, dist); myMinDistance = min(myMinDistance, dist);
} }
minDistance = min(minDistance, myMinDistance); minDistance = min(minDistance, myMinDistance);
@ -26,9 +24,12 @@ export class Circle extends Drawable {
`, `,
distanceFunctionName: 'circleMinDistance', distanceFunctionName: 'circleMinDistance',
}, },
uniformName: 'circles', propertyUniformMapping: {
center: 'circleCenters',
radius: 'circleRadii',
},
uniformCountMacroName: 'CIRCLE_COUNT', uniformCountMacroName: 'CIRCLE_COUNT',
shaderCombinationSteps: [0, 1, 2, 3, 16, 32], shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
empty: new Circle(vec2.fromValues(0, 0), 0), empty: new Circle(vec2.fromValues(0, 0), 0),
}; };

View file

@ -8,44 +8,46 @@ export class InvertedTunnel extends Drawable {
public static descriptor: DrawableDescriptor = { public static descriptor: DrawableDescriptor = {
sdf: { sdf: {
shader: ` shader: `
uniform struct InvertedTunnel { uniform vec2 froms[INVERTED_TUNNEL_COUNT];
vec2 from; uniform vec2 toFromDeltas[INVERTED_TUNNEL_COUNT];
vec2 toFromDelta; uniform float fromRadii[INVERTED_TUNNEL_COUNT];
float fromRadius; uniform float toRadii[INVERTED_TUNNEL_COUNT];
float toRadius;
}[INVERTED_TUNNEL_COUNT] invertedTunnels;
void invertedTunnelMinDistance(inout float minDistance, inout float color) { void invertedTunnelMinDistance(inout float minDistance, inout float color) {
float myMinDistance = -minDistance; float myMinDistance = -minDistance;
for (int i = 0; i < INVERTED_TUNNEL_COUNT; i++) { for (int i = 0; i < INVERTED_TUNNEL_COUNT; i++) {
InvertedTunnel tunnel = invertedTunnels[i]; vec2 targetFromDelta = position - froms[i];
vec2 targetFromDelta = position - tunnel.from;
float h = clamp(
float h = clamp( dot(targetFromDelta, toFromDeltas[i])
dot(targetFromDelta, tunnel.toFromDelta) / dot(toFromDeltas[i], toFromDeltas[i]),
/ dot(tunnel.toFromDelta, tunnel.toFromDelta), 0.0, 1.0
0.0, 1.0 );
);
float currentDistance = -mix(
float currentDistance = -mix( fromRadii[i], toRadii[i], h
tunnel.fromRadius, tunnel.toRadius, h ) + distance(
) + distance( targetFromDelta, toFromDeltas[i] * h
targetFromDelta, tunnel.toFromDelta * h );
);
myMinDistance = min(myMinDistance, currentDistance);
myMinDistance = min(myMinDistance, currentDistance);
}
color = mix(0.0, color, step(
distanceNdcPixelSize + SURFACE_OFFSET,
-myMinDistance
));
minDistance = -myMinDistance;
} }
`,
color = mix(0.0, color, step(
distanceNdcPixelSize + SURFACE_OFFSET,
-myMinDistance
));
minDistance = -myMinDistance;
}
`,
distanceFunctionName: 'invertedTunnelMinDistance', distanceFunctionName: 'invertedTunnelMinDistance',
}, },
uniformName: 'invertedTunnels', propertyUniformMapping: {
from: 'froms',
toFromDelta: 'toFromDeltas',
fromRadius: 'fromRadii',
toRadius: 'toRadii',
},
uniformCountMacroName: 'INVERTED_TUNNEL_COUNT', uniformCountMacroName: 'INVERTED_TUNNEL_COUNT',
shaderCombinationSteps: [0, 1, 4, 16, 32], shaderCombinationSteps: [0, 1, 4, 16, 32],
empty: new InvertedTunnel(vec2.fromValues(0, 0), vec2.fromValues(0, 0), 0, 0), empty: new InvertedTunnel(vec2.fromValues(0, 0), vec2.fromValues(0, 0), 0, 0),

