Add WebGL compatibility
This commit is contained in:
parent
3725f56c78
commit
1d4980ae28
29 changed files with 567 additions and 212 deletions
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@ -1,7 +1,7 @@
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import { Drawable } from './drawable';
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export interface DrawableDescriptor {
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uniformName: string;
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propertyUniformMapping: { [property: string]: string };
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uniformCountMacroName: string;
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sdf?: {
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shader: string;
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@ -6,7 +6,6 @@ export abstract class Drawable {
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public static readonly descriptor: DrawableDescriptor;
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public abstract minDistance(target: vec2): number;
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protected abstract getObjectToSerialize(transform2d: mat2d, transform1d: number): any;
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public serializeToUniforms(
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@ -14,12 +13,15 @@ export abstract class Drawable {
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transform2d: mat2d,
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transform1d: number
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): void {
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const { uniformName } = (this.constructor as typeof Drawable).descriptor;
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const { propertyUniformMapping } = (this.constructor as typeof Drawable).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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const serialized = this.getObjectToSerialize(transform2d, transform1d);
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Object.entries(propertyUniformMapping).forEach(([k, v]) => {
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if (!Object.prototype.hasOwnProperty.call(uniforms, v)) {
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uniforms[v] = [];
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}
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uniforms[uniformName].push(this.getObjectToSerialize(transform2d, transform1d));
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uniforms[v].push(serialized[k]);
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});
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}
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}
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@ -4,9 +4,13 @@ import { LightDrawable } from './light-drawable';
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export class CircleLight extends LightDrawable {
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public static readonly descriptor: DrawableDescriptor = {
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uniformName: 'circleLights',
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propertyUniformMapping: {
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center: 'circleLightCenters',
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color: 'circleLightColors',
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intensity: 'circleLightIntensities',
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},
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uniformCountMacroName: 'CIRCLE_LIGHT_COUNT',
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shaderCombinationSteps: [0, 1, 2, 4, 8],
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shaderCombinationSteps: [0, 1, 2, 4, 8, 16],
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empty: new CircleLight(vec2.fromValues(0, 0), vec3.fromValues(0, 0, 0), 0),
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};
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@ -4,7 +4,12 @@ import { LightDrawable } from './light-drawable';
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export class Flashlight extends LightDrawable {
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public static readonly descriptor: DrawableDescriptor = {
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uniformName: 'flashlights',
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propertyUniformMapping: {
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center: 'flashlightCenters',
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color: 'flashlightColors',
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intensity: 'flashlightIntensities',
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direction: 'flashlightDirections',
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},
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uniformCountMacroName: 'FLASHLIGHT_COUNT',
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shaderCombinationSteps: [0, 1, 2, 4],
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empty: new Flashlight(
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@ -6,15 +6,13 @@ export class Circle extends Drawable {
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public static descriptor: DrawableDescriptor = {
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sdf: {
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shader: `
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uniform struct {
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vec2 center;
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float radius;
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}[CIRCLE_COUNT] circles;
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uniform vec2 circleCenters[CIRCLE_COUNT];
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uniform vec2 circleRadii[CIRCLE_COUNT];
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void circleMinDistance(inout float minDistance, inout float color) {
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float myMinDistance = maxMinDistance;
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for (int i = 0; i < CIRCLE_COUNT; i++) {
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float dist = distance(circles[i].center, position) - circles[i].radius;
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float dist = distance(circleCenters[i], position) - circleRadii[i];
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myMinDistance = min(myMinDistance, dist);
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}
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minDistance = min(minDistance, myMinDistance);
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@ -26,9 +24,12 @@ export class Circle extends Drawable {
