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molstar

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A comprehensive macromolecular library.

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/** * Copyright (c) 2021-2023 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose <alexander.rose@weirdbyte.de> */ import { QuadSchema, QuadValues } from '../../mol-gl/compute/util'; import { createComputeRenderable } from '../../mol-gl/renderable'; import { DefineSpec, TextureSpec, UniformSpec } from '../../mol-gl/renderable/schema'; import { ShaderCode } from '../../mol-gl/shader-code'; import { createComputeRenderItem } from '../../mol-gl/webgl/render-item'; import { Vec2, Vec3 } 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 { overlay_frag } from '../../mol-gl/shader/marking/overlay.frag'; import { Color } from '../../mol-util/color'; import { edge_frag } from '../../mol-gl/shader/marking/edge.frag'; import { isTimingMode } from '../../mol-util/debug'; export const MarkingParams = { enabled: PD.Boolean(true), highlightEdgeColor: PD.Color(Color.darken(Color.fromNormalizedRgb(1.0, 0.4, 0.6), 1.0)), selectEdgeColor: PD.Color(Color.darken(Color.fromNormalizedRgb(0.2, 1.0, 0.1), 1.0)), edgeScale: PD.Numeric(1, { min: 1, max: 3, step: 1 }, { description: 'Thickness of the edge.' }), highlightEdgeStrength: PD.Numeric(1.0, { min: 0, max: 1, step: 0.1 }), selectEdgeStrength: PD.Numeric(1.0, { min: 0, max: 1, step: 0.1 }), ghostEdgeStrength: PD.Numeric(0.3, { min: 0, max: 1, step: 0.1 }, { description: 'Opacity of the hidden edges that are covered by other geometry. When set to 1, one less geometry render pass is done.' }), innerEdgeFactor: PD.Numeric(1.5, { min: 0, max: 3, step: 0.1 }, { description: 'Factor to multiply the inner edge color with - for added contrast.' }), }; export class MarkingPass { static isEnabled(props) { return props.enabled; } constructor(webgl, width, height) { this.webgl = webgl; this.depthTarget = webgl.createRenderTarget(width, height); this.maskTarget = webgl.createRenderTarget(width, height); this.edgesTarget = webgl.createRenderTarget(width, height); this.edge = getEdgeRenderable(webgl, this.maskTarget.texture); this.overlay = getOverlayRenderable(webgl, this.edgesTarget.texture); } setEdgeState(viewport) { const { gl, state } = this.webgl; state.enable(gl.SCISSOR_TEST); state.enable(gl.BLEND); state.blendFunc(gl.ONE, gl.ONE); state.blendEquation(gl.FUNC_ADD); 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, 0); gl.clear(gl.COLOR_BUFFER_BIT); } setOverlayState(viewport) { const { gl, state } = this.webgl; state.enable(gl.SCISSOR_TEST); state.enable(gl.BLEND); state.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); state.blendEquation(gl.FUNC_ADD); 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); } setSize(width, height) { const w = this.depthTarget.getWidth(); const h = this.depthTarget.getHeight(); if (width !== w || height !== h) { this.depthTarget.setSize(width, height); this.maskTarget.setSize(width, height); this.edgesTarget.setSize(width, height); ValueCell.update(this.edge.values.uTexSizeInv, Vec2.set(this.edge.values.uTexSizeInv.ref.value, 1 / width, 1 / height)); ValueCell.update(this.overlay.values.uTexSizeInv, Vec2.set(this.overlay.values.uTexSizeInv.ref.value, 1 / width, 1 / height)); } } update(props) { const { highlightEdgeColor, selectEdgeColor, edgeScale, innerEdgeFactor, ghostEdgeStrength, highlightEdgeStrength, selectEdgeStrength } = props; const { values: edgeValues } = this.edge; const _edgeScale = Math.max(1, Math.round(edgeScale * this.webgl.pixelRatio)); if (edgeValues.dEdgeScale.ref.value !== _edgeScale) { ValueCell.update(edgeValues.dEdgeScale, _edgeScale); this.edge.update(); } const { values: overlayValues } = this.overlay; ValueCell.update(overlayValues.uHighlightEdgeColor, Color.toVec3Normalized(overlayValues.uHighlightEdgeColor.ref.value, highlightEdgeColor)); ValueCell.update(overlayValues.uSelectEdgeColor, Color.toVec3Normalized(overlayValues.uSelectEdgeColor.ref.value, selectEdgeColor)); ValueCell.updateIfChanged(overlayValues.uInnerEdgeFactor, innerEdgeFactor); ValueCell.updateIfChanged(overlayValues.uGhostEdgeStrength, ghostEdgeStrength); ValueCell.updateIfChanged(overlayValues.uHighlightEdgeStrength, highlightEdgeStrength); ValueCell.updateIfChanged(overlayValues.uSelectEdgeStrength, selectEdgeStrength); } render(viewport, target) { if (isTimingMode) this.webgl.timer.mark('MarkingPass.render'); this.edgesTarget.bind(); this.setEdgeState(viewport); this.edge.render(); if (target) { target.bind(); } else { this.webgl.unbindFramebuffer(); } this.setOverlayState(viewport); this.overlay.render(); if (isTimingMode) this.webgl.timer.markEnd('MarkingPass.render'); } } // const EdgeSchema = { ...QuadSchema, tMaskTexture: TextureSpec('texture', 'rgba', 'ubyte', 'linear'), uTexSizeInv: UniformSpec('v2'), dEdgeScale: DefineSpec('number'), }; const EdgeShaderCode = ShaderCode('edge', quad_vert, edge_frag); function getEdgeRenderable(ctx, maskTexture) { const width = maskTexture.getWidth(); const height = maskTexture.getHeight(); const values = { ...QuadValues, tMaskTexture: ValueCell.create(maskTexture), uTexSizeInv: ValueCell.create(Vec2.create(1 / width, 1 / height)), dEdgeScale: ValueCell.create(1), }; const schema = { ...EdgeSchema }; const renderItem = createComputeRenderItem(ctx, 'triangles', EdgeShaderCode, schema, values); return createComputeRenderable(renderItem, values); } // const OverlaySchema = { ...QuadSchema, tEdgeTexture: TextureSpec('texture', 'rgba', 'ubyte', 'linear'), uTexSizeInv: UniformSpec('v2'), uHighlightEdgeColor: UniformSpec('v3'), uSelectEdgeColor: UniformSpec('v3'), uHighlightEdgeStrength: UniformSpec('f'), uSelectEdgeStrength: UniformSpec('f'), uGhostEdgeStrength: UniformSpec('f'), uInnerEdgeFactor: UniformSpec('f'), }; const OverlayShaderCode = ShaderCode('overlay', quad_vert, overlay_frag); function getOverlayRenderable(ctx, edgeTexture) { const width = edgeTexture.getWidth(); const height = edgeTexture.getHeight(); const values = { ...QuadValues, tEdgeTexture: ValueCell.create(edgeTexture), uTexSizeInv: ValueCell.create(Vec2.create(1 / width, 1 / height)), uHighlightEdgeColor: ValueCell.create(Vec3()), uSelectEdgeColor: ValueCell.create(Vec3()), uHighlightEdgeStrength: ValueCell.create(1), uSelectEdgeStrength: ValueCell.create(1), uGhostEdgeStrength: ValueCell.create(0), uInnerEdgeFactor: ValueCell.create(0), }; const schema = { ...OverlaySchema }; const renderItem = createComputeRenderItem(ctx, 'triangles', OverlayShaderCode, schema, values); return createComputeRenderable(renderItem, values); }