Add textures
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5723b91b32
commit
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4 changed files with 407 additions and 104 deletions
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@ -136,6 +136,13 @@ export class ContextAwareRenderer implements Renderer {
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return this.handle(() => this.renderer.autoscaleQuality(deltaTime), undefined);
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}
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public displayToWorldCoordinates(displayCoordinates: vec2): vec2 {
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return this.handle(
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() => this.renderer.displayToWorldCoordinates(displayCoordinates),
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vec2.create()
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);
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}
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public renderDrawables(): void {
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return this.handle(() => this.renderer.renderDrawables(), undefined);
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}
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51
src/graphics/rendering/renderer/noise-renderer.ts
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51
src/graphics/rendering/renderer/noise-renderer.ts
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@ -0,0 +1,51 @@
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import { vec2 } from 'gl-matrix';
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import { ParallelCompiler } from '../../graphics-library/parallel-compiler';
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import { FragmentShaderOnlyProgram } from '../../graphics-library/program/fragment-shader-only-program';
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import { getUniversalRenderingContext } from '../../graphics-library/universal-rendering-context';
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import randomFragment100 from '../shaders/random-fs-100.glsl';
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import randomFragment from '../shaders/random-fs.glsl';
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import randomVertex100 from '../shaders/random-vs-100.glsl';
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import randomVertex from '../shaders/random-vs.glsl';
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/**
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* Create a renderer, draw a (1D) noise texture with it,
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* then destroy the used resources, while returning the generated texture
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* in the form of a canvas.
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*
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* @param textureSize The resolution of the end result.
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* @param scale A starting value can be 60
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* @param amplitude A starting value can be 0.125
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* @param ignoreWebGL2 Ignore WebGL2, even when its available.
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*/
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export const renderNoise = async (
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textureSize: vec2,
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scale: number,
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amplitude: number,
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ignoreWebGL2 = false
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): Promise<HTMLCanvasElement> => {
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const canvas = document.createElement('canvas');
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canvas.width = textureSize.x;
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canvas.height = textureSize.y;
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const gl = getUniversalRenderingContext(canvas, ignoreWebGL2);
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const program = new FragmentShaderOnlyProgram(gl);
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const compiler = new ParallelCompiler(gl);
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const pogramPromise = program.initialize(
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gl.isWebGL2 ? [randomVertex, randomFragment] : [randomVertex100, randomFragment100],
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compiler
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);
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await compiler.compilePrograms();
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await pogramPromise;
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program.bind();
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program.draw({
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scale,
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amplitude,
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});
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program.destroy();
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return canvas;
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};
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@ -6,8 +6,10 @@ import { msToString } from '../../../helper/ms-to-string';
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import { DefaultFrameBuffer } from '../../graphics-library/frame-buffer/default-frame-buffer';
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import { IntermediateFrameBuffer } from '../../graphics-library/frame-buffer/intermediate-frame-buffer';
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import { WebGlStopwatch } from '../../graphics-library/helper/stopwatch';
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import { PaletteTexture } from '../../graphics-library/palette-texture';
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import { ParallelCompiler } from '../../graphics-library/parallel-compiler';
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import { PaletteTexture } from '../../graphics-library/texture/palette-texture';
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import { Texture } from '../../graphics-library/texture/texture';
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import { TextureWithOptions } from '../../graphics-library/texture/texture-options';
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import {
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getUniversalRenderingContext,
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UniversalRenderingContext,
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@ -43,6 +45,8 @@ export class RendererImplementation implements Renderer {
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private palette!: PaletteTexture;
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private autoscaler: FpsAutoscaler;
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private textures: Array<Texture> = [];
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private applyRuntimeSettings: {
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[key in keyof RuntimeSettings]: (value: any) => void;
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} = {
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@ -53,6 +57,26 @@ export class RendererImplementation implements Renderer {
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tileMultiplier: (v) => (this.distancePass.tileMultiplier = v),
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isWorldInverted: (v) => (this.distancePass.isWorldInverted = v),
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backgroundColor: (v) => (this.uniformsProvider.backgroundColor = v),
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textures: (v: { [textureName: string]: TexImageSource | TextureWithOptions }) => {
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this.textures.forEach((t) => t.destroy());
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this.textures = [];
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let id = 2;
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for (const key in v) {
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this.uniformsProvider.textures[key] = id;
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let texture: Texture;
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if (Object.prototype.hasOwnProperty.call(v[key], 'source')) {
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texture = new Texture(this.gl, id++, (v[key] as TextureWithOptions).overrides);
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texture.setImage((v[key] as TextureWithOptions).source);
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} else {
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texture = new Texture(this.gl, id++);
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texture.setImage(v[key] as TexImageSource);
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}
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this.textures.push(texture);
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}
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},
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ambientLight: (v) => (this.uniformsProvider.ambientLight = v),
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lightCutoffDistance: (v) => (this.lightsPass.lightCutoffDistance = v),
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colorPalette: (v) => this.palette.setPalette(v),
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@ -108,7 +132,6 @@ export class RendererImplementation implements Renderer {
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this.setRuntimeSettings(defaultRuntimeSettings);
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const promises: Array<Promise<void>> = [];
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const compiler = new ParallelCompiler(this.gl);
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promises.push(
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@ -117,10 +140,10 @@ export class RendererImplementation implements Renderer {
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? [distanceVertexShader, distanceFragmentShader]
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: [distanceVertexShader100, distanceFragmentShader100],
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this.descriptors.filter(RendererImplementation.hasSdf),
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compiler,
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{
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paletteSize: settings.paletteSize,
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},
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compiler
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}
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)
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);
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promises.push(
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@ -129,10 +152,10 @@ export class RendererImplementation implements Renderer {
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? [lightsVertexShader, lightsFragmentShader]
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: [lightsVertexShader100, lightsFragmentShader100],
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this.descriptors.filter((d) => !RendererImplementation.hasSdf(d)),
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compiler,
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{
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shadowTraceCount: settings.shadowTraceCount.toString(),
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},
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compiler
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}
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)
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);
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@ -219,13 +242,13 @@ export class RendererImplementation implements Renderer {
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shadingNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
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};
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this.distancePass.render(this.uniformsProvider.getUniforms(common));
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this.distancePass.render(this.uniformsProvider.getUniforms(common), ...this.textures);
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this.gl.enable(this.gl.BLEND);
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this.lightsPass.render(
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this.uniformsProvider.getUniforms(common),
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this.distanceFieldFrameBuffer.colorTexture,
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this.palette.colorTexture
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[this.palette]
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);
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this.gl.disable(this.gl.BLEND);
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@ -234,6 +257,10 @@ export class RendererImplementation implements Renderer {
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}
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}
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public displayToWorldCoordinates(displayCoordinates: vec2): vec2 {
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return this.uniformsProvider.screenToWorldPosition(displayCoordinates);
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}
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public setViewArea(topLeft: vec2, size: vec2) {
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this.uniformsProvider.setViewArea(topLeft, size);
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}
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@ -29,6 +29,18 @@ export interface Renderer {
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*/
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setViewArea(topLeft: vec2, size: vec2): void;
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/**
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* Return the world coordinates from a pixel's position.
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*
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* The view area coordinates are also given in world coordinates.
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*
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* Useful for picking.
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*
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* @param displayCoordinates The origin is in the display's top left corner.
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* Just as in mouse events' clientX and clientY.
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*/
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displayToWorldCoordinates(displayCoordinates: vec2): vec2;
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/**
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* Patch the current runtime settings with new values.
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* @param overrides
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