molstar
Version:
A comprehensive macromolecular library.
80 lines • 4.43 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 { createComputeRenderable } from '../../renderable';
import { createComputeRenderItem } from '../../webgl/render-item';
import { TextureSpec, UniformSpec } from '../../renderable/schema';
import { ShaderCode } from '../../../mol-gl/shader-code';
import { ValueCell } from '../../../mol-util';
import { QuadSchema, QuadValues } from '../util';
import { getTriCount } from './tables';
import { quad_vert } from '../../../mol-gl/shader/quad.vert';
import { activeVoxels_frag } from '../../../mol-gl/shader/marching-cubes/active-voxels.frag';
var ActiveVoxelsSchema = __assign(__assign({}, QuadSchema), { tTriCount: TextureSpec('image-uint8', 'alpha', 'ubyte', 'nearest'), tVolumeData: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), uIsoValue: UniformSpec('f'), uGridDim: UniformSpec('v3'), uGridTexDim: UniformSpec('v3'), uScale: UniformSpec('v2') });
var ActiveVoxelsName = 'active-voxels';
function getActiveVoxelsRenderable(ctx, volumeData, gridDim, gridTexDim, isoValue, scale) {
if (ctx.namedComputeRenderables[ActiveVoxelsName]) {
var v = ctx.namedComputeRenderables[ActiveVoxelsName].values;
ValueCell.update(v.uQuadScale, scale);
ValueCell.update(v.tVolumeData, volumeData);
ValueCell.updateIfChanged(v.uIsoValue, isoValue);
ValueCell.update(v.uGridDim, gridDim);
ValueCell.update(v.uGridTexDim, gridTexDim);
ValueCell.update(v.uScale, scale);
ctx.namedComputeRenderables[ActiveVoxelsName].update();
}
else {
ctx.namedComputeRenderables[ActiveVoxelsName] = createActiveVoxelsRenderable(ctx, volumeData, gridDim, gridTexDim, isoValue, scale);
}
return ctx.namedComputeRenderables[ActiveVoxelsName];
}
function createActiveVoxelsRenderable(ctx, volumeData, gridDim, gridTexDim, isoValue, scale) {
var values = __assign(__assign({}, QuadValues), { tTriCount: ValueCell.create(getTriCount()), uQuadScale: ValueCell.create(scale), tVolumeData: ValueCell.create(volumeData), uIsoValue: ValueCell.create(isoValue), uGridDim: ValueCell.create(gridDim), uGridTexDim: ValueCell.create(gridTexDim), uScale: ValueCell.create(scale) });
var schema = __assign({}, ActiveVoxelsSchema);
var shaderCode = ShaderCode('active-voxels', quad_vert, activeVoxels_frag);
var renderItem = createComputeRenderItem(ctx, 'triangles', shaderCode, schema, values);
return createComputeRenderable(renderItem, values);
}
function setRenderingDefaults(ctx) {
var gl = ctx.gl, state = ctx.state;
state.disable(gl.CULL_FACE);
state.disable(gl.BLEND);
state.disable(gl.DEPTH_TEST);
state.enable(gl.SCISSOR_TEST);
state.depthMask(false);
state.colorMask(true, true, true, true);
state.clearColor(0, 0, 0, 0);
}
export function calcActiveVoxels(ctx, volumeData, gridDim, gridTexDim, isoValue, gridScale) {
var gl = ctx.gl, resources = ctx.resources;
var width = volumeData.getWidth();
var height = volumeData.getHeight();
if (!ctx.namedFramebuffers[ActiveVoxelsName]) {
ctx.namedFramebuffers[ActiveVoxelsName] = resources.framebuffer();
}
var framebuffer = ctx.namedFramebuffers[ActiveVoxelsName];
framebuffer.bind();
if (!ctx.namedTextures[ActiveVoxelsName]) {
ctx.namedTextures[ActiveVoxelsName] = resources.texture('image-uint8', 'rgba', 'ubyte', 'nearest');
}
var activeVoxelsTex = ctx.namedTextures[ActiveVoxelsName];
activeVoxelsTex.define(width, height);
var renderable = getActiveVoxelsRenderable(ctx, volumeData, gridDim, gridTexDim, isoValue, gridScale);
ctx.state.currentRenderItemId = -1;
activeVoxelsTex.attachFramebuffer(framebuffer, 0);
setRenderingDefaults(ctx);
gl.viewport(0, 0, width, height);
gl.scissor(0, 0, width, height);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.scissor(0, 0, gridTexDim[0], gridTexDim[1]);
renderable.render();
// console.log('gridScale', gridScale, 'gridTexDim', gridTexDim, 'gridDim', gridDim);
// console.log('volumeData', volumeData);
// console.log('at', readTexture(ctx, activeVoxelsTex));
gl.finish();
return activeVoxelsTex;
}
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