View file

@ -8,44 +8,46 @@ export class Tunnel extends Drawable {
public static descriptor: DrawableDescriptor = { public static descriptor: DrawableDescriptor = {
sdf: { sdf: {
shader: ` shader: `
uniform struct Tunnel { uniform vec2 froms[TUNNEL_COUNT];
vec2 from; uniform vec2 toFromDeltas[TUNNEL_COUNT];
vec2 toFromDelta; uniform float fromRadii[TUNNEL_COUNT];
float fromRadius; uniform float toRadii[TUNNEL_COUNT];
float toRadius;
}[TUNNEL_COUNT] tunnels;
void tunnelMinDistance(inout float minDistance, inout float color) { void tunnelMinDistance(inout float minDistance, inout float color) {
float myMinDistance = minDistance; float myMinDistance = minDistance;
for (int i = 0; i < TUNNEL_COUNT; i++) { for (int i = 0; i < TUNNEL_COUNT; i++) {
Tunnel tunnel = tunnels[i]; vec2 targetFromDelta = position - froms[i];
vec2 targetFromDelta = position - tunnel.from;
float h = clamp(
float h = clamp( dot(targetFromDelta, toFromDeltas[i])
dot(targetFromDelta, tunnel.toFromDelta) / dot(toFromDeltas[i], toFromDeltas[i]),
/ dot(tunnel.toFromDelta, tunnel.toFromDelta), 0.0, 1.0
0.0, 1.0 );
);
float currentDistance = -mix(
float currentDistance = -mix( fromRadii[i], toRadii[i], h
tunnel.fromRadius, tunnel.toRadius, h ) + distance(
) + distance( targetFromDelta, toFromDeltas[i] * h
targetFromDelta, tunnel.toFromDelta * h );
);
myMinDistance = min(myMinDistance, currentDistance); myMinDistance = min(myMinDistance, currentDistance);
}
color = mix(2.0, color, step(
distanceNdcPixelSize + SURFACE_OFFSET,
myMinDistance
));
minDistance = min(minDistance, myMinDistance);
} }
`,
color = mix(2.0, color, step(
distanceNdcPixelSize + SURFACE_OFFSET,
myMinDistance
));
minDistance = min(minDistance, myMinDistance);
}
`,
distanceFunctionName: 'tunnelMinDistance', distanceFunctionName: 'tunnelMinDistance',
}, },
uniformName: 'tunnels', propertyUniformMapping: {
from: 'froms',
toFromDelta: 'toFromDeltas',
fromRadius: 'fromRadii',
toRadius: 'toRadii',
},
uniformCountMacroName: 'TUNNEL_COUNT', uniformCountMacroName: 'TUNNEL_COUNT',
shaderCombinationSteps: [0, 1, 4, 16, 32], shaderCombinationSteps: [0, 1, 4, 16, 32],
empty: new Tunnel( empty: new Tunnel(

View file

@ -1,7 +1,8 @@
import { UniversalRenderingContext } from '../universal-rendering-context';
import { FrameBuffer } from './frame-buffer'; import { FrameBuffer } from './frame-buffer';
export class DefaultFrameBuffer extends FrameBuffer { export class DefaultFrameBuffer extends FrameBuffer {
constructor(gl: WebGL2RenderingContext) { constructor(gl: UniversalRenderingContext) {
super(gl); super(gl);
this.frameBuffer = null; this.frameBuffer = null;
this.setSize(); this.setSize();

View file

@ -1,4 +1,5 @@
import { vec2 } from 'gl-matrix'; import { vec2 } from 'gl-matrix';
import { UniversalRenderingContext } from '../universal-rendering-context';
export abstract class FrameBuffer { export abstract class FrameBuffer {
public renderScale = 1; public renderScale = 1;
@ -9,7 +10,7 @@ export abstract class FrameBuffer {
// null means the default framebuffer // null means the default framebuffer
protected frameBuffer: WebGLFramebuffer | null = null; protected frameBuffer: WebGLFramebuffer | null = null;
constructor(protected gl: WebGL2RenderingContext) {} constructor(protected gl: UniversalRenderingContext) {}
public bindAndClear(colorInput?: WebGLTexture) { public bindAndClear(colorInput?: WebGLTexture) {
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer); this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);

