molstar
Version:
A comprehensive macromolecular library.
306 lines (305 loc) • 13.7 kB
JavaScript
/**
* Copyright (c) 2019-2024 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
import { QuadSchema, QuadValues } from '../../mol-gl/compute/util';
import { TextureSpec, UniformSpec } from '../../mol-gl/renderable/schema';
import { ValueCell } from '../../mol-util';
import { Vec2 } from '../../mol-math/linear-algebra';
import { ShaderCode } from '../../mol-gl/shader-code';
import { createComputeRenderItem } from '../../mol-gl/webgl/render-item';
import { createComputeRenderable } from '../../mol-gl/renderable';
import { ParamDefinition as PD } from '../../mol-util/param-definition';
import { Camera } from '../../mol-canvas3d/camera';
import { quad_vert } from '../../mol-gl/shader/quad.vert';
import { compose_frag } from '../../mol-gl/shader/compose.frag';
import { isTimingMode } from '../../mol-util/debug';
const ComposeSchema = {
...QuadSchema,
tColor: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'),
uTexSize: UniformSpec('v2'),
uWeight: UniformSpec('f'),
};
const ComposeShaderCode = ShaderCode('compose', quad_vert, compose_frag);
function getComposeRenderable(ctx, colorTexture) {
const values = {
...QuadValues,
tColor: ValueCell.create(colorTexture),
uTexSize: ValueCell.create(Vec2.create(colorTexture.getWidth(), colorTexture.getHeight())),
uWeight: ValueCell.create(1.0),
};
const schema = { ...ComposeSchema };
const renderItem = createComputeRenderItem(ctx, 'triangles', ComposeShaderCode, schema, values);
return createComputeRenderable(renderItem, values);
}
export const MultiSampleParams = {
mode: PD.Select('temporal', [['off', 'Off'], ['on', 'On'], ['temporal', 'Temporal']]),
sampleLevel: PD.Numeric(2, { min: 0, max: 5, step: 1 }, { description: 'Take level^2 samples.' }),
reduceFlicker: PD.Boolean(true, { description: 'Reduce flicker in "temporal" mode.' }),
reuseOcclusion: PD.Boolean(true, { description: 'Reuse occlusion data. It is faster but has some artefacts.' }),
};
export class MultiSamplePass {
static isEnabled(props) {
return props.mode !== 'off';
}
constructor(webgl, drawPass) {
this.webgl = webgl;
this.drawPass = drawPass;
const { colorBufferFloat, textureFloat, colorBufferHalfFloat, textureHalfFloat } = webgl.extensions;
const width = drawPass.colorTarget.getWidth();
const height = drawPass.colorTarget.getHeight();
this.colorTarget = webgl.createRenderTarget(width, height, false);
const 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);
}
syncSize() {
const width = this.drawPass.colorTarget.getWidth();
const height = this.drawPass.colorTarget.getHeight();
const [w, h] = this.compose.values.uTexSize.ref.value;
if (width !== w || height !== h) {
this.colorTarget.setSize(width, height);
this.composeTarget.setSize(width, height);
this.holdTarget.setSize(width, height);
ValueCell.update(this.compose.values.uTexSize, Vec2.set(this.compose.values.uTexSize.ref.value, width, height));
}
}
render(sampleIndex, ctx, props, toDrawingBuffer, forceOn) {
if (props.multiSample.mode === 'temporal' && !forceOn) {
return this.renderTemporalMultiSample(sampleIndex, ctx, props, toDrawingBuffer);
}
else {
this.renderMultiSample(ctx, toDrawingBuffer, props);
return -2;
}
}
bindOutputTarget(toDrawingBuffer) {
if (toDrawingBuffer) {
this.webgl.unbindFramebuffer();
}
else {
this.colorTarget.bind();
}
}
renderMultiSample(ctx, toDrawingBuffer, props) {
const { camera } = ctx;
const { compose, composeTarget, drawPass, webgl } = this;
const { gl, state } = webgl;
if (isTimingMode)
webgl.timer.mark('MultiSamplePass.renderMultiSample');
// 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.
const offsetList = JitterVectors[Math.max(0, Math.min(props.multiSample.sampleLevel, 5))];
const { x, y, width, height } = camera.viewport;
const baseSampleWeight = 1.0 / offsetList.length;
const roundingRange = 1 / 32;
camera.viewOffset.enabled = true;
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 (let i = 0; i < offsetList.length; ++i) {
const offset = offsetList[i];
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.
