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@acransac/vtk.js

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Visualization Toolkit for the Web

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import { mat3, mat4, vec3 } from 'gl-matrix'; import macro from 'vtk.js/Sources/macro'; import vtkHelper from 'vtk.js/Sources/Rendering/OpenGL/Helper'; import vtkMapper from 'vtk.js/Sources/Rendering/Core/Mapper'; import * as vtkMath from 'vtk.js/Sources/Common/Core/Math'; import vtkOpenGLTexture from 'vtk.js/Sources/Rendering/OpenGL/Texture'; import vtkProperty from 'vtk.js/Sources/Rendering/Core/Property'; import vtkShaderProgram from 'vtk.js/Sources/Rendering/OpenGL/ShaderProgram'; import vtkViewNode from 'vtk.js/Sources/Rendering/SceneGraph/ViewNode'; import vtkPolyDataVS from 'vtk.js/Sources/Rendering/OpenGL/glsl/vtkPolyDataVS.glsl'; import vtkPolyDataFS from 'vtk.js/Sources/Rendering/OpenGL/glsl/vtkPolyDataFS.glsl'; import vtkReplacementShaderMapper from 'vtk.js/Sources/Rendering/OpenGL/ReplacementShaderMapper'; /* eslint-disable no-lonely-if */ const primTypes = { Start: 0, Points: 0, Lines: 1, Tris: 2, TriStrips: 3, TrisEdges: 4, TriStripsEdges: 5, End: 6, }; const { Representation, Shading } = vtkProperty; const { ScalarMode } = vtkMapper; const { Filter, Wrap } = vtkOpenGLTexture; const { vtkErrorMacro } = macro; const StartEvent = { type: 'StartEvent' }; const EndEvent = { type: 'EndEvent' }; // ---------------------------------------------------------------------------- // vtkOpenGLPolyDataMapper methods // ---------------------------------------------------------------------------- function vtkOpenGLPolyDataMapper(publicAPI, model) { // Set our className model.classHierarchy.push('vtkOpenGLPolyDataMapper'); publicAPI.buildPass = (prepass) => { if (prepass) { model.openGLActor = publicAPI.getFirstAncestorOfType('vtkOpenGLActor'); model.openGLRenderer = model.openGLActor.getFirstAncestorOfType( 'vtkOpenGLRenderer' ); model.openGLRenderWindow = model.openGLRenderer.getParent(); model.openGLCamera = model.openGLRenderer.getViewNodeFor( model.openGLRenderer.getRenderable().getActiveCamera() ); } }; // Renders myself publicAPI.translucentPass = (prepass) => { if (prepass) { publicAPI.render(); } }; publicAPI.opaqueZBufferPass = (prepass) => { if (prepass) { model.haveSeenDepthRequest = true; model.renderDepth = true; publicAPI.render(); model.renderDepth = false; } }; publicAPI.opaquePass = (prepass) => { if (prepass) { publicAPI.render(); } }; publicAPI.render = () => { const ctx = model.openGLRenderWindow.getContext(); if (model.context !== ctx) { model.context = ctx; for (let i = primTypes.Start; i < primTypes.End; i++) { model.primitives[i].setOpenGLRenderWindow(model.openGLRenderWindow); } } const actor = model.openGLActor.getRenderable(); const ren = model.openGLRenderer.getRenderable(); publicAPI.renderPiece(ren, actor); }; publicAPI.buildShaders = (shaders, ren, actor) => { publicAPI.getShaderTemplate(shaders, ren, actor); // user specified pre replacements const openGLSpec = model.renderable.getViewSpecificProperties().OpenGL; let shaderReplacements = null; if (openGLSpec) { shaderReplacements = openGLSpec.ShaderReplacements; } if (shaderReplacements) { for (let i = 0; i < shaderReplacements.length; i++) { const currReplacement = shaderReplacements[i]; if (currReplacement.replaceFirst) { const shaderType = currReplacement.shaderType; const ssrc = shaders[shaderType]; const substituteRes = vtkShaderProgram.substitute( ssrc, currReplacement.originalValue, currReplacement.replacementValue, currReplacement.replaceAll ); shaders[shaderType] = substituteRes.result; } } } publicAPI.replaceShaderValues(shaders, ren, actor); // user specified post replacements if (shaderReplacements) { for (let i = 0; i < shaderReplacements.length; i++) { const currReplacement = shaderReplacements[i]; if (!currReplacement.replaceFirst) { const shaderType = currReplacement.shaderType; const ssrc = shaders[shaderType]; const substituteRes = vtkShaderProgram.substitute( ssrc, currReplacement.originalValue, currReplacement.replacementValue, currReplacement.replaceAll ); shaders[shaderType] = substituteRes.result; } } } }; publicAPI.getShaderTemplate = (shaders, ren, actor) => { const openGLSpecProp = model.renderable.getViewSpecificProperties().OpenGL; let vertexShaderCode = vtkPolyDataVS; if (openGLSpecProp) { const vertexSpecProp = openGLSpecProp.VertexShaderCode; if (vertexSpecProp !== undefined && vertexSpecProp !== '') { vertexShaderCode = vertexSpecProp; } } shaders.Vertex = vertexShaderCode; let fragmentShaderCode = vtkPolyDataFS; if (openGLSpecProp) { const fragmentSpecProp = openGLSpecProp.FragmentShaderCode; if (fragmentSpecProp !== undefined && fragmentSpecProp !== '') { fragmentShaderCode = fragmentSpecProp; } } shaders.Fragment = fragmentShaderCode; let geometryShaderCode = ''; if (openGLSpecProp) { const geometrySpecProp = openGLSpecProp.GeometryShaderCode; if (geometrySpecProp !