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molstar

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A comprehensive macromolecular library.

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/** * Copyright (c) 2022 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Gianluca Tomasello <giagitom@gmail.com> * @author Alexander Rose <alexander.rose@weirdbyte.de> * * Adapted from https://github.com/tsherif/webgl2examples, The MIT License, Copyright © 2017 Tarek Sherif, Shuai Shao */ import { __assign } from "tslib"; import { QuadSchema, QuadValues } from '../../mol-gl/compute/util'; import { createComputeRenderable } from '../../mol-gl/renderable'; import { TextureSpec, UniformSpec } from '../../mol-gl/renderable/schema'; import { ShaderCode } from '../../mol-gl/shader-code'; import { createComputeRenderItem } from '../../mol-gl/webgl/render-item'; import { ValueCell } from '../../mol-util'; import { quad_vert } from '../../mol-gl/shader/quad.vert'; import { evaluateDpoit_frag } from '../../mol-gl/shader/evaluate-dpoit.frag'; import { blendBackDpoit_frag } from '../../mol-gl/shader/blend-back-dpoit.frag'; import { Vec2 } from '../../mol-math/linear-algebra'; import { isDebugMode, isTimingMode } from '../../mol-util/debug'; import { isWebGL2 } from '../../mol-gl/webgl/compat'; var BlendBackDpoitSchema = __assign(__assign({}, QuadSchema), { tDpoitBackColor: TextureSpec('texture', 'rgba', 'float', 'nearest'), uTexSize: UniformSpec('v2') }); var BlendBackDpoitShaderCode = ShaderCode('blend-back-dpoit', quad_vert, blendBackDpoit_frag); function getBlendBackDpoitRenderable(ctx, dopitBlendBackTexture) { var values = __assign(__assign({}, QuadValues), { tDpoitBackColor: ValueCell.create(dopitBlendBackTexture), uTexSize: ValueCell.create(Vec2.create(dopitBlendBackTexture.getWidth(), dopitBlendBackTexture.getHeight())) }); var schema = __assign({}, BlendBackDpoitSchema); var renderItem = createComputeRenderItem(ctx, 'triangles', BlendBackDpoitShaderCode, schema, values); return createComputeRenderable(renderItem, values); } var EvaluateDpoitSchema = __assign(__assign({}, QuadSchema), { tDpoitFrontColor: TextureSpec('texture', 'rgba', 'float', 'nearest'), uTexSize: UniformSpec('v2') }); var EvaluateDpoitShaderCode = ShaderCode('evaluate-dpoit', quad_vert, evaluateDpoit_frag); function getEvaluateDpoitRenderable(ctx, dpoitFrontColorTexture) { var values = __assign(__assign({}, QuadValues), { tDpoitFrontColor: ValueCell.create(dpoitFrontColorTexture), uTexSize: ValueCell.create(Vec2.create(dpoitFrontColorTexture.getWidth(), dpoitFrontColorTexture.getHeight())) }); var schema = __assign({}, EvaluateDpoitSchema); var renderItem = createComputeRenderItem(ctx, 'triangles', EvaluateDpoitShaderCode, schema, values); return createComputeRenderable(renderItem, values); } var DpoitPass = /** @class */ (function () { function DpoitPass(webgl, width, height) { this.webgl = webgl; this.DEPTH_CLEAR_VALUE = -99999.0; // NOTE same constant is set in shaders this.MAX_DEPTH = 1.0; this.MIN_DEPTH = 0.0; this.passCount = 0; this._supported = false; if (!DpoitPass.isSupported(webgl)) return; var resources = webgl.resources, _a = webgl.extensions, colorBufferHalfFloat = _a.colorBufferHalfFloat, textureHalfFloat = _a.textureHalfFloat; // textures if (isWebGL2(webgl.gl)) { this.depthTextures = [ resources.texture('image-float32', 'rg', 'float', 'nearest'), resources.texture('image-float32', 'rg', 'float', 'nearest') ]; this.colorFrontTextures = colorBufferHalfFloat && textureHalfFloat ? [ resources.texture('image-float16', 'rgba', 'fp16', 'nearest'), resources.texture('image-float16', 'rgba', 'fp16', 'nearest') ] : [ resources.texture('image-float32', 'rgba', 'float', 'nearest'), resources.texture('image-float32', 'rgba', 'float', 'nearest') ]; this.colorBackTextures = colorBufferHalfFloat && textureHalfFloat ? [ resources.texture('image-float16', 'rgba', 'fp16', 'nearest'), resources.texture('image-float16', 'rgba', 'fp16', 'nearest') ] : [ resources.texture('image-float32', 'rgba', 'float', 'nearest'), resources.texture('image-float32', 'rgba', 'float', 'nearest') ]; } else { // in webgl1 drawbuffers must be in the same format for some reason this.depthTextures = [ resources.texture('image-float32', 'rgba', 'float', 'nearest'), resources.texture('image-float32', 'rgba', 'float', 'nearest') ]; this.colorFrontTextures = [ resources.texture('image-float32', 'rgba', 'float', 'nearest'), resources.texture('image-float32', 'rgba', 'float', 'nearest') ]; this.colorBackTextures = [ resources.texture('image-float32', 'rgba', 'float', 'nearest'), resources.texture('image-float32', 'rgba', 'float', 'nearest') ]; } this.depthTextures[0].define(width, height); this.depthTextures[1].define(width, height); this.colorFrontTextures[0].define(width, height); this.colorFrontTextures[1].define(width, height); this.colorBackTextures[0].define(width, height); this.colorBackTextures[1].define(width, height); // framebuffers this.depthFramebuffers = [resources.framebuffer(), resources.framebuffer()]; this.colorFramebuffers = [resources.framebuffer(), resources.framebuffer()]; // renderables this.blendBackRenderable = getBlendBackDpoitRenderable(webgl, this.colorBackTextures[0]); this.renderable = getEvaluateDpoitRenderable(webgl, this.colorFrontTextures[0]); this._supported = true; this._init(); } Object.defineProperty(DpoitPass.prototype, "supported", { get: function () { return this._supported; }, enumerable: false, configurable: true }); DpoitPass.prototype.bind = function () { var _a = this.webgl, state = _a.state, gl = _a.gl, blendMinMax = _a.extensions.blendMinMax; // initialize this.passCount = 0; this.depthFramebuffers[0].bind(); state.clearColor(this.DEPTH_CLEAR_VALUE, this.DEPTH_CLEAR_VALUE, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); this.depthFramebuffers[1].bind(); state.clearColor(-this.MIN_DEPTH, this.MAX_DEPTH, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); this.colorFramebuffers[0].bind(); state.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); this.colorFramebuffers[1].bind(); state.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); this.depthFramebuffers[0].bind(); state.blendEquation(blendMinMax.MAX); state.depthMask(false); return { depth: this.depthTextures[1], frontColor: this.colorFrontTextures[1], backColor: this.colorBackTextures[1] }; }; DpoitPass.prototype.bindDualDepthPeeling = function () { var _a = this.webgl, state = _a.state, gl = _a.gl, blendMinMax = _a.extensions.blendMinMax; this.readId = this.passCount % 2; this.writeId = 1 - this.readId; // ping-pong: 0 or 1 this.passCount += 1; // increment for next pass this.depthFramebuffers[this.writeId].bind(); state.clearColor(this.DEPTH_CLEAR_VALUE, this.DEPTH_CLEAR_VALUE, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); this.colorFramebuffers[this.writeId].bind(); state.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); this.depthFramebuffers[this.writeId].bind(); state.blendEquation(blendMinMax.MAX); state.depthMask(false); return { depth: this.depthTextures[this.readId], frontColor: this.colorFrontTextures[this.readId], backColor: this.colorBackTextures[this.readId] }; }; DpoitPass.prototype.renderBlendBack = function () { if (isTimingMode) this.webgl.timer.mark('DpoitPass.renderBlendBack'); var _a = this.webgl, state = _a.state, gl = _a.gl; state.blendEquation(gl.FUNC_ADD); state.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); ValueCell.update(this.blendBackRenderable.values.tDpoitBackColor, this.colorBackTextures[this.writeId]); this.blendBackRenderable.update(); this.blendBackRenderable.render(); if (isTimingMode) this.webgl.timer.markEnd('DpoitPass.renderBlendBack'); }; DpoitPass.prototype.render = function () { if (isTimingMode) this.webgl.timer.mark('DpoitPass.render'); var _a = this.webgl, state = _a.state, gl = _a.gl; state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); ValueCell.update(this.renderable.values.tDpoitFrontColor, this.colorFrontTextures[this.writeId]); this.renderable.update(); this.renderable.render(); if (isTimingMode) this.webgl.timer.markEnd('DpoitPass.render'); }; DpoitPass.prototype.setSize = function (width, height) { var _a = this.renderable.values.uTexSize.ref.value, w = _a[0], h = _a[1]; if (width !== w || height !== h) { for (var i = 0; i < 2; i++) { this.depthTextures[i].define(width, height); this.colorFrontTextures[i].define(width, height); this.colorBackTextures[i].define(width, height); } ValueCell.update(this.renderable.values.uTexSize, Vec2.set(this.renderable.values.uTexSize.ref.value, width, height)); ValueCell.update(this.blendBackRenderable.values.uTexSize, Vec2.set(this.blendBackRenderable.values.uTexSize.ref.value, width, height)); } }; DpoitPass.prototype.reset = function () { if (this._supported) this._init(); }; DpoitPass.prototype._init = function () { var drawBuffers = this.webgl.extensions.drawBuffers; for (var i = 0; i < 2; i++) { // depth this.depthFramebuffers[i].bind(); drawBuffers.drawBuffers([ drawBuffers.COLOR_ATTACHMENT0, drawBuffers.COLOR_ATTACHMENT1, drawBuffers.COLOR_ATTACHMENT2 ]); this.colorFrontTextures[i].attachFramebuffer(this.depthFramebuffers[i], 'color0'); this.colorBackTextures[i].attachFramebuffer(this.depthFramebuffers[i], 'color1'); this.depthTextures[i].attachFramebuffer(this.depthFramebuffers[i], 'color2'); // color this.colorFramebuffers[i].bind(); drawBuffers.drawBuffers([ drawBuffers.COLOR_ATTACHMENT0, drawBuffers.COLOR_ATTACHMENT1 ]); this.colorFrontTextures[i].attachFramebuffer(this.colorFramebuffers[i], 'color0'); this.colorBackTextures[i].attachFramebuffer(this.colorFramebuffers[i], 'color1'); } }; DpoitPass.isSupported = function (webgl) { var _a = webgl.extensions, drawBuffers = _a.drawBuffers, textureFloat = _a.textureFloat, colorBufferFloat = _a.colorBufferFloat, blendMinMax = _a.blendMinMax; if (!textureFloat || !colorBufferFloat || !drawBuffers || !blendMinMax) { if (isDebugMode) { var missing = []; if (!textureFloat) missing.push('textureFloat'); if (!colorBufferFloat) missing.push('colorBufferFloat'); if (!drawBuffers) missing.push('drawBuffers'); if (!blendMinMax) missing.push('blendMinMax'); console.log("Missing \"".concat(missing.join('", "'), "\" extensions required for \"dpoit\"")); } return false; } else { return true; } }; return DpoitPass; }()); export { DpoitPass };