pathfinder/demo/client/src/ecaa-strategy.ts

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// pathfinder/client/src/ecaa-strategy.ts
//
// Copyright © 2017 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
import * as glmatrix from 'gl-matrix';
import {AntialiasingStrategy} from './aa-strategy';
import {createFramebuffer, createFramebufferColorTexture} from './gl-utils';
import {createFramebufferDepthTexture, setTextureParameters, UniformMap} from './gl-utils';
import {WebGLVertexArrayObject} from './gl-utils';
import {B_QUAD_LOWER_INDICES_OFFSET, B_QUAD_SIZE, B_QUAD_UPPER_INDICES_OFFSET} from './meshes';
import {PathfinderShaderProgram} from './shader-loader';
import {UINT32_SIZE, unwrapNull} from './utils';
import {MonochromePathfinderView} from './view';
import PathfinderBufferTexture from './buffer-texture';
interface UpperAndLower<T> {
upper: T;
lower: T;
}
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export abstract class ECAAStrategy extends AntialiasingStrategy {
constructor(level: number, subpixelAA: boolean) {
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super();
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this.subpixelAA = subpixelAA;
this.supersampledFramebufferSize = glmatrix.vec2.create();
this.destFramebufferSize = glmatrix.vec2.create();
}
init(view: MonochromePathfinderView) {
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super.init(view);
this.bVertexPositionBufferTexture = new PathfinderBufferTexture(view.gl,
'uBVertexPosition');
this.bVertexPathIDBufferTexture = new PathfinderBufferTexture(view.gl, 'uBVertexPathID');
}
attachMeshes(view: MonochromePathfinderView) {
const bVertexPositions = new Float32Array(view.meshData.bVertexPositions);
const bVertexPathIDs = new Uint8Array(view.meshData.bVertexPathIDs);
this.bVertexPositionBufferTexture.upload(view.gl, bVertexPositions);
this.bVertexPathIDBufferTexture.upload(view.gl, bVertexPathIDs);
this.createEdgeDetectVAO(view);
this.createCoverVAO(view);
this.createLineVAOs(view);
this.createCurveVAOs(view);
this.createResolveVAO(view);
}
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setFramebufferSize(view: MonochromePathfinderView) {
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this.destFramebufferSize = glmatrix.vec2.clone(view.destAllocatedSize);
glmatrix.vec2.mul(this.supersampledFramebufferSize,
this.destFramebufferSize,
this.supersampleScale);
this.initDirectFramebuffer(view);
this.initEdgeDetectFramebuffer(view);
this.initAAAlphaFramebuffer(view);
view.gl.bindFramebuffer(view.gl.FRAMEBUFFER, null);
}
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get transform(): glmatrix.mat4 {
return glmatrix.mat4.create();
}
protected initDirectFramebuffer(view: MonochromePathfinderView) {
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this.directColorTexture = createFramebufferColorTexture(view.gl, this.destFramebufferSize);
this.directPathIDTexture = createFramebufferColorTexture(view.gl,
this.destFramebufferSize);
this.directFramebuffer =
createFramebuffer(view.gl,
view.drawBuffersExt,
[this.directColorTexture, this.directPathIDTexture],
this.directDepthTexture);
}
private initAAAlphaFramebuffer(view: MonochromePathfinderView) {
this.aaAlphaTexture = unwrapNull(view.gl.createTexture());
view.gl.activeTexture(view.gl.TEXTURE0);
