Add more improvements
This commit is contained in:
parent
e1c74a8054
commit
bc16bdd62e
22 changed files with 286 additions and 158 deletions
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@ -3,7 +3,7 @@ import { checkShader } from './check-shader';
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export const checkProgram = (gl: WebGL2RenderingContext, program: WebGLProgram) => {
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const success = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (!success) {
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if (!success && !gl.isContextLost()) {
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gl.getAttachedShaders(program)?.forEach((s) => {
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checkShader(gl, s);
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});
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@ -1,7 +1,7 @@
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export const checkShader = (gl: WebGL2RenderingContext, shader: WebGLShader) => {
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const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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if (!success) {
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if (!success && !gl.isContextLost()) {
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throw new Error(gl.getShaderInfoLog(shader)!);
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}
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};
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@ -7,11 +7,8 @@ export const createProgram = (
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fragmentShaderSource: string,
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substitutions: { [name: string]: string }
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): WebGLProgram => {
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const program = gl.createProgram();
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if (!program) {
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throw new Error('Could not create program');
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}
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// can only return null on lost context
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const program = gl.createProgram()!;
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// const extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
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@ -43,5 +40,8 @@ export const createProgram = (
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checkProgram(gl, program);
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gl.deleteShader(vertexShader);
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gl.deleteShader(fragmentShader);
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return program;
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};
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@ -9,11 +9,8 @@ export const createShader = (
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return Number.isInteger(value) ? `${value}.0` : value;
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});
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const shader = gl.createShader(type);
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if (!shader) {
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throw new Error('Could not create shader');
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}
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// can only return null on lost context
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const shader = gl.createShader(type)!;
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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@ -1,8 +1,8 @@
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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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super(gl);
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constructor(gl: WebGL2RenderingContext, enableHighDpiRendering: boolean) {
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super(gl, enableHighDpiRendering);
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this.frameBuffer = null;
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this.setSize();
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}
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@ -1,16 +1,17 @@
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import { vec2 } from 'gl-matrix';
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import { settings } from '../../settings';
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export abstract class FrameBuffer {
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public renderScale = 1;
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public enableHighDpiRendering = settings.enableHighDpiRendering;
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protected size = vec2.create();
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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(
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protected gl: WebGL2RenderingContext,
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private enableHighDpiRendering: boolean
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) {}
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public bindAndClear(colorInput?: WebGLTexture) {
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this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
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@ -5,8 +5,8 @@ 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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super(gl);
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constructor(gl: WebGL2RenderingContext, enableHighDpiRendering: boolean) {
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super(gl, enableHighDpiRendering);
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enableExtension(gl, 'EXT_color_buffer_float');
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@ -17,18 +17,12 @@ export class IntermediateFrameBuffer extends FrameBuffer {
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// it's okay
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}
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const texture = this.gl.createTexture();
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if (!texture) {
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throw new Error('Could not create texture');
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}
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this.frameTexture = texture;
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// can only return null on lost context
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this.frameTexture = this.gl.createTexture()!;
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this.configureTexture();
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const frameBuffer = this.gl.createFramebuffer();
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if (!frameBuffer) {
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throw new Error('Could not create frame buffer');
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}
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this.frameBuffer = frameBuffer;
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// can only return null on lost context
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this.frameBuffer = this.gl.createFramebuffer()!;
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this.configureFrameBuffer();
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this.setSize();
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@ -1,11 +1,13 @@
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import { Insights } from '../../rendering/insights';
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const extensions: Map<string, any> = new Map();
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const printExtensions = () => {
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const logExtensions = () => {
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const values = {};
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for (const [k, v] of extensions.entries()) {
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values[k] = v !== null;
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}
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//InfoText.modifyRecord('extensions', values);
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Insights.setValue('extensions', values);
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};
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export const tryEnableExtension = (
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@ -23,7 +25,7 @@ export const tryEnableExtension = (
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extensions.set(name, extension);
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printExtensions();
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logExtensions();
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return extension;
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};
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@ -1,3 +1,4 @@
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import { Insights } from '../../rendering/insights';
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import { enableExtension } from './enable-extension';
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// https://www.khronos.org/registry/webgl/extensions/EXT_disjoint_timer_query_webgl2/
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@ -37,7 +38,7 @@ export class WebGlStopwatch {
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this.gl.QUERY_RESULT
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);
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//InfoText.modifyRecord('Draw time', `${this.resultsInMilliSeconds.toFixed(2)} ms`);
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Insights.setValue('GPU draw time', `${this.resultsInMilliSeconds.toFixed(2)} ms`);
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this.isReady = true;
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}
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@ -35,11 +35,9 @@ export class FragmentShaderOnlyProgram extends Program {
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new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]),
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this.gl.STATIC_DRAW
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);
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const vao = this.gl.createVertexArray();
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if (!vao) {
