ami-cjs.js
Version:
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81 lines (63 loc) • 5.33 kB
JavaScript
;
Object.defineProperty(exports, "__esModule", {
value: true
});
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
var _shaders = require('./interpolation/shaders.interpolation');
var _shaders2 = _interopRequireDefault(_shaders);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
var ShadersFragment = function () {
// pass uniforms object
function ShadersFragment(uniforms) {
_classCallCheck(this, ShadersFragment);
this._uniforms = uniforms;
this._functions = {};
this._main = '';
}
_createClass(ShadersFragment, [{
key: 'functions',
value: function functions() {
if (this._main === '') {
// if main is empty, functions can not have been computed
this.main();
}
var content = '';
for (var property in this._functions) {
content += this._functions[property] + '\n';
}
return content;
}
}, {
key: 'uniforms',
value: function uniforms() {
var content = '';
for (var property in this._uniforms) {
var uniform = this._uniforms[property];
content += 'uniform ' + uniform.typeGLSL + ' ' + property;
if (uniform && uniform.length) {
content += '[' + uniform.length + ']';
}
content += ';\n';
}
return content;
}
}, {
key: 'main',
value: function main() {
// need to pre-call main to fill up the functions list
this._main = '\nvoid main(void) {\n\n // draw border if slice is cropped\n // float uBorderDashLength = 10.;\n\n if( uCanvasWidth > 0. &&\n ((gl_FragCoord.x > uBorderMargin && (gl_FragCoord.x - uBorderMargin) < uBorderWidth) ||\n (gl_FragCoord.x < (uCanvasWidth - uBorderMargin) && (gl_FragCoord.x + uBorderMargin) > (uCanvasWidth - uBorderWidth) ))){\n float valueY = mod(gl_FragCoord.y, 2. * uBorderDashLength);\n if( valueY < uBorderDashLength && gl_FragCoord.y > uBorderMargin && gl_FragCoord.y < (uCanvasHeight - uBorderMargin) ){\n gl_FragColor = vec4(uBorderColor, 1.);\n return;\n }\n }\n\n if( uCanvasHeight > 0. &&\n ((gl_FragCoord.y > uBorderMargin && (gl_FragCoord.y - uBorderMargin) < uBorderWidth) ||\n (gl_FragCoord.y < (uCanvasHeight - uBorderMargin) && (gl_FragCoord.y + uBorderMargin) > (uCanvasHeight - uBorderWidth) ))){\n float valueX = mod(gl_FragCoord.x, 2. * uBorderDashLength);\n if( valueX < uBorderDashLength && gl_FragCoord.x > uBorderMargin && gl_FragCoord.x < (uCanvasWidth - uBorderMargin) ){\n gl_FragColor = vec4(uBorderColor, 1.);\n return;\n }\n }\n\n // get texture coordinates of current pixel\n vec4 dataCoordinates = uWorldToData * vPos;\n vec3 currentVoxel = vec3(dataCoordinates.x, dataCoordinates.y, dataCoordinates.z);\n vec4 dataValue = vec4(0., 0., 0., 0.);\n vec3 gradient = vec3(0., 0., 0.);\n ' + (0, _shaders2.default)(this, 'currentVoxel', 'dataValue', 'gradient') + '\n\n // how do we deal wil more than 1 channel?\n if(uNumberOfChannels == 1){\n float intensity = dataValue.r;\n\n // rescale/slope\n intensity = intensity*uRescaleSlopeIntercept[0] + uRescaleSlopeIntercept[1];\n\n float windowMin = uWindowCenterWidth[0] - uWindowCenterWidth[1] * 0.5;\n float windowMax = uWindowCenterWidth[0] + uWindowCenterWidth[1] * 0.5;\n intensity = ( intensity - windowMin ) / uWindowCenterWidth[1];\n\n dataValue.r = dataValue.g = dataValue.b = intensity;\n dataValue.a = 1.0;\n }\n\n // Apply LUT table...\n //\n if(uLut == 1){\n // should opacity be grabbed there?\n dataValue = texture2D( uTextureLUT, vec2( dataValue.r , 1.0) );\n }\n\n if(uInvert == 1){\n dataValue = vec4(1.) - dataValue;\n // how do we deal with that and opacity?\n dataValue.a = 1.;\n }\n\n gl_FragColor = dataValue;\n\n // if on edge, draw line\n // float xPos = gl_FragCoord.x/512.;\n // float yPos = gl_FragCoord.y/512.;\n // if( xPos < 0.05 || xPos > .95 || yPos < 0.05 || yPos > .95){\n // gl_FragColor = vec4(xPos, yPos, 0., 1.);//dataValue;\n // //return;\n // }\n\n}\n ';
}
}, {
key: 'compute',
value: function compute() {
var shaderInterpolation = '';
// shaderInterpolation.inline(args) //true/false
// shaderInterpolation.functions(args)
return '\n// uniforms\n' + this.uniforms() + '\n\n// varying (should fetch it from vertex directly)\nvarying vec4 vPos;\n\n// tailored functions\n' + this.functions() + '\n\n// main loop\n' + this._main + '\n ';
}
}]);
return ShadersFragment;
}();
exports.default = ShadersFragment;
module.exports = exports['default'];