Implement some antialiasing strategy infrastructure
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8bae26b521
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@ -9,9 +9,15 @@
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<script type="text/javascript" src="js/bootstrap/bootstrap.js"></script>
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<script type="text/javascript" src="js/pathfinder.js"></script>
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<style type="text/css">
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#pf-load-font-button-label {
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.pf-bottom-control {
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position: fixed;
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bottom: 1em;
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}
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#pf-load-font-button-label {
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left: 1em;
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margin: 0;
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}
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#pf-rendering-options-group {
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right: 1em;
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}
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#pf-canvas {
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@ -31,9 +37,16 @@
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</div>
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</nav>
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<canvas id="pf-canvas" width="400" height="300"></canvas>
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<label class="btn btn-secondary btn-file" id="pf-load-font-button-label">
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<label class="btn btn-secondary btn-file pf-bottom-control" id="pf-load-font-button-label">
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Load Font…
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<input type="file" style="display: none" id="pf-load-font-button">
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</label>
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<div class="pf-bottom-control" id="pf-rendering-options-group">
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<select class="custom-select" id="pf-aa-level-select">
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<option data-pf-type="none" data-pf-level="0" selected>No AA</option>
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<option data-pf-type="ssaa" data-pf-level="2">2×SSAA</option>
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<option data-pf-type="ssaa" data-pf-level="4">4×SSAA</option>
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</select>
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</div>
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</body>
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</html>
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@ -72,18 +72,48 @@ interface AttributeMap {
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[attributeName: string]: number;
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}
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interface AntialiasingStrategy {
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// Prepares any OpenGL data. This is only called on startup and canvas resize.
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init(gl: WebGLRenderingContext, framebufferSize: Size2D): void;
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// Called before direct rendering.
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//
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// Typically, this redirects direct rendering to a framebuffer of some sort.
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prepare(gl: WebGLRenderingContext): void;
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// Called after direct rendering.
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//
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// This usually performs the actual antialiasing and blits to the real framebuffer.
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resolve(gl: WebGLRenderingContext): void;
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// Returns the size of the framebuffer for direct rendering.
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//
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// For supersampling-based techniques, this may be larger than the actual framebuffer.
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getFramebufferSize(): Size2D;
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}
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type ShaderType = number;
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type ShaderTypeName = 'vertex' | 'fragment';
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function expect<T>(value: T | null, message: string): T {
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if (value == null)
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function expectNotNull<T>(value: T | null, message: string): T {
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if (value === null)
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throw new PathfinderError(message);
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return value;
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}
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function unwrap<T>(value: T | null): T {
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return expect(value, "Unexpected null!");
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function expectNotUndef<T>(value: T | undefined, message: string): T {
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if (value === undefined)
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throw new PathfinderError(message);
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return value;
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}
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function unwrapNull<T>(value: T | null): T {
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return expectNotNull(value, "Unexpected null!");
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}
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function unwrapUndef<T>(value: T | undefined): T {
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return expectNotUndef(value, "Unexpected `undefined`!");
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}
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class PathfinderError extends Error {
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@ -143,17 +173,9 @@ class PathfinderMeshBuffers implements Meshes<WebGLBuffer> {
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constructor(gl: WebGLRenderingContext, meshData: PathfinderMeshData) {
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for (const bufferName of Object.keys(BUFFER_TYPES) as Array<keyof PathfinderMeshBuffers>) {
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const bufferType = BUFFER_TYPES[bufferName];
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const buffer = expect(gl.createBuffer(), "Failed to create buffer!");
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const buffer = expectNotNull(gl.createBuffer(), "Failed to create buffer!");
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gl.bindBuffer(bufferType, buffer);
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gl.bufferData(bufferType, meshData[bufferName], gl.STATIC_DRAW);
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console.log(`${bufferName} has size ${meshData[bufferName].byteLength}`);
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if (bufferName == 'coverInteriorIndices') {
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const typedArray = new Uint32Array(meshData[bufferName]);
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let array = [];
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for (let i = 0; i < typedArray.length; i++)
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array[i] = typedArray[i];
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console.log(array.toString());
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}
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this[bufferName] = buffer;
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}
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}
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@ -177,10 +199,14 @@ class AppController {
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this.loadFontButton = document.getElementById('pf-load-font-button') as HTMLInputElement;