view.gl.bindTexture(view.gl.TEXTURE_2D, this.aaAlphaTexture);
view.gl.texImage2D(view.gl.TEXTURE_2D,
0,
view.gl.RGB,
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this.supersampledFramebufferSize[0],
this.supersampledFramebufferSize[1],
0,
view.gl.RGB,
view.textureHalfFloatExt.HALF_FLOAT_OES,
null);
setTextureParameters(view.gl, view.gl.NEAREST);
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this.aaDepthTexture = createFramebufferDepthTexture(view.gl,
this.supersampledFramebufferSize);
this.aaFramebuffer = createFramebuffer(view.gl,
view.drawBuffersExt,
[this.aaAlphaTexture],
this.aaDepthTexture);
}
private createCoverVAO(view: MonochromePathfinderView) {
this.coverVAO = view.vertexArrayObjectExt.createVertexArrayOES();
view.vertexArrayObjectExt.bindVertexArrayOES(this.coverVAO);
const coverProgram = view.shaderPrograms.ecaaCover;
const attributes = coverProgram.attributes;
view.gl.useProgram(coverProgram.program);
view.gl.bindBuffer(view.gl.ARRAY_BUFFER, view.quadPositionsBuffer);
view.gl.vertexAttribPointer(attributes.aQuadPosition, 2, view.gl.FLOAT, false, 0, 0);
view.gl.bindBuffer(view.gl.ARRAY_BUFFER, view.meshes.bQuads);
view.gl.vertexAttribPointer(attributes.aUpperPointIndices,
4,
view.gl.UNSIGNED_SHORT,
false,
B_QUAD_SIZE,
B_QUAD_UPPER_INDICES_OFFSET);
view.gl.vertexAttribPointer(attributes.aLowerPointIndices,
4,
view.gl.UNSIGNED_SHORT,
false,
B_QUAD_SIZE,
B_QUAD_LOWER_INDICES_OFFSET);
view.gl.enableVertexAttribArray(attributes.aQuadPosition);
view.gl.enableVertexAttribArray(attributes.aUpperPointIndices);
view.gl.enableVertexAttribArray(attributes.aLowerPointIndices);
view.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aUpperPointIndices, 1);
view.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aLowerPointIndices, 1);
view.gl.bindBuffer(view.gl.ELEMENT_ARRAY_BUFFER, view.quadElementsBuffer);
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
private createLineVAOs(view: MonochromePathfinderView) {
const lineProgram = view.shaderPrograms.ecaaLine;
const attributes = lineProgram.attributes;
const vaos: Partial<UpperAndLower<WebGLVertexArrayObject>> = {};
for (const direction of ['upper', 'lower'] as Array<'upper' | 'lower'>) {
vaos[direction] = view.vertexArrayObjectExt.createVertexArrayOES();
view.vertexArrayObjectExt.bindVertexArrayOES(vaos[direction]);
const lineIndexBuffer = {
upper: view.meshes.edgeUpperLineIndices,
lower: view.meshes.edgeLowerLineIndices,
}[direction];
view.gl.useProgram(lineProgram.program);
view.gl.bindBuffer(view.gl.ARRAY_BUFFER, view.quadPositionsBuffer);
view.gl.vertexAttribPointer(attributes.aQuadPosition, 2, view.gl.FLOAT, false, 0, 0);
view.gl.bindBuffer(view.gl.ARRAY_BUFFER, lineIndexBuffer);
view.gl.vertexAttribPointer(attributes.aLineIndices,
4,
view.gl.UNSIGNED_SHORT,
false,
0,
0);
view.gl.enableVertexAttribArray(attributes.aQuadPosition);
view.gl.enableVertexAttribArray(attributes.aLineIndices);
view.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aLineIndices, 1);
view.gl.bindBuffer(view.gl.ELEMENT_ARRAY_BUFFER, view.quadElementsBuffer);
}
view.vertexArrayObjectExt.bindVertexArrayOES(null);
this.lineVAOs = vaos as UpperAndLower<WebGLVertexArrayObject>;
}
private createCurveVAOs(view: MonochromePathfinderView) {
const curveProgram = view.shaderPrograms.ecaaCurve;
