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5 Commits

Author SHA1 Message Date
Alexander Rose
99a3906978 1.2.2 2020-11-26 11:17:22 -08:00
Alexander Rose
981db34736 Merge branch 'master' of https://github.com/molstar/molstar 2020-11-26 11:12:35 -08:00
Alexander Rose
c079a8c5a8 fixed triple linkstyle in visuals
- was ignored
2020-11-26 11:12:11 -08:00
Alexander Rose
ad70adf6ce improved & fixed fxaa
- enable linear texture interpolation to actually do subpixel fetches...
- higher quality fxaa profile with edge exploration
- exposed parameters
- enable during temproal multi sampling
2020-11-26 11:11:14 -08:00
David Sehnal
89110b52bd copyright info 2020-11-26 15:55:48 +01:00
11 changed files with 299 additions and 113 deletions

2
package-lock.json generated
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@@ -1,6 +1,6 @@
{
"name": "molstar",
"version": "1.2.1",
"version": "1.2.2",
"lockfileVersion": 1,
"requires": true,
"dependencies": {

View File

@@ -1,6 +1,6 @@
{
"name": "molstar",
"version": "1.2.1",
"version": "1.2.2",
"description": "A comprehensive macromolecular library.",
"homepage": "https://github.com/molstar/molstar#readme",
"repository": {

View File

@@ -34,6 +34,11 @@ uniform sampler2D tCumulativeSum;
uniform bool uLittleEndian;
//////////////////////////////////////////////////////////
// floatToRgba adapted from https://github.com/equinor/glsl-float-to-rgba
// MIT License, Copyright (c) 2020 Equinor
float shiftRight (float v, float amt) {
v = floor(v) + 0.5;
return floor(v / exp2(amt));
@@ -48,8 +53,7 @@ float extractBits (float num, float from, float to) {
from = floor(from + 0.5); to = floor(to + 0.5);
return maskLast(shiftRight(num, from), to - from);
}
// Adapted from https://github.com/equinor/glsl-float-to-rgba
// MIT License, Copyright (c) 2020 Equinor
vec4 floatToRgba(float texelFloat) {
if (texelFloat == 0.0) return vec4(0, 0, 0, 0);
float sign = texelFloat > 0.0 ? 0.0 : 1.0;
@@ -73,6 +77,23 @@ vec4 floatToRgba(float texelFloat) {
///////////////////////////////////////////////////////
// rgbaToFloat adapted from https://github.com/ihmeuw/glsl-rgba-to-float
// BSD 3-Clause License
//
// Copyright (c) 2019, Institute for Health Metrics and Evaluation All rights reserved.
// Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
// - Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
// - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
// - Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
// IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
// OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
// OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
// OF THE POSSIBILITY OF SUCH DAMAGE.
ivec4 floatsToBytes(vec4 inputFloats) {
ivec4 bytes = ivec4(inputFloats * 255.0);
return (
@@ -133,7 +154,6 @@ float bitsToFloat(bool bits[32]) {
return signBit * mantissa * exp2(exponent - exponentBias - 23.0);
}
// Decode a 32-bit float from the RGBA color channels of a texel.
float rgbaToFloat(vec4 texelRGBA) {
ivec4 rgbaBytes = floatsToBytes(texelRGBA);
bool bits[32];

View File

@@ -75,7 +75,7 @@ export class DrawPass {
this.drawTarget = createNullRenderTarget(webgl.gl);
this.colorTarget = webgl.createRenderTarget(width, height);
this.colorTarget = webgl.createRenderTarget(width, height, true, 'uint8', 'linear');
this.packedDepth = !extensions.depthTexture;
this.depthTarget = webgl.createRenderTarget(width, height);

View File

@@ -193,7 +193,7 @@ export class MultiSamplePass {
const { x, y, width, height } = camera.viewport;
const sampleWeight = 1.0 / offsetList.length;
const postprocessingEnabled = PostprocessingPass.isEnabled(props.postprocessing);
const postprocessingEnabled = PostprocessingPass.isEnabled(props.postprocessing) || props.postprocessing.antialiasing.name === 'on';
if (sampleIndex === -1) {
drawPass.render(renderer, camera, scene, helper, false, transparentBackground);

