sdf-2d/src/graphics/rendering/renderer/renderer-implementation.ts
2026-06-10 20:53:20 +01:00

319 lines
12 KiB
TypeScript

import { ReadonlyVec2, vec2 } from 'gl-matrix';
import ResizeObserver from 'resize-observer-polyfill';
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 { DefaultFrameBuffer } from '../../graphics-library/frame-buffer/default-frame-buffer';
import { IntermediateFrameBuffer } from '../../graphics-library/frame-buffer/intermediate-frame-buffer';
import { enableExtension } from '../../graphics-library/helper/enable-extension';
import { getHardwareInfo } from '../../graphics-library/helper/get-hardware-info';
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';
import {
getUniversalRenderingContext,
UniversalRenderingContext,
} from '../../graphics-library/universal-rendering-context';
import { DistanceRenderPass } from '../render-pass/distance-render-pass';
import { LightsRenderPass } from '../render-pass/lights-render-pass';
import { defaultRuntimeSettings } from '../settings/default-runtime-settings';
import { defaultStartupSettings } from '../settings/default-startup-settings';
import { RuntimeSettings } from '../settings/runtime-settings';
import { StartupSettings } from '../settings/startup-settings';
import distanceFragmentShader100 from '../shaders/distance-fs-100.glsl';
import distanceFragmentShader from '../shaders/distance-fs.glsl';
import distanceVertexShader100 from '../shaders/distance-vs-100.glsl';
import distanceVertexShader from '../shaders/distance-vs.glsl';
import lightsFragmentShader100 from '../shaders/shading-fs-100.glsl';
import lightsFragmentShader from '../shaders/shading-fs.glsl';
import lightsVertexShader100 from '../shaders/shading-vs-100.glsl';
import lightsVertexShader from '../shaders/shading-vs.glsl';
import { UniformsProvider } from '../uniforms-provider';
import { Renderer } from './renderer';
import { RendererInfo } from './renderer-info';
/** @internal */
export class RendererImplementation implements Renderer {
private readonly gl: UniversalRenderingContext;
private readonly uniformsProvider: UniformsProvider;
private readonly distanceFieldFrameBuffer: IntermediateFrameBuffer;
private readonly distancePass: DistanceRenderPass;
private readonly lightingFrameBuffer: DefaultFrameBuffer;
private readonly lightsPass: LightsRenderPass;
private stopwatch?: WebGlStopwatch;
private textures: Array<Texture> = [];
private palette!: PaletteTexture;
private _canvasSize: vec2;
private blendFactor!: number;
private canvasResizeObserver!: ResizeObserver;
private frameIndex = 0;
private applyRuntimeSettings: {
[key in keyof RuntimeSettings]: (value: any) => void;
} = {
enableHighDpiRendering: (v) => {
this.distanceFieldFrameBuffer.enableHighDpiRendering = v;
this.lightingFrameBuffer.enableHighDpiRendering = v;
},
tileMultiplier: (v) => (this.distancePass.tileMultiplier = v),
isWorldInverted: (v) => (this.distancePass.isWorldInverted = v),
distanceRenderScale: (v) => {
this.distanceFieldFrameBuffer.renderScale = v;
this.gl.insights.renderPasses.distance.renderScale = v;
},
motionBlur: (v) => (this.blendFactor = 1 - v),
lightsRenderScale: (v) => {
this.lightingFrameBuffer.renderScale = v;
this.gl.insights.renderPasses.lights.renderScale = v;
},
textures: this.setTextures.bind(this),
ambientLight: (v) => (this.uniformsProvider.ambientLight = v),
lightCutoffDistance: (v) => (this.lightsPass.lightCutoffDistance = v),
colorPalette: (v) => this.palette.setPalette(v),
};
setRuntimeSettings(overrides: Partial<RuntimeSettings>): void {
Object.entries(overrides).forEach(([k, v]) => {
if (k in this.applyRuntimeSettings) {
this.applyRuntimeSettings[k as keyof RuntimeSettings](v);
}
});
}
constructor(
private readonly canvas: HTMLCanvasElement,
private readonly descriptors: Array<DrawableDescriptor>,
ignoreWebGL2?: boolean
) {
this.gl = getUniversalRenderingContext(
canvas,
ignoreWebGL2 !== undefined ? ignoreWebGL2 : defaultStartupSettings.ignoreWebGL2
);
this.gl.blendFunc(this.gl.CONSTANT_COLOR, this.gl.ONE_MINUS_CONSTANT_COLOR);
const { width, height } = canvas.getBoundingClientRect();
this._canvasSize = vec2.fromValues(width, height);
this.applyCanvasResizeObserver();
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl, this.canvasSize);
this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl, this.canvasSize);
this.distancePass = new DistanceRenderPass(this.gl, this.distanceFieldFrameBuffer);
this.lightsPass = new LightsRenderPass(this.gl, this.lightingFrameBuffer);
this.uniformsProvider = new UniformsProvider(this);
this.setViewArea(
vec2.fromValues(0, this.canvasSize.y),
vec2.fromValues(this.canvasSize.x, this.canvasSize.y)
);
const hardwareInfo = getHardwareInfo(this.gl);
this.gl.insights.renderer = hardwareInfo?.renderer;
this.gl.insights.vendor = hardwareInfo?.vendor;
}
private applyCanvasResizeObserver() {
this.canvasResizeObserver = new ResizeObserver((e) => {
const entry = e[0];
this._canvasSize = vec2.fromValues(
entry.contentRect.width,
entry.contentRect.height
);
this.uniformsProvider.calculateScreenToWorldTransformations();
});
this.canvasResizeObserver.observe(this.canvas);
}
