250 lines
9.8 KiB
TypeScript
250 lines
9.8 KiB
TypeScript
// pathfinder/demo/client/src/ssaa-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 {AntialiasingStrategy, DirectRenderingMode, SubpixelAAType, TileInfo} from './aa-strategy';
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import {createFramebuffer, createFramebufferColorTexture} from './gl-utils';
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import {createFramebufferDepthTexture, setTextureParameters} 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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export default class SSAAStrategy extends AntialiasingStrategy {
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get passCount(): number {
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switch (this.level) {
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case 16:
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return 4;
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case 8:
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return 2;
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}
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return 1;
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}
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private level: number;
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private subpixelAA: SubpixelAAType;
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private destFramebufferSize: glmatrix.vec2;
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private supersampledFramebufferSize: glmatrix.vec2;
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private supersampledColorTexture: WebGLTexture;
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private supersampledDepthTexture: WebGLTexture;
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private supersampledFramebuffer: WebGLFramebuffer;
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private renderTargetColorTextures: WebGLTexture[];
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private renderTargetDepthTextures: WebGLTexture[];
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private renderTargetFramebuffers: WebGLFramebuffer[];
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constructor(level: number, subpixelAA: SubpixelAAType) {
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super();
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this.level = level;
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this.subpixelAA = subpixelAA;
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this.destFramebufferSize = glmatrix.vec2.create();
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this.supersampledFramebufferSize = glmatrix.vec2.create();
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this.renderTargetColorTextures = [];
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this.renderTargetDepthTextures = [];
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this.renderTargetFramebuffers = [];
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}
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attachMeshes(renderer: Renderer): void {}
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setFramebufferSize(renderer: Renderer): void {
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const renderContext = renderer.renderContext;
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const gl = renderContext.gl;
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this.destFramebufferSize = glmatrix.vec2.clone(renderer.destAllocatedSize);
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this.supersampledFramebufferSize = glmatrix.vec2.create();
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glmatrix.vec2.mul(this.supersampledFramebufferSize,
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this.destFramebufferSize,
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this.supersampleScale);
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this.supersampledColorTexture =
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createFramebufferColorTexture(gl,
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this.supersampledFramebufferSize,
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renderContext.colorAlphaFormat,
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gl.LINEAR);
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this.supersampledDepthTexture =
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createFramebufferDepthTexture(gl, this.supersampledFramebufferSize);
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this.supersampledFramebuffer = createFramebuffer(gl,
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this.supersampledColorTexture,
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this.supersampledDepthTexture);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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}
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get transform(): glmatrix.mat4 {
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const scale = glmatrix.vec2.create();
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glmatrix.vec2.div(scale, this.supersampledFramebufferSize, this.destFramebufferSize);
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const transform = glmatrix.mat4.create();
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glmatrix.mat4.fromScaling(transform, [scale[0], scale[1], 1.0]);
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return transform;
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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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const framebufferSize = this.supersampledFramebufferSize;
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const usedSize = this.usedSupersampledFramebufferSize(renderer);
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.supersampledFramebuffer);
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gl.viewport(0, 0, framebufferSize[0], framebufferSize[1]);
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gl.scissor(0, 0, usedSize[0], usedSize[1]);
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gl.enable(gl.SCISSOR_TEST);
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const clearColor = renderer.backgroundColor;
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gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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gl.clearDepth(0.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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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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if (renderer.usesIntermediateRenderTargets &&
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(renderer.renderTaskTypeForObject(objectIndex) === 'clip' ||
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renderer.compositingOperationForObject(objectIndex) != null)) {
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if (this.renderTargetColorTextures[objectIndex] == null) {
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this.renderTargetColorTextures[objectIndex] =
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createFramebufferColorTexture(gl,
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this.supersampledFramebufferSize,
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renderContext.colorAlphaFormat);
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}
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if (this.renderTargetDepthTextures[objectIndex] == null) {
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this.renderTargetDepthTextures[objectIndex] =
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createFramebufferDepthTexture(gl, this.supersampledFramebufferSize);
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}
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if (this.renderTargetFramebuffers[objectIndex] == null) {
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this.renderTargetFramebuffers[objectIndex] =