View File

@@ -48,11 +48,14 @@ const PostprocessingShaderCode = ShaderCode('postprocessing', quad_vert, postpro
type PostprocessingRenderable = ComputeRenderable<Values<typeof PostprocessingSchema>>
function getPostprocessingRenderable(ctx: WebGLContext, colorTexture: Texture, depthTexture: Texture): PostprocessingRenderable {
const width = colorTexture.getWidth();
const height = colorTexture.getHeight();
const values: Values<typeof PostprocessingSchema> = {
...QuadValues,
tColor: ValueCell.create(colorTexture),
tPackedDepth: ValueCell.create(depthTexture),
uTexSize: ValueCell.create(Vec2.create(colorTexture.getWidth(), colorTexture.getHeight())),
uTexSize: ValueCell.create(Vec2.create(width, height)),
dOrthographic: ValueCell.create(0),
uNear: ValueCell.create(1),
@@ -93,7 +96,15 @@ export const PostprocessingParams = {
}),
off: PD.Group({})
}, { cycle: true, description: 'Draw outline around 3D objects' }),
antialiasing: PD.Boolean(true, { description: 'Fast Approximate Anti-Aliasing (FXAA)' })
antialiasing: PD.MappedStatic('on', {
on: PD.Group({
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: 32, step: 1 }, { description: 'Number of edge exploration steps.' }),
subpixelQuality: PD.Numeric(1.00, { min: 0.00, max: 1.00, step: 0.01 }, { description: 'Choose the amount of sub-pixel aliasing removal.' }),
}),
off: PD.Group({})
}, { cycle: true, description: 'Fast Approximate Anti-Aliasing (FXAA)' }),
};
export type PostprocessingProps = PD.Values<typeof PostprocessingParams>
@@ -114,7 +125,7 @@ export class PostprocessingPass {
const height = colorTarget.getHeight();
this.target = webgl.createRenderTarget(width, height, false);
this.tmpTarget = webgl.createRenderTarget(width, height, false);
this.tmpTarget = webgl.createRenderTarget(width, height, false, 'uint8', 'linear');
this.renderable = getPostprocessingRenderable(webgl, colorTarget.texture, depthTexture);
this.fxaa = getFxaaRenderable(webgl, this.tmpTarget.texture);
}
@@ -128,7 +139,7 @@ export class PostprocessingPass {
this.target.setSize(width, height);
this.tmpTarget.setSize(width, height);
ValueCell.update(this.renderable.values.uTexSize, Vec2.set(this.renderable.values.uTexSize.ref.value, width, height));
ValueCell.update(this.fxaa.values.uTexSize, Vec2.set(this.fxaa.values.uTexSize.ref.value, width, height));
ValueCell.update(this.fxaa.values.uTexSizeInv, Vec2.set(this.fxaa.values.uTexSizeInv.ref.value, 1 / width, 1 / height));
}
}
@@ -185,7 +196,7 @@ export class PostprocessingPass {
this.renderable.update();
}
if (props.antialiasing) {
if (props.antialiasing.name === 'on') {
this.tmpTarget.bind();
} else if (toDrawingBuffer) {
this.webgl.unbindFramebuffer();
@@ -198,10 +209,30 @@ export class PostprocessingPass {
}
private _renderFxaa(camera: ICamera, toDrawingBuffer: boolean, props: PostprocessingProps) {
if (props.antialiasing.name === 'off') return;
const { values } = this.fxaa;
let needsUpdate = false;
const input = (props.occlusion.name === 'on' || props.outline.name === 'on')
? this.tmpTarget.texture : this.drawPass.colorTarget.texture;
if (this.fxaa.values.tColor.ref.value !== input) {
if (values.tColor.ref.value !== input) {
ValueCell.update(this.fxaa.values.tColor, input);
needsUpdate = true;
}
const { edgeThresholdMin, edgeThresholdMax, iterations, subpixelQuality } = props.antialiasing.params;
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.fxaa.update();
}
@@ -216,11 +247,11 @@ export class PostprocessingPass {
}
private _render(camera: ICamera, toDrawingBuffer: boolean, props: PostprocessingProps) {
if (props.occlusion.name === 'on' || props.outline.name === 'on' || !props.antialiasing) {
if (props.occlusion.name === 'on' || props.outline.name === 'on' || props.antialiasing.name === 'off') {
this._renderPostprocessing(camera, toDrawingBuffer, props);
}
if (props.antialiasing) {
if (props.antialiasing.name === 'on') {
this._renderFxaa(camera, toDrawingBuffer, props);
}
}
@@ -240,16 +271,29 @@ export class PostprocessingPass {
const FxaaSchema = {
...QuadSchema,
tColor: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'),
uTexSize: UniformSpec('v2'),
uTexSizeInv: UniformSpec('v2'),
dEdgeThresholdMin: DefineSpec('number'),
dEdgeThresholdMax: DefineSpec('number'),
dIterations: DefineSpec('number'),
dSubpixelQuality: DefineSpec('number'),
};
const FxaaShaderCode = ShaderCode('fxaa', quad_vert, fxaa_frag);
type FxaaRenderable = ComputeRenderable<Values<typeof FxaaSchema>>
function getFxaaRenderable(ctx: WebGLContext, colorTexture: Texture): FxaaRenderable {
const width = colorTexture.getWidth();
const height = colorTexture.getHeight();
const values: Values<typeof FxaaSchema> = {
...QuadValues,
tColor: ValueCell.create(colorTexture),
uTexSize: ValueCell.create(Vec2.create(colorTexture.getWidth(), colorTexture.getHeight())),
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(0.75),
};
const schema = { ...FxaaSchema };

