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molstar

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A comprehensive macromolecular library.

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/** * 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); }