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this.loadFontButton.addEventListener('change', () => this.loadFont(), false);
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this.aaLevelSelect = document.getElementById('pf-aa-level-select') as HTMLSelectElement;
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this.aaLevelSelect.addEventListener('change', () => this.updateAALevel(), false);
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this.updateAALevel();
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}
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loadFont() {
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const file = expect(this.loadFontButton.files, "No file selected!")[0];
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const file = expectNotNull(this.loadFontButton.files, "No file selected!")[0];
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const reader = new FileReader;
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reader.addEventListener('loadend', () => {
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this.fontData = reader.result;
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@ -189,6 +215,13 @@ class AppController {
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reader.readAsArrayBuffer(file);
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}
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updateAALevel() {
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const selectedOption = this.aaLevelSelect.selectedOptions[0];
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const aaType = unwrapUndef(selectedOption.dataset.pfType);
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const aaLevel = parseInt(unwrapUndef(selectedOption.dataset.pfLevel));
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this.view.setAntialiasingOptions(aaType, aaLevel);
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}
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fontLoaded() {
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this.font = opentype.parse(this.fontData);
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if (!this.font.supported)
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@ -220,6 +253,7 @@ class AppController {
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view: PathfinderView;
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loadFontButton: HTMLInputElement;
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aaLevelSelect: HTMLSelectElement;
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fontData: ArrayBuffer;
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font: any;
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meshes: PathfinderMeshData;
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@ -231,15 +265,24 @@ class PathfinderView {
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this.initContext();
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this.antialiasingStrategy = new NoAAStrategy(0);
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this.shaderProgramsPromise = this.loadShaders().then(shaders => this.linkShaders(shaders));
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window.addEventListener('resize', () => this.resizeToFit(), false);
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this.resizeToFit();
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}
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setAntialiasingOptions(aaType: string, aaLevel: number) {
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this.antialiasingStrategy = new (ANTIALIASING_STRATEGIES[aaType])(aaLevel);
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let canvas = this.canvas;
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this.antialiasingStrategy.init(this.gl, { width: canvas.width, height: canvas.height });
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}
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initContext() {
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this.gl = expect(this.canvas.getContext('webgl', { antialias: false, depth: true }),
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"Failed to initialize WebGL! Check that your browser supports it.");
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this.gl = expectNotNull(this.canvas.getContext('webgl', { antialias: false, depth: true }),
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"Failed to initialize WebGL! Check that your browser supports it.");
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this.gl.getExtension('OES_element_index_uint');
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}
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@ -327,10 +370,19 @@ class PathfinderView {
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const height = window.scrollY + window.innerHeight -
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this.canvas.getBoundingClientRect().top;
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const devicePixelRatio = window.devicePixelRatio;
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const framebufferSize = {
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width: width * devicePixelRatio,
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height: height * devicePixelRatio,
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};
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this.canvas.style.width = width + 'px';
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this.canvas.style.height = height + 'px';
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this.canvas.width = width * devicePixelRatio;
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this.canvas.height = height * devicePixelRatio;
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this.canvas.width = framebufferSize.width;
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this.canvas.height = framebufferSize.height;
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this.antialiasingStrategy.init(this.gl, framebufferSize);
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this.setDirty();
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}
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@ -346,110 +398,122 @@ class PathfinderView {
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this.gl.clearDepth(0.0);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
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// Set up the depth buffer.
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this.gl.depthFunc(this.gl.GREATER);
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this.gl.depthMask(true);
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this.gl.enable(this.gl.DEPTH_TEST);
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// Prepare for direct rendering.
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this.antialiasingStrategy.prepare(this.gl);
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// Set up the implicit cover interior VAO.
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const directInteriorProgram = shaderPrograms.directInterior;
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this.gl.useProgram(directInteriorProgram.program);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.meshes.bVertexPositions);
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this.gl.vertexAttribPointer(directInteriorProgram.attributes.aPosition,
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2,
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this.gl.FLOAT,
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false,
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0,
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0);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.meshes.bVertexInfo);
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this.gl.vertexAttribPointer(directInteriorProgram.attributes.aPathDepth,
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1,
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this.gl.UNSIGNED_SHORT, // FIXME(pcwalton)
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true,
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B_VERTEX_QUAD_SIZE,
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B_VERTEX_QUAD_PATH_ID_OFFSET);
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this.gl.enableVertexAttribArray(directInteriorProgram.attributes.aPosition);
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this.gl.enableVertexAttribArray(directInteriorProgram.attributes.aPathDepth);
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this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.meshes.coverInteriorIndices);
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// Perform direct rendering (Loop-Blinn).
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this.renderDirect(shaderPrograms);
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// Draw direct interior parts.