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@@ -151,7 +151,7 @@ export type ShaderDefines = {
[k: string]: ValueCell<DefineType>
}
function getDefinesCode (defines: ShaderDefines) {
function getDefinesCode(defines: ShaderDefines) {
if (defines === undefined) return '';
const lines = [];
for (const name in defines) {

View File

@@ -4,104 +4,226 @@ precision highp int;
precision highp sampler2D;
uniform sampler2D tColor;
uniform vec2 uTexSize;
uniform vec2 uTexSizeInv;
// Basic FXAA implementation based on the code on geeks3d.com with the
// modification that the texture2DLod stuff was removed since it's
// unsupported by WebGL.
// --
// From:
// https://github.com/mitsuhiko/webgl-meincraft
// Copyright (c) 2011 by Armin Ronacher.
// Some rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
// * The names of the contributors may not be used to endorse or
// promote products derived from this software without specific
// prior written permission.
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// */
// adapted from https://github.com/kosua20/Rendu
// MIT License Copyright (c) 2017 Simon Rodriguez
#ifndef FXAA_REDUCE_MIN
#define FXAA_REDUCE_MIN (1.0/ 128.0)
#endif
#ifndef FXAA_REDUCE_MUL
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#endif
#ifndef FXAA_SPAN_MAX
#define FXAA_SPAN_MAX 8.0
#endif
#define QUALITY(q) ((q) < 5 ? 1.0 : ((q) > 5 ? ((q) < 10 ? 2.0 : ((q) < 11 ? 4.0 : 8.0)) : 1.5))
vec4 fxaa(sampler2D tex, const in vec2 fragCoord, const in vec2 resolution) {
vec2 inverseVP = 1.0 / resolution;
vec2 v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;
vec2 v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;
vec2 v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;
vec2 v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;
vec2 v_rgbM = vec2(fragCoord * inverseVP);
float rgb2luma(vec3 rgb){
return sqrt(dot(rgb, vec3(0.299, 0.587, 0.114)));
}
vec4 col = vec4(0.0);
vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;
vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;
vec4 texColor = texture2D(tex, v_rgbM);
vec3 rgbM = texColor.xyz;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
float sampleLuma(vec2 uv) {
return rgb2luma(texture2D(tColor, uv).rgb);
}
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * inverseVP;
vec4 rgbA1 = texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5));
vec4 rgbA2 = texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5));
vec4 rgbA = 0.5 * (rgbA1 + rgbA2);
vec4 rgbB1 = texture2D(tex, fragCoord * inverseVP + dir * -0.5);
vec4 rgbB2 = texture2D(tex, fragCoord * inverseVP + dir * 0.5);
vec4 rgbB = rgbA * 0.5 + 0.25 * (rgbB1 + rgbB2);
float lumaB = dot(rgbB.rgb, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
col = vec4(rgbA.rgb, rgbA.a);
else
col = vec4(rgbB.rgb, rgbB.a);
return col;
float sampleLuma(vec2 uv, float uOffset, float vOffset) {
uv += uTexSizeInv * vec2(uOffset, vOffset);
return sampleLuma(uv);
}
void main(void) {
gl_FragColor = fxaa(tColor, gl_FragCoord.xy, uTexSize);
vec2 coords = gl_FragCoord.xy * uTexSizeInv;
vec2 inverseScreenSize = uTexSizeInv;
vec4 colorCenter = texture2D(tColor, coords);
// Luma at the current fragment
float lumaCenter = rgb2luma(colorCenter.rgb);
// Luma at the four direct neighbours of the current fragment.
float lumaDown = sampleLuma(coords, 0.0, -1.0);
float lumaUp = sampleLuma(coords, 0.0, 1.0);
float lumaLeft = sampleLuma(coords, -1.0, 0.0);
float lumaRight = sampleLuma(coords, 1.0, 0.0);
// Find the maximum and minimum luma around the current fragment.
float lumaMin = min(lumaCenter, min(min(lumaDown, lumaUp), min(lumaLeft, lumaRight)));
float lumaMax = max(lumaCenter, max(max(lumaDown, lumaUp), max(lumaLeft, lumaRight)));
// Compute the delta.
float lumaRange = lumaMax - lumaMin;
// If the luma variation is lower that a threshold (or if we are in a really dark area),
// we are not on an edge, don't perform any AA.
if (lumaRange < max(dEdgeThresholdMin, lumaMax * dEdgeThresholdMax)) {
gl_FragColor = colorCenter;
return;
}
// Query the 4 remaining corners lumas.
float lumaDownLeft = sampleLuma(coords, -1.0, -1.0);
float lumaUpRight = sampleLuma(coords, 1.0, 1.0);
float lumaUpLeft = sampleLuma(coords, -1.0, 1.0);
float lumaDownRight = sampleLuma(coords, 1.0, -1.0);
// Combine the four edges lumas (using intermediary variables for future computations
// with the same values).
float lumaDownUp = lumaDown + lumaUp;
float lumaLeftRight = lumaLeft + lumaRight;
// Same for corners
float lumaLeftCorners = lumaDownLeft + lumaUpLeft;
float lumaDownCorners = lumaDownLeft + lumaDownRight;
float lumaRightCorners = lumaDownRight + lumaUpRight;
float lumaUpCorners = lumaUpRight + lumaUpLeft;
// Compute an estimation of the gradient along the horizontal and vertical axis.
float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners) + abs(-2.0 * lumaCenter + lumaDownUp) * 2.0 + abs(-2.0 * lumaRight + lumaRightCorners);
float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners) + abs(-2.0 * lumaCenter + lumaLeftRight) * 2.0 + abs(-2.0 * lumaDown + lumaDownCorners);
// Is the local edge horizontal or vertical ?
