Add files

This commit is contained in:
schmelczerandras 2020-09-15 10:08:16 +02:00
commit 77bde04db3
45 changed files with 10327 additions and 0 deletions

121
src/game.ts Normal file
View file

@ -0,0 +1,121 @@
/*
export class Game implements IGame {
public readonly objects = new Objects();
public readonly physics = new Physics();
public readonly camera = new Camera();
private previousTime?: DOMHighResTimeStamp = null;
private previousFpsValues: Array<number> = [];
private infoText = new InfoText();
private character: Character;
private renderer: IRenderer;
private initializeRendererPromise: Promise<void>;
constructor() {
const canvas: HTMLCanvasElement = document.querySelector('canvas#main');
const overlay: HTMLElement = document.querySelector('#overlay');
document.addEventListener('visibilitychange', this.handleVisibilityChange.bind(this));
new CommandBroadcaster(
[
new KeyboardListener(document.body),
new MouseListener(canvas),
new TouchListener(canvas),
],
[this.objects]
);
this.renderer = new WebGl2Renderer(canvas, overlay);
this.initializeRendererPromise = this.renderer.initialize();
this.initializeScene();
this.physics.start();
}
public async start(): Promise<void> {
await this.initializeRendererPromise;
requestAnimationFrame(this.gameLoop.bind(this));
}
public addObject(o: GameObject) {
this.objects.addObject(o);
}
public get viewArea(): BoundingBoxBase {
return this.camera.viewArea;
}
public findIntersecting(box: BoundingBoxBase): Array<BoundingBoxBase> {
return this.physics.findIntersecting(box);
}
private initializeScene() {
this.objects.addObject(this.infoText);
const start = createDungeon(this.objects, this.physics);
createDungeon(this.objects, this.physics);
this.character = new Character(this);
// this.physics.addDynamicBoundingBox(this.character.boundingBox);
this.addObject(this.character);
this.addObject(this.camera);
let pos: any = localStorage.getItem('character-position');
pos = pos ? JSON.parse(pos) : start.from;
this.character.sendCommand(new TeleportToCommand(pos));
}
private handleVisibilityChange() {
if (!document.hidden) {
this.previousTime = null;
}
}
@timeIt()
private gameLoop(time: DOMHighResTimeStamp) {
if (this.previousTime === null) {
this.previousTime = time;
}
const deltaTime = time - this.previousTime;
this.previousTime = time;
this.calculateFps(deltaTime);
this.objects.sendCommand(new StepCommand(deltaTime));
this.camera.sendCommand(new MoveToCommand(this.character.position));
this.renderer.startFrame(deltaTime);
this.camera.sendCommand(new BeforeRenderCommand(this.renderer));
const shouldBeDrawn = this.physics
.findIntersecting(this.camera.viewArea)
.map((b) => b.shape?.gameObject);
for (const object of shouldBeDrawn) {
object?.sendCommand(new BeforeRenderCommand(this.renderer));
object?.sendCommand(new RenderCommand(this.renderer));
}
this.character.sendCommand(new RenderCommand(this.renderer));
this.infoText.sendCommand(new RenderCommand(this.renderer));
this.renderer.finishFrame();
localStorage.setItem('character-position', JSON.stringify(this.character.position));
window.requestAnimationFrame(this.gameLoop.bind(this));
}
private calculateFps(deltaTime: number) {
this.previousFpsValues.push(1000 / deltaTime);
if (this.previousFpsValues.length > 30) {
this.previousFpsValues.sort();
const min = this.previousFpsValues[0];
const median = this.previousFpsValues[
Math.floor(this.previousFpsValues.length / 2)
];
InfoText.modifyRecord('FPS', { min, median });
this.previousFpsValues = [];
}
}
}
*/

View file

@ -0,0 +1,8 @@
import { IDrawable } from './i-drawable';
export interface IDrawableDescriptor {
uniformName: string;
countMacroName: string;
shaderCombinationSteps: Array<number>;
readonly empty: IDrawable;
}

