molstar
Version:
A comprehensive macromolecular library.
165 lines (164 loc) • 7.86 kB
JavaScript
/**
* Copyright (c) 2024 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Ludovic Autin <autin@scripps.edu>
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
import { QuadSchema, QuadValues } from '../../mol-gl/compute/util';
import { createComputeRenderable } from '../../mol-gl/renderable';
import { TextureSpec, UniformSpec, DefineSpec } from '../../mol-gl/renderable/schema';
import { ShaderCode } from '../../mol-gl/shader-code';
import { createComputeRenderItem } from '../../mol-gl/webgl/render-item';
import { createNullTexture } from '../../mol-gl/webgl/texture';
import { Mat4, Vec2, Vec3, Vec4 } from '../../mol-math/linear-algebra';
import { ValueCell } from '../../mol-util';
import { ParamDefinition as PD } from '../../mol-util/param-definition';
import { quad_vert } from '../../mol-gl/shader/quad.vert';
import { dof_frag } from '../../mol-gl/shader/dof.frag';
import { isTimingMode } from '../../mol-util/debug';
export const DofParams = {
blurSize: PD.Numeric(9, { min: 1, max: 32, step: 1 }),
blurSpread: PD.Numeric(1.0, { min: 0.0, max: 10.0, step: 0.1 }),
inFocus: PD.Numeric(0.0, { min: -5000.0, max: 5000.0, step: 1.0 }, { description: 'Distance from the scene center that will be in focus' }),
PPM: PD.Numeric(20.0, { min: 0.0, max: 5000.0, step: 0.1 }, { description: 'Size of the area that will be in focus' }),
center: PD.Select('camera-target', PD.arrayToOptions(['scene-center', 'camera-target'])),
mode: PD.Select('plane', PD.arrayToOptions(['plane', 'sphere'])),
};
export class DofPass {
static isEnabled(props) {
return props.dof.name !== 'off';
}
constructor(webgl, width, height) {
this.webgl = webgl;
this.target = webgl.createRenderTarget(width, height, false);
const nullTexture = createNullTexture();
this.renderable = getDofRenderable(webgl, nullTexture, nullTexture, nullTexture);
}
updateState(viewport) {
const { gl, state } = this.webgl;
state.enable(gl.SCISSOR_TEST);
state.disable(gl.BLEND);
state.disable(gl.DEPTH_TEST);
state.depthMask(false);
const { x, y, width, height } = viewport;
state.viewport(x, y, width, height);
state.scissor(x, y, width, height);
state.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
}
setSize(width, height) {
const w = this.target.texture.getWidth();
const h = this.target.texture.getHeight();
if (width !== w || height !== h) {
this.target.setSize(width, height);
ValueCell.update(this.renderable.values.uTexSize, Vec2.set(this.renderable.values.uTexSize.ref.value, width, height));
}
}
update(camera, input, depthOpaque, depthTransparent, props, sphere) {
let needsUpdate = false;
if (this.renderable.values.tColor.ref.value !== input) {
ValueCell.update(this.renderable.values.tColor, input);
needsUpdate = true;
}
if (this.renderable.values.tDepthOpaque.ref.value !== depthOpaque) {
ValueCell.update(this.renderable.values.tDepthOpaque, depthOpaque);
needsUpdate = true;
}
if (this.renderable.values.tDepthTransparent.ref.value !== depthTransparent) {
ValueCell.update(this.renderable.values.tDepthTransparent, depthTransparent);
needsUpdate = true;
}
const orthographic = camera.state.mode === 'orthographic' ? 1 : 0;
const invProjection = this.renderable.values.uInvProjection.ref.value;
Mat4.invert(invProjection, camera.projection);
const [w, h] = this.renderable.values.uTexSize.ref.value;
const v = camera.viewport;
ValueCell.update(this.renderable.values.uProjection, camera.projection);
