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molstar

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A comprehensive macromolecular library.

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"use strict"; /** * Copyright (c) 2021-2024 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.ColorNormalizeSchema = exports.ColorAccumulateSchema = void 0; exports.calcTextureMeshColorSmoothing = calcTextureMeshColorSmoothing; exports.applyTextureMeshColorSmoothing = applyTextureMeshColorSmoothing; exports.applyTextureMeshOverpaintSmoothing = applyTextureMeshOverpaintSmoothing; exports.applyTextureMeshTransparencySmoothing = applyTextureMeshTransparencySmoothing; exports.applyTextureMeshEmissiveSmoothing = applyTextureMeshEmissiveSmoothing; exports.applyTextureMeshSubstanceSmoothing = applyTextureMeshSubstanceSmoothing; const mol_util_1 = require("../../../mol-util"); const renderable_1 = require("../../../mol-gl/renderable"); const texture_1 = require("../../../mol-gl/webgl/texture"); const shader_code_1 = require("../../../mol-gl/shader-code"); const render_item_1 = require("../../../mol-gl/webgl/render-item"); const schema_1 = require("../../../mol-gl/renderable/schema"); const quad_vert_1 = require("../../../mol-gl/shader/quad.vert"); const normalize_frag_1 = require("../../../mol-gl/shader/compute/color-smoothing/normalize.frag"); const util_1 = require("../../../mol-gl/compute/util"); const linear_algebra_1 = require("../../../mol-math/linear-algebra"); const geometry_1 = require("../../../mol-math/geometry"); const accumulate_frag_1 = require("../../../mol-gl/shader/compute/color-smoothing/accumulate.frag"); const accumulate_vert_1 = require("../../../mol-gl/shader/compute/color-smoothing/accumulate.vert"); const compat_1 = require("../../../mol-gl/webgl/compat"); const debug_1 = require("../../../mol-util/debug"); exports.ColorAccumulateSchema = { drawCount: (0, schema_1.ValueSpec)('number'), instanceCount: (0, schema_1.ValueSpec)('number'), stride: (0, schema_1.ValueSpec)('number'), uGroupCount: (0, schema_1.UniformSpec)('i', 'material'), aTransform: (0, schema_1.AttributeSpec)('float32', 16, 1), aInstance: (0, schema_1.AttributeSpec)('float32', 1, 1), aSample: (0, schema_1.AttributeSpec)('float32', 1, 0), uGeoTexDim: (0, schema_1.UniformSpec)('v2', 'material'), tPosition: (0, schema_1.TextureSpec)('texture', 'rgba', 'float', 'nearest', 'material'), tGroup: (0, schema_1.TextureSpec)('texture', 'rgba', 'float', 'nearest', 'material'), uColorTexDim: (0, schema_1.UniformSpec)('v2', 'material'), tColor: (0, schema_1.TextureSpec)('texture', 'rgba', 'ubyte', 'nearest', 'material'), dColorType: (0, schema_1.DefineSpec)('string', ['group', 'groupInstance', 'vertex', 'vertexInstance']), uCurrentSlice: (0, schema_1.UniformSpec)('f'), uCurrentX: (0, schema_1.UniformSpec)('f'), uCurrentY: (0, schema_1.UniformSpec)('f'), uBboxMin: (0, schema_1.UniformSpec)('v3', 'material'), uBboxSize: (0, schema_1.UniformSpec)('v3', 'material'), uResolution: (0, schema_1.UniformSpec)('f', 'material'), }; const ColorAccumulateName = 'color-accumulate'; const ColorCountName = 'color-count'; function getSampleBuffer(sampleCount, stride) { const sampleBuffer = new Float32Array(sampleCount); for (let i = 0; i < sampleCount; ++i) { sampleBuffer[i] = i * stride; } return sampleBuffer; } function getAccumulateRenderable(ctx, input, box, resolution, stride) { if (ctx.namedComputeRenderables[ColorAccumulateName]) { const extent = linear_algebra_1.Vec3.sub((0, linear_algebra_1.Vec3)(), box.max, box.min); const v = ctx.namedComputeRenderables[ColorAccumulateName].values; const sampleCount = Math.round(input.vertexCount / stride); if (sampleCount > v.drawCount.ref.value || stride !