molstar
Version:
A comprehensive macromolecular library.
137 lines • 8.54 kB
JavaScript
/**
* Copyright (c) 2019-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
import { __assign } from "tslib";
import { ValueCell } from '../../../mol-util';
import { Sphere3D } from '../../../mol-math/geometry';
import { ParamDefinition as PD } from '../../../mol-util/param-definition';
import { LocationIterator } from '../../../mol-geo/util/location-iterator';
import { createColors } from '../color-data';
import { createMarkers } from '../marker-data';
import { BaseGeometry } from '../base';
import { createEmptyOverpaint } from '../overpaint-data';
import { createEmptyTransparency } from '../transparency-data';
import { calculateTransformBoundingSphere } from '../../../mol-gl/renderable/util';
import { createNullTexture } from '../../../mol-gl/webgl/texture';
import { Vec2, Vec4 } from '../../../mol-math/linear-algebra';
import { createEmptyClipping } from '../clipping-data';
import { NullLocation } from '../../../mol-model/location';
export var TextureMesh;
(function (TextureMesh) {
var DoubleBuffer = /** @class */ (function () {
function DoubleBuffer() {
this.index = 0;
this.textures = [];
}
DoubleBuffer.prototype.get = function () {
return this.textures[this.index];
};
DoubleBuffer.prototype.set = function (vertex, group, normal) {
this.textures[this.index] = Object.assign(this.textures[this.index] || {}, {
vertex: vertex,
group: group,
normal: normal
});
this.index = (this.index + 1) % 2;
};
DoubleBuffer.prototype.destroy = function () {
for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
var buffer = _a[_i];
buffer.vertex.destroy();
buffer.group.destroy();
buffer.normal.destroy();
}
};
return DoubleBuffer;
}());
TextureMesh.DoubleBuffer = DoubleBuffer;
function create(vertexCount, groupCount, vertexTexture, groupTexture, normalTexture, boundingSphere, textureMesh) {
var width = vertexTexture.getWidth();
var height = vertexTexture.getHeight();
if (textureMesh) {
textureMesh.vertexCount = vertexCount;
textureMesh.groupCount = groupCount;
ValueCell.update(textureMesh.geoTextureDim, Vec2.set(textureMesh.geoTextureDim.ref.value, width, height));
ValueCell.update(textureMesh.vertexTexture, vertexTexture);
ValueCell.update(textureMesh.groupTexture, groupTexture);
ValueCell.update(textureMesh.normalTexture, normalTexture);
textureMesh.doubleBuffer.set(vertexTexture, groupTexture, normalTexture);
Sphere3D.copy(textureMesh.boundingSphere, boundingSphere);
return textureMesh;
}
else {
return {
kind: 'texture-mesh',
vertexCount: vertexCount,
groupCount: groupCount,
geoTextureDim: ValueCell.create(Vec2.create(width, height)),
vertexTexture: ValueCell.create(vertexTexture),
groupTexture: ValueCell.create(groupTexture),
normalTexture: ValueCell.create(normalTexture),
doubleBuffer: new DoubleBuffer(),
boundingSphere: Sphere3D.clone(boundingSphere),
};
}
}
TextureMesh.create = create;
function createEmpty(textureMesh) {
var vt = textureMesh ? textureMesh.vertexTexture.ref.value : createNullTexture();
var gt = textureMesh ? textureMesh.groupTexture.ref.value : createNullTexture();
var nt = textureMesh ? textureMesh.normalTexture.ref.value : createNullTexture();
var bs = textureMesh ? textureMesh.boundingSphere : Sphere3D();
return create(0, 0, vt, gt, nt, bs, textureMesh);
}
TextureMesh.createEmpty = createEmpty;
TextureMesh.Params = __assign(__assign({}, BaseGeometry.Params), { doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo), flipSided: PD.Boolean(false, BaseGeometry.ShadingCategory), flatShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory), xrayShaded: PD.Boolean(false, BaseGeometry.ShadingCategory) });
