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

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// pathfinder/client/src/xcaa-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 * as _ from 'lodash';
import {AntialiasingStrategy, SubpixelAAType} from './aa-strategy';
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import PathfinderBufferTexture from './buffer-texture';
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 {computeStemDarkeningAmount} from './text';
import {FLOAT32_SIZE, lerp, UINT32_SIZE, unwrapNull} from './utils';
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import {Renderer} from './view';
interface FastEdgeVAOs {
upper: WebGLVertexArrayObject;
lower: WebGLVertexArrayObject;
}
type Direction = 'upper' | 'lower';
const DIRECTIONS: Direction[] = ['upper', 'lower'];
export abstract class XCAAStrategy extends AntialiasingStrategy {
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abstract shouldRenderDirect: boolean;
protected directColorTexture: WebGLTexture;
protected directPathIDTexture: WebGLTexture;
protected aaDepthTexture: WebGLTexture;
protected pathBoundsBufferTexture: PathfinderBufferTexture;
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protected supersampledFramebufferSize: glmatrix.vec2;
protected destFramebufferSize: glmatrix.vec2;
protected subpixelAA: SubpixelAAType;
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private directFramebuffer: WebGLFramebuffer;
private aaAlphaTexture: WebGLTexture;
private aaFramebuffer: WebGLFramebuffer;
private resolveVAO: WebGLVertexArrayObject;
constructor(level: number, subpixelAA: SubpixelAAType) {
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super();
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this.subpixelAA = subpixelAA;
this.supersampledFramebufferSize = glmatrix.vec2.create();
this.destFramebufferSize = glmatrix.vec2.create();
}
init(renderer: Renderer) {
super.init(renderer);
}
attachMeshes(renderer: Renderer) {
this.createEdgeDetectVAO(renderer);
this.createResolveVAO(renderer);
}
setFramebufferSize(renderer: Renderer) {
this.destFramebufferSize = glmatrix.vec2.clone(renderer.destAllocatedSize);
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glmatrix.vec2.mul(this.supersampledFramebufferSize,
this.destFramebufferSize,
this.supersampleScale);
this.initDirectFramebuffer(renderer);
this.initEdgeDetectFramebuffer(renderer);
this.initAAAlphaFramebuffer(renderer);
renderer.gl.bindFramebuffer(renderer.gl.FRAMEBUFFER, null);
}
prepare(renderer: Renderer) {
const usedSize = this.supersampledUsedSize(renderer);
renderer.gl.bindFramebuffer(renderer.gl.FRAMEBUFFER, this.directFramebuffer);
renderer.gl.viewport(0,
0,
this.supersampledFramebufferSize[0],
this.supersampledFramebufferSize[1]);
renderer.gl.scissor(0, 0, usedSize[0], usedSize[1]);
renderer.gl.enable(renderer.gl.SCISSOR_TEST);
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// Clear out the color and depth textures.
renderer.drawBuffersExt.drawBuffersWEBGL([
renderer.drawBuffersExt.COLOR_ATTACHMENT0_WEBGL,
renderer.gl.NONE,
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]);
renderer.gl.clearColor(1.0, 1.0, 1.0, 1.0);
renderer.gl.clearDepth(0.0);
renderer.gl.depthMask(true);
renderer.gl.clear(renderer.gl.COLOR_BUFFER_BIT | renderer.gl.DEPTH_BUFFER_BIT);
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// Clear out the path ID texture.
renderer.drawBuffersExt.drawBuffersWEBGL([
renderer.gl.NONE,
renderer.drawBuffersExt.COLOR_ATTACHMENT1_WEBGL,
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]);
renderer.gl.clearColor(0.0, 0.0, 0.0, 0.0);
renderer.gl.clear(renderer.gl.COLOR_BUFFER_BIT);
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// Render to both textures.
renderer.drawBuffersExt.drawBuffersWEBGL([
renderer.drawBuffersExt.COLOR_ATTACHMENT0_WEBGL,
renderer.drawBuffersExt.COLOR_ATTACHMENT1_WEBGL,
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]);
}
antialias(renderer: Renderer) {
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// Detect edges if necessary.
this.detectEdgesIfNecessary(renderer);
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// Set up antialiasing.
this.prepareAA(renderer);
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// Clear.
this.clear(renderer);
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}
resolve(renderer: Renderer) {
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// Resolve the antialiasing.
this.resolveAA(renderer);
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}
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get transform(): glmatrix.mat4 {
return glmatrix.mat4.create();
}
protected initDirectFramebuffer(renderer: Renderer) {
this.directColorTexture = createFramebufferColorTexture(renderer.gl,
this.destFramebufferSize,
renderer.colorAlphaFormat);
this.directPathIDTexture = createFramebufferColorTexture(renderer.gl,
this.destFramebufferSize,
renderer.colorAlphaFormat);
this.directFramebuffer =
createFramebuffer(renderer.gl,
renderer.drawBuffersExt,
[this.directColorTexture, this.directPathIDTexture],
this.directDepthTexture);
}
protected setResolveDepthState(renderer: Renderer): void {
renderer.gl.disable(renderer.gl.DEPTH_TEST);
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}
protected supersampledUsedSize(renderer: Renderer): glmatrix.vec2 {
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const usedSize = glmatrix.vec2.create();
glmatrix.vec2.mul(usedSize, renderer.destUsedSize, this.supersampleScale);
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return usedSize;
}
protected prepareAA(renderer: Renderer): void {
// Set state for antialiasing.
