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molstar

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A comprehensive macromolecular library.

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/** * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose <alexander.rose@weirdbyte.de> * @author Gianluca Tomasello <giagitom@gmail.com> */ import { Viewport } from '../mol-canvas3d/camera/util'; import { Mat4, Vec3, Vec4, Vec2 } from '../mol-math/linear-algebra'; import { Color } from '../mol-util/color'; import { ValueCell, deepEqual } from '../mol-util'; import { ParamDefinition as PD } from '../mol-util/param-definition'; import { degToRad } from '../mol-math/misc'; import { arrayMapUpsert } from '../mol-util/array'; import { clamp } from '../mol-math/interpolate'; import { isTimingMode } from '../mol-util/debug'; export var RendererParams = { backgroundColor: PD.Color(Color(0x000000), { description: 'Background color of the 3D canvas' }), pickingAlphaThreshold: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }, { description: 'The minimum opacity value needed for an object to be pickable.' }), interiorDarkening: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }), interiorColorFlag: PD.Boolean(true, { label: 'Use Interior Color' }), interiorColor: PD.Color(Color.fromNormalizedRgb(0.3, 0.3, 0.3)), colorMarker: PD.Boolean(true, { description: 'Enable color marker' }), highlightColor: PD.Color(Color.fromNormalizedRgb(1.0, 0.4, 0.6)), selectColor: PD.Color(Color.fromNormalizedRgb(0.2, 1.0, 0.1)), highlightStrength: PD.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }), selectStrength: PD.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }), markerPriority: PD.Select(1, [[1, 'Highlight'], [2, 'Select']]), xrayEdgeFalloff: PD.Numeric(1, { min: 0.0, max: 3.0, step: 0.1 }), light: PD.ObjectList({ inclination: PD.Numeric(180, { min: 0, max: 180, step: 1 }), azimuth: PD.Numeric(0, { min: 0, max: 360, step: 1 }), color: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)), intensity: PD.Numeric(0.6, { min: 0.0, max: 1.0, step: 0.01 }), }, function (o) { return Color.toHexString(o.color); }, { defaultValue: [{ inclination: 180, azimuth: 0, color: Color.fromNormalizedRgb(1.0, 1.0, 1.0), intensity: 0.6 }] }), ambientColor: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)), ambientIntensity: PD.Numeric(0.4, { min: 0.0, max: 1.0, step: 0.01 }), }; var tmpDir = Vec3(); var tmpColor = Vec3(); function getLight(props, light) { var _a = light || { direction: (new Array(5 * 3)).fill(0), color: (new Array(5 * 3)).fill(0), }, direction = _a.direction, color = _a.color; for (var i = 0, il = props.length; i < il; ++i) { var p = props[i]; Vec3.directionFromSpherical(tmpDir, degToRad(p.inclination), degToRad(p.azimuth), 1); Vec3.toArray(tmpDir, direction, i * 3); Vec3.scale(tmpColor, Color.toVec3Normalized(tmpColor, p.color), p.intensity); Vec3.toArray(tmpColor, color, i * 3); } return { count: props.length, direction: direction, color: color }; } var Renderer; (function (Renderer) { function create(ctx, props) { if (props === void 0) { props = {}; } var gl = ctx.gl, state = ctx.state, stats = ctx.stats; var p = PD.merge(RendererParams, PD.getDefaultValues(RendererParams), props); var light = getLight(p.light); var viewport = Viewport(); var drawingBufferSize = Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight); var bgColor = Color.toVec3Normalized(Vec3(), p.backgroundColor); var transparentBackground = false; var emptyDepthTexture = ctx.resources.texture('image-uint8', 'rgba', 'ubyte', 'nearest'); emptyDepthTexture.define(1, 1); emptyDepthTexture.load({ array: new Uint8Array([255, 255, 255, 255]), width: 1, height: 1 }); var sharedTexturesList = [ ['tDepth', emptyDepthTexture] ]; var view = Mat4(); var invView = Mat4(); var modelView = Mat4(); var invModelView = Mat4(); var invProjection = Mat4(); var modelViewProjection = Mat4(); var invModelViewProjection = Mat4(); var cameraDir = Vec3(); var viewOffset = Vec2(); var ambientColor = Vec3(); Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity); var globalUniforms = { uModel: ValueCell.create(Mat4.identity()), uView: ValueCell.create(view), uInvView: ValueCell.create(invView), uModelView: ValueCell.create(modelView), uInvModelView: ValueCell.create(invModelView), uInvProjection: ValueCell.create(invProjection), uProjection: ValueCell.create(Mat4()), uModelViewProjection: ValueCell.create(modelViewProjection), uInvModelViewProjection: ValueCell.create(invModelViewProjection), uIsOrtho: ValueCell.create(1), uViewOffset: ValueCell.create(viewOffset), uPixelRatio: ValueCell.create(ctx.pixelRatio), uViewport: ValueCell.create(Viewport.toVec4(Vec4(), viewport)), uDrawingBufferSize: ValueCell.create(drawingBufferSize), uCameraPosition: ValueCell.create(Vec3()), uCameraDir: ValueCell.create(cameraDir), uNear: ValueCell.create(1), uFar: ValueCell.create(10000), uFogNear: ValueCell.create(1), uFogFar: ValueCell.create(10000), uFogColor: ValueCell.create(bgColor), uRenderMask: ValueCell.create(0), uMarkingDepthTest: ValueCell.create(false), uPickType: ValueCell.create(0 /* PickType.None */), uMarkingType: ValueCell.create(0 /* MarkingType.None */), uTransparentBackground: ValueCell.create(false), uLightDirection: ValueCell.create(light.direction), uLightColor: ValueCell.create(light.color), uAmbientColor: ValueCell.create(ambientColor), uPickingAlphaThreshold: ValueCell.create(p.pickingAlphaThreshold), uInteriorDarkening: ValueCell.create(p.interiorDarkening), uInteriorColorFlag: ValueCell.create(p.interiorColorFlag), uInteriorColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.interiorColor)), uHighlightColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.highlightColor)), uSelectColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.selectColor)), uHighlightStrength: ValueCell.create(p.highlightStrength), uSelectStrength: ValueCell.create(p.selectStrength), uMarkerPriority: ValueCell.create(p.markerPriority), uXrayEdgeFalloff: ValueCell.create(p.xrayEdgeFalloff), }; var globalUniformList = Object.entries(globalUniforms); var globalUniformsNeedUpdate = true; var renderObject = function (r, variant, flag) { var _a, _b, _c; if (r.state.disposed || !r.state.visible || (!r.state.pickable && variant === 'pick')) { return; } var definesNeedUpdate = false; if (r.values.dLightCount.ref.value !== light.count) { ValueCell.update(r.values.dLightCount, light.count); definesNeedUpdate = true; } if (r.values.dColorMarker.ref.value !== p.colorMarker) { ValueCell.update(r.values.dColorMarker, p.colorMarker); definesNeedUpdate = true; } if (definesNeedUpdate) r.update(); var program = r.getProgram(variant); if (state.currentProgramId !== program.id) { // console.log('new program') globalUniformsNeedUpdate = true; program.use(); } if (globalUniformsNeedUpdate) { // console.log('globalUniformsNeedUpdate') program.setUniforms(globalUniformList); program.bindTextures(sharedTexturesList, 0); globalUniformsNeedUpdate = false; } if (r.values.dGeometryType.ref.value === 'directVolume') { if (variant !== 'colorDpoit' && variant !== 'colorWboit' && variant !== 'colorBlended') { return; // only color supported } // culling done in fragment shader state.disable(gl.CULL_FACE); state.frontFace(gl.CCW); if (variant === 'colorBlended') { // depth test done manually in shader against `depthTexture` state.disable(gl.DEPTH_TEST); state.depthMask(false); } } else if (flag === 1 /* Flag.BlendedFront */) { state.enable(gl.CULL_FACE); if ((_a = r.values.dFlipSided) === null || _a === void 0 ? void 0 : _a.ref.value) { state.frontFace(gl.CW); state.cullFace(gl.FRONT); } else { state.frontFace(gl.CCW); state.cullFace(gl.BACK); } } else if (flag === 2 /* Flag.BlendedBack */) { state.enable(gl.CULL_FACE); if ((_b = r.values.dFlipSided) === null || _b === void 