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@kitware/vtk.js

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Visualization Toolkit for the Web

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import { n as newInstance$1, o as obj, e as setGet, h as chain, c as macro } from '../../macros2.js'; import DeepEqual from 'fast-deep-equal'; import { mat4, mat3, vec3 } from 'gl-matrix'; import vtkDataArray from '../../Common/Core/DataArray.js'; import { VtkDataTypes } from '../../Common/Core/DataArray/Constants.js'; import vtkHelper from './Helper.js'; import { u as uninitializeBounds } from '../../Common/Core/Math/index.js'; import vtkOpenGLFramebuffer from './Framebuffer.js'; import vtkOpenGLTexture from './Texture.js'; import vtkReplacementShaderMapper from './ReplacementShaderMapper.js'; import vtkShaderProgram from './ShaderProgram.js'; import vtkVertexArrayObject from './VertexArrayObject.js'; import vtkViewNode from '../SceneGraph/ViewNode.js'; import { Representation } from '../Core/Property/Constants.js'; import { Wrap, Filter } from './Texture/Constants.js'; import { InterpolationType, OpacityMode, ColorMixPreset } from '../Core/VolumeProperty/Constants.js'; import { BlendMode } from '../Core/VolumeMapper/Constants.js'; import { getTransferFunctionHash, getImageDataHash } from './RenderWindow/resourceSharingHelper.js'; import { v as vtkVolumeVS } from './glsl/vtkVolumeVS.glsl.js'; import { v as vtkVolumeFS } from './glsl/vtkVolumeFS.glsl.js'; import { registerOverride } from './ViewNodeFactory.js'; const { vtkWarningMacro, vtkErrorMacro } = macro; // ---------------------------------------------------------------------------- // helper methods // ---------------------------------------------------------------------------- function getColorCodeFromPreset(colorMixPreset) { switch (colorMixPreset) { case ColorMixPreset.CUSTOM: return '//VTK::CustomColorMix'; case ColorMixPreset.ADDITIVE: return ` // compute normals mat4 normalMat = computeMat4Normal(posIS, tValue, tstep); #if (vtkLightComplexity > 0) && defined(vtkComputeNormalFromOpacity) vec3 scalarInterp0[2]; vec4 normalLight0 = computeNormalForDensity(posIS, tstep, scalarInterp0, 0); scalarInterp0[0] = scalarInterp0[0] * oscale0 + oshift0; scalarInterp0[1] = scalarInterp0[1] * oscale0 + oshift0; normalLight0 = computeDensityNormal(scalarInterp0, height0, 1.0); vec3 scalarInterp1[2]; vec4 normalLight1 = computeNormalForDensity(posIS, tstep, scalarInterp1, 1); scalarInterp1[0] = scalarInterp1[0] * oscale1 + oshift1; scalarInterp1[1] = scalarInterp1[1] * oscale1 + oshift1; normalLight1 = computeDensityNormal(scalarInterp1, height1, 1.0); #else vec4 normalLight0 = normalMat[0]; vec4 normalLight1 = normalMat[1]; #endif // compute opacities float opacity0 = pwfValue0; float opacity1 = pwfValue1; #ifdef vtkGradientOpacityOn float gof0 = computeGradientOpacityFactor(normalMat[0].a, goscale0, goshift0, gomin0, gomax0); opacity0 *= gof0; float gof1 = computeGradientOpacityFactor(normalMat[1].a, goscale1, goshift1, gomin1, gomax1); opacity1 *= gof1; #endif float opacitySum = opacity0 + opacity1; if (opacitySum <= 0.0) { return vec4(0.0); } // mix the colors and opacities tColor0 = applyAllLightning(tColor0, opacity0, posIS, normalLight0); tColor1 = applyAllLightning(tColor1, opacity1, posIS, normalLight1); vec3 mixedColor = (opacity0 * tColor0 + opacity1 * tColor1) / opacitySum; return vec4(mixedColor, min(1.0, opacitySum)); `; case ColorMixPreset.COLORIZE: return ` // compute normals mat4 normalMat = computeMat4Normal(posIS, tValue, tstep); #if (vtkLightComplexity > 0) && defined(vtkComputeNormalFromOpacity) vec3 scalarInterp0[2]; vec4 normalLight0 = computeNormalForDensity(posIS, tstep, scalarInterp0, 0); scalarInterp0[0] = scalarInterp0[0] * oscale0 + oshift0; scalarInterp0[1] = scalarInterp0[1] * oscale0 + oshift0; normalLight0 = computeDensityNormal(scalarInterp0, height0, 1.0); #else vec4 normalLight0 = normalMat[0]; #endif // compute opacities float opacity0 = pwfValue0; #ifdef vtkGradientOpacityOn float gof0 = computeGradientOpacityFactor(normalMat[0].a, goscale0, goshift0, gomin0, gomax0); opacity0 *= gof0; #endif // mix the colors and opacities vec3 color = tColor0 * mix(vec3(1.0), tColor1, pwfValue1); color = applyAllLightning(color, opacity0, posIS, normalLight0); return vec4(color, opacity0); `; default: return null; } } // ---------------------------------------------------------------------------- // vtkOpenGLVolumeMapper methods // ---------------------------------------------------------------------------- function vtkOpenGLVolumeMapper(publicAPI, model) { // Set our className model.classHierarchy.push('vtkOpenGLVolumeMapper'); function unregisterGraphicsResources(renderWindow) { [model._scalars, model._scalarOpacityFunc, model._colorTransferFunc, model._labelOutlineThicknessArray].forEach(coreObject => renderWindow.unregisterGraphicsResourceUser(coreObject, publicAPI)); } publicAPI.buildPass = () => { model.zBufferTexture = null; }; // ohh someone is doing a zbuffer pass, use that for // intermixed volume rendering publicAPI.zBufferPass = (prepass, renderPass) => { if (prepass) { const zbt = renderPass.getZBufferTexture(); if (zbt !== model.zBufferTexture) { model.zBufferTexture = zbt; } } }; publicAPI.opaqueZBufferPass = (prepass, renderPass) => publicAPI.zBufferPass(prepass, renderPass); // Renders myself publicAPI.volumePass = (prepass, renderPass) => { if (prepass) { const oldOglRenderWindow = model._openGLRenderWindow; model._openGLRenderWindow = publicAPI.getLastAncestorOfType('vtkOpenGLRenderWindow'); if (oldOglRenderWindow && !oldOglRenderWindow.isDeleted() && oldOglRenderWindow !