const usedSize = this.supersampledUsedSize(renderer);
renderer.gl.bindFramebuffer(renderer.gl.FRAMEBUFFER, this.aaFramebuffer);
renderer.gl.viewport(0,
0,
this.supersampledFramebufferSize[0],
this.supersampledFramebufferSize[1]);
renderer.gl.scissor(0, 0, usedSize[0], usedSize[1]);
renderer.gl.enable(renderer.gl.SCISSOR_TEST);
this.createPathBoundsBufferTexture(renderer);
}
protected setAAState(renderer: Renderer) {
const usedSize = this.supersampledUsedSize(renderer);
renderer.gl.bindFramebuffer(renderer.gl.FRAMEBUFFER, this.aaFramebuffer);
renderer.gl.viewport(0,
0,
this.supersampledFramebufferSize[0],
this.supersampledFramebufferSize[1]);
renderer.gl.scissor(0, 0, usedSize[0], usedSize[1]);
renderer.gl.enable(renderer.gl.SCISSOR_TEST);
this.setAADepthState(renderer);
}
protected setAAUniforms(renderer: Renderer, uniforms: UniformMap) {
renderer.setTransformSTUniform(uniforms, 0);
renderer.setFramebufferSizeUniform(uniforms);
renderer.pathTransformBufferTextures[0].bind(renderer.gl, uniforms, 0);
this.pathBoundsBufferTexture.bind(renderer.gl, uniforms, 1);
renderer.setHintsUniform(uniforms);
}
protected abstract clear(renderer: Renderer): void;
protected abstract getResolveProgram(renderer: Renderer): PathfinderShaderProgram;
protected abstract initEdgeDetectFramebuffer(renderer: Renderer): void;
protected abstract createEdgeDetectVAO(renderer: Renderer): void;
protected abstract detectEdgesIfNecessary(renderer: Renderer): void;
protected abstract setAADepthState(renderer: Renderer): void;
protected abstract clearForResolve(renderer: Renderer): void;
protected abstract setResolveUniforms(renderer: Renderer, program: PathfinderShaderProgram):
void;
private initAAAlphaFramebuffer(renderer: Renderer) {
this.aaAlphaTexture = unwrapNull(renderer.gl.createTexture());
renderer.gl.activeTexture(renderer.gl.TEXTURE0);
renderer.gl.bindTexture(renderer.gl.TEXTURE_2D, this.aaAlphaTexture);
renderer.gl.texImage2D(renderer.gl.TEXTURE_2D,
0,
renderer.gl.RGB,
this.supersampledFramebufferSize[0],
this.supersampledFramebufferSize[1],
0,
renderer.gl.RGB,
renderer.textureHalfFloatExt.HALF_FLOAT_OES,
null);
setTextureParameters(renderer.gl, renderer.gl.NEAREST);
this.aaDepthTexture = createFramebufferDepthTexture(renderer.gl,
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this.supersampledFramebufferSize);
this.aaFramebuffer = createFramebuffer(renderer.gl,
renderer.drawBuffersExt,
[this.aaAlphaTexture],
this.aaDepthTexture);
}
private createPathBoundsBufferTexture(renderer: Renderer) {
const pathBounds = renderer.pathBoundingRects(0);
this.pathBoundsBufferTexture = new PathfinderBufferTexture(renderer.gl, 'uPathBounds');
this.pathBoundsBufferTexture.upload(renderer.gl, pathBounds);
}
private createResolveVAO(renderer: Renderer) {
this.resolveVAO = renderer.vertexArrayObjectExt.createVertexArrayOES();
renderer.vertexArrayObjectExt.bindVertexArrayOES(this.resolveVAO);
const resolveProgram = this.getResolveProgram(renderer);
renderer.gl.useProgram(resolveProgram.program);
renderer.initQuadVAO(resolveProgram.attributes);
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
}
private resolveAA(renderer: Renderer) {
// Set state for ECAA resolve.
const usedSize = renderer.destUsedSize;
renderer.gl.bindFramebuffer(renderer.gl.FRAMEBUFFER, renderer.destFramebuffer);
renderer.gl.viewport(0, 0, this.destFramebufferSize[0], this.destFramebufferSize[1]);
renderer.gl.scissor(0, 0, usedSize[0], usedSize[1]);
renderer.gl.enable(renderer.gl.SCISSOR_TEST);
this.setResolveDepthState(renderer);
renderer.gl.disable(renderer.gl.BLEND);
if (renderer.destFramebuffer != null)
renderer.drawBuffersExt.drawBuffersWEBGL([renderer.drawBuffersExt.COLOR_ATTACHMENT0_WEBGL]);
else
renderer.drawBuffersExt.drawBuffersWEBGL([renderer.gl.BACK]);
// Clear out the resolve buffer, if necessary.