0 ? void 0 : _b.ref.value) { state.frontFace(gl.CW); state.cullFace(gl.BACK); } else { state.frontFace(gl.CCW); state.cullFace(gl.FRONT); } } else { if (r.values.uDoubleSided) { if (r.values.uDoubleSided.ref.value || r.values.hasReflection.ref.value) { state.disable(gl.CULL_FACE); } else { state.enable(gl.CULL_FACE); } } else { // webgl default state.disable(gl.CULL_FACE); } if ((_c = r.values.dFlipSided) === null || _c === void 0 ? void 0 : _c.ref.value) { state.frontFace(gl.CW); state.cullFace(gl.FRONT); } else { // webgl default state.frontFace(gl.CCW); state.cullFace(gl.BACK); } } r.render(variant, sharedTexturesList.length); }; var update = function (camera) { ValueCell.update(globalUniforms.uView, camera.view); ValueCell.update(globalUniforms.uInvView, Mat4.invert(invView, camera.view)); ValueCell.update(globalUniforms.uProjection, camera.projection); ValueCell.update(globalUniforms.uInvProjection, Mat4.invert(invProjection, camera.projection)); ValueCell.updateIfChanged(globalUniforms.uIsOrtho, camera.state.mode === 'orthographic' ? 1 : 0); ValueCell.update(globalUniforms.uViewOffset, camera.viewOffset.enabled ? Vec2.set(viewOffset, camera.viewOffset.offsetX * 16, camera.viewOffset.offsetY * 16) : Vec2.set(viewOffset, 0, 0)); ValueCell.update(globalUniforms.uCameraPosition, camera.state.position); ValueCell.update(globalUniforms.uCameraDir, Vec3.normalize(cameraDir, Vec3.sub(cameraDir, camera.state.target, camera.state.position))); ValueCell.updateIfChanged(globalUniforms.uFar, camera.far); ValueCell.updateIfChanged(globalUniforms.uNear, camera.near); ValueCell.updateIfChanged(globalUniforms.uFogFar, camera.fogFar); ValueCell.updateIfChanged(globalUniforms.uFogNear, camera.fogNear); ValueCell.updateIfChanged(globalUniforms.uTransparentBackground, transparentBackground); }; var updateInternal = function (group, camera, depthTexture, renderMask, markingDepthTest) { arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || emptyDepthTexture); ValueCell.update(globalUniforms.uModel, group.view); ValueCell.update(globalUniforms.uModelView, Mat4.mul(modelView, group.view, camera.view)); ValueCell.update(globalUniforms.uInvModelView, Mat4.invert(invModelView, modelView)); ValueCell.update(globalUniforms.uModelViewProjection, Mat4.mul(modelViewProjection, modelView, camera.projection)); ValueCell.update(globalUniforms.uInvModelViewProjection, Mat4.invert(invModelViewProjection, modelViewProjection)); ValueCell.updateIfChanged(globalUniforms.uRenderMask, renderMask); ValueCell.updateIfChanged(globalUniforms.uMarkingDepthTest, markingDepthTest); state.enable(gl.SCISSOR_TEST); state.colorMask(true, true, true, true); var x = viewport.x, y = viewport.y, width = viewport.width, height = viewport.height; state.viewport(x, y, width, height); state.scissor(x, y, width, height); globalUniformsNeedUpdate = true; state.currentRenderItemId = -1; }; var renderPick = function (group, camera, variant, depthTexture, pickType) { if (isTimingMode) ctx.timer.mark('Renderer.renderPick'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, 0 /* Mask.All */, false); ValueCell.updateIfChanged(globalUniforms.uPickType, pickType); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { if (!renderables[i].state.colorOnly) { renderObject(renderables[i], variant, 0 /* Flag.None */); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderPick'); }; var renderDepth = function (group, camera, depthTexture) { if (isTimingMode) ctx.timer.mark('Renderer.renderDepth'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, 0 /* Mask.All */, false); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { renderObject(renderables[i], 'depth', 0 /* Flag.None */); } if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepth'); }; var renderDepthOpaque = function (group, camera, depthTexture) { var _a; if (isTimingMode) ctx.timer.mark('Renderer.renderDepthOpaque'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, 1 /* Mask.Opaque */, false); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; if (r.state.opaque && r.values.transparencyAverage.ref.value !