== model._openGLRenderWindow) { // Unregister the mapper when the render window changes unregisterGraphicsResources(oldOglRenderWindow); } model.context = model._openGLRenderWindow.getContext(); model.tris.setOpenGLRenderWindow(model._openGLRenderWindow); model.jitterTexture.setOpenGLRenderWindow(model._openGLRenderWindow); model.framebuffer.setOpenGLRenderWindow(model._openGLRenderWindow); model.openGLVolume = publicAPI.getFirstAncestorOfType('vtkOpenGLVolume'); const actor = model.openGLVolume.getRenderable(); model._openGLRenderer = publicAPI.getFirstAncestorOfType('vtkOpenGLRenderer'); const ren = model._openGLRenderer.getRenderable(); model.openGLCamera = model._openGLRenderer.getViewNodeFor(ren.getActiveCamera()); publicAPI.renderPiece(ren, actor); } }; publicAPI.getShaderTemplate = (shaders, ren, actor) => { shaders.Vertex = vtkVolumeVS; shaders.Fragment = vtkVolumeFS; shaders.Geometry = ''; }; publicAPI.useIndependentComponents = actorProperty => { const iComps = actorProperty.getIndependentComponents(); const image = model.currentInput; const numComp = image?.getPointData()?.getScalars()?.getNumberOfComponents(); const colorMixPreset = actorProperty.getColorMixPreset(); return iComps && numComp >= 2 || !!colorMixPreset; }; publicAPI.replaceShaderValues = (shaders, ren, actor) => { const actorProps = actor.getProperty(); let FSSource = shaders.Fragment; // define some values in the shader const iType = actorProps.getInterpolationType(); if (iType === InterpolationType.LINEAR) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::TrilinearOn', '#define vtkTrilinearOn').result; } const vtkImageLabelOutline = publicAPI.isLabelmapOutlineRequired(actor); if (vtkImageLabelOutline === true) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::ImageLabelOutlineOn', '#define vtkImageLabelOutlineOn').result; } const LabelEdgeProjection = model.renderable.getBlendMode() === BlendMode.LABELMAP_EDGE_PROJECTION_BLEND; if (LabelEdgeProjection) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::LabelEdgeProjectionOn', '#define vtkLabelEdgeProjectionOn').result; } const numComp = model.scalarTexture.getComponents(); FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::NumComponents', `#define vtkNumComponents ${numComp}`).result; const useIndependentComps = publicAPI.useIndependentComponents(actorProps); if (useIndependentComps) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::IndependentComponentsOn', '#define UseIndependentComponents').result; } // Define any proportional components const proportionalComponents = []; const forceNearestComponents = []; for (let nc = 0; nc < numComp; nc++) { if (actorProps.getOpacityMode(nc) === OpacityMode.PROPORTIONAL) { proportionalComponents.push(`#define vtkComponent${nc}Proportional`); } if (actorProps.getForceNearestInterpolation(nc)) { forceNearestComponents.push(`#define vtkComponent${nc}ForceNearest`); } } FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::vtkProportionalComponents', proportionalComponents.join('\n')).result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::vtkForceNearestComponents', forceNearestComponents.join('\n')).result; const colorMixPreset = actorProps.getColorMixPreset(); const colorMixCode = getColorCodeFromPreset(colorMixPreset); if (colorMixCode) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::CustomComponentsColorMixOn', '#define vtkCustomComponentsColorMix').result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::CustomComponentsColorMix::Impl', colorMixCode).result; } // WebGL only supports loops over constants // and does not support while loops so we // have to hard code how many steps/samples to take // We do a break so most systems will gracefully // early terminate, but it is always possible // a system will execute every step regardless const ext = model.currentInput.getSpatialExtent(); const spc = model.currentInput.getSpacing(); const vsize = new Float64Array(3); vec3.set(vsize, (ext[1] - ext[0]) * spc[0], (ext[3] - ext[2]) * spc[1], (ext[5] - ext[4]) * spc[2]); const maxSamples = vec3.length(vsize) / publicAPI.getCurrentSampleDistance(ren); FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::MaximumSamplesValue', `${Math.ceil(maxSamples)}`).result; // set light complexity FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::LightComplexity', `#define vtkLightComplexity ${model.lightComplexity}`).result; // set shadow blending flag if (model.lightComplexity > 0) { if (model.renderable.getVolumetricScatteringBlending() > 0.0) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::VolumeShadowOn', `#define VolumeShadowOn`).result; } if (model.renderable.getVolumetricScatteringBlending() < 1.0) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::SurfaceShadowOn', `#define SurfaceShadowOn`).result; } if (model.renderable.getLocalAmbientOcclusion() && actorProps.getAmbient() > 0.0) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::localAmbientOcclusionOn', `#define localAmbientOcclusionOn`).result; } } // if using gradient opacity define that const numIComps = useIndependentComps ? numComp : 1; model.gopacity = false; for (let nc = 0; !model.gopacity && nc < numIComps; ++nc) { model.gopacity ||= actorProps.getUseGradientOpacity(nc); } if (model.gopacity) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::GradientOpacityOn', '#define vtkGradientOpacityOn').result; } // set normal from density if (model.renderable.getComputeNormalFromOpacity()) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::vtkComputeNormalFromOpacity', `#define vtkComputeNormalFromOpacity`).result; } // if we have a ztexture then declare it and use it if (model.zBufferTexture !