some easy wins
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@ -50,6 +50,21 @@ export class FakeShader {
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private isRendering: boolean = false;
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private pendingRenders: string[] = [];
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private renderMode: string = 'classic';
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private offscreenCanvas: OffscreenCanvas | null = null;
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private offscreenCtx: OffscreenCanvasRenderingContext2D | null = null;
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private useOffscreen: boolean = false;
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// Adaptive resolution scaling
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private adaptiveCanvas: HTMLCanvasElement;
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private adaptiveCtx: CanvasRenderingContext2D;
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private currentScale: number = 1.0;
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private targetRenderTime: number = 16; // Target 60 FPS
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private performanceHistory: number[] = [];
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private lastScaleAdjustment: number = 0;
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private minScale: number = 0.25;
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private maxScale: number = 1.0;
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private renderStartTime: number = 0;
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private mouseX: number = 0;
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private mouseY: number = 0;
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private mousePressed: boolean = false;
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@ -84,6 +99,12 @@ export class FakeShader {
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this.ctx = canvas.getContext('2d')!;
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this.code = code;
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// Initialize adaptive resolution canvas
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this.initializeAdaptiveCanvas();
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// Initialize offscreen canvas if supported
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this.initializeOffscreenCanvas();
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// Initialize worker
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this.worker = new Worker(new URL('./ShaderWorker.ts', import.meta.url), { type: 'module' });
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this.worker.onmessage = (e: MessageEvent<WorkerResponse>) => this.handleWorkerMessage(e.data);
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@ -92,6 +113,35 @@ export class FakeShader {
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this.compile();
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}
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private initializeAdaptiveCanvas(): void {
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this.adaptiveCanvas = document.createElement('canvas');
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this.adaptiveCtx = this.adaptiveCanvas.getContext('2d')!;
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this.updateAdaptiveCanvasSize();
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}
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private updateAdaptiveCanvasSize(): void {
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const scaledWidth = Math.floor(this.canvas.width * this.currentScale);
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const scaledHeight = Math.floor(this.canvas.height * this.currentScale);
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if (this.adaptiveCanvas.width !== scaledWidth || this.adaptiveCanvas.height !== scaledHeight) {
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this.adaptiveCanvas.width = scaledWidth;
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this.adaptiveCanvas.height = scaledHeight;
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}
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}
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private initializeOffscreenCanvas(): void {
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if (typeof OffscreenCanvas !== 'undefined') {
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try {
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this.offscreenCanvas = new OffscreenCanvas(this.canvas.width, this.canvas.height);
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this.offscreenCtx = this.offscreenCanvas.getContext('2d');
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this.useOffscreen = this.offscreenCtx !== null;
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} catch (error) {
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console.warn('OffscreenCanvas not supported:', error);
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this.useOffscreen = false;
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}
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}
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}
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private handleWorkerMessage(response: WorkerResponse): void {
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switch (response.type) {
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case 'compiled':
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@ -105,7 +155,14 @@ export class FakeShader {
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case 'rendered':
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this.isRendering = false;
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if (response.success && response.imageData) {
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this.ctx.putImageData(response.imageData, 0, 0);
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// Put ImageData on adaptive resolution canvas
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this.adaptiveCtx.putImageData(response.imageData, 0, 0);
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// Upscale to main canvas with proper interpolation
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this.upscaleToMainCanvas();
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// Monitor performance and adjust scale
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this.updatePerformanceMetrics();
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} else {
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console.error('Render failed:', response.error);
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this.fillBlack();
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@ -151,27 +208,37 @@ export class FakeShader {
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return;
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}
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// Update adaptive canvas size based on current scale
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this.updateAdaptiveCanvasSize();
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// Start performance timing
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this.renderStartTime = performance.now();
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this.isRendering = true;
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const currentTime = (Date.now() - this.startTime) / 1000;
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// Scale mouse coordinates to match render resolution
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const scaledMouseX = this.mouseX * this.currentScale;
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const scaledMouseY = this.mouseY * this.currentScale;
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this.worker.postMessage({
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id,
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type: 'render',
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width: this.canvas.width,
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height: this.canvas.height,