== undefined) { geometryShaderCode = geometrySpecProp; } } shaders.Geometry = geometryShaderCode; }; publicAPI.replaceShaderColor = (shaders, ren, actor) => { let VSSource = shaders.Vertex; let GSSource = shaders.Geometry; let FSSource = shaders.Fragment; const lastLightComplexity = model.lastBoundBO.getReferenceByName( 'lastLightComplexity' ); // create the material/color property declarations, and VS implementation // these are always defined let colorDec = [ 'uniform float ambient;', 'uniform float diffuse;', 'uniform float specular;', 'uniform float opacityUniform; // the fragment opacity', 'uniform vec3 ambientColorUniform;', 'uniform vec3 diffuseColorUniform;', ]; // add more for specular if (lastLightComplexity) { colorDec = colorDec.concat([ 'uniform vec3 specularColorUniform;', 'uniform float specularPowerUniform;', ]); } // now handle the more complex fragment shader implementation // the following are always defined variables. We start // by assigning a default value from the uniform let colorImpl = [ 'vec3 ambientColor;', ' vec3 diffuseColor;', ' float opacity;', ]; if (lastLightComplexity) { colorImpl = colorImpl.concat([ ' vec3 specularColor;', ' float specularPower;', ]); } colorImpl = colorImpl.concat([ ' ambientColor = ambientColorUniform;', ' diffuseColor = diffuseColorUniform;', ' opacity = opacityUniform;', ]); if (lastLightComplexity) { colorImpl = colorImpl.concat([ ' specularColor = specularColorUniform;', ' specularPower = specularPowerUniform;', ]); } // add scalar vertex coloring if ( model.lastBoundBO.getCABO().getColorComponents() !== 0 && !model.drawingEdges ) { colorDec = colorDec.concat(['varying vec4 vertexColorVSOutput;']); VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Color::Dec', [ 'attribute vec4 scalarColor;', 'varying vec4 vertexColorVSOutput;', ]).result; VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Color::Impl', [ 'vertexColorVSOutput = scalarColor;', ]).result; GSSource = vtkShaderProgram.substitute(GSSource, '//VTK::Color::Dec', [ 'in vec4 vertexColorVSOutput[];', 'out vec4 vertexColorGSOutput;', ]).result; GSSource = vtkShaderProgram.substitute(GSSource, '//VTK::Color::Impl', [ 'vertexColorGSOutput = vertexColorVSOutput[i];', ]).result; } if ( model.lastBoundBO.getCABO().getColorComponents() !== 0 && !model.drawingEdges ) { FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Color::Impl', colorImpl.concat([ ' diffuseColor = vertexColorVSOutput.rgb;', ' ambientColor = vertexColorVSOutput.rgb;', ' opacity = opacity*vertexColorVSOutput.a;', ]) ).result; } else { if ( model.renderable.getInterpolateScalarsBeforeMapping() && model.renderable.getColorCoordinates() && !model.drawingEdges ) { FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Color::Impl', colorImpl.concat([ ' vec4 texColor = texture2D(texture1, tcoordVCVSOutput.st);', ' diffuseColor = texColor.rgb;', ' ambientColor = texColor.rgb;', ' opacity = opacity*texColor.a;', ]) ).result; } else { if (actor.getBackfaceProperty() && !model.drawingEdges) { colorDec = colorDec.concat([ 'uniform float opacityUniformBF; // the fragment opacity', 'uniform float ambientIntensityBF; // the material ambient', 'uniform float diffuseIntensityBF; // the material diffuse', 'uniform vec3 ambientColorUniformBF; // ambient material color', 'uniform vec3 diffuseColorUniformBF; // diffuse material color', ]); if (lastLightComplexity) { colorDec = colorDec.concat([ 'uniform float specularIntensityBF; // the material specular intensity', 'uniform vec3 specularColorUniformBF; // intensity weighted color', 'uniform float specularPowerUniformBF;', ]); colorImpl = colorImpl.concat([ 'if (gl_FrontFacing == false) {', ' ambientColor = ambientIntensityBF * ambientColorUniformBF;', ' diffuseColor = diffuseIntensityBF * diffuseColorUniformBF;', ' specularColor = specularIntensityBF * specularColorUniformBF;', ' specularPower = specularPowerUniformBF;', ' opacity = opacityUniformBF; }', ]); } else { colorImpl = colorImpl.concat([ 'if (gl_FrontFacing == false) {', ' ambientColor = ambientIntensityBF * ambientColorUniformBF;', ' diffuseColor = diffuseIntensityBF * diffuseColorUniformBF;', ' opacity = opacityUniformBF; }', ]); } } if (model.haveCellScalars && !model.drawingEdges) { colorDec = colorDec.concat(['uniform samplerBuffer texture1;']); } FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Color::Impl', colorImpl ).result; } } FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Color::Dec', colorDec ).result; shaders.Vertex = VSSource; shaders.Geometry = GSSource; shaders.Fragment = FSSource; }; publicAPI.replaceShaderLight = (shaders, ren, actor) => { let FSSource = shaders.Fragment; // check for shadow maps const shadowFactor = ''; const lastLightComplexity = model.lastBoundBO.getReferenceByName( 'lastLightComplexity' ); const