Antialiasing improvements.

This is in response to Issue #832.  The previous FXAA algorithm didn't
work particularly well unless applied to upsampled outputs.  This
implements a slighltly more complex algorithm (same as molstar) that
looks better without upscaling.

Add an upscale viewer config option so user can configure level of
refinement.
This commit is contained in:
David Koes
2025-05-27 17:26:00 -04:00
parent a7e328065d
commit 7030ef27c3
307 changed files with 270 additions and 25 deletions

View File

@@ -27,9 +27,8 @@
ga('send', 'pageview'); ga('send', 'pageview');
</script> </script>
<script type="module"> <script src="./build/3Dmol.js"></script>
import * as $3Dmol from './build/3Dmol.es6.js'; <script>
const initShapes = function (viewer) { const initShapes = function (viewer) {
$.get('tests/test_structs/benzene-homo.cube', function (data) { $.get('tests/test_structs/benzene-homo.cube', function (data) {
var voldata = new $3Dmol.VolumeData(data, "cube"); var voldata = new $3Dmol.VolumeData(data, "cube");

View File

@@ -167,23 +167,14 @@ export class GLViewer {
}; };
private setupRenderer() { private setupRenderer() {
let rendopt = {...this.config,
this.renderer = new Renderer({
antialias: this.config.antialias,
preserveDrawingBuffer: true, //so we can export images preserveDrawingBuffer: true, //so we can export images
premultipliedAlpha: false,/* more traditional compositing with background */ premultipliedAlpha: false,/* more traditional compositing with background */
id: this.config.id,
row: this.config.row,
col: this.config.col,
rows: this.config.rows,
cols: this.config.cols,
canvas: this.config.canvas,
//cannot initialize with zero size - render will start out lost //cannot initialize with zero size - render will start out lost
containerWidth: this.WIDTH, containerWidth: this.WIDTH,
containerHeight: this.HEIGHT, containerHeight: this.HEIGHT
ambientOcclusion: this.config.ambientOcclusion, };
outline: this.config.outline this.renderer = new Renderer(rendopt);
});
this.renderer.domElement.style.width = "100%"; this.renderer.domElement.style.width = "100%";
this.renderer.domElement.style.height = "100%"; this.renderer.domElement.style.height = "100%";
this.renderer.domElement.style.padding = "0"; this.renderer.domElement.style.padding = "0";
@@ -4486,7 +4477,7 @@ export class GLViewer {
} }
var sync = !!(syncSurface); var sync = !!(syncSurface);
if (typeof $3Dmol == "undefined" || !!$3Dmol.SurfaceWorker) { if (typeof $3Dmol == "undefined" || typeof $3Dmol.SurfaceWorker == "undefined") {
console.log( console.log(
"$3Dmol.SurfaceWorker is not defined, using synchronous surface generation.", "$3Dmol.SurfaceWorker is not defined, using synchronous surface generation.",
); );
@@ -4522,6 +4513,7 @@ export class GLViewer {
return Promise.all(promises) return Promise.all(promises)
.then(function () { .then(function () {
surfobj.done = true; surfobj.done = true;
self.render(); // for consistency with parallel case, call render when done
return Promise.resolve(surfid); return Promise.resolve(surfid);
}); });
@@ -5149,7 +5141,7 @@ export interface ViewerSpec {
hoverDuration?: number; hoverDuration?: number;
/** id of the canvas */ /** id of the canvas */
id?: string; id?: string;
/** default 5 */ /** default 10 */
cartoonQuality?: number; cartoonQuality?: number;
/** */ /** */
row?: number; row?: number;
@@ -5168,11 +5160,13 @@ export interface ViewerSpec {
lowerZoomLimit?: number; lowerZoomLimit?: number;
/** */ /** */
upperZoomLimit?: number; upperZoomLimit?: number;
/** */ /** Enable antialiasing */
antialias?: boolean; antialias?: boolean;
/** Render upscaled to 2x resolution. Defaults to antialiasing setting. Ignored for Retina displays. */
upscale?: boolean;
/** */ /** */
control_all?: boolean; control_all?: boolean;
/** */ /** Orthographic instead of perspective rendering. Default false. */
orthographic?: boolean; orthographic?: boolean;
/** Disable fog, default to false */ /** Disable fog, default to false */
disableFog?: boolean; disableFog?: boolean;

View File

@@ -1,6 +1,5 @@
//Hackish way to create webworker (independent of $3Dmol namespace) within minified file //Hackish way to create webworker (independent of $3Dmol namespace) within minified file
//We need to convert actual javascript into a string, not typescript, so for the time being //We need to convert actual javascript into a string, not typescript, so for the time being
//this will remain a JS file //this will remain a JS file
$3Dmol.workerString = function(){ $3Dmol.workerString = function(){

