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

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// pathfinder/client/src/aa-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 {createFramebuffer, createFramebufferColorTexture} from './gl-utils';
import {createFramebufferDepthTexture} from './gl-utils';
import {Renderer} from './renderer';
import {unwrapNull} from './utils';
import {DemoView} from './view';
export type AntialiasingStrategyName = 'none' | 'ssaa' | 'xcaa';
export type DirectRenderingMode = 'none' | 'color' | 'color-depth';
export type SubpixelAAType = 'none' | 'medium';
export type GammaCorrectionMode = 'off' | 'on';
export type StemDarkeningMode = 'none' | 'dark';
export interface TileInfo {
size: glmatrix.vec2;
position: glmatrix.vec2;
}
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export abstract class AntialiasingStrategy {
// The type of direct rendering that should occur, if any.
abstract readonly directRenderingMode: DirectRenderingMode;
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// How many rendering passes this AA strategy requires.
abstract readonly passCount: number;
// Prepares any OpenGL data. This is only called on startup and canvas resize.
init(renderer: Renderer): void {
this.setFramebufferSize(renderer);
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}
// Uploads any mesh data. This is called whenever a new set of meshes is supplied.
abstract attachMeshes(renderer: Renderer): void;
// This is called whenever the framebuffer has changed.
abstract setFramebufferSize(renderer: Renderer): void;
// Returns the transformation matrix that should be applied when directly rendering.
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abstract get transform(): glmatrix.mat4;
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// Called before rendering.
//
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// Typically, this redirects rendering to a framebuffer of some sort.
abstract prepareForRendering(renderer: Renderer): void;
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// Called before directly rendering.
//
// Typically, this redirects rendering to a framebuffer of some sort.
abstract prepareForDirectRendering(renderer: Renderer): void;
// Called before directly rendering a single object.
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abstract prepareToRenderObject(renderer: Renderer, objectIndex: number): void;
abstract finishDirectlyRenderingObject(renderer: Renderer, objectIndex: number): void;
// Called after direct rendering.
//
// This usually performs the actual antialiasing.
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abstract antialiasObject(renderer: Renderer, objectIndex: number): void;
// Called after antialiasing each object.
abstract resolveAAForObject(renderer: Renderer, objectIndex: number): void;
// Called after antialiasing.
//
// This usually blits to the real framebuffer.
abstract resolve(pass: number, renderer: Renderer): void;
worldTransformForPass(renderer: Renderer, pass: number): glmatrix.mat4 {
return glmatrix.mat4.create();
}
}
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export class NoAAStrategy extends AntialiasingStrategy {
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framebufferSize: glmatrix.vec2;
get passCount(): number {
return 1;
}
private renderTargetColorTextures: WebGLTexture[];
private renderTargetDepthTextures: WebGLTexture[];
private renderTargetFramebuffers: WebGLFramebuffer[];
constructor(level: number, subpixelAA: SubpixelAAType) {
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super();
this.framebufferSize = glmatrix.vec2.create();
this.renderTargetColorTextures = [];
this.renderTargetDepthTextures = [];
this.renderTargetFramebuffers = [];
}
attachMeshes(renderer: Renderer) {}
setFramebufferSize(renderer: Renderer) {
this.framebufferSize = renderer.destAllocatedSize;
}
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get transform(): glmatrix.mat4 {
return glmatrix.mat4.create();
}
prepareForRendering(renderer: Renderer): void {
const renderContext = renderer.renderContext;
const gl = renderContext.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, renderer.destFramebuffer);
gl.viewport(0, 0, this.framebufferSize[0], this.framebufferSize[1]);
gl.disable(gl.SCISSOR_TEST);
}
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prepareForDirectRendering(renderer: Renderer): void {}
prepareToRenderObject(renderer: Renderer, objectIndex: number): void {
const renderContext = renderer.renderContext;
const gl = renderContext.gl;
if (renderer.usesIntermediateRenderTargets &&
(renderer.renderTaskTypeForObject(objectIndex) === 'clip' ||
renderer.compositingOperationForObject(objectIndex) != null)) {
if (this.renderTargetColorTextures[objectIndex] == null) {
this.renderTargetColorTextures[objectIndex] =
createFramebufferColorTexture(gl,
this.framebufferSize,
renderContext.colorAlphaFormat);
}
if (this.renderTargetDepthTextures[objectIndex] == null) {
this.renderTargetDepthTextures[objectIndex] =
createFramebufferDepthTexture(gl, this.framebufferSize);
}
if (this.renderTargetFramebuffers[objectIndex] == null) {
this.renderTargetFramebuffers[objectIndex] =
createFramebuffer(gl,
this.renderTargetColorTextures[objectIndex],
this.renderTargetDepthTextures[objectIndex]);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, this.renderTargetFramebuffers[objectIndex]);
} else {
gl.bindFramebuffer(gl.FRAMEBUFFER, renderer.destFramebuffer);
}
gl.viewport(0, 0, this.framebufferSize[0], this.framebufferSize[1]);
gl.disable(gl.SCISSOR_TEST);
}
finishDirectlyRenderingObject(renderer: Renderer, objectIndex: number): void {
if (!renderer.usesIntermediateRenderTargets)
return;
const compositingOperation = renderer.compositingOperationForObject(objectIndex);
if (compositingOperation == null)
return;
const gl = renderer.renderContext.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, renderer.destFramebuffer);
gl.viewport(0, 0, renderer.destAllocatedSize[0], renderer.destAllocatedSize[1]);
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.BLEND);
compositingOperation.composite(renderer, objectIndex, this.renderTargetColorTextures);
}
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antialiasObject(renderer: Renderer, objectIndex: number): void {}
resolveAAForObject(renderer: Renderer): void {}
resolve(pass: number, renderer: Renderer): void {}
get directRenderingMode(): DirectRenderingMode {
return 'color';
}
}