const attributes = curveProgram.attributes;
const vaos: Partial<UpperAndLower<WebGLVertexArrayObject>> = {};
for (const direction of ['upper', 'lower'] as Array<'upper' | 'lower'>) {
vaos[direction] = view.vertexArrayObjectExt.createVertexArrayOES();
view.vertexArrayObjectExt.bindVertexArrayOES(vaos[direction]);
const curveIndexBuffer = {
upper: view.meshes.edgeUpperCurveIndices,
lower: view.meshes.edgeLowerCurveIndices,
}[direction];
view.gl.useProgram(curveProgram.program);
view.gl.bindBuffer(view.gl.ARRAY_BUFFER, view.quadPositionsBuffer);
view.gl.vertexAttribPointer(attributes.aQuadPosition, 2, view.gl.FLOAT, false, 0, 0);
view.gl.bindBuffer(view.gl.ARRAY_BUFFER, curveIndexBuffer);
view.gl.vertexAttribPointer(attributes.aCurveEndpointIndices,
4,
view.gl.UNSIGNED_SHORT,
false,
UINT32_SIZE * 4,
0);
view.gl.vertexAttribPointer(attributes.aCurveControlPointIndex,
2,
view.gl.UNSIGNED_SHORT,
false,
UINT32_SIZE * 4,
UINT32_SIZE * 2);
view.gl.enableVertexAttribArray(attributes.aQuadPosition);
view.gl.enableVertexAttribArray(attributes.aCurveEndpointIndices);
view.gl.enableVertexAttribArray(attributes.aCurveControlPointIndex);
view.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aCurveEndpointIndices, 1);
view.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aCurveControlPointIndex, 1);
view.gl.bindBuffer(view.gl.ELEMENT_ARRAY_BUFFER, view.quadElementsBuffer);
}
view.vertexArrayObjectExt.bindVertexArrayOES(null);
this.curveVAOs = vaos as UpperAndLower<WebGLVertexArrayObject>;
}
private createResolveVAO(view: MonochromePathfinderView) {
this.resolveVAO = view.vertexArrayObjectExt.createVertexArrayOES();
view.vertexArrayObjectExt.bindVertexArrayOES(this.resolveVAO);
const resolveProgram = this.getResolveProgram(view);
view.gl.useProgram(resolveProgram.program);
view.initQuadVAO(resolveProgram.attributes);
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
prepare(view: MonochromePathfinderView) {
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const usedSize = this.supersampledUsedSize(view);;
view.gl.bindFramebuffer(view.gl.FRAMEBUFFER, this.directFramebuffer);
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view.gl.viewport(0,
0,
this.supersampledFramebufferSize[0],
this.supersampledFramebufferSize[1]);
view.gl.scissor(0, 0, usedSize[0], usedSize[1]);
view.gl.enable(view.gl.SCISSOR_TEST);
// Clear out the color and depth textures.
view.drawBuffersExt.drawBuffersWEBGL([
view.drawBuffersExt.COLOR_ATTACHMENT0_WEBGL,
view.drawBuffersExt.NONE,
]);
view.gl.clearColor(1.0, 1.0, 1.0, 1.0);
view.gl.clearDepth(0.0);
view.gl.depthMask(true);
view.gl.clear(view.gl.COLOR_BUFFER_BIT | view.gl.DEPTH_BUFFER_BIT);
// Clear out the path ID texture.
view.drawBuffersExt.drawBuffersWEBGL([
view.drawBuffersExt.NONE,
view.drawBuffersExt.COLOR_ATTACHMENT1_WEBGL,
]);
view.gl.clearColor(0.0, 0.0, 0.0, 0.0);
view.gl.clear(view.gl.COLOR_BUFFER_BIT);
// Render to both textures.
view.drawBuffersExt.drawBuffersWEBGL([
view.drawBuffersExt.COLOR_ATTACHMENT0_WEBGL,
view.drawBuffersExt.COLOR_ATTACHMENT1_WEBGL,
]);
}
resolve(view: MonochromePathfinderView) {
// Detect edges if necessary.
this.detectEdgesIfNecessary(view);
// Conservatively cover.
this.cover(view);
// Antialias.
this.antialiasLines(view);
this.antialiasCurves(view);
// Resolve the antialiasing.
