Improve color handling approach
This commit is contained in:
parent
e53ca905af
commit
f29293c475
1 changed files with 259 additions and 181 deletions
|
|
@ -2,11 +2,14 @@ import { vec2 } from 'gl-matrix';
|
|||
import { Drawable } from '../../../drawables/drawable';
|
||||
import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
|
||||
import { LightDrawable } from '../../../drawables/lights/light-drawable';
|
||||
import { colorToString } from '../../../helper/color-to-string';
|
||||
import { msToString } from '../../../helper/ms-to-string';
|
||||
import { DefaultFrameBuffer } from '../../graphics-library/frame-buffer/default-frame-buffer';
|
||||
import { IntermediateFrameBuffer } from '../../graphics-library/frame-buffer/intermediate-frame-buffer';
|
||||
import { WebGlStopwatch } from '../../graphics-library/helper/stopwatch';
|
||||
import { ParallelCompiler } from '../../graphics-library/parallel-compiler';
|
||||
import { ColorTexture } from '../../graphics-library/texture/color-texture';
|
||||
import { DistanceTexture } from '../../graphics-library/texture/distance-texture';
|
||||
import { PaletteTexture } from '../../graphics-library/texture/palette-texture';
|
||||
import { Texture } from '../../graphics-library/texture/texture';
|
||||
import { TextureWithOptions } from '../../graphics-library/texture/texture-options';
|
||||
|
|
@ -56,12 +59,11 @@ export class RendererImplementation implements Renderer {
|
|||
},
|
||||
tileMultiplier: (v) => (this.distancePass.tileMultiplier = v),
|
||||
isWorldInverted: (v) => (this.distancePass.isWorldInverted = v),
|
||||
backgroundColor: (v) => (this.uniformsProvider.backgroundColor = v),
|
||||
textures: (v: { [textureName: string]: TexImageSource | TextureWithOptions }) => {
|
||||
this.textures.forEach((t) => t.destroy());
|
||||
this.textures = [];
|
||||
|
||||
let id = 2;
|
||||
let id = 3;
|
||||
for (const key in v) {
|
||||
this.uniformsProvider.textures[key] = id;
|
||||
let texture: Texture;
|
||||
|
|
@ -113,8 +115,6 @@ export class RendererImplementation implements Renderer {
|
|||
vec2.fromValues(canvas.clientWidth, canvas.clientHeight)
|
||||
);
|
||||
|
||||
this.queryPrecisions();
|
||||
|
||||
this.autoscaler = new FpsAutoscaler({
|
||||
distanceRenderScale: (v) =>
|
||||
(this.distanceFieldFrameBuffer.renderScale = v as number),
|
||||
|
|
@ -143,6 +143,7 @@ export class RendererImplementation implements Renderer {
|
|||
compiler,
|
||||
{
|
||||
paletteSize: settings.paletteSize,
|
||||
backgroundColor: colorToString(settings.backgroundColor),
|
||||
}
|
||||
)
|
||||
);
|
||||
|
|
@ -155,6 +156,7 @@ export class RendererImplementation implements Renderer {
|
|||
compiler,
|
||||
{
|
||||
shadowTraceCount: settings.shadowTraceCount.toString(),
|
||||
backgroundColor: colorToString(settings.backgroundColor),
|
||||
}
|
||||
)
|
||||
);
|
||||
|
|
@ -162,7 +164,7 @@ export class RendererImplementation implements Renderer {
|
|||
await compiler.compilePrograms();
|
||||
await Promise.all(promises);
|
||||
|
||||
if (settings.enableStopwatch) {
|
||||
if (settings.enableStopwatch && this.gl.isWebGL2) {
|
||||
try {
|
||||
this.stopwatch = new WebGlStopwatch(this.gl);
|
||||
} catch {
|
||||
|
|
@ -179,30 +181,6 @@ export class RendererImplementation implements Renderer {
|
|||
return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
|
||||
}
|
||||
|
||||
private queryPrecisions() {
|
||||
const precisionToObject = (shader: GLenum, precision: GLenum) => {
|
||||
const toExponent = (v: number): string => `2^${v}`;
|
||||
const p = this.gl.getShaderPrecisionFormat(shader, precision)!;
|
||||
return {
|
||||
range: `[${toExponent(p.rangeMin)}, ${toExponent(p.rangeMax)}]`,
|
||||
precision: toExponent(p.precision),
|
||||
};
|
||||
};
|
||||
|
||||
Insights.setValue('precisions', {
|
||||
'vertex shader': {
|
||||
'low float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.LOW_FLOAT),
|
||||
'medium float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.MEDIUM_FLOAT),
|
||||
'high float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.HIGH_FLOAT),
|
||||
},
|
||||
'fragment shader': {
|
||||
'low float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.LOW_FLOAT),
|
||||
'medium float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.MEDIUM_FLOAT),
|
||||
'high float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.HIGH_FLOAT),
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
public addDrawable(drawable: Drawable): void {
|
||||
if (
|
||||
RendererImplementation.hasSdf((drawable.constructor as typeof Drawable).descriptor)
|
||||
|
|
@ -235,20 +213,23 @@ export class RendererImplementation implements Renderer {
|
|||
|
||||
const common = {
|
||||
// texture units
|
||||
distanceTexture: 0,
|
||||
palette: 1,
|
||||
distanceTexture: DistanceTexture.textureUnitId,
|
||||
colorTexture: ColorTexture.textureUnitId,
|
||||
palette: PaletteTexture.textureUnitId,
|
||||
|
||||
distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
|
||||
shadingNdcPixelSize: 2 / Math.max(...this.lightingFrameBuffer.getSize()),
|
||||
};
|
||||
|
||||
this.distancePass.render(this.uniformsProvider.getUniforms(common), ...this.textures);
|
||||
this.distancePass.render(this.uniformsProvider.getUniforms(common), [
|
||||
this.palette,
|
||||
...this.textures,
|
||||
]);
|
||||
|
||||
this.gl.enable(this.gl.BLEND);
|
||||
this.lightsPass.render(
|
||||
this.uniformsProvider.getUniforms(common),
|
||||
this.distanceFieldFrameBuffer.colorTexture,
|
||||
[this.palette]
|
||||
this.distanceFieldFrameBuffer.textures
|
||||
);
|
||||
this.gl.disable(this.gl.BLEND);
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue