molstar
Version:
A comprehensive macromolecular library.
234 lines • 13.1 kB
JavaScript
/**
* Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
Object.defineProperty(exports, "__esModule", { value: true });
exports.addShaderDefines = exports.ImageShaderCode = exports.DirectVolumeShaderCode = exports.MeshShaderCode = exports.LinesShaderCode = exports.TextShaderCode = exports.CylindersShaderCode = exports.SpheresShaderCode = exports.PointsShaderCode = exports.ShaderCode = void 0;
var id_factory_1 = require("../mol-util/id-factory");
var compat_1 = require("./webgl/compat");
var shaderCodeId = (0, id_factory_1.idFactory)();
var apply_fog_glsl_1 = require("./shader/chunks/apply-fog.glsl");
var apply_interior_color_glsl_1 = require("./shader/chunks/apply-interior-color.glsl");
var apply_light_color_glsl_1 = require("./shader/chunks/apply-light-color.glsl");
var apply_marker_color_glsl_1 = require("./shader/chunks/apply-marker-color.glsl");
var assign_clipping_varying_glsl_1 = require("./shader/chunks/assign-clipping-varying.glsl");
var assign_color_varying_glsl_1 = require("./shader/chunks/assign-color-varying.glsl");
var assign_group_glsl_1 = require("./shader/chunks/assign-group.glsl");
var assign_marker_varying_glsl_1 = require("./shader/chunks/assign-marker-varying.glsl");
var assign_material_color_glsl_1 = require("./shader/chunks/assign-material-color.glsl");
var assign_position_glsl_1 = require("./shader/chunks/assign-position.glsl");
var assign_size_glsl_1 = require("./shader/chunks/assign-size.glsl");
var check_picking_alpha_glsl_1 = require("./shader/chunks/check-picking-alpha.glsl");
var clip_instance_glsl_1 = require("./shader/chunks/clip-instance.glsl");
var clip_pixel_glsl_1 = require("./shader/chunks/clip-pixel.glsl");
var color_frag_params_glsl_1 = require("./shader/chunks/color-frag-params.glsl");
var color_vert_params_glsl_1 = require("./shader/chunks/color-vert-params.glsl");
var common_clip_glsl_1 = require("./shader/chunks/common-clip.glsl");
var common_frag_params_glsl_1 = require("./shader/chunks/common-frag-params.glsl");
var common_vert_params_glsl_1 = require("./shader/chunks/common-vert-params.glsl");
var common_glsl_1 = require("./shader/chunks/common.glsl");
var float_to_rgba_glsl_1 = require("./shader/chunks/float-to-rgba.glsl");
var light_frag_params_glsl_1 = require("./shader/chunks/light-frag-params.glsl");
var matrix_scale_glsl_1 = require("./shader/chunks/matrix-scale.glsl");
var normal_frag_params_glsl_1 = require("./shader/chunks/normal-frag-params.glsl");
var read_from_texture_glsl_1 = require("./shader/chunks/read-from-texture.glsl");
var rgba_to_float_glsl_1 = require("./shader/chunks/rgba-to-float.glsl");
var size_vert_params_glsl_1 = require("./shader/chunks/size-vert-params.glsl");
var texture3d_from_1d_trilinear_glsl_1 = require("./shader/chunks/texture3d-from-1d-trilinear.glsl");
var texture3d_from_2d_linear_glsl_1 = require("./shader/chunks/texture3d-from-2d-linear.glsl");
var texture3d_from_2d_nearest_glsl_1 = require("./shader/chunks/texture3d-from-2d-nearest.glsl");
var wboit_write_glsl_1 = require("./shader/chunks/wboit-write.glsl");
var ShaderChunks = {
apply_fog: apply_fog_glsl_1.apply_fog,
apply_interior_color: apply_interior_color_glsl_1.apply_interior_color,
apply_light_color: apply_light_color_glsl_1.apply_light_color,
apply_marker_color: apply_marker_color_glsl_1.apply_marker_color,
assign_clipping_varying: assign_clipping_varying_glsl_1.assign_clipping_varying,
assign_color_varying: assign_color_varying_glsl_1.assign_color_varying,
assign_group: assign_group_glsl_1.assign_group,
assign_marker_varying: assign_marker_varying_glsl_1.assign_marker_varying,
assign_material_color: assign_material_color_glsl_1.assign_material_color,
assign_position: assign_position_glsl_1.assign_position,
assign_size: assign_size_glsl_1.assign_size,
check_picking_alpha: check_picking_alpha_glsl_1.check_picking_alpha,
clip_instance: clip_instance_glsl_1.clip_instance,