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`,
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distanceFunctionName: 'circleMinDistance',
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},
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uniformName: 'circles',
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propertyUniformMapping: {
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center: 'circleCenters',
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radius: 'circleRadii',
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},
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uniformCountMacroName: 'CIRCLE_COUNT',
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shaderCombinationSteps: [0, 1, 2, 3, 16, 32],
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shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
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empty: new Circle(vec2.fromValues(0, 0), 0),
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};
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@ -8,44 +8,46 @@ export class InvertedTunnel extends Drawable {
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public static descriptor: DrawableDescriptor = {
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sdf: {
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shader: `
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uniform struct InvertedTunnel {
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vec2 from;
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vec2 toFromDelta;
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float fromRadius;
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float toRadius;
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}[INVERTED_TUNNEL_COUNT] invertedTunnels;
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uniform vec2 froms[INVERTED_TUNNEL_COUNT];
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uniform vec2 toFromDeltas[INVERTED_TUNNEL_COUNT];
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uniform float fromRadii[INVERTED_TUNNEL_COUNT];
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uniform float toRadii[INVERTED_TUNNEL_COUNT];
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void invertedTunnelMinDistance(inout float minDistance, inout float color) {
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float myMinDistance = -minDistance;
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for (int i = 0; i < INVERTED_TUNNEL_COUNT; i++) {
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InvertedTunnel tunnel = invertedTunnels[i];
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vec2 targetFromDelta = position - tunnel.from;
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void invertedTunnelMinDistance(inout float minDistance, inout float color) {
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float myMinDistance = -minDistance;
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for (int i = 0; i < INVERTED_TUNNEL_COUNT; i++) {
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vec2 targetFromDelta = position - froms[i];
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float h = clamp(
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dot(targetFromDelta, tunnel.toFromDelta)
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/ dot(tunnel.toFromDelta, tunnel.toFromDelta),
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0.0, 1.0
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);
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float h = clamp(
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dot(targetFromDelta, toFromDeltas[i])
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/ dot(toFromDeltas[i], toFromDeltas[i]),
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0.0, 1.0
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);
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float currentDistance = -mix(
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tunnel.fromRadius, tunnel.toRadius, h
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) + distance(
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targetFromDelta, tunnel.toFromDelta * h
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);
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float currentDistance = -mix(
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fromRadii[i], toRadii[i], h
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) + distance(
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targetFromDelta, toFromDeltas[i] * h
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);
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myMinDistance = min(myMinDistance, currentDistance);
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}
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color = mix(0.0, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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-myMinDistance
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));
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minDistance = -myMinDistance;
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myMinDistance = min(myMinDistance, currentDistance);
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}
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`,
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color = mix(0.0, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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-myMinDistance
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));
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minDistance = -myMinDistance;
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}
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`,
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distanceFunctionName: 'invertedTunnelMinDistance',
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},
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uniformName: 'invertedTunnels',
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propertyUniformMapping: {
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from: 'froms',
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toFromDelta: 'toFromDeltas',
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fromRadius: 'fromRadii',
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toRadius: 'toRadii',
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},
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uniformCountMacroName: 'INVERTED_TUNNEL_COUNT',
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shaderCombinationSteps: [0, 1, 4, 16, 32],
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empty: new InvertedTunnel(vec2.fromValues(0, 0), vec2.fromValues(0, 0), 0, 0),