this.resolveAA(view);
}
private cover(view: MonochromePathfinderView) {
// Set state for conservative coverage.
const coverProgram = view.shaderPrograms.ecaaCover;
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const usedSize = this.supersampledUsedSize(view);
view.gl.bindFramebuffer(view.gl.FRAMEBUFFER, this.aaFramebuffer);
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view.gl.viewport(0,
0,
this.supersampledFramebufferSize[0],
this.supersampledFramebufferSize[1]);
view.gl.scissor(0, 0, usedSize[0], usedSize[1]);
view.gl.enable(view.gl.SCISSOR_TEST);
this.setCoverDepthState(view);
view.gl.blendEquation(view.gl.FUNC_ADD);
view.gl.blendFunc(view.gl.ONE, view.gl.ONE);
view.gl.enable(view.gl.BLEND);
this.clearForCover(view);
// Conservatively cover.
view.gl.useProgram(coverProgram.program);
view.vertexArrayObjectExt.bindVertexArrayOES(this.coverVAO);
const uniforms = coverProgram.uniforms;
view.setFramebufferSizeUniform(uniforms);
this.bVertexPositionBufferTexture.bind(view.gl, uniforms, 0);
this.bVertexPathIDBufferTexture.bind(view.gl, uniforms, 1);
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view.pathTransformBufferTexture.bind(view.gl, uniforms, 2);
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view.gl.uniform1f(uniforms.uScaleX, this.supersampleScale[0]);
view.instancedArraysExt.drawElementsInstancedANGLE(view.gl.TRIANGLES,
6,
view.gl.UNSIGNED_BYTE,
0,
view.meshData.bQuadCount);
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
private setAAState(view: MonochromePathfinderView) {
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const usedSize = this.supersampledUsedSize(view);
view.gl.bindFramebuffer(view.gl.FRAMEBUFFER, this.aaFramebuffer);
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view.gl.viewport(0,
0,
this.supersampledFramebufferSize[0],
this.supersampledFramebufferSize[1]);
view.gl.scissor(0, 0, usedSize[0], usedSize[1]);
view.gl.enable(view.gl.SCISSOR_TEST);
this.setAADepthState(view);
view.gl.blendEquation(view.gl.FUNC_REVERSE_SUBTRACT);
view.gl.blendFunc(view.gl.ONE, view.gl.ONE);
view.gl.enable(view.gl.BLEND);
}
private setAAUniforms(view: MonochromePathfinderView, uniforms: UniformMap) {
view.setFramebufferSizeUniform(uniforms);
this.bVertexPositionBufferTexture.bind(view.gl, uniforms, 0);
this.bVertexPathIDBufferTexture.bind(view.gl, uniforms, 1);
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view.pathTransformBufferTexture.bind(view.gl, uniforms, 2);
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view.gl.uniform1f(uniforms.uScaleX, this.supersampleScale[0]);
}
private antialiasLines(view: MonochromePathfinderView) {
this.setAAState(view);
const lineProgram = view.shaderPrograms.ecaaLine;
view.gl.useProgram(lineProgram.program);
const uniforms = lineProgram.uniforms;
this.setAAUniforms(view, uniforms);
for (const direction of ['upper', 'lower'] as Array<keyof UpperAndLower<void>>) {
view.vertexArrayObjectExt.bindVertexArrayOES(this.lineVAOs[direction]);
view.gl.uniform1i(uniforms.uLowerPart, direction === 'lower' ? 1 : 0);
const count = {
upper: view.meshData.edgeUpperLineIndexCount,
lower: view.meshData.edgeLowerLineIndexCount,
}[direction];
view.instancedArraysExt.drawElementsInstancedANGLE(view.gl.TRIANGLES,
6,
view.gl.UNSIGNED_BYTE,
0,
count);
}
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
private antialiasCurves(view: MonochromePathfinderView) {
this.setAAState(view);
const curveProgram = view.shaderPrograms.ecaaCurve;
view.gl.useProgram(curveProgram.program);
const uniforms = curveProgram.uniforms;
this.setAAUniforms(view, uniforms);
for (const direction of ['upper', 'lower'] as Array<keyof UpperAndLower<void>>) {
view.vertexArrayObjectExt.bindVertexArrayOES(this.curveVAOs[direction]);
view.gl.uniform1i(uniforms.uLowerPart, direction === 'lower' ? 1 : 0);
const count = {
upper: view.meshData.edgeUpperCurveIndexCount,
lower: view.meshData.edgeLowerCurveIndexCount,
}[direction];
view.instancedArraysExt.drawElementsInstancedANGLE(view.gl.TRIANGLES,
6,
view.gl.UNSIGNED_BYTE,
0,
count);
}
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
private resolveAA(view: MonochromePathfinderView) {
// Set state for ECAA resolve.