this.clearForResolve(renderer);
// Resolve.
const resolveProgram = this.getResolveProgram(renderer);
renderer.gl.useProgram(resolveProgram.program);
renderer.vertexArrayObjectExt.bindVertexArrayOES(this.resolveVAO);
renderer.setFramebufferSizeUniform(resolveProgram.uniforms);
renderer.gl.activeTexture(renderer.gl.TEXTURE0);
renderer.gl.bindTexture(renderer.gl.TEXTURE_2D, this.aaAlphaTexture);
renderer.gl.uniform1i(resolveProgram.uniforms.uAAAlpha, 0);
renderer.gl.uniform2i(resolveProgram.uniforms.uAAAlphaDimensions,
this.supersampledFramebufferSize[0],
this.supersampledFramebufferSize[1]);
this.setResolveUniforms(renderer, resolveProgram);
renderer.setTransformSTAndTexScaleUniformsForDest(resolveProgram.uniforms);
renderer.gl.drawElements(renderer.gl.TRIANGLES, 6, renderer.gl.UNSIGNED_BYTE, 0);
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
}
protected get directDepthTexture(): WebGLTexture | null {
return null;
}
protected get supersampleScale(): glmatrix.vec2 {
return glmatrix.vec2.fromValues(this.subpixelAA !== 'none' ? 3.0 : 1.0, 1.0);
}
}
export abstract class MCAAStrategy extends XCAAStrategy {
private coverVAO: WebGLVertexArrayObject;
private lineVAOs: FastEdgeVAOs;
private curveVAOs: FastEdgeVAOs;
attachMeshes(renderer: Renderer) {
super.attachMeshes(renderer);
this.createCoverVAO(renderer);
this.createLineVAOs(renderer);
this.createCurveVAOs(renderer);
}
antialias(renderer: Renderer) {
super.antialias(renderer);
// Conservatively cover.
this.cover(renderer);
// Antialias.
this.antialiasLines(renderer);
this.antialiasCurves(renderer);
}
protected prepareAA(renderer: Renderer): void {
super.prepareAA(renderer);
this.setCoverDepthState(renderer);
renderer.gl.blendEquation(renderer.gl.FUNC_ADD);
renderer.gl.blendFunc(renderer.gl.ONE, renderer.gl.ONE);
renderer.gl.enable(renderer.gl.BLEND);
this.clear(renderer);
}
protected setCoverDepthState(renderer: Renderer): void {
renderer.gl.disable(renderer.gl.DEPTH_TEST);
}
private createCoverVAO(renderer: Renderer) {
this.coverVAO = renderer.vertexArrayObjectExt.createVertexArrayOES();
renderer.vertexArrayObjectExt.bindVertexArrayOES(this.coverVAO);
const coverProgram = renderer.shaderPrograms.mcaaCover;
const attributes = coverProgram.attributes;
renderer.gl.useProgram(coverProgram.program);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, renderer.quadPositionsBuffer);
renderer.gl.vertexAttribPointer(attributes.aQuadPosition, 2, renderer.gl.FLOAT, false, 0, 0);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER,
renderer.meshes[0].edgeBoundingBoxVertexPositions);
renderer.gl.vertexAttribPointer(attributes.aUpperLeftPosition,
2,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 4,
0);
renderer.gl.vertexAttribPointer(attributes.aLowerRightPosition,
2,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 4,
FLOAT32_SIZE * 2);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER,
renderer.meshes[0].edgeBoundingBoxPathIDs);
renderer.gl.vertexAttribPointer(attributes.aPathID,
1,
renderer.gl.UNSIGNED_SHORT,
false,
0,
0);
renderer.gl.enableVertexAttribArray(attributes.aQuadPosition);
renderer.gl.enableVertexAttribArray(attributes.aUpperLeftPosition);
renderer.gl.enableVertexAttribArray(attributes.aLowerRightPosition);
renderer.gl.enableVertexAttribArray(attributes.aPathID);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aUpperLeftPosition, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aLowerRightPosition, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aPathID, 1);
renderer.gl.bindBuffer(renderer.gl.ELEMENT_ARRAY_BUFFER, renderer.quadElementsBuffer);
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
}
private createLineVAOs(renderer: Renderer) {
const vaos: Partial<FastEdgeVAOs> = {};
const lineProgram = renderer.shaderPrograms.mcaaLine;
const attributes = lineProgram.attributes;
for (const direction of DIRECTIONS) {
const vao = renderer.vertexArrayObjectExt.createVertexArrayOES();
renderer.vertexArrayObjectExt.bindVertexArrayOES(vao);
const lineVertexPositionsBuffer = {
