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@acransac/vtk.js

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Visualization Toolkit for the Web

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import { mat3, mat4 } from 'gl-matrix'; import macro from 'vtk.js/Sources/macro'; import vtkDataArray from 'vtk.js/Sources/Common/Core/DataArray'; import vtkHelper from 'vtk.js/Sources/Rendering/OpenGL/Helper'; import vtkViewNode from 'vtk.js/Sources/Rendering/SceneGraph/ViewNode'; import vtkOpenGLTexture from 'vtk.js/Sources/Rendering/OpenGL/Texture'; import { Representation } from 'vtk.js/Sources/Rendering/Core/Property/Constants'; const { vtkErrorMacro } = macro; // ---------------------------------------------------------------------------- // vtkOpenGLSkybox methods // ---------------------------------------------------------------------------- function vtkOpenGLSkybox(publicAPI, model) { // Set our className model.classHierarchy.push('vtkOpenGLSkybox'); // Builds myself. publicAPI.buildPass = (prepass) => { if (prepass) { model.openGLRenderer = publicAPI.getFirstAncestorOfType( 'vtkOpenGLRenderer' ); model.openGLRenderWindow = model.openGLRenderer.getParent(); model.context = model.openGLRenderWindow.getContext(); model.tris.setOpenGLRenderWindow(model.openGLRenderWindow); model.openGLTexture.setOpenGLRenderWindow(model.openGLRenderWindow); const ren = model.openGLRenderer.getRenderable(); model.openGLCamera = model.openGLRenderer.getViewNodeFor( ren.getActiveCamera() ); } }; publicAPI.queryPass = (prepass, renderPass) => { if (prepass) { if (!model.renderable || !model.renderable.getVisibility()) { return; } renderPass.incrementOpaqueActorCount(); } }; publicAPI.opaquePass = (prepass, renderPass) => { if (prepass && !model.openGLRenderer.getSelector()) { publicAPI.updateBufferObjects(); model.openGLRenderWindow.enableDepthMask(); model.openGLRenderWindow .getShaderCache() .readyShaderProgram(model.tris.getProgram()); model.openGLTexture.render(model.openGLRenderWindow); const texUnit = model.openGLTexture.getTextureUnit(); model.tris.getProgram().setUniformi('sbtexture', texUnit); const ren = model.openGLRenderer.getRenderable(); const keyMats = model.openGLCamera.getKeyMatrices(ren); const imat = mat4.create(); mat4.invert(imat, keyMats.wcpc); model.tris.getProgram().setUniformMatrix('IMCPCMatrix', imat); if (model.lastFormat === 'box') { const camPos = ren.getActiveCamera().getPosition(); model.tris .getProgram() .setUniform3f('camPos', camPos[0], camPos[1], camPos[2]); } model.tris.getVAO().bind(); // draw polygons model.context.drawArrays( model.context.TRIANGLES, 0, model.tris.getCABO().getElementCount() ); model.tris.getVAO().release(); model.openGLTexture.deactivate(); } }; publicAPI.updateBufferObjects = () => { // build the VBO if needed, only happens once if (!model.tris.getCABO().getElementCount()) { const ptsArray = new Float32Array(12); for (let i = 0; i < 4; i++) { ptsArray[i * 3] = (i % 2) * 2 - 1.0; ptsArray[i * 3 + 1] = i > 1 ? 1.0 : -1.0; ptsArray[i * 3 + 2] = 1.0; } const points = vtkDataArray.newInstance({ numberOfComponents: 3, values: ptsArray, }); points.setName('points'); const cellArray = new Uint16Array(8); cellArray[0] = 3; cellArray[1] = 0; cellArray[2] = 1; cellArray[3] = 3; cellArray[4] = 3; cellArray[5] = 0; cellArray[6] = 3; cellArray[7] = 2; const cells = vtkDataArray.newInstance({ numberOfComponents: 1, values: cellArray, }); model.tris.getCABO().createVBO(cells, 'polys', Representation.SURFACE, { points, cellOffset: 0, }); } // update the program? if (model.renderable.getFormat() !