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this.gl.activeTexture(this.gl.TEXTURE0);
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this.gl.bindTexture(this.gl.TEXTURE_2D, this.pathColorsBufferTexture.texture);
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this.gl.uniformMatrix4fv(directInteriorProgram.uniforms.uTransform, false, IDENTITY);
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this.gl.uniform2i(directInteriorProgram.uniforms.uFramebufferSize,
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this.canvas.width,
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this.canvas.height);
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this.gl.uniform2i(directInteriorProgram.uniforms.uPathColorsDimensions,
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this.pathColorsBufferTexture.size.width,
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this.pathColorsBufferTexture.size.height);
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this.gl.uniform1i(directInteriorProgram.uniforms.uPathColors, 0);
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let indexCount = this.gl.getBufferParameter(this.gl.ELEMENT_ARRAY_BUFFER,
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this.gl.BUFFER_SIZE) / UINT32_SIZE;
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this.gl.drawElements(this.gl.TRIANGLES, indexCount, this.gl.UNSIGNED_INT, 0);
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// Disable depth writing.
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this.gl.depthMask(false);
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// Set up the implicit cover curve VAO.
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const directCurveProgram = shaderPrograms.directCurve;
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this.gl.useProgram(directCurveProgram.program);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.meshes.bVertexPositions);
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this.gl.vertexAttribPointer(directCurveProgram.attributes.aPosition,
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2,
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this.gl.FLOAT,
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false,
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0,
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0);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.meshes.bVertexInfo);
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this.gl.vertexAttribPointer(directCurveProgram.attributes.aTexCoord,
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2,
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this.gl.UNSIGNED_BYTE,
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false,
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B_VERTEX_QUAD_SIZE,
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B_VERTEX_QUAD_TEX_COORD_OFFSET);
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this.gl.vertexAttribPointer(directCurveProgram.attributes.aPathDepth,
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1,
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this.gl.UNSIGNED_SHORT, // FIXME(pcwalton)
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true,
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B_VERTEX_QUAD_SIZE,
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B_VERTEX_QUAD_PATH_ID_OFFSET);
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this.gl.vertexAttribPointer(directCurveProgram.attributes.aSign,
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1,
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this.gl.BYTE,
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false,
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B_VERTEX_QUAD_SIZE,
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B_VERTEX_QUAD_SIGN_OFFSET);
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this.gl.enableVertexAttribArray(directCurveProgram.attributes.aPosition);
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this.gl.enableVertexAttribArray(directCurveProgram.attributes.aTexCoord);
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this.gl.enableVertexAttribArray(directCurveProgram.attributes.aPathDepth);
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this.gl.enableVertexAttribArray(directCurveProgram.attributes.aSign);
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this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.meshes.coverCurveIndices);
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// Draw direct curve parts.
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this.gl.activeTexture(this.gl.TEXTURE0);
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this.gl.bindTexture(this.gl.TEXTURE_2D, this.pathColorsBufferTexture.texture);
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this.gl.uniformMatrix4fv(directCurveProgram.uniforms.uTransform, false, IDENTITY);
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this.gl.uniform2i(directCurveProgram.uniforms.uFramebufferSize,
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this.canvas.width,
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this.canvas.height);
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this.gl.uniform2i(directCurveProgram.uniforms.uPathColorsDimensions,
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this.pathColorsBufferTexture.size.width,
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this.pathColorsBufferTexture.size.height);
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this.gl.uniform1i(directCurveProgram.uniforms.uPathColors, 0);
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indexCount = this.gl.getBufferParameter(this.gl.ELEMENT_ARRAY_BUFFER,
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this.gl.BUFFER_SIZE) / UINT32_SIZE;
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this.gl.drawElements(this.gl.TRIANGLES, indexCount, this.gl.UNSIGNED_INT, 0);
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// Antialias.
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this.antialiasingStrategy.resolve(this.gl);
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// Clear dirty bit and finish.
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this.dirty = false;
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});
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}
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renderDirect(shaderPrograms: ShaderMap<PathfinderShaderProgram>) {
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// Set up the depth buffer.
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this.gl.depthFunc(this.gl.GREATER);
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this.gl.depthMask(true);
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this.gl.enable(this.gl.DEPTH_TEST);
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// Set up the implicit cover interior VAO.