lower: renderer.meshes[0].edgeLowerLineVertexPositions,
upper: renderer.meshes[0].edgeUpperLineVertexPositions,
}[direction];
const linePathIDsBuffer = {
lower: renderer.meshes[0].edgeLowerLinePathIDs,
upper: renderer.meshes[0].edgeUpperLinePathIDs,
}[direction];
renderer.gl.useProgram(lineProgram.program);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, renderer.quadPositionsBuffer);
renderer.gl.vertexAttribPointer(attributes.aQuadPosition, 2, renderer.gl.FLOAT, false, 0, 0);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, lineVertexPositionsBuffer);
renderer.gl.vertexAttribPointer(attributes.aLeftPosition,
2,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 4,
0);
renderer.gl.vertexAttribPointer(attributes.aRightPosition,
2,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 4,
FLOAT32_SIZE * 2);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, linePathIDsBuffer);
renderer.gl.vertexAttribPointer(attributes.aPathID,
1,
renderer.gl.UNSIGNED_SHORT,
false,
0,
0);
renderer.gl.enableVertexAttribArray(attributes.aQuadPosition);
renderer.gl.enableVertexAttribArray(attributes.aLeftPosition);
renderer.gl.enableVertexAttribArray(attributes.aRightPosition);
renderer.gl.enableVertexAttribArray(attributes.aPathID);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aLeftPosition, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aRightPosition, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aPathID, 1);
renderer.gl.bindBuffer(renderer.gl.ELEMENT_ARRAY_BUFFER, renderer.quadElementsBuffer);
vaos[direction] = vao;
}
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
this.lineVAOs = vaos as FastEdgeVAOs;
}
private createCurveVAOs(renderer: Renderer) {
const vaos: Partial<FastEdgeVAOs> = {};
const curveProgram = renderer.shaderPrograms.mcaaCurve;
const attributes = curveProgram.attributes;
for (const direction of DIRECTIONS) {
const vao = renderer.vertexArrayObjectExt.createVertexArrayOES();
renderer.vertexArrayObjectExt.bindVertexArrayOES(vao);
const curveVertexPositionsBuffer = {
lower: renderer.meshes[0].edgeLowerCurveVertexPositions,
upper: renderer.meshes[0].edgeUpperCurveVertexPositions,
}[direction];
const curvePathIDsBuffer = {
lower: renderer.meshes[0].edgeLowerCurvePathIDs,
upper: renderer.meshes[0].edgeUpperCurvePathIDs,
}[direction];
renderer.gl.useProgram(curveProgram.program);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, renderer.quadPositionsBuffer);
renderer.gl.vertexAttribPointer(attributes.aQuadPosition,
2,
renderer.gl.FLOAT,
false,
0,
0);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, curveVertexPositionsBuffer);
renderer.gl.vertexAttribPointer(attributes.aLeftPosition,
2,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 6,
0);
renderer.gl.vertexAttribPointer(attributes.aControlPointPosition,
2,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 6,
FLOAT32_SIZE * 2);
renderer.gl.vertexAttribPointer(attributes.aRightPosition,
2,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 6,
FLOAT32_SIZE * 4);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, curvePathIDsBuffer);
renderer.gl.vertexAttribPointer(attributes.aPathID,
1,
renderer.gl.UNSIGNED_SHORT,
false,
0,
0);
renderer.gl.enableVertexAttribArray(attributes.aQuadPosition);
renderer.gl.enableVertexAttribArray(attributes.aLeftPosition);
renderer.gl.enableVertexAttribArray(attributes.aControlPointPosition);
renderer.gl.enableVertexAttribArray(attributes.aRightPosition);
renderer.gl.enableVertexAttribArray(attributes.aPathID);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aLeftPosition, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aControlPointPosition,
1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aRightPosition, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aPathID, 1);
renderer.gl.bindBuffer(renderer.gl.ELEMENT_ARRAY_BUFFER, renderer.quadElementsBuffer);
vaos[direction] = vao;
}
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
this.curveVAOs = vaos as FastEdgeVAOs;
}
private cover(renderer: Renderer): void {
// Conservatively cover.