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@ -8,44 +8,46 @@ export class Tunnel extends Drawable {
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public static descriptor: DrawableDescriptor = {
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sdf: {
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shader: `
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uniform struct Tunnel {
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vec2 from;
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vec2 toFromDelta;
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float fromRadius;
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float toRadius;
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}[TUNNEL_COUNT] tunnels;
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uniform vec2 froms[TUNNEL_COUNT];
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uniform vec2 toFromDeltas[TUNNEL_COUNT];
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uniform float fromRadii[TUNNEL_COUNT];
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uniform float toRadii[TUNNEL_COUNT];
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void tunnelMinDistance(inout float minDistance, inout float color) {
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float myMinDistance = minDistance;
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for (int i = 0; i < TUNNEL_COUNT; i++) {
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Tunnel tunnel = tunnels[i];
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vec2 targetFromDelta = position - tunnel.from;
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void tunnelMinDistance(inout float minDistance, inout float color) {
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float myMinDistance = minDistance;
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for (int i = 0; i < TUNNEL_COUNT; i++) {
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vec2 targetFromDelta = position - froms[i];
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float h = clamp(
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dot(targetFromDelta, tunnel.toFromDelta)
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/ dot(tunnel.toFromDelta, tunnel.toFromDelta),
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0.0, 1.0
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);
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float h = clamp(
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dot(targetFromDelta, toFromDeltas[i])
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/ dot(toFromDeltas[i], toFromDeltas[i]),
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0.0, 1.0
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);
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float currentDistance = -mix(
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tunnel.fromRadius, tunnel.toRadius, h
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) + distance(
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targetFromDelta, tunnel.toFromDelta * h
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);
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float currentDistance = -mix(
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fromRadii[i], toRadii[i], h
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) + distance(
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targetFromDelta, toFromDeltas[i] * h
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);
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myMinDistance = min(myMinDistance, currentDistance);
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}
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color = mix(2.0, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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myMinDistance
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));
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minDistance = min(minDistance, myMinDistance);
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myMinDistance = min(myMinDistance, currentDistance);
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}
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`,
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color = mix(2.0, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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myMinDistance
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));
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minDistance = min(minDistance, myMinDistance);
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}
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`,
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distanceFunctionName: 'tunnelMinDistance',
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},
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uniformName: 'tunnels',
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propertyUniformMapping: {
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from: 'froms',
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toFromDelta: 'toFromDeltas',
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fromRadius: 'fromRadii',
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toRadius: 'toRadii',
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},
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uniformCountMacroName: 'TUNNEL_COUNT',
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shaderCombinationSteps: [0, 1, 4, 16, 32],
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empty: new Tunnel(
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@ -1,7 +1,8 @@
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import { UniversalRenderingContext } from '../universal-rendering-context';
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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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constructor(gl: UniversalRenderingContext) {
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super(gl);
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this.frameBuffer = null;
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this.setSize();
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@ -1,4 +1,5 @@
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import { vec2 } from 'gl-matrix';
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import { UniversalRenderingContext } from '../universal-rendering-context';
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export abstract class FrameBuffer {
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public renderScale = 1;
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@ -9,7 +10,7 @@ export abstract class FrameBuffer {
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// null means the default framebuffer