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createFramebuffer(gl,
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this.renderTargetColorTextures[objectIndex],
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this.renderTargetDepthTextures[objectIndex]);
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}
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.renderTargetFramebuffers[objectIndex]);
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} else {
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.supersampledFramebuffer);
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}
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gl.viewport(0,
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0,
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this.supersampledFramebufferSize[0],
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this.supersampledFramebufferSize[1]);
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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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if (!renderer.usesIntermediateRenderTargets)
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return;
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const compositingOperation = renderer.compositingOperationForObject(objectIndex);
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if (compositingOperation == null)
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return;
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const gl = renderer.renderContext.gl;
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.supersampledFramebuffer);
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gl.viewport(0,
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0,
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this.supersampledFramebufferSize[0],
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this.supersampledFramebufferSize[1]);
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.BLEND);
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compositingOperation.composite(renderer, objectIndex, this.renderTargetColorTextures);
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}
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antialiasObject(renderer: Renderer): void {}
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resolveAAForObject(renderer: Renderer): void {}
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resolve(pass: number, 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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gl.viewport(0, 0, renderer.destAllocatedSize[0], renderer.destAllocatedSize[1]);
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.BLEND);
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// Set up the blit program VAO.
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let resolveProgram;
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if (this.subpixelAA !== 'none')
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resolveProgram = renderContext.shaderPrograms.ssaaSubpixelResolve;
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else
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resolveProgram = renderContext.shaderPrograms.blitLinear;
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gl.useProgram(resolveProgram.program);
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renderContext.initQuadVAO(resolveProgram.attributes);
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// Resolve framebuffer.
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.supersampledColorTexture);
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gl.uniform1i(resolveProgram.uniforms.uSource, 0);
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gl.uniform2i(resolveProgram.uniforms.uSourceDimensions,
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this.supersampledFramebufferSize[0],
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this.supersampledFramebufferSize[1]);
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const tileInfo = this.tileInfoForPass(pass);
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renderer.setTransformAndTexScaleUniformsForDest(resolveProgram.uniforms, tileInfo);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, renderContext.quadElementsBuffer);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
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}
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worldTransformForPass(renderer: Renderer, pass: number): glmatrix.mat4 {
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const tileInfo = this.tileInfoForPass(pass);
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const usedSize = renderer.destUsedSize;
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const transform = glmatrix.mat4.create();
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glmatrix.mat4.fromTranslation(transform, [-1.0, -1.0, 0.0]);
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glmatrix.mat4.scale(transform, transform, [tileInfo.size[0], tileInfo.size[1], 1.0]);
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glmatrix.mat4.translate(transform, transform, [
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-tileInfo.position[0] / tileInfo.size[0] * 2.0,
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-tileInfo.position[1] / tileInfo.size[1] * 2.0,
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0.0,
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]);
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glmatrix.mat4.translate(transform, transform, [1.0, 1.0, 0.0]);
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return transform;
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}
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private tileInfoForPass(pass: number): TileInfo {
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const tileSize = this.tileSize;
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return {
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position: glmatrix.vec2.clone([pass % tileSize[0], Math.floor(pass / tileSize[0])]),
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size: tileSize,
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};
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}
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get directRenderingMode(): DirectRenderingMode {
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return 'color';
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}
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private get supersampleScale(): glmatrix.vec2 {
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return glmatrix.vec2.clone([this.subpixelAA !== 'none' ? 3 : 2, this.level === 2 ? 1 : 2]);
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}
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private get tileSize(): glmatrix.vec2 {
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switch (this.level) {
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case 16:
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return glmatrix.vec2.clone([2.0, 2.0]);
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case 8:
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return glmatrix.vec2.clone([2.0, 1.0]);
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}
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return glmatrix.vec2.clone([1.0, 1.0]);
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}
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private usedSupersampledFramebufferSize(renderer: Renderer): glmatrix.vec2 {
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const result = glmatrix.vec2.create();
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glmatrix.vec2.mul(result, renderer.destUsedSize, this.supersampleScale);
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return result;
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}
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}
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