molstar
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A comprehensive macromolecular library.
476 lines (475 loc) • 23.9 kB
JavaScript
/**
* Copyright (c) 2021-2024 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
import { ValueCell } from '../../../mol-util';
import { createComputeRenderable } from '../../../mol-gl/renderable';
import { isNullTexture } from '../../../mol-gl/webgl/texture';
import { ShaderCode } from '../../../mol-gl/shader-code';
import { createComputeRenderItem } from '../../../mol-gl/webgl/render-item';
import { ValueSpec, AttributeSpec, UniformSpec, TextureSpec, DefineSpec } from '../../../mol-gl/renderable/schema';
import { quad_vert } from '../../../mol-gl/shader/quad.vert';
import { normalize_frag } from '../../../mol-gl/shader/compute/color-smoothing/normalize.frag';
import { QuadSchema, QuadValues } from '../../../mol-gl/compute/util';
import { Vec2, Vec3, Vec4 } from '../../../mol-math/linear-algebra';
import { Box3D } from '../../../mol-math/geometry';
import { accumulate_frag } from '../../../mol-gl/shader/compute/color-smoothing/accumulate.frag';
import { accumulate_vert } from '../../../mol-gl/shader/compute/color-smoothing/accumulate.vert';
import { isWebGL2 } from '../../../mol-gl/webgl/compat';
import { isTimingMode } from '../../../mol-util/debug';
export const ColorAccumulateSchema = {
drawCount: ValueSpec('number'),
instanceCount: ValueSpec('number'),
stride: ValueSpec('number'),
uGroupCount: UniformSpec('i', 'material'),
aTransform: AttributeSpec('float32', 16, 1),
aInstance: AttributeSpec('float32', 1, 1),
aSample: AttributeSpec('float32', 1, 0),
uGeoTexDim: UniformSpec('v2', 'material'),
tPosition: TextureSpec('texture', 'rgba', 'float', 'nearest', 'material'),
tGroup: TextureSpec('texture', 'rgba', 'float', 'nearest', 'material'),
uColorTexDim: UniformSpec('v2', 'material'),
tColor: TextureSpec('texture', 'rgba', 'ubyte', 'nearest', 'material'),
dColorType: DefineSpec('string', ['group', 'groupInstance', 'vertex', 'vertexInstance']),
uCurrentSlice: UniformSpec('f'),
uCurrentX: UniformSpec('f'),
uCurrentY: UniformSpec('f'),
uBboxMin: UniformSpec('v3', 'material'),
uBboxSize: UniformSpec('v3', 'material'),
uResolution: 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 = Vec3.sub(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) {
ValueCell.update(v.aSample, getSampleBuffer(sampleCount, stride));
}
ValueCell.updateIfChanged(v.drawCount, sampleCount);
ValueCell.updateIfChanged(v.instanceCount, input.instanceCount);
ValueCell.updateIfChanged(v.stride, stride);
ValueCell.updateIfChanged(v.uGroupCount, input.groupCount);
ValueCell.update(v.aTransform, input.transformBuffer);
ValueCell.update(v.aInstance, input.instanceBuffer);
ValueCell.update(v.uGeoTexDim, Vec2.set(v.uGeoTexDim.ref.value, input.positionTexture.getWidth(), input.positionTexture.getHeight()));
ValueCell.update(v.tPosition, input.positionTexture);
ValueCell.update(v.tGroup, input.groupTexture);
ValueCell.update(v.uColorTexDim, Vec2.set(v.uColorTexDim.ref.value, input.colorData.getWidth(), input.colorData.getHeight()));
ValueCell.update(v.tColor, input.colorData);
ValueCell.updateIfChanged(v.dColorType, input.colorType);
ValueCell.updateIfChanged(v.uCurrentSlice, 0);
ValueCell.updateIfChanged(v.uCurrentX, 0);
ValueCell.updateIfChanged(v.uCurrentY, 0);
ValueCell.update(v.uBboxMin, box.min);
ValueCell.update(v.uBboxSize, extent);
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 = Vec3.sub(Vec3(), box.max, box.min);
const sampleCount = Math.round(input.vertexCount / stride);
const values = {
drawCount: ValueCell.create(sampleCount),
instanceCount: ValueCell.create(input.instanceCount),
stride: ValueCell.create(stride),
uGroupCount: ValueCell.create(input.groupCount),
aTransform: ValueCell.create(input.transformBuffer),
aInstance: ValueCell.create(input.instanceBuffer),
aSample: ValueCell.create(getSampleBuffer(sampleCount, stride)),
uGeoTexDim: ValueCell.create(Vec2.create(input.positionTexture.getWidth(), input.positionTexture.getHeight())),
tPosition: ValueCell.create(input.positionTexture),
tGroup: ValueCell.create(input.groupTexture),
uColorTexDim: ValueCell.create(Vec2.create(input.colorData.getWidth(), input.colorData.getHeight())),
tColor: ValueCell.create(input.colorData),
dColorType: ValueCell.create(input.colorType),
uCurrentSlice: ValueCell.create(0),
uCurrentX: ValueCell.create(0),
uCurrentY: ValueCell.create(0),
uBboxMin: ValueCell.create(box.min),
uBboxSize: ValueCell.create(extent),
uResolution: ValueCell.create(resolution),
};
const schema = { ...ColorAccumulateSchema };
const shaderCode = ShaderCode('accumulate', accumulate_vert, accumulate_frag, { drawBuffers: 'required' });
const renderItem = createComputeRenderItem(ctx, 'points', shaderCode, schema, values);
return 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);
}
//
export const ColorNormalizeSchema = {
...QuadSchema,
tColor: TextureSpec('texture', 'rgba', 'float', 'nearest'),
tCount: TextureSpec('texture', 'alpha', 'float', 'nearest'),