== 1 && !((_a = r.values.dXrayShaded) === null || _a === void 0 ? void 0 : _a.ref.value)) { renderObject(r, 'depth', 0 /* Flag.None */); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepthOpaque'); }; var renderDepthTransparent = function (group, camera, depthTexture) { var _a; if (isTimingMode) ctx.timer.mark('Renderer.renderDepthTransparent'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, 2 /* Mask.Transparent */, false); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; if (!r.state.opaque || r.values.transparencyAverage.ref.value > 0 || ((_a = r.values.dXrayShaded) === null || _a === void 0 ? void 0 : _a.ref.value)) { renderObject(r, 'depth', 0 /* Flag.None */); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepthTransparent'); }; var renderMarkingDepth = function (group, camera, depthTexture) { if (isTimingMode) ctx.timer.mark('Renderer.renderMarkingDepth'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, 0 /* Mask.All */, false); ValueCell.updateIfChanged(globalUniforms.uMarkingType, 1 /* MarkingType.Depth */); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; if (r.values.markerAverage.ref.value !== 1) { renderObject(renderables[i], 'marking', 0 /* Flag.None */); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderMarkingDepth'); }; var renderMarkingMask = function (group, camera, depthTexture) { if (isTimingMode) ctx.timer.mark('Renderer.renderMarkingMask'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, 0 /* Mask.All */, !!depthTexture); ValueCell.updateIfChanged(globalUniforms.uMarkingType, 2 /* MarkingType.Mask */); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; if (r.values.markerAverage.ref.value > 0) { renderObject(renderables[i], 'marking', 0 /* Flag.None */); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderMarkingMask'); }; var renderBlended = function (scene, camera) { if (scene.hasOpaque) { renderBlendedOpaque(scene, camera, null); } if (scene.opacityAverage < 1) { renderBlendedTransparent(scene, camera, null); } }; var renderBlendedOpaque = function (group, camera, depthTexture) { var _a, _b; if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedOpaque'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, 1 /* Mask.Opaque */, false); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; if (r.state.opaque) { renderObject(r, 'colorBlended', 0 /* Flag.None */); } else if (((_a = r.values.uDoubleSided) === null || _a === void 0 ? void 0 : _a.ref.value) && ((_b = r.values.dTransparentBackfaces) === null || _b === void 0 ? void 0 : _b.ref.value) === 'opaque') { renderObject(r, 'colorBlended', 2 /* Flag.BlendedBack */); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedOpaque'); }; var renderBlendedTransparent = function (group, camera, depthTexture) { var _a, _b; if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedTransparent'); state.enable(gl.DEPTH_TEST); updateInternal(group, camera, depthTexture, 2 /* Mask.Transparent */, false); var renderables = group.renderables; if (transparentBackground) { state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); } else { state.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); } state.enable(gl.BLEND); state.depthMask(true); for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; if (!r.state.opaque && r.state.writeDepth) { renderObject(r, 'colorBlended', 0 /* Flag.None */); } } state.depthMask(false); for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; if ((!r.state.opaque && !r.state.writeDepth) || r.values.transparencyAverage.ref.value > 0) { if ((_a = r.values.uDoubleSided) === null || _a === void 0 ? void 0 : _a.ref.value) { // render frontfaces and backfaces separately to avoid artefacts if (((_b = r.values.dTransparentBackfaces) === null || _b === void 0 ? void 0 : _b.ref.value) !