lastLightCount = model.lastBoundBO.getReferenceByName( 'lastLightCount' ); let sstring = []; switch (lastLightComplexity) { case 0: // no lighting or RENDER_VALUES FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Light::Impl', [ ' gl_FragData[0] = vec4(ambientColor * ambient + diffuseColor * diffuse, opacity);', ' //VTK::Light::Impl', ], false ).result; break; case 1: // headlight FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Light::Impl', [ ' float df = max(0.0, normalVCVSOutput.z);', ' float sf = pow(df, specularPower);', ' vec3 diffuseL = df * diffuseColor;', ' vec3 specularL = sf * specularColor;', ' gl_FragData[0] = vec4(ambientColor * ambient + diffuseL * diffuse + specularL * specular, opacity);', ' //VTK::Light::Impl', ], false ).result; break; case 2: // light kit for (let lc = 0; lc < lastLightCount; ++lc) { sstring = sstring.concat([ `uniform vec3 lightColor${lc};`, `uniform vec3 lightDirectionVC${lc}; // normalized`, `uniform vec3 lightHalfAngleVC${lc}; // normalized`, ]); } FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Light::Dec', sstring ).result; sstring = [ 'vec3 diffuseL = vec3(0,0,0);', ' vec3 specularL = vec3(0,0,0);', ' float df;', ]; for (let lc = 0; lc < lastLightCount; ++lc) { sstring = sstring.concat([ ` df = max(0.0, dot(normalVCVSOutput, -lightDirectionVC${lc}));`, ` diffuseL += ((df${shadowFactor}) * lightColor${lc});`, ` if (dot(normalVCVSOutput, lightDirectionVC${lc}) < 0.0)`, ' {', ` float sf = pow( max(0.0, dot(lightHalfAngleVC${lc},normalVCVSOutput)), specularPower);`, ` specularL += ((sf${shadowFactor}) * lightColor${lc});`, ' }', ]); } sstring = sstring.concat([ ' diffuseL = diffuseL * diffuseColor;', ' specularL = specularL * specularColor;', ' gl_FragData[0] = vec4(ambientColor * ambient + diffuseL * diffuse + specularL * specular, opacity);', ' //VTK::Light::Impl', ]); FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Light::Impl', sstring, false ).result; break; case 3: // positional for (let lc = 0; lc < lastLightCount; ++lc) { sstring = sstring.concat([ `uniform vec3 lightColor${lc};`, `uniform vec3 lightDirectionVC${lc}; // normalized`, `uniform vec3 lightHalfAngleVC${lc}; // normalized`, `uniform vec3 lightPositionVC${lc};`, `uniform vec3 lightAttenuation${lc};`, `uniform float lightConeAngle${lc};`, `uniform float lightExponent${lc};`, `uniform int lightPositional${lc};`, ]); } FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Light::Dec', sstring ).result; sstring = [ 'vec3 diffuseL = vec3(0,0,0);', ' vec3 specularL = vec3(0,0,0);', ' vec3 vertLightDirectionVC;', ' float attenuation;', ' float df;', ]; for (let lc = 0; lc < lastLightCount; ++lc) { sstring = sstring.concat([ ' attenuation = 1.0;', ` if (lightPositional${lc} == 0)`, ' {', ` vertLightDirectionVC = lightDirectionVC${lc};`, ' }', ' else', ' {', ` vertLightDirectionVC = vertexVC.xyz - lightPositionVC${lc};`, ' float distanceVC = length(vertLightDirectionVC);', ' vertLightDirectionVC = normalize(vertLightDirectionVC);', ' attenuation = 1.0 /', ` (lightAttenuation${lc}.x`, ` + lightAttenuation${lc}.y * distanceVC`, ` + lightAttenuation${lc}.z * distanceVC * distanceVC);`, ' // per OpenGL standard cone angle is 90 or less for a spot light', ` if (lightConeAngle${lc} <= 90.0)`, ' {', ` float coneDot = dot(vertLightDirectionVC, lightDirectionVC${lc});`, ' // if inside the cone', ` if (coneDot >= cos(radians(lightConeAngle${lc})))`, ' {', ` attenuation = attenuation * pow(coneDot, lightExponent${lc});`, ' }', ' else', ' {', ' attenuation = 0.0;', ' }', ' }', ' }', ' df = max(0.0, attenuation*dot(normalVCVSOutput, -vertLightDirectionVC));', ` diffuseL += ((df${shadowFactor}) * lightColor${lc});`, ' if (dot(normalVCVSOutput, vertLightDirectionVC) < 0.0)', ' {', ` float sf = attenuation*pow( max(0.0, dot(lightHalfAngleVC${lc},normalVCVSOutput)), specularPower);`, ` specularL += ((sf${shadowFactor}) * lightColor${lc});`, ' }', ]); } sstring = sstring.concat([ ' diffuseL = diffuseL * diffuseColor;', ' specularL = specularL * specularColor;', ' gl_FragData[0] = vec4(ambientColor * ambient + diffuseL * diffuse + specularL * specular, opacity);', ' //VTK::Light::Impl', ]); FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Light::Impl', sstring, false ).result; break; default: vtkErrorMacro('bad light complexity'); } shaders.Fragment = FSSource; }; publicAPI.replaceShaderNormal = (shaders, ren, actor) => { const lastLightComplexity = model.lastBoundBO.getReferenceByName( 'lastLightComplexity' ); if (lastLightComplexity > 0) { let VSSource = shaders.Vertex; let GSSource = shaders.Geometry; let FSSource = shaders.Fragment; if (model.lastBoundBO.getCABO().getNormalOffset()) { VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Normal::Dec', [ 'attribute vec3 normalMC;', 'uniform mat3 normalMatrix;', 'varying vec3 normalVCVSOutput;', ]).result; VSSource = vtkShaderProgram.substitute( VSSource, '//VTK::Normal::Impl', ['normalVCVSOutput = normalMatrix * normalMC;'] ).result; GSSource = vtkShaderProgram.substitute(GSSource, '//VTK::Normal::Dec', [ 'in vec3 normalVCVSOutput[];', 'out vec3 normalVCGSOutput;', ]).result; GSSource = vtkShaderProgram.substitute( GSSource, '//VTK::Normal::Impl', ['normalVCGSOutput = normalVCVSOutput[i];'] ).result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Normal::Dec', [ 'varying vec3 normalVCVSOutput;', ]).result; FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Normal::Impl', [ 'vec3 normalVCVSOutput = normalize(normalVCVSOutput);', // if (!gl_FrontFacing) does not work in intel hd4000 mac // if (int(gl_FrontFacing) == 0) does not work on mesa ' if (gl_FrontFacing == false) { normalVCVSOutput = -normalVCVSOutput; }', ] ).result; } else { if (model.haveCellNormals) { FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Normal::Dec', ['uniform mat3 normalMatrix;', 'uniform samplerBuffer textureN;'] ).result; FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Normal::Impl', [ 'vec3 normalVCVSOutput = normalize(normalMatrix *', ' texelFetchBuffer(textureN, gl_PrimitiveID + PrimitiveIDOffset).xyz);', ' if (gl_FrontFacing == false) { normalVCVSOutput = -normalVCVSOutput; }', ] ).result; } else { if ( publicAPI.getOpenGLMode( actor.getProperty().getRepresentation(), model.lastBoundBO.getPrimitiveType() ) === model.context.LINES ) { // generate a normal for lines, it will be perpendicular to the line // and maximally aligned with the camera view direction // no clue if this is the best way to do this. // the code below has been optimized a bit so what follows is // an explanation of the basic approach. Compute the gradient of the line // with respect to x and y, the the larger of the two // cross that with the camera view direction. That gives a vector // orthogonal to the camera view and the line. Note that the line and the camera // view are probably not orthogonal. Which is why when we cross result that with // the line gradient again we get a reasonable normal. It will be othogonal to // the line (which is a plane but maximally aligned with the camera view. FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::UniformFlow::Impl', [ ' vec3 fdx = vec3(dFdx(vertexVC.x),dFdx(vertexVC.y),dFdx(vertexVC.z));', ' vec3 fdy = vec3(dFdy(vertexVC.x),dFdy(vertexVC.y),dFdy(vertexVC.z));', ' //VTK::UniformFlow::Impl', ] // For further replacements ).result; FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Normal::Impl', [ 'vec3 normalVCVSOutput;', ' fdx = normalize(fdx);', ' fdy = normalize(fdy);', ' if (abs(fdx.x) > 0.0)', ' { normalVCVSOutput = normalize(cross(vec3(fdx.y, -fdx.x, 0.0), fdx)); }', ' else { normalVCVSOutput = normalize(cross(vec3(fdy.y, -fdy.x, 0.0), fdy));}', ] ).result; } else { FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Normal::Dec', ['uniform int cameraParallel;'] ).result; FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::UniformFlow::Impl', [ // ' vec3 fdx = vec3(dFdx(vertexVC.x),dFdx(vertexVC.y),dFdx(vertexVC.z));', // ' vec3 fdy = vec3(dFdy(vertexVC.x),dFdy(vertexVC.y),dFdy(vertexVC.z));', ' vec3 fdx = dFdx(vertexVC.xyz);', ' vec3 fdy = dFdy(vertexVC.xyz);', ' //VTK::UniformFlow::Impl', ] // For further replacements ).result; FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Normal::Impl', [ ' fdx = normalize(fdx);', ' fdy = normalize(fdy);', ' vec3 normalVCVSOutput = normalize(cross(fdx,fdy));', // the code below is faster, but does not work on some devices // 'vec3 normalVC = normalize(cross(dFdx(vertexVC.xyz), dFdy(vertexVC.xyz)));', ' if (cameraParallel == 1 && normalVCVSOutput.z < 0.0) { normalVCVSOutput = -1.0*normalVCVSOutput; }', ' if (cameraParallel == 0 && dot(normalVCVSOutput,vertexVC.xyz) > 0.0) { normalVCVSOutput = -1.0*normalVCVSOutput; }', ] ).result; } } } shaders.Vertex = VSSource; shaders.Geometry = GSSource; shaders.Fragment = FSSource; } }; publicAPI.replaceShaderPositionVC = (shaders, ren, actor) => { let VSSource = shaders.Vertex; let GSSource = shaders.Geometry; let FSSource = shaders.Fragment; // for points make sure to add in the point size if ( actor.getProperty().getRepresentation() === Representation.POINTS || model.lastBoundBO.getPrimitiveType() === primTypes.Points ) { VSSource = vtkShaderProgram.substitute( VSSource, '//VTK::PositionVC::Impl', [ '//VTK::PositionVC::Impl', ` gl_PointSize = ${actor.getProperty().getPointSize()}.0;`, ], false ).result; } // do we need the vertex in the shader in View Coordinates const lastLightComplexity = model.lastBoundBO.getReferenceByName( 'lastLightComplexity' ); if (lastLightComplexity > 0) { VSSource = vtkShaderProgram.substitute( VSSource, '//VTK::PositionVC::Dec', ['varying vec4 vertexVCVSOutput;'] ).result; VSSource = vtkShaderProgram.substitute( VSSource, '//VTK::PositionVC::Impl', [ 'vertexVCVSOutput = MCVCMatrix * vertexMC;', ' gl_Position = MCPCMatrix * vertexMC;', ] ).result; VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Camera::Dec', [ 'uniform mat4 MCPCMatrix;', 'uniform mat4 MCVCMatrix;', ]).result; GSSource = vtkShaderProgram.substitute( GSSource, '//VTK::PositionVC::Dec', ['in vec4 vertexVCVSOutput[];', 'out vec4 vertexVCGSOutput;'] ).result; GSSource = vtkShaderProgram.substitute( GSSource, '//VTK::PositionVC::Impl', ['vertexVCGSOutput = vertexVCVSOutput[i];'] ).result; FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::PositionVC::Dec', ['varying vec4 vertexVCVSOutput;'] ).result; FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::PositionVC::Impl', ['vec4 vertexVC = vertexVCVSOutput;'] ).result; } else { VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Camera::Dec', [ 'uniform mat4 MCPCMatrix;', ]).result; VSSource = vtkShaderProgram.substitute( VSSource, '//VTK::PositionVC::Impl', [' gl_Position = MCPCMatrix * vertexMC;'] ).result; } shaders.Vertex = VSSource; shaders.Geometry = GSSource; shaders.Fragment = FSSource; }; publicAPI.replaceShaderTCoord = (shaders, ren, actor) => { if (model.lastBoundBO.getCABO().getTCoordOffset()) { let VSSource = shaders.Vertex; let GSSource = shaders.Geometry; let FSSource = shaders.Fragment; if (model.drawingEdges) { return; } VSSource = vtkShaderProgram.substitute( VSSource, '//VTK::TCoord::Impl', 'tcoordVCVSOutput = tcoordMC;' ).result; // we only handle the first texture by default // additional textures are activated and we set the uniform // for the texture unit they are assigned to, but you have to // add in the shader code to do something with them const tus = model.openGLActor.getActiveTextures(); let tNumComp = 2; let tcdim = 2; if (tus && tus.length > 0) { tNumComp = tus[0].getComponents(); if (tus[0].getTarget() === model.context.TEXTURE_CUBE_MAP) { tcdim = 3; } } if (model.renderable.getColorTextureMap()) { tNumComp = model.renderable .getColorTextureMap() .getPointData() .getScalars() .getNumberOfComponents(); tcdim = 2; } if (tcdim === 2) { VSSource = vtkShaderProgram.substitute( VSSource, '//VTK::TCoord::Dec', 'attribute vec2 tcoordMC; varying vec2 tcoordVCVSOutput;' ).result; GSSource = vtkShaderProgram.substitute(GSSource, '//VTK::TCoord::Dec', [ 'in vec2 tcoordVCVSOutput[];', 'out vec2 tcoordVCGSOutput;', ]).result; GSSource = vtkShaderProgram.substitute( GSSource, '//VTK::TCoord::Impl', 'tcoordVCGSOutput = tcoordVCVSOutput[i];' ).result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::TCoord::Dec', [ 'varying vec2 tcoordVCVSOutput;', 'uniform sampler2D texture1;', ]).result; if (tus && tus.length >= 1) { switch (tNumComp) { case 1: FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::TCoord::Impl', [ 'vec4 tcolor = texture2D(texture1, tcoordVCVSOutput);', 'gl_FragData[0] = clamp(gl_FragData[0],0.0,1.0)*', ' vec4(tcolor.r,tcolor.r,tcolor.r,1.0);', ] ).result; break; case 2: FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::TCoord::Impl', [ 'vec4 tcolor = texture2D(texture1, tcoordVCVSOutput);', 'gl_FragData[0] = clamp(gl_FragData[0],0.0,1.0)*', ' vec4(tcolor.r,tcolor.r,tcolor.r,tcolor.g);', ] ).result; break; default: FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::TCoord::Impl', 'gl_FragData[0] = clamp(gl_FragData[0],0.0,1.0)*texture2D(texture1, tcoordVCVSOutput.st);' ).result; } } } else { VSSource = vtkShaderProgram.substitute( VSSource, '//VTK::TCoord::Dec', 'attribute vec3 tcoordMC; varying vec3 tcoordVCVSOutput;' ).result; GSSource = vtkShaderProgram.substitute(GSSource, '//VTK::TCoord::Dec', [ 'in vec3 tcoordVCVSOutput[];', 'out vec3 tcoordVCGSOutput;', ]).result; GSSource = vtkShaderProgram.substitute( GSSource, '//VTK::TCoord::Impl', 'tcoordVCGSOutput = tcoordVCVSOutput[i];' ).result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::TCoord::Dec', [ 'varying vec3 tcoordVCVSOutput;', 'uniform samplerCube texture1;', ]).result; switch (tNumComp) { case 1: FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::TCoord::Impl', [ 'vec4 tcolor = textureCube(texture1, tcoordVCVSOutput);', 'gl_FragData[0] = clamp(gl_FragData[0],0.0,1.0)*', ' vec4(tcolor.r,tcolor.r,tcolor.r,1.0);', ] ).result; break; case 2: FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::TCoord::Impl', [ 'vec4 tcolor = textureCube(texture1, tcoordVCVSOutput);', 'gl_FragData[0] = clamp(gl_FragData[0],0.0,1.0)*', ' vec4(tcolor.r,tcolor.r,tcolor.r,tcolor.g);', ] ).result; break; default: FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::TCoord::Impl', 'gl_FragData[0] = clamp(gl_FragData[0],0.0,1.0)*textureCube(texture1, tcoordVCVSOutput);' ).result; } } shaders.Vertex = VSSource; shaders.Geometry = GSSource; shaders.Fragment = FSSource; } }; publicAPI.replaceShaderClip = (shaders, ren, actor) => { let VSSource = shaders.Vertex; let FSSource = shaders.Fragment; if (model.renderable.getNumberOfClippingPlanes()) { let numClipPlanes = model.renderable.getNumberOfClippingPlanes(); if (numClipPlanes > 6) { macro.vtkErrorMacro('OpenGL has a limit of 6 clipping planes'); numClipPlanes = 6; } VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Clip::Dec', [ 'uniform int numClipPlanes;', 'uniform vec4 clipPlanes[6];', 'varying float clipDistancesVSOutput[6];', ]).result; VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Clip::Impl', [ 'for (int planeNum = 0; planeNum < 6; planeNum++)', ' {', ' if (planeNum >= numClipPlanes)', ' {', ' break;', ' }', ' clipDistancesVSOutput[planeNum] = dot(clipPlanes[planeNum], vertexMC);', ' }', ]).result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Clip::Dec', [ 'uniform int numClipPlanes;', 'varying float clipDistancesVSOutput[6];', ]).result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Clip::Impl', [ 'for (int planeNum = 0; planeNum < 6; planeNum++)', ' {', ' if (planeNum >= numClipPlanes)', ' {', ' break;', ' }', ' if (clipDistancesVSOutput[planeNum] < 0.0) discard;', ' }', ]).result; } shaders.Vertex = VSSource; shaders.Fragment = FSSource; }; publicAPI.getCoincidentParameters = (ren, actor) => { // 1. ResolveCoincidentTopology is On and non zero for this primitive // type let cp = null; const prop = actor.getProperty(); if ( model.renderable.getResolveCoincidentTopology() || (prop.getEdgeVisibility() && prop.getRepresentation() === Representation.SURFACE) ) { const primType = model.lastBoundBO.getPrimitiveType(); if ( primType === primTypes.Points || prop.getRepresentation() === Representation.POINTS ) { cp = model.renderable.getCoincidentTopologyPointOffsetParameter(); } else if ( primType === primTypes.Lines || prop.getRepresentation() === Representation.WIREFRAME ) { cp = model.renderable.getCoincidentTopologyLineOffsetParameters(); } else if ( primType === primTypes.Tris || primType === primTypes.TriStrips ) { cp = model.renderable.getCoincidentTopologyPolygonOffsetParameters(); } if ( primType === primTypes.TrisEdges || primType === primTypes.TriStripsEdges ) { cp = model.renderable.getCoincidentTopologyPolygonOffsetParameters(); cp.factor /= 2.0; cp.offset /= 2.0; } } // hardware picking always offset due to saved zbuffer // This gets you above the saved surface depth buffer. // vtkHardwareSelector* selector = ren->GetSelector(); // if (selector && // selector->GetFieldAssociation() == vtkDataObject::FIELD_ASSOCIATION_POINTS) // { // offset -= 2.0; // return; // } return cp; }; publicAPI.replaceShaderPicking = (shaders, ren, actor) => { let FSSource = shaders.Fragment; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Picking::Dec', [ 'uniform vec3 mapperIndex;', 'uniform int picking;', ]).result; FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Picking::Impl', ' gl_FragData[0] = picking != 0 ? vec4(mapperIndex,1.0) : gl_FragData[0];' ).result; shaders.Fragment = FSSource; }; publicAPI.replaceShaderValues = (shaders, ren, actor) => { publicAPI.replaceShaderColor(shaders, ren, actor); publicAPI.replaceShaderNormal(shaders, ren, actor); publicAPI.replaceShaderLight(shaders, ren, actor); publicAPI.replaceShaderTCoord(shaders, ren, actor); publicAPI.replaceShaderPicking(shaders, ren, actor); publicAPI.replaceShaderClip(shaders, ren, actor); publicAPI.replaceShaderCoincidentOffset(shaders, ren, actor); publicAPI.replaceShaderPositionVC(shaders, ren, actor); if (model.haveSeenDepthRequest) { let FSSource = shaders.Fragment; FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::ZBuffer::Dec', 'uniform int depthRequest;' ).result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::ZBuffer::Impl', [ 'if (depthRequest == 1) {', 'float iz = floor(gl_FragCoord.z*65535.0 + 0.1);', 'float rf = floor(iz/256.0)/255.0;', 'float gf = mod(iz,256.0)/255.0;', 'gl_FragData[0] = vec4(rf, gf, 0.0, 1.0); }', ]).result; shaders.Fragment = FSSource; } }; publicAPI.getNeedToRebuildShaders = (cellBO, ren, actor) => { let lightComplexity = 0; let numberOfLights = 0; const primType = cellBO.getPrimitiveType(); const poly = model.currentInput; // different algo from C++ as of 5/2019 let needLighting = false; const pointNormals = poly.getPointData().getNormals(); const cellNormals = poly.getCellData().getNormals(); const flat = actor.getProperty().getInterpolation() === Shading.FLAT; const representation = actor.getProperty().getRepresentation(); const mode = publicAPI.getOpenGLMode(representation, primType); // 1) all surfaces need lighting if (mode === model.context.TRIANGLES) { needLighting = true; // 2) all cell normals without point normals need lighting } else if (cellNormals && !pointNormals) { needLighting = true; // 3) Phong + pointNormals need lighting } else if (!flat && pointNormals) { needLighting = true; // 4) Phong Lines need lighting } else if (!flat && mode === model.context.LINES) { needLighting = true; } // 5) everything else is unlit // do we need lighting? if (actor.getProperty().getLighting() && needLighting) { // consider the lighting complexity to determine which case applies // simple headlight, Light Kit, the whole feature set of VTK lightComplexity = 0; const lights = ren.getLightsByReference(); for (let index = 0; index < lights.length; ++index) { const light = lights[index]; const status = light.getSwitch(); if (status > 0) { numberOfLights++; if (lightComplexity === 0) { lightComplexity = 1; } } if ( lightComplexity === 1 && (numberOfLights > 1 || light.getIntensity() !