const coverProgram = renderer.shaderPrograms.mcaaCover;
renderer.gl.useProgram(coverProgram.program);
renderer.vertexArrayObjectExt.bindVertexArrayOES(this.coverVAO);
this.setAAUniforms(renderer, coverProgram.uniforms);
renderer.instancedArraysExt.drawElementsInstancedANGLE(renderer.gl.TRIANGLES,
6,
renderer.gl.UNSIGNED_BYTE,
0,
renderer.meshData[0].bQuadCount);
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
}
private setBlendModeForAA(renderer: Renderer, direction: 'upper' | 'lower') {
renderer.gl.blendEquation(renderer.gl.FUNC_ADD);
renderer.gl.blendFunc(renderer.gl.ONE, renderer.gl.ONE);
renderer.gl.enable(renderer.gl.BLEND);
}
private antialiasLines(renderer: Renderer) {
this.setAAState(renderer);
const lineProgram = renderer.shaderPrograms.mcaaLine;
renderer.gl.useProgram(lineProgram.program);
const uniforms = lineProgram.uniforms;
this.setAAUniforms(renderer, uniforms);
for (const direction of DIRECTIONS) {
const vao = this.lineVAOs[direction];
renderer.vertexArrayObjectExt.bindVertexArrayOES(vao);
this.setBlendModeForAA(renderer, direction);
renderer.gl.uniform1i(uniforms.uWinding, direction === 'upper' ? 1 : 0);
const count = {
lower: renderer.meshData[0].edgeLowerLineCount,
upper: renderer.meshData[0].edgeUpperLineCount,
}[direction];
renderer.instancedArraysExt.drawElementsInstancedANGLE(renderer.gl.TRIANGLES,
6,
renderer.gl.UNSIGNED_BYTE,
0,
count);
}
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
}
private antialiasCurves(renderer: Renderer) {
this.setAAState(renderer);
const curveProgram = renderer.shaderPrograms.mcaaCurve;
renderer.gl.useProgram(curveProgram.program);
const uniforms = curveProgram.uniforms;
this.setAAUniforms(renderer, uniforms);
for (const direction of DIRECTIONS) {
const vao = this.curveVAOs[direction];
renderer.vertexArrayObjectExt.bindVertexArrayOES(vao);
this.setBlendModeForAA(renderer, direction);
renderer.gl.uniform1i(uniforms.uWinding, direction === 'upper' ? 1 : 0);
const count = {
lower: renderer.meshData[0].edgeLowerCurveCount,
upper: renderer.meshData[0].edgeUpperCurveCount,
}[direction];
renderer.instancedArraysExt.drawElementsInstancedANGLE(renderer.gl.TRIANGLES,
6,
renderer.gl.UNSIGNED_BYTE,
0,
count);
}
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
}
}
export class ECAAStrategy extends XCAAStrategy {
private lineVAO: WebGLVertexArrayObject;
private curveVAO: WebGLVertexArrayObject;
get shouldRenderDirect() {
return false;
}
attachMeshes(renderer: Renderer) {
super.attachMeshes(renderer);
this.createLineVAO(renderer);
this.createCurveVAO(renderer);
}
antialias(renderer: Renderer) {
super.antialias(renderer);
// Antialias.
this.antialiasLines(renderer);
this.antialiasCurves(renderer);
}
protected setAAUniforms(renderer: Renderer, uniforms: UniformMap) {
super.setAAUniforms(renderer, uniforms);
const emboldenAmount = renderer.emboldenAmount;
renderer.gl.uniform2f(uniforms.uEmboldenAmount, emboldenAmount[0], emboldenAmount[1]);
}
protected getResolveProgram(renderer: Renderer): PathfinderShaderProgram {
if (this.subpixelAA !== 'none')
return renderer.shaderPrograms.xcaaMonoSubpixelResolve;
return renderer.shaderPrograms.xcaaMonoResolve;
}
protected initEdgeDetectFramebuffer(renderer: Renderer) {}
protected createEdgeDetectVAO(renderer: Renderer) {}
protected detectEdgesIfNecessary(renderer: Renderer) {}
protected clear(renderer: Renderer) {
renderer.gl.clearColor(0.0, 0.0, 0.0, 0.0);
renderer.gl.clearDepth(0.0);
renderer.gl.clear(renderer.gl.COLOR_BUFFER_BIT | renderer.gl.DEPTH_BUFFER_BIT);
}
protected setAADepthState(renderer: Renderer) {
renderer.gl.disable(renderer.gl.DEPTH_TEST);
}
protected clearForResolve(renderer: Renderer) {
renderer.gl.clearColor(0.0, 0.0, 0.0, 0.0);
renderer.gl.clear(renderer.gl.COLOR_BUFFER_BIT);
}
protected setResolveUniforms(renderer: Renderer, program: PathfinderShaderProgram) {
if (renderer.bgColor != null)
renderer.gl.uniform4fv(program.uniforms.uBGColor, renderer.bgColor);
if (renderer.fgColor != null)
renderer.gl.uniform4fv(program.uniforms.uFGColor, renderer.fgColor);
}
private setBlendModeForAA(renderer: Renderer) {
renderer.gl.blendEquation(renderer.gl.FUNC_ADD);
renderer.gl.blendFunc(renderer.gl.ONE, renderer.gl.ONE);
renderer.gl.enable(renderer.gl.BLEND);
}
private createLineVAO(renderer: Renderer) {
const lineProgram = renderer.shaderPrograms.ecaaLine;
const attributes = lineProgram.attributes;
const vao = renderer.vertexArrayObjectExt.createVertexArrayOES();
renderer.vertexArrayObjectExt.bindVertexArrayOES(vao);
const lineVertexPositionsBuffer = renderer.meshes[0].segmentLines;
const linePathIDsBuffer = renderer.meshes[0].segmentLinePathIDs;
const lineNormalsBuffer = renderer.meshes[0].segmentLineNormals;
renderer.gl.useProgram(lineProgram.program);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, renderer.quadPositionsBuffer);
