molstar
Version:
A comprehensive macromolecular library.
275 lines • 14.4 kB
JavaScript
/**
* Copyright (c) 2019-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
Object.defineProperty(exports, "__esModule", { value: true });
exports.MultiSampleHelper = exports.MultiSamplePass = exports.MultiSampleParams = void 0;
var tslib_1 = require("tslib");
var util_1 = require("../../mol-gl/compute/util");
var schema_1 = require("../../mol-gl/renderable/schema");
var mol_util_1 = require("../../mol-util");
var linear_algebra_1 = require("../../mol-math/linear-algebra");
var shader_code_1 = require("../../mol-gl/shader-code");
var render_item_1 = require("../../mol-gl/webgl/render-item");
var renderable_1 = require("../../mol-gl/renderable");
var param_definition_1 = require("../../mol-util/param-definition");
var camera_1 = require("../../mol-canvas3d/camera");
var quad_vert_1 = require("../../mol-gl/shader/quad.vert");
var compose_frag_1 = require("../../mol-gl/shader/compose.frag");
var ComposeSchema = (0, tslib_1.__assign)((0, tslib_1.__assign)({}, util_1.QuadSchema), { tColor: (0, schema_1.TextureSpec)('texture', 'rgba', 'ubyte', 'nearest'), uTexSize: (0, schema_1.UniformSpec)('v2'), uWeight: (0, schema_1.UniformSpec)('f') });
var ComposeShaderCode = (0, shader_code_1.ShaderCode)('compose', quad_vert_1.quad_vert, compose_frag_1.compose_frag);
function getComposeRenderable(ctx, colorTexture) {
var values = (0, tslib_1.__assign)((0, tslib_1.__assign)({}, util_1.QuadValues), { tColor: mol_util_1.ValueCell.create(colorTexture), uTexSize: mol_util_1.ValueCell.create(linear_algebra_1.Vec2.create(colorTexture.getWidth(), colorTexture.getHeight())), uWeight: mol_util_1.ValueCell.create(1.0) });
var schema = (0, tslib_1.__assign)({}, ComposeSchema);
var renderItem = (0, render_item_1.createComputeRenderItem)(ctx, 'triangles', ComposeShaderCode, schema, values);
return (0, renderable_1.createComputeRenderable)(renderItem, values);
}
exports.MultiSampleParams = {
mode: param_definition_1.ParamDefinition.Select('off', [['off', 'Off'], ['on', 'On'], ['temporal', 'Temporal']]),
sampleLevel: param_definition_1.ParamDefinition.Numeric(2, { min: 0, max: 5, step: 1 }),
};
var MultiSamplePass = /** @class */ (function () {
function MultiSamplePass(webgl, drawPass) {
this.webgl = webgl;
this.drawPass = drawPass;
var _a = webgl.extensions, colorBufferFloat = _a.colorBufferFloat, textureFloat = _a.textureFloat, colorBufferHalfFloat = _a.colorBufferHalfFloat, textureHalfFloat = _a.textureHalfFloat;
var width = drawPass.colorTarget.getWidth();
var height = drawPass.colorTarget.getHeight();
this.colorTarget = webgl.createRenderTarget(width, height, false);
var type = colorBufferHalfFloat && textureHalfFloat ? 'fp16' :
colorBufferFloat && textureFloat ? 'float32' : 'uint8';
this.composeTarget = webgl.createRenderTarget(width, height, false, type);
this.holdTarget = webgl.createRenderTarget(width, height, false);
this.compose = getComposeRenderable(webgl, drawPass.colorTarget.texture);
}
MultiSamplePass.isEnabled = function (props) {
return props.mode !== 'off';
};
MultiSamplePass.prototype.syncSize = function () {
var width = this.drawPass.colorTarget.getWidth();
var height = this.drawPass.colorTarget.getHeight();
var _a = this.compose.values.uTexSize.ref.value, w = _a[0], h = _a[1];
if (width !== w || height !== h) {
this.colorTarget.setSize(width, height);
this.composeTarget.setSize(width, height);
this.holdTarget.setSize(width, height);
mol_util_1.ValueCell.update(this.compose.values.uTexSize, linear_algebra_1.Vec2.set(this.compose.values.uTexSize.ref.value, width, height));
}
};
MultiSamplePass.prototype.render = function (sampleIndex, renderer, camera, scene, helper, toDrawingBuffer, transparentBackground, props) {
if (props.multiSample.mode === 'temporal') {
return this.renderTemporalMultiSample(sampleIndex, renderer, camera, scene, helper, toDrawingBuffer, transparentBackground, props);
}
else {
this.renderMultiSample(renderer, camera, scene, helper, toDrawingBuffer, transparentBackground, props);
return sampleIndex;
}
};
MultiSamplePass.prototype.bindOutputTarget = function (toDrawingBuffer) {
if (toDrawingBuffer) {
this.webgl.unbindFramebuffer();
}
else {
this.colorTarget.bind();
}
};
MultiSamplePass.prototype.renderMultiSample = function (renderer, camera, scene, helper, toDrawingBuffer, transparentBackground, props) {
var _a = this, compose = _a.compose, composeTarget = _a.composeTarget, drawPass = _a.drawPass, webgl = _a.webgl;
var gl = webgl.gl, state = webgl.state;
// based on the Multisample Anti-Aliasing Render Pass
// contributed to three.js by bhouston / http://clara.io/
//
// This manual approach to MSAA re-renders the scene once for
// each sample with camera jitter and accumulates the results.