== 1.0 || !light.lightTypeIsHeadLight()) ) { lightComplexity = 2; } if (lightComplexity < 3 && light.getPositional()) { lightComplexity = 3; } } } let needRebuild = false; const lastLightComplexity = model.lastBoundBO.getReferenceByName( 'lastLightComplexity' ); const lastLightCount = model.lastBoundBO.getReferenceByName( 'lastLightCount' ); if ( lastLightComplexity !== lightComplexity || lastLightCount !== numberOfLights ) { model.lastBoundBO.set({ lastLightComplexity: lightComplexity }, true); model.lastBoundBO.set({ lastLightCount: numberOfLights }, true); needRebuild = true; } // has something changed that would require us to recreate the shader? // candidates are // property modified (representation interpolation and lighting) // input modified // light complexity changed if ( model.lastHaveSeenDepthRequest !== model.haveSeenDepthRequest || cellBO.getProgram() === 0 || cellBO.getShaderSourceTime().getMTime() < publicAPI.getMTime() || cellBO.getShaderSourceTime().getMTime() < actor.getMTime() || cellBO.getShaderSourceTime().getMTime() < model.renderable.getMTime() || cellBO.getShaderSourceTime().getMTime() < model.currentInput.getMTime() || needRebuild ) { model.lastHaveSeenDepthRequest = model.haveSeenDepthRequest; return true; } return false; }; publicAPI.updateShaders = (cellBO, ren, actor) => { model.lastBoundBO = cellBO; // has something changed that would require us to recreate the shader? if (publicAPI.getNeedToRebuildShaders(cellBO, ren, actor)) { const shaders = { Vertex: null, Fragment: null, Geometry: null }; publicAPI.buildShaders(shaders, ren, actor); // compile and bind the program if needed const newShader = model.openGLRenderWindow .getShaderCache() .readyShaderProgramArray( shaders.Vertex, shaders.Fragment, shaders.Geometry ); // if the shader changed reinitialize the VAO if (newShader !== cellBO.getProgram()) { cellBO.setProgram(newShader); // reset the VAO as the shader has changed cellBO.getVAO().releaseGraphicsResources(); } cellBO.getShaderSourceTime().modified(); } else { model.openGLRenderWindow .getShaderCache() .readyShaderProgram(cellBO.getProgram()); } cellBO.getVAO().bind(); publicAPI.setMapperShaderParameters(cellBO, ren, actor); publicAPI.setPropertyShaderParameters(cellBO, ren, actor); publicAPI.setCameraShaderParameters(cellBO, ren, actor); publicAPI.setLightingShaderParameters(cellBO, ren, actor); const listCallbacks = model.renderable.getViewSpecificProperties() .ShadersCallbacks; if (listCallbacks) { listCallbacks.forEach((object) => { object.callback(object.userData, cellBO, ren, actor); }); } }; publicAPI.setMapperShaderParameters = (cellBO, ren, actor) => { // Now to update the VAO too, if necessary. if (cellBO.getProgram().isUniformUsed('PrimitiveIDOffset')) { cellBO .getProgram() .setUniformi('PrimitiveIDOffset', model.primitiveIDOffset); } if ( cellBO.getCABO().getElementCount() && (model.VBOBuildTime.getMTime() > cellBO.getAttributeUpdateTime().getMTime() || cellBO.getShaderSourceTime().getMTime() > cellBO.getAttributeUpdateTime().getMTime()) ) { const lastLightComplexity = model.lastBoundBO.getReferenceByName( 'lastLightComplexity' ); if (cellBO.getProgram().isAttributeUsed('vertexMC')) { if ( !cellBO .getVAO() .addAttributeArray( cellBO.getProgram(), cellBO.getCABO(), 'vertexMC', cellBO.getCABO().getVertexOffset(), cellBO.getCABO().getStride(), model.context.FLOAT, 3, false ) ) { vtkErrorMacro('Error setting vertexMC in shader VAO.'); } } if ( cellBO.getProgram().isAttributeUsed('normalMC') && cellBO.getCABO().getNormalOffset() && lastLightComplexity > 0 ) { if ( !cellBO .getVAO() .addAttributeArray( cellBO.getProgram(), cellBO.getCABO(), 'normalMC', cellBO.getCABO().getNormalOffset(), cellBO.getCABO().getStride(), model.context.FLOAT, 3, false ) ) { vtkErrorMacro('Error setting normalMC in shader VAO.'); } } else { cellBO.getVAO().removeAttributeArray('normalMC'); } model.renderable.getCustomShaderAttributes().forEach((attrName, idx) => { if (cellBO.getProgram().isAttributeUsed(`${attrName}MC`)) { if ( !cellBO .getVAO() .addAttributeArray( cellBO.getProgram(), cellBO.getCABO(), `${attrName}MC`, cellBO.getCABO().getCustomData()[idx].offset, cellBO.getCABO().getStride(), model.context.FLOAT, cellBO.getCABO().getCustomData()[idx].components, false ) ) { vtkErrorMacro(`Error setting ${attrName}MC in shader VAO.