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throw new Error('Could not create vertex array object');
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}
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this.vao = vao;
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// can only return null on lost context
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this.vao = this.gl.createVertexArray()!;
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this.gl.bindVertexArray(this.vao);
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this.gl.enableVertexAttribArray(positionAttributeLocation);
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@ -1,5 +1,4 @@
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import { mat2d, vec2 } from 'gl-matrix';
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import { settings } from '../../settings';
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import { createProgram } from '../compiling/create-program';
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import { loadUniform } from '../helper/load-uniform';
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import { IProgram } from './i-program';
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@ -20,7 +19,7 @@ export default abstract class Program implements IProgram {
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[vertexShaderSource, fragmentShaderSource]: [string, string],
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substitutions: { [name: string]: string }
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) {
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substitutions = { ...settings.shaderMacros, ...substitutions };
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substitutions = { ...substitutions };
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this.program = createProgram(
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this.gl,
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@ -18,7 +18,8 @@ export class UniformArrayAutoScalingProgram implements IProgram {
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constructor(
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private gl: WebGL2RenderingContext,
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shaderSources: [string, string],
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private descriptors: Array<DrawableDescriptor>
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private descriptors: Array<DrawableDescriptor>,
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private substitutions: { [name: string]: any }
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) {
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for (const combination of getCombinations(
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descriptors.map((o) => o.shaderCombinationSteps)
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@ -75,6 +76,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
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shaderSources: [string, string]
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): FragmentShaderOnlyProgram {
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const substitutions = {
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...this.substitutions,
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macroDefinitions: this.getMacroDefinitions(combination, descriptors),
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declarations: this.getDeclarations(combination, descriptors),
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functionCalls: this.getFunctionCalls(combination, descriptors),
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21
src/graphics/rendering/insights.ts
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21
src/graphics/rendering/insights.ts
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@ -0,0 +1,21 @@
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export class Insights {
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private static insights: any = {};
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public static setValue(key: string | Array<string>, value: any): void {
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if (Array.isArray(key)) {
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key.reduce((previousValue, currentKey) => {
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if (!Object.prototype.hasOwnProperty.call(previousValue, currentKey)) {
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previousValue[currentKey] = {};
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}
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return previousValue[currentKey];
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}, Insights.insights);
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} else {
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Insights.insights[key] = value;
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}
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}
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public static get values(): any {
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return Insights.insights;
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}
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}
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@ -2,13 +2,13 @@ import { vec2 } from 'gl-matrix';
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import { Drawable } from '../../drawables/drawable';
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export interface Renderer {
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setViewArea(topLeft: vec2, size: vec2): void;
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addDrawable(drawable: Drawable): void;
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renderDrawables(): void;
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autoscaleQuality(deltaTime: DOMHighResTimeStamp): void;
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readonly canvasSize: vec2;
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readonly insights: any;
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setViewArea(topLeft: vec2, size: vec2): void;
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setCursorPosition(position: vec2): void;
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addDrawable(drawable: Drawable): void;
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autoscaleQuality(deltaTime: DOMHighResTimeStamp): void;
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renderDrawables(): void;
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destroy(): void;
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}
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@ -3,7 +3,6 @@ import { Drawable } from '../../drawables/drawable';
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import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
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import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
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import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
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import { settings } from '../settings';
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export class RenderingPass {
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private drawables: Array<Drawable> = [];
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@ -13,12 +12,15 @@ export class RenderingPass {
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gl: WebGL2RenderingContext,
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shaderSources: [string, string],
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drawableDescriptors: Array<DrawableDescriptor>,
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private frame: FrameBuffer
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private frame: FrameBuffer,
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substitutions: { [name: string]: any },
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private tileMultiplier: number
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) {
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this.program = new UniformArrayAutoScalingProgram(
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gl,
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shaderSources,
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drawableDescriptors
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drawableDescriptors,
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substitutions
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);
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}
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@ -29,7 +31,7 @@ export class RenderingPass {
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public render(commonUniforms: any, inputTexture?: WebGLTexture) {
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this.frame.bindAndClear(inputTexture);
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const stepsInUV = 1 / settings.tileMultiplier;
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const stepsInUV = 1 / this.tileMultiplier;
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const worldR =
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0.5 *
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@ -41,7 +43,7 @@ export class RenderingPass {
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for (let x = -1; x < 1; x += stepsInNDC) {
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for (let y = -1; y < 1; y += stepsInNDC) {
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const uniforms = { ...commonUniforms, maxMinDistance: 0.0 };
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const uniforms = { ...commonUniforms, maxMinDistance: radiusInNDC };
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const ndcBottomLeft = vec2.fromValues(x, y);
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72
src/graphics/rendering/shaders/distance-fs.glsl
Normal file
72
src/graphics/rendering/shaders/distance-fs.glsl
Normal file
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@ -0,0 +1,72 @@
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#version 300 es
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precision lowp float;
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#define SURFACE_OFFSET 0.001
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uniform float maxMinDistance;
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uniform float distanceNdcPixelSize;
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in vec2 position;
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{macroDefinitions}
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{declarations}
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/*