View file

@ -0,0 +1,6 @@
import { vec2, mat2d } from 'gl-matrix';
export interface IDrawable {
distance(target: vec2): number;
serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void;
}

View file

@ -0,0 +1,46 @@
import { mat2d, vec2, vec3 } from 'gl-matrix';
import { settings } from '../../settings';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ILight } from './i-light';
export class CircleLight implements ILight {
public static descriptor: IDrawableDescriptor = {
uniformName: 'circleLights',
countMacroName: 'circleLightCount',
shaderCombinationSteps: settings.shaderCombinations.circleLightSteps,
empty: new CircleLight(vec2.fromValues(0, 0), 0, vec3.fromValues(0, 0, 0), 0),
};
constructor(
public center: vec2,
public lightDrop: number,
public color: vec3,
public lightness: number
) {}
public distance(_: vec2): number {
return 0;
}
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
const { uniformName } = CircleLight.descriptor;
if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
uniforms[uniformName] = [];
}
uniforms[uniformName].push({
center: vec2.transformMat2d(vec2.create(), this.center, transform),
lightDrop: this.lightDrop,
value: this.value,
});
}
public get value(): vec3 {
return vec3.scale(
vec3.create(),
vec3.normalize(this.color, this.color),
this.lightness
);
}
}

View file

@ -0,0 +1,50 @@
import { mat2d, vec2, vec3 } from 'gl-matrix';
import { settings } from '../../settings';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ILight } from './i-light';
export class Flashlight implements ILight {
public static descriptor: IDrawableDescriptor = {
uniformName: 'flashlights',
countMacroName: 'flashlightCount',
shaderCombinationSteps: settings.shaderCombinations.flashlightSteps,
empty: new Flashlight(
vec2.fromValues(0, 0),
vec2.fromValues(0, 0),
0,
vec3.fromValues(0, 0, 0),
0
),
};
public constructor(
public center: vec2,
public direction: vec2,
public lightDrop: number,
public color: vec3,
public lightness: number
) {}
public distance(_: vec2): number {
return 0;
}
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
const listName = Flashlight.descriptor.uniformName;
if (!Object.prototype.hasOwnProperty.call(uniforms, listName)) {
uniforms[listName] = [];
}
uniforms[listName].push({
center: vec2.transformMat2d(vec2.create(), this.center, transform),
direction: this.direction,
lightDrop: this.lightDrop,
value: this.value,
});
}
public get value(): vec3 {
return vec3.scale(vec3.create(), this.color, this.lightness);
}
}

View file

@ -0,0 +1,3 @@
import { IDrawable } from '../i-drawable';
export type ILight = IDrawable;

View file

@ -0,0 +1,13 @@
import { checkShader } from './check-shader';
export const checkProgram = (gl: WebGL2RenderingContext, program: WebGLProgram) => {
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!success) {
gl.getAttachedShaders(program)?.forEach((s) => {
checkShader(gl, s);
});
throw new Error(gl.getProgramInfoLog(program)!);
}
};

View file

@ -0,0 +1,7 @@
export const checkShader = (gl: WebGL2RenderingContext, shader: WebGLShader) => {
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!success) {
throw new Error(gl.getShaderInfoLog(shader)!);
}
};

View file

@ -0,0 +1,48 @@
import { waitWhileFalse } from '../../../helper/wait-while-false';
import { tryEnableExtension } from '../helper/enable-extension';
import { checkProgram } from './check-program';
import { createShader } from './create-shader';
export const createProgram = async (
gl: WebGL2RenderingContext,
vertexShaderSource: string,
fragmentShaderSource: string,
substitutions: { [name: string]: string }
): Promise<WebGLProgram> => {
const program = gl.createProgram();
if (!program) {
throw new Error('Could not create program');
}
const extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
const vertexShader = createShader(
gl,
gl.VERTEX_SHADER,
vertexShaderSource,
substitutions
);
gl.attachShader(program, vertexShader);
const fragmentShader = createShader(
gl,
gl.FRAGMENT_SHADER,
fragmentShaderSource,
substitutions
);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (extension) {
const checkCompileStatus = () =>
gl.getProgramParameter(program, extension.COMPLETION_STATUS_KHR);
await waitWhileFalse(checkCompileStatus);
}
checkProgram(gl, program);
return program;
};