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const directInteriorProgram = shaderPrograms.directInterior;
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this.gl.useProgram(directInteriorProgram.program);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.meshes.bVertexPositions);
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this.gl.vertexAttribPointer(directInteriorProgram.attributes.aPosition,
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2,
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this.gl.FLOAT,
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false,
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0,
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0);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.meshes.bVertexInfo);
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this.gl.vertexAttribPointer(directInteriorProgram.attributes.aPathDepth,
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1,
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this.gl.UNSIGNED_SHORT, // FIXME(pcwalton)
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true,
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B_VERTEX_QUAD_SIZE,
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B_VERTEX_QUAD_PATH_ID_OFFSET);
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this.gl.enableVertexAttribArray(directInteriorProgram.attributes.aPosition);
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this.gl.enableVertexAttribArray(directInteriorProgram.attributes.aPathDepth);
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this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.meshes.coverInteriorIndices);
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// Draw direct interior parts.
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this.gl.activeTexture(this.gl.TEXTURE0);
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this.gl.bindTexture(this.gl.TEXTURE_2D, this.pathColorsBufferTexture.texture);
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this.gl.uniformMatrix4fv(directInteriorProgram.uniforms.uTransform, false, IDENTITY);
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this.gl.uniform2i(directInteriorProgram.uniforms.uFramebufferSize,
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this.canvas.width,
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this.canvas.height);
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this.gl.uniform2i(directInteriorProgram.uniforms.uPathColorsDimensions,
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this.pathColorsBufferTexture.size.width,
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this.pathColorsBufferTexture.size.height);
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this.gl.uniform1i(directInteriorProgram.uniforms.uPathColors, 0);
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let indexCount = this.gl.getBufferParameter(this.gl.ELEMENT_ARRAY_BUFFER,
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this.gl.BUFFER_SIZE) / UINT32_SIZE;
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this.gl.drawElements(this.gl.TRIANGLES, indexCount, this.gl.UNSIGNED_INT, 0);
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// Disable depth writing.
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this.gl.depthMask(false);
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// Set up the implicit cover curve VAO.
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const directCurveProgram = shaderPrograms.directCurve;
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this.gl.useProgram(directCurveProgram.program);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.meshes.bVertexPositions);
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this.gl.vertexAttribPointer(directCurveProgram.attributes.aPosition,
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2,
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this.gl.FLOAT,
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false,
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0,
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0);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.meshes.bVertexInfo);
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this.gl.vertexAttribPointer(directCurveProgram.attributes.aTexCoord,
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2,
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this.gl.UNSIGNED_BYTE,
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false,
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B_VERTEX_QUAD_SIZE,
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B_VERTEX_QUAD_TEX_COORD_OFFSET);
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this.gl.vertexAttribPointer(directCurveProgram.attributes.aPathDepth,
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1,
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this.gl.UNSIGNED_SHORT, // FIXME(pcwalton)
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true,
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B_VERTEX_QUAD_SIZE,
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B_VERTEX_QUAD_PATH_ID_OFFSET);
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this.gl.vertexAttribPointer(directCurveProgram.attributes.aSign,
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1,
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this.gl.BYTE,
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false,
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B_VERTEX_QUAD_SIZE,
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B_VERTEX_QUAD_SIGN_OFFSET);
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this.gl.enableVertexAttribArray(directCurveProgram.attributes.aPosition);
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this.gl.enableVertexAttribArray(directCurveProgram.attributes.aTexCoord);
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this.gl.enableVertexAttribArray(directCurveProgram.attributes.aPathDepth);
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this.gl.enableVertexAttribArray(directCurveProgram.attributes.aSign);
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this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.meshes.coverCurveIndices);
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// Draw direct curve parts.
