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molstar

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A comprehensive macromolecular library.

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"use strict"; /** * Copyright (c) 2021-2023 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Sukolsak Sakshuwong <sukolsak@stanford.edu> * @author Alexander Rose <alexander.rose@weirdbyte.de> */ Object.defineProperty(exports, "__esModule", { value: true }); exports.MeshExporter = void 0; const util_1 = require("../../mol-data/util"); const color_smoothing_1 = require("../../mol-geo/geometry/mesh/color-smoothing"); const mesh_1 = require("../../mol-geo/geometry/mesh/mesh"); const mesh_builder_1 = require("../../mol-geo/geometry/mesh/mesh-builder"); const sphere_1 = require("../../mol-geo/geometry/mesh/builder/sphere"); const cylinder_1 = require("../../mol-geo/geometry/mesh/builder/cylinder"); const size_data_1 = require("../../mol-geo/geometry/size-data"); const linear_algebra_1 = require("../../mol-math/linear-algebra"); const color_1 = require("../../mol-util/color/color"); const number_packing_1 = require("../../mol-util/number-packing"); const util_2 = require("../../mol-gl/compute/util"); const type_helpers_1 = require("../../mol-util/type-helpers"); const GeoExportName = 'geo-export'; // avoiding namespace lookup improved performance in Chrome (Aug 2020) const v3fromArray = linear_algebra_1.Vec3.fromArray; const v3sub = linear_algebra_1.Vec3.sub; const v3dot = linear_algebra_1.Vec3.dot; const v3unitY = linear_algebra_1.Vec3.unitY; class MeshExporter { constructor() { this.options = { includeHidden: false, linesAsTriangles: false, pointsAsTriangles: false, primitivesQuality: 'auto', }; } static getSizeFromTexture(tSize, i) { const r = tSize.array[i * 3]; const g = tSize.array[i * 3 + 1]; const b = tSize.array[i * 3 + 2]; return (0, number_packing_1.unpackRGBToInt)(r, g, b) / size_data_1.sizeDataFactor; } static getSize(values, instanceIndex, group) { const tSize = values.tSize.ref.value; let size = 0; switch (values.dSizeType.ref.value) { case 'uniform': size = values.uSize.ref.value; break; case 'instance': size = MeshExporter.getSizeFromTexture(tSize, instanceIndex); break; case 'group': size = MeshExporter.getSizeFromTexture(tSize, group); break; case 'groupInstance': const groupCount = values.uGroupCount.ref.value; size = MeshExporter.getSizeFromTexture(tSize, instanceIndex * groupCount + group); break; } return size * values.uSizeFactor.ref.value; } static getGroup(groups, i) { const i4 = i * 4; const r = groups[i4]; const g = groups[i4 + 1]; const b = groups[i4 + 2]; if (groups instanceof Float32Array) { return (0, number_packing_1.unpackRGBToInt)(r * 255 + 0.5, g * 255 + 0.5, b * 255 + 0.5); } return (0, number_packing_1.unpackRGBToInt)(r, g, b); } static getInterpolatedColors(webgl, input) { const { values, vertexCount, vertices, colorType, stride } = input; const colorGridTransform = values.uColorGridTransform.ref.value; const colorGridDim = values.uColorGridDim.ref.value; const colorTexDim = values.uColorTexDim.ref.value; const aTransform = values.aTransform.ref.value; const instanceCount = values.uInstanceCount.ref.value; const colorGrid = (0, util_2.readTexture)(webgl, values.tColorGrid.ref.value).array; const interpolated = (0, color_smoothing_1.getTrilinearlyInterpolated)({ vertexCount, instanceCount, transformBuffer: aTransform, positionBuffer: vertices, colorType, grid: colorGrid, gridDim: colorGridDim, gridTexDim: colorTexDim, gridTransform: colorGridTransform, vertexStride: stride, colorStride: 4, outputStride: 3 }); return interpolated.array; } static getInterpolatedOverpaint(webgl, input) { const { values, vertexCount, vertices, colorType, stride } = input; const overpaintGridTransform = values.uOverpaintGridTransform.ref.value; const overpaintGridDim = values.uOverpaintGridDim.ref.value; const overpaintTexDim = values.uOverpaintTexDim.ref.value; const aTransform = values.aTransform.ref.value; const instanceCount = values.uInstanceCount.ref.value; const overpaintGrid = (0, util_2.readTexture)(webgl, values.tOverpaintGrid.ref.value).array; const interpolated = (0, color_smoothing_1.getTrilinearlyInterpolated)({ vertexCount, instanceCount, transformBuffer: aTransform, positionBuffer: vertices, colorType, grid: overpaintGrid, gridDim: overpaintGridDim, gridTexDim: overpaintTexDim, gridTransform: overpaintGridTransform, vertexStride: stride, colorStride: 4, outputStride: 4 }); return interpolated.array; } static getInterpolatedTransparency(webgl, input) { const { values, vertexCount, vertices, colorType, stride } = input; const transparencyGridTransform = values.uTransparencyGridTransform.ref.value; const transparencyGridDim = values.uTransparencyGridDim.ref.value; const transparencyTexDim = values.uTransparencyTexDim.ref.value; const aTransform = values.aTransform.ref.value; const instanceCount = values.uInstanceCount.ref.value; const transparencyGrid = (0, util_2.readAlphaTexture)(webgl, values.tTransparencyGrid.ref.value).array; const interpolated = (0, color_smoothing_1.getTrilinearlyInterpolated)({ vertexCount, instanceCount, transformBuffer: aTransform, positionBuffer: vertices, colorType, grid: transparencyGrid, gridDim: transparencyGridDim, gridTexDim: transparencyTexDim, gridTransform: transparencyGridTransform, vertexStride: stride, colorStride: 4, outputStride: 1, itemOffset: 3 }); return interpolated.array; } static quantizeColors(colorArray, vertexCount) { if (vertexCount <= 1024) return; const rgb = (0, linear_algebra_1.Vec3)(); const min = (0, linear_algebra_1.Vec3)(); const max = (0, linear_algebra_1.Vec3)(); const sum = (0, linear_algebra_1.Vec3)(); const colorMap = new Map(); const colorComparers = [ (colors, i, j) => (color_1.Color.toVec3(rgb, colors[i])[0] - color_1.Color.toVec3(rgb, colors[j])[0]), (colors, i, j) => (color_1.Color.toVec3(rgb, colors[i])[1] - color_1.Color.toVec3(rgb, colors[j])[1]), (colors, i, j) => (color_1.Color.toVec3(rgb, colors[i])[2] - color_1.Color.toVec3(rgb, colors[j])[2]), ]; const medianCut = (colors, l, r, depth) => { if (l > r) return; if (l === r || depth >= 10) { // Find the average color. linear_algebra_1.Vec3.set(sum, 0, 0, 0); for (let i = l; i <= r; ++i) { color_1.Color.toVec3(rgb, colors[i]); linear_algebra_1.Vec3.add(sum, sum, rgb); } linear_algebra_1.Vec3.round(rgb, linear_algebra_1.Vec3.scale(rgb, sum, 1 / (r - l + 1))); const averageColor = color_1.Color.fromArray(rgb, 0); for (let i = l; i <= r; ++i) colorMap.set(colors[i], averageColor); return; } // Find the color channel with the greatest range. linear_algebra_1.Vec3.set(min, 255, 255, 255); linear_algebra_1.Vec3.set(max, 0, 0, 0); for (let i = l; i <= r; ++i) { color_1.Color.toVec3(rgb, colors[i]); for (let j = 0; j < 3; ++j) { linear_algebra_1.Vec3.min(min, min, rgb); linear_algebra_1.Vec3.max(max, max, rgb); } } let k = 0; if (max[1] - min[1] > max[k] - min[k]) k = 1; if (max[2] - min[2] > max[k] - min[k]) k = 2; (0, util_1.sort)(colors, l, r + 1, colorComparers[k], util_1.arraySwap); const m = (l + r) >> 1; medianCut(colors, l, m, depth + 1); medianCut(colors, m + 1, r, depth + 1); }; // Create an array of unique colors and use the median cut algorithm. const colorSet = new Set(); for (let i = 0; i < vertexCount; ++i) { colorSet.add(color_1.Color.fromArray(colorArray, i * 3)); } const colors = Array.from(colorSet); medianCut(colors, 0, colors.length - 1, 0); // Map actual colors to quantized colors. for (let i = 0; i < vertexCount; ++i) { const color = colorMap.get(color_1.Color.fromArray(colorArray, i * 3)); color_1.Color.toArray(color, colorArray, i * 3); } } static getInstance(input, instanceIndex) { const { mesh, meshes } = input; if (mesh !== undefined) { return mesh; } else { const mesh = meshes[instanceIndex]; return { vertices: mesh.vertexBuffer.ref.value, normals: mesh.normalBuffer.ref.value, indices: mesh.indexBuffer.ref.value, groups: mesh.groupBuffer.ref.value, vertexCount: mesh.vertexCount, drawCount: mesh.triangleCount * 3 }; } } static getColor(vertexIndex, geoData, interpolatedColors, interpolatedOverpaint) { const { values, instanceIndex, isGeoTexture, mode, groups } = geoData; const groupCount = values.uGroupCount.ref.value; const colorType = values.dColorType.ref.value; const uColor = values.uColor.ref.value; const tColor = values.tColor.ref.value.array; const overpaintType = values.dOverpaintType.ref.value; const dOverpaint = values.dOverpaint.ref.value; const tOverpaint = values.tOverpaint.ref.value.array; let vertexCount = geoData.vertexCount; if (mode === 'lines') { vertexIndex *= 2; vertexCount *= 2; } let color; switch (colorType) { case 'uniform': color = color_1.Color.fromNormalizedArray(uColor, 0); break; case 'instance': color = color_1.Color.fromArray(tColor, instanceIndex * 3); break; case 'group': { const group = isGeoTexture ? MeshExporter.getGroup(groups, vertexIndex) : groups[vertexIndex]; color = color_1.Color.fromArray(tColor, group * 3); break; } case 'groupInstance': { const group = isGeoTexture ? MeshExporter.getGroup(groups, vertexIndex) : groups[vertexIndex]; color = color_1.Color.fromArray(tColor, (instanceIndex * groupCount + group) * 3); break; } case 'vertex': color = color_1.Color.fromArray(tColor, vertexIndex * 3); break; case 'vertexInstance': color = color_1.Color.fromArray(tColor, (instanceIndex * vertexCount + vertexIndex) * 3); break; case 'volume': color = color_1.Color.fromArray(interpolatedColors, vertexIndex * 3); break; case 'volumeInstance': color = color_1.Color.fromArray(interpolatedColors, (instanceIndex * vertexCount + vertexIndex) * 3); break; default: throw new Error('Unsupported color type.'); } if (dOverpaint) { let overpaintColor; let overpaintAlpha; switch (overpaintType) { case 'groupInstance': { const group = isGeoTexture ? MeshExporter.getGroup(groups, vertexIndex) : groups[vertexIndex]; const idx = (instanceIndex * groupCount + group) * 4; overpaintColor = color_1.Color.fromArray(tOverpaint, idx); overpaintAlpha = tOverpaint[idx + 3] / 255; break; } case 'vertexInstance': { const idx = (instanceIndex * vertexCount + vertexIndex) * 4; overpaintColor = color_1.Color.fromArray(tOverpaint, idx); overpaintAlpha = tOverpaint[idx + 3] / 255; break; } case 'volumeInstance': { const idx = (instanceIndex * vertexCount + vertexIndex) * 4; overpaintColor = color_1.Color.fromArray(interpolatedOverpaint, idx); overpaintAlpha = interpolatedOverpaint[idx + 3] / 255; break; } default: throw new Error('Unsupported overpaint type.'); } // interpolate twice to avoid darkening due to empty overpaint overpaintColor = color_1.Color.interpolate(color, overpaintColor, overpaintAlpha); color = color_1.Color.interpolate(color, overpaintColor, overpaintAlpha); } return color; } static getTransparency(vertexIndex, geoData, interpolatedTransparency) { const { values, instanceIndex, isGeoTexture, mode, groups } = geoData; const groupCount = values.uGroupCount.ref.value; const dTransparency = values.dTransparency.ref.value; const tTransparency = values.tTransparency.ref.value.array; const transparencyType = values.dTransparencyType.ref.value; let vertexCount = geoData.vertexCount; if (mode === 'lines') { vertexIndex *= 2; vertexCount *= 2; } let transparency = 0; if (dTransparency) { switch (transparencyType) { case 'groupInstance': { const group = isGeoTexture ? MeshExporter.getGroup(groups, vertexIndex) : groups[vertexIndex]; const idx = (instanceIndex * groupCount + group); transparency = tTransparency[idx] / 255; break; } case 'vertexInstance': { const idx = (instanceIndex * vertexCount + vertexIndex); transparency = tTransparency[idx] / 255; break; } case 'volumeInstance': { const idx = (instanceIndex * vertexCount + vertexIndex); transparency = interpolatedTransparency[idx] / 255; break; } default: throw new Error('Unsupported transparency type.'); } } return transparency; } async addMesh(values, webgl, ctx) { const aPosition = values.aPosition.ref.value; const aNormal = values.aNormal.ref.value; const aGroup = values.aGroup.ref.value; const originalData = mesh_1.Mesh.getOriginalData(values); let indices; let vertexCount; let drawCount; if (originalData) { indices = originalData.indexBuffer; vertexCount = originalData.vertexCount; drawCount = originalData.triangleCount * 3; } else { indices = values.elements.ref.value; vertexCount = values.uVertexCount.ref.value; drawCount = values.drawCount.ref.value; } await this.addMeshWithColors({ mesh: { vertices: aPosition, normals: aNormal, indices, groups: aGroup, vertexCount, drawCount }, meshes: undefined, values, isGeoTexture: false, mode: 'triangles', webgl, ctx }); } async addLines(values, webgl, ctx) { const aStart = values.aStart.ref.value; const aEnd = values.aEnd.ref.value; const aGroup = values.aGroup.ref.value; const vertexCount = (values.uVertexCount.ref.value / 4) * 2; const drawCount = values.drawCount.ref.value / (2 * 3); if (this.options.linesAsTriangles) { const start = (0, linear_algebra_1.Vec3)(); const end = (0, linear_algebra_1.Vec3)(); const instanceCount = values.instanceCount.ref.value; const meshes = []; const radialSegments = 6; const topCap = true; const bottomCap = true; for (let instanceIndex = 0; instanceIndex < instanceCount; ++instanceIndex) { const state = mesh_builder_1.MeshBuilder.createState(512, 256); for (let i = 0, il = vertexCount * 2; i < il; i += 4) { v3fromArray(start, aStart, i * 3); v3fromArray(end, aEnd, i * 3); const group = aGroup[i]; const radius = MeshExporter.getSize(values, instanceIndex, group) * 0.03; const cylinderProps = { radiusTop: radius, radiusBottom: radius, topCap, bottomCap, radialSegments }; state.currentGroup = aGroup[i]; (0, cylinder_1.addCylinder)(state, start, end, 1, cylinderProps); } meshes.push(mesh_builder_1.MeshBuilder.getMesh(state)); } await