== null) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::ZBuffer::Dec', ['uniform sampler2D zBufferTexture;', 'uniform float vpZWidth;', 'uniform float vpZHeight;']).result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::ZBuffer::Impl', ['vec4 depthVec = texture2D(zBufferTexture, vec2(gl_FragCoord.x / vpZWidth, gl_FragCoord.y/vpZHeight));', 'float zdepth = (depthVec.r*256.0 + depthVec.g)/257.0;', 'zdepth = zdepth * 2.0 - 1.0;', 'if (cameraParallel == 0) {', 'zdepth = -2.0 * camFar * camNear / (zdepth*(camFar-camNear)-(camFar+camNear)) - camNear;}', 'else {', 'zdepth = (zdepth + 1.0) * 0.5 * (camFar - camNear);}\n', 'zdepth = -zdepth/rayDir.z;', 'dists.y = min(zdepth,dists.y);']).result; } // Set the BlendMode approach FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::BlendMode', `${model.renderable.getBlendMode()}`).result; shaders.Fragment = FSSource; publicAPI.replaceShaderLight(shaders, ren, actor); publicAPI.replaceShaderClippingPlane(shaders, ren, actor); }; publicAPI.replaceShaderLight = (shaders, ren, actor) => { if (model.lightComplexity === 0) { return; } let FSSource = shaders.Fragment; // check for shadow maps - not implemented yet, skip // const shadowFactor = ''; // to-do: single out the case when complexity = 1 // only account for lights that are switched on let lightNum = 0; ren.getLights().forEach(light => { if (light.getSwitch()) { lightNum += 1; } }); FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Light::Dec', [`uniform int lightNum;`, `uniform bool twoSidedLighting;`, `uniform vec3 lightColor[${lightNum}];`, `uniform vec3 lightDirectionVC[${lightNum}]; // normalized`, `uniform vec3 lightHalfAngleVC[${lightNum}];`, '//VTK::Light::Dec'], false).result; // support any number of lights if (model.lightComplexity === 3) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Light::Dec', [`uniform vec3 lightPositionVC[${lightNum}];`, `uniform vec3 lightAttenuation[${lightNum}];`, `uniform float lightConeAngle[${lightNum}];`, `uniform float lightExponent[${lightNum}];`, `uniform int lightPositional[${lightNum}];`], false).result; } if (model.renderable.getVolumetricScatteringBlending() > 0.0) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::VolumeShadow::Dec', [`uniform float volumetricScatteringBlending;`, `uniform float giReach;`, `uniform float volumeShadowSamplingDistFactor;`, `uniform float anisotropy;`, `uniform float anisotropy2;`], false).result; } if (model.renderable.getLocalAmbientOcclusion() && actor.getProperty().getAmbient() > 0.0) { FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::LAO::Dec', [`uniform int kernelRadius;`, `uniform vec2 kernelSample[${model.renderable.getLAOKernelRadius()}];`, `uniform int kernelSize;`], false).result; } shaders.Fragment = FSSource; }; publicAPI.replaceShaderClippingPlane = (shaders, ren, actor) => { let FSSource = shaders.Fragment; if (model.renderable.getClippingPlanes().length > 0) { const clipPlaneSize = model.renderable.getClippingPlanes().length; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::ClipPlane::Dec', [`uniform vec3 vClipPlaneNormals[6];`, `uniform float vClipPlaneDistances[6];`, `uniform vec3 vClipPlaneOrigins[6];`, `uniform int clip_numPlanes;`, '//VTK::ClipPlane::Dec', '#define vtkClippingPlanesOn'], false).result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::ClipPlane::Impl', [`for(int i = 0; i < ${clipPlaneSize}; i++) {`, ' float rayDirRatio = dot(rayDir, vClipPlaneNormals[i]);', ' float equationResult = dot(vertexVCVSOutput, vClipPlaneNormals[i]) + vClipPlaneDistances[i];', ' if (rayDirRatio == 0.0)', ' {', ' if (equationResult < 0.0) dists.x = dists.y;', ' continue;', ' }', ' float result = -1.0 * equationResult / rayDirRatio;', ' if (rayDirRatio < 0.0) dists.y = min(dists.y, result);', ' else dists.x = max(dists.x, result);', '}', '//VTK::ClipPlane::Impl'], false).result; } shaders.Fragment = FSSource; }; const recomputeLightComplexity = (actor, lights) => { // do we need lighting? let lightComplexity = 0; if (actor.getProperty().getShade() && model.renderable.getBlendMode() === BlendMode.COMPOSITE_BLEND) { // consider the lighting complexity to determine which case applies // simple headlight, Light Kit, the whole feature set of VTK lightComplexity = 0; model.numberOfLights = 0; lights.forEach(light => { const status = light.getSwitch(); if (status > 0) { model.numberOfLights++; if (lightComplexity === 0) { lightComplexity = 1; } } if (lightComplexity === 1 && (model.numberOfLights > 1 || light.getIntensity() !== 1.0 || !light.lightTypeIsHeadLight())) { lightComplexity = 2; } if (lightComplexity < 3 && light.getPositional()) { lightComplexity = 3; } }); } if (lightComplexity !