== model.lastFormat) { model.lastFormat = model.renderable.getFormat(); if (model.lastFormat === 'box') { // we invert Y below because opengl is messed up! // Cube Maps have been specified to follow the RenderMan // specification (for whatever reason), and RenderMan // assumes the images' origin being in the upper left, // contrary to the usual OpenGL behaviour of having the // image origin in the lower left. That's why things get // swapped in the Y direction. It totally breaks with the usual // OpenGL semantics and doesn't make sense at all. // But now we're stuck with it. From // https://stackoverflow.com/questions/11685608/convention-of-faces-in-opengl-cubemapping // model.tris.setProgram( model.openGLRenderWindow.getShaderCache().readyShaderProgramArray( `//VTK::System::Dec attribute vec3 vertexMC; uniform mat4 IMCPCMatrix; varying vec3 TexCoords; void main () { gl_Position = vec4(vertexMC.xyz, 1.0); vec4 wpos = IMCPCMatrix * gl_Position; TexCoords = wpos.xyz/wpos.w; }`, `//VTK::System::Dec //VTK::Output::Dec varying vec3 TexCoords; uniform samplerCube sbtexture; uniform vec3 camPos; void main () { // skybox looks from inside out // which means we have to adjust // our tcoords. Otherwise text would // be flipped vec3 tc = normalize(TexCoords - camPos); if (abs(tc.z) < max(abs(tc.x),abs(tc.y))) { tc = vec3(1.0, 1.0, -1.0) * tc; } else { tc = vec3(-1.0, 1.0, 1.0) * tc; } gl_FragData[0] = textureCube(sbtexture, tc); }`, '' ) ); } if (model.lastFormat === 'background') { // maps the texture to the window model.tris.setProgram( model.openGLRenderWindow.getShaderCache().readyShaderProgramArray( `//VTK::System::Dec attribute vec3 vertexMC; uniform mat4 IMCPCMatrix; varying vec2 TexCoords; void main () { gl_Position = vec4(vertexMC.xyz, 1.0); vec4 wpos = IMCPCMatrix * gl_Position; TexCoords = vec2(vertexMC.x, vertexMC.y)*0.5 + 0.5; }`, `//VTK::System::Dec //VTK::Output::Dec varying vec2 TexCoords; uniform sampler2D sbtexture; void main () { gl_FragData[0] = texture2D(sbtexture, TexCoords); }`, '' ) ); } model.tris.getShaderSourceTime().modified(); model.tris.getVAO().bind(); if ( !model.tris .getVAO() .addAttributeArray( model.tris.getProgram(), model.tris.getCABO(), 'vertexMC', model.tris.getCABO().getVertexOffset(), model.tris.getCABO().getStride(), model.context.FLOAT, 3, model.context.FALSE ) ) { vtkErrorMacro('Error setting vertexMC in shader VAO.'); } } // set/update the texture map if needed const tmaps = model.renderable.getTextures(); if (!tmaps.length) { vtkErrorMacro('vtkSkybox requires a texture map'); } if (model.openGLTexture.getRenderable() !== tmaps[0]) { model.openGLTexture.releaseGraphicsResources(model.openGLRenderWindow); model.openGLTexture.setRenderable(tmaps[0]); } }; } // ---------------------------------------------------------------------------- // Object factory // ---------------------------------------------------------------------------- const DEFAULT_VALUES = { context: null, }; // ---------------------------------------------------------------------------- export function extend(publicAPI, model, initialValues = {}) { Object.assign(model, DEFAULT_VALUES, initialValues); // Inheritance vtkViewNode.extend(publicAPI, model, initialValues); model.openGLTexture = vtkOpenGLTexture.newInstance(); model.tris = vtkHelper.newInstance(); model.keyMatrixTime = {}; macro.obj(model.keyMatrixTime, { mtime: 0 }); model.keyMatrices = { normalMatrix: mat3.create(), mcwc: mat4.create(), }; // Build VTK API macro.setGet(publicAPI, model, ['context']); macro.get(publicAPI, model, ['activeTextures']); // Object methods vtkOpenGLSkybox(publicAPI, model); } // ---------------------------------------------------------------------------- export const newInstance = macro.newInstance(extend); // ---------------------------------------------------------------------------- export default { newInstance, extend };