View file

@ -0,0 +1,22 @@
export const createShader = (
gl: WebGL2RenderingContext,
type: GLenum,
source: string,
substitutions: { [name: string]: string }
): WebGLShader => {
source = source.replace(/{(.+)}/gm, (_, name: string): string => {
const value = substitutions[name];
return Number.isInteger(value) ? `${value}.0` : value;
});
const shader = gl.createShader(type);
if (!shader) {
throw new Error('Could not create shader');
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
};

View file

@ -0,0 +1,19 @@
import { FrameBuffer } from './frame-buffer';
export class DefaultFrameBuffer extends FrameBuffer {
constructor(gl: WebGL2RenderingContext) {
super(gl);
this.frameBuffer = null;
this.setSize();
}
public setSize(): boolean {
const hasChanged = super.setSize();
if (hasChanged) {
this.gl.canvas.width = this.size.x;
this.gl.canvas.height = this.size.y;
}
return hasChanged;
}
}

View file

@ -0,0 +1,46 @@
import { vec2 } from 'gl-matrix';
import { settings } from '../../settings';
export abstract class FrameBuffer {
public renderScale = 1;
public enableHighDpiRendering = settings.enableHighDpiRendering;
protected size = vec2.create();
// null means the default framebuffer
protected frameBuffer: WebGLFramebuffer | null = null;
constructor(protected gl: WebGL2RenderingContext) {}
public bindAndClear(colorInput?: WebGLTexture) {
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
if (colorInput) {
this.gl.bindTexture(this.gl.TEXTURE_2D, colorInput);
}
this.gl.viewport(0, 0, this.size.x, this.size.y);
this.gl.clearColor(0, 0, 0, 0);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
}
public setSize(): boolean {
const realToCssPixels =
(this.enableHighDpiRendering ? window.devicePixelRatio : 1) * this.renderScale;
const canvasWidth = (this.gl.canvas as HTMLCanvasElement).clientWidth;
const canvasHeight = (this.gl.canvas as HTMLCanvasElement).clientHeight;
const displayWidth = Math.floor(canvasWidth * realToCssPixels);
const displayHeight = Math.floor(canvasHeight * realToCssPixels);
const oldSize = vec2.clone(this.getSize());
this.size = vec2.fromValues(displayWidth, displayHeight);
return this.size.x != oldSize.x || this.size.y != oldSize.y;
}
public getSize(): vec2 {
return this.size;
}
}

View file

@ -0,0 +1,97 @@
import { enableExtension } from '../helper/enable-extension';
import { FrameBuffer } from './frame-buffer';
export class IntermediateFrameBuffer extends FrameBuffer {
private frameTexture: WebGLTexture;
private floatLinearEnabled = false;
constructor(gl: WebGL2RenderingContext) {
super(gl);
enableExtension(gl, 'EXT_color_buffer_float');
try {
enableExtension(gl, 'OES_texture_float_linear');
this.floatLinearEnabled = true;
} catch {
// it's okay
}
const texture = this.gl.createTexture();
if (!texture) {
throw new Error('Could not create texture');
}
this.frameTexture = texture;
this.configureTexture();
const frameBuffer = this.gl.createFramebuffer();
if (!frameBuffer) {
throw new Error('Could not create frame buffer');
}
this.frameBuffer = frameBuffer;
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
);
}
}

View file

@ -0,0 +1,39 @@
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;
};

View file

@ -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;
};

