Add more improvements

This commit is contained in:
schmelczerandras 2020-09-16 14:45:08 +02:00
commit bc16bdd62e
22 changed files with 286 additions and 158 deletions

View file

@ -3,7 +3,7 @@ import { checkShader } from './check-shader';
export const checkProgram = (gl: WebGL2RenderingContext, program: WebGLProgram) => {
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!success) {
if (!success && !gl.isContextLost()) {
gl.getAttachedShaders(program)?.forEach((s) => {
checkShader(gl, s);
});

View file

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

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@ -7,11 +7,8 @@ export const createProgram = (
fragmentShaderSource: string,
substitutions: { [name: string]: string }
): WebGLProgram => {
const program = gl.createProgram();
if (!program) {
throw new Error('Could not create program');
}
// can only return null on lost context
const program = gl.createProgram()!;
// const extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
@ -43,5 +40,8 @@ export const createProgram = (
checkProgram(gl, program);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
return program;
};

View file

@ -9,11 +9,8 @@ export const createShader = (
return Number.isInteger(value) ? `${value}.0` : value;
});
const shader = gl.createShader(type);
if (!shader) {
throw new Error('Could not create shader');
}
// can only return null on lost context
const shader = gl.createShader(type)!;
gl.shaderSource(shader, source);
gl.compileShader(shader);

View file

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

View file

@ -1,16 +1,17 @@
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) {}
constructor(
protected gl: WebGL2RenderingContext,
private enableHighDpiRendering: boolean
) {}
public bindAndClear(colorInput?: WebGLTexture) {
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);

View file

@ -5,8 +5,8 @@ export class IntermediateFrameBuffer extends FrameBuffer {
private frameTexture: WebGLTexture;
private floatLinearEnabled = false;
constructor(gl: WebGL2RenderingContext) {
super(gl);
constructor(gl: WebGL2RenderingContext, enableHighDpiRendering: boolean) {
super(gl, enableHighDpiRendering);
enableExtension(gl, 'EXT_color_buffer_float');
@ -17,18 +17,12 @@ export class IntermediateFrameBuffer extends FrameBuffer {
// it's okay
}
const texture = this.gl.createTexture();
if (!texture) {
throw new Error('Could not create texture');
}
this.frameTexture = texture;
// can only return null on lost context
this.frameTexture = this.gl.createTexture()!;
this.configureTexture();
const frameBuffer = this.gl.createFramebuffer();
if (!frameBuffer) {
throw new Error('Could not create frame buffer');
}
this.frameBuffer = frameBuffer;
// can only return null on lost context
this.frameBuffer = this.gl.createFramebuffer()!;
this.configureFrameBuffer();
this.setSize();

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@ -1,11 +1,13 @@
import { Insights } from '../../rendering/insights';
const extensions: Map<string, any> = new Map();
const printExtensions = () => {
const logExtensions = () => {
const values = {};
for (const [k, v] of extensions.entries()) {
values[k] = v !== null;
}
//InfoText.modifyRecord('extensions', values);
Insights.setValue('extensions', values);
};
export const tryEnableExtension = (
@ -23,7 +25,7 @@ export const tryEnableExtension = (
extensions.set(name, extension);
printExtensions();
logExtensions();
return extension;
};

View file

@ -1,3 +1,4 @@
import { Insights } from '../../rendering/insights';
import { enableExtension } from './enable-extension';
// https://www.khronos.org/registry/webgl/extensions/EXT_disjoint_timer_query_webgl2/
@ -37,7 +38,7 @@ export class WebGlStopwatch {
this.gl.QUERY_RESULT
);
//InfoText.modifyRecord('Draw time', `${this.resultsInMilliSeconds.toFixed(2)} ms`);
Insights.setValue('GPU draw time', `${this.resultsInMilliSeconds.toFixed(2)} ms`);
this.isReady = true;
}

View file

@ -35,11 +35,9 @@ export class FragmentShaderOnlyProgram extends Program {
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;
// can only return null on lost context
this.vao = this.gl.createVertexArray()!;
this.gl.bindVertexArray(this.vao);
this.gl.enableVertexAttribArray(positionAttributeLocation);