== 'opaque') { renderObject(r, 'colorBlended', 2 /* Flag.BlendedBack */); } renderObject(r, 'colorBlended', 1 /* Flag.BlendedFront */); } else { renderObject(r, 'colorBlended', 0 /* Flag.None */); } } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedTransparent'); }; var renderBlendedVolume = function (group, camera, depthTexture) { if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedVolume'); state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); state.enable(gl.BLEND); updateInternal(group, camera, depthTexture, 2 /* Mask.Transparent */, false); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; if (r.values.dGeometryType.ref.value === 'directVolume') { renderObject(r, 'colorBlended', 0 /* Flag.None */); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedVolume'); }; var renderWboitOpaque = function (group, camera, depthTexture) { var _a, _b, _c; if (isTimingMode) ctx.timer.mark('Renderer.renderWboitOpaque'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, 1 /* Mask.Opaque */, false); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; // TODO: simplify, handle in renderable.state??? // uAlpha is updated in "render" so we need to recompute it here var alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1); if ((alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && r.values.dGeometryType.ref.value !== 'directVolume' && ((_a = r.values.dPointStyle) === null || _a === void 0 ? void 0 : _a.ref.value) !== 'fuzzy' && !((_b = r.values.dXrayShaded) === null || _b === void 0 ? void 0 : _b.ref.value)) || ((_c = r.values.dTransparentBackfaces) === null || _c === void 0 ? void 0 : _c.ref.value) === 'opaque') { renderObject(r, 'colorWboit', 0 /* Flag.None */); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderWboitOpaque'); }; var renderWboitTransparent = function (group, camera, depthTexture) { var _a, _b; if (isTimingMode) ctx.timer.mark('Renderer.renderWboitTransparent'); updateInternal(group, camera, depthTexture, 2 /* Mask.Transparent */, false); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; // TODO: simplify, handle in renderable.state??? // uAlpha is updated in "render" so we need to recompute it here var alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1); if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || r.values.dGeometryType.ref.value === 'directVolume' || ((_a = r.values.dPointStyle) === null || _a === void 0 ? void 0 : _a.ref.value) === 'fuzzy' || r.values.dGeometryType.ref.value === 'text' || ((_b = r.values.dXrayShaded) === null || _b === void 0 ? void 0 : _b.ref.value)) { renderObject(r, 'colorWboit', 0 /* Flag.None */); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderWboitTransparent'); }; var renderDpoitOpaque = function (group, camera, depthTexture) { var _a, _b, _c; if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitOpaque'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, 1 /* Mask.Opaque */, false); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; // TODO: simplify, handle in renderable.state??? // uAlpha is updated in "render" so we need to recompute it here var alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1); if ((alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && ((_a = r.values.dPointStyle) === null || _a === void 0 ? void 0 : _a.ref.value) !== 'fuzzy' && !