const usedSize = view.destUsedSize;
view.gl.bindFramebuffer(view.gl.FRAMEBUFFER, view.destFramebuffer);
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view.gl.viewport(0, 0, this.destFramebufferSize[0], this.destFramebufferSize[1]);
view.gl.scissor(0, 0, usedSize[0], usedSize[1]);
view.gl.enable(view.gl.SCISSOR_TEST);
this.setResolveDepthState(view);
view.gl.disable(view.gl.BLEND);
view.drawBuffersExt.drawBuffersWEBGL([view.drawBuffersExt.COLOR_ATTACHMENT0_WEBGL]);
// Clear out the resolve buffer, if necessary.
this.clearForResolve(view);
// Resolve.
const resolveProgram = this.getResolveProgram(view);
view.gl.useProgram(resolveProgram.program);
view.vertexArrayObjectExt.bindVertexArrayOES(this.resolveVAO);
view.setFramebufferSizeUniform(resolveProgram.uniforms);
view.gl.activeTexture(view.gl.TEXTURE0);
view.gl.bindTexture(view.gl.TEXTURE_2D, this.aaAlphaTexture);
view.gl.uniform1i(resolveProgram.uniforms.uAAAlpha, 0);
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view.gl.uniform2i(resolveProgram.uniforms.uAAAlphaDimensions,
this.supersampledFramebufferSize[0],
this.supersampledFramebufferSize[1]);
this.setResolveUniforms(view, resolveProgram);
view.setTransformSTAndTexScaleUniformsForDest(resolveProgram.uniforms);
view.gl.drawElements(view.gl.TRIANGLES, 6, view.gl.UNSIGNED_BYTE, 0);
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
protected setCoverDepthState(view: MonochromePathfinderView): void {
view.gl.disable(view.gl.DEPTH_TEST);
}
protected setResolveDepthState(view: MonochromePathfinderView): void {}
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protected supersampledUsedSize(view: MonochromePathfinderView): glmatrix.vec2 {
const usedSize = glmatrix.vec2.create();
glmatrix.vec2.mul(usedSize, view.destUsedSize, this.supersampleScale);
return usedSize;
}
protected abstract getResolveProgram(view: MonochromePathfinderView): PathfinderShaderProgram;
protected abstract initEdgeDetectFramebuffer(view: MonochromePathfinderView): void;
protected abstract createEdgeDetectVAO(view: MonochromePathfinderView): void;
protected abstract detectEdgesIfNecessary(view: MonochromePathfinderView): void;
protected abstract clearForCover(view: MonochromePathfinderView): void;
protected abstract setAADepthState(view: MonochromePathfinderView): void;
protected abstract clearForResolve(view: MonochromePathfinderView): void;
protected abstract setResolveUniforms(view: MonochromePathfinderView,
program: PathfinderShaderProgram): void;
protected get directDepthTexture(): WebGLTexture | null {
return null;
}
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protected get supersampleScale(): glmatrix.vec2 {
return glmatrix.vec2.fromValues(this.subpixelAA ? 3.0 : 1.0, 1.0);
}
abstract shouldRenderDirect: boolean;
private bVertexPositionBufferTexture: PathfinderBufferTexture;
private bVertexPathIDBufferTexture: PathfinderBufferTexture;
private directFramebuffer: WebGLFramebuffer;
private aaAlphaTexture: WebGLTexture;
private aaFramebuffer: WebGLFramebuffer;
private coverVAO: WebGLVertexArrayObject;
private lineVAOs: UpperAndLower<WebGLVertexArrayObject>;