View file

@ -1,5 +1,4 @@
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';
@ -20,7 +19,7 @@ export default abstract class Program implements IProgram {
[vertexShaderSource, fragmentShaderSource]: [string, string],
substitutions: { [name: string]: string }
) {
substitutions = { ...settings.shaderMacros, ...substitutions };
substitutions = { ...substitutions };
this.program = createProgram(
this.gl,

View file

@ -18,7 +18,8 @@ export class UniformArrayAutoScalingProgram implements IProgram {
constructor(
private gl: WebGL2RenderingContext,
shaderSources: [string, string],
private descriptors: Array<DrawableDescriptor>
private descriptors: Array<DrawableDescriptor>,
private substitutions: { [name: string]: any }
) {
for (const combination of getCombinations(
descriptors.map((o) => o.shaderCombinationSteps)
@ -75,6 +76,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
shaderSources: [string, string]
): FragmentShaderOnlyProgram {
const substitutions = {
...this.substitutions,
macroDefinitions: this.getMacroDefinitions(combination, descriptors),
declarations: this.getDeclarations(combination, descriptors),
functionCalls: this.getFunctionCalls(combination, descriptors),

View file

@ -0,0 +1,21 @@
export class Insights {
private static insights: any = {};
public static setValue(key: string | Array<string>, value: any): void {
if (Array.isArray(key)) {
key.reduce((previousValue, currentKey) => {
if (!Object.prototype.hasOwnProperty.call(previousValue, currentKey)) {
previousValue[currentKey] = {};
}
return previousValue[currentKey];
}, Insights.insights);
} else {
Insights.insights[key] = value;
}
}
public static get values(): any {
return Insights.insights;
}
}

View file

@ -2,13 +2,13 @@ import { vec2 } from 'gl-matrix';
import { Drawable } from '../../drawables/drawable';
export interface Renderer {
setViewArea(topLeft: vec2, size: vec2): void;
addDrawable(drawable: Drawable): void;
renderDrawables(): void;
autoscaleQuality(deltaTime: DOMHighResTimeStamp): void;
readonly canvasSize: vec2;
readonly insights: any;
setViewArea(topLeft: vec2, size: vec2): void;
setCursorPosition(position: vec2): void;
addDrawable(drawable: Drawable): void;
autoscaleQuality(deltaTime: DOMHighResTimeStamp): void;
renderDrawables(): void;
destroy(): void;
}

View file

@ -3,7 +3,6 @@ import { Drawable } from '../../drawables/drawable';
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 { settings } from '../settings';
export class RenderingPass {
private drawables: Array<Drawable> = [];
@ -13,12 +12,15 @@ export class RenderingPass {
gl: WebGL2RenderingContext,
shaderSources: [string, string],
drawableDescriptors: Array<DrawableDescriptor>,
private frame: FrameBuffer
private frame: FrameBuffer,
substitutions: { [name: string]: any },
private tileMultiplier: number
) {
this.program = new UniformArrayAutoScalingProgram(
gl,
shaderSources,
drawableDescriptors
drawableDescriptors,
substitutions
);
}
@ -29,7 +31,7 @@ export class RenderingPass {
public render(commonUniforms: any, inputTexture?: WebGLTexture) {
this.frame.bindAndClear(inputTexture);
const stepsInUV = 1 / settings.tileMultiplier;
const stepsInUV = 1 / this.tileMultiplier;
const worldR =
0.5 *
@ -41,7 +43,7 @@ export class RenderingPass {
for (let x = -1; x < 1; x += stepsInNDC) {
for (let y = -1; y < 1; y += stepsInNDC) {
const uniforms = { ...commonUniforms, maxMinDistance: 0.0 };
const uniforms = { ...commonUniforms, maxMinDistance: radiusInNDC };
const ndcBottomLeft = vec2.fromValues(x, y);