var offsetList = JitterVectors[Math.max(0, Math.min(props.multiSample.sampleLevel, 5))];
var _b = camera.viewport, x = _b.x, y = _b.y, width = _b.width, height = _b.height;
var baseSampleWeight = 1.0 / offsetList.length;
var roundingRange = 1 / 32;
camera.viewOffset.enabled = true;
mol_util_1.ValueCell.update(compose.values.tColor, drawPass.getColorTarget(props.postprocessing).texture);
compose.update();
// render the scene multiple times, each slightly jitter offset
// from the last and accumulate the results.
for (var i = 0; i < offsetList.length; ++i) {
var offset = offsetList[i];
camera_1.Camera.setViewOffset(camera.viewOffset, width, height, offset[0], offset[1], width, height);
camera.update();
// the theory is that equal weights for each sample lead to an accumulation of rounding
// errors. The following equation varies the sampleWeight per sample so that it is uniformly
// distributed across a range of values whose rounding errors cancel each other out.
var uniformCenteredDistribution = -0.5 + (i + 0.5) / offsetList.length;
var sampleWeight = baseSampleWeight + roundingRange * uniformCenteredDistribution;
mol_util_1.ValueCell.update(compose.values.uWeight, sampleWeight);
// render scene
drawPass.render(renderer, camera, scene, helper, false, transparentBackground, props.postprocessing, props.marking);
// compose rendered scene with compose target
composeTarget.bind();
state.enable(gl.BLEND);
state.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);
state.blendFuncSeparate(gl.ONE, gl.ONE, gl.ONE, gl.ONE);
state.disable(gl.DEPTH_TEST);
state.depthMask(false);
gl.viewport(x, y, width, height);
gl.scissor(x, y, width, height);
if (i === 0) {
state.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
compose.render();
}
mol_util_1.ValueCell.update(compose.values.uWeight, 1.0);
mol_util_1.ValueCell.update(compose.values.tColor, composeTarget.texture);
compose.update();
this.bindOutputTarget(toDrawingBuffer);
gl.viewport(x, y, width, height);
gl.scissor(x, y, width, height);
state.disable(gl.BLEND);
compose.render();
camera.viewOffset.enabled = false;
camera.update();
};
MultiSamplePass.prototype.renderTemporalMultiSample = function (sampleIndex, renderer, camera, scene, helper, toDrawingBuffer, transparentBackground, props) {
var _a = this, compose = _a.compose, composeTarget = _a.composeTarget, holdTarget = _a.holdTarget, drawPass = _a.drawPass, webgl = _a.webgl;
var gl = webgl.gl, state = webgl.state;
// based on the Multisample Anti-Aliasing Render Pass
// contributed to three.js by bhouston / http://clara.io/
//
// This manual approach to MSAA re-renders the scene once for
// each sample with camera jitter and accumulates the results.
var offsetList = JitterVectors[Math.max(0, Math.min(props.multiSample.sampleLevel, 5))];
if (sampleIndex === -2 || sampleIndex >= offsetList.length)
return -2;
var _b = camera.viewport, x = _b.x, y = _b.y, width = _b.width, height = _b.height;
var sampleWeight = 1.0 / offsetList.length;
if (sampleIndex === -1) {
drawPass.render(renderer, camera, scene, helper, false, transparentBackground, props.postprocessing, props.marking);
mol_util_1.ValueCell.update(compose.values.uWeight, 1.0);
mol_util_1.ValueCell.update(compose.values.tColor, drawPass.getColorTarget(props.postprocessing).texture);
compose.update();
holdTarget.bind();
state.disable(gl.BLEND);
state.disable(gl.DEPTH_TEST);
state.depthMask(false);
gl.viewport(x, y, width, height);
gl.scissor(x, y, width, height);
compose.render();
sampleIndex += 1;
}
else {
camera.viewOffset.enabled = true;
mol_util_1.ValueCell.update(compose.values.tColor, drawPass.getColorTarget(props.postprocessing).texture);
mol_util_1.ValueCell.update(compose.values.uWeight, sampleWeight);
compose.update();
// render the scene multiple times, each slightly jitter offset
// from the last and accumulate the results.