const uniformCenteredDistribution = -0.5 + (i + 0.5) / offsetList.length;
const sampleWeight = baseSampleWeight + roundingRange * uniformCenteredDistribution;
ValueCell.update(compose.values.uWeight, sampleWeight);
// render scene
if (i === 0 || !props.multiSample.reuseOcclusion) {
drawPass.postprocessing.setOcclusionOffset(0, 0);
}
else {
drawPass.postprocessing.setOcclusionOffset(offset[0] / width, offset[1] / height);
}
drawPass.render(ctx, props, false);
// 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);
state.viewport(x, y, width, height);
state.scissor(x, y, width, height);
if (i === 0) {
state.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
compose.render();
}
drawPass.postprocessing.setOcclusionOffset(0, 0);
ValueCell.update(compose.values.uWeight, 1.0);
ValueCell.update(compose.values.tColor, composeTarget.texture);
compose.update();
this.bindOutputTarget(toDrawingBuffer);
state.viewport(x, y, width, height);
state.scissor(x, y, width, height);
state.disable(gl.BLEND);
compose.render();
camera.viewOffset.enabled = false;
camera.update();
if (isTimingMode)
webgl.timer.markEnd('MultiSamplePass.renderMultiSample');
}
renderTemporalMultiSample(sampleIndex, ctx, props, toDrawingBuffer) {
const { camera } = ctx;
const { compose, composeTarget, holdTarget, drawPass, webgl } = this;
const { gl, state } = webgl;
if (isTimingMode)
webgl.timer.mark('MultiSamplePass.renderTemporalMultiSample');
// 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.
const offsetList = JitterVectors[Math.max(0, Math.min(props.multiSample.sampleLevel, 5))];
if (sampleIndex === -2 || sampleIndex >= offsetList.length)
return -2;
const { x, y, width, height } = camera.viewport;
const sampleWeight = 1.0 / offsetList.length;
if (sampleIndex === -1) {
drawPass.render(ctx, props, false);
ValueCell.update(compose.values.uWeight, 1.0);
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);
state.viewport(x, y, width, height);
state.scissor(x, y, width, height);
compose.render();
sampleIndex += 1;
}
else {
camera.viewOffset.enabled = true;
ValueCell.update(compose.values.tColor, drawPass.getColorTarget(props.postprocessing).texture);
ValueCell.update(compose.values.uWeight, sampleWeight);
compose.update();
// render the scene multiple times, each slightly jitter offset
// from the last and accumulate the results.
const numSamplesPerFrame = Math.pow(2, Math.max(0, props.multiSample.sampleLevel - 2));
for (let i = 0; i < numSamplesPerFrame; ++i) {
const offset = offsetList[sampleIndex];
Camera.setViewOffset(camera.viewOffset, width, height, offset[0], offset[1], width, height);
camera.update();
// render scene
if (sampleIndex === 0 || !props.multiSample.reuseOcclusion) {
drawPass.postprocessing.setOcclusionOffset(0, 0);
}
else {
drawPass.postprocessing.setOcclusionOffset(offset[0] / width, offset[1] / height);
}
drawPass.render(ctx, props, false);
// 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);
state.viewport(x, y, width, height);
state.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;
}
}
drawPass.postprocessing.setOcclusionOffset(0, 0);
this.bindOutputTarget(toDrawingBuffer);
state.viewport(x, y, width, height);
state.scissor(x, y, width, height);
const accumulationWeight = sampleIndex * sampleWeight;
if (accumulationWeight > 0) {
ValueCell.update(compose.values.uWeight, 1.0);
ValueCell.update(compose.values.tColor, composeTarget.texture);
compose.update();
state.disable(gl.BLEND);
compose.render();
}
if (accumulationWeight < 1.0) {
ValueCell.update(compose.values.uWeight, 1.0 - accumulationWeight);
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();
if (isTimingMode)
webgl.timer.markEnd('MultiSamplePass.renderTemporalMultiSample');
return sampleIndex >= offsetList.length ? -2 : sampleIndex;
}
}
export const JitterVectors = [
[
[0, 0]
],
[
[0, 0], [-4, -4]
],
[
[0, 0], [6, -2], [-6, 2], [2, 6]
],
[
[0, 0], [-1, 3], [5, 1], [-3, -5],
[-5, 5], [-7, -1], [3, 7], [7, -7]
],
[
[0, 0], [-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]
],
[
[0, 0], [-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(offsetList => {
offsetList.forEach(offset => {
// 0.0625 = 1 / 16
offset[0] *= 0.0625;
offset[1] *= 0.0625;
});
});
export class MultiSampleHelper {
update(changed, props) {
if (changed)
this.sampleIndex = -1;
return props.mode === 'temporal' ? this.sampleIndex !== -2 : false;
}
/** Return `true` while more samples are needed */
render(ctx, props, toDrawingBuffer, forceOn) {
this.sampleIndex = this.multiSamplePass.render(this.sampleIndex, ctx, props, toDrawingBuffer, !!forceOn);
return this.sampleIndex < 0;
}
constructor(multiSamplePass) {
this.multiSamplePass = multiSamplePass;
this.sampleIndex = -2;
}
}