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#endif
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#if BLOB_COUNT > 0
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uniform struct {
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vec2 headCenter;
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vec2 leftFootCenter;
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vec2 rightFootCenter;
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float headRadius;
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float footRadius;
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float k;
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}[BLOB_COUNT] blobs;
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float smoothMin(float a, float b)
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{
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const float k = 2.0;
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a = pow(a, k);
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b = pow(b, k);
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return pow((a * b) / (a + b), 1.0 / k);
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}
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float circleMinDistance(vec2 circleCenter, float radius) {
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return distance(position, circleCenter) - radius;
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}
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void blobMinDistance(inout float minDistance, inout float color) {
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for (int i = 0; i < BLOB_COUNT; i++) {
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float headDistance = circleMinDistance(blobs[i].headCenter, blobs[i].headRadius);
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float leftFootDistance = circleMinDistance(blobs[i].leftFootCenter, blobs[i].footRadius);
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float rightFootDistance = circleMinDistance(blobs[i].rightFootCenter, blobs[i].footRadius);
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float res = min(
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smoothMin(headDistance, leftFootDistance),
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smoothMin(headDistance, rightFootDistance)
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);
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res = min(100.0, headDistance);
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res = min(res, leftFootDistance);
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res = min(res, rightFootDistance);
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//color = mix(2.0, color, step(distanceUvPixelSize + SURFACE_OFFSET, res));
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minDistance = min(minDistance, res);
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color = mix(2.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, res));
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}
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}
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#endif
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*/
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out vec2 fragmentColor;
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void main() {
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float minDistance = maxMinDistance;
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float color = 1.0;
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{functionCalls}
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// minDistance / 2.0: NDC to UV scale
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fragmentColor = vec2(minDistance / 2.0, color);
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}
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15
src/graphics/rendering/shaders/distance-vs.glsl
Normal file
15
src/graphics/rendering/shaders/distance-vs.glsl
Normal file
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@ -0,0 +1,15 @@
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#version 300 es
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precision lowp float;
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uniform mat3 modelTransform;
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uniform vec2 squareToAspectRatio;
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in vec4 vertexPosition;
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out vec2 position;
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void main() {
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vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
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gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
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position = vertexPosition2D.xy * squareToAspectRatio;
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}
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175
src/graphics/rendering/shaders/shading-fs.glsl
Normal file
175
src/graphics/rendering/shaders/shading-fs.glsl
Normal file
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@ -0,0 +1,175 @@
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#version 300 es
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precision lowp float;
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#define INFINITY 1000.0
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#define LIGHT_DROP_INSIDE_RATIO 0.5
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#define AMBIENT_LIGHT vec3(0.25, 0.15, 0.25)
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#define SHADOW_HARDNESS 150.0
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#define HARD_SHADOW_TRACE_COUNT {hardShadowTraceCount}
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#define SOFT_SHADOW_TRACE_COUNT {softShadowTraceCount}
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{macroDefinitions}
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uniform bool softShadowsEnabled;
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uniform vec2 squareToAspectRatioTimes2;
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uniform float shadingNdcPixelSize;
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uniform sampler2D distanceTexture;
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in vec2 position;
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in vec2 uvCoordinates;
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vec3[3] colors = vec3[](
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{palette}
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);
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float getDistance(in vec2 target, out vec3 color) {
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vec4 values = texture(distanceTexture, target);
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color = colors[int(values[1])];
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return values[0];
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}
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float getDistance(in vec2 target) {
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return texture(distanceTexture, target)[0];
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}
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float softShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
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float rayLength = startingDistance;
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float q = 1.0 / SHADOW_HARDNESS;
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for (int j = 0; j < SOFT_SHADOW_TRACE_COUNT; j++) {
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float minDistance = getDistance(uvCoordinates + direction * rayLength);
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q = min(q, minDistance / rayLength);
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rayLength += minDistance / 2.5;
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if (rayLength >= lightCenterDistance) {
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return q * SHADOW_HARDNESS;
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}
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}
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return 0.0;
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}
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float hardShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
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float rayLength = startingDistance;
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for (int j = 0; j < HARD_SHADOW_TRACE_COUNT; j++) {
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rayLength += getDistance(uvCoordinates + direction * rayLength);
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}
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return step(lightCenterDistance, rayLength);
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}
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float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
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return softShadowsEnabled ?
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softShadowTransparency(startingDistance, lightCenterDistance, direction) :
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hardShadowTransparency(startingDistance, lightCenterDistance, direction);
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}
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#if CIRCLE_LIGHT_COUNT > 0
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uniform struct CircleLight {
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vec2 center;
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float lightDrop;
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vec3 value;
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}[CIRCLE_LIGHT_COUNT] circleLights;
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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);
|
||||
}
|
||||
58
src/graphics/rendering/shaders/shading-vs.glsl
Normal file
58
src/graphics/rendering/shaders/shading-vs.glsl
Normal file
|
|
@ -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
|
||||
}
|
||||
9
src/graphics/rendering/webgl2-renderer-settings.ts
Normal file
9
src/graphics/rendering/webgl2-renderer-settings.ts
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
export interface WebGl2RendererSettings {
|
||||
enableHighDpiRendering: boolean;
|
||||
enableStopwatch: boolean;
|
||||
tileMultiplier: number;
|
||||
shaderMacros: {
|
||||
softShadowTraceCount: string;
|
||||
hardShadowTraceCount: string;
|
||||
};
|
||||
}
|
||||
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