bool isHorizontal = (edgeHorizontal >= edgeVertical);
// Choose the step size (one pixel) accordingly.
float stepLength = isHorizontal ? inverseScreenSize.y : inverseScreenSize.x;
// Select the two neighboring texels lumas in the opposite direction to the local edge.
float luma1 = isHorizontal ? lumaDown : lumaLeft;
float luma2 = isHorizontal ? lumaUp : lumaRight;
// Compute gradients in this direction.
float gradient1 = luma1 - lumaCenter;
float gradient2 = luma2 - lumaCenter;
// Which direction is the steepest ?
bool is1Steepest = abs(gradient1) >= abs(gradient2);
// Gradient in the corresponding direction, normalized.
float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2));
// Average luma in the correct direction.
float lumaLocalAverage = 0.0;
if(is1Steepest){
// Switch the direction
stepLength = -stepLength;
lumaLocalAverage = 0.5 * (luma1 + lumaCenter);
} else {
lumaLocalAverage = 0.5 * (luma2 + lumaCenter);
}
// Shift UV in the correct direction by half a pixel.
vec2 currentUv = coords;
if(isHorizontal){
currentUv.y += stepLength * 0.5;
} else {
currentUv.x += stepLength * 0.5;
}
// Compute offset (for each iteration step) in the right direction.
vec2 offset = isHorizontal ? vec2(inverseScreenSize.x, 0.0) : vec2(0.0, inverseScreenSize.y);
// Compute UVs to explore on each side of the edge, orthogonally.
// The QUALITY allows us to step faster.
vec2 uv1 = currentUv - offset * QUALITY(0);
vec2 uv2 = currentUv + offset * QUALITY(0);
// Read the lumas at both current extremities of the exploration segment,
// and compute the delta wrt to the local average luma.
float lumaEnd1 = sampleLuma(uv1);
float lumaEnd2 = sampleLuma(uv2);
lumaEnd1 -= lumaLocalAverage;
lumaEnd2 -= lumaLocalAverage;
// If the luma deltas at the current extremities is larger than the local gradient,
// we have reached the side of the edge.
bool reached1 = abs(lumaEnd1) >= gradientScaled;
bool reached2 = abs(lumaEnd2) >= gradientScaled;
bool reachedBoth = reached1 && reached2;
// If the side is not reached, we continue to explore in this direction.
if(!reached1){
uv1 -= offset * QUALITY(1);
}
if(!reached2){
uv2 += offset * QUALITY(1);
}
// If both sides have not been reached, continue to explore.
if(!reachedBoth){
for(int i = 2; i < dIterations; i++){
// If needed, read luma in 1st direction, compute delta.
if(!reached1){
lumaEnd1 = sampleLuma(uv1);
lumaEnd1 = lumaEnd1 - lumaLocalAverage;
}
// If needed, read luma in opposite direction, compute delta.
if(!reached2){
lumaEnd2 = sampleLuma(uv2);
lumaEnd2 = lumaEnd2 - lumaLocalAverage;
}
// If the luma deltas at the current extremities is larger than the local gradient,
// we have reached the side of the edge.
reached1 = abs(lumaEnd1) >= gradientScaled;
reached2 = abs(lumaEnd2) >= gradientScaled;
reachedBoth = reached1 && reached2;
// If the side is not reached, we continue to explore in this direction,
// with a variable quality.
if(!reached1){
uv1 -= offset * QUALITY(i);
}
if(!reached2){
uv2 += offset * QUALITY(i);
}
// If both sides have been reached, stop the exploration.
if(reachedBoth){
break;
}
}
}
// Compute the distances to each side edge of the edge (!).
float distance1 = isHorizontal ? (coords.x - uv1.x) : (coords.y - uv1.y);
float distance2 = isHorizontal ? (uv2.x - coords.x) : (uv2.y - coords.y);
// In which direction is the side of the edge closer ?
bool isDirection1 = distance1 < distance2;
float distanceFinal = min(distance1, distance2);
// Thickness of the edge.
float edgeThickness = (distance1 + distance2);
// Is the luma at center smaller than the local average ?
bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage;
// If the luma at center is smaller than at its neighbour,
// the delta luma at each end should be positive (same variation).
bool correctVariation1 = (lumaEnd1 < 0.0) != isLumaCenterSmaller;
bool correctVariation2 = (lumaEnd2 < 0.0) != isLumaCenterSmaller;
// Only keep the result in the direction of the closer side of the edge.
bool correctVariation = isDirection1 ? correctVariation1 : correctVariation2;
// UV offset: read in the direction of the closest side of the edge.
float pixelOffset = - distanceFinal / edgeThickness + 0.5;
// If the luma variation is incorrect, do not offset.
float finalOffset = correctVariation ? pixelOffset : 0.0;
// Sub-pixel shifting
// Full weighted average of the luma over the 3x3 neighborhood.
float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners);
// Ratio of the delta between the global average and the center luma,
// over the luma range in the 3x3 neighborhood.
float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0);
float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1;
// Compute a sub-pixel offset based on this delta.
float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * float(dSubpixelQuality);
// Pick the biggest of the two offsets.
finalOffset = max(finalOffset, subPixelOffsetFinal);
// Compute the final UV coordinates.
vec2 finalUv = coords;
if(isHorizontal){
finalUv.y += finalOffset * stepLength;
} else {
finalUv.x += finalOffset * stepLength;
}
// Read the color at the new UV coordinates, and use it.
gl_FragColor = texture2D(tColor, finalUv);
}
`;