View file

@ -0,0 +1,72 @@
#version 300 es
precision lowp float;
#define SURFACE_OFFSET 0.001
uniform float maxMinDistance;
uniform float distanceNdcPixelSize;
in vec2 position;
{macroDefinitions}
{declarations}
/*
#endif
#if BLOB_COUNT > 0
uniform struct {
vec2 headCenter;
vec2 leftFootCenter;
vec2 rightFootCenter;
float headRadius;
float footRadius;
float k;
}[BLOB_COUNT] blobs;
float smoothMin(float a, float b)
{
const float k = 2.0;
a = pow(a, k);
b = pow(b, k);
return pow((a * b) / (a + b), 1.0 / k);
}
float circleMinDistance(vec2 circleCenter, float radius) {
return distance(position, circleCenter) - radius;
}
void blobMinDistance(inout float minDistance, inout float color) {
for (int i = 0; i < BLOB_COUNT; i++) {
float headDistance = circleMinDistance(blobs[i].headCenter, blobs[i].headRadius);
float leftFootDistance = circleMinDistance(blobs[i].leftFootCenter, blobs[i].footRadius);
float rightFootDistance = circleMinDistance(blobs[i].rightFootCenter, blobs[i].footRadius);
float res = min(
smoothMin(headDistance, leftFootDistance),
smoothMin(headDistance, rightFootDistance)
);
res = min(100.0, headDistance);
res = min(res, leftFootDistance);
res = min(res, rightFootDistance);
//color = mix(2.0, color, step(distanceUvPixelSize + SURFACE_OFFSET, res));
minDistance = min(minDistance, res);
color = mix(2.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, res));
}
}
#endif
*/
out vec2 fragmentColor;
void main() {
float minDistance = maxMinDistance;
float color = 1.0;
{functionCalls}
// minDistance / 2.0: NDC to UV scale
fragmentColor = vec2(minDistance / 2.0, color);
}

View file

@ -0,0 +1,15 @@
#version 300 es
precision lowp float;
uniform mat3 modelTransform;
uniform vec2 squareToAspectRatio;
in vec4 vertexPosition;
out vec2 position;
void main() {
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
position = vertexPosition2D.xy * squareToAspectRatio;
}