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this.gl.activeTexture(this.gl.TEXTURE0);
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this.gl.bindTexture(this.gl.TEXTURE_2D, this.pathColorsBufferTexture.texture);
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this.gl.uniformMatrix4fv(directCurveProgram.uniforms.uTransform, false, IDENTITY);
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this.gl.uniform2i(directCurveProgram.uniforms.uFramebufferSize,
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this.canvas.width,
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this.canvas.height);
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this.gl.uniform2i(directCurveProgram.uniforms.uPathColorsDimensions,
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this.pathColorsBufferTexture.size.width,
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this.pathColorsBufferTexture.size.height);
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this.gl.uniform1i(directCurveProgram.uniforms.uPathColors, 0);
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indexCount = this.gl.getBufferParameter(this.gl.ELEMENT_ARRAY_BUFFER,
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this.gl.BUFFER_SIZE) / UINT32_SIZE;
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this.gl.drawElements(this.gl.TRIANGLES, indexCount, this.gl.UNSIGNED_INT, 0);
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}
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canvas: HTMLCanvasElement;
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gl: WebGLRenderingContext;
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shaderProgramsPromise: Promise<ShaderMap<PathfinderShaderProgram>>;
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meshes: PathfinderMeshBuffers;
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pathColorsBufferTexture: PathfinderBufferTexture;
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antialiasingStrategy: AntialiasingStrategy;
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dirty: boolean;
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}
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@ -457,7 +521,7 @@ class PathfinderShaderProgram {
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constructor(gl: WebGLRenderingContext,
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programName: string,
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||||
unlinkedShaderProgram: UnlinkedShaderProgram) {
|
||||
this.program = expect(gl.createProgram(), "Failed to create shader program!");
|
||||
this.program = expectNotNull(gl.createProgram(), "Failed to create shader program!");
|
||||
for (const compiledShader of Object.values(unlinkedShaderProgram))
|
||||
gl.attachShader(this.program, compiledShader);
|
||||
gl.linkProgram(this.program);
|
||||
|
@ -474,12 +538,12 @@ class PathfinderShaderProgram {
|
|||
let attributes: AttributeMap = {};
|
||||
|
||||
for (let uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++) {
|
||||
const uniformName = unwrap(gl.getActiveUniform(this.program, uniformIndex)).name;
|
||||
uniforms[uniformName] = expect(gl.getUniformLocation(this.program, uniformName),
|
||||
`Didn't find uniform "${uniformName}"!`);
|
||||
const uniformName = unwrapNull(gl.getActiveUniform(this.program, uniformIndex)).name;
|
||||
uniforms[uniformName] = expectNotNull(gl.getUniformLocation(this.program, uniformName),
|
||||
`Didn't find uniform "${uniformName}"!`);
|
||||
}
|
||||
for (let attributeIndex = 0; attributeIndex < attributeCount; attributeIndex++) {
|
||||
const attributeName = unwrap(gl.getActiveAttrib(this.program, attributeIndex)).name;
|
||||
const attributeName = unwrapNull(gl.getActiveAttrib(this.program, attributeIndex)).name;
|
||||
attributes[attributeName] = attributeIndex;
|
||||
}
|
||||
|
||||
|
@ -499,7 +563,7 @@ class PathfinderBufferTexture {
|
|||
const height = Math.ceil(pixelCount / width);
|
||||
this.size = { width: width, height: height };
|
||||
|
||||
this.texture = expect(gl.createTexture(), "Failed to create texture!");
|
||||
this.texture = expectNotNull(gl.createTexture(), "Failed to create texture!");
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
|
||||
|
@ -514,6 +578,54 @@ class PathfinderBufferTexture {
|
|||
readonly size: Size2D;
|
||||
}
|
||||
|
||||
class NoAAStrategy implements AntialiasingStrategy {
|
||||
constructor(level: number) {
|
||||
this.framebufferSize = { width: 0, height: 0 };
|
||||
}
|
||||
|
||||
init(gl: WebGLRenderingContext, framebufferSize: Size2D) {
|
||||
this.framebufferSize = framebufferSize;
|
||||
}
|
||||
|
||||
prepare(gl: WebGLRenderingContext) {}
|
||||
resolve(gl: WebGLRenderingContext) {}
|
||||
|
||||
getFramebufferSize() {
|
||||
return this.framebufferSize;
|
||||
}
|
||||
|
||||
framebufferSize: Size2D;
|
||||
}
|
||||
|
||||
// TODO(pcwalton)
|
||||
class SSAAStrategy implements AntialiasingStrategy {
|
||||
constructor(level: number) {
|
||||
this.framebufferSize = { width: 0, height: 0 };
|
||||
}
|
||||
|
||||
init(gl: WebGLRenderingContext, framebufferSize: Size2D) {
|
||||
this.framebufferSize = framebufferSize;
|
||||
}
|
||||
|
||||
prepare(gl: WebGLRenderingContext) {}
|
||||
resolve(gl: WebGLRenderingContext) {}
|
||||
|
||||
getFramebufferSize() {
|
||||
return this.framebufferSize;
|
||||
}
|
||||
|
||||
framebufferSize: Size2D;
|
||||
}
|
||||
|
||||
interface AntialiasingStrategyTable {
|
||||
[type: string]: typeof NoAAStrategy;
|
||||
}
|
||||
|
||||
const ANTIALIASING_STRATEGIES: AntialiasingStrategyTable = {
|
||||
none: NoAAStrategy,
|
||||
ssaa: SSAAStrategy,
|
||||
};
|
||||
|
||||
function main() {
|
||||
const controller = new AppController;
|
||||
window.addEventListener('load', () => controller.start(), false);
|
||||
|
|
Loading…
Reference in New Issue