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width: this.adaptiveCanvas.width,
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height: this.adaptiveCanvas.height,
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time: currentTime,
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renderMode: this.renderMode,
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mouseX: this.mouseX,
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mouseY: this.mouseY,
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mouseX: scaledMouseX,
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mouseY: scaledMouseY,
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mousePressed: this.mousePressed,
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mouseVX: this.mouseVX,
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mouseVY: this.mouseVY,
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mouseVX: this.mouseVX * this.currentScale,
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mouseVY: this.mouseVY * this.currentScale,
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mouseClickTime: this.mouseClickTime,
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touchCount: this.touchCount,
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touch0X: this.touch0X,
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touch0Y: this.touch0Y,
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touch1X: this.touch1X,
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touch1Y: this.touch1Y,
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touch0X: this.touch0X * this.currentScale,
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touch0Y: this.touch0Y * this.currentScale,
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touch1X: this.touch1X * this.currentScale,
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touch1Y: this.touch1Y * this.currentScale,
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pinchScale: this.pinchScale,
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pinchRotation: this.pinchRotation,
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accelX: this.accelX,
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@ -295,6 +362,82 @@ export class FakeShader {
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this.worker.terminate();
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}
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private upscaleToMainCanvas(): void {
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// Clear main canvas
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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// Set interpolation based on scale
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if (this.currentScale < 0.5) {
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// Use smooth interpolation for heavily downscaled content
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this.ctx.imageSmoothingEnabled = true;
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this.ctx.imageSmoothingQuality = 'high';
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} else {
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// Use pixel-perfect scaling for minimal downscaling
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this.ctx.imageSmoothingEnabled = false;
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}
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// Draw scaled content to main canvas
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this.ctx.drawImage(
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this.adaptiveCanvas,
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0, 0, this.adaptiveCanvas.width, this.adaptiveCanvas.height,
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0, 0, this.canvas.width, this.canvas.height
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);
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}
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private updatePerformanceMetrics(): void {
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const renderTime = performance.now() - this.renderStartTime;
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// Add to performance history
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this.performanceHistory.push(renderTime);
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if (this.performanceHistory.length > 10) {
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this.performanceHistory.shift(); // Keep only last 10 measurements
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}
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// Adjust scale if we have enough data and enough time has passed
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const now = performance.now();
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if (this.performanceHistory.length >= 3 && now - this.lastScaleAdjustment > 500) {
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this.adjustRenderScale();
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this.lastScaleAdjustment = now;
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}
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}
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private adjustRenderScale(): void {
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// Calculate average render time from recent history
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const avgRenderTime = this.performanceHistory.reduce((a, b) => a + b, 0) / this.performanceHistory.length;
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const tolerance = 2; // 2ms tolerance
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if (avgRenderTime > this.targetRenderTime + tolerance) {
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// Too slow - scale down
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const newScale = Math.max(this.minScale, this.currentScale * 0.85);
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if (newScale !== this.currentScale) {
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this.currentScale = newScale;
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console.log(`Scaling down to ${(this.currentScale * 100).toFixed(0)}% (${avgRenderTime.toFixed(1)}ms avg)`);
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}
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} else if (avgRenderTime < this.targetRenderTime - tolerance && this.currentScale < this.maxScale) {
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// Fast enough - try scaling up
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const newScale = Math.min(this.maxScale, this.currentScale * 1.1);
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if (newScale !== this.currentScale) {
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this.currentScale = newScale;
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console.log(`Scaling up to ${(this.currentScale * 100).toFixed(0)}% (${avgRenderTime.toFixed(1)}ms avg)`);
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}
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}
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}
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setAdaptiveQuality(enabled: boolean, targetFPS: number = 60): void {
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if (enabled) {
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this.targetRenderTime = 1000 / targetFPS;
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this.currentScale = 1.0;
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this.performanceHistory = [];
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} else {
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this.currentScale = 1.0;
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}
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}
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getCurrentScale(): number {
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return this.currentScale;
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}
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static generateRandomCode(): string {
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const presets = [
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'x^y',
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