this.addMeshWithColors({ mesh: undefined, meshes, values, isGeoTexture: false, mode: 'triangles', webgl, ctx }); } else { const n = vertexCount / 2; const vertices = new Float32Array(n * 2 * 3); for (let i = 0; i < n; ++i) { vertices[i * 6] = aStart[i * 4 * 3]; vertices[i * 6 + 1] = aStart[i * 4 * 3 + 1]; vertices[i * 6 + 2] = aStart[i * 4 * 3 + 2]; vertices[i * 6 + 3] = aEnd[i * 4 * 3]; vertices[i * 6 + 4] = aEnd[i * 4 * 3 + 1]; vertices[i * 6 + 5] = aEnd[i * 4 * 3 + 2]; } await this.addMeshWithColors({ mesh: { vertices, normals: undefined, indices: undefined, groups: aGroup, vertexCount, drawCount }, meshes: undefined, values, isGeoTexture: false, mode: 'lines', webgl, ctx }); } } async addPoints(values, webgl, ctx) { const aPosition = values.aPosition.ref.value; const aGroup = values.aGroup.ref.value; const vertexCount = values.uVertexCount.ref.value; const drawCount = values.drawCount.ref.value; if (this.options.pointsAsTriangles) { const center = (0, linear_algebra_1.Vec3)(); const instanceCount = values.instanceCount.ref.value; const meshes = []; const detail = 0; for (let instanceIndex = 0; instanceIndex < instanceCount; ++instanceIndex) { const state = mesh_builder_1.MeshBuilder.createState(512, 256); for (let i = 0; i < vertexCount; ++i) { v3fromArray(center, aPosition, i * 3); const group = aGroup[i]; const radius = MeshExporter.getSize(values, instanceIndex, group) * 0.03; state.currentGroup = group; (0, sphere_1.addSphere)(state, center, radius, detail); } meshes.push(mesh_builder_1.MeshBuilder.getMesh(state)); } await this.addMeshWithColors({ mesh: undefined, meshes, values, isGeoTexture: false, mode: 'triangles', webgl, ctx }); } else { await this.addMeshWithColors({ mesh: { vertices: aPosition, normals: undefined, indices: undefined, groups: aGroup, vertexCount, drawCount }, meshes: undefined, values, isGeoTexture: false, mode: 'points', webgl, ctx }); } } async addSpheres(values, webgl, ctx) { const center = (0, linear_algebra_1.Vec3)(); const aPosition = values.centerBuffer.ref.value; const aGroup = values.groupBuffer.ref.value; const instanceCount = values.instanceCount.ref.value; const vertexCount = values.uVertexCount.ref.value; const meshes = []; const sphereCount = vertexCount / 6 * instanceCount; let detail; switch (this.options.primitivesQuality) { case 'auto': if (sphereCount < 2000) detail = 3; else if (sphereCount < 20000) detail = 2; else detail = 1; break; case 'high': detail = 3; break; case 'medium': detail = 2; break; case 'low': detail = 1; break; default: (0, type_helpers_1.assertUnreachable)(this.options.primitivesQuality); } for (let instanceIndex = 0; instanceIndex < instanceCount; ++instanceIndex) { const state = mesh_builder_1.MeshBuilder.createState(512, 256); for (let i = 0; i < sphereCount; ++i) { v3fromArray(center, aPosition, i * 3); const group = aGroup[i]; const radius = MeshExporter.getSize(values, instanceIndex, group); state.currentGroup = group; (0, sphere_1.addSphere)(state, center, radius, detail); } meshes.push(mesh_builder_1.MeshBuilder.getMesh(state)); } await this.addMeshWithColors({ mesh: undefined, meshes, values, isGeoTexture: false, mode: 'triangles', webgl, ctx }); } async addCylinders(values, webgl, ctx) { const start = (0, linear_algebra_1.Vec3)(); const end = (0, linear_algebra_1.Vec3)(); const dir = (0, linear_algebra_1.Vec3)(); const aStart = values.aStart.ref.value; const aEnd = values.aEnd.ref.value; const aScale = values.aScale.ref.value; const