View file

@ -0,0 +1,82 @@
import { mat3, ReadonlyVec3, vec2, vec3 } from 'gl-matrix';
const loaderMat3 = mat3.create();
export const loadUniform = (
gl: WebGL2RenderingContext,
value: any,
type: GLenum,
location: WebGLUniformLocation
): any => {
const converters: Map<
GLenum,
(gl: WebGL2RenderingContext, value: any, location: WebGLUniformLocation) => void
> = new Map();
{
converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => {
if (v instanceof Array) {
if (v.length == 0) {
return;
}
gl.uniform1fv(l, new Float32Array(v));
} else {
gl.uniform1f(l, v);
}
});
converters.set(WebGL2RenderingContext.FLOAT_VEC2, (gl, v: vec2 | Array<vec2>, l) => {
if (v.length == 0) {
return;
}
if (v[0] instanceof Array) {
const result = new Float32Array(v.length * 2);
for (let i = 0; i < v.length; i++) {
result[2 * i] = (v[i] as Array<number>).x;
result[2 * i + 1] = (v[i] as Array<number>).y;
}
gl.uniform2fv(l, result);
} else {
gl.uniform2fv(l, v as vec2);
}
});
converters.set(
WebGL2RenderingContext.FLOAT_VEC3,
(gl, v: ReadonlyVec3 | Array<vec3>, l) => {
if (v.length == 0) {
return;
}
if (v[0] instanceof Array) {
const result = new Float32Array(v.length * 3);
for (let i = 0; i < v.length; i++) {
result[3 * i] = (v[i] as Array<number>)[0];
result[3 * i + 1] = (v[i] as Array<number>)[1];
result[3 * i + 2] = (v[i] as Array<number>)[2];
}
gl.uniform3fv(l, result);
} else {
gl.uniform3fv(l, v as vec3);
}
}
);
converters.set(WebGL2RenderingContext.FLOAT_MAT3, (gl, v, l) => {
gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
});
converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v));
if (!converters.has(type)) {
throw new Error(`Unimplemented webgl type: ${type}`);
}
converters.get(type)!(gl, value, location);
}
};

View file

@ -0,0 +1,49 @@
import { enableExtension } from './enable-extension';
// https://www.khronos.org/registry/webgl/extensions/EXT_disjoint_timer_query_webgl2/
export class WebGlStopwatch {
private timerExtension: any;
private timerQuery?: WebGLQuery;
private isReady = true;
private resultsInNanoSeconds?: number;
constructor(private gl: WebGL2RenderingContext) {
this.timerExtension = enableExtension(gl, 'EXT_disjoint_timer_query_webgl2');
}
public start() {
if (this.isReady) {
this.timerQuery = this.gl.createQuery()!;
this.gl.beginQuery(this.timerExtension.TIME_ELAPSED_EXT, this.timerQuery);
}
}
public stop() {
if (this.isReady) {
this.gl.endQuery(this.timerExtension.TIME_ELAPSED_EXT);
this.isReady = false;
}
const available = this.gl.getQueryParameter(
this.timerQuery!,
this.gl.QUERY_RESULT_AVAILABLE
);
const disjoint = this.gl.getParameter(this.timerExtension.GPU_DISJOINT_EXT);
if (available && !disjoint) {
this.resultsInNanoSeconds = this.gl.getQueryParameter(
this.timerQuery!,
this.gl.QUERY_RESULT
);
//InfoText.modifyRecord('Draw time', `${this.resultsInMilliSeconds.toFixed(2)} ms`);
this.isReady = true;
}
}
public get resultsInMilliSeconds(): number {
return this.resultsInNanoSeconds! / 1000 / 1000;
}
}

View file

@ -0,0 +1,52 @@
import Program from './program';
export class FragmentShaderOnlyProgram extends Program {
private vao?: WebGLVertexArrayObject;
constructor(
gl: WebGL2RenderingContext,
sources: [string, string],
substitutions: { [name: string]: string }
) {
super(gl, sources, substitutions);
}
public async initialize(): Promise<void> {
await super.initialize();
this.prepareScreenQuad('vertexPosition');
}
public bind() {
super.bind();
this.gl.bindVertexArray(this.vao!);
}
public draw() {
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
}
private prepareScreenQuad(attributeName: string) {
const positionAttributeLocation = this.gl.getAttribLocation(
this.program!,
attributeName
);
const positionBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer);
this.gl.bufferData(
this.gl.ARRAY_BUFFER,
new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]),
this.gl.STATIC_DRAW
);
const vao = this.gl.createVertexArray();
if (!vao) {
throw new Error('Could not create vertex array object');
}
this.vao = vao;
this.gl.bindVertexArray(this.vao);
this.gl.enableVertexAttribArray(positionAttributeLocation);
this.gl.vertexAttribPointer(positionAttributeLocation, 2, this.gl.FLOAT, false, 0, 0);
}
}