`); } } }); if ( cellBO.getProgram().isAttributeUsed('tcoordMC') && cellBO.getCABO().getTCoordOffset() ) { if ( !cellBO .getVAO() .addAttributeArray( cellBO.getProgram(), cellBO.getCABO(), 'tcoordMC', cellBO.getCABO().getTCoordOffset(), cellBO.getCABO().getStride(), model.context.FLOAT, cellBO.getCABO().getTCoordComponents(), false ) ) { vtkErrorMacro('Error setting tcoordMC in shader VAO.'); } } else { cellBO.getVAO().removeAttributeArray('tcoordMC'); } if ( cellBO.getProgram().isAttributeUsed('scalarColor') && cellBO.getCABO().getColorComponents() ) { if ( !cellBO .getVAO() .addAttributeArray( cellBO.getProgram(), cellBO.getCABO().getColorBO(), 'scalarColor', cellBO.getCABO().getColorOffset(), cellBO.getCABO().getColorBOStride(), model.context.UNSIGNED_BYTE, 4, true ) ) { vtkErrorMacro('Error setting scalarColor in shader VAO.'); } } else { cellBO.getVAO().removeAttributeArray('scalarColor'); } cellBO.getAttributeUpdateTime().modified(); } if (model.renderable.getNumberOfClippingPlanes()) { // add all the clipping planes let numClipPlanes = model.renderable.getNumberOfClippingPlanes(); if (numClipPlanes > 6) { macro.vtkErrorMacro('OpenGL has a limit of 6 clipping planes'); numClipPlanes = 6; } const planeEquations = []; for (let i = 0; i < numClipPlanes; i++) { const planeEquation = []; model.renderable.getClippingPlaneInDataCoords( actor.getMatrix(), i, planeEquation ); for (let j = 0; j < 4; j++) { planeEquations.push(planeEquation[j]); } } cellBO.getProgram().setUniformi('numClipPlanes', numClipPlanes); cellBO.getProgram().setUniform4fv('clipPlanes', 6, planeEquations); } if ( model.internalColorTexture && cellBO.getProgram().isUniformUsed('texture1') ) { cellBO .getProgram() .setUniformi('texture1', model.internalColorTexture.getTextureUnit()); } const tus = model.openGLActor.getActiveTextures(); if (tus) { for (let index = 0; index < tus.length; ++index) { const tex = tus[index]; const texUnit = tex.getTextureUnit(); const tname = `texture${texUnit + 1}`; if (cellBO.getProgram().isUniformUsed(tname)) { cellBO.getProgram().setUniformi(tname, texUnit); } } } // handle depth requests if (model.haveSeenDepthRequest) { cellBO .getProgram() .setUniformi('depthRequest', model.renderDepth ? 1 : 0); } // handle coincident if (cellBO.getProgram().isUniformUsed('coffset')) { const cp = publicAPI.getCoincidentParameters(ren, actor); cellBO.getProgram().setUniformf('coffset', cp.offset); // cfactor isn't always used when coffset is. if (cellBO.getProgram().isUniformUsed('cfactor')) { cellBO.getProgram().setUniformf('cfactor', cp.factor); } } const selector = model.openGLRenderer.getSelector(); cellBO .getProgram() .setUniform3fArray( 'mapperIndex', selector ? selector.getPropColorValue() : [0.0, 0.0, 0.0] ); cellBO .getProgram() .setUniformi('picking', selector ? selector.getCurrentPass() + 1 : 0); }; publicAPI.setLightingShaderParameters = (cellBO, ren, actor) => { // for unlit and headlight there are no lighting parameters const lastLightComplexity = model.lastBoundBO.getReferenceByName( 'lastLightComplexity' ); if (lastLightComplexity < 2) { return; } const program = cellBO.getProgram(); // bind some light settings let numberOfLights = 0; const lights = ren.getLightsByReference(); for (let index = 0; index < lights.length; ++index) { const light = lights[index]; const status = light.getSwitch(); if (status > 0.0) { const dColor = light.getColorByReference(); const intensity = light.getIntensity(); model.lightColor[0] = dColor[0] * intensity; model.lightColor[1] = dColor[1] * intensity; model.lightColor[2] = dColor[2] * intensity; // get required info from light const ld = light.getDirection(); const transform = ren.getActiveCamera().getViewMatrix(); const newLightDirection = [...ld]; if (light.lightTypeIsSceneLight()) { newLightDirection[0] = transform[0] * ld[0] + transform[1] * ld[1] + transform[2] * ld[2]; newLightDirection[1] = transform[4] * ld[0] + transform[5] * ld[1] + transform[6] * ld[2]; newLightDirection[2] = transform[8] * ld[0] + transform[9] * ld[1] + transform[10] * ld[2]; vtkMath.normalize(newLightDirection); } model.lightDirection[0] = newLightDirection[0]; model.lightDirection[1] = newLightDirection[1]; model.lightDirection[2] = newLightDirection[2]; model.lightHalfAngle[0] = -model.lightDirection[0]; model.lightHalfAngle[1] = -model.lightDirection[1]; model.lightHalfAngle[2] = -model.lightDirection[2] + 1.0; vtkMath.normalize(model.lightDirection); program.setUniform3fArray( `lightColor${numberOfLights}`, model.lightColor ); program.setUniform3fArray( `lightDirectionVC${numberOfLights}`, model.lightDirection ); program.setUniform3fArray( `lightHalfAngleVC${numberOfLights}`, model.lightHalfAngle ); numberOfLights++; } } // we are done unless we have positional lights if (lastLightComplexity < 3) { return; } // for lightkit case there are some parameters to set const cam = ren.getActiveCamera(); const viewTF = cam.get