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molstar

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A comprehensive macromolecular library.

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/** * Copyright (c) 2019-2025 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose <alexander.rose@weirdbyte.de> * @author Cai Huiyu <szmun.caihy@gmail.com> */ import { ValueCell } from '../../../mol-util'; import { Sphere3D } from '../../../mol-math/geometry'; import { ParamDefinition as PD } from '../../../mol-util/param-definition'; import { LocationIterator, PositionLocation } from '../../../mol-geo/util/location-iterator'; import { createColors } from '../color-data'; import { createMarkers } from '../marker-data'; import { BaseGeometry } from '../base'; import { createEmptyOverpaint } from '../overpaint-data'; import { createEmptyTransparency } from '../transparency-data'; import { calculateTransformBoundingSphere } from '../../../mol-gl/renderable/util'; import { createNullTexture } from '../../../mol-gl/webgl/texture'; import { Vec2, Vec3, Vec4 } from '../../../mol-math/linear-algebra'; import { createEmptyClipping } from '../clipping-data'; import { NullLocation } from '../../../mol-model/location'; import { createEmptySubstance } from '../substance-data'; import { createEmptyEmissive } from '../emissive-data'; export var TextureMesh; (function (TextureMesh) { class DoubleBuffer { constructor() { this.index = 0; this.textures = []; } get() { return this.textures[this.index]; } set(vertex, group, normal) { this.textures[this.index] = Object.assign(this.textures[this.index] || {}, { vertex, group, normal }); this.index = (this.index + 1) % 2; } destroy() { for (const buffer of this.textures) { buffer.vertex.destroy(); buffer.group.destroy(); buffer.normal.destroy(); } } } TextureMesh.DoubleBuffer = DoubleBuffer; function create(vertexCount, groupCount, vertexTexture, groupTexture, normalTexture, boundingSphere, textureMesh) { const width = vertexTexture.getWidth(); const height = vertexTexture.getHeight(); if (textureMesh) { textureMesh.vertexCount = vertexCount; textureMesh.groupCount = groupCount; ValueCell.update(textureMesh.geoTextureDim, Vec2.set(textureMesh.geoTextureDim.ref.value, width, height)); ValueCell.update(textureMesh.vertexTexture, vertexTexture); ValueCell.update(textureMesh.groupTexture, groupTexture); ValueCell.update(textureMesh.normalTexture, normalTexture); textureMesh.doubleBuffer.set(vertexTexture, groupTexture, normalTexture); Sphere3D.copy(textureMesh.boundingSphere, boundingSphere); return textureMesh; } else { return { kind: 'texture-mesh', vertexCount, groupCount, geoTextureDim: ValueCell.create(Vec2.create(width, height)), vertexTexture: ValueCell.create(vertexTexture), groupTexture: ValueCell.create(groupTexture), normalTexture: ValueCell.create(normalTexture), varyingGroup: ValueCell.create(false), doubleBuffer: new DoubleBuffer(), boundingSphere: Sphere3D.clone(boundingSphere), meta: {} }; } } TextureMesh.create = create; function createEmpty(textureMesh) { const vt = textureMesh ? textureMesh.vertexTexture.ref.value : createNullTexture(); const gt = textureMesh ? textureMesh.groupTexture.ref.value : createNullTexture(); const nt = textureMesh ? textureMesh.normalTexture.ref.value : createNullTexture(); const bs = textureMesh ? textureMesh.boundingSphere : Sphere3D(); return create(0, 0, vt, gt, nt, bs, textureMesh); } TextureMesh.createEmpty = createEmpty; TextureMesh.Params = { ...BaseGeometry.Params, doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo), flipSided: PD.Boolean(false, BaseGeometry.ShadingCategory), flatShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory), celShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), xrayShaded: PD.Select(false, [[false, 'Off'], [true, 'On'], ['inverted', 'Inverted']], BaseGeometry.ShadingCategory), transparentBackfaces: PD.Select('off', PD.arrayToOptions(['off', 'on', 'opaque']), BaseGeometry.ShadingCategory), bumpFrequency: PD.Numeric(0, { min: 0, max: 10, step: 0.1 }, BaseGeometry.ShadingCategory), bumpAmplitude: PD.Numeric(1, { min: 0, max: 5, step: 0.1 }, BaseGeometry.ShadingCategory), }; TextureMesh.Utils = { Params: TextureMesh.Params, createEmpty, createValues, createValuesSimple, updateValues, updateBoundingSphere, createRenderableState, updateRenderableState, createPositionIterator, }; const TextureMeshName = 'texture-mesh'; function createPositionIterator(textureMesh, transform) { const webgl = textureMesh.meta.webgl; if (!webgl) return LocationIterator(1, 1, 1, () => NullLocation); if (!webgl.namedFramebuffers[TextureMeshName]) { webgl.namedFramebuffers[TextureMeshName] = webgl.resources.framebuffer(); } const framebuffer = webgl.namedFramebuffers[TextureMeshName]; const [width, height] = textureMesh.geoTextureDim.ref.value; const vertices = new Float32Array(width * height * 4); framebuffer.bind(); textureMesh.vertexTexture.ref.value.attachFramebuffer(framebuffer, 0); webgl.readPixels(0, 0, width, height, vertices); const normals = new Float32Array(width * height * 