View file

@ -1,14 +1,17 @@
import { enableExtension } from '../helper/enable-extension'; import { enableExtension } from '../helper/enable-extension';
import { UniversalRenderingContext } from '../universal-rendering-context';
import { FrameBuffer } from './frame-buffer'; import { FrameBuffer } from './frame-buffer';
export class IntermediateFrameBuffer extends FrameBuffer { export class IntermediateFrameBuffer extends FrameBuffer {
private frameTexture: WebGLTexture; private frameTexture: WebGLTexture;
private floatLinearEnabled = false; private floatLinearEnabled = false;
constructor(gl: WebGL2RenderingContext) { constructor(gl: UniversalRenderingContext) {
super(gl); super(gl);
enableExtension(gl, 'EXT_color_buffer_float'); if (gl.isWebGL2) {
enableExtension(gl, 'EXT_color_buffer_float');
}
try { try {
enableExtension(gl, 'OES_texture_float_linear'); enableExtension(gl, 'OES_texture_float_linear');
@ -45,12 +48,12 @@ export class IntermediateFrameBuffer extends FrameBuffer {
this.gl.texImage2D( this.gl.texImage2D(
this.gl.TEXTURE_2D, this.gl.TEXTURE_2D,
0, 0,
this.gl.RG16F, this.gl.isWebGL2 ? this.gl.RG16F : this.gl.RGBA,
this.size.x, this.size.x,
this.size.y, this.size.y,
0, 0,
this.gl.RG, this.gl.isWebGL2 ? this.gl.RG : this.gl.RGBA,
this.gl.FLOAT, this.gl.isWebGL2 ? this.gl.FLOAT : this.gl.UNSIGNED_BYTE,
null null
); );
} }

View file

@ -1,4 +1,5 @@
import { Insights } from '../../rendering/insights'; import { Insights } from '../../rendering/insights';
import { UniversalRenderingContext } from '../universal-rendering-context';
const extensions: Map<string, any> = new Map(); const extensions: Map<string, any> = new Map();
@ -11,7 +12,7 @@ const logExtensions = () => {
}; };
export const tryEnableExtension = ( export const tryEnableExtension = (
gl: WebGL2RenderingContext, gl: UniversalRenderingContext,
name: string name: string
): any | null => { ): any | null => {
if (extensions.has(name)) { if (extensions.has(name)) {
@ -30,7 +31,7 @@ export const tryEnableExtension = (
return extension; return extension;
}; };
export const enableExtension = (gl: WebGL2RenderingContext, name: string): any => { export const enableExtension = (gl: UniversalRenderingContext, name: string): any => {
const extension = tryEnableExtension(gl, name); const extension = tryEnableExtension(gl, name);
if (extension === null) { if (extension === null) {

View file

@ -1,9 +0,0 @@
export const getWebGl2Context = (canvas: HTMLCanvasElement): WebGL2RenderingContext => {
const gl = canvas.getContext('webgl2');
if (!gl) {
throw new Error('WebGl2 is not supported');
}
return gl;
};