uTexSize: UniformSpec('v2'),
};
const ColorNormalizeName = 'color-normalize';
function getNormalizeRenderable(ctx, color, count) {
if (ctx.namedComputeRenderables[ColorNormalizeName]) {
const v = ctx.namedComputeRenderables[ColorNormalizeName].values;
ValueCell.update(v.tColor, color);
ValueCell.update(v.tCount, count);
ValueCell.update(v.uTexSize, 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 = {
...QuadValues,
tColor: ValueCell.create(color),
tCount: ValueCell.create(count),
uTexSize: ValueCell.create(Vec2.create(color.getWidth(), color.getHeight())),
};
const schema = { ...ColorNormalizeSchema };
const shaderCode = ShaderCode('normalize', quad_vert, normalize_frag);
const renderItem = createComputeRenderItem(ctx, 'triangles', shaderCode, schema, values);
return 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 };
}
export function calcTextureMeshColorSmoothing(input, resolution, stride, webgl, texture) {
const { drawBuffers } = webgl.extensions;
if (!drawBuffers)
throw new Error('need WebGL draw buffers');
if (isTimingMode)
webgl.timer.mark('calcTextureMeshColorSmoothing');
const { gl, resources, state, extensions: { colorBufferHalfFloat, textureHalfFloat } } = webgl;
const isInstanceType = input.colorType.endsWith('Instance');
const box = Box3D.fromSphere3D(Box3D(), isInstanceType ? input.boundingSphere : input.invariantBoundingSphere);
const pad = 1 + resolution;
const expandedBox = Box3D.expand(Box3D(), box, Vec3.create(pad, pad, pad));
const scaleFactor = 1 / resolution;
const scaledBox = Box3D.scale(Box3D(), expandedBox, scaleFactor);
const gridDim = Box3D.size(Vec3(), scaledBox);
Vec3.ceil(gridDim, gridDim);
Vec3.add(gridDim, gridDim, 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 (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 (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);
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;
ValueCell.update(uCurrentY, currY);
}
// console.log({ i, currX, currY });
ValueCell.update(uCurrentX, currX);
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 (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 (isTimingMode)
webgl.timer.mark('ColorNormalize.render');
if (!texture || 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 (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 = Vec4.create(min[0], min[1], min[2], scaleFactor);
const type = isInstanceType ? 'volumeInstance' : 'volume';
if (isTimingMode)
webgl.timer.markEnd('calcTextureMeshColorSmoothing');
// printTextureImage(readTexture(webgl, texture), { scale: 0.75 });
return { texture, gridDim, gridTexDim: 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';
}
export 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);
ValueCell.updateIfChanged(values.dColorType, smoothingData.type);
ValueCell.update(values.tColorGrid, smoothingData.texture);
ValueCell.update(values.uColorTexDim, smoothingData.gridTexDim);
ValueCell.update(values.uColorGridDim, smoothingData.gridDim);
ValueCell.update(values.uColorGridTransform, smoothingData.gridTransform);
}
function isSupportedOverpaintType(x) {
return x === 'groupInstance';
}
export 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);
ValueCell.updateIfChanged(values.dOverpaintType, smoothingData.type);
ValueCell.update(values.tOverpaintGrid, smoothingData.texture);
ValueCell.update(values.uOverpaintTexDim, smoothingData.gridTexDim);
ValueCell.update(values.uOverpaintGridDim, smoothingData.gridDim);
ValueCell.update(values.uOverpaintGridTransform, smoothingData.gridTransform);
}
function isSupportedTransparencyType(x) {
return x === 'groupInstance';
}
export 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);
ValueCell.updateIfChanged(values.dTransparencyType, smoothingData.type);
ValueCell.update(values.tTransparencyGrid, smoothingData.texture);
ValueCell.update(values.uTransparencyTexDim, smoothingData.gridTexDim);
ValueCell.update(values.uTransparencyGridDim, smoothingData.gridDim);
ValueCell.update(values.uTransparencyGridTransform, smoothingData.gridTransform);
}
function isSupportedEmissiveType(x) {
return x === 'groupInstance';
}
export 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);
ValueCell.updateIfChanged(values.dEmissiveType, smoothingData.type);
ValueCell.update(values.tEmissiveGrid, smoothingData.texture);
ValueCell.update(values.uEmissiveTexDim, smoothingData.gridTexDim);
ValueCell.update(values.uEmissiveGridDim, smoothingData.gridDim);
ValueCell.update(values.uEmissiveGridTransform, smoothingData.gridTransform);
}
function isSupportedSubstanceType(x) {
return x === 'groupInstance';
}
export 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);
ValueCell.updateIfChanged(values.dSubstanceType, smoothingData.type);
ValueCell.update(values.tSubstanceGrid, smoothingData.texture);
ValueCell.update(values.uSubstanceTexDim, smoothingData.gridTexDim);
ValueCell.update(values.uSubstanceGridDim, smoothingData.gridDim);
ValueCell.update(values.uSubstanceGridTransform, smoothingData.gridTransform);
}