molstar
Version:
A comprehensive macromolecular library.
96 lines (95 loc) • 5.25 kB
JavaScript
/**
* Copyright (c) 2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
import { __assign } from "tslib";
import { QuadSchema, QuadValues } from '../../mol-gl/compute/util';
import { createComputeRenderable } from '../../mol-gl/renderable';
import { TextureSpec, UniformSpec, DefineSpec } from '../../mol-gl/renderable/schema';
import { ShaderCode } from '../../mol-gl/shader-code';
import { createComputeRenderItem } from '../../mol-gl/webgl/render-item';
import { Vec2 } from '../../mol-math/linear-algebra';
import { ValueCell } from '../../mol-util';
import { ParamDefinition as PD } from '../../mol-util/param-definition';
import { quad_vert } from '../../mol-gl/shader/quad.vert';
import { fxaa_frag } from '../../mol-gl/shader/fxaa.frag';
import { isTimingMode } from '../../mol-util/debug';
export var FxaaParams = {
edgeThresholdMin: PD.Numeric(0.0312, { min: 0.0312, max: 0.0833, step: 0.0001 }, { description: 'Trims the algorithm from processing darks.' }),
edgeThresholdMax: PD.Numeric(0.063, { min: 0.063, max: 0.333, step: 0.001 }, { description: 'The minimum amount of local contrast required to apply algorithm.' }),
iterations: PD.Numeric(12, { min: 0, max: 16, step: 1 }, { description: 'Number of edge exploration steps.' }),
subpixelQuality: PD.Numeric(0.30, { min: 0.00, max: 1.00, step: 0.01 }, { description: 'Choose the amount of sub-pixel aliasing removal.' }),
};
var FxaaPass = /** @class */ (function () {
function FxaaPass(webgl, input) {
this.webgl = webgl;
this.renderable = getFxaaRenderable(webgl, input);
}
FxaaPass.prototype.updateState = function (viewport) {
var _a = this.webgl, gl = _a.gl, state = _a.state;
state.enable(gl.SCISSOR_TEST);
state.disable(gl.BLEND);
state.disable(gl.DEPTH_TEST);
state.depthMask(false);
var x = viewport.x, y = viewport.y, width = viewport.width, height = viewport.height;
state.viewport(x, y, width, height);
state.scissor(x, y, width, height);
state.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
};
FxaaPass.prototype.setSize = function (width, height) {
ValueCell.update(this.renderable.values.uTexSizeInv, Vec2.set(this.renderable.values.uTexSizeInv.ref.value, 1 / width, 1 / height));
};
FxaaPass.prototype.update = function (input, props) {
var values = this.renderable.values;
var edgeThresholdMin = props.edgeThresholdMin, edgeThresholdMax = props.edgeThresholdMax, iterations = props.iterations, subpixelQuality = props.subpixelQuality;
var needsUpdate = false;
if (values.tColor.ref.value !== input) {
ValueCell.update(this.renderable.values.tColor, input);
needsUpdate = true;
}
if (values.dEdgeThresholdMin.ref.value !== edgeThresholdMin)
needsUpdate = true;
ValueCell.updateIfChanged(values.dEdgeThresholdMin, edgeThresholdMin);
if (values.dEdgeThresholdMax.ref.value !== edgeThresholdMax)
needsUpdate = true;
ValueCell.updateIfChanged(values.dEdgeThresholdMax, edgeThresholdMax);
if (values.dIterations.ref.value !== iterations)
needsUpdate = true;
ValueCell.updateIfChanged(values.dIterations, iterations);
if (values.dSubpixelQuality.ref.value !== subpixelQuality)
needsUpdate = true;
ValueCell.updateIfChanged(values.dSubpixelQuality, subpixelQuality);
if (needsUpdate) {
this.renderable.update();
}
};
FxaaPass.prototype.render = function (viewport, target) {
if (isTimingMode)
this.webgl.timer.mark('FxaaPass.render');
if (target) {
target.bind();
}
else {
this.webgl.unbindFramebuffer();
}
this.updateState(viewport);
this.renderable.render();
if (isTimingMode)
this.webgl.timer.markEnd('FxaaPass.render');
};
return FxaaPass;
}());
export { FxaaPass };
//
var FxaaSchema = __assign(__assign({}, QuadSchema), { tColor: TextureSpec('texture', 'rgba', 'ubyte', 'linear'), uTexSizeInv: UniformSpec('v2'), dEdgeThresholdMin: DefineSpec('number'), dEdgeThresholdMax: DefineSpec('number'), dIterations: DefineSpec('number'), dSubpixelQuality: DefineSpec('number') });
var FxaaShaderCode = ShaderCode('fxaa', quad_vert, fxaa_frag);
function getFxaaRenderable(ctx, colorTexture) {
var width = colorTexture.getWidth();
var height = colorTexture.getHeight();
var values = __assign(__assign({}, QuadValues), { tColor: ValueCell.create(colorTexture), uTexSizeInv: ValueCell.create(Vec2.create(1 / width, 1 / height)), dEdgeThresholdMin: ValueCell.create(0.0312), dEdgeThresholdMax: ValueCell.create(0.125), dIterations: ValueCell.create(12), dSubpixelQuality: ValueCell.create(0.3) });
var schema = __assign({}, FxaaSchema);
var renderItem = createComputeRenderItem(ctx, 'triangles', FxaaShaderCode, schema, values);
return createComputeRenderable(renderItem, values);
}