168 lines
5.7 KiB
TypeScript
168 lines
5.7 KiB
TypeScript
// pathfinder/client/src/aa-strategy.ts
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//
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// Copyright © 2017 The Pathfinder Project Developers.
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//
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// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
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// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
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// option. This file may not be copied, modified, or distributed
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// except according to those terms.
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import * as glmatrix from 'gl-matrix';
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import {createFramebuffer, createFramebufferColorTexture, UniformMap} from './gl-utils';
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import {createFramebufferDepthTexture} from './gl-utils';
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import {Renderer} from './renderer';
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import {unwrapNull} from './utils';
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import {DemoView} from './view';
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const SUBPIXEL_AA_KERNELS: {readonly [kind in SubpixelAAType]: glmatrix.vec4} = {
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// These intentionally do not precisely match what Core Graphics does (a Lanczos function),
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// because we don't want any ringing artefacts.
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'core-graphics': glmatrix.vec4.clone([0.033165660, 0.102074051, 0.221434336, 0.286651906]),
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'freetype': glmatrix.vec4.clone([0.0, 0.031372549, 0.301960784, 0.337254902]),
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'none': glmatrix.vec4.clone([0.0, 0.0, 0.0, 1.0]),
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};
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export type AntialiasingStrategyName = 'none' | 'ssaa' | 'xcaa';
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export type DirectRenderingMode = 'none' | 'conservative' | 'color';
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export type SubpixelAAType = 'none' | 'freetype' | 'core-graphics';
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export type GammaCorrectionMode = 'off' | 'on';
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export type StemDarkeningMode = 'none' | 'dark';
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export interface TileInfo {
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size: glmatrix.vec2;
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position: glmatrix.vec2;
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}
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export abstract class AntialiasingStrategy {
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// The type of direct rendering that should occur, if any.
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abstract readonly directRenderingMode: DirectRenderingMode;
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// How many rendering passes this AA strategy requires.
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abstract readonly passCount: number;
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protected subpixelAA: SubpixelAAType;
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constructor(subpixelAA: SubpixelAAType) {
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this.subpixelAA = subpixelAA;
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}
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// Prepares any OpenGL data. This is only called on startup and canvas resize.
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init(renderer: Renderer): void {
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this.setFramebufferSize(renderer);
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}
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// Uploads any mesh data. This is called whenever a new set of meshes is supplied.
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abstract attachMeshes(renderer: Renderer): void;
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// This is called whenever the framebuffer has changed.
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abstract setFramebufferSize(renderer: Renderer): void;
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// 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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//
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// Typically, this redirects rendering to a framebuffer of some sort.
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abstract prepareForRendering(renderer: Renderer): void;
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// Called before directly rendering.
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//
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// Typically, this redirects rendering to a framebuffer of some sort.
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abstract prepareForDirectRendering(renderer: Renderer): void;
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// Called before directly rendering a single object.
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abstract prepareToRenderObject(renderer: Renderer, objectIndex: number): void;
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abstract finishDirectlyRenderingObject(renderer: Renderer, objectIndex: number): void;
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// Called after direct rendering.
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//
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// This usually performs the actual antialiasing.
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abstract antialiasObject(renderer: Renderer, objectIndex: number): void;
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// Called after antialiasing each object.
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abstract finishAntialiasingObject(renderer: Renderer, objectIndex: number): void;
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// Called before rendering each object directly.
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abstract resolveAAForObject(renderer: Renderer, objectIndex: number): void;
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// Called after antialiasing.
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//
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// This usually blits to the real framebuffer.
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abstract resolve(pass: number, renderer: Renderer): void;
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setSubpixelAAKernelUniform(renderer: Renderer, uniforms: UniformMap): void {
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const renderContext = renderer.renderContext;
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const gl = renderContext.gl;
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const kernel = SUBPIXEL_AA_KERNELS[this.subpixelAA];
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gl.uniform4f(uniforms.uKernel, kernel[0], kernel[1], kernel[2], kernel[3]);
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}
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worldTransformForPass(renderer: Renderer, pass: number): glmatrix.mat4 {
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return glmatrix.mat4.create();
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}
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}
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export class NoAAStrategy extends AntialiasingStrategy {
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framebufferSize: glmatrix.vec2;
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get passCount(): number {
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return 1;
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}
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constructor(level: number, subpixelAA: SubpixelAAType) {
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super(subpixelAA);
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this.framebufferSize = glmatrix.vec2.create();
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}
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attachMeshes(renderer: Renderer) {}
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setFramebufferSize(renderer: Renderer) {
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this.framebufferSize = renderer.destAllocatedSize;
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}
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get transform(): glmatrix.mat4 {
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return glmatrix.mat4.create();
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}
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prepareForRendering(renderer: Renderer): void {
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const renderContext = renderer.renderContext;
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const gl = renderContext.gl;
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gl.bindFramebuffer(gl.FRAMEBUFFER, renderer.destFramebuffer);
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renderer.setDrawViewport();
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gl.disable(gl.SCISSOR_TEST);
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}
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prepareForDirectRendering(renderer: Renderer): void {}
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prepareToRenderObject(renderer: Renderer, objectIndex: number): void {
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const renderContext = renderer.renderContext;
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const gl = renderContext.gl;
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gl.bindFramebuffer(gl.FRAMEBUFFER, renderer.destFramebuffer);
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renderer.setDrawViewport();
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gl.disable(gl.SCISSOR_TEST);
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}
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finishDirectlyRenderingObject(renderer: Renderer, objectIndex: number): void {}
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antialiasObject(renderer: Renderer, objectIndex: number): void {}
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finishAntialiasingObject(renderer: Renderer, objectIndex: number): void {}
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resolveAAForObject(renderer: Renderer): void {}
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resolve(pass: number, renderer: Renderer): void {}
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get directRenderingMode(): DirectRenderingMode {
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return 'color';
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}
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}
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