clip_pixel: clip_pixel_glsl_1.clip_pixel,
color_frag_params: color_frag_params_glsl_1.color_frag_params,
color_vert_params: color_vert_params_glsl_1.color_vert_params,
common_clip: common_clip_glsl_1.common_clip,
common_frag_params: common_frag_params_glsl_1.common_frag_params,
common_vert_params: common_vert_params_glsl_1.common_vert_params,
common: common_glsl_1.common,
float_to_rgba: float_to_rgba_glsl_1.float_to_rgba,
light_frag_params: light_frag_params_glsl_1.light_frag_params,
matrix_scale: matrix_scale_glsl_1.matrix_scale,
normal_frag_params: normal_frag_params_glsl_1.normal_frag_params,
read_from_texture: read_from_texture_glsl_1.read_from_texture,
rgba_to_float: rgba_to_float_glsl_1.rgba_to_float,
size_vert_params: size_vert_params_glsl_1.size_vert_params,
texture3d_from_1d_trilinear: texture3d_from_1d_trilinear_glsl_1.texture3d_from_1d_trilinear,
texture3d_from_2d_linear: texture3d_from_2d_linear_glsl_1.texture3d_from_2d_linear,
texture3d_from_2d_nearest: texture3d_from_2d_nearest_glsl_1.texture3d_from_2d_nearest,
wboit_write: wboit_write_glsl_1.wboit_write
};
var reInclude = /^(?!\/\/)\s*#include\s+(\S+)/gmi;
var reSingleLineComment = /[ \t]*\/\/.*\n/g;
var reMultiLineComment = /[ \t]*\/\*[\s\S]*?\*\//g;
var reMultipleLinebreaks = /\n{2,}/g;
function addIncludes(text) {
return text
.replace(reInclude, function (_, p1) {
var chunk = ShaderChunks[p1];
if (!chunk)
throw new Error("empty chunk, '" + p1 + "'");
return chunk;
})
.trim()
.replace(reSingleLineComment, '\n')
.replace(reMultiLineComment, '\n')
.replace(reMultipleLinebreaks, '\n');
}
function ShaderCode(name, vert, frag, extensions, outTypes) {
if (extensions === void 0) { extensions = {}; }
if (outTypes === void 0) { outTypes = {}; }
return { id: shaderCodeId(), name: name, vert: addIncludes(vert), frag: addIncludes(frag), extensions: extensions, outTypes: outTypes };
}
exports.ShaderCode = ShaderCode;
// Note: `drawBuffers` need to be 'optional' for wboit
var points_vert_1 = require("./shader/points.vert");
var points_frag_1 = require("./shader/points.frag");
exports.PointsShaderCode = ShaderCode('points', points_vert_1.points_vert, points_frag_1.points_frag, { drawBuffers: 'optional' });
var spheres_vert_1 = require("./shader/spheres.vert");
var spheres_frag_1 = require("./shader/spheres.frag");
exports.SpheresShaderCode = ShaderCode('spheres', spheres_vert_1.spheres_vert, spheres_frag_1.spheres_frag, { fragDepth: 'required', drawBuffers: 'optional' });
var cylinders_vert_1 = require("./shader/cylinders.vert");
var cylinders_frag_1 = require("./shader/cylinders.frag");
exports.CylindersShaderCode = ShaderCode('cylinders', cylinders_vert_1.cylinders_vert, cylinders_frag_1.cylinders_frag, { fragDepth: 'required', drawBuffers: 'optional' });
var text_vert_1 = require("./shader/text.vert");
var text_frag_1 = require("./shader/text.frag");
exports.TextShaderCode = ShaderCode('text', text_vert_1.text_vert, text_frag_1.text_frag, { standardDerivatives: 'required', drawBuffers: 'optional' });
var lines_vert_1 = require("./shader/lines.vert");
var lines_frag_1 = require("./shader/lines.frag");
exports.LinesShaderCode = ShaderCode('lines', lines_vert_1.lines_vert, lines_frag_1.lines_frag, { drawBuffers: 'optional' });
var mesh_vert_1 = require("./shader/mesh.vert");
var mesh_frag_1 = require("./shader/mesh.frag");
exports.MeshShaderCode = ShaderCode('mesh', mesh_vert_1.mesh_vert, mesh_frag_1.mesh_frag, { standardDerivatives: 'optional', drawBuffers: 'optional' });
var direct_volume_vert_1 = require("./shader/direct-volume.vert");
var direct_volume_frag_1 = require("./shader/direct-volume.frag");
exports.DirectVolumeShaderCode = ShaderCode('direct-volume', direct_volume_vert_1.directVolume_vert, direct_volume_frag_1.directVolume_frag, { fragDepth: 'optional', drawBuffers: 'optional' });
var image_vert_1 = require("./shader/image.vert");
var image_frag_1 = require("./shader/image.frag");