renderer.gl.vertexAttribPointer(attributes.aQuadPosition, 2, renderer.gl.FLOAT, false, 0, 0);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, lineVertexPositionsBuffer);
renderer.gl.vertexAttribPointer(attributes.aLeftPosition,
2,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 4,
0);
renderer.gl.vertexAttribPointer(attributes.aRightPosition,
2,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 4,
FLOAT32_SIZE * 2);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, linePathIDsBuffer);
renderer.gl.vertexAttribPointer(attributes.aPathID,
1,
renderer.gl.UNSIGNED_SHORT,
false,
0,
0);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, lineNormalsBuffer);
renderer.gl.vertexAttribPointer(attributes.aLeftNormalAngle,
1,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 2,
0);
renderer.gl.vertexAttribPointer(attributes.aRightNormalAngle,
1,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 2,
FLOAT32_SIZE);
renderer.gl.enableVertexAttribArray(attributes.aQuadPosition);
renderer.gl.enableVertexAttribArray(attributes.aLeftPosition);
renderer.gl.enableVertexAttribArray(attributes.aRightPosition);
renderer.gl.enableVertexAttribArray(attributes.aPathID);
renderer.gl.enableVertexAttribArray(attributes.aLeftNormalAngle);
renderer.gl.enableVertexAttribArray(attributes.aRightNormalAngle);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aLeftPosition, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aRightPosition, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aPathID, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aLeftNormalAngle, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aRightNormalAngle, 1);
renderer.gl.bindBuffer(renderer.gl.ELEMENT_ARRAY_BUFFER, renderer.quadElementsBuffer);
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
this.lineVAO = vao;
}
private createCurveVAO(renderer: Renderer) {
const curveProgram = renderer.shaderPrograms.ecaaCurve;
const attributes = curveProgram.attributes;
const vao = renderer.vertexArrayObjectExt.createVertexArrayOES();
renderer.vertexArrayObjectExt.bindVertexArrayOES(vao);
const curveVertexPositionsBuffer = renderer.meshes[0].segmentCurves;
const curvePathIDsBuffer = renderer.meshes[0].segmentCurvePathIDs;
const curveNormalsBuffer = renderer.meshes[0].segmentCurveNormals;
renderer.gl.useProgram(curveProgram.program);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, renderer.quadPositionsBuffer);
renderer.gl.vertexAttribPointer(attributes.aQuadPosition, 2, renderer.gl.FLOAT, false, 0, 0);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, curveVertexPositionsBuffer);
renderer.gl.vertexAttribPointer(attributes.aLeftPosition,
2,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 6,
0);
renderer.gl.vertexAttribPointer(attributes.aControlPointPosition,
2,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 6,
FLOAT32_SIZE * 2);
renderer.gl.vertexAttribPointer(attributes.aRightPosition,
2,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 6,
FLOAT32_SIZE * 4);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, curvePathIDsBuffer);
renderer.gl.vertexAttribPointer(attributes.aPathID,
1,
renderer.gl.UNSIGNED_SHORT,
false,
0,
0);
renderer.gl.bindBuffer(renderer.gl.ARRAY_BUFFER, curveNormalsBuffer);
renderer.gl.vertexAttribPointer(attributes.aNormalAngles,
3,
renderer.gl.FLOAT,
false,
FLOAT32_SIZE * 3,
0);
renderer.gl.enableVertexAttribArray(attributes.aQuadPosition);
renderer.gl.enableVertexAttribArray(attributes.aLeftPosition);
renderer.gl.enableVertexAttribArray(attributes.aControlPointPosition);
renderer.gl.enableVertexAttribArray(attributes.aRightPosition);
renderer.gl.enableVertexAttribArray(attributes.aPathID);
renderer.gl.enableVertexAttribArray(attributes.aNormalAngles);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aLeftPosition, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aControlPointPosition, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aRightPosition, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aPathID, 1);
renderer.instancedArraysExt.vertexAttribDivisorANGLE(attributes.aNormalAngles, 1);
renderer.gl.bindBuffer(renderer.gl.ELEMENT_ARRAY_BUFFER, renderer.quadElementsBuffer);
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
this.curveVAO = vao;
}
private antialiasLines(renderer: Renderer) {
this.setAAState(renderer);
const lineProgram = renderer.shaderPrograms.ecaaLine;
renderer.gl.useProgram(lineProgram.program);
const uniforms = lineProgram.uniforms;
this.setAAUniforms(renderer, uniforms);
const vao = this.lineVAO;
renderer.vertexArrayObjectExt.bindVertexArrayOES(vao);
this.setBlendModeForAA(renderer);
const count = renderer.meshData[0].segmentLineCount;
renderer.instancedArraysExt.drawElementsInstancedANGLE(renderer.gl.TRIANGLES,
6,
renderer.gl.UNSIGNED_BYTE,
0,
count);
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
}
private antialiasCurves(renderer: Renderer) {
this.setAAState(renderer);
const curveProgram = renderer.shaderPrograms.ecaaCurve;
