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molstar

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A comprehensive macromolecular library.

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/** * Copyright (c) 2020 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz> * @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 } 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 { evaluateWboit_frag } from '../../mol-gl/shader/evaluate-wboit.frag'; import { Vec2 } from '../../mol-math/linear-algebra'; import { isDebugMode, isTimingMode } from '../../mol-util/debug'; import { isWebGL2 } from '../../mol-gl/webgl/compat'; var EvaluateWboitSchema = __assign(__assign({}, QuadSchema), { tWboitA: TextureSpec('texture', 'rgba', 'float', 'nearest'), tWboitB: TextureSpec('texture', 'rgba', 'float', 'nearest'), uTexSize: UniformSpec('v2') }); var EvaluateWboitShaderCode = ShaderCode('evaluate-wboit', quad_vert, evaluateWboit_frag); function getEvaluateWboitRenderable(ctx, wboitATexture, wboitBTexture) { var values = __assign(__assign({}, QuadValues), { tWboitA: ValueCell.create(wboitATexture), tWboitB: ValueCell.create(wboitBTexture), uTexSize: ValueCell.create(Vec2.create(wboitATexture.getWidth(), wboitATexture.getHeight())) }); var schema = __assign({}, EvaluateWboitSchema); var renderItem = createComputeRenderItem(ctx, 'triangles', EvaluateWboitShaderCode, schema, values); return createComputeRenderable(renderItem, values); } // var WboitPass = /** @class */ (function () { function WboitPass(webgl, width, height) { this.webgl = webgl; this._supported = false; if (!WboitPass.isSupported(webgl)) return; var resources = webgl.resources, gl = webgl.gl; this.textureA = resources.texture('image-float32', 'rgba', 'float', 'nearest'); this.textureA.define(width, height); this.textureB = resources.texture('image-float32', 'rgba', 'float', 'nearest'); this.textureB.define(width, height); this.depthRenderbuffer = isWebGL2(gl) ? resources.renderbuffer('depth32f', 'depth', width, height) : resources.renderbuffer('depth16', 'depth', width, height); this.renderable = getEvaluateWboitRenderable(webgl, this.textureA, this.textureB); this.framebuffer = resources.framebuffer(); this._supported = true; this._init(); } Object.defineProperty(WboitPass.prototype, "supported", { get: function () { return this._supported; }, enumerable: false, configurable: true }); WboitPass.prototype.bind = function () { var _a = this.webgl, state = _a.state, gl = _a.gl; this.framebuffer.bind(); state.clearColor(0, 0, 0, 1); gl.clear(gl.COLOR_BUFFER_BIT); state.disable(gl.DEPTH_TEST); state.blendFuncSeparate(gl.ONE, gl.ONE, gl.ZERO, gl.ONE_MINUS_SRC_ALPHA); state.enable(gl.BLEND); }; WboitPass.prototype.render = function () { if (isTimingMode) this.webgl.timer.mark('WboitPass.render'); var _a = this.webgl, state = _a.state, gl = _a.gl; state.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); state.enable(gl.BLEND); this.renderable.update(); this.renderable.render(); if (isTimingMode) this.webgl.timer.markEnd('WboitPass.render'); }; WboitPass.prototype.setSize = function (width, height) { var _a = this.renderable.values.uTexSize.ref.value, w = _a[0], h = _a[1]; if (width !== w || height !== h) { this.textureA.define(width, height); this.textureB.define(width, height); this.depthRenderbuffer.setSize(width, height); ValueCell.update(this.renderable.values.uTexSize, Vec2.set(this.renderable.values.uTexSize.ref.value, width, height)); } }; WboitPass.prototype.reset = function () { if (this._supported) this._init(); }; WboitPass.prototype._init = function () { var drawBuffers = this.webgl.extensions.drawBuffers; this.framebuffer.bind(); drawBuffers.drawBuffers([ drawBuffers.COLOR_ATTACHMENT0, drawBuffers.COLOR_ATTACHMENT1, ]); this.textureA.attachFramebuffer(this.framebuffer, 'color0'); this.textureB.attachFramebuffer(this.framebuffer, 'color1'); this.depthRenderbuffer.attachFramebuffer(this.framebuffer); }; WboitPass.isSupported = function (webgl) { var _a = webgl.extensions, drawBuffers = _a.drawBuffers, textureFloat = _a.textureFloat, colorBufferFloat = _a.colorBufferFloat, depthTexture = _a.depthTexture; if (!textureFloat || !colorBufferFloat || !depthTexture || !drawBuffers) { if (isDebugMode) { var missing = []; if (!textureFloat) missing.push('textureFloat'); if (!colorBufferFloat) missing.push('colorBufferFloat'); if (!depthTexture) missing.push('depthTexture'); if (!drawBuffers) missing.push('drawBuffers'); console.log("Missing \"".concat(missing.join('", "'), "\" extensions required for \"wboit\"")); } return false; } else { return true; } }; return WboitPass; }()); export { WboitPass };