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- /**
- * Copyright (c) 2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author Alexander Rose <alexander.rose@weirdbyte.de>
- */
- import { QuadSchema, QuadValues } from '../../mol-gl/compute/util';
- import { TextureSpec, UniformSpec, Values } from '../../mol-gl/renderable/schema';
- import { Texture } from '../../mol-gl/webgl/texture';
- import { WebGLContext } from '../../mol-gl/webgl/context';
- import { ValueCell } from '../../mol-util';
- import { Vec2 } from '../../mol-math/linear-algebra';
- import { ShaderCode } from '../../mol-gl/shader-code';
- import { createComputeRenderItem } from '../../mol-gl/webgl/render-item';
- import { createComputeRenderable, ComputeRenderable } from '../../mol-gl/renderable';
- import { ParamDefinition as PD } from '../../mol-util/param-definition';
- import { RenderTarget } from '../../mol-gl/webgl/render-target';
- import { Camera } from '../../mol-canvas3d/camera';
- import { PostprocessingPass } from './postprocessing';
- import { DrawPass } from './draw';
- import quad_vert from '../../mol-gl/shader/quad.vert';
- import compose_frag from '../../mol-gl/shader/compose.frag';
- const ComposeSchema = {
- ...QuadSchema,
- tColor: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'),
- uTexSize: UniformSpec('v2'),
- uWeight: UniformSpec('f'),
- };
- type ComposeRenderable = ComputeRenderable<Values<typeof ComposeSchema>>
- function getComposeRenderable(ctx: WebGLContext, colorTexture: Texture): ComposeRenderable {
- const values: Values<typeof ComposeSchema> = {
- ...QuadValues,
- tColor: ValueCell.create(colorTexture),
- uTexSize: ValueCell.create(Vec2.create(colorTexture.getWidth(), colorTexture.getHeight())),
- uWeight: ValueCell.create(1.0),
- };
- const schema = { ...ComposeSchema };
- const shaderCode = ShaderCode('compose', quad_vert, compose_frag);
- const renderItem = createComputeRenderItem(ctx, 'triangles', shaderCode, schema, values);
- return createComputeRenderable(renderItem, values);
- }
- export const MultiSampleParams = {
- mode: PD.Select('off', [['off', 'Off'], ['on', 'On'], ['temporal', 'Temporal']]),
- sampleLevel: PD.Numeric(2, { min: 0, max: 5, step: 1 }),
- };
- export type MultiSampleProps = PD.Values<typeof MultiSampleParams>
- export class MultiSamplePass {
- props: MultiSampleProps
- colorTarget: RenderTarget
- private composeTarget: RenderTarget
- private holdTarget: RenderTarget
- private compose: ComposeRenderable
- private sampleIndex = -1
- private currentTime = 0
- private lastRenderTime = 0
- constructor(private webgl: WebGLContext, private camera: Camera, private drawPass: DrawPass, private postprocessing: PostprocessingPass, props: Partial<MultiSampleProps>) {
- const { gl } = webgl;
- this.colorTarget = webgl.createRenderTarget(gl.drawingBufferWidth, gl.drawingBufferHeight);
- this.composeTarget = webgl.createRenderTarget(gl.drawingBufferWidth, gl.drawingBufferHeight);
- this.holdTarget = webgl.createRenderTarget(gl.drawingBufferWidth, gl.drawingBufferHeight);
- this.compose = getComposeRenderable(webgl, drawPass.colorTarget.texture);
- this.props = { ...PD.getDefaultValues(MultiSampleParams), ...props };
- }
- get enabled() {
- if (this.props.mode === 'temporal') {
- if (this.currentTime - this.lastRenderTime > 200) {
- return this.sampleIndex !== -1;
- } else {
- this.sampleIndex = 0;
- return false;
- }
- } else if (this.props.mode === 'on') {
- return true;
- } else {
- return false;
- }
- }
- update(changed: boolean, currentTime: number) {
- if (changed) this.lastRenderTime = currentTime;
- this.currentTime = currentTime;
- }
- setSize(width: number, height: number) {
- this.colorTarget.setSize(width, height);
- this.composeTarget.setSize(width, height);
- this.holdTarget.setSize(width, height);
- ValueCell.update(this.compose.values.uTexSize, Vec2.set(this.compose.values.uTexSize.ref.value, width, height));
- }
- setProps(props: Partial<MultiSampleProps>) {
- if (props.mode !== undefined) this.props.mode = props.mode;
- if (props.sampleLevel !== undefined) this.props.sampleLevel = props.sampleLevel;
- }
- render(toDrawingBuffer: boolean, transparentBackground: boolean) {
- if (this.props.mode === 'temporal') {
- this.renderTemporalMultiSample(toDrawingBuffer, transparentBackground);
- } else {
- this.renderMultiSample(toDrawingBuffer, transparentBackground);
- }
- }
- private renderMultiSample(toDrawingBuffer: boolean, transparentBackground: boolean) {
- const { camera, compose, composeTarget, drawPass, postprocessing, webgl } = this;
- const { gl, state } = webgl;
- // based on the Multisample Anti-Aliasing Render Pass
- // contributed to three.js by bhouston / http://clara.io/
- //
- // This manual approach to MSAA re-renders the scene once for
- // each sample with camera jitter and accumulates the results.