View File

@@ -143,6 +143,7 @@ export class Renderer {
private _alpha: any; private _alpha: any;
private _premultipliedAlpha: any; private _premultipliedAlpha: any;
private _antialias: any; private _antialias: any;
private _upscale: boolean | null = null;
private _preserveDrawingBuffer: any; private _preserveDrawingBuffer: any;
private _clearColor: Color; private _clearColor: Color;
private _clearAlpha: any; private _clearAlpha: any;
@@ -178,6 +179,7 @@ export class Renderer {
? parameters.premultipliedAlpha ? parameters.premultipliedAlpha
: true; : true;
this._antialias = parameters.antialias !== undefined ? parameters.antialias : false; this._antialias = parameters.antialias !== undefined ? parameters.antialias : false;
this._upscale = parameters.upscale !== undefined ? parameters.upscale : this._antialias;
this._preserveDrawingBuffer = this._preserveDrawingBuffer =
parameters.preserveDrawingBuffer !== undefined parameters.preserveDrawingBuffer !== undefined
@@ -324,9 +326,9 @@ export class Renderer {
//zooming (in the browser) changes the pixel ratio and width/height //zooming (in the browser) changes the pixel ratio and width/height
this.devicePixelRatio = this.devicePixelRatio =
window.devicePixelRatio !== undefined ? window.devicePixelRatio : 1; window.devicePixelRatio !== undefined ? window.devicePixelRatio : 1;
//with antialiasing on (which doesn't seem to do much), render at double rsolution to eliminate jaggies //with antialiasing on, render at double rsolution to eliminate jaggies
//my iphone crashes if we do though, so as a hacky workaround, don't do it with retina displays //don't do it with high resolution displays
if (this._antialias && this.devicePixelRatio < 2.0) this.devicePixelRatio *= 2.0; if (this._upscale && this.devicePixelRatio < 2.0) this.devicePixelRatio = 2.0;
if ( if (
this.rows != undefined && this.rows != undefined &&

View File

@@ -1,3 +1,242 @@
precision highp float;
precision highp int;
precision highp sampler2D;
uniform sampler2D tColor;
varying highp vec2 vTexCoords;
// adapted from https://github.com/kosua20/Rendu
// MIT License Copyright (c) 2017 Simon Rodriguez
// by way of molstar (https://github.com/molstar/molstar/blob/master/src/mol-gl/shader/fxaa.frag.ts)
#define QUALITY(q) ((q) < 5 ? 1.0 : ((q) > 5 ? ((q) < 10 ? 2.0 : ((q) < 11 ? 4.0 : 8.0)) : 1.5))
float rgb2luma(vec3 rgb){
return sqrt(dot(rgb, vec3(0.299, 0.587, 0.114)));
}
float sampleLuma(vec2 uv) {
return rgb2luma(texture2D(tColor, uv).rgb);
}
float sampleLuma(vec2 uv, float uOffset, float vOffset) {
uv += vec2(uOffset, vOffset);
return sampleLuma(uv);
}
//DEFINEFRAGCOLOR
void main(void) {
ivec2 dim = textureSize(tColor,0);
vec2 dimensions = vec2(float(dim.x),float(dim.y));
vec2 inverseScreenSize = vec2(1.0 / dimensions.x, 1.0 / dimensions.y);
vec2 coords = vTexCoords;
vec4 colorCenter = texture2D(tColor, coords);
float dEdgeThresholdMin = 0.0312;
float dEdgeThresholdMax = 0.125;
int dIterations = 12;
float dSubpixelQuality = 0.3;
// 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, -inverseScreenSize.y);
float lumaUp = sampleLuma(coords, 0.0, inverseScreenSize.y);
float lumaLeft = sampleLuma(coords, -inverseScreenSize.x, 0.0);
float lumaRight = sampleLuma(coords, inverseScreenSize.x, 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, -inverseScreenSize.x, -inverseScreenSize.y);
float lumaUpRight = sampleLuma(coords, inverseScreenSize.x, inverseScreenSize.y);
float lumaUpLeft = sampleLuma(coords, -inverseScreenSize.x, inverseScreenSize.y);
float lumaDownRight = sampleLuma(coords, inverseScreenSize.x, -inverseScreenSize.y);
// 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);
}
/* old fxaa implementation
uniform highp sampler2D colormap; uniform highp sampler2D colormap;
varying highp vec2 vTexCoords; varying highp vec2 vTexCoords;
@@ -63,4 +302,5 @@ void main (void) {
gl_FragColor = applyFXAA(vTexCoords, colormap); gl_FragColor = applyFXAA(vTexCoords, colormap);
} }
*/

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@@ -0,0 +1,11 @@
/*
@div
<div style="height: 600px; width: 600px;" class='viewer_3Dmoljs'
data-config='antialias:false;upscale:false' data-pdb='3M8L' data-backgroundcolor='0xffffff'
data-select1='chain:A' data-style1='stick'
data-select2='chain:B' data-style2='sphere'
data-select3='chain:C' data-style3='cartoon'></div>
*/

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