// pathfinder/client/src/aa-strategy.ts // // Copyright © 2017 The Pathfinder Project Developers. // // Licensed under the Apache License, Version 2.0 or the MIT license // , 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'; export type SubpixelAAType = 'none' | 'medium'; export type GammaCorrectionMode = 'off' | 'on'; export type StemDarkeningMode = 'none' | 'dark'; export interface TileInfo { size: glmatrix.vec2; position: glmatrix.vec2; } export abstract class AntialiasingStrategy { // The type of direct rendering that should occur, if any. abstract readonly directRenderingMode: DirectRenderingMode; // 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); } // 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. abstract get transform(): glmatrix.mat4; // Called before rendering. // // Typically, this redirects rendering to a framebuffer of some sort. abstract prepareForRendering(renderer: Renderer): void; // 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. abstract prepareToRenderObject(renderer: Renderer, objectIndex: number): void; abstract finishDirectlyRenderingObject(renderer: Renderer, objectIndex: number): void; // Called after direct rendering. // // This usually performs the actual antialiasing. abstract antialiasObject(renderer: Renderer, objectIndex: number): void; // Called after antialiasing each object. abstract finishAntialiasingObject(renderer: Renderer, objectIndex: number): void; // Called before rendering each object directly. 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(); } } export class NoAAStrategy extends AntialiasingStrategy { framebufferSize: glmatrix.vec2; get passCount(): number { return 1; } private renderTargetColorTextures: WebGLTexture[]; private renderTargetDepthTextures: WebGLTexture[]; private renderTargetFramebuffers: WebGLFramebuffer[]; constructor(level: number, subpixelAA: SubpixelAAType) { super(); this.framebufferSize = glmatrix.vec2.create(); this.renderTargetColorTextures = []; this.renderTargetDepthTextures = []; this.renderTargetFramebuffers = []; } attachMeshes(renderer: Renderer) {} setFramebufferSize(renderer: Renderer) { this.framebufferSize = renderer.destAllocatedSize; } 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); } 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); } antialiasObject(renderer: Renderer, objectIndex: number): void {} finishAntialiasingObject(renderer: Renderer, objectIndex: number): void {} resolveAAForObject(renderer: Renderer): void {} resolve(pass: number, renderer: Renderer): void {} get directRenderingMode(): DirectRenderingMode { return 'color'; } }