- const offsetList = JitterVectors[ Math.max(0, Math.min(this.props.sampleLevel, 5)) ];
- const baseSampleWeight = 1.0 / offsetList.length;
- const roundingRange = 1 / 32;
- camera.viewOffset.enabled = true;
- ValueCell.update(compose.values.tColor, postprocessing.enabled ? postprocessing.target.texture : drawPass.colorTarget.texture);
- compose.update();
- const width = drawPass.colorTarget.getWidth();
- const height = drawPass.colorTarget.getHeight();
- // render the scene multiple times, each slightly jitter offset
- // from the last and accumulate the results.
- for (let i = 0; i < offsetList.length; ++i) {
- const offset = offsetList[i];
- Camera.setViewOffset(camera.viewOffset, width, height, offset[0], offset[1], width, height);
- camera.update();
- // the theory is that equal weights for each sample lead to an accumulation of rounding
- // errors. The following equation varies the sampleWeight per sample so that it is uniformly
- // distributed across a range of values whose rounding errors cancel each other out.
- const uniformCenteredDistribution = -0.5 + (i + 0.5) / offsetList.length;
- const sampleWeight = baseSampleWeight + roundingRange * uniformCenteredDistribution;
- ValueCell.update(compose.values.uWeight, sampleWeight);
- // render scene and optionally postprocess
- drawPass.render(false, transparentBackground);
- if (postprocessing.enabled) postprocessing.render(false);
- // compose rendered scene with compose target
- composeTarget.bind();
- gl.viewport(0, 0, width, height);
- state.enable(gl.BLEND);
- state.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);
- state.blendFuncSeparate(gl.ONE, gl.ONE, gl.ONE, gl.ONE);
- state.disable(gl.DEPTH_TEST);
- state.disable(gl.SCISSOR_TEST);
- state.depthMask(false);
- if (i === 0) {
- state.clearColor(0, 0, 0, 0);
- gl.clear(gl.COLOR_BUFFER_BIT);
- }
- compose.render();
- }
- ValueCell.update(compose.values.uWeight, 1.0);
- ValueCell.update(compose.values.tColor, composeTarget.texture);
- compose.update();
- if (toDrawingBuffer) {
- webgl.unbindFramebuffer();
- } else {
- this.colorTarget.bind();
- }
- gl.viewport(0, 0, width, height);
- state.disable(gl.BLEND);
- compose.render();
- camera.viewOffset.enabled = false;
- camera.update();
- }
- private renderTemporalMultiSample(toDrawingBuffer: boolean, transparentBackground: boolean) {
- const { camera, compose, composeTarget, holdTarget, postprocessing, drawPass, webgl } = this;
- const { gl, state } = webgl;
- // based on the Multisample Anti-Aliasing Render Pass
- // contributed to three.js by bhouston / http://clara.io/
- //
- // This manual approach to MSAA re-renders the scene once for
- // each sample with camera jitter and accumulates the results.
- const offsetList = JitterVectors[ Math.max(0, Math.min(this.props.sampleLevel, 5)) ];
- if (this.sampleIndex === -1) return;
- if (this.sampleIndex >= offsetList.length) {
- this.sampleIndex = -1;
- return;
- }
- const i = this.sampleIndex;
- if (i === 0) {
- drawPass.render(false, transparentBackground);
- if (postprocessing.enabled) postprocessing.render(false);
- ValueCell.update(compose.values.uWeight, 1.0);
- ValueCell.update(compose.values.tColor, postprocessing.enabled ? postprocessing.target.texture : drawPass.colorTarget.texture);
- compose.update();
- holdTarget.bind();
- state.disable(gl.BLEND);
- compose.render();
- }
- const sampleWeight = 1.0 / offsetList.length;
- camera.viewOffset.enabled = true;
- ValueCell.update(compose.values.tColor, postprocessing.enabled ? postprocessing.target.texture : drawPass.colorTarget.texture);
- ValueCell.update(compose.values.uWeight, sampleWeight);
- compose.update();
- const width = drawPass.colorTarget.getWidth();
- const height = drawPass.colorTarget.getHeight();
- // render the scene multiple times, each slightly jitter offset
- // from the last and accumulate the results.