var numSamplesPerFrame = Math.pow(2, Math.max(0, props.multiSample.sampleLevel - 2));
for (var i = 0; i < numSamplesPerFrame; ++i) {
var offset = offsetList[sampleIndex];
camera_1.Camera.setViewOffset(camera.viewOffset, width, height, offset[0], offset[1], width, height);
camera.update();
// render scene
drawPass.render(renderer, camera, scene, helper, false, transparentBackground, props.postprocessing, props.marking);
// compose rendered scene with compose target
composeTarget.bind();
state.enable(gl.BLEND);
state.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);
state.blendFuncSeparate(gl.ONE, gl.ONE, gl.ONE, gl.ONE);
state.disable(gl.DEPTH_TEST);
state.depthMask(false);
gl.viewport(x, y, width, height);
gl.scissor(x, y, width, height);
if (sampleIndex === 0) {
state.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
compose.render();
sampleIndex += 1;
if (sampleIndex >= offsetList.length)
break;
}
}
this.bindOutputTarget(toDrawingBuffer);
gl.viewport(x, y, width, height);
gl.scissor(x, y, width, height);
var accumulationWeight = sampleIndex * sampleWeight;
if (accumulationWeight > 0) {
mol_util_1.ValueCell.update(compose.values.uWeight, 1.0);
mol_util_1.ValueCell.update(compose.values.tColor, composeTarget.texture);
compose.update();
state.disable(gl.BLEND);
compose.render();
}
if (accumulationWeight < 1.0) {
mol_util_1.ValueCell.update(compose.values.uWeight, 1.0 - accumulationWeight);
mol_util_1.ValueCell.update(compose.values.tColor, holdTarget.texture);
compose.update();
if (accumulationWeight === 0)
state.disable(gl.BLEND);
else
state.enable(gl.BLEND);
compose.render();
}
camera.viewOffset.enabled = false;
camera.update();
return sampleIndex >= offsetList.length ? -2 : sampleIndex;
};
return MultiSamplePass;
}());
exports.MultiSamplePass = MultiSamplePass;
var JitterVectors = [
[
[0, 0]
],
[
[4, 4], [-4, -4]
],
[
[-2, -6], [6, -2], [-6, 2], [2, 6]
],
[
[1, -3], [-1, 3], [5, 1], [-3, -5],
[-5, 5], [-7, -1], [3, 7], [7, -7]
],
[
[1, 1], [-1, -3], [-3, 2], [4, -1],
[-5, -2], [2, 5], [5, 3], [3, -5],
[-2, 6], [0, -7], [-4, -6], [-6, 4],
[-8, 0], [7, -4], [6, 7], [-7, -8]
],
[
[-4, -7], [-7, -5], [-3, -5], [-5, -4],
[-1, -4], [-2, -2], [-6, -1], [-4, 0],
[-7, 1], [-1, 2], [-6, 3], [-3, 3],
[-7, 6], [-3, 6], [-5, 7], [-1, 7],
[5, -7], [1, -6], [6, -5], [4, -4],
[2, -3], [7, -2], [1, -1], [4, -1],
[2, 1], [6, 2], [0, 4], [4, 4],
[2, 5], [7, 5], [5, 6], [3, 7]
]
];
JitterVectors.forEach(function (offsetList) {
offsetList.forEach(function (offset) {
// 0.0625 = 1 / 16
offset[0] *= 0.0625;
offset[1] *= 0.0625;
});
});
var MultiSampleHelper = /** @class */ (function () {
function MultiSampleHelper(multiSamplePass) {
this.multiSamplePass = multiSamplePass;
this.sampleIndex = -2;
}
MultiSampleHelper.prototype.update = function (changed, props) {
if (changed)
this.sampleIndex = -1;
return props.mode === 'temporal' ? this.sampleIndex !== -2 : false;
};
MultiSampleHelper.prototype.render = function (renderer, camera, scene, helper, toDrawingBuffer, transparentBackground, props) {
this.sampleIndex = this.multiSamplePass.render(this.sampleIndex, renderer, camera, scene, helper, toDrawingBuffer, transparentBackground, props);
};
return MultiSampleHelper;
}());
exports.MultiSampleHelper = MultiSampleHelper;
//# sourceMappingURL=multi-sample.js.map
;