== model.lightComplexity) { model.lightComplexity = lightComplexity; publicAPI.modified(); } }; publicAPI.getNeedToRebuildShaders = (cellBO, ren, actor) => { const actorProps = actor.getProperty(); recomputeLightComplexity(actor, ren.getLights()); const numComp = model.scalarTexture.getComponents(); const opacityModes = []; const forceNearestInterps = []; for (let nc = 0; nc < numComp; nc++) { opacityModes.push(actorProps.getOpacityMode(nc)); forceNearestInterps.push(actorProps.getForceNearestInterpolation(nc)); } const ext = model.currentInput.getSpatialExtent(); const spc = model.currentInput.getSpacing(); const vsize = new Float64Array(3); vec3.set(vsize, (ext[1] - ext[0]) * spc[0], (ext[3] - ext[2]) * spc[1], (ext[5] - ext[4]) * spc[2]); const maxSamples = vec3.length(vsize) / publicAPI.getCurrentSampleDistance(ren); const hasZBufferTexture = !!model.zBufferTexture; const state = { iComps: actorProps.getIndependentComponents(), colorMixPreset: actorProps.getColorMixPreset(), interpolationType: actorProps.getInterpolationType(), useLabelOutline: publicAPI.isLabelmapOutlineRequired(actor), numComp, maxSamples, useGradientOpacity: actorProps.getUseGradientOpacity(0), blendMode: model.renderable.getBlendMode(), hasZBufferTexture, opacityModes, forceNearestInterps }; // We need to rebuild the shader if one of these variables has changed, // since they are used in the shader template replacement step. // We also need to rebuild if the shader source time is outdated. if (cellBO.getProgram()?.getHandle() === 0 || cellBO.getShaderSourceTime().getMTime() < publicAPI.getMTime() || cellBO.getShaderSourceTime().getMTime() < model.renderable.getMTime() || !model.previousState || !DeepEqual(model.previousState, state)) { model.previousState = state; return true; } return false; }; publicAPI.updateShaders = (cellBO, ren, actor) => { // 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.setCameraShaderParameters(cellBO, ren, actor); publicAPI.setPropertyShaderParameters(cellBO, ren, actor); publicAPI.getClippingPlaneShaderParameters(cellBO, ren, actor); }; publicAPI.setMapperShaderParameters = (cellBO, ren, actor) => { // Now to update the VAO too, if necessary. const program = cellBO.getProgram(); if (cellBO.getCABO().getElementCount() && (model.VBOBuildTime.getMTime() > cellBO.getAttributeUpdateTime().getMTime() || cellBO.getShaderSourceTime().getMTime() > cellBO.getAttributeUpdateTime().getMTime())) { if (program.isAttributeUsed('vertexDC')) { if (!cellBO.getVAO().addAttributeArray(program, cellBO.getCABO(), 'vertexDC', cellBO.getCABO().getVertexOffset(), cellBO.getCABO().getStride(), model.context.FLOAT, 3, model.context.FALSE)) { vtkErrorMacro('Error setting vertexDC in shader VAO.'); } } cellBO.getAttributeUpdateTime().modified(); } program.setUniformi('texture1', model.scalarTexture.getTextureUnit()); program.setUniformf('sampleDistance', publicAPI.getCurrentSampleDistance(ren)); const volInfo = model.scalarTexture.getVolumeInfo(); const ipScalarRange = model.renderable.getIpScalarRange(); // In some situations, we might not have computed the scale and offset // for the data range, or it might not be needed. if (volInfo?.dataComputedScale?.length) { const minVals = []; const maxVals = []; for (let i = 0; i < 4; i++) { // convert iprange from 0-1 into data range values minVals[i] = ipScalarRange[0] * volInfo.dataComputedScale[i] + volInfo.dataComputedOffset[i]; maxVals[i] = ipScalarRange[1] * volInfo.dataComputedScale[i] + volInfo.dataComputedOffset[i]; // convert data ranges into texture values minVals[i] = (minVals[i] - volInfo.offset[i]) / volInfo.scale[i]; maxVals[i] = (maxVals[i] - volInfo.offset[i]) / volInfo.scale[i]; } program.setUniform4f('ipScalarRangeMin', minVals[0], minVals[1], minVals[2], minVals[3]); program.setUniform4f('ipScalarRangeMax', maxVals[0], maxVals[1], maxVals[2], maxVals[3]); } // if we have a zbuffer texture then set it if (model.zBufferTexture !== null) { program.setUniformi('zBufferTexture', model.zBufferTexture.getTextureUnit()); const size = model._useSmallViewport ? [model._smallViewportWidth, model._smallViewportHeight] : model._openGLRenderWindow.getFramebufferSize(); program.setUniformf('vpZWidth', size[0]); program.setUniformf('vpZHeight', size[1]); } }; publicAPI.setCameraShaderParameters = (cellBO, ren, actor) => { // // [WMVP]C == {world, model, view, projection} coordinates // // E.g., WCPC == world to projection coordinate transformation const keyMats = model.openGLCamera.getKeyMatrices(ren); const actMats = model.openGLVolume.getKeyMatrices(); mat4.multiply(model.modelToView, keyMats.wcvc, actMats.mcwc); const program = cellBO.getProgram(); const cam = model.openGLCamera.getRenderable(); const crange = cam.getClippingRange(); program.setUniformf('camThick', crange[1] - crange[0]); program.setUniformf('camNear', crange[0]); program.setUniformf('camFar', crange[1]); const bounds = model.currentInput.getBounds(); const dims = model.currentInput.getDimensions(); // compute the viewport bounds of the volume // we will only render those fragments. const pos = new Float64Array(3); const dir = new Float64Array(3); let dcxmin = 1.0; let dcxmax = -1.0; let dcymin = 1.0; let dcymax = -1.0; for (let i = 0; i < 8; ++i) { vec3.set(pos, bounds[i % 2], bounds[2 + Math.floor(i / 2) % 2], bounds[4 + Math.floor(i / 4)]); vec3.transformMat4(pos, pos, model.modelToView); if (!cam.getParallelProjection()) { vec3.normalize(dir, pos); // now find the projection of this point onto a // nearZ distance plane. Since the camera is at 0,0,0 // in VC the ray is just t*pos and // t is -nearZ/dir.z // intersection becomes pos.x/pos.z const t = -crange[0] / pos[2]; vec3.scale(pos, dir, t); } // now convert to DC vec3.transformMat4(pos, pos, keyMats.vcpc); dcxmin = Math.min(pos[0], dcxmin); dcxmax = Math.max(pos[0], dcxmax); dcymin = Math.min(pos[1], dcymin); dcymax = Math.max(pos[1], dcymax); } program.setUniformf('dcxmin', dcxmin); program.setUniformf('dcxmax', dcxmax); program.setUniformf('dcymin', dcymin); program.setUniformf('dcymax', dcymax); if (program.isUniformUsed('cameraParallel')) { program.setUniformi('cameraParallel', cam.getParallelProjection()); } const ext = model.currentInput.getSpatialExtent(); const spc = model.currentInput.getSpacing(); const vsize = new Float64Array(3); vec3.set(vsize, (ext[1] - ext[0]) * spc[0], (ext[3] - ext[2]) * spc[1], (ext[5] - ext[4]) * spc[2]); program.setUniform3f('vSpacing', spc[0], spc[1], spc[2]); vec3.set(pos, ext[0], ext[2], ext[4]); model.currentInput.indexToWorldVec3(pos, pos); vec3.transformMat4(pos, pos, model.modelToView); program.setUniform3f('vOriginVC', pos[0], pos[1], pos[2]); // apply the image directions const i2wmat4 = model.currentInput.getIndexToWorld(); mat4.multiply(model.idxToView, model.modelToView, i2wmat4); mat3.multiply(model.idxNormalMatrix, keyMats.normalMatrix, actMats.normalMatrix); mat3.multiply(model.idxNormalMatrix, model.idxNormalMatrix, model.currentInput.getDirectionByReference()); const maxSamples = vec3.length(vsize) / publicAPI.getCurrentSampleDistance(ren); if (maxSamples > model.renderable.getMaximumSamplesPerRay()) { vtkWarningMacro(`The number of steps required ${Math.ceil(maxSamples)} is larger than the specified maximum number of steps ${model.renderable.getMaximumSamplesPerRay()}. Please either change the volumeMapper sampleDistance or its maximum number of samples.`); } const vctoijk = new Float64Array(3); vec3.set(vctoijk, 1.0, 1.0, 1.0); vec3.divide(vctoijk, vctoijk, vsize); program.setUniform3f('vVCToIJK', vctoijk[0], vctoijk[1], vctoijk[2]); program.setUniform3i('volumeDimensions', dims[0], dims[1], dims[2]); program.setUniform3f('volumeSpacings', spc[0], spc[1], spc[2]); if (!model._openGLRenderWindow.getWebgl2()) { const volInfo = model.scalarTexture.getVolumeInfo(); program.setUniformf('texWidth', model.scalarTexture.getWidth()); program.setUniformf('texHeight', model.scalarTexture.getHeight()); program.setUniformi('xreps', volInfo.xreps); program.setUniformi('xstride', volInfo.xstride); program.setUniformi('ystride', volInfo.ystride); } // map normals through normal matrix // then use a point on the plane to compute the distance const normal = new Float64Array(3); const pos2 = new Float64Array(3); for (let i = 0; i < 6; ++i) { switch (i) { case 1: vec3.set(normal, -1.0, 0.0, 0.0); vec3.set(pos2, ext[0], ext[2], ext[4]); break; case 2: vec3.set(normal, 0.0, 1.0, 0.0); vec3.set(pos2, ext[1], ext[3], ext[5]); break; case 3: vec3.set(normal, 0.0, -1.0, 0.0); vec3.set(pos2, ext[0], ext[2], ext[4]); break; case 4: vec3.set(normal, 0.0, 0.0, 1.0); vec3.set(pos2, ext[1], ext[3], ext[5]); break; case 5: vec3.set(normal, 0.0, 0.0, -1.0); vec3.set(pos2, ext[0], ext[2], ext[4]); break; case 0: default: vec3.set(normal, 1.0, 0.0, 0.0); vec3.set(pos2, ext[1], ext[3], ext[5]); break; } vec3.transformMat3(normal, normal, model.idxNormalMatrix); vec3.transformMat4(pos2, pos2, model.idxToView); const dist = -1.0 * vec3.dot(pos2, normal); // we have the plane in view coordinates // specify the planes in view coordinates program.setUniform3f(`vPlaneNormal${i}`, normal[0], normal[1], normal[2]); program.setUniformf(`vPlaneDistance${i}`, dist); } if (publicAPI.isLabelmapOutlineRequired(actor)) { const image = model.currentInput; const worldToIndex = image.getWorldToIndex(); program.setUniformMatrix('vWCtoIDX', worldToIndex); const camera = ren.getActiveCamera(); const [cRange0, cRange1] = camera.getClippingRange(); const distance = camera.getDistance(); // set the clipping range to be model.distance and model.distance + 0.1 // since we use the in the keyMats.wcpc (world to projection) matrix // the projection matrix calculation relies on the clipping range to be // set correctly. This is done inside the interactorStyleMPRSlice which // limits use cases where the interactor style is not used. camera.setClippingRange(distance, distance + 0.1); const labelOutlineKeyMats = model.openGLCamera.getKeyMatrices(ren); // Get the projection coordinate to world coordinate transformation matrix. mat4.invert(model.projectionToWorld, labelOutlineKeyMats.wcpc); // reset the clipping range since the keyMats are cached camera.setClippingRange(cRange0, cRange1); // to re compute the matrices for the current camera and cache them model.openGLCamera.getKeyMatrices(ren); program.setUniformMatrix('PCWCMatrix', model.projectionToWorld); const size = publicAPI.getRenderTargetSize(); program.setUniformf('vpWidth', size[0]); program.setUniformf('vpHeight', size[1]); const offset = publicAPI.getRenderTargetOffset(); program.setUniformf('vpOffsetX', offset[0] / size[0]); program.setUniformf('vpOffsetY', offset[1] / size[1]); } mat4.invert(model.projectionToView, keyMats.vcpc); program.setUniformMatrix('PCVCMatrix', model.projectionToView); // handle lighting values if (model.lightComplexity === 0) { return; } let lightNum = 0; const lightColor = []; const lightDir = []; const halfAngle = []; ren.getLights().forEach(light => { const status = light.getSwitch(); if (status > 0) { const dColor = light.getColor(); const intensity = light.getIntensity(); lightColor[0 + lightNum * 3] = dColor[0] * intensity; lightColor[1 + lightNum * 3] = dColor[1] * intensity; lightColor[2 + lightNum * 3] = dColor[2] * intensity; const