- const numSamplesPerFrame = Math.pow(2, this.props.sampleLevel);
- for (let i = 0; i < numSamplesPerFrame; ++i) {
- const offset = offsetList[this.sampleIndex];
- Camera.setViewOffset(camera.viewOffset, width, height, offset[0], offset[1], width, height);
- camera.update();
- // render scene and optionally postprocess
- drawPass.render(false, transparentBackground);
- if (postprocessing.enabled) postprocessing.render(false);
- // compose rendered scene with compose target
- composeTarget.bind();
- state.enable(gl.BLEND);
- state.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);
- state.blendFuncSeparate(gl.ONE, gl.ONE, gl.ONE, gl.ONE);
- state.disable(gl.DEPTH_TEST);
- state.disable(gl.SCISSOR_TEST);
- state.depthMask(false);
- if (this.sampleIndex === 0) {
- state.clearColor(0, 0, 0, 0);
- gl.clear(gl.COLOR_BUFFER_BIT);
- }
- compose.render();
- this.sampleIndex += 1;
- if (this.sampleIndex >= offsetList.length ) break;
- }
- const accumulationWeight = this.sampleIndex * sampleWeight;
- if (accumulationWeight > 0) {
- ValueCell.update(compose.values.uWeight, 1.0);
- ValueCell.update(compose.values.tColor, composeTarget.texture);
- compose.update();
- if (toDrawingBuffer) {
- webgl.unbindFramebuffer();
- } else {
- this.colorTarget.bind();
- }
- gl.viewport(0, 0, width, height);
- state.disable(gl.BLEND);
- compose.render();
- }
- if (accumulationWeight < 1.0) {
- ValueCell.update(compose.values.uWeight, 1.0 - accumulationWeight);
- ValueCell.update(compose.values.tColor, holdTarget.texture);
- compose.update();
- if (toDrawingBuffer) {
- webgl.unbindFramebuffer();
- } else {
- this.colorTarget.bind();
- }
- gl.viewport(0, 0, width, height);
- if (accumulationWeight === 0) state.disable(gl.BLEND);
- else state.enable(gl.BLEND);
- compose.render();
- }
- camera.viewOffset.enabled = false;
- camera.update();
- if (this.sampleIndex >= offsetList.length) this.sampleIndex = -1;
- }
- }
- const JitterVectors = [
- [
- [ 0, 0 ]
- ],
- [
- [ 4, 4 ], [ -4, -4 ]
- ],
- [
- [ -2, -6 ], [ 6, -2 ], [ -6, 2 ], [ 2, 6 ]
- ],
- [
- [ 1, -3 ], [ -1, 3 ], [ 5, 1 ], [ -3, -5 ],
- [ -5, 5 ], [ -7, -1 ], [ 3, 7 ], [ 7, -7 ]
- ],
- [
- [ 1, 1 ], [ -1, -3 ], [ -3, 2 ], [ 4, -1 ],
- [ -5, -2 ], [ 2, 5 ], [ 5, 3 ], [ 3, -5 ],
- [ -2, 6 ], [ 0, -7 ], [ -4, -6 ], [ -6, 4 ],
- [ -8, 0 ], [ 7, -4 ], [ 6, 7 ], [ -7, -8 ]
- ],
- [
- [ -4, -7 ], [ -7, -5 ], [ -3, -5 ], [ -5, -4 ],
- [ -1, -4 ], [ -2, -2 ], [ -6, -1 ], [ -4, 0 ],
- [ -7, 1 ], [ -1, 2 ], [ -6, 3 ], [ -3, 3 ],
- [ -7, 6 ], [ -3, 6 ], [ -5, 7 ], [ -1, 7 ],
- [ 5, -7 ], [ 1, -6 ], [ 6, -5 ], [ 4, -4 ],
- [ 2, -3 ], [ 7, -2 ], [ 1, -1 ], [ 4, -1 ],
- [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
- [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
- ]
- ];
- JitterVectors.forEach(offsetList => {
- offsetList.forEach(offset => {
- // 0.0625 = 1 / 16
- offset[0] *= 0.0625;
- offset[1] *= 0.0625;
- });
- });
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