renderer.gl.useProgram(curveProgram.program);
const uniforms = curveProgram.uniforms;
this.setAAUniforms(renderer, uniforms);
const vao = this.curveVAO;
renderer.vertexArrayObjectExt.bindVertexArrayOES(vao);
this.setBlendModeForAA(renderer);
const count = renderer.meshData[0].segmentCurveCount;
renderer.instancedArraysExt.drawElementsInstancedANGLE(renderer.gl.TRIANGLES,
6,
renderer.gl.UNSIGNED_BYTE,
0,
count);
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
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}
}
export class MCAAMonochromeStrategy extends MCAAStrategy {
protected getResolveProgram(renderer: Renderer): PathfinderShaderProgram {
if (this.subpixelAA !== 'none')
return renderer.shaderPrograms.xcaaMonoSubpixelResolve;
return renderer.shaderPrograms.xcaaMonoResolve;
}
protected initEdgeDetectFramebuffer(renderer: Renderer) {}
protected createEdgeDetectVAO(renderer: Renderer) {}
protected detectEdgesIfNecessary(renderer: Renderer) {}
protected clear(renderer: Renderer) {
renderer.gl.clearColor(0.0, 0.0, 0.0, 0.0);
renderer.gl.clearDepth(0.0);
renderer.gl.clear(renderer.gl.COLOR_BUFFER_BIT | renderer.gl.DEPTH_BUFFER_BIT);
}
protected setAADepthState(renderer: Renderer) {
renderer.gl.disable(renderer.gl.DEPTH_TEST);
}
protected clearForResolve(renderer: Renderer) {
renderer.gl.clearColor(0.0, 0.0, 0.0, 0.0);
renderer.gl.clear(renderer.gl.COLOR_BUFFER_BIT);
}
protected setResolveUniforms(renderer: Renderer, program: PathfinderShaderProgram) {
if (renderer.bgColor != null)
renderer.gl.uniform4fv(program.uniforms.uBGColor, renderer.bgColor);
if (renderer.fgColor != null)
renderer.gl.uniform4fv(program.uniforms.uFGColor, renderer.fgColor);
}
get shouldRenderDirect() {
return false;
}
}
/// Switches between the mesh-based MCAA and ECAA depending on whether stem darkening is enabled.
///
/// FIXME(pcwalton): Share textures and FBOs between the two strategies.
export class AdaptiveMonochromeXCAAStrategy implements AntialiasingStrategy {
private mcaaStrategy: MCAAMonochromeStrategy;
private ecaaStrategy: ECAAStrategy;
get shouldRenderDirect(): boolean {
return false;
}
constructor(level: number, subpixelAA: SubpixelAAType) {
this.mcaaStrategy = new MCAAMonochromeStrategy(level, subpixelAA);
this.ecaaStrategy = new ECAAStrategy(level, subpixelAA);
}
init(renderer: Renderer): void {
this.mcaaStrategy.init(renderer);
this.ecaaStrategy.init(renderer);
}
attachMeshes(renderer: Renderer): void {
this.mcaaStrategy.attachMeshes(renderer);
this.ecaaStrategy.attachMeshes(renderer);
}
setFramebufferSize(renderer: Renderer): void {
this.mcaaStrategy.setFramebufferSize(renderer);
this.ecaaStrategy.setFramebufferSize(renderer);
}
get transform(): glmatrix.mat4 {
return this.mcaaStrategy.transform;
}
prepare(renderer: Renderer): void {
this.getAppropriateStrategy(renderer).prepare(renderer);
}
antialias(renderer: Renderer): void {
this.getAppropriateStrategy(renderer).antialias(renderer);
}
resolve(renderer: Renderer): void {
this.getAppropriateStrategy(renderer).resolve(renderer);
}
private getAppropriateStrategy(renderer: Renderer): AntialiasingStrategy {
if (glmatrix.vec2.equals(renderer.emboldenAmount, [0.0, 0.0]))
return this.mcaaStrategy;
return this.ecaaStrategy;
}
}
export class MCAAMulticolorStrategy extends MCAAStrategy {
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private _directDepthTexture: WebGLTexture;
private edgeDetectFramebuffer: WebGLFramebuffer;
private edgeDetectVAO: WebGLVertexArrayObject;
private bgColorTexture: WebGLTexture;
private fgColorTexture: WebGLTexture;
protected getResolveProgram(renderer: Renderer): PathfinderShaderProgram {
return renderer.shaderPrograms.xcaaMultiResolve;
}
protected initDirectFramebuffer(renderer: Renderer) {
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this._directDepthTexture =
createFramebufferDepthTexture(renderer.gl, this.supersampledFramebufferSize);
super.initDirectFramebuffer(renderer);
}
protected initEdgeDetectFramebuffer(renderer: Renderer) {
this.bgColorTexture = createFramebufferColorTexture(renderer.gl,
this.supersampledFramebufferSize,
renderer.colorAlphaFormat);
this.fgColorTexture = createFramebufferColorTexture(renderer.gl,
this.supersampledFramebufferSize,
renderer.colorAlphaFormat);
this.edgeDetectFramebuffer = createFramebuffer(renderer.gl,
renderer.drawBuffersExt,
[this.bgColorTexture, this.fgColorTexture],
this.aaDepthTexture);
}
protected createEdgeDetectVAO(renderer: Renderer) {
this.edgeDetectVAO = renderer.vertexArrayObjectExt.createVertexArrayOES();
renderer.vertexArrayObjectExt.bindVertexArrayOES(this.edgeDetectVAO);
const edgeDetectProgram = renderer.shaderPrograms.xcaaEdgeDetect;
renderer.gl.useProgram(edgeDetectProgram.program);
renderer.initQuadVAO(edgeDetectProgram.attributes);
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
}
protected detectEdgesIfNecessary(renderer: Renderer) {
// Set state for edge detection.