== v.stride.ref.value) { mol_util_1.ValueCell.update(v.aSample, getSampleBuffer(sampleCount, stride)); } mol_util_1.ValueCell.updateIfChanged(v.drawCount, sampleCount); mol_util_1.ValueCell.updateIfChanged(v.instanceCount, input.instanceCount); mol_util_1.ValueCell.updateIfChanged(v.stride, stride); mol_util_1.ValueCell.updateIfChanged(v.uGroupCount, input.groupCount); mol_util_1.ValueCell.update(v.aTransform, input.transformBuffer); mol_util_1.ValueCell.update(v.aInstance, input.instanceBuffer); mol_util_1.ValueCell.update(v.uGeoTexDim, linear_algebra_1.Vec2.set(v.uGeoTexDim.ref.value, input.positionTexture.getWidth(), input.positionTexture.getHeight())); mol_util_1.ValueCell.update(v.tPosition, input.positionTexture); mol_util_1.ValueCell.update(v.tGroup, input.groupTexture); mol_util_1.ValueCell.update(v.uColorTexDim, linear_algebra_1.Vec2.set(v.uColorTexDim.ref.value, input.colorData.getWidth(), input.colorData.getHeight())); mol_util_1.ValueCell.update(v.tColor, input.colorData); mol_util_1.ValueCell.updateIfChanged(v.dColorType, input.colorType); mol_util_1.ValueCell.updateIfChanged(v.uCurrentSlice, 0); mol_util_1.ValueCell.updateIfChanged(v.uCurrentX, 0); mol_util_1.ValueCell.updateIfChanged(v.uCurrentY, 0); mol_util_1.ValueCell.update(v.uBboxMin, box.min); mol_util_1.ValueCell.update(v.uBboxSize, extent); mol_util_1.ValueCell.updateIfChanged(v.uResolution, resolution); ctx.namedComputeRenderables[ColorAccumulateName].update(); } else { ctx.namedComputeRenderables[ColorAccumulateName] = createAccumulateRenderable(ctx, input, box, resolution, stride); } return ctx.namedComputeRenderables[ColorAccumulateName]; } function createAccumulateRenderable(ctx, input, box, resolution, stride) { const extent = linear_algebra_1.Vec3.sub((0, linear_algebra_1.Vec3)(), box.max, box.min); const sampleCount = Math.round(input.vertexCount / stride); const values = { drawCount: mol_util_1.ValueCell.create(sampleCount), instanceCount: mol_util_1.ValueCell.create(input.instanceCount), stride: mol_util_1.ValueCell.create(stride), uGroupCount: mol_util_1.ValueCell.create(input.groupCount), aTransform: mol_util_1.ValueCell.create(input.transformBuffer), aInstance: mol_util_1.ValueCell.create(input.instanceBuffer), aSample: mol_util_1.ValueCell.create(getSampleBuffer(sampleCount, stride)), uGeoTexDim: mol_util_1.ValueCell.create(linear_algebra_1.Vec2.create(input.positionTexture.getWidth(), input.positionTexture.getHeight())), tPosition: mol_util_1.ValueCell.create(input.positionTexture), tGroup: mol_util_1.ValueCell.create(input.groupTexture), uColorTexDim: mol_util_1.ValueCell.create(linear_algebra_1.Vec2.create(input.colorData.getWidth(), input.colorData.getHeight())), tColor: mol_util_1.ValueCell.create(input.colorData), dColorType: mol_util_1.ValueCell.create(input.colorType), uCurrentSlice: mol_util_1.ValueCell.create(0), uCurrentX: mol_util_1.ValueCell.create(0), uCurrentY: mol_util_1.ValueCell.create(0), uBboxMin: mol_util_1.ValueCell.create(box.min), uBboxSize: mol_util_1.ValueCell.create(extent), uResolution: mol_util_1.ValueCell.create(resolution), }; const schema = { ...exports.ColorAccumulateSchema }; const shaderCode = (0, shader_code_1.ShaderCode)('accumulate', accumulate_vert_1.accumulate_vert, accumulate_frag_1.accumulate_frag, { drawBuffers: 'required' }); const renderItem = (0, render_item_1.createComputeRenderItem)(ctx, 'points', shaderCode, schema, values); return (0, renderable_1.createComputeRenderable)(renderItem, values); } function setAccumulateDefaults(ctx) { const { gl, state } = ctx; state.disable(gl.CULL_FACE); state.enable(gl.BLEND); state.disable(gl.DEPTH_TEST); state.enable(gl.SCISSOR_TEST); state.depthMask(false); state.clearColor(0, 0, 0, 0); state.blendFunc(gl.ONE, gl.ONE); state.blendEquation(gl.FUNC_ADD); } // exports.ColorNormalizeSchema = { ...util_1.QuadSchema, tColor: (0, schema_1.TextureSpec)('texture', 'rgba', 'float', 'nearest'), tCount: (0, schema_1.TextureSpec)('texture', 'alpha', 'float', 'nearest'), uTexSize: (0, schema_1.UniformSpec)('v2'), }; const ColorNormalizeName = 'color-normalize'; function getNormalizeRenderable(ctx, color, count) { if (ctx.namedComputeRenderables[ColorNormalizeName]) { const v = ctx.namedComputeRenderables[ColorNormalizeName].values; mol_util_1.ValueCell.update(v.tColor, color); mol_util_1.ValueCell.update(v.tCount, count); mol_util_1.ValueCell.update(v.uTexSize, linear_algebra_1.Vec2.set(v.uTexSize.ref.value, color.getWidth(), color.getHeight())); ctx.namedComputeRenderables[ColorNormalizeName].update(); } else { ctx.namedComputeRenderables[ColorNormalizeName] = createColorNormalizeRenderable(ctx, color, count); } return ctx.namedComputeRenderables[ColorNormalizeName]; } function createColorNormalizeRenderable(ctx, color, count) { const values = { ...util_1.QuadValues, tColor: mol_util_1.ValueCell.create(color), tCount: mol_util_1.ValueCell.create(count), uTexSize: mol_util_1.ValueCell.create(linear_algebra_1.Vec2.create(color.getWidth(), color.getHeight())), }; const schema = { ...exports.ColorNormalizeSchema }; const shaderCode = (0, shader_code_1.ShaderCode)('normalize', quad_vert_1.quad_vert, normalize_frag_1.normalize_frag); const renderItem = (0, render_item_1.createComputeRenderItem)(ctx, 'triangles', shaderCode, schema, values); return (0, renderable_1.createComputeRenderable)(renderItem, values); } function setNormalizeDefaults(ctx) { const { gl, state } = ctx; state.disable(gl.CULL_FACE); state.enable(gl.BLEND); state.disable(gl.DEPTH_TEST); state.enable(gl.SCISSOR_TEST); state.depthMask(false); state.clearColor(0, 0, 0, 0); state.blendFunc(gl.ONE, gl.ONE); state.blendEquation(gl.FUNC_ADD); } // function getTexture2dSize(gridDim) { const area = gridDim[0] * gridDim[1] * gridDim[2]; const squareDim = Math.sqrt(area); const powerOfTwoSize = Math.pow(2, Math.ceil(Math.log(squareDim) / Math.log(2))); let texDimX = 0; let texDimY = gridDim[1]; let texRows = 1; let texCols = gridDim[2]; if (powerOfTwoSize < gridDim[0] * gridDim[2]) { texCols = Math.floor(powerOfTwoSize / gridDim[0]); texRows = Math.ceil(gridDim[2] / texCols); texDimX = texCols * gridDim[0]; texDimY *= texRows; } else { texDimX = gridDim[0] * gridDim[2]; } // console.log(texDimX, texDimY, texDimY < powerOfTwoSize ? powerOfTwoSize : powerOfTwoSize * 2); return { texDimX, texDimY, texRows, texCols, powerOfTwoSize: texDimY < powerOfTwoSize ? powerOfTwoSize : powerOfTwoSize * 2 }; } function calcTextureMeshColorSmoothing(input, resolution, stride, webgl, texture) { const { drawBuffers } = webgl.extensions; if (!drawBuffers) throw new Error('need WebGL draw buffers'); if (debug_1.isTimingMode) webgl.timer.mark('calcTextureMeshColorSmoothing'); const { gl, resources, state, extensions: { colorBufferHalfFloat, textureHalfFloat } } = webgl; const isInstanceType = input.colorType.endsWith('Instance'); const box = geometry_1.Box3D.fromSphere3D((0, geometry_1.Box3D)(), isInstanceType ? input.boundingSphere : input.invariantBoundingSphere); const pad = 1 + resolution; const expandedBox = geometry_1.Box3D.expand((0, geometry_1.Box3D)(), box, linear_algebra_1.Vec3.create(pad, pad, pad)); const scaleFactor = 1 / resolution; const scaledBox = geometry_1.Box3D.scale((0, geometry_1.Box3D)(), expandedBox, scaleFactor); const gridDim = geometry_1.Box3D.size((0, linear_algebra_1.Vec3)(), scaledBox); linear_algebra_1.Vec3.ceil(gridDim, gridDim); linear_algebra_1.Vec3.add(gridDim, gridDim, linear_algebra_1.Vec3.create(2, 2, 2)); const { min } = expandedBox; const [dx, dy, dz] = gridDim; const { texDimX: width, texDimY: height, texCols } = getTexture2dSize(gridDim); // console.log({ width, height, texCols, gridDim, resolution }); if (!webgl.namedFramebuffers[ColorAccumulateName]) { webgl.namedFramebuffers[ColorAccumulateName] = webgl.resources.framebuffer(); } const framebuffer = webgl.namedFramebuffers[ColorAccumulateName]; if ((0, compat_1.isWebGL2)(gl)) { if (!webgl.namedTextures[ColorAccumulateName]) { webgl.namedTextures[ColorAccumulateName] = colorBufferHalfFloat && textureHalfFloat ? resources.texture('image-float16', 'rgba', 'fp16', 'nearest') : resources.texture('image-float32', 'rgba', 'float', 'nearest'); } if (!webgl.namedTextures[ColorCountName]) { webgl.namedTextures[ColorCountName] = resources.texture('image-float32', 'alpha', 'float', 'nearest'); } } else { // webgl1 requires consistent bit plane counts // this is quite wasteful but good enough for medium size meshes if (!webgl.namedTextures[ColorAccumulateName]) { webgl.namedTextures[ColorAccumulateName] = resources.texture('image-float32', 'rgba', 'float', 'nearest'); } if (!webgl.namedTextures[ColorCountName]) { webgl.namedTextures[ColorCountName] = resources.texture('image-float32', 'rgba', 'float', 'nearest'); } } const accumulateTexture = webgl.namedTextures[ColorAccumulateName]; const countTexture = webgl.namedTextures[ColorCountName]; accumulateTexture.define(width, height); countTexture.define(width, height); accumulateTexture.attachFramebuffer(framebuffer, 0); countTexture.attachFramebuffer(framebuffer, 1); const accumulateRenderable = getAccumulateRenderable(webgl, input, expandedBox, resolution, stride); state.currentRenderItemId = -1; framebuffer.bind(); drawBuffers.drawBuffers([ drawBuffers.COLOR_ATTACHMENT0, drawBuffers.COLOR_ATTACHMENT1, ]); const { uCurrentSlice, uCurrentX, uCurrentY } = accumulateRenderable.values; if (debug_1.isTimingMode) webgl.timer.mark('ColorAccumulate.render'); setAccumulateDefaults(webgl); state.viewport(0, 0, width, height); state.scissor(0, 0, width, height); gl.clear(gl.COLOR_BUFFER_BIT); mol_util_1.ValueCell.update(uCurrentY, 0); let currCol = 0; let currY = 0; let currX = 0; for (let i = 0; i < dz; ++i) { if (currCol >= texCols) { currCol -= texCols; currY += dy; currX = 0; mol_util_1.ValueCell.update(uCurrentY, currY); } // console.log({ i, currX, currY }); mol_util_1.ValueCell.update(uCurrentX, currX); mol_util_1.ValueCell.update(uCurrentSlice, i); state.viewport(currX, currY, dx, dy); state.scissor(currX, currY, dx, dy); accumulateRenderable.render(); ++currCol; currX += dx; } accumulateTexture.detachFramebuffer(framebuffer, 0); countTexture.detachFramebuffer(framebuffer, 1); drawBuffers.drawBuffers([gl.COLOR_ATTACHMENT0, gl.NONE]); if (debug_1.isTimingMode) webgl.timer.markEnd('ColorAccumulate.render'); // const accImage = new Float32Array(width * height * 4); // accumulateTexture.attachFramebuffer(framebuffer, 0); // webgl.readPixels(0, 0, width, height, accImage); // console.log(accImage); // printTextureImage({ array: accImage, width, height }, { scale: 1 }); // const cntImage = new Float32Array(width * height * 4); // countTexture.attachFramebuffer(framebuffer, 0); // webgl.readPixels(0, 0, width, height, cntImage); // console.log(cntImage); // printTextureImage({ array: cntImage, width, height }, { scale: 1 }); // normalize if (debug_1.isTimingMode) webgl.timer.mark('ColorNormalize.render'); if (!texture || (0, texture_1.isNullTexture)(texture)) { texture = resources.texture('image-uint8', 'rgba', 'ubyte', 'linear'); } texture.define(width, height); const normalizeRenderable = getNormalizeRenderable(webgl, accumulateTexture, countTexture); state.currentRenderItemId = -1; setNormalizeDefaults(webgl); texture.attachFramebuffer(framebuffer, 0); state.viewport(0, 0, width, height); state.scissor(0, 0, width, height); gl.clear(gl.COLOR_BUFFER_BIT); normalizeRenderable.render(); if (debug_1.isTimingMode) webgl.timer.markEnd('ColorNormalize.render'); // const normImage = new Uint8Array(width * height * 4); // texture.attachFramebuffer(framebuffer, 0); // webgl.readPixels(0, 0, width, height, normImage); // console.log(normImage); // printTextureImage({ array: normImage, width, height }, { scale: 1 }); const gridTransform = linear_algebra_1.Vec4.create(min[0], min[1], min[2], scaleFactor); const type = isInstanceType ? 'volumeInstance' : 'volume'; if (debug_1.isTimingMode) webgl.timer.markEnd('calcTextureMeshColorSmoothing'); // printTextureImage(readTexture(webgl, texture), { scale: 0.75 }); return { texture, gridDim, gridTexDim: linear_algebra_1.Vec2.create(width, height), gridTransform, type }; } // const ColorSmoothingRgbName = 'color-smoothing-rgb'; const ColorSmoothingRgbaName = 'color-smoothing-rgba'; const ColorSmoothingAlphaName = 'color-smoothing-alpha'; function isSupportedColorType(x) { return x === 'group' || x === 'groupInstance'; } function applyTextureMeshColorSmoothing(values, resolution, stride, webgl, colorTexture) { if (!isSupportedColorType(values.dColorType.ref.value)) return; stride *= 3; // triple because TextureMesh is never indexed (no elements buffer) if (!webgl.namedTextures[ColorSmoothingRgbName]) { webgl.namedTextures[ColorSmoothingRgbName] = webgl.resources.texture('image-uint8', 'rgb', 'ubyte', 'nearest'); } const colorData = webgl.namedTextures[ColorSmoothingRgbName]; colorData.load(values.tColor.ref.value); const smoothingData = calcTextureMeshColorSmoothing({ vertexCount: values.uVertexCount.ref.value, instanceCount: values.uInstanceCount.ref.value, groupCount: values.uGroupCount.ref.value, transformBuffer: values.aTransform.ref.value, instanceBuffer: values.aInstance.ref.value, positionTexture: values.tPosition.ref.value, groupTexture: values.tGroup.ref.value, colorData, colorType: values.dColorType.ref.value, boundingSphere: values.boundingSphere.ref.value, invariantBoundingSphere: values.invariantBoundingSphere.ref.value, }, resolution, stride, webgl, colorTexture); mol_util_1.ValueCell.updateIfChanged(values.dColorType, smoothingData.type); mol_util_1.ValueCell.update(values.tColorGrid, smoothingData.texture); mol_util_1.ValueCell.update(values.uColorTexDim, smoothingData.gridTexDim); mol_util_1.ValueCell.update(values.uColorGridDim, smoothingData.gridDim); mol_util_1.ValueCell.update(values.uColorGridTransform, smoothingData.gridTransform); } function isSupportedOverpaintType(x) { return x === 'groupInstance'; } function applyTextureMeshOverpaintSmoothing(values, resolution, stride, webgl, colorTexture) { if (!isSupportedOverpaintType(values.dOverpaintType.ref.value)) return; stride *= 3; // triple because TextureMesh is never indexed (no elements buffer) if (!webgl.namedTextures[ColorSmoothingRgbaName]) { webgl.namedTextures[ColorSmoothingRgbaName] = webgl.resources.texture('image-uint8', 'rgba', 'ubyte', 'nearest'); } const colorData = webgl.namedTextures[ColorSmoothingRgbaName]; colorData.load(values.tOverpaint.ref.value); const smoothingData = calcTextureMeshColorSmoothing({ vertexCount: values.uVertexCount.ref.value, instanceCount: values.uInstanceCount.ref.value, groupCount: values.uGroupCount.ref.value, transformBuffer: values.aTransform.ref.value, instanceBuffer: values.aInstance.ref.value, positionTexture: values.tPosition.ref.value, groupTexture: values.tGroup.ref.value, colorData, colorType: values.dOverpaintType.ref.value, boundingSphere: values.boundingSphere.ref.value, invariantBoundingSphere: values.invariantBoundingSphere.ref.value, }, resolution, stride, webgl, colorTexture); mol_util_1.ValueCell.updateIfChanged(values.dOverpaintType, smoothingData.type); mol_util_1.ValueCell.update(values.tOverpaintGrid, smoothingData.texture); mol_util_1.ValueCell.update(values.uOverpaintTexDim, smoothingData.gridTexDim); mol_util_1.ValueCell.update(values.uOverpaintGridDim, smoothingData.gridDim); mol_util_1.ValueCell.update(values.uOverpaintGridTransform, smoothingData.gridTransform); } function isSupportedTransparencyType(x) { return x === 'groupInstance'; } function applyTextureMeshTransparencySmoothing(values, resolution, stride, webgl, colorTexture) { if (!isSupportedTransparencyType(values.dTransparencyType.ref.value)) return; stride *= 3; // triple because TextureMesh is never indexed (no elements buffer) if (!webgl.namedTextures[ColorSmoothingAlphaName]) { webgl.namedTextures[ColorSmoothingAlphaName] = webgl.resources.texture('image-uint8', 'alpha', 'ubyte', 'nearest'); } const colorData = webgl.namedTextures[ColorSmoothingAlphaName]; colorData.load(values.tTransparency.ref.value); const smoothingData = calcTextureMeshColorSmoothing({ vertexCount: values.uVertexCount.ref.value, instanceCount: values.uInstanceCount.ref.value, groupCount: values.uGroupCount.ref.value, transformBuffer: values.aTransform.ref.value, instanceBuffer: values.aInstance.ref.value, positionTexture: values.tPosition.ref.value, groupTexture: values.tGroup.ref.value, colorData, colorType: values.dTransparencyType.ref.value, boundingSphere: values.boundingSphere.ref.value, invariantBoundingSphere: values.invariantBoundingSphere.ref.value, }, resolution, stride, webgl, colorTexture); mol_util_1.ValueCell.updateIfChanged(values.dTransparencyType, smoothingData.type); mol_util_1.ValueCell.update(values.tTransparencyGrid, smoothingData.texture); mol_util_1.ValueCell.update(values.uTransparencyTexDim, smoothingData.gridTexDim); mol_util_1.ValueCell.update(values.uTransparencyGridDim, smoothingData.gridDim); mol_util_1.ValueCell.update(values.uTransparencyGridTransform, smoothingData.gridTransform); } function isSupportedEmissiveType(x) { return x === 'groupInstance'; } function applyTextureMeshEmissiveSmoothing(values, resolution, stride, webgl, colorTexture) { if (!isSupportedEmissiveType(values.dEmissiveType.ref.value)) return; stride *= 3; // triple because TextureMesh is never indexed (no elements buffer) if (!webgl.namedTextures[ColorSmoothingAlphaName]) { webgl.namedTextures[ColorSmoothingAlphaName] = webgl.resources.texture('image-uint8', 'alpha', 'ubyte', 'nearest'); } const colorData = webgl.namedTextures[ColorSmoothingAlphaName]; colorData.load(values.tEmissive.ref.value); const smoothingData = calcTextureMeshColorSmoothing({ vertexCount: values.uVertexCount.ref.value, instanceCount: values.uInstanceCount.ref.value, groupCount: values.uGroupCount.ref.value, transformBuffer: values.aTransform.ref.value, instanceBuffer: values.aInstance.ref.value, positionTexture: values.tPosition.ref.value, groupTexture: values.tGroup.ref.value, colorData, colorType: values.dEmissiveType.ref.value, boundingSphere: values.boundingSphere.ref.value, invariantBoundingSphere: values.invariantBoundingSphere.ref.value, }, resolution, stride, webgl, colorTexture); mol_util_1.ValueCell.updateIfChanged(values.dEmissiveType, smoothingData.type); mol_util_1.ValueCell.update(values.tEmissiveGrid, smoothingData.texture); mol_util_1.ValueCell.update(values.uEmissiveTexDim, smoothingData.gridTexDim); mol_util_1.ValueCell.update(values.uEmissiveGridDim, smoothingData.gridDim); mol_util_1.ValueCell.update(values.uEmissiveGridTransform, smoothingData.gridTransform); } function isSupportedSubstanceType(x) { return x === 'groupInstance'; } function applyTextureMeshSubstanceSmoothing(values, resolution, stride, webgl, colorTexture) { if (!isSupportedSubstanceType(values.dSubstanceType.ref.value)) return; stride *= 3; // triple because TextureMesh is never indexed (no elements buffer) if (!webgl.namedTextures[ColorSmoothingRgbaName]) { webgl.namedTextures[ColorSmoothingRgbaName] = webgl.resources.texture('image-uint8', 'rgba', 'ubyte', 'nearest'); } const colorData = webgl.namedTextures[ColorSmoothingRgbaName]; colorData.load(values.tSubstance.ref.value); const smoothingData = calcTextureMeshColorSmoothing({ vertexCount: values.uVertexCount.ref.value, instanceCount: values.uInstanceCount.ref.value, groupCount: values.uGroupCount.ref.value, transformBuffer: values.aTransform.ref.value, instanceBuffer: values.aInstance.ref.value, positionTexture: values.tPosition.ref.value, groupTexture: values.tGroup.ref.value, colorData, colorType: values.dSubstanceType.ref.value, boundingSphere: values.boundingSphere.ref.value, invariantBoundingSphere: values.invariantBoundingSphere.ref.value, }, resolution, stride, webgl, colorTexture); mol_util_1.ValueCell.updateIfChanged(values.dSubstanceType, smoothingData.type); mol_util_1.ValueCell.update(values.tSubstanceGrid, smoothingData.texture); mol_util_1.ValueCell.update(values.uSubstanceTexDim, smoothingData.gridTexDim); mol_util_1.ValueCell.update(values.uSubstanceGridDim, smoothingData.gridDim); mol_util_1.ValueCell.update(values.uSubstanceGridTransform, smoothingData.gridTransform); }