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@kitware/vtk.js

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Visualization Toolkit for the Web

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import { mat3, mat4, vec3 } from 'gl-matrix'; import { n as newInstance$1, e as setGet, o as obj, c as macro } from '../../macros2.js'; import vtkHelper from './Helper.js'; import vtkMapper from '../Core/Mapper.js'; import { l as normalize } from '../../Common/Core/Math/index.js'; import vtkOpenGLTexture from './Texture.js'; import vtkProp from '../Core/Prop.js'; import vtkProperty from '../Core/Property.js'; import vtkShaderProgram from './ShaderProgram.js'; import vtkViewNode from '../SceneGraph/ViewNode.js'; import { v as vtkPolyDataVS } from './glsl/vtkPolyDataVS.glsl.js'; import { v as vtkPolyDataFS } from './glsl/vtkPolyDataFS.glsl.js'; import vtkReplacementShaderMapper from './ReplacementShaderMapper.js'; import { registerOverride } from './ViewNodeFactory.js'; import { PassTypes } from './HardwareSelector/Constants.js'; import vtkDataSet from '../../Common/DataModel/DataSet.js'; import '../Core/Mapper/CoincidentTopologyHelper.js'; import { Resolve } from '../Core/Mapper/Static.js'; const { FieldAssociations } = vtkDataSet; /* eslint-disable no-lonely-if */ const { primTypes } = vtkHelper; const { Representation, Shading } = vtkProperty; const { ScalarMode } = vtkMapper; const { Filter, Wrap } = vtkOpenGLTexture; const { vtkErrorMacro } = macro; const StartEvent = { type: 'StartEvent' }; const EndEvent = { type: 'EndEvent' }; const { CoordinateSystem } = vtkProp; // ---------------------------------------------------------------------------- // vtkOpenGLPolyDataMapper methods // ---------------------------------------------------------------------------- function getPickState(renderer) { const selector = renderer.getSelector(); if (selector) { return selector.getCurrentPass(); } return PassTypes.MIN_KNOWN_PASS - 1; } function vtkOpenGLPolyDataMapper(publicAPI, model) { // Set our className model.classHierarchy.push('vtkOpenGLPolyDataMapper'); publicAPI.buildPass = prepass => { if (prepass) { model.currentRenderPass = null; model.openGLActor = publicAPI.getFirstAncestorOfType('vtkOpenGLActor'); model._openGLRenderer = model.openGLActor.getFirstAncestorOfType('vtkOpenGLRenderer'); model._openGLRenderWindow = model._openGLRenderer.getLastAncestorOfType('vtkOpenGLRenderWindow'); model.openGLCamera = model._openGLRenderer.getViewNodeFor(model._openGLRenderer.getRenderable().getActiveCamera(), model.openGLCamera); } }; // Renders myself publicAPI.translucentPass = (prepass, renderPass) => { if (prepass) { model.currentRenderPass = renderPass; publicAPI.render(); } }; publicAPI.zBufferPass = prepass => { if (prepass) { model.haveSeenDepthRequest = true; model.renderDepth = true; publicAPI.render(); model.renderDepth = false; } }; publicAPI.opaqueZBufferPass = prepass => publicAPI.zBufferPass(prepass); 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.getShaderTemplate = (shaders, ren, actor) => { shaders.Vertex = vtkPolyDataVS; shaders.Fragment = vtkPolyDataFS; shaders.Geometry = ''; }; 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.getAreScalarsMappedFromCells() || 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 = sign(df)*pow(max(1e-5, dot(reflect(lightDirectionVC${lc},normalVCVSOutput), normalize(-vertexVC.xyz))), specularPower);`, ` specularL += (sf${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${lc});`, ' if (dot(normalVCVSOutput, vertLightDirectionVC) < 0.0)', ' {', ` float sf = sign(df)*attenuation*pow(max(1e-5, dot(reflect(lightDirectionVC${lc}, normalVCVSOutput), normalize(-vertexVC.xyz))), 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 (model.lastBoundBO.getOpenGLMode(actor.getProperty().getRepresentation()) === 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 = dFdx(vertexVC.xyz);', ' vec3 fdy = dFdy(vertexVC.xyz);', ' //VTK::UniformFlow::Impl'] // For further replacements ).result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Normal::Impl', ['vec3 normalVCVSOutput;', ' if (abs(fdx.x) > 0.0)', ' { fdx = normalize(fdx); normalVCVSOutput = normalize(cross(vec3(fdx.y, -fdx.x, 0.0), fdx)); }', ' else { fdy = normalize(fdy); 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) => { // replace common shader code model.lastBoundBO.replaceShaderPositionVC(shaders, ren, actor); let VSSource = shaders.Vertex; let GSSource = shaders.Geometry; let FSSource = shaders.Fragment; // 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);', ' ambientColor = ambientColor*tcolor.r;', ' diffuseColor = diffuseColor*tcolor.r;']).result; break; case 2: FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::TCoord::Impl', [' vec4 tcolor = texture2D(texture1, tcoordVCVSOutput);', ' ambientColor = ambientColor*tcolor.r;', ' diffuseColor = diffuseColor*tcolor.r;', ' opacity = opacity * tcolor.g;']).result; break; default: FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::TCoord::Impl', [' vec4 tcolor = texture2D(texture1, tcoordVCVSOutput);', ' ambientColor = ambientColor*tcolor.rgb;', ' diffuseColor = diffuseColor*tcolor.rgb;', ' opacity = opacity * tcolor.a;']).