const edgeDetectProgram = renderer.shaderPrograms.xcaaEdgeDetect;
renderer.gl.bindFramebuffer(renderer.gl.FRAMEBUFFER, this.edgeDetectFramebuffer);
renderer.gl.viewport(0,
0,
this.supersampledFramebufferSize[0],
this.supersampledFramebufferSize[1]);
renderer.drawBuffersExt.drawBuffersWEBGL([
renderer.drawBuffersExt.COLOR_ATTACHMENT0_WEBGL,
renderer.drawBuffersExt.COLOR_ATTACHMENT1_WEBGL,
]);
renderer.gl.depthMask(true);
renderer.gl.depthFunc(renderer.gl.ALWAYS);
renderer.gl.enable(renderer.gl.DEPTH_TEST);
renderer.gl.disable(renderer.gl.BLEND);
renderer.gl.clearDepth(0.0);
renderer.gl.clearColor(0.0, 0.0, 0.0, 0.0);
renderer.gl.clear(renderer.gl.COLOR_BUFFER_BIT | renderer.gl.DEPTH_BUFFER_BIT);
// Perform edge detection.
renderer.gl.useProgram(edgeDetectProgram.program);
renderer.vertexArrayObjectExt.bindVertexArrayOES(this.edgeDetectVAO);
renderer.setFramebufferSizeUniform(edgeDetectProgram.uniforms);
renderer.setTransformSTAndTexScaleUniformsForDest(edgeDetectProgram.uniforms);
renderer.gl.activeTexture(renderer.gl.TEXTURE0);
renderer.gl.bindTexture(renderer.gl.TEXTURE_2D, this.directColorTexture);
renderer.gl.uniform1i(edgeDetectProgram.uniforms.uColor, 0);
renderer.gl.activeTexture(renderer.gl.TEXTURE1);
renderer.gl.bindTexture(renderer.gl.TEXTURE_2D, this.directPathIDTexture);
renderer.gl.uniform1i(edgeDetectProgram.uniforms.uPathID, 1);
renderer.gl.bindBuffer(renderer.gl.ELEMENT_ARRAY_BUFFER, renderer.quadElementsBuffer);
renderer.gl.drawElements(renderer.gl.TRIANGLES, 6, renderer.gl.UNSIGNED_BYTE, 0);
renderer.vertexArrayObjectExt.bindVertexArrayOES(null);
}
protected setCoverDepthState(renderer: Renderer) {
renderer.gl.depthMask(false);
renderer.gl.depthFunc(renderer.gl.ALWAYS);
renderer.gl.enable(renderer.gl.DEPTH_TEST);
}
protected clear(renderer: Renderer) {
renderer.gl.clearColor(0.0, 0.0, 0.0, 0.0);
renderer.gl.clear(renderer.gl.COLOR_BUFFER_BIT);
}
protected setAADepthState(renderer: Renderer) {
renderer.gl.depthMask(false);
renderer.gl.depthFunc(renderer.gl.EQUAL);
renderer.gl.enable(renderer.gl.DEPTH_TEST);
}
protected setResolveDepthState(renderer: Renderer) {
renderer.gl.depthMask(false);
renderer.gl.depthFunc(renderer.gl.NOTEQUAL);
renderer.gl.enable(renderer.gl.DEPTH_TEST);
}
protected clearForResolve(renderer: Renderer) {}
protected setResolveUniforms(renderer: Renderer, program: PathfinderShaderProgram) {
renderer.gl.activeTexture(renderer.gl.TEXTURE1);
renderer.gl.bindTexture(renderer.gl.TEXTURE_2D, this.bgColorTexture);
renderer.gl.uniform1i(program.uniforms.uBGColor, 1);
renderer.gl.activeTexture(renderer.gl.TEXTURE2);
renderer.gl.bindTexture(renderer.gl.TEXTURE_2D, this.fgColorTexture);
renderer.gl.uniform1i(program.uniforms.uFGColor, 2);
}
get shouldRenderDirect() {
return true;
}
protected get directDepthTexture(): WebGLTexture {
return this._directDepthTexture;
}
}