View file

@ -0,0 +1,9 @@
import { vec2 } from 'gl-matrix';
export interface IProgram {
initialize(): Promise<void>;
setDrawingRectangleUV(bottomLeft: vec2, size: vec2): void;
bindAndSetUniforms(values: { [name: string]: any }): void;
draw(): void;
delete(): void;
}

View file

@ -0,0 +1,102 @@
import { mat2d, vec2 } from 'gl-matrix';
import { settings } from '../../settings';
import { createProgram } from '../compiling/create-program';
import { loadUniform } from '../helper/load-uniform';
import { IProgram } from './i-program';
export default abstract class Program implements IProgram {
protected program?: WebGLProgram;
private programPromise: Promise<WebGLProgram>;
private modelTransform = mat2d.identity(mat2d.create());
private readonly ndcToUv = mat2d.fromValues(0.5, 0, 0, 0.5, 0.5, 0.5);
private uniforms: Array<{
name: Array<string>;
location: WebGLUniformLocation;
type: GLenum;
}> = [];
constructor(
protected gl: WebGL2RenderingContext,
[vertexShaderSource, fragmentShaderSource]: [string, string],
substitutions: { [name: string]: string }
) {
substitutions = { ...settings.shaderMacros, ...substitutions };
this.programPromise = createProgram(
this.gl,
vertexShaderSource,
fragmentShaderSource,
substitutions
);
}
public async initialize(): Promise<void> {
this.program = await this.programPromise;
this.queryUniforms();
}
public bindAndSetUniforms(values: { [name: string]: any }) {
this.bind();
this.setUniforms({ modelTransform: this.modelTransform, ...values });
}
public setDrawingRectangleUV(bottomLeft: vec2, size: vec2) {
mat2d.invert(this.modelTransform, this.ndcToUv);
mat2d.translate(this.modelTransform, this.modelTransform, bottomLeft);
mat2d.scale(this.modelTransform, this.modelTransform, size);
mat2d.multiply(this.modelTransform, this.modelTransform, this.ndcToUv);
}
public setUniforms(values: { [name: string]: any }) {
this.uniforms.forEach(({ name, location, type }) => {
const value = name.reduce(
(prev, prop) => (prev !== null && prop in prev ? prev[prop] : null),
values
);
if (value !== null) {
loadUniform(this.gl, value, type, location);
}
});
}
public delete() {
this.gl.getAttachedShaders(this.program!)?.forEach((s) => this.gl.deleteShader(s));
this.gl.deleteProgram(this.program!);
}
public abstract draw(): void;
protected bind() {
this.gl.useProgram(this.program!);
}
private queryUniforms() {
const uniformCount = this.gl.getProgramParameter(
this.program!,
WebGL2RenderingContext.ACTIVE_UNIFORMS
);
for (let i = 0; i < uniformCount; i++) {
const glUniform = this.gl.getActiveUniform(this.program!, i)!;
this.uniforms.push({
name: glUniform.name.split(/\[|\]\.|\]|\./).filter((p) => p !== ''),
location: this.gl.getUniformLocation(this.program!, glUniform.name)!,
type: glUniform.type,
});
}
this.uniforms.map((u1) => {
const isSingle =
this.uniforms.filter((u2) => u2.name.includes(u1.name[0])).length == 1;
if (u1.name.includes('0') && isSingle) {
u1.name = u1.name.slice(0, -1);
}
return u1;
});
}
}

Some files were not shown because too many files have changed in this diff Show more