((_b = r.values.dXrayShaded) === null || _b === void 0 ? void 0 : _b.ref.value)) || ((_c = r.values.dTransparentBackfaces) === null || _c === void 0 ? void 0 : _c.ref.value) === 'opaque') { renderObject(r, 'colorDpoit', 0 /* Flag.None */); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitOpaque'); }; var renderDpoitTransparent = function (group, camera, depthTexture, dpoitTextures) { var _a, _b; if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitTransparent'); state.enable(gl.BLEND); arrayMapUpsert(sharedTexturesList, 'tDpoitDepth', dpoitTextures.depth); arrayMapUpsert(sharedTexturesList, 'tDpoitFrontColor', dpoitTextures.frontColor); arrayMapUpsert(sharedTexturesList, 'tDpoitBackColor', dpoitTextures.backColor); updateInternal(group, camera, depthTexture, 2 /* Mask.Transparent */, false); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; // TODO: simplify, handle in renderable.state??? // uAlpha is updated in "render" so we need to recompute it here var alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1); if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || ((_a = r.values.dPointStyle) === null || _a === void 0 ? void 0 : _a.ref.value) === 'fuzzy' || !!r.values.uBackgroundColor || ((_b = r.values.dXrayShaded) === null || _b === void 0 ? void 0 : _b.ref.value)) { renderObject(r, 'colorDpoit', 0 /* Flag.None */); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitTransparent'); }; var renderDpoitVolume = function (group, camera, depthTexture) { if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitVolume'); state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); state.enable(gl.BLEND); updateInternal(group, camera, depthTexture, 2 /* Mask.Transparent */, false); var renderables = group.renderables; for (var i = 0, il = renderables.length; i < il; ++i) { var r = renderables[i]; if (r.values.dGeometryType.ref.value === 'directVolume') { renderObject(r, 'colorDpoit', 0 /* Flag.None */); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitVolume'); }; return { clear: function (toBackgroundColor, ignoreTransparentBackground) { state.enable(gl.SCISSOR_TEST); state.enable(gl.DEPTH_TEST); state.colorMask(true, true, true, true); state.depthMask(true); if (transparentBackground && !ignoreTransparentBackground) { state.clearColor(0, 0, 0, 0); } else if (toBackgroundColor) { state.clearColor(bgColor[0], bgColor[1], bgColor[2], 1); } else { state.clearColor(1, 1, 1, 1); } gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); }, clearDepth: function (packed) { if (packed === void 0) { packed = false; } state.enable(gl.SCISSOR_TEST); if (packed) { state.colorMask(true, true, true, true); state.clearColor(1, 1, 1, 1); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); } else { state.enable(gl.DEPTH_TEST); state.depthMask(true); gl.clear(gl.DEPTH_BUFFER_BIT); } }, update: update, renderPick: renderPick, renderDepth: renderDepth, renderDepthOpaque: renderDepthOpaque, renderDepthTransparent: renderDepthTransparent, renderMarkingDepth: renderMarkingDepth, renderMarkingMask: renderMarkingMask, renderBlended: renderBlended, renderBlendedOpaque: renderBlendedOpaque, renderBlendedTransparent: renderBlendedTransparent, renderBlendedVolume: renderBlendedVolume, renderWboitOpaque: renderWboitOpaque, renderWboitTransparent: renderWboitTransparent, renderDpoitOpaque: renderDpoitOpaque, renderDpoitTransparent: renderDpoitTransparent, renderDpoitVolume: renderDpoitVolume, setProps: function (props) { if (props.backgroundColor !== undefined && props.backgroundColor !== p.backgroundColor) { p.backgroundColor = props.backgroundColor; Color.toVec3Normalized(bgColor, p.backgroundColor); ValueCell.update(globalUniforms.uFogColor, Vec3.copy(globalUniforms.uFogColor.ref.value, bgColor)); } if (props.pickingAlphaThreshold !== undefined && props.pickingAlphaThreshold !== p.pickingAlphaThreshold) { p.pickingAlphaThreshold = props.pickingAlphaThreshold; ValueCell.update(globalUniforms.uPickingAlphaThreshold, p.pickingAlphaThreshold); } if (props.interiorDarkening !== undefined && props.interiorDarkening !== p.interiorDarkening) { p.interiorDarkening = props.interiorDarkening; ValueCell.update(globalUniforms.uInteriorDarkening, p.interiorDarkening); } if (props.interiorColorFlag !== undefined && props.interiorColorFlag !== p.interiorColorFlag) { p.interiorColorFlag = props.interiorColorFlag; ValueCell.update(globalUniforms.uInteriorColorFlag, p.interiorColorFlag); } if (props.interiorColor !