View File

@@ -22,7 +22,7 @@ import { VertexArray, createVertexArray } from './vertex-array';
function defineValueHash(v: boolean | number | string): number {
return typeof v === 'boolean' ? (v ? 1 : 0) :
typeof v === 'number' ? v : hashString(v);
typeof v === 'number' ? (v * 10000) : hashString(v);
}
function wrapCached<T extends Resource>(resourceItem: ReferenceItem<T>) {

View File

@@ -117,7 +117,7 @@ class ViewportScreenshotHelper extends PluginComponent {
},
postprocessing: {
...c.props.postprocessing,
antialiasing: false
antialiasing: { name: 'off', params: {} }
}
});
}
@@ -136,7 +136,7 @@ class ViewportScreenshotHelper extends PluginComponent {
// TODO: optimize because this creates a copy of a large object!
postprocessing: {
...this.plugin.canvas3d!.props.postprocessing,
antialiasing: false
antialiasing: { name: 'off', params: {} }
}
});
return this._imagePass;

View File

@@ -131,7 +131,7 @@ export function createLinkCylinderMesh(ctx: VisualContext, linkBuilder: LinkBuil
addFixedCountDashedCylinder(builderState, va, vb, 0.5, 7, cylinderProps);
} else if (linkStyle === LinkStyle.Double || linkStyle === LinkStyle.Triple) {
const order = LinkStyle.Double ? 2 : 3;
const order = linkStyle === LinkStyle.Double ? 2 : 3;
const multiRadius = linkRadius * (linkScale / (0.5 * order));
const absOffset = (linkRadius - multiRadius) * linkSpacing;