View file

@ -1,20 +1,21 @@
import { mat3, ReadonlyVec3, vec2, vec3 } from 'gl-matrix'; import { mat3, ReadonlyVec3, vec2, vec3 } from 'gl-matrix';
import { UniversalRenderingContext } from '../universal-rendering-context';
const loaderMat3 = mat3.create(); const loaderMat3 = mat3.create();
export const loadUniform = ( export const loadUniform = (
gl: WebGL2RenderingContext, gl: UniversalRenderingContext,
value: any, value: any,
type: GLenum, type: GLenum,
location: WebGLUniformLocation location: WebGLUniformLocation
): any => { ): any => {
const converters: Map< const converters: Map<
GLenum, GLenum,
(gl: WebGL2RenderingContext, value: any, location: WebGLUniformLocation) => void (gl: UniversalRenderingContext, value: any, location: WebGLUniformLocation) => void
> = new Map(); > = new Map();
{ {
converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => { converters.set(WebGLRenderingContext.FLOAT, (gl, v, l) => {
if (v instanceof Array) { if (v instanceof Array || v[0] instanceof Float32Array) {
if (v.length == 0) { if (v.length == 0) {
return; return;
} }
@ -25,19 +26,18 @@ export const loadUniform = (
} }
}); });
converters.set(WebGL2RenderingContext.FLOAT_VEC2, (gl, v: vec2 | Array<vec2>, l) => { converters.set(WebGLRenderingContext.FLOAT_VEC2, (gl, v: vec2 | Array<vec2>, l) => {
if (v.length == 0) { if (v.length == 0) {
return; return;
} }
if (v[0] instanceof Array) { if (v[0] instanceof Array || v[0] instanceof Float32Array) {
const result = new Float32Array(v.length * 2); const result = new Float32Array(v.length * 2);
for (let i = 0; i < v.length; i++) { for (let i = 0; i < v.length; i++) {
result[2 * i] = (v[i] as Array<number>).x; result[2 * i] = (v[i] as Array<number>).x;
result[2 * i + 1] = (v[i] as Array<number>).y; result[2 * i + 1] = (v[i] as Array<number>).y;
} }
gl.uniform2fv(l, result); gl.uniform2fv(l, result);
} else { } else {
gl.uniform2fv(l, v as vec2); gl.uniform2fv(l, v as vec2);
@ -45,13 +45,13 @@ export const loadUniform = (
}); });
converters.set( converters.set(
WebGL2RenderingContext.FLOAT_VEC3, WebGLRenderingContext.FLOAT_VEC3,
(gl, v: ReadonlyVec3 | Array<vec3>, l) => { (gl, v: ReadonlyVec3 | Array<vec3>, l) => {
if (v.length == 0) { if (v.length == 0) {
return; return;
} }
if (v[0] instanceof Array) { if (v[0] instanceof Array || v[0] instanceof Float32Array) {
const result = new Float32Array(v.length * 3); const result = new Float32Array(v.length * 3);
for (let i = 0; i < v.length; i++) { for (let i = 0; i < v.length; i++) {
@ -67,11 +67,19 @@ export const loadUniform = (
} }
); );
converters.set(WebGL2RenderingContext.FLOAT_MAT3, (gl, v, l) => { converters.set(WebGLRenderingContext.FLOAT_MAT3, (gl, v, l) => {
gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v)); if (gl.isWebGL2) {
gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
} else {
gl.uniformMatrix3fv(
l,
false,
mat3.transpose(mat3.create(), mat3.fromMat2d(loaderMat3, v))
);
}
}); });
converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v)); converters.set(WebGLRenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v));
if (!converters.has(type)) { if (!converters.has(type)) {
throw new Error(`Unimplemented webgl type: ${type}`); throw new Error(`Unimplemented webgl type: ${type}`);

View file

@ -1,3 +1,4 @@
import { UniversalRenderingContext } from '../universal-rendering-context';
import { enableExtension } from './enable-extension'; import { enableExtension } from './enable-extension';
enum StopwatchState { enum StopwatchState {
@ -13,7 +14,7 @@ export class WebGlStopwatch {
private timerExtension: any; private timerExtension: any;
private timerQuery?: WebGLQuery; private timerQuery?: WebGLQuery;
constructor(private gl: WebGL2RenderingContext) { constructor(private gl: UniversalRenderingContext) {
this.timerExtension = enableExtension(gl, 'EXT_disjoint_timer_query_webgl2'); this.timerExtension = enableExtension(gl, 'EXT_disjoint_timer_query_webgl2');
} }

