molstar
Version:
A comprehensive macromolecular library.
109 lines (108 loc) • 4.83 kB
JavaScript
/**
* Copyright (c) 2020 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 { 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 const 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.' }),
};
export class FxaaPass {
constructor(webgl, input) {
this.webgl = webgl;
this.renderable = getFxaaRenderable(webgl, input);
}
updateState(viewport) {
const { gl, state } = this.webgl;
state.enable(gl.SCISSOR_TEST);
state.disable(gl.BLEND);
state.disable(gl.DEPTH_TEST);
state.depthMask(false);
const { x, y, width, height } = viewport;
state.viewport(x, y, width, height);
state.scissor(x, y, width, height);
state.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
}
setSize(width, height) {
ValueCell.update(this.renderable.values.uTexSizeInv, Vec2.set(this.renderable.values.uTexSizeInv.ref.value, 1 / width, 1 / height));
}
update(input, props) {
const { values } = this.renderable;
const { edgeThresholdMin, edgeThresholdMax, iterations, subpixelQuality } = props;
let 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();
}
}
render(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');
}
}
//
const FxaaSchema = {
...QuadSchema,
tColor: TextureSpec('texture', 'rgba', 'ubyte', 'linear'),
uTexSizeInv: UniformSpec('v2'),
dEdgeThresholdMin: DefineSpec('number'),
dEdgeThresholdMax: DefineSpec('number'),
dIterations: DefineSpec('number'),
dSubpixelQuality: DefineSpec('number'),
};
const FxaaShaderCode = ShaderCode('fxaa', quad_vert, fxaa_frag);
function getFxaaRenderable(ctx, colorTexture) {
const width = colorTexture.getWidth();
const height = colorTexture.getHeight();
const values = {
...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),
};
const schema = { ...FxaaSchema };
const renderItem = createComputeRenderItem(ctx, 'triangles', FxaaShaderCode, schema, values);
return createComputeRenderable(renderItem, values);
}