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);', ' ambientColor = ambientColor*tcolor.r;', ' diffuseColor = diffuseColor*tcolor.r;']).result; break; case 2: FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::TCoord::Impl', [' vec4 tcolor = textureCube(texture1, tcoordVCVSOutput);', ' ambientColor = ambientColor*tcolor.r;', ' diffuseColor = diffuseColor*tcolor.r;', ' opacity = opacity * tcolor.g;']).result; break; default: FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::TCoord::Impl', [' vec4 tcolor = textureCube(texture1, tcoordVCVSOutput);', ' ambientColor = ambientColor*tcolor.rgb;', ' diffuseColor = diffuseColor*tcolor.rgb;', ' opacity = opacity * tcolor.a;']).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()) { const numClipPlanes = model.renderable.getNumberOfClippingPlanes(); VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Clip::Dec', ['uniform int numClipPlanes;', `uniform vec4 clipPlanes[${numClipPlanes}];`, `varying float clipDistancesVSOutput[${numClipPlanes}];`]).result; VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Clip::Impl', [`for (int planeNum = 0; planeNum < ${numClipPlanes}; planeNum++)`, ' {', ' if (planeNum >= numClipPlanes)', ' {', ' break;', ' }', ' clipDistancesVSOutput[planeNum] = dot(clipPlanes[planeNum], vertexMC);', ' }']).result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Clip::Dec', ['uniform int numClipPlanes;', `varying float clipDistancesVSOutput[${numClipPlanes}];`]).result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Clip::Impl', [`for (int planeNum = 0; planeNum < ${numClipPlanes}; 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 = { factor: 0.0, offset: 0.0 }; const prop = actor.getProperty(); if ( // backwards compat with code that (errorneously) set this to boolean // eslint-disable-next-line eqeqeq model.renderable.getResolveCoincidentTopology() == Resolve.PolygonOffset || 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. const selector = model._openGLRenderer.getSelector(); if (selector && selector.getFieldAssociation() === FieldAssociations.FIELD_ASSOCIATION_POINTS) { cp.offset -= 2.0; } return cp; }; publicAPI.replaceShaderPicking = (shaders, ren, actor) => { let FSSource = shaders.Fragment; let VSSource = shaders.Vertex; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Picking::Dec', ['uniform int picking;', '//VTK::Picking::Dec']).result; if (!model._openGLRenderer.getSelector()) { return; } if (model.lastSelectionState === PassTypes.ID_LOW24 || model.lastSelectionState === PassTypes.ID_HIGH24) { VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Picking::Dec', ['flat out int vertexIDVSOutput;\n', 'uniform int VertexIDOffset;\n']).result; VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Picking::Impl', ' vertexIDVSOutput = gl_VertexID + VertexIDOffset;\n').result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Picking::Dec', 'flat in int vertexIDVSOutput;\n').result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Picking::Impl', [' int idx = vertexIDVSOutput;', '//VTK::Picking::Impl']).result; } switch (model.lastSelectionState) { case PassTypes.ID_LOW24: FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Picking::Impl', ' gl_FragData[0] = vec4(float(idx%256)/255.0, float((idx/256)%256)/255.0, float((idx/65536)%256)/255.0, 1.0);').result; break; case PassTypes.ID_HIGH24: FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Picking::Impl', ' gl_FragData[0] = vec4(float((idx/16777216)%256)/255.0, 0.0, 0.0, 1.0);').result; break; default: FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Picking::Dec', 'uniform vec3 mapperIndex;').result; FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Picking::Impl', ' gl_FragData[0] = picking != 0 ? vec4(mapperIndex,1.0) : gl_FragData[0];').result; } shaders.Fragment = FSSource; shaders.Vertex = VSSource; }; 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 = cellBO.