public async initialize(settingsOverrides: Partial<StartupSettings>): Promise<void> {
const settings = {
...defaultStartupSettings,
...settingsOverrides,
};
this.palette = new PaletteTexture(this.gl, settings.paletteSize);
this.setRuntimeSettings(defaultRuntimeSettings);
const promises: Array<Promise<void>> = [];
const compiler = new ParallelCompiler(this.gl);
promises.push(
this.distancePass.initialize(
this.gl.isWebGL2
? [distanceVertexShader, distanceFragmentShader]
: [distanceVertexShader100, distanceFragmentShader100],
this.descriptors.filter(RendererImplementation.hasSdf),
compiler,
{
paletteSize: settings.paletteSize,
floatLinearEnabled: this.gl.insights.floatInterpolationEnabled ? '1' : '0',
backgroundColor: colorToString(settings.backgroundColor),
}
)
);
promises.push(
this.lightsPass.initialize(
this.gl.isWebGL2
? [lightsVertexShader, lightsFragmentShader]
: [lightsVertexShader100, lightsFragmentShader100],
this.descriptors.filter((d) => !RendererImplementation.hasSdf(d)),
compiler,
{
shadowTraceCount: settings.shadowTraceCount.toString(),
intensityInsideRatio: settings.lightPenetrationRatio,
lightOverlapReduction: settings.lightOverlapReduction,
floatLinearEnabled: this.gl.insights.floatInterpolationEnabled ? '1' : '0',
backgroundColor: colorToString(settings.backgroundColor),
}
)
);
await compiler.compilePrograms();
await Promise.all(promises);
if (settings.enableStopwatch && this.gl.isWebGL2) {
try {
this.stopwatch = new WebGlStopwatch(this.gl);
} catch {
// no problem
}
}
}
public get insights(): RendererInfo {
return this.gl.insights;
}
private setTextures(v: { [textureName: string]: TexImageSource | TextureWithOptions }) {
this.textures.forEach((t) => t.destroy());
this.textures = [];
let id = 3;
for (const key in v) {
this.uniformsProvider.textures[key] = id;
let texture: Texture;
if (Object.prototype.hasOwnProperty.call(v[key], 'source')) {
texture = new Texture(this.gl, id++, (v[key] as TextureWithOptions).overrides);
texture.setImage((v[key] as TextureWithOptions).source);
} else {
texture = new Texture(this.gl, id++);
texture.setImage(v[key] as TexImageSource);
}
this.textures.push(texture);
}
}
private static hasSdf(descriptor: DrawableDescriptor) {
return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
}
public addDrawable(drawable: Drawable): void {
if (
RendererImplementation.hasSdf((drawable.constructor as typeof Drawable).descriptor)
) {
this.distancePass.addDrawable(drawable);
} else {
this.lightsPass.addDrawable(drawable as LightDrawable);
}
}
public renderDrawables() {
if (this.stopwatch) {
if (this.stopwatch.isReady) {
this.stopwatch.start();
} else {
this.stopwatch.tryGetResults();
this.gl.insights.gpuRenderTimeInMilliseconds =
this.stopwatch.resultsInMilliseconds;
}
}
this.distanceFieldFrameBuffer.setSize(this.canvasSize);
const lightsSizeChanged = this.lightingFrameBuffer.setSize(this.canvasSize);
const common = {
// texture units
distanceTexture: DistanceTexture.textureUnitId,
colorTexture: ColorTexture.textureUnitId,
palette: PaletteTexture.textureUnitId,
distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
shadingNdcPixelSize: 2 / Math.max(...this.lightingFrameBuffer.getSize()),
// The motion-blur blend multiplies the lights pass' output by
// blendFactor before it reaches the 8-bit canvas, which would attenuate
// the anti-banding dither below the quantization step it has to mask.
// Pre-scale the dither to arrive at full strength after blending; the
// clamp keeps extreme motion-blur values from injecting visible grain.
ditherStrength: lightsSizeChanged ? 1 : 1 / Math.max(this.blendFactor, 0.125),
// Scroll the dither pattern every frame (golden-ratio offset), so the
// motion-blur blend averages independently dithered frames instead of
// freezing into a banded fixed point.
ditherSeed: (this.frameIndex = (this.frameIndex + 1) & 63) * 5.588238,
};
this.distancePass.render(this.uniformsProvider.getUniforms(common), [
this.palette,
...this.textures,
]);
if (!lightsSizeChanged) {
this.gl.enable(this.gl.BLEND);
this.gl.blendColor(this.blendFactor, this.blendFactor, this.blendFactor, 1);
}
this.lightsPass.render(
this.uniformsProvider.getUniforms(common),
this.distanceFieldFrameBuffer.textures
);
this.gl.disable(this.gl.BLEND);
this.distanceFieldFrameBuffer.invalidate();
if (this.stopwatch?.isRunning) {
this.stopwatch?.stop();
}
}
public displayToWorldCoordinates(displayCoordinates: ReadonlyVec2): vec2 {
return this.uniformsProvider.screenToWorldPosition(displayCoordinates);
}
public worldToDisplayCoordinates(worldCoordinates: ReadonlyVec2): vec2 {
return this.uniformsProvider.worldToDisplayCoordinates(worldCoordinates);
}
public setViewArea(topLeft: ReadonlyVec2, size: ReadonlyVec2) {
this.uniformsProvider.setViewArea(topLeft, size);
}
public get viewAreaSize(): ReadonlyVec2 {
return this.uniformsProvider.getViewArea();
}
public get canvasSize(): ReadonlyVec2 {
return this._canvasSize;
}
public destroy(): void {
this.canvasResizeObserver.disconnect();
this.distancePass.destroy();
this.lightsPass.destroy();
this.palette.destroy();
const ext = enableExtension(this.gl, 'WEBGL_lose_context');
ext.loseContext();
}
}