Add more improvements
This commit is contained in:
parent
e1c74a8054
commit
bc16bdd62e
29 changed files with 286 additions and 158 deletions
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@ -1,5 +1,4 @@
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import { mat2d, vec2, vec3 } from 'gl-matrix';
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import { mat2d, vec2, vec3 } from 'gl-matrix';
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import { settings } from '../../graphics/settings';
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import { Drawable } from '../drawable';
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import { Drawable } from '../drawable';
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import { DrawableDescriptor } from '../drawable-descriptor';
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import { DrawableDescriptor } from '../drawable-descriptor';
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@ -8,7 +7,7 @@ export class CircleLight extends Drawable {
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return {
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return {
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uniformName: 'circleLights',
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uniformName: 'circleLights',
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uniformCountMacroName: 'CIRCLE_LIGHT_COUNT',
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uniformCountMacroName: 'CIRCLE_LIGHT_COUNT',
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shaderCombinationSteps: settings.shaderCombinations.circleLightSteps,
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shaderCombinationSteps: [0, 1, 2, 4],
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empty: new CircleLight(vec2.fromValues(0, 0), 0, vec3.fromValues(0, 0, 0), 0),
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empty: new CircleLight(vec2.fromValues(0, 0), 0, vec3.fromValues(0, 0, 0), 0),
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};
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};
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}
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}
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@ -1,5 +1,4 @@
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import { mat2d, vec2, vec3 } from 'gl-matrix';
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import { mat2d, vec2, vec3 } from 'gl-matrix';
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import { settings } from '../../graphics/settings';
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import { Drawable } from '../drawable';
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import { Drawable } from '../drawable';
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import { DrawableDescriptor } from '../drawable-descriptor';
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import { DrawableDescriptor } from '../drawable-descriptor';
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@ -8,7 +7,7 @@ export class Flashlight extends Drawable {
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return {
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return {
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uniformName: 'flashlights',
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uniformName: 'flashlights',
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uniformCountMacroName: 'FLASHLIGHT_COUNT',
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uniformCountMacroName: 'FLASHLIGHT_COUNT',
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shaderCombinationSteps: settings.shaderCombinations.flashlightSteps,
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shaderCombinationSteps: [0, 1, 2, 4],
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empty: new Flashlight(
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empty: new Flashlight(
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vec2.fromValues(0, 0),
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vec2.fromValues(0, 0),
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vec2.fromValues(0, 0),
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vec2.fromValues(0, 0),
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@ -13,10 +13,16 @@ export class Circle extends Drawable {
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}[CIRCLE_COUNT] circles;
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}[CIRCLE_COUNT] circles;
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void circleMinDistance(inout float minDistance, inout float color) {
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void circleMinDistance(inout float minDistance, inout float color) {
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float circleMinDistance = minDistance;
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for (int i = 0; i < CIRCLE_COUNT; i++) {
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for (int i = 0; i < CIRCLE_COUNT; i++) {
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float dist = distance(circles[i].center, position) - circles[i].radius;
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float dist = distance(circles[i].center, position) - circles[i].radius;
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minDistance = min(minDistance, dist);
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circleMinDistance = min(circleMinDistance, dist);
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}
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}
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minDistance = min(minDistance, circleMinDistance);
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color = mix(2.0, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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circleMinDistance
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));
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}
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}
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`,
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`,
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distanceFunctionName: 'circleMinDistance',
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distanceFunctionName: 'circleMinDistance',
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@ -32,8 +38,8 @@ export class Circle extends Drawable {
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super();
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super();
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}
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}
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public distance(position: vec2): number {
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public distance(target: vec2): number {
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return vec2.dist(this.center, position) - this.radius;
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return vec2.dist(this.center, target) - this.radius;
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}
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}
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protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
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protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
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93
src/drawables/shapes/tunnel.ts
Normal file
93
src/drawables/shapes/tunnel.ts
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@ -0,0 +1,93 @@
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import { mat2d, vec2 } from 'gl-matrix';
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import { clamp01 } from '../../helper/clamp';
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import { mix } from '../../helper/mix';
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import { Drawable } from '../drawable';
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import { DrawableDescriptor } from '../drawable-descriptor';
