molstar
Version:
A comprehensive macromolecular library.
128 lines (127 loc) • 5.96 kB
JavaScript
/**
* Copyright (c) 2019-2024 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
* @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
* @author Ludovic Autin <ludovic.autin@gmail.com>
* @author Gianluca Tomasello <giagitom@gmail.com>
*/
import { QuadSchema, QuadValues } from '../../mol-gl/compute/util';
import { TextureSpec, UniformSpec, DefineSpec } from '../../mol-gl/renderable/schema';
import { ShaderCode } from '../../mol-gl/shader-code';
import { ValueCell } from '../../mol-util';
import { createComputeRenderItem } from '../../mol-gl/webgl/render-item';
import { createComputeRenderable } from '../../mol-gl/renderable';
import { Mat4, Vec2, Vec3, Vec4 } from '../../mol-math/linear-algebra';
import { ParamDefinition as PD } from '../../mol-util/param-definition';
import { quad_vert } from '../../mol-gl/shader/quad.vert';
import { isTimingMode } from '../../mol-util/debug';
import { shadows_frag } from '../../mol-gl/shader/shadows.frag';
export const ShadowParams = {
steps: PD.Numeric(1, { min: 1, max: 64, step: 1 }),
maxDistance: PD.Numeric(3, { min: 0, max: 256, step: 1 }),
tolerance: PD.Numeric(1.0, { min: 0.0, max: 10.0, step: 0.1 }),
};
export class ShadowPass {
static isEnabled(props) {
return props.shadow.name !== 'off';
}
constructor(webgl, width, height, depthTextureOpaque) {
this.webgl = webgl;
this.target = webgl.createRenderTarget(width, height, false);
this.renderable = getShadowsRenderable(webgl, depthTextureOpaque);
}
setSize(width, height) {
const [w, h] = this.renderable.values.uTexSize.ref.value;
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, light, ambientColor, props) {
let needsUpdateShadows = false;
const orthographic = camera.state.mode === 'orthographic' ? 1 : 0;
const invProjection = Mat4.identity();
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);
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);
if (this.renderable.values.dOrthographic.ref.value !== orthographic) {
ValueCell.update(this.renderable.values.dOrthographic, orthographic);
needsUpdateShadows = true;
}
ValueCell.updateIfChanged(this.renderable.values.uMaxDistance, props.maxDistance);
ValueCell.updateIfChanged(this.renderable.values.uTolerance, props.tolerance);
if (this.renderable.values.dSteps.ref.value !== props.steps) {
ValueCell.update(this.renderable.values.dSteps, props.steps);
needsUpdateShadows = true;
}
ValueCell.update(this.renderable.values.uLightDirection, light.direction);
ValueCell.update(this.renderable.values.uLightColor, light.color);
if (this.renderable.values.dLightCount.ref.value !== light.count) {
ValueCell.update(this.renderable.values.dLightCount, light.count);
needsUpdateShadows = true;
}
ValueCell.update(this.renderable.values.uAmbientColor, ambientColor);
if (needsUpdateShadows) {
this.renderable.update();
}
}
render() {
if (isTimingMode)
this.webgl.timer.mark('ShadowPass.render');
this.target.bind();
this.renderable.render();
if (isTimingMode)
this.webgl.timer.markEnd('ShadowPass.render');
}
}
const ShadowsSchema = {
...QuadSchema,
tDepth: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'),
uTexSize: UniformSpec('v2'),
uProjection: UniformSpec('m4'),
uInvProjection: UniformSpec('m4'),
uBounds: UniformSpec('v4'),
dOrthographic: DefineSpec('number'),
uNear: UniformSpec('f'),
uFar: UniformSpec('f'),
dSteps: DefineSpec('number'),
uMaxDistance: UniformSpec('f'),
uTolerance: UniformSpec('f'),
uLightDirection: UniformSpec('v3[]'),
uLightColor: UniformSpec('v3[]'),
dLightCount: DefineSpec('number'),
uAmbientColor: UniformSpec('v3'),
};
function getShadowsRenderable(ctx, depthTexture) {
const width = depthTexture.getWidth();
const height = depthTexture.getHeight();
const values = {
...QuadValues,
tDepth: ValueCell.create(depthTexture),
uTexSize: ValueCell.create(Vec2.create(width, height)),
uProjection: ValueCell.create(Mat4.identity()),
uInvProjection: ValueCell.create(Mat4.identity()),
uBounds: ValueCell.create(Vec4()),
dOrthographic: ValueCell.create(0),
uNear: ValueCell.create(1),
uFar: ValueCell.create(10000),
dSteps: ValueCell.create(1),
uMaxDistance: ValueCell.create(3.0),
uTolerance: ValueCell.create(1.0),
uLightDirection: ValueCell.create([]),
uLightColor: ValueCell.create([]),
dLightCount: ValueCell.create(0),
uAmbientColor: ValueCell.create(Vec3()),
};
const schema = { ...ShadowsSchema };
const shaderCode = ShaderCode('shadows', quad_vert, shadows_frag);
const renderItem = createComputeRenderItem(ctx, 'triangles', shaderCode, schema, values);
return createComputeRenderable(renderItem, values);
}