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protected frameBuffer: WebGLFramebuffer | null = null;
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constructor(protected gl: WebGL2RenderingContext) {}
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constructor(protected gl: UniversalRenderingContext) {}
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public bindAndClear(colorInput?: WebGLTexture) {
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this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
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@ -1,14 +1,17 @@
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import { enableExtension } from '../helper/enable-extension';
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import { UniversalRenderingContext } from '../universal-rendering-context';
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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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constructor(gl: UniversalRenderingContext) {
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super(gl);
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enableExtension(gl, 'EXT_color_buffer_float');
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if (gl.isWebGL2) {
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enableExtension(gl, 'EXT_color_buffer_float');
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}
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try {
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enableExtension(gl, 'OES_texture_float_linear');
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@ -45,12 +48,12 @@ export class IntermediateFrameBuffer extends FrameBuffer {
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this.gl.texImage2D(
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this.gl.TEXTURE_2D,
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0,
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this.gl.RG16F,
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this.gl.isWebGL2 ? this.gl.RG16F : this.gl.RGBA,
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this.size.x,
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this.size.y,
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0,
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this.gl.RG,
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this.gl.FLOAT,
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this.gl.isWebGL2 ? this.gl.RG : this.gl.RGBA,
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this.gl.isWebGL2 ? this.gl.FLOAT : this.gl.UNSIGNED_BYTE,
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null
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);
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}
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@ -1,4 +1,5 @@
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import { Insights } from '../../rendering/insights';
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import { UniversalRenderingContext } from '../universal-rendering-context';
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const extensions: Map<string, any> = new Map();
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@ -11,7 +12,7 @@ const logExtensions = () => {
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};
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export const tryEnableExtension = (
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gl: WebGL2RenderingContext,
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gl: UniversalRenderingContext,
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name: string
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): any | null => {
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if (extensions.has(name)) {
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@ -30,7 +31,7 @@ export const tryEnableExtension = (
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return extension;
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};
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export const enableExtension = (gl: WebGL2RenderingContext, name: string): any => {
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export const enableExtension = (gl: UniversalRenderingContext, name: string): any => {
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const extension = tryEnableExtension(gl, name);
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if (extension === null) {
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@ -1,9 +0,0 @@
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export const getWebGl2Context = (canvas: HTMLCanvasElement): WebGL2RenderingContext => {
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const gl = canvas.getContext('webgl2');
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if (!gl) {
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throw new Error('WebGl2 is not supported');
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}
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return gl;
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};
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@ -1,20 +1,21 @@
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import { mat3, ReadonlyVec3, vec2, vec3 } from 'gl-matrix';
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import { UniversalRenderingContext } from '../universal-rendering-context';
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const loaderMat3 = mat3.create();
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export const loadUniform = (
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gl: WebGL2RenderingContext,
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gl: UniversalRenderingContext,
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value: any,
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type: GLenum,
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location: WebGLUniformLocation
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): any => {
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const converters: Map<
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GLenum,
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(gl: WebGL2RenderingContext, value: any, location: WebGLUniformLocation) => void
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(gl: UniversalRenderingContext, value: any, location: WebGLUniformLocation) => void
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> = new Map();
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{
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converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => {
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if (v instanceof Array) {
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converters.set(WebGLRenderingContext.FLOAT, (gl, v, l) => {