ValueCell.update(this.renderable.values.uInvProjection, invProjection);
ValueCell.update(this.renderable.values.uMode, props.mode === 'sphere' ? 1 : 0);
Vec4.set(this.renderable.values.uBounds.ref.value, v.x / w, v.y / h, (v.x + v.width) / w, (v.y + v.height) / h);
ValueCell.update(this.renderable.values.uBounds, this.renderable.values.uBounds.ref.value);
ValueCell.updateIfChanged(this.renderable.values.uNear, camera.near);
ValueCell.updateIfChanged(this.renderable.values.uFar, camera.far);
ValueCell.updateIfChanged(this.renderable.values.dOrthographic, orthographic);
const blurSize = Math.round(props.blurSize * this.webgl.pixelRatio);
if (this.renderable.values.dBlurSize.ref.value !== blurSize) {
ValueCell.update(this.renderable.values.dBlurSize, blurSize);
needsUpdate = true;
}
const wolrdCenter = (props.center === 'scene-center' ? sphere.center : camera.state.target);
const distance = Vec3.distance(camera.state.position, wolrdCenter);
const inFocus = distance + props.inFocus;
ValueCell.updateIfChanged(this.renderable.values.uInFocus, inFocus);
// transform center in view space
const center = this.renderable.values.uCenter.ref.value;
Vec3.transformMat4(center, wolrdCenter, camera.view);
ValueCell.update(this.renderable.values.uCenter, center);
ValueCell.updateIfChanged(this.renderable.values.uBlurSpread, props.blurSpread);
ValueCell.updateIfChanged(this.renderable.values.uPPM, props.PPM);
if (needsUpdate) {
this.renderable.update();
}
}
render(viewport, target) {
if (isTimingMode)
this.webgl.timer.mark('DofPass.render');
if (target) {
target.bind();
}
else {
this.webgl.unbindFramebuffer();
}
this.updateState(viewport);
this.renderable.render();
if (isTimingMode)
this.webgl.timer.markEnd('DofPass.render');
}
}
//
const DofSchema = {
...QuadSchema,
tDepthOpaque: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'),
tDepthTransparent: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'),
tColor: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'),
uTexSize: UniformSpec('v2'),
uProjection: UniformSpec('m4'),
uInvProjection: UniformSpec('m4'),
uBounds: UniformSpec('v4'),
uCenter: UniformSpec('v3'),
uMode: UniformSpec('i'),
dOrthographic: DefineSpec('number'),
uNear: UniformSpec('f'),
uFar: UniformSpec('f'),
dBlurSize: DefineSpec('number'),
uBlurSpread: UniformSpec('f'),
uInFocus: UniformSpec('f'),
uPPM: UniformSpec('f'),
};
const DofShaderCode = ShaderCode('dof', quad_vert, dof_frag);
function getDofRenderable(ctx, colorTexture, depthTextureOpaque, depthTextureTransparent) {
const width = colorTexture.getWidth();
const height = colorTexture.getHeight();
const values = {
...QuadValues,
tDepthOpaque: ValueCell.create(depthTextureOpaque),
tDepthTransparent: ValueCell.create(depthTextureTransparent),
tColor: ValueCell.create(colorTexture),
uTexSize: ValueCell.create(Vec2.create(width, height)),
uProjection: ValueCell.create(Mat4.identity()),
uInvProjection: ValueCell.create(Mat4.identity()),
uBounds: ValueCell.create(Vec4()),
uCenter: ValueCell.create(Vec3()),
uMode: ValueCell.create(0),
dOrthographic: ValueCell.create(0),
uNear: ValueCell.create(1),
uFar: ValueCell.create(10000),
dBlurSize: ValueCell.create(5),
uBlurSpread: ValueCell.create(300.0),
uInFocus: ValueCell.create(20.0),
uPPM: ValueCell.create(20.0),
};
const schema = { ...DofSchema };
const renderItem = createComputeRenderItem(ctx, 'triangles', DofShaderCode, schema, values);
return createComputeRenderable(renderItem, values);
}