View file

@ -1,18 +1,23 @@
import { wait } from '../../helper/wait'; import { wait } from '../../helper/wait';
import { Insights } from '../rendering/insights'; import { Insights } from '../rendering/insights';
import { tryEnableExtension } from './helper/enable-extension'; import { tryEnableExtension } from './helper/enable-extension';
import { UniversalRenderingContext } from './universal-rendering-context';
type CompilingProgram = { type CompilingProgram = {
program: WebGLProgram; program: WebGLProgram;
resolvePromise: ((program: WebGLProgram) => void) | null; resolvePromise: ((program: WebGLProgram) => void) | null;
vertexShader: ShaderWithSource;
fragmentShader: ShaderWithSource;
}; };
type ShaderWithSource = WebGLShader & { source: string };
export abstract class ParallelCompiler { export abstract class ParallelCompiler {
private static extension?: any; private static extension?: any;
private static gl: WebGL2RenderingContext; private static gl: UniversalRenderingContext;
private static programs: Array<CompilingProgram> = []; private static programs: Array<CompilingProgram> = [];
public static initialize(gl: WebGL2RenderingContext) { public static initialize(gl: UniversalRenderingContext) {
ParallelCompiler.gl = gl; ParallelCompiler.gl = gl;
ParallelCompiler.extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile'); ParallelCompiler.extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
} }
@ -28,14 +33,14 @@ export abstract class ParallelCompiler {
// can only return null on lost context // can only return null on lost context
const program = ParallelCompiler.gl.createProgram()!; const program = ParallelCompiler.gl.createProgram()!;
ParallelCompiler.compileShader( const vertexShader = ParallelCompiler.compileShader(
vertexShaderSource, vertexShaderSource,
ParallelCompiler.gl.VERTEX_SHADER, ParallelCompiler.gl.VERTEX_SHADER,
program, program,
substitutions substitutions
); );
ParallelCompiler.compileShader( const fragmentShader = ParallelCompiler.compileShader(
fragmentShaderSource, fragmentShaderSource,
ParallelCompiler.gl.FRAGMENT_SHADER, ParallelCompiler.gl.FRAGMENT_SHADER,
program, program,
@ -45,6 +50,8 @@ export abstract class ParallelCompiler {
ParallelCompiler.programs.push({ ParallelCompiler.programs.push({
program, program,
resolvePromise, resolvePromise,
vertexShader,
fragmentShader,
}); });
return promise; return promise;
@ -67,7 +74,7 @@ export abstract class ParallelCompiler {
type: GLenum, type: GLenum,
program: WebGLProgram, program: WebGLProgram,
substitutions: { [name: string]: string } substitutions: { [name: string]: string }
) { ): ShaderWithSource {
const processedSource = source.replace(/{(.+)}/gm, (_, name: string): string => { const processedSource = source.replace(/{(.+)}/gm, (_, name: string): string => {
const value = substitutions[name]; const value = substitutions[name];
return Number.isInteger(value) ? `${value}.0` : value; return Number.isInteger(value) ? `${value}.0` : value;
@ -79,7 +86,11 @@ export abstract class ParallelCompiler {
this.gl.shaderSource(shader, processedSource); this.gl.shaderSource(shader, processedSource);
this.gl.compileShader(shader); this.gl.compileShader(shader);
this.gl.attachShader(program, shader); this.gl.attachShader(program, shader);
this.gl.deleteShader(shader);
const result = shader as ShaderWithSource;
result.source = processedSource;
return result;
} }
private static resolveFinishedPrograms() { private static resolveFinishedPrograms() {
@ -93,7 +104,7 @@ export abstract class ParallelCompiler {
ParallelCompiler.extension.COMPLETION_STATUS_KHR ParallelCompiler.extension.COMPLETION_STATUS_KHR
) )
) { ) {
ParallelCompiler.checkProgram(p.program); ParallelCompiler.checkProgram(p);
done.push(p); done.push(p);
p.resolvePromise!(p.program); p.resolvePromise!(p.program);
} }
@ -104,18 +115,39 @@ export abstract class ParallelCompiler {
); );
} }
private static checkProgram(program: WebGLProgram) { private static checkProgram(program: CompilingProgram) {
const success = ParallelCompiler.gl.getProgramParameter( const success = ParallelCompiler.gl.getProgramParameter(
program, program.program,
ParallelCompiler.gl.LINK_STATUS ParallelCompiler.gl.LINK_STATUS
); );
if (!success && !ParallelCompiler.gl.isContextLost()) { if (!success && !ParallelCompiler.gl.isContextLost()) {
ParallelCompiler.gl.getAttachedShaders(program)?.forEach((s) => { ParallelCompiler.prettyPrintErrorsIfThereAreAny(program.vertexShader);
ParallelCompiler.checkShader(s); ParallelCompiler.prettyPrintErrorsIfThereAreAny(program.fragmentShader);
});
throw new Error(ParallelCompiler.gl.getProgramInfoLog(program)!); throw new Error(ParallelCompiler.gl.getProgramInfoLog(program.program)!);
}
this.gl.deleteShader(program.vertexShader);
this.gl.deleteShader(program.fragmentShader);
}
private static prettyPrintErrorsIfThereAreAny(shader: ShaderWithSource) {
try {
ParallelCompiler.checkShader(shader);
} catch (e) {
for (const match of e
.toString()
.matchAll(/ERROR: 0:(?<line>\d+): (?<error>.*)$/gm)) {
const line = Number.parseInt(match.groups.line);
const error = match.groups.error;
console.error(
`Error: ${error}\nSource (line ${line}):\n${
shader.source.split('\n')[line - 1]
}`
);
}
throw new Error('Error while compiling shader');
} }
} }

View file

@ -1,10 +1,13 @@
import { enableExtension } from '../helper/enable-extension';
import { UniversalRenderingContext } from '../universal-rendering-context';
import Program from './program'; import Program from './program';
export class FragmentShaderOnlyProgram extends Program { export class FragmentShaderOnlyProgram extends Program {
private vao?: WebGLVertexArrayObject; private vao?: WebGLVertexArrayObject;
private vertexArrayExtension: any;
constructor(gl: WebGL2RenderingContext) { constructor(gl: UniversalRenderingContext) {
super(gl); super(gl);
this.vertexArrayExtension = enableExtension(this.gl, 'OES_vertex_array_object');
} }
public async initialize( public async initialize(
@ -17,7 +20,11 @@ export class FragmentShaderOnlyProgram extends Program {
public bind() { public bind() {
super.bind(); super.bind();
this.gl.bindVertexArray(this.vao!); if (this.gl.isWebGL2) {
this.gl.bindVertexArray(this.vao!);
} else {
this.vertexArrayExtension.createVertexArrayOES();
}
} }
public draw(uniforms: { [name: string]: any }) { public draw(uniforms: { [name: string]: any }) {
@ -26,7 +33,12 @@ export class FragmentShaderOnlyProgram extends Program {
} }
public destroy(): void { public destroy(): void {
this.gl.deleteVertexArray(this.vao!); if (this.gl.isWebGL2) {
this.gl.deleteVertexArray(this.vao!);
} else {
this.vertexArrayExtension.deleteVertexArrayOES(this.vao!);
}
super.destroy(); super.destroy();
} }
@ -45,10 +57,15 @@ export class FragmentShaderOnlyProgram extends Program {
this.gl.STATIC_DRAW this.gl.STATIC_DRAW
); );
// can only return null on lost context if (this.gl.isWebGL2) {
this.vao = this.gl.createVertexArray()!; // can only return null on lost context
this.vao = this.gl.createVertexArray()!;
this.gl.bindVertexArray(this.vao!);
} else {
this.vao = this.vertexArrayExtension.createVertexArrayOES();
this.vertexArrayExtension.bindVertexArrayOES(this.vao!);
}
this.gl.bindVertexArray(this.vao);
this.gl.enableVertexAttribArray(positionAttributeLocation); 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

@ -1,6 +1,7 @@
import { mat2d, vec2 } from 'gl-matrix'; import { mat2d, vec2 } from 'gl-matrix';
import { loadUniform } from '../helper/load-uniform'; import { loadUniform } from '../helper/load-uniform';
import { ParallelCompiler } from '../parallel-compiler'; import { ParallelCompiler } from '../parallel-compiler';
import { UniversalRenderingContext } from '../universal-rendering-context';
import { IProgram } from './i-program'; import { IProgram } from './i-program';
export default abstract class Program implements IProgram { export default abstract class Program implements IProgram {
@ -14,7 +15,7 @@ export default abstract class Program implements IProgram {
type: GLenum; type: GLenum;
}> = []; }> = [];
constructor(protected gl: WebGL2RenderingContext) {} constructor(protected gl: UniversalRenderingContext) {}
public async initialize( public async initialize(
[vertexShaderSource, fragmentShaderSource]: [string, string], [vertexShaderSource, fragmentShaderSource]: [string, string],
@ -67,7 +68,7 @@ export default abstract class Program implements IProgram {
private queryUniforms() { private queryUniforms() {
const uniformCount = this.gl.getProgramParameter( const uniformCount = this.gl.getProgramParameter(
this.program!, this.program!,
WebGL2RenderingContext.ACTIVE_UNIFORMS WebGLRenderingContext.ACTIVE_UNIFORMS
); );
for (let i = 0; i < uniformCount; i++) { for (let i = 0; i < uniformCount; i++) {