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 the render pass shader replacement changed? Two options if (!model.currentRenderPass && model.lastRenderPassShaderReplacement || model.currentRenderPass && model.currentRenderPass.getShaderReplacement() !== model.lastRenderPassShaderReplacement) { 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 // render pass shader replacement changed if (model.lastHaveSeenDepthRequest !== model.haveSeenDepthRequest || cellBO.getShaderSourceTime().getMTime() < model.renderable.getMTime() || cellBO.getShaderSourceTime().getMTime() < model.currentInput.getMTime() || cellBO.getShaderSourceTime().getMTime() < model.selectionStateChanged.getMTime() || needRebuild) { model.lastHaveSeenDepthRequest = model.haveSeenDepthRequest; return true; } return false; }; publicAPI.invokeShaderCallbacks = (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.getProgram().isUniformUsed('VertexIDOffset')) { cellBO.getProgram().setUniformi('VertexIDOffset', model.vertexIDOffset); } 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 const numClipPlanes = model.renderable.getNumberOfClippingPlanes(); const planeEquations = []; const shiftScaleEnabled = cellBO.getCABO().getCoordShiftAndScaleEnabled(); const inverseShiftScaleMatrix = shiftScaleEnabled ? cellBO.getCABO().getInverseShiftAndScaleMatrix() : null; const mat = inverseShiftScaleMatrix ? mat4.copy(model.tmpMat4, actor.getMatrix()) : actor.getMatrix(); if (inverseShiftScaleMatrix) { mat4.transpose(mat, mat); mat4.multiply(mat, mat, inverseShiftScaleMatrix); mat4.transpose(mat, mat); } for (let i = 0; i < numClipPlanes; i++) { const planeEquation = []; model.renderable.getClippingPlaneInDataCoords(mat, i, planeEquation); for (let j = 0; j < 4; j++) { planeEquations.push(planeEquation[j]); } } cellBO.getProgram().setUniformi('numClipPlanes', numClipPlanes); cellBO.getProgram().setUniform4fv('clipPlanes', 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); } } // handle wide lines cellBO.setMapperShaderParameters(ren, actor, model._openGLRenderer.getTiledSizeAndOrigin()); 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]; normalize(newLightDirection); } model.lightDirection[0] = newLightDirection[0]; model.lightDirection[1] = newLightDirection[1]; model.lightDirection[2] = newLightDirection[2]; normalize(model.lightDirection); program.setUniform3fArray(`lightColor${numberOfLights}`, model.lightColor); program.setUniform3fArray(`lightDirectionVC${numberOfLights}`, model.lightDirection); 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.getViewMatrix(); mat4.transpose(viewTF, viewTF); numberOfLights = 0; for (let index = 0; index < lights.length; ++index) { const light = lights[index]; const status = light.getSwitch(); if (status > 0.0) { const lp = light.getTransformedPosition(); const np = new Float64Array(3); vec3.transformMat4(np, lp, viewTF); program.setUniform3fArray(`lightAttenuation${numberOfLights}`, light.getAttenuationValuesByReference()); program.setUniformi(`lightPositional${numberOfLights}`, light.getPositional()); program.setUniformf(`lightExponent${numberOfLights}`, light.getExponent()); program.setUniformf(`lightConeAngle${numberOfLights}`, light.getConeAngle()); program.setUniform3fArray(`lightPositionVC${numberOfLights}`, [np[0], np[1], np[2]]); numberOfLights++; } } }; function safeMatrixMultiply(matrixArray, matrixType, tmpMat) { matrixType.identity(tmpMat); return matrixArray.reduce((res, matrix, index) => { if (index === 0) { return matrix ? matrixType.copy(res, matrix) : matrixType.identity(res); } return matrix ? matrixType.multiply(res, res, matrix) : res; }, tmpMat); } publicAPI.setCameraShaderParameters = (cellBO, ren, actor) => { const program = cellBO.getProgram(); // [WMVP]C == {world, model, view, projection} coordinates // E.g., WCPC == world to projection coordinate transformation const keyMats = model.openGLCamera.getKeyMatrices(ren); const cam = ren.getActiveCamera(); const camm = model.openGLCamera.getKeyMatrixTime().getMTime(); const progm = program.getLastCameraMTime(); const shiftScaleEnabled = cellBO.getCABO().getCoordShiftAndScaleEnabled(); const inverseShiftScaleMatrix = shiftScaleEnabled ? cellBO.getCABO().getInverseShiftAndScaleMatrix() : null; const actorIsIdentity = actor.getIsIdentity(); const actMats = actorIsIdentity ? { mcwc: null, normalMatrix: null } : model.openGLActor.getKeyMatrices(); if (actor.getCoordinateSystem() === CoordinateSystem.DISPLAY) { const size = model._openGLRenderer.getTiledSizeAndOrigin(); mat4.identity(model.tmpMat4); model.tmpMat4[0] = 