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if (v instanceof Array || v[0] instanceof Float32Array) {
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if (v.length == 0) {
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return;
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}
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@ -25,19 +26,18 @@ export const loadUniform = (
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}
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});
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converters.set(WebGL2RenderingContext.FLOAT_VEC2, (gl, v: vec2 | Array<vec2>, l) => {
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converters.set(WebGLRenderingContext.FLOAT_VEC2, (gl, v: vec2 | Array<vec2>, l) => {
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if (v.length == 0) {
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return;
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}
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if (v[0] instanceof Array) {
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if (v[0] instanceof Array || v[0] instanceof Float32Array) {
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const result = new Float32Array(v.length * 2);
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for (let i = 0; i < v.length; i++) {
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result[2 * i] = (v[i] as Array<number>).x;
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result[2 * i + 1] = (v[i] as Array<number>).y;
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}
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gl.uniform2fv(l, result);
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} else {
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gl.uniform2fv(l, v as vec2);
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@ -45,13 +45,13 @@ export const loadUniform = (
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});
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converters.set(
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WebGL2RenderingContext.FLOAT_VEC3,
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WebGLRenderingContext.FLOAT_VEC3,
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(gl, v: ReadonlyVec3 | Array<vec3>, l) => {
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if (v.length == 0) {
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return;
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}
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if (v[0] instanceof Array) {
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if (v[0] instanceof Array || v[0] instanceof Float32Array) {
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const result = new Float32Array(v.length * 3);
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for (let i = 0; i < v.length; i++) {
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@ -67,11 +67,19 @@ export const loadUniform = (
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}
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);
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converters.set(WebGL2RenderingContext.FLOAT_MAT3, (gl, v, l) => {
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gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
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converters.set(WebGLRenderingContext.FLOAT_MAT3, (gl, v, l) => {
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if (gl.isWebGL2) {
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gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
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} else {
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gl.uniformMatrix3fv(
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l,
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false,
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mat3.transpose(mat3.create(), mat3.fromMat2d(loaderMat3, v))
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);
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}
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});
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converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v));
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converters.set(WebGLRenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v));
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if (!converters.has(type)) {
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throw new Error(`Unimplemented webgl type: ${type}`);
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@ -1,3 +1,4 @@
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import { UniversalRenderingContext } from '../universal-rendering-context';
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import { enableExtension } from './enable-extension';
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enum StopwatchState {
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|
@ -13,7 +14,7 @@ export class WebGlStopwatch {
|
|||
private timerExtension: any;
|
||||
private timerQuery?: WebGLQuery;
|
||||
|
||||
constructor(private gl: WebGL2RenderingContext) {
|
||||
constructor(private gl: UniversalRenderingContext) {
|
||||
this.timerExtension = enableExtension(gl, 'EXT_disjoint_timer_query_webgl2');
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,18 +1,23 @@
|
|||
import { wait } from '../../helper/wait';
|
||||
import { Insights } from '../rendering/insights';
|
||||
import { tryEnableExtension } from './helper/enable-extension';
|
||||
import { UniversalRenderingContext } from './universal-rendering-context';
|
||||
|
||||
type CompilingProgram = {
|
||||
program: WebGLProgram;
|
||||
resolvePromise: ((program: WebGLProgram) => void) | null;
|
||||
vertexShader: ShaderWithSource;
|
||||
fragmentShader: ShaderWithSource;
|
||||
};
|
||||
|
||||
type ShaderWithSource = WebGLShader & { source: string };
|
||||
|
||||
export abstract class ParallelCompiler {
|
||||
private static extension?: any;
|
||||
private static gl: WebGL2RenderingContext;
|
||||
private static gl: UniversalRenderingContext;
|
||||
private static programs: Array<CompilingProgram> = [];
|
||||
|
||||
public static initialize(gl: WebGL2RenderingContext) {
|
||||
public static initialize(gl: UniversalRenderingContext) {
|
||||
ParallelCompiler.gl = gl;
|
||||
ParallelCompiler.extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
|
||||
}
|
||||
|
|
@ -28,14 +33,14 @@ export abstract class ParallelCompiler {
|
|||
// can only return null on lost context
|
||||
const program = ParallelCompiler.gl.createProgram()!;
|
||||
|
||||
ParallelCompiler.compileShader(
|
||||
const vertexShader = ParallelCompiler.compileShader(
|
||||
vertexShaderSource,
|
||||
ParallelCompiler.gl.VERTEX_SHADER,
|
||||
program,
|
||||
substitutions