private curveVAOs: UpperAndLower<WebGLVertexArrayObject>;
private resolveVAO: WebGLVertexArrayObject;
protected directColorTexture: WebGLTexture;
protected directPathIDTexture: WebGLTexture;
protected aaDepthTexture: WebGLTexture;
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protected supersampledFramebufferSize: glmatrix.vec2;
protected destFramebufferSize: glmatrix.vec2;
protected subpixelAA: boolean;
}
export class ECAAMonochromeStrategy extends ECAAStrategy {
protected getResolveProgram(view: MonochromePathfinderView): PathfinderShaderProgram {
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if (this.subpixelAA)
return view.shaderPrograms.ecaaMonoSubpixelResolve;
return view.shaderPrograms.ecaaMonoResolve;
}
protected initEdgeDetectFramebuffer(view: MonochromePathfinderView) {}
protected createEdgeDetectVAO(view: MonochromePathfinderView) {}
protected detectEdgesIfNecessary(view: MonochromePathfinderView) {}
protected clearForCover(view: MonochromePathfinderView) {
view.gl.clearColor(0.0, 0.0, 0.0, 0.0);
view.gl.clearDepth(0.0);
view.gl.clear(view.gl.COLOR_BUFFER_BIT | view.gl.DEPTH_BUFFER_BIT);
}
protected setAADepthState(view: MonochromePathfinderView) {
view.gl.disable(view.gl.DEPTH_TEST);
}
protected clearForResolve(view: MonochromePathfinderView) {
view.gl.clearColor(1.0, 1.0, 1.0, 1.0);
view.gl.clear(view.gl.COLOR_BUFFER_BIT);
}
protected setResolveUniforms(view: MonochromePathfinderView, program: PathfinderShaderProgram) {
view.gl.uniform4fv(program.uniforms.uBGColor, view.bgColor);
view.gl.uniform4fv(program.uniforms.uFGColor, view.fgColor);
}
get shouldRenderDirect() {
return false;
}
}
export class ECAAMulticolorStrategy extends ECAAStrategy {
protected getResolveProgram(view: MonochromePathfinderView): PathfinderShaderProgram {
return view.shaderPrograms.ecaaMultiResolve;
}
protected initDirectFramebuffer(view: MonochromePathfinderView) {
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this._directDepthTexture =
createFramebufferDepthTexture(view.gl, this.supersampledFramebufferSize);
super.initDirectFramebuffer(view);
}
protected initEdgeDetectFramebuffer(view: MonochromePathfinderView) {
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this.bgColorTexture = createFramebufferColorTexture(view.gl,
this.supersampledFramebufferSize);
this.fgColorTexture = createFramebufferColorTexture(view.gl,
this.supersampledFramebufferSize);
this.edgeDetectFramebuffer = createFramebuffer(view.gl,
view.drawBuffersExt,
[this.bgColorTexture, this.fgColorTexture],
this.aaDepthTexture);
}
protected createEdgeDetectVAO(view: MonochromePathfinderView) {
this.edgeDetectVAO = view.vertexArrayObjectExt.createVertexArrayOES();
view.vertexArrayObjectExt.bindVertexArrayOES(this.edgeDetectVAO);
const edgeDetectProgram = view.shaderPrograms.ecaaEdgeDetect;
view.gl.useProgram(edgeDetectProgram.program);
view.initQuadVAO(edgeDetectProgram.attributes);
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
protected detectEdgesIfNecessary(view: MonochromePathfinderView) {
// Set state for edge detection.