2.0 / size.usize; model.tmpMat4[12] = -1.0; model.tmpMat4[5] = 2.0 / size.vsize; model.tmpMat4[13] = -1.0; mat4.multiply(model.tmpMat4, model.tmpMat4, inverseShiftScaleMatrix); program.setUniformMatrix('MCPCMatrix', model.tmpMat4); } else { program.setUniformMatrix('MCPCMatrix', safeMatrixMultiply([keyMats.wcpc, actMats.mcwc, inverseShiftScaleMatrix], mat4, model.tmpMat4)); } if (program.isUniformUsed('MCVCMatrix')) { program.setUniformMatrix('MCVCMatrix', safeMatrixMultiply([keyMats.wcvc, actMats.mcwc, inverseShiftScaleMatrix], mat4, model.tmpMat4)); } if (program.isUniformUsed('normalMatrix')) { program.setUniformMatrix3x3('normalMatrix', safeMatrixMultiply([keyMats.normalMatrix, actMats.normalMatrix], mat3, model.tmpMat3)); } if (progm !== camm) { if (program.isUniformUsed('cameraParallel')) { program.setUniformi('cameraParallel', cam.getParallelProjection()); } program.setLastCameraMTime(camm); } if (!actorIsIdentity) { // reset the cam mtime as actor modified the shader values program.setLastCameraMTime(0); } }; publicAPI.setPropertyShaderParameters = (cellBO, ren, actor) => { const program = cellBO.getProgram(); let ppty = actor.getProperty(); let opacity = ppty.getOpacity(); let aColor = model.drawingEdges ? ppty.getEdgeColorByReference() : ppty.getAmbientColorByReference(); let dColor = model.drawingEdges ? ppty.getEdgeColorByReference() : ppty.getDiffuseColorByReference(); let aIntensity = model.drawingEdges ? 1.0 : ppty.getAmbient(); let dIntensity = model.drawingEdges ? 0.0 : ppty.getDiffuse(); let sIntensity = model.drawingEdges ? 0.0 : ppty.getSpecular(); const specularPower = ppty.getSpecularPower(); program.setUniformf('opacityUniform', opacity); program.setUniform3fArray('ambientColorUniform', aColor); program.setUniform3fArray('diffuseColorUniform', dColor); program.setUniformf('ambient', aIntensity); program.setUniformf('diffuse', dIntensity); // we are done unless we have lighting const lastLightComplexity = model.lastBoundBO.getReferenceByName('lastLightComplexity'); if (lastLightComplexity < 1) { return; } let sColor = ppty.getSpecularColorByReference(); program.setUniform3fArray('specularColorUniform', sColor); program.setUniformf('specularPowerUniform', specularPower); program.setUniformf('specular', sIntensity); // now set the backface properties if we have them if (program.isUniformUsed('ambientIntensityBF')) { ppty = actor.getBackfaceProperty(); opacity = ppty.getOpacity(); aColor = ppty.getAmbientColor(); aIntensity = ppty.getAmbient(); dColor = ppty.getDiffuseColor(); dIntensity = ppty.getDiffuse(); sColor = ppty.getSpecularColor(); sIntensity = ppty.getSpecular(); program.setUniformf('ambientIntensityBF', aIntensity); program.setUniformf('diffuseIntensityBF', dIntensity); program.setUniformf('opacityUniformBF', opacity); program.setUniform3fArray('ambientColorUniformBF', aColor); program.setUniform3fArray('diffuseColorUniformBF', dColor); // we are done unless we have lighting if (lastLightComplexity < 1) { return; } program.setUniformf('specularIntensityBF', sIntensity); program.setUniform3fArray('specularColorUniformBF', sColor); program.setUniformf('specularPowerUniformBF', specularPower); } }; publicAPI.updateMaximumPointCellIds = (ren, actor) => { const selector = model._openGLRenderer.getSelector(); if (!selector) { return; } if (model.selectionWebGLIdsToVTKIds?.points?.length) { const length = model.selectionWebGLIdsToVTKIds.points.length; selector.setMaximumPointId(length - 1); } if (model.selectionWebGLIdsToVTKIds?.cells?.length) { const length = model.selectionWebGLIdsToVTKIds.cells.length; selector.setMaximumCellId(length - 1); } const fieldAssociation = selector.getFieldAssociation(); if (fieldAssociation === FieldAssociations.FIELD_ASSOCIATION_POINTS) { model.pointPicking = true; } }; publicAPI.renderPieceStart = (ren, actor) => { model.primitiveIDOffset = 0; model.vertexIDOffset = 0; const picking = getPickState(model._openGLRenderer); if (model.lastSelectionState !== picking) { model.selectionStateChanged.modified(); model.lastSelectionState = picking; } if (model._openGLRenderer.getSelector()) { switch (picking) { default: model._openGLRenderer.getSelector().renderProp(actor); } } // make sure the BOs are up to date publicAPI.updateBufferObjects(ren, actor); // If we are coloring by texture, then load the texture map. // Use Map as indicator, because texture hangs around. if (model.renderable.getColorTextureMap()) { model.internalColorTexture.activate(); } // Bind the OpenGL, this is shared between