ldir = light.getDirection(); vec3.set(normal, ldir[0], ldir[1], ldir[2]); vec3.transformMat3(normal, normal, keyMats.normalMatrix); // in view coordinat vec3.normalize(normal, normal); lightDir[0 + lightNum * 3] = normal[0]; lightDir[1 + lightNum * 3] = normal[1]; lightDir[2 + lightNum * 3] = normal[2]; // camera DOP is 0,0,-1.0 in VC halfAngle[0 + lightNum * 3] = -0.5 * normal[0]; halfAngle[1 + lightNum * 3] = -0.5 * normal[1]; halfAngle[2 + lightNum * 3] = -0.5 * (normal[2] - 1.0); lightNum++; } }); program.setUniformi('twoSidedLighting', ren.getTwoSidedLighting()); program.setUniformi('lightNum', lightNum); program.setUniform3fv('lightColor', lightColor); program.setUniform3fv('lightDirectionVC', lightDir); program.setUniform3fv('lightHalfAngleVC', halfAngle); if (model.lightComplexity === 3) { lightNum = 0; const lightPositionVC = []; const lightAttenuation = []; const lightConeAngle = []; const lightExponent = []; const lightPositional = []; ren.getLights().forEach(light => { const status = light.getSwitch(); if (status > 0) { const attenuation = light.getAttenuationValues(); lightAttenuation[0 + lightNum * 3] = attenuation[0]; lightAttenuation[1 + lightNum * 3] = attenuation[1]; lightAttenuation[2 + lightNum * 3] = attenuation[2]; lightExponent[lightNum] = light.getExponent(); lightConeAngle[lightNum] = light.getConeAngle(); lightPositional[lightNum] = light.getPositional(); const lp = light.getTransformedPosition(); vec3.transformMat4(lp, lp, model.modelToView); lightPositionVC[0 + lightNum * 3] = lp[0]; lightPositionVC[1 + lightNum * 3] = lp[1]; lightPositionVC[2 + lightNum * 3] = lp[2]; lightNum += 1; } }); program.setUniform3fv('lightPositionVC', lightPositionVC); program.setUniform3fv('lightAttenuation', lightAttenuation); program.setUniformfv('lightConeAngle', lightConeAngle); program.setUniformfv('lightExponent', lightExponent); program.setUniformiv('lightPositional', lightPositional); } if (model.renderable.getVolumetricScatteringBlending() > 0.0) { program.setUniformf('giReach', model.renderable.getGlobalIlluminationReach()); program.setUniformf('volumetricScatteringBlending', model.renderable.getVolumetricScatteringBlending()); program.setUniformf('volumeShadowSamplingDistFactor', model.renderable.getVolumeShadowSamplingDistFactor()); program.setUniformf('anisotropy', model.renderable.getAnisotropy()); program.setUniformf('anisotropy2', model.renderable.getAnisotropy() ** 2.0); } if (model.renderable.getLocalAmbientOcclusion() && actor.getProperty().getAmbient() > 0.0) { const ks = model.renderable.getLAOKernelSize(); program.setUniformi('kernelSize', ks); const kernelSample = []; for (let i = 0; i < ks; i++) { kernelSample[i * 2] = Math.random() * 0.5; kernelSample[i * 2 + 1] = Math.random() * 0.5; } program.setUniform2fv('kernelSample', kernelSample); program.setUniformi('kernelRadius', model.renderable.getLAOKernelRadius()); } }; publicAPI.setPropertyShaderParameters = (cellBO, ren, actor) => { const program = cellBO.getProgram(); program.setUniformi('ctexture', model.colorTexture.getTextureUnit()); program.setUniformi('otexture', model.opacityTexture.getTextureUnit()); program.setUniformi('jtexture', model.jitterTexture.getTextureUnit()); program.setUniformi('ttexture', model.labelOutlineThicknessTexture.getTextureUnit()); const volInfo = model.scalarTexture.getVolumeInfo(); const vprop = actor.getProperty(); // set the component mix when independent const numComp = model.scalarTexture.getComponents(); const useIndependentComps = publicAPI.useIndependentComponents(vprop); if (useIndependentComps) { for (let i = 0; i < numComp; i++) { program.setUniformf(`mix${i}`, actor.getProperty().getComponentWeight(i)); } } // three levels of shift scale combined into one // for performance in the fragment shader for (let i = 0; i < numComp; i++) { const target = useIndependentComps ? i : 0; const sscale = volInfo.scale[i]; const ofun = vprop.getScalarOpacity(target); const oRange = ofun.getRange(); const oscale = sscale / (oRange[1] - oRange[0]); const oshift = (volInfo.offset[i] - oRange[0]) / (oRange[1] - oRange[0]); program.setUniformf(`oshift${i}`, oshift); program.setUniformf(`oscale${i}`, oscale); const cfun = vprop.getRGBTransferFunction(target); const cRange = cfun.getRange(); const cshift = (volInfo.offset[i] - cRange[0]) / (cRange[1] - cRange[0]); const cScale = sscale / (cRange[1] - cRange[0]); program.setUniformf(`cshift${i}`, cshift); program.setUniformf(`cscale${i}`, cScale); } if (model.gopacity) { if (useIndependentComps) { for (let nc = 0; nc < numComp; ++nc) { const sscale = volInfo.scale[nc]; const useGO = vprop.getUseGradientOpacity(nc); if (useGO) { const gomin = vprop.getGradientOpacityMinimumOpacity(nc); const gomax = vprop.getGradientOpacityMaximumOpacity(nc); program.setUniformf(`gomin${nc}`, gomin); program.setUniformf(`gomax${nc}`, gomax); const goRange = [vprop.getGradientOpacityMinimumValue(nc), vprop.getGradientOpacityMaximumValue(nc)]; program.setUniformf(`goscale${nc}`, sscale * (gomax - gomin) / (goRange[1] - goRange[0])); program.setUniformf(`goshift${nc}`, -goRange[0] * (gomax - gomin) / (goRange[1] - goRange[0]) + gomin); } else { program.setUniformf(`gomin${nc}`, 1.0); program.setUniformf(`gomax${nc}`, 1.0); program.setUniformf(`goscale${nc}`, 0.0); program.setUniformf(`goshift${nc}`, 1.0); } } } else { const sscale = volInfo.scale[numComp - 1]; const gomin = vprop.getGradientOpacityMinimumOpacity(0); const gomax = vprop.getGradientOpacityMaximumOpacity(0); program.setUniformf('gomin0', gomin); program.setUniformf('gomax0', gomax); const goRange = [vprop.getGradientOpacityMinimumValue(0), vprop.getGradientOpacityMaximumValue(0)]; program.setUniformf('goscale0', sscale * (gomax - gomin) / (goRange[1] - goRange[0])); program.setUniformf('goshift0', -goRange[0] * (gomax - gomin) / (goRange[1] - goRange[0]) + gomin); } } const vtkImageLabelOutline = publicAPI.isLabelmapOutlineRequired(actor); if (vtkImageLabelOutline === true) { const labelOutlineOpacity = actor.getProperty().getLabelOutlineOpacity(); program.setUniformf('outlineOpacity', labelOutlineOpacity); } if (model.lightComplexity > 0) { program.setUniformf('vAmbient', vprop.getAmbient()); program.setUniformf('vDiffuse', vprop.getDiffuse()); program.setUniformf('vSpecular', vprop.getSpecular()); program.setUniformf('vSpecularPower', vprop.getSpecularPower()); } }; publicAPI.getClippingPlaneShaderParameters = (cellBO, ren, actor) => { if (model.renderable.getClippingPlanes().length > 0) { const keyMats = model.openGLCamera.getKeyMatrices(ren); const clipPlaneNormals = []; const clipPlaneDistances = []; const clipPlaneOrigins = []; const clipPlanes = model.renderable.getClippingPlanes(); const clipPlaneSize = clipPlanes.length; for (let i = 0; i < clipPlaneSize; ++i) { const clipPlaneNormal = clipPlanes[i].getNormal(); const clipPlanePos = clipPlanes[i].getOrigin(); vec3.transformMat3(clipPlaneNormal, clipPlaneNormal, keyMats.normalMatrix); vec3.transformMat4(clipPlanePos, clipPlanePos, keyMats.wcvc); const clipPlaneDist = -1.0 * vec3.dot(clipPlanePos, clipPlaneNormal); clipPlaneNormals.push(clipPlaneNormal[0]); clipPlaneNormals.push(clipPlaneNormal[1]); clipPlaneNormals.push(clipPlaneNormal[2]); clipPlaneDistances.push(clipPlaneDist); clipPlaneOrigins.push(clipPlanePos[0]); clipPlaneOrigins.push(clipPlanePos[1]); clipPlaneOrigins.push(clipPlanePos[2]); } const program = cellBO.getProgram(); program.setUniform3fv(`vClipPlaneNormals`, clipPlaneNormals); program.setUniformfv(`vClipPlaneDistances`, clipPlaneDistances); program.setUniform3fv(`vClipPlaneOrigins`, clipPlaneOrigins); program.setUniformi(`clip_numPlanes`, clipPlaneSize); } }; // unsubscribe from our listeners publicAPI.delete = chain(() => { if (model._animationRateSubscription) { model._animationRateSubscription.unsubscribe(); model._animationRateSubscription = null; } }, () => { if (model._openGLRenderWindow) { unregisterGraphicsResources(model._openGLRenderWindow); } }, publicAPI.delete); publicAPI.getRenderTargetSize = () => { if (model._useSmallViewport) { return [model._smallViewportWidth, model._smallViewportHeight]; } const { usize, vsize } = model._openGLRenderer.getTiledSizeAndOrigin(); return [usize, vsize]; }; publicAPI.getRenderTargetOffset = () => { const { lowerLeftU, lowerLeftV } = model._openGLRenderer.getTiledSizeAndOrigin(); return [lowerLeftU, lowerLeftV]; }; publicAPI.getCurrentSampleDistance = ren => { const rwi = ren.getVTKWindow().getInteractor(); const baseSampleDistance = model.renderable.getSampleDistance(); if (rwi.isAnimating()) { const factor = model.renderable.getInteractionSampleDistanceFactor(); return baseSampleDistance * factor; } return baseSampleDistance; }; publicAPI.renderPieceStart = (ren, actor) => { const rwi = ren.getVTKWindow().getInteractor(); if (!model._lastScale) { model._lastScale = model.renderable.getInitialInteractionScale(); } model._useSmallViewport = false; if (rwi.isAnimating() && model._lastScale > 1.5) { model._useSmallViewport = true; } if (!model._animationRateSubscription) { // when the animation frame rate changes recompute the scale factor model._animationRateSubscription = rwi.onAnimationFrameRateUpdate(() => { if (model.renderable.getAutoAdjustSampleDistances()) { const frate = rwi.getRecentAnimationFrameRate(); const adjustment = rwi.getDesiredUpdateRate() / frate; // only change if we are off by 15% if (adjustment > 1.15 || adjustment < 0.85) { model._lastScale *= adjustment; } // clamp scale to some reasonable values. // Below 1.5 we will just be using full resolution as that is close enough // Above 400 seems like a lot so we limit to that 1/20th per axis if (model._lastScale > 400) { model._lastScale = 400; } if (model._lastScale < 1.5) { model._lastScale = 1.5; } } else { model._lastScale = model.renderable.getImageSampleDistance() * model.renderable.getImageSampleDistance(); } }); } // use/create/resize framebuffer if needed if (model._useSmallViewport) { const size = model._openGLRenderWindow.getFramebufferSize(); const scaleFactor = 1 / Math.sqrt(model._lastScale); model._smallViewportWidth = Math.ceil(scaleFactor * size[0]); model._smallViewportHeight = Math.ceil(scaleFactor * size[1]); // adjust viewportSize to always be at most the dest fo size if (model._smallViewportHeight > size[1]) { model._smallViewportHeight = size[1]; } if (model._smallViewportWidth > size[0]) { model._smallViewportWidth = size[0]; } model.framebuffer.saveCurrentBindingsAndBuffers(); if (model.framebuffer.getGLFramebuffer() === null) { model.framebuffer.create(size[0], size[1]); model.framebuffer.populateFramebuffer(); } else { const fbSize = model.framebuffer.getSize(); if (!fbSize || fbSize[0] !== size[0] || fbSize[1] !