const edgeDetectProgram = view.shaderPrograms.ecaaEdgeDetect;
view.gl.bindFramebuffer(view.gl.FRAMEBUFFER, this.edgeDetectFramebuffer);
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view.gl.viewport(0,
0,
this.supersampledFramebufferSize[0],
this.supersampledFramebufferSize[1]);
view.drawBuffersExt.drawBuffersWEBGL([
view.drawBuffersExt.COLOR_ATTACHMENT0_WEBGL,
view.drawBuffersExt.COLOR_ATTACHMENT1_WEBGL,
]);
view.gl.depthMask(true);
view.gl.depthFunc(view.gl.ALWAYS);
view.gl.enable(view.gl.DEPTH_TEST);
view.gl.disable(view.gl.BLEND);
view.gl.clearDepth(0.0);
view.gl.clearColor(0.0, 0.0, 0.0, 0.0);
view.gl.clear(view.gl.COLOR_BUFFER_BIT | view.gl.DEPTH_BUFFER_BIT);
// Perform edge detection.
view.gl.useProgram(edgeDetectProgram.program);
view.vertexArrayObjectExt.bindVertexArrayOES(this.edgeDetectVAO);
view.setFramebufferSizeUniform(edgeDetectProgram.uniforms);
view.setTransformSTAndTexScaleUniformsForDest(edgeDetectProgram.uniforms);
view.gl.activeTexture(view.gl.TEXTURE0);
view.gl.bindTexture(view.gl.TEXTURE_2D, this.directColorTexture);
view.gl.uniform1i(edgeDetectProgram.uniforms.uColor, 0);
view.gl.activeTexture(view.gl.TEXTURE1);
view.gl.bindTexture(view.gl.TEXTURE_2D, this.directPathIDTexture);
view.gl.uniform1i(edgeDetectProgram.uniforms.uPathID, 1);
view.gl.bindBuffer(view.gl.ELEMENT_ARRAY_BUFFER, view.quadElementsBuffer);
view.gl.drawElements(view.gl.TRIANGLES, 6, view.gl.UNSIGNED_BYTE, 0);
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
protected setCoverDepthState(view: MonochromePathfinderView) {
view.gl.depthMask(false);
view.gl.depthFunc(view.gl.ALWAYS);
view.gl.enable(view.gl.DEPTH_TEST);
}
protected clearForCover(view: MonochromePathfinderView) {
view.gl.clearColor(0.0, 0.0, 0.0, 0.0);
view.gl.clear(view.gl.COLOR_BUFFER_BIT);
}
protected setAADepthState(view: MonochromePathfinderView) {
view.gl.depthMask(false);
view.gl.depthFunc(view.gl.EQUAL);
view.gl.enable(view.gl.DEPTH_TEST);
}
protected setResolveDepthState(view: MonochromePathfinderView) {
view.gl.depthMask(false);
view.gl.depthFunc(view.gl.NOTEQUAL);
view.gl.enable(view.gl.DEPTH_TEST);
}
protected clearForResolve(view: MonochromePathfinderView) {}
protected setResolveUniforms(view: MonochromePathfinderView, program: PathfinderShaderProgram) {
view.gl.activeTexture(view.gl.TEXTURE1);
view.gl.bindTexture(view.gl.TEXTURE_2D, this.bgColorTexture);
view.gl.uniform1i(program.uniforms.uBGColor, 1);
view.gl.activeTexture(view.gl.TEXTURE2);
view.gl.bindTexture(view.gl.TEXTURE_2D, this.fgColorTexture);
view.gl.uniform1i(program.uniforms.uFGColor, 2);
}
get shouldRenderDirect() {
return true;
}
protected get directDepthTexture(): WebGLTexture {
return this._directDepthTexture;
}
private _directDepthTexture: WebGLTexture;
private edgeDetectFramebuffer: WebGLFramebuffer;
private edgeDetectVAO: WebGLVertexArrayObject;
private bgColorTexture: WebGLTexture;
private fgColorTexture: WebGLTexture;
}