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export class Tunnel extends Drawable {
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public readonly isInverted = false;
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public readonly toFromDelta: vec2;
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public static get descriptor(): DrawableDescriptor {
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return {
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sdf: {
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shader: `
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uniform struct Tunnel {
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vec2 from;
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vec2 toFromDelta;
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float fromRadius;
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float toRadius;
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float inverted;
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}[TUNNEL_COUNT] tunnels;
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void tunnelMinDistance(inout float minDistance, inout float color) {
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float tunnelMinDistance = minDistance;
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for (int i = 0; i < TUNNEL_COUNT; i++) {
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Tunnel tunnel = tunnels[i];
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vec2 targetFromDelta = position - tunnel.from;
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float h = clamp(
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dot(targetFromDelta, tunnel.toFromDelta)
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/ dot(tunnel.toFromDelta, tunnel.toFromDelta),
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0.0, 1.0
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);
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float lineDistance = -mix(
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tunnel.fromRadius, tunnel.toRadius, h
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) + tunnel.inverted * distance(
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targetFromDelta, tunnel.toFromDelta * h
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);
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tunnelMinDistance = min(tunnelMinDistance, lineDistance);
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}
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color = mix(2.0, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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-tunnelMinDistance
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));
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minDistance = -tunnelMinDistance;
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}
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`,
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distanceFunctionName: 'tunnelMinDistance',
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},
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uniformName: 'tunnels',
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uniformCountMacroName: 'TUNNEL_COUNT',
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shaderCombinationSteps: [0, 1, 2, 8, 32],
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empty: new Tunnel(vec2.fromValues(0, 0), vec2.fromValues(0, 0), 0, 0),
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};
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}
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constructor(
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public readonly from: vec2,
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public readonly to: vec2,
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public readonly fromRadius: number,
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public readonly toRadius: number
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) {
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super();
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this.toFromDelta = vec2.subtract(vec2.create(), to, from);
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}
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public distance(target: vec2): number {
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const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
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const h = clamp01(
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vec2.dot(targetFromDelta, this.toFromDelta) /
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vec2.dot(this.toFromDelta, this.toFromDelta)
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);
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return (
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vec2.distance(targetFromDelta, vec2.scale(vec2.create(), this.toFromDelta, h)) -
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mix(this.fromRadius, this.toRadius, h)
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);
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}
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protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
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return {
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from: vec2.transformMat2d(vec2.create(), this.from, transform2d),
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toFromDelta: vec2.scale(vec2.create(), this.toFromDelta, transform1d),
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fromRadius: this.fromRadius * transform1d,
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toRadius: this.toRadius * transform1d,
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inverted: this.isInverted ? -1 : 1,
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};
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}
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}
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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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export const checkProgram = (gl: WebGL2RenderingContext, program: WebGLProgram) => {
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const success = gl.getProgramParameter(program, gl.LINK_STATUS);
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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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gl.getAttachedShaders(program)?.forEach((s) => {
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checkShader(gl, s);
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checkShader(gl, s);
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});
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});
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export const checkShader = (gl: WebGL2RenderingContext, shader: WebGLShader) => {
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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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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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throw new Error(gl.getShaderInfoLog(shader)!);
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}
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}
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};
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};
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fragmentShaderSource: string,
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fragmentShaderSource: string,
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substitutions: { [name: string]: string }
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substitutions: { [name: string]: string }
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): WebGLProgram => {
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): WebGLProgram => {
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const program = gl.createProgram();
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// can only return null on lost context
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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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// const extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
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// const extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
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checkProgram(gl, program);
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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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return program;
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};
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};
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@ -9,11 +9,8 @@ export const createShader = (
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return Number.isInteger(value) ? `${value}.0` : value;
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return Number.isInteger(value) ? `${value}.0` : value;
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});
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});
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const shader = gl.createShader(type);
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// can only return null on lost context
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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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gl.shaderSource(shader, source);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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gl.compileShader(shader);
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import { FrameBuffer } from './frame-buffer';
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import { FrameBuffer } from './frame-buffer';
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export class DefaultFrameBuffer extends FrameBuffer {
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export class DefaultFrameBuffer extends FrameBuffer {
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constructor(gl: WebGL2RenderingContext) {
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constructor(gl: WebGL2RenderingContext, enableHighDpiRendering: boolean) {
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super(gl);
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super(gl, enableHighDpiRendering);
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this.frameBuffer = null;
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this.frameBuffer = null;
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this.setSize();
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this.setSize();
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}
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}
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import { vec2 } from 'gl-matrix';
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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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export abstract class FrameBuffer {
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public renderScale = 1;
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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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protected size = vec2.create();
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// null means the default framebuffer
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// null means the default framebuffer
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protected frameBuffer: WebGLFramebuffer | null = null;
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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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public bindAndClear(colorInput?: WebGLTexture) {
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this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
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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 frameTexture: WebGLTexture;
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private floatLinearEnabled = false;
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private floatLinearEnabled = false;
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constructor(gl: WebGL2RenderingContext) {
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constructor(gl: WebGL2RenderingContext, enableHighDpiRendering: boolean) {
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super(gl);
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super(gl, enableHighDpiRendering);
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enableExtension(gl, 'EXT_color_buffer_float');
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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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// it's okay
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}
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}
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const texture = this.gl.createTexture();
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// can only return null on lost context
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if (!texture) {
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this.frameTexture = this.gl.createTexture()!;
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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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this.configureTexture();
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this.configureTexture();
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const frameBuffer = this.gl.createFramebuffer();
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// can only return null on lost context
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if (!frameBuffer) {
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this.frameBuffer = this.gl.createFramebuffer()!;
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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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this.configureFrameBuffer();
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this.configureFrameBuffer();
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this.setSize();
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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 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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const values = {};
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for (const [k, v] of extensions.entries()) {
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for (const [k, v] of extensions.entries()) {
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values[k] = v !== null;
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values[k] = v !== null;
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}
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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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};
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export const tryEnableExtension = (
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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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extensions.set(name, extension);
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printExtensions();
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logExtensions();
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return extension;
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return extension;
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};
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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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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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// 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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this.gl.QUERY_RESULT
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);
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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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this.isReady = true;
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}
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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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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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this.gl.STATIC_DRAW
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);
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);
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const vao = this.gl.createVertexArray();
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if (!vao) {
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// can only return null on lost context
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throw new Error('Could not create vertex array object');
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this.vao = this.gl.createVertexArray()!;
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}
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this.vao = vao;
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this.gl.bindVertexArray(this.vao);
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this.gl.bindVertexArray(this.vao);
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this.gl.enableVertexAttribArray(positionAttributeLocation);
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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 { 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 { createProgram } from '../compiling/create-program';
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import { loadUniform } from '../helper/load-uniform';
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import { loadUniform } from '../helper/load-uniform';
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import { IProgram } from './i-program';
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import { IProgram } from './i-program';
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|
|
@ -20,7 +19,7 @@ export default abstract class Program implements IProgram {
|
||||||
[vertexShaderSource, fragmentShaderSource]: [string, string],
|
[vertexShaderSource, fragmentShaderSource]: [string, string],
|
||||||
substitutions: { [name: string]: string }
|
substitutions: { [name: string]: string }
|
||||||
) {
|
) {
|
||||||
substitutions = { ...settings.shaderMacros, ...substitutions };
|
substitutions = { ...substitutions };
|
||||||
|
|
||||||
this.program = createProgram(
|
this.program = createProgram(
|
||||||
this.gl,
|
this.gl,
|
||||||
|
|
|
||||||
|
|
@ -18,7 +18,8 @@ export class UniformArrayAutoScalingProgram implements IProgram {
|
||||||
constructor(
|
constructor(
|
||||||
private gl: WebGL2RenderingContext,
|
private gl: WebGL2RenderingContext,
|
||||||
shaderSources: [string, string],
|
shaderSources: [string, string],
|
||||||
private descriptors: Array<DrawableDescriptor>
|
private descriptors: Array<DrawableDescriptor>,
|
||||||
|
private substitutions: { [name: string]: any }
|
||||||
) {
|
) {
|
||||||
for (const combination of getCombinations(
|
for (const combination of getCombinations(
|
||||||
descriptors.map((o) => o.shaderCombinationSteps)
|
descriptors.map((o) => o.shaderCombinationSteps)
|
||||||
|
|
@ -75,6 +76,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
|
||||||
shaderSources: [string, string]
|
shaderSources: [string, string]
|
||||||
): FragmentShaderOnlyProgram {
|
): FragmentShaderOnlyProgram {
|
||||||
const substitutions = {
|
const substitutions = {
|
||||||
|
...this.substitutions,
|
||||||
macroDefinitions: this.getMacroDefinitions(combination, descriptors),
|
macroDefinitions: this.getMacroDefinitions(combination, descriptors),
|
||||||
declarations: this.getDeclarations(combination, descriptors),
|
declarations: this.getDeclarations(combination, descriptors),
|
||||||
functionCalls: this.getFunctionCalls(combination, descriptors),
|
functionCalls: this.getFunctionCalls(combination, descriptors),
|
||||||
|
|
|
||||||
21
src/graphics/rendering/insights.ts
Normal file
21
src/graphics/rendering/insights.ts
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -2,13 +2,13 @@ import { vec2 } from 'gl-matrix';
|
||||||
import { Drawable } from '../../drawables/drawable';
|
import { Drawable } from '../../drawables/drawable';
|
||||||
|
|
||||||
export interface Renderer {
|
export interface Renderer {
|
||||||
setViewArea(topLeft: vec2, size: vec2): void;
|
|
||||||
|
|
||||||
addDrawable(drawable: Drawable): void;
|
|
||||||
renderDrawables(): void;
|
|
||||||
|
|
||||||
autoscaleQuality(deltaTime: DOMHighResTimeStamp): void;
|
|
||||||
|
|
||||||
readonly canvasSize: vec2;
|
readonly canvasSize: vec2;
|
||||||
|
readonly insights: any;
|
||||||
|
|
||||||
|
setViewArea(topLeft: vec2, size: vec2): void;
|
||||||
setCursorPosition(position: vec2): void;
|
setCursorPosition(position: vec2): void;
|
||||||
|
addDrawable(drawable: Drawable): void;
|
||||||
|
autoscaleQuality(deltaTime: DOMHighResTimeStamp): void;
|
||||||
|
renderDrawables(): void;
|
||||||
|
destroy(): void;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -3,7 +3,6 @@ import { Drawable } from '../../drawables/drawable';
|
||||||
import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
|
import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
|
||||||
import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
|
import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
|
||||||
import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
|
import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
|
||||||
import { settings } from '../settings';
|
|
||||||
|
|
||||||
export class RenderingPass {
|
export class RenderingPass {
|
||||||
private drawables: Array<Drawable> = [];
|
private drawables: Array<Drawable> = [];
|
||||||
|
|
@ -13,12 +12,15 @@ export class RenderingPass {
|
||||||
gl: WebGL2RenderingContext,
|
gl: WebGL2RenderingContext,
|
||||||
shaderSources: [string, string],
|
shaderSources: [string, string],
|
||||||
drawableDescriptors: Array<DrawableDescriptor>,
|
drawableDescriptors: Array<DrawableDescriptor>,
|
||||||
private frame: FrameBuffer
|
private frame: FrameBuffer,
|
||||||
|
substitutions: { [name: string]: any },
|
||||||
|
private tileMultiplier: number
|
||||||
) {
|
) {
|
||||||
this.program = new UniformArrayAutoScalingProgram(
|
this.program = new UniformArrayAutoScalingProgram(
|
||||||
gl,
|
gl,
|
||||||
shaderSources,
|
shaderSources,
|
||||||
drawableDescriptors
|
drawableDescriptors,
|
||||||
|
substitutions
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -29,7 +31,7 @@ export class RenderingPass {
|
||||||
public render(commonUniforms: any, inputTexture?: WebGLTexture) {
|
public render(commonUniforms: any, inputTexture?: WebGLTexture) {
|
||||||
this.frame.bindAndClear(inputTexture);
|
this.frame.bindAndClear(inputTexture);
|
||||||
|
|
||||||
const stepsInUV = 1 / settings.tileMultiplier;
|
const stepsInUV = 1 / this.tileMultiplier;
|
||||||
|
|
||||||
const worldR =
|
const worldR =
|
||||||
0.5 *
|
0.5 *
|
||||||
|
|
@ -41,7 +43,7 @@ export class RenderingPass {
|
||||||
|
|
||||||
for (let x = -1; x < 1; x += stepsInNDC) {
|
for (let x = -1; x < 1; x += stepsInNDC) {
|
||||||
for (let y = -1; y < 1; y += 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);
|
const ndcBottomLeft = vec2.fromValues(x, y);
|
||||||
|
|
||||||
|
|
|
||||||
72
src/graphics/rendering/shaders/distance-fs.glsl
Normal file
72
src/graphics/rendering/shaders/distance-fs.glsl
Normal 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);
|
||||||
|
}
|
||||||
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Reference in a new issue