== size[1]) { model.framebuffer.create(size[0], size[1]); model.framebuffer.populateFramebuffer(); } } model.framebuffer.bind(); const gl = model.context; gl.clearColor(0.0, 0.0, 0.0, 0.0); gl.colorMask(true, true, true, true); gl.clear(gl.COLOR_BUFFER_BIT); gl.viewport(0, 0, model._smallViewportWidth, model._smallViewportHeight); model.fvp = [model._smallViewportWidth / size[0], model._smallViewportHeight / size[1]]; } model.context.disable(model.context.DEPTH_TEST); // make sure the BOs are up to date publicAPI.updateBufferObjects(ren, actor); // set interpolation on the texture based on property setting const iType = actor.getProperty().getInterpolationType(); if (iType === InterpolationType.NEAREST) { model.scalarTexture.setMinificationFilter(Filter.NEAREST); model.scalarTexture.setMagnificationFilter(Filter.NEAREST); } else { model.scalarTexture.setMinificationFilter(Filter.LINEAR); model.scalarTexture.setMagnificationFilter(Filter.LINEAR); } // if we have a zbuffer texture then activate it if (model.zBufferTexture !== null) { model.zBufferTexture.activate(); } }; publicAPI.renderPieceDraw = (ren, actor) => { const gl = model.context; // render the texture model.scalarTexture.activate(); model.opacityTexture.activate(); model.labelOutlineThicknessTexture.activate(); model.colorTexture.activate(); model.jitterTexture.activate(); publicAPI.updateShaders(model.tris, ren, actor); // First we do the triangles, update the shader, set uniforms, etc. // for (let i = 0; i < 11; ++i) { // gl.drawArrays(gl.TRIANGLES, 66 * i, 66); // } gl.drawArrays(gl.TRIANGLES, 0, model.tris.getCABO().getElementCount()); model.tris.getVAO().release(); model.scalarTexture.deactivate(); model.colorTexture.deactivate(); model.opacityTexture.deactivate(); model.labelOutlineThicknessTexture.deactivate(); model.jitterTexture.deactivate(); }; publicAPI.renderPieceFinish = (ren, actor) => { // if we have a zbuffer texture then deactivate it if (model.zBufferTexture !== null) { model.zBufferTexture.deactivate(); } if (model._useSmallViewport) { // now copy the framebuffer with the volume into the // regular buffer model.framebuffer.restorePreviousBindingsAndBuffers(); if (model.copyShader === null) { model.copyShader = model._openGLRenderWindow.getShaderCache().readyShaderProgramArray(['//VTK::System::Dec', 'attribute vec4 vertexDC;', 'uniform vec2 tfactor;', 'varying vec2 tcoord;', 'void main() { tcoord = vec2(vertexDC.x*0.5 + 0.5, vertexDC.y*0.5 + 0.5) * tfactor; gl_Position = vertexDC; }'].join('\n'), ['//VTK::System::Dec', '//VTK::Output::Dec', 'uniform sampler2D texture1;', 'varying vec2 tcoord;', 'void main() { gl_FragData[0] = texture2D(texture1,tcoord); }'].join('\n'), ''); const program = model.copyShader; model.copyVAO = vtkVertexArrayObject.newInstance(); model.copyVAO.setOpenGLRenderWindow(model._openGLRenderWindow); model.tris.getCABO().bind(); if (!model.copyVAO.addAttributeArray(program, model.tris.getCABO(), 'vertexDC', model.tris.getCABO().getVertexOffset(), model.tris.getCABO().getStride(), model.context.FLOAT, 3, model.context.FALSE)) { vtkErrorMacro('Error setting vertexDC in copy shader VAO.'); } } else { model._openGLRenderWindow.getShaderCache().readyShaderProgram(model.copyShader); } const size = model._openGLRenderWindow.getFramebufferSize(); model.context.viewport(0, 0, size[0], size[1]); // activate texture const tex = model.framebuffer.getColorTexture(); tex.activate(); model.copyShader.setUniformi('texture', tex.getTextureUnit()); model.copyShader.setUniform2f('tfactor', model.fvp[0], model.fvp[1]); const gl = model.context; gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); // render quad model.context.drawArrays(model.context.TRIANGLES, 0, model.tris.getCABO().getElementCount()); tex.deactivate(); gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); } }; publicAPI.renderPiece = (ren, actor) => { publicAPI.invokeEvent({ type: 'StartEvent' }); model.renderable.update(); model.currentInput = model.renderable.getInputData(); publicAPI.invokeEvent({ type: 'EndEvent' }); if (!model.currentInput) { vtkErrorMacro('No input!'); return; } publicAPI.renderPieceStart(ren, actor); publicAPI.renderPieceDraw(ren, actor); publicAPI.renderPieceFinish(ren, actor); }; publicAPI.computeBounds = (ren, actor) => { if (!publicAPI.getInput()) { uninitializeBounds(model.Bounds); return; } model.bounds = publicAPI.getInput().getBounds(); }; publicAPI.updateBufferObjects = (ren, actor) => { // Rebuild buffers if needed if (publicAPI.getNeedToRebuildBufferObjects(ren, actor)) { publicAPI.buildBufferObjects(ren, actor); } }; publicAPI.getNeedToRebuildBufferObjects = (ren, actor) => { // first do a coarse check if (model.VBOBuildTime.getMTime() < publicAPI.getMTime() || model.VBOBuildTime.getMTime() < actor.getMTime() || model.VBOBuildTime.getMTime() < model.renderable.getMTime() || model.VBOBuildTime.getMTime() < actor.getProperty().getMTime() || model.VBOBuildTime.getMTime() < model.currentInput.getMTime() || !model.scalarTexture?.getHandle() || !model.colorTexture?.getHandle() || !model.labelOutlineThicknessTexture?.getHandle()) { return true; } return false; }; publicAPI.buildBufferObjects = (ren, actor) => { const image = model.currentInput; if (!image) { return; } const scalars = image.getPointData() && image.getPointData().getScalars(); if (!scalars) { return; } const vprop = actor.getProperty(); if (!model.jitterTexture.getHandle()) { const oTable = new Uint8Array(32 * 32); for (let i = 0; i < 32 * 32; ++i) { oTable[i] = 255.0 * Math.random(); } model.jitterTexture.setMinificationFilter(Filter.LINEAR); model.jitterTexture.setMagnificationFilter(Filter.LINEAR); model.jitt