@kitware/vtk.js
Version:
Visualization Toolkit for the Web
173 lines (150 loc) • 5.64 kB
JavaScript
import { n as newInstance$1, e as setGet, g as get } from '../../macros2.js';
import vtkViewNode from '../SceneGraph/ViewNode.js';
import { registerOverride } from './ViewNodeFactory.js';
// ----------------------------------------------------------------------------
// vtkOpenGLActor methods
// ----------------------------------------------------------------------------
function vtkOpenGLActor2D(publicAPI, model) {
// Set our className
model.classHierarchy.push('vtkOpenGLActor2D');
// Builds myself.
publicAPI.buildPass = prepass => {
if (prepass) {
if (!model.renderable) {
return;
}
model._openGLRenderWindow = publicAPI.getLastAncestorOfType('vtkOpenGLRenderWindow');
model._openGLRenderer = publicAPI.getFirstAncestorOfType('vtkOpenGLRenderer');
model.context = model._openGLRenderWindow.getContext();
publicAPI.prepareNodes();
publicAPI.addMissingNodes(model.renderable.getTextures());
publicAPI.addMissingNode(model.renderable.getMapper());
publicAPI.removeUnusedNodes();
// we store textures and mapper
model.ogltextures = null;
model.activeTextures = null;
for (let index = 0; index < model.children.length; index++) {
const child = model.children[index];
if (child.isA('vtkOpenGLTexture')) {
if (!model.ogltextures) {
model.ogltextures = [];
}
model.ogltextures.push(child);
} else {
model.oglmapper = child;
}
}
}
};
publicAPI.queryPass = (prepass, renderPass) => {
if (prepass) {
if (!model.renderable || !model.renderable.getVisibility()) {
return;
}
renderPass.incrementOverlayActorCount();
}
};
// we draw textures, then mapper, then post pass textures
publicAPI.traverseOpaquePass = renderPass => {
if (!model.oglmapper || !model.renderable || !model.renderable.getNestedVisibility() || !model.renderable.getIsOpaque() || model._openGLRenderer.getSelector() && !model.renderable.getNestedPickable()) {
return;
}
publicAPI.apply(renderPass, true);
model.oglmapper.traverse(renderPass);
publicAPI.apply(renderPass, false);
};
// we draw textures, then mapper, then post pass textures
publicAPI.traverseTranslucentPass = renderPass => {
if (!model.oglmapper || !model.renderable || !model.renderable.getNestedVisibility() || model.renderable.getIsOpaque() || model._openGLRenderer.getSelector() && !model.renderable.getNestedPickable()) {
return;
}
publicAPI.apply(renderPass, true);
model.oglmapper.traverse(renderPass);
publicAPI.apply(renderPass, false);
};
publicAPI.traverseOverlayPass = renderPass => {
if (!model.oglmapper || !model.renderable || !model.renderable.getNestedVisibility() || model._openGLRenderer.getSelector() && !model.renderable.getNestedPickable) {
return;
}
publicAPI.apply(renderPass, true);
model.oglmapper.traverse(renderPass);
publicAPI.apply(renderPass, false);
};
publicAPI.activateTextures = () => {
// always traverse textures first, then mapper
if (!model.ogltextures) {
return;
}
model.activeTextures = [];
for (let index = 0; index < model.ogltextures.length; index++) {
const child = model.ogltextures[index];
child.render();
if (child.getHandle()) {
model.activeTextures.push(child);
}
}
};
// Renders myself
publicAPI.opaquePass = (prepass, renderPass) => {
if (prepass) {
model.context.depthMask(true);
publicAPI.activateTextures();
} else if (model.activeTextures) {
// deactivate textures
for (let index = 0; index < model.activeTextures.length; index++) {
model.activeTextures[index].deactivate();
}
}
};
// Renders myself
publicAPI.translucentPass = (prepass, renderPass) => {
if (prepass) {
model.context.depthMask(false);
publicAPI.activateTextures();
} else if (model.activeTextures) {
for (let index = 0; index < model.activeTextures.length; index++) {
model.activeTextures[index].deactivate();
}
}
};
// Renders myself
publicAPI.overlayPass = (prepass, renderPass) => {
if (prepass) {
model.context.depthMask(true);
publicAPI.activateTextures();
} else if (model.activeTextures) {
// deactivate textures
for (let index = 0; index < model.activeTextures.length; index++) {
model.activeTextures[index].deactivate();
}
}
};
}
// ----------------------------------------------------------------------------
// Object factory
// ----------------------------------------------------------------------------
const DEFAULT_VALUES = {
context: null,
activeTextures: null
};
// ----------------------------------------------------------------------------
function extend(publicAPI, model, initialValues = {}) {
Object.assign(model, DEFAULT_VALUES, initialValues);
// Inheritance
vtkViewNode.extend(publicAPI, model, initialValues);
// Build VTK API
setGet(publicAPI, model, ['context']);
get(publicAPI, model, ['activeTextures']);
// Object methods
vtkOpenGLActor2D(publicAPI, model);
}
// ----------------------------------------------------------------------------
const newInstance = newInstance$1(extend);
// ----------------------------------------------------------------------------
var vtkActor2D = {
newInstance,
extend
};
// Register ourself to OpenGL backend if imported
registerOverride('vtkActor2D', newInstance);
export { vtkActor2D as default, extend, newInstance };