4); framebuffer.bind(); textureMesh.normalTexture.ref.value.attachFramebuffer(framebuffer, 0); webgl.readPixels(0, 0, width, height, normals); const groupCount = textureMesh.vertexCount; const instanceCount = transform.instanceCount.ref.value; const location = PositionLocation(); const p = location.position; const n = location.normal; const m = transform.aTransform.ref.value; const getLocation = (groupIndex, instanceIndex) => { if (instanceIndex < 0) { Vec3.fromArray(p, vertices, groupIndex * 4); Vec3.fromArray(n, normals, groupIndex * 4); } else { Vec3.transformMat4Offset(p, vertices, m, 0, groupIndex * 4, instanceIndex * 16); Vec3.transformDirectionOffset(n, normals, m, 0, groupIndex * 4, instanceIndex * 16); } return location; }; return LocationIterator(groupCount, instanceCount, 1, getLocation); } function createValues(textureMesh, transform, locationIt, theme, props) { const { instanceCount, groupCount } = locationIt; const positionIt = TextureMesh.Utils.createPositionIterator(textureMesh, transform); const color = createColors(locationIt, positionIt, theme.color); const marker = props.instanceGranularity ? createMarkers(instanceCount, 'instance') : createMarkers(instanceCount * groupCount, 'groupInstance'); const overpaint = createEmptyOverpaint(); const transparency = createEmptyTransparency(); const emissive = createEmptyEmissive(); const substance = createEmptySubstance(); const clipping = createEmptyClipping(); const counts = { drawCount: textureMesh.vertexCount, vertexCount: textureMesh.vertexCount, groupCount, instanceCount }; const invariantBoundingSphere = Sphere3D.clone(textureMesh.boundingSphere); const boundingSphere = calculateTransformBoundingSphere(invariantBoundingSphere, transform.aTransform.ref.value, instanceCount, 0); return { dGeometryType: ValueCell.create('textureMesh'), uGeoTexDim: textureMesh.geoTextureDim, tPosition: textureMesh.vertexTexture, tGroup: textureMesh.groupTexture, tNormal: textureMesh.normalTexture, dVaryingGroup: textureMesh.varyingGroup, boundingSphere: ValueCell.create(boundingSphere), invariantBoundingSphere: ValueCell.create(invariantBoundingSphere), uInvariantBoundingSphere: ValueCell.create(Vec4.ofSphere(invariantBoundingSphere)), ...color, ...marker, ...overpaint, ...transparency, ...emissive, ...substance, ...clipping, ...transform, ...BaseGeometry.createValues(props, counts), uDoubleSided: ValueCell.create(props.doubleSided), dFlatShaded: ValueCell.create(props.flatShaded), dFlipSided: ValueCell.create(props.flipSided), dIgnoreLight: ValueCell.create(props.ignoreLight), dCelShaded: ValueCell.create(props.celShaded), dXrayShaded: ValueCell.create(props.xrayShaded === 'inverted' ? 'inverted' : props.xrayShaded === true ? 'on' : 'off'), dTransparentBackfaces: ValueCell.create(props.transparentBackfaces), uBumpFrequency: ValueCell.create(props.bumpFrequency), uBumpAmplitude: ValueCell.create(props.bumpAmplitude), meta: ValueCell.create(textureMesh.meta), }; } function createValuesSimple(textureMesh, props, colorValue, sizeValue, transform) { const s = BaseGeometry.createSimple(colorValue, sizeValue, transform); const p = { ...PD.getDefaultValues(TextureMesh.Params), ...props }; return createValues(textureMesh, s.transform, s.locationIterator, s.theme, p); } function updateValues(values, props) { BaseGeometry.updateValues(values, props); ValueCell.updateIfChanged(values.uDoubleSided, props.doubleSided); ValueCell.updateIfChanged(values.dFlatShaded, props.flatShaded); ValueCell.updateIfChanged(values.dFlipSided, props.flipSided); ValueCell.updateIfChanged(values.dIgnoreLight, props.ignoreLight); ValueCell.updateIfChanged(values.dCelShaded, props.celShaded); ValueCell.updateIfChanged(values.dXrayShaded, props.xrayShaded === 'inverted' ? 'inverted' : props.xrayShaded === true ? 'on' : 'off'); ValueCell.updateIfChanged(values.dTransparentBackfaces, props.transparentBackfaces); ValueCell.updateIfChanged(values.uBumpFrequency, props.bumpFrequency); ValueCell.updateIfChanged(values.uBumpAmplitude, props.bumpAmplitude); } function updateBoundingSphere(values, textureMesh) { const invariantBoundingSphere = Sphere3D.clone(textureMesh.boundingSphere); const boundingSphere = calculateTransformBoundingSphere(invariantBoundingSphere, values.aTransform.ref.value, values.instanceCount.ref.value, 0); if (!Sphere3D.equals(boundingSphere, values.boundingSphere.ref.value)) { ValueCell.update(values.boundingSphere, boundingSphere); } if (!Sphere3D.equals(invariantBoundingSphere, values.invariantBoundingSphere.ref.value)) { ValueCell.update(values.invariantBoundingSphere, invariantBoundingSphere); ValueCell.update(values.uInvariantBoundingSphere, Vec4.fromSphere(values.uInvariantBoundingSphere.ref.value, invariantBoundingSphere)); } } function createRenderableState(props) { const state = BaseGeometry.createRenderableState(props); updateRenderableState(state, props); return state; } function updateRenderableState(state, props) { BaseGeometry.updateRenderableState(state, props); state.opaque = state.opaque && !props.xrayShaded; state.writeDepth = state.opaque; } })(TextureMesh || (TextureMesh = {}));