== undefined && props.interiorColor !== p.interiorColor) { p.interiorColor = props.interiorColor; ValueCell.update(globalUniforms.uInteriorColor, Color.toVec3Normalized(globalUniforms.uInteriorColor.ref.value, p.interiorColor)); } if (props.colorMarker !== undefined && props.colorMarker !== p.colorMarker) { p.colorMarker = props.colorMarker; } if (props.highlightColor !== undefined && props.highlightColor !== p.highlightColor) { p.highlightColor = props.highlightColor; ValueCell.update(globalUniforms.uHighlightColor, Color.toVec3Normalized(globalUniforms.uHighlightColor.ref.value, p.highlightColor)); } if (props.selectColor !== undefined && props.selectColor !== p.selectColor) { p.selectColor = props.selectColor; ValueCell.update(globalUniforms.uSelectColor, Color.toVec3Normalized(globalUniforms.uSelectColor.ref.value, p.selectColor)); } if (props.highlightStrength !== undefined && props.highlightStrength !== p.highlightStrength) { p.highlightStrength = props.highlightStrength; ValueCell.update(globalUniforms.uHighlightStrength, p.highlightStrength); } if (props.selectStrength !== undefined && props.selectStrength !== p.selectStrength) { p.selectStrength = props.selectStrength; ValueCell.update(globalUniforms.uSelectStrength, p.selectStrength); } if (props.markerPriority !== undefined && props.markerPriority !== p.markerPriority) { p.markerPriority = props.markerPriority; ValueCell.update(globalUniforms.uMarkerPriority, p.markerPriority); } if (props.xrayEdgeFalloff !== undefined && props.xrayEdgeFalloff !== p.xrayEdgeFalloff) { p.xrayEdgeFalloff = props.xrayEdgeFalloff; ValueCell.update(globalUniforms.uXrayEdgeFalloff, p.xrayEdgeFalloff); } if (props.light !== undefined && !deepEqual(props.light, p.light)) { p.light = props.light; Object.assign(light, getLight(props.light, light)); ValueCell.update(globalUniforms.uLightDirection, light.direction); ValueCell.update(globalUniforms.uLightColor, light.color); } if (props.ambientColor !== undefined && props.ambientColor !== p.ambientColor) { p.ambientColor = props.ambientColor; Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity); ValueCell.update(globalUniforms.uAmbientColor, ambientColor); } if (props.ambientIntensity !== undefined && props.ambientIntensity !== p.ambientIntensity) { p.ambientIntensity = props.ambientIntensity; Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity); ValueCell.update(globalUniforms.uAmbientColor, ambientColor); } }, setViewport: function (x, y, width, height) { state.viewport(x, y, width, height); state.scissor(x, y, width, height); if (x !== viewport.x || y !== viewport.y || width !== viewport.width || height !== viewport.height) { Viewport.set(viewport, x, y, width, height); ValueCell.update(globalUniforms.uViewport, Vec4.set(globalUniforms.uViewport.ref.value, x, y, width, height)); } }, setTransparentBackground: function (value) { transparentBackground = value; }, setDrawingBufferSize: function (width, height) { if (width !== drawingBufferSize[0] || height !== drawingBufferSize[1]) { ValueCell.update(globalUniforms.uDrawingBufferSize, Vec2.set(drawingBufferSize, width, height)); } }, setPixelRatio: function (value) { ValueCell.update(globalUniforms.uPixelRatio, value); }, props: p, get stats() { return { programCount: ctx.stats.resourceCounts.program, shaderCount: ctx.stats.resourceCounts.shader, attributeCount: ctx.stats.resourceCounts.attribute, elementsCount: ctx.stats.resourceCounts.elements, framebufferCount: ctx.stats.resourceCounts.framebuffer, renderbufferCount: ctx.stats.resourceCounts.renderbuffer, textureCount: ctx.stats.resourceCounts.texture, vertexArrayCount: ctx.stats.resourceCounts.vertexArray, drawCount: stats.drawCount, instanceCount: stats.instanceCount, instancedDrawCount: stats.instancedDrawCount, }; }, dispose: function () { // TODO } }; } Renderer.create = create; })(Renderer || (Renderer = {})); export { Renderer };