TextureMesh.Utils = {
Params: TextureMesh.Params,
createEmpty: createEmpty,
createValues: createValues,
createValuesSimple: createValuesSimple,
updateValues: updateValues,
updateBoundingSphere: updateBoundingSphere,
createRenderableState: BaseGeometry.createRenderableState,
updateRenderableState: BaseGeometry.updateRenderableState,
createPositionIterator: function () { return LocationIterator(1, 1, 1, function () { return NullLocation; }); }
};
function createValues(textureMesh, transform, locationIt, theme, props) {
var instanceCount = locationIt.instanceCount, groupCount = locationIt.groupCount;
var positionIt = TextureMesh.Utils.createPositionIterator(textureMesh, transform);
var color = createColors(locationIt, positionIt, theme.color);
var marker = createMarkers(instanceCount * groupCount);
var overpaint = createEmptyOverpaint();
var transparency = createEmptyTransparency();
var clipping = createEmptyClipping();
var counts = { drawCount: textureMesh.vertexCount, vertexCount: textureMesh.vertexCount, groupCount: groupCount, instanceCount: instanceCount };
var invariantBoundingSphere = Sphere3D.clone(textureMesh.boundingSphere);
var boundingSphere = calculateTransformBoundingSphere(invariantBoundingSphere, transform.aTransform.ref.value, instanceCount);
return __assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign({ uGeoTexDim: textureMesh.geoTextureDim, tPosition: textureMesh.vertexTexture, tGroup: textureMesh.groupTexture, tNormal: textureMesh.normalTexture, boundingSphere: ValueCell.create(boundingSphere), invariantBoundingSphere: ValueCell.create(invariantBoundingSphere), uInvariantBoundingSphere: ValueCell.create(Vec4.ofSphere(invariantBoundingSphere)) }, color), marker), overpaint), transparency), clipping), transform), BaseGeometry.createValues(props, counts)), { dDoubleSided: ValueCell.create(props.doubleSided), dFlatShaded: ValueCell.create(props.flatShaded), dFlipSided: ValueCell.create(props.flipSided), dIgnoreLight: ValueCell.create(props.ignoreLight), dXrayShaded: ValueCell.create(props.xrayShaded), dGeoTexture: ValueCell.create(true) });
}
function createValuesSimple(textureMesh, props, colorValue, sizeValue, transform) {
var s = BaseGeometry.createSimple(colorValue, sizeValue, transform);
var p = __assign(__assign({}, PD.getDefaultValues(TextureMesh.Params)), props);
return createValues(textureMesh, s.transform, s.locationIterator, s.theme, p);
}
function updateValues(values, props) {
BaseGeometry.updateValues(values, props);
ValueCell.updateIfChanged(values.dDoubleSided, props.doubleSided);
ValueCell.updateIfChanged(values.dFlatShaded, props.flatShaded);
ValueCell.updateIfChanged(values.dFlipSided, props.flipSided);
ValueCell.updateIfChanged(values.dIgnoreLight, props.ignoreLight);
ValueCell.updateIfChanged(values.dXrayShaded, props.xrayShaded);
}
function updateBoundingSphere(values, textureMesh) {
var invariantBoundingSphere = Sphere3D.clone(textureMesh.boundingSphere);
var boundingSphere = calculateTransformBoundingSphere(invariantBoundingSphere, values.aTransform.ref.value, values.instanceCount.ref.value);
if (!Sphere3D.equals(boundingSphere, values.boundingSphere.ref.value)) {
ValueCell.update(values.boundingSphere, boundingSphere);
}
if (!Sphere3D.equals(invariantBoundingSphere, values.invariantBoundingSphere.ref.value)) {
ValueCell.update(values.invariantBoundingSphere, invariantBoundingSphere);
ValueCell.update(values.uInvariantBoundingSphere, Vec4.fromSphere(values.uInvariantBoundingSphere.ref.value, invariantBoundingSphere));
}
}
})(TextureMesh || (TextureMesh = {}));
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