aCap = values.aCap.ref.value; const aGroup = values.aGroup.ref.value; const instanceCount = values.instanceCount.ref.value; const vertexCount = values.uVertexCount.ref.value; const meshes = []; const cylinderCount = vertexCount / 6 * instanceCount; let radialSegments; switch (this.options.primitivesQuality) { case 'auto': if (cylinderCount < 2000) radialSegments = 36; else if (cylinderCount < 20000) radialSegments = 24; else radialSegments = 12; break; case 'high': radialSegments = 36; break; case 'medium': radialSegments = 24; break; case 'low': radialSegments = 12; break; default: (0, type_helpers_1.assertUnreachable)(this.options.primitivesQuality); } for (let instanceIndex = 0; instanceIndex < instanceCount; ++instanceIndex) { const state = mesh_builder_1.MeshBuilder.createState(512, 256); for (let i = 0; i < vertexCount; i += 6) { v3fromArray(start, aStart, i * 3); v3fromArray(end, aEnd, i * 3); v3sub(dir, end, start); const group = aGroup[i]; const radius = MeshExporter.getSize(values, instanceIndex, group) * aScale[i]; const cap = aCap[i]; let topCap = cap === 1 || cap === 3; let bottomCap = cap >= 2; if (v3dot(v3unitY, dir) > 0) { [bottomCap, topCap] = [topCap, bottomCap]; } const cylinderProps = { radiusTop: radius, radiusBottom: radius, topCap, bottomCap, radialSegments }; state.currentGroup = aGroup[i]; (0, cylinder_1.addCylinder)(state, start, end, 1, cylinderProps); } meshes.push(mesh_builder_1.MeshBuilder.getMesh(state)); } await this.addMeshWithColors({ mesh: undefined, meshes, values, isGeoTexture: false, mode: 'triangles', webgl, ctx }); } async addTextureMesh(values, webgl, ctx) { if (!webgl.namedFramebuffers[GeoExportName]) { webgl.namedFramebuffers[GeoExportName] = webgl.resources.framebuffer(); } const framebuffer = webgl.namedFramebuffers[GeoExportName]; const [width, height] = values.uGeoTexDim.ref.value; const vertices = new Float32Array(width * height * 4); const normals = new Float32Array(width * height * 4); const groups = webgl.isWebGL2 ? new Uint8Array(width * height * 4) : new Float32Array(width * height * 4); framebuffer.bind(); values.tPosition.ref.value.attachFramebuffer(framebuffer, 0); webgl.readPixels(0, 0, width, height, vertices); values.tNormal.ref.value.attachFramebuffer(framebuffer, 0); webgl.readPixels(0, 0, width, height, normals); values.tGroup.ref.value.attachFramebuffer(framebuffer, 0); webgl.readPixels(0, 0, width, height, groups); const vertexCount = values.uVertexCount.ref.value; const drawCount = values.drawCount.ref.value; await this.addMeshWithColors({ mesh: { vertices, normals, indices: undefined, groups, vertexCount, drawCount }, meshes: undefined, values, isGeoTexture: true, mode: 'triangles', webgl, ctx }); } add(renderObject, webgl, ctx) { if (!renderObject.state.visible && !this.options.includeHidden) return; if (renderObject.values.drawCount.ref.value === 0) return; if (renderObject.values.instanceCount.ref.value === 0) return; switch (renderObject.type) { case 'mesh': return this.addMesh(renderObject.values, webgl, ctx); case 'lines': return this.addLines(renderObject.values, webgl, ctx); case 'points': return this.addPoints(renderObject.values, webgl, ctx); case 'spheres': return this.addSpheres(renderObject.values, webgl, ctx); case 'cylinders': return this.addCylinders(renderObject.values, webgl, ctx); case 'texture-mesh': return this.addTextureMesh(renderObject.values, webgl, ctx); } } } exports.MeshExporter = MeshExporter;