View file

@ -0,0 +1,175 @@
#version 300 es
precision lowp float;
#define INFINITY 1000.0
#define LIGHT_DROP_INSIDE_RATIO 0.5
#define AMBIENT_LIGHT vec3(0.25, 0.15, 0.25)
#define SHADOW_HARDNESS 150.0
#define HARD_SHADOW_TRACE_COUNT {hardShadowTraceCount}
#define SOFT_SHADOW_TRACE_COUNT {softShadowTraceCount}
{macroDefinitions}
uniform bool softShadowsEnabled;
uniform vec2 squareToAspectRatioTimes2;
uniform float shadingNdcPixelSize;
uniform sampler2D distanceTexture;
in vec2 position;
in vec2 uvCoordinates;
vec3[3] colors = vec3[](
{palette}
);
float getDistance(in vec2 target, out vec3 color) {
vec4 values = texture(distanceTexture, target);
color = colors[int(values[1])];
return values[0];
}
float getDistance(in vec2 target) {
return texture(distanceTexture, target)[0];
}
float softShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
float rayLength = startingDistance;
float q = 1.0 / SHADOW_HARDNESS;
for (int j = 0; j < SOFT_SHADOW_TRACE_COUNT; j++) {
float minDistance = getDistance(uvCoordinates + direction * rayLength);
q = min(q, minDistance / rayLength);
rayLength += minDistance / 2.5;
if (rayLength >= lightCenterDistance) {
return q * SHADOW_HARDNESS;
}
}
return 0.0;
}
float hardShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
float rayLength = startingDistance;
for (int j = 0; j < HARD_SHADOW_TRACE_COUNT; j++) {
rayLength += getDistance(uvCoordinates + direction * rayLength);
}
return step(lightCenterDistance, rayLength);
}
float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
return softShadowsEnabled ?
softShadowTransparency(startingDistance, lightCenterDistance, direction) :
hardShadowTransparency(startingDistance, lightCenterDistance, direction);
}
#if CIRCLE_LIGHT_COUNT > 0
uniform struct CircleLight {
vec2 center;
float lightDrop;
vec3 value;
}[CIRCLE_LIGHT_COUNT] circleLights;
in vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
vec3 colorInPosition(CircleLight light, out float lightCenterDistance) {
lightCenterDistance = distance(light.center, position);
return light.value / pow(
lightCenterDistance / light.lightDrop + 1.0, 2.0
);
}
vec3 colorInPositionInside(CircleLight light) {
float lightCenterDistance = distance(light.center, position);
return light.value / pow(
lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
);
}
#endif
#if FLASHLIGHT_COUNT > 0
uniform struct Flashlight {
vec2 center;
vec2 direction;
float lightDrop;
vec3 value;
}[FLASHLIGHT_COUNT] flashlights;
in vec2[FLASHLIGHT_COUNT] flashlightDirections;
float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
return smoothstep(0.0, 1.0, 10.0 * max(0.0, dot(targetDirection, lightDirection) - 0.9));
}
vec3 colorInPosition(Flashlight light, vec2 positionDirection, out float lightCenterDistance) {
lightCenterDistance = distance(light.center, position);
return intensityInDirection(light.direction, positionDirection) * light.value / pow(
lightCenterDistance / light.lightDrop + 1.0, 2.0
);
}
vec3 colorInPositionInside(Flashlight light, vec2 positionDirection) {
float lightCenterDistance = distance(light.center, position);
return intensityInDirection(light.direction, positionDirection) * light.value / pow(
lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
);
}
#endif
out vec4 fragmentColor;
void main() {
vec3 lighting = AMBIENT_LIGHT;
vec3 colorAtPosition;
float startingDistance = getDistance(uvCoordinates, colorAtPosition);
if (startingDistance < 0.0) {
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
lighting += colorInPositionInside(circleLights[i]);
}
#endif
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
lighting += colorInPositionInside(flashlights[i], normalize(flashlightDirections[i]));
}
#endif
} else {
colorAtPosition = vec3(1.0);
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
float lightCenterDistance;
vec3 lightColorAtPosition = colorInPosition(circleLights[i], lightCenterDistance);
lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
}
#endif
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
vec2 originalDirection = normalize(flashlightDirections[i]);
vec2 direction = originalDirection / squareToAspectRatioTimes2;
float lightCenterDistance;
vec3 lightColorAtPosition = colorInPosition(flashlights[i], originalDirection, lightCenterDistance);
if (length(lightColorAtPosition) < 0.01) {
continue;
}
lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
}
#endif
}
fragmentColor = vec4(colorAtPosition * lighting, 1.0);
}

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@ -0,0 +1,58 @@
#version 300 es
precision lowp float;
{macroDefinitions}
uniform mat3 modelTransform;
in vec4 vertexPosition;
out vec2 position;
out vec2 uvCoordinates;
uniform vec2 squareToAspectRatio;
#if CIRCLE_LIGHT_COUNT > 0
uniform struct CircleLight {
vec2 center;
float lightDrop;
vec3 value;
}[CIRCLE_LIGHT_COUNT] circleLights;
out vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
#endif
#if FLASHLIGHT_COUNT > 0
uniform struct Flashlight {
vec2 center;
vec2 direction;
float lightDrop;
vec3 value;
}[FLASHLIGHT_COUNT] flashlights;
out vec2[FLASHLIGHT_COUNT] flashlightDirections;
#endif
void main() {
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
position = vertexPosition2D.xy * squareToAspectRatio;
uvCoordinates = (vertexPosition2D * mat3(
0.5, 0.0, 0.5,
0.0, 0.5, 0.5,
0.0, 0.0, 1.0
)).xy;
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
circleLightDirections[i] = circleLights[i].center - position;
}
#endif
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
flashlightDirections[i] = flashlights[i].center - position;
}
#endif
}

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@ -0,0 +1,9 @@
export interface WebGl2RendererSettings {
enableHighDpiRendering: boolean;
enableStopwatch: boolean;
tileMultiplier: number;
shaderMacros: {
softShadowTraceCount: string;
hardShadowTraceCount: string;
};
}

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