View file

@ -2,6 +2,7 @@ import { mat2d, vec2 } from 'gl-matrix';
import { DrawableDescriptor } from '../../../drawables/drawable-descriptor'; import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
import { getCombinations } from '../../../helper/get-combinations'; import { getCombinations } from '../../../helper/get-combinations';
import { last } from '../../../helper/last'; import { last } from '../../../helper/last';
import { UniversalRenderingContext } from '../universal-rendering-context';
import { FragmentShaderOnlyProgram } from './fragment-shader-only-program'; import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
import { IProgram } from './i-program'; import { IProgram } from './i-program';
@ -16,7 +17,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
private drawingRectangleBottomLeft = vec2.fromValues(0, 0); private drawingRectangleBottomLeft = vec2.fromValues(0, 0);
private drawingRectangleSize = vec2.fromValues(1, 1); private drawingRectangleSize = vec2.fromValues(1, 1);
constructor(private gl: WebGL2RenderingContext) {} constructor(private gl: UniversalRenderingContext) {}
public async initialize( public async initialize(
shaderSources: [string, string], shaderSources: [string, string],
@ -44,9 +45,14 @@ export class UniformArrayAutoScalingProgram implements IProgram {
} }
public draw(uniforms: { [name: string]: any }): void { public draw(uniforms: { [name: string]: any }): void {
const values = this.descriptors!.map((d) => const values = this.descriptors!.map((d) => {
uniforms[d.uniformName] ? uniforms[d.uniformName].length : 0 const uniformNames = last(Object.entries(d.propertyUniformMapping));
); if (!uniformNames) {
return 0;
}
const uniformName = uniformNames[1];
return uniforms[uniformName] ? uniforms[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]));

View file

@ -0,0 +1,34 @@
import { Insights } from '../rendering/insights';
export type UniversalRenderingContext = WebGL2RenderingContext &
WebGLRenderingContext & { isWebGL2: boolean };
export const getUniversalRenderingContext = (
canvas: HTMLCanvasElement,
ignoreWebGL2 = false
): UniversalRenderingContext => {
let context: WebGL2RenderingContext | WebGLRenderingContext | null = ignoreWebGL2
? null
: canvas.getContext('webgl2');
let webgl2Support = true;
if (!context) {
context = canvas.getContext('webgl');
webgl2Support = false;
}
if (!context) {
context = canvas.getContext('experimental-webgl') as WebGLRenderingContext;
}
if (!context) {
throw new Error('Neither WebGL or WebGL2 is supported');
}
Insights.setValue('using WebGL2', webgl2Support);
const result = context as UniversalRenderingContext;
result.isWebGL2 = webgl2Support;
return result;
};

View file

@ -1,11 +1,12 @@
import { DrawableDescriptor } from '../../../drawables/drawable-descriptor'; import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
import { FrameBuffer } from '../../graphics-library/frame-buffer/frame-buffer'; import { FrameBuffer } from '../../graphics-library/frame-buffer/frame-buffer';
import { UniformArrayAutoScalingProgram } from '../../graphics-library/program/uniform-array-autoscaling-program'; import { UniformArrayAutoScalingProgram } from '../../graphics-library/program/uniform-array-autoscaling-program';
import { UniversalRenderingContext } from '../../graphics-library/universal-rendering-context';
export abstract class RenderPass { export abstract class RenderPass {
protected program: UniformArrayAutoScalingProgram; protected program: UniformArrayAutoScalingProgram;
constructor(gl: WebGL2RenderingContext, protected frame: FrameBuffer) { constructor(gl: UniversalRenderingContext, protected frame: FrameBuffer) {
this.program = new UniformArrayAutoScalingProgram(gl); this.program = new UniformArrayAutoScalingProgram(gl);
} }

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