exports.ImageShaderCode = ShaderCode('image', image_vert_1.image_vert, image_frag_1.image_frag, { drawBuffers: 'optional' });
function getDefinesCode(defines) {
if (defines === undefined)
return '';
var lines = [];
for (var name_1 in defines) {
var define = defines[name_1];
var v = define.ref.value;
if (v !== undefined) {
if (typeof v === 'string') {
lines.push("#define " + name_1 + "_" + v);
}
else if (typeof v === 'number') {
lines.push("#define " + name_1 + " " + v);
}
else if (typeof v === 'boolean') {
if (v)
lines.push("#define " + name_1);
}
else {
throw new Error('unknown define type');
}
}
}
return lines.join('\n') + '\n';
}
function getGlsl100FragPrefix(extensions, shaderExtensions) {
var prefix = [];
if (shaderExtensions.standardDerivatives) {
prefix.push('#extension GL_OES_standard_derivatives : enable');
prefix.push('#define enabledStandardDerivatives');
}
if (shaderExtensions.fragDepth) {
if (extensions.fragDepth) {
prefix.push('#extension GL_EXT_frag_depth : enable');
prefix.push('#define enabledFragDepth');
}
else if (shaderExtensions.fragDepth === 'required') {
throw new Error("required 'GL_EXT_frag_depth' extension not available");
}
}
if (shaderExtensions.drawBuffers) {
if (extensions.drawBuffers) {
prefix.push('#extension GL_EXT_draw_buffers : require');
prefix.push('#define requiredDrawBuffers');
prefix.push('#define gl_FragColor gl_FragData[0]');
}
else if (shaderExtensions.drawBuffers === 'required') {
throw new Error("required 'GL_EXT_draw_buffers' extension not available");
}
}
if (shaderExtensions.shaderTextureLod) {
if (extensions.shaderTextureLod) {
prefix.push('#extension GL_EXT_shader_texture_lod : enable');
prefix.push('#define enabledShaderTextureLod');
}
else if (shaderExtensions.shaderTextureLod === 'required') {
throw new Error("required 'GL_EXT_shader_texture_lod' extension not available");
}
}
if (extensions.depthTexture) {
prefix.push('#define depthTextureSupport');
}
return prefix.join('\n') + '\n';
}
var glsl300VertPrefix = "#version 300 es\n#define attribute in\n#define varying out\n#define texture2D texture\n";
var glsl300FragPrefixCommon = "\n#define varying in\n#define texture2D texture\n#define texture2DLodEXT textureLod\n\n#define gl_FragColor out_FragData0\n#define gl_FragDepthEXT gl_FragDepth\n\n#define depthTextureSupport\n";
function getGlsl300FragPrefix(gl, extensions, shaderExtensions, outTypes) {
var prefix = [
'#version 300 es',
"layout(location = 0) out highp " + (outTypes[0] || 'vec4') + " out_FragData0;"
];
if (shaderExtensions.standardDerivatives) {
prefix.push('#define enabledStandardDerivatives');
}
if (shaderExtensions.fragDepth) {
prefix.push('#define enabledFragDepth');
}
if (shaderExtensions.drawBuffers) {
prefix.push('#define requiredDrawBuffers');
var maxDrawBuffers = gl.getParameter(gl.MAX_DRAW_BUFFERS);
for (var i = 1, il = maxDrawBuffers; i < il; ++i) {
prefix.push("layout(location = " + i + ") out highp " + (outTypes[i] || 'vec4') + " out_FragData" + i + ";");
}
}
if (shaderExtensions.shaderTextureLod) {
prefix.push('#define enabledShaderTextureLod');
}
prefix.push(glsl300FragPrefixCommon);
return prefix.join('\n') + '\n';
}
function transformGlsl300Frag(frag) {
return frag.replace(/gl_FragData\[([0-9]+)\]/g, 'out_FragData$1');
}
function addShaderDefines(gl, extensions, defines, shaders) {
var header = getDefinesCode(defines);
var vertPrefix = (0, compat_1.isWebGL2)(gl) ? glsl300VertPrefix : '';
var fragPrefix = (0, compat_1.isWebGL2)(gl)
? getGlsl300FragPrefix(gl, extensions, shaders.extensions, shaders.outTypes)
: getGlsl100FragPrefix(extensions, shaders.extensions);
var frag = (0, compat_1.isWebGL2)(gl) ? transformGlsl300Frag(shaders.frag) : shaders.frag;
return {
id: shaderCodeId(),
name: shaders.name,
vert: "" + vertPrefix + header + shaders.vert,
frag: "" + fragPrefix + header + frag,
extensions: shaders.extensions,
outTypes: shaders.outTypes
};
}
exports.addShaderDefines = addShaderDefines;
//# sourceMappingURL=shader-code.js.map
;