|
||||
);
|
||||
|
||||
ParallelCompiler.compileShader(
|
||||
const fragmentShader = ParallelCompiler.compileShader(
|
||||
fragmentShaderSource,
|
||||
ParallelCompiler.gl.FRAGMENT_SHADER,
|
||||
program,
|
||||
|
|
@ -45,6 +50,8 @@ export abstract class ParallelCompiler {
|
|||
ParallelCompiler.programs.push({
|
||||
program,
|
||||
resolvePromise,
|
||||
vertexShader,
|
||||
fragmentShader,
|
||||
});
|
||||
|
||||
return promise;
|
||||
|
|
@ -67,7 +74,7 @@ export abstract class ParallelCompiler {
|
|||
type: GLenum,
|
||||
program: WebGLProgram,
|
||||
substitutions: { [name: string]: string }
|
||||
) {
|
||||
): ShaderWithSource {
|
||||
const processedSource = source.replace(/{(.+)}/gm, (_, name: string): string => {
|
||||
const value = substitutions[name];
|
||||
return Number.isInteger(value) ? `${value}.0` : value;
|
||||
|
|
@ -79,7 +86,11 @@ export abstract class ParallelCompiler {
|
|||
this.gl.shaderSource(shader, processedSource);
|
||||
this.gl.compileShader(shader);
|
||||
this.gl.attachShader(program, shader);
|
||||
this.gl.deleteShader(shader);
|
||||
|
||||
const result = shader as ShaderWithSource;
|
||||
result.source = processedSource;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private static resolveFinishedPrograms() {
|
||||
|
|
@ -93,7 +104,7 @@ export abstract class ParallelCompiler {
|
|||
ParallelCompiler.extension.COMPLETION_STATUS_KHR
|
||||
)
|
||||
) {
|
||||
ParallelCompiler.checkProgram(p.program);
|
||||
ParallelCompiler.checkProgram(p);
|
||||
done.push(p);
|
||||
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(
|
||||
program,
|
||||
program.program,
|
||||
ParallelCompiler.gl.LINK_STATUS
|
||||
);
|
||||
|
||||
if (!success && !ParallelCompiler.gl.isContextLost()) {
|
||||
ParallelCompiler.gl.getAttachedShaders(program)?.forEach((s) => {
|
||||
ParallelCompiler.checkShader(s);
|
||||
});
|
||||
ParallelCompiler.prettyPrintErrorsIfThereAreAny(program.vertexShader);
|
||||
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');
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,10 +1,13 @@
|
|||
import { enableExtension } from '../helper/enable-extension';
|
||||
import { UniversalRenderingContext } from '../universal-rendering-context';
|
||||
import Program from './program';
|
||||
|
||||
export class FragmentShaderOnlyProgram extends Program {
|
||||
private vao?: WebGLVertexArrayObject;
|
||||
|
||||
constructor(gl: WebGL2RenderingContext) {
|
||||
private vertexArrayExtension: any;
|
||||
constructor(gl: UniversalRenderingContext) {
|
||||
super(gl);
|
||||
this.vertexArrayExtension = enableExtension(this.gl, 'OES_vertex_array_object');
|
||||
}
|
||||
|
||||
public async initialize(
|
||||
|
|
@ -17,7 +20,11 @@ export class FragmentShaderOnlyProgram extends Program {
|
|||
|
||||
public 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 }) {
|
||||
|
|
@ -26,7 +33,12 @@ export class FragmentShaderOnlyProgram extends Program {
|
|||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
|
|
@ -45,10 +57,15 @@ export class FragmentShaderOnlyProgram extends Program {
|
|||
this.gl.STATIC_DRAW
|
||||
);
|
||||
|
||||
// can only return null on lost context
|
||||
this.vao = this.gl.createVertexArray()!;
|
||||
if (this.gl.isWebGL2) {
|
||||
// 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.vertexAttribPointer(positionAttributeLocation, 2, this.gl.FLOAT, false, 0, 0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
import { mat2d, vec2 } from 'gl-matrix';
|
||||
import { loadUniform } from '../helper/load-uniform';
|
||||
import { ParallelCompiler } from '../parallel-compiler';
|
||||
import { UniversalRenderingContext } from '../universal-rendering-context';
|
||||
import { IProgram } from './i-program';
|
||||
|
||||
export default abstract class Program implements IProgram {
|
||||
|
|
@ -14,7 +15,7 @@ export default abstract class Program implements IProgram {
|
|||
type: GLenum;
|
||||
}> = [];
|
||||
|
||||
constructor(protected gl: WebGL2RenderingContext) {}
|
||||
constructor(protected gl: UniversalRenderingContext) {}
|
||||
|
||||
public async initialize(
|
||||
[vertexShaderSource, fragmentShaderSource]: [string, string],
|
||||
|
|
@ -67,7 +68,7 @@ export default abstract class Program implements IProgram {
|
|||
private queryUniforms() {
|
||||
const uniformCount = this.gl.getProgramParameter(
|
||||
this.program!,
|
||||
WebGL2RenderingContext.ACTIVE_UNIFORMS
|
||||
WebGLRenderingContext.ACTIVE_UNIFORMS
|
||||
);
|
||||
|
||||
for (let i = 0; i < uniformCount; i++) {
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ import { mat2d, vec2 } from 'gl-matrix';
|
|||
import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
|
||||
import { getCombinations } from '../../../helper/get-combinations';
|
||||
import { last } from '../../../helper/last';
|
||||
import { UniversalRenderingContext } from '../universal-rendering-context';
|
||||
import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
|
||||
import { IProgram } from './i-program';
|
||||
|
||||
|
|
@ -16,7 +17,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
|
|||
private drawingRectangleBottomLeft = vec2.fromValues(0, 0);
|
||||
private drawingRectangleSize = vec2.fromValues(1, 1);
|
||||
|
||||
constructor(private gl: WebGL2RenderingContext) {}
|
||||
constructor(private gl: UniversalRenderingContext) {}
|
||||
|
||||
public async initialize(
|
||||
shaderSources: [string, string],
|
||||
|
|
@ -44,9 +45,14 @@ export class UniformArrayAutoScalingProgram implements IProgram {
|
|||
}
|
||||
|
||||
public draw(uniforms: { [name: string]: any }): void {
|
||||
const values = this.descriptors!.map((d) =>
|
||||
uniforms[d.uniformName] ? uniforms[d.uniformName].length : 0
|
||||
);
|
||||
const values = this.descriptors!.map((d) => {
|
||||
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]));
|
||||
|
||||
|
|
|
|||
34
src/graphics/graphics-library/universal-rendering-context.ts
Normal file
34
src/graphics/graphics-library/universal-rendering-context.ts
Normal 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;
|
||||
};
|
||||
|
|
@ -1,11 +1,12 @@
|
|||
import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
|
||||
import { FrameBuffer } from '../../graphics-library/frame-buffer/frame-buffer';
|
||||
import { UniformArrayAutoScalingProgram } from '../../graphics-library/program/uniform-array-autoscaling-program';
|
||||
import { UniversalRenderingContext } from '../../graphics-library/universal-rendering-context';
|
||||
|
||||
export abstract class RenderPass {
|
||||
protected program: UniformArrayAutoScalingProgram;
|
||||
|
||||
constructor(gl: WebGL2RenderingContext, protected frame: FrameBuffer) {
|
||||
constructor(gl: UniversalRenderingContext, protected frame: FrameBuffer) {
|
||||
this.program = new UniformArrayAutoScalingProgram(gl);
|
||||
}
|
||||
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue