Add more improvements

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

View file

@ -1,5 +1,4 @@
import { mat2d, vec2, vec3 } from 'gl-matrix';
import { settings } from '../../graphics/settings';
import { Drawable } from '../drawable';
import { DrawableDescriptor } from '../drawable-descriptor';
@ -8,7 +7,7 @@ export class CircleLight extends Drawable {
return {
uniformName: 'circleLights',
uniformCountMacroName: 'CIRCLE_LIGHT_COUNT',
shaderCombinationSteps: settings.shaderCombinations.circleLightSteps,
shaderCombinationSteps: [0, 1, 2, 4],
empty: new CircleLight(vec2.fromValues(0, 0), 0, vec3.fromValues(0, 0, 0), 0),
};
}

View file

@ -1,5 +1,4 @@
import { mat2d, vec2, vec3 } from 'gl-matrix';
import { settings } from '../../graphics/settings';
import { Drawable } from '../drawable';
import { DrawableDescriptor } from '../drawable-descriptor';
@ -8,7 +7,7 @@ export class Flashlight extends Drawable {
return {
uniformName: 'flashlights',
uniformCountMacroName: 'FLASHLIGHT_COUNT',
shaderCombinationSteps: settings.shaderCombinations.flashlightSteps,
shaderCombinationSteps: [0, 1, 2, 4],
empty: new Flashlight(
vec2.fromValues(0, 0),
vec2.fromValues(0, 0),

View file

@ -13,10 +13,16 @@ export class Circle extends Drawable {
}[CIRCLE_COUNT] circles;
void circleMinDistance(inout float minDistance, inout float color) {
float circleMinDistance = minDistance;
for (int i = 0; i < CIRCLE_COUNT; i++) {
float dist = distance(circles[i].center, position) - circles[i].radius;
minDistance = min(minDistance, dist);
circleMinDistance = min(circleMinDistance, dist);
}
minDistance = min(minDistance, circleMinDistance);
color = mix(2.0, color, step(
distanceNdcPixelSize + SURFACE_OFFSET,
circleMinDistance
));
}
`,
distanceFunctionName: 'circleMinDistance',
@ -32,8 +38,8 @@ export class Circle extends Drawable {
super();
}
public distance(position: vec2): number {
return vec2.dist(this.center, position) - this.radius;
public distance(target: vec2): number {
return vec2.dist(this.center, target) - this.radius;
}
protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {

View file

@ -0,0 +1,93 @@
import { mat2d, vec2 } from 'gl-matrix';
import { clamp01 } from '../../helper/clamp';
import { mix } from '../../helper/mix';
import { Drawable } from '../drawable';
import { DrawableDescriptor } from '../drawable-descriptor';
export class Tunnel extends Drawable {
public readonly isInverted = false;
public readonly toFromDelta: vec2;
public static get descriptor(): DrawableDescriptor {
return {
sdf: {
shader: `
uniform struct Tunnel {
vec2 from;
vec2 toFromDelta;
float fromRadius;
float toRadius;
float inverted;
}[TUNNEL_COUNT] tunnels;
void tunnelMinDistance(inout float minDistance, inout float color) {
float tunnelMinDistance = minDistance;
for (int i = 0; i < TUNNEL_COUNT; i++) {
Tunnel tunnel = tunnels[i];
vec2 targetFromDelta = position - tunnel.from;
float h = clamp(
dot(targetFromDelta, tunnel.toFromDelta)
/ dot(tunnel.toFromDelta, tunnel.toFromDelta),
0.0, 1.0
);
float lineDistance = -mix(
tunnel.fromRadius, tunnel.toRadius, h
) + tunnel.inverted * distance(
targetFromDelta, tunnel.toFromDelta * h
);
tunnelMinDistance = min(tunnelMinDistance, lineDistance);
}
color = mix(2.0, color, step(
distanceNdcPixelSize + SURFACE_OFFSET,
-tunnelMinDistance
));
minDistance = -tunnelMinDistance;
}
`,
distanceFunctionName: 'tunnelMinDistance',
},
uniformName: 'tunnels',
uniformCountMacroName: 'TUNNEL_COUNT',
shaderCombinationSteps: [0, 1, 2, 8, 32],
empty: new Tunnel(vec2.fromValues(0, 0), vec2.fromValues(0, 0), 0, 0),
};
}
constructor(
public readonly from: vec2,
public readonly to: vec2,
public readonly fromRadius: number,
public readonly toRadius: number
) {
super();
this.toFromDelta = vec2.subtract(vec2.create(), to, from);
}
public distance(target: vec2): number {
const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
const h = clamp01(
vec2.dot(targetFromDelta, this.toFromDelta) /
vec2.dot(this.toFromDelta, this.toFromDelta)
);
return (
vec2.distance(targetFromDelta, vec2.scale(vec2.create(), this.toFromDelta, h)) -
mix(this.fromRadius, this.toRadius, h)
);
}
protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
return {
from: vec2.transformMat2d(vec2.create(), this.from, transform2d),
toFromDelta: vec2.scale(vec2.create(), this.toFromDelta, transform1d),
fromRadius: this.fromRadius * transform1d,
toRadius: this.toRadius * transform1d,
inverted: this.isInverted ? -1 : 1,
};
}
}

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)!);
}
};

View file

@ -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();

View file

@ -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);
}

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