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molstar

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A comprehensive macromolecular library.

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/** * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose <alexander.rose@weirdbyte.de> * @author Michael Krone <michael.krone@uni-tuebingen.de> */ import { Box3D } from '../../geometry'; import { OrderedSet } from '../../../mol-data/int'; import { Vec3, Tensor, Mat4, Vec2 } from '../../linear-algebra'; import { ValueCell } from '../../../mol-util'; import { createComputeRenderable } from '../../../mol-gl/renderable'; import { unpackRGBToInt } from '../../../mol-util/number-packing'; 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 { gaussianDensity_vert } from '../../../mol-gl/shader/gaussian-density.vert'; import { gaussianDensity_frag } from '../../../mol-gl/shader/gaussian-density.frag'; import { isTimingMode } from '../../../mol-util/debug'; const GaussianDensitySchema = { drawCount: ValueSpec('number'), instanceCount: ValueSpec('number'), aRadius: AttributeSpec('float32', 1, 0), aPosition: AttributeSpec('float32', 3, 0), aGroup: AttributeSpec('float32', 1, 0), uCurrentSlice: UniformSpec('f'), uCurrentX: UniformSpec('f'), uCurrentY: UniformSpec('f'), uBboxMin: UniformSpec('v3', 'material'), uBboxSize: UniformSpec('v3', 'material'), uGridDim: UniformSpec('v3', 'material'), uGridTexDim: UniformSpec('v3', 'material'), uGridTexScale: UniformSpec('v2', 'material'), uAlpha: UniformSpec('f', 'material'), uResolution: UniformSpec('f', 'material'), uRadiusFactorInv: UniformSpec('f', 'material'), tMinDistanceTex: TextureSpec('texture', 'rgba', 'float', 'nearest', 'material'), dGridTexType: DefineSpec('string', ['2d', '3d']), dCalcType: DefineSpec('string', ['density', 'minDistance', 'groupId']), }; const GaussianDensityName = 'gaussian-density'; function getFramebuffer(webgl) { if (!webgl.namedFramebuffers[GaussianDensityName]) { webgl.namedFramebuffers[GaussianDensityName] = webgl.resources.framebuffer(); } return webgl.namedFramebuffers[GaussianDensityName]; } function getTexture(name, webgl, kind, format, type, filter) { const _name = `${GaussianDensityName}-${name}`; if (!webgl.namedTextures[_name]) { webgl.namedTextures[_name] = webgl.resources.texture(kind, format, type, filter); } return webgl.namedTextures[_name]; } export function GaussianDensityGPU(position, box, radius, props, webgl) { // always use texture2d when the gaussian density needs to be downloaded from the GPU, // it's faster than texture3d // console.time('GaussianDensityTexture2d') const tmpTexture = getTexture('tmp', webgl, 'image-uint8', 'rgba', 'ubyte', 'linear'); const { scale, bbox, texture, gridDim, gridTexDim, radiusFactor, resolution, maxRadius } = calcGaussianDensityTexture2d(webgl, position, box, radius, false, props, tmpTexture); // webgl.waitForGpuCommandsCompleteSync() // console.timeEnd('GaussianDensityTexture2d') const { field, idField } = fieldFromTexture2d(webgl, texture, gridDim, gridTexDim); return { field, idField, transform: getTransform(scale, bbox), radiusFactor, resolution, maxRadius }; } export function GaussianDensityTexture(webgl, position, box, radius, props, oldTexture) { return webgl.isWebGL2 ? GaussianDensityTexture3d(webgl, position, box, radius, props, oldTexture) : GaussianDensityTexture2d(webgl, position, box, radius, false, props, oldTexture); } export function GaussianDensityTexture2d(webgl, position, box, radius, powerOfTwo, props, oldTexture) { if (isTimingMode) webgl.timer.mark('GaussianDensityTexture2d'); const data = calcGaussianDensityTexture2d(webgl, position, box, radius, powerOfTwo, props, oldTexture); if (isTimingMode) webgl.timer.markEnd('GaussianDensityTexture2d'); return finalizeGaussianDensityTexture(data); } export function GaussianDensityTexture3d(webgl, position, box, radius, props, oldTexture) { if (isTimingMode) webgl.timer.mark('GaussianDensityTexture3d'); const data = calcGaussianDensityTexture3d(webgl, position, box, radius, props, oldTexture); if (isTimingMode) webgl.timer.markEnd('GaussianDensityTexture3d'); return finalizeGaussianDensityTexture(data); } function finalizeGaussianDensityTexture({ texture, scale, bbox, gridDim, gridTexDim, gridTexScale, radiusFactor, resolution, maxRadius }) { return { transform: getTransform(scale, bbox), texture, bbox, gridDim, gridTexDim, gridTexScale, radiusFactor, resolution, maxRadius }; } function getTransform(scale, bbox) { const transform = Mat4.identity(); Mat4.fromScaling(transform, scale); Mat4.setTranslation(transform, bbox.min); return transform; } function calcGaussianDensityTexture2d(webgl, position, box, radius, powerOfTwo, props, texture) { // console.log('2d'); const { gl, resources, state, extensions: { colorBufferFloat, textureFloat, colorBufferHalfFloat, textureHalfFloat, blendMinMax } } = webgl; const { smoothness, resolution } = props; const { drawCount, positions, radii, groups, scale, expandedBox, dim, maxRadius } = prepareGaussianDensityData(position, box, radius, props); const [dx, dy, dz] = dim; const { texDimX, texDimY, texCols, powerOfTwoSize } = getTexture2dSize(dim); // console.log({ texDimX, texDimY, texCols, powerOfTwoSize, dim }); const gridTexDim = Vec3.create(texDimX, texDimY, 0); const gridTexScale = Vec2.create(texDimX / powerOfTwoSize, texDimY / powerOfTwoSize); const radiusFactor = maxRadius * 2; const width = powerOfTwo ? powerOfTwoSize : texDimX; const height = powerOfTwo ? powerOfTwoSize : texDimY; const minDistTex = getTexture('min-dist-2d', webgl, 'image-uint8', 'rgba', 'ubyte', 'nearest'); minDistTex.define(width, height); const renderable = getGaussianDensityRenderable(webgl, drawCount, positions, radii, groups, minDistTex, expandedBox, dim, gridTexDim, gridTexScale, smoothness, resolution, radiusFactor); // const { uCurrentSlice, uCurrentX, uCurrentY } = renderable.values; const framebuffer = getFramebuffer(webgl); framebuffer.bind(); setRenderingDefaults(webgl); if (!texture) texture = colorBufferHalfFloat && textureHalfFloat ? resources.texture('image-float16', 'rgba', 'fp16', 'linear') : colorBufferFloat && textureFloat ? resources.texture('image-float32', 'rgba', 'float', 'linear') : resources.texture('image-uint8', 'rgba', 'ubyte', 'linear'); texture.define(width, height); // console.log(renderable) function render(fbTex, clear) { state.currentRenderItemId = -1; fbTex.attachFramebuffer(framebuffer, 0); if (clear) { 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); renderable.render(); ++currCol; currX += dx; } gl.flush(); } setupDensityRendering(webgl, renderable); render(texture, true); if (blendMinMax) { setupMinDistanceRendering(webgl, renderable); render(minDistTex, true); setupGroupIdRendering(webgl, renderable); render(texture, false); } // printTextureImage(readTexture(webgl, minDistTex), { scale: 0.75 }); return { texture, scale, bbox: expandedBox, gridDim: dim, gridTexDim, gridTexScale, radiusFactor, resolution, maxRadius }; } function calcGaussianDensityTexture3d(webgl, position, box, radius, props, texture) { // console.log('3d'); const { gl, resources, state, extensions: { colorBufferFloat, textureFloat, colorBufferHalfFloat, textureHalfFloat } } = webgl; const { smoothness, resolution } = props; const { drawCount, positions, radii, groups, scale, expandedBox, dim, maxRadius } = prepareGaussianDensityData(position, box, radius, props); const [dx, dy, dz] = dim; const minDistTex = getTexture('min-dist-3d', webgl, 'volume-uint8', 'rgba', 'ubyte', 'nearest'); minDistTex.define(dx, dy, dz); const gridTexScale = Vec2.create(1, 1); const radiusFactor = maxRadius * 2; const renderable = getGaussianDensityRenderable(webgl, drawCount, positions, radii, groups, minDistTex, expandedBox, dim, dim, gridTexScale, smoothness, resolution, radiusFactor); // const { uCurrentSlice } = renderable.values; const framebuffer = getFramebuffer(webgl); framebuffer.bind(); setRenderingDefaults(webgl); state.viewport(0, 0, dx, dy); state.scissor(0, 0, dx, dy); if (!texture) texture = colorBufferHalfFloat && textureHalfFloat ? resources.texture('volume-float16', 'rgba', 'fp16', 'linear') : colorBufferFloat && textureFloat ? resources.texture('volume-float32', 'rgba', 'float', 'linear') : resources.texture('volume-uint8', 'rgba', 'ubyte', 'linear'); texture.define(dx, dy, dz); function render(fbTex, clear) { state.currentRenderItemId = -1; for (let i = 0; i < dz; ++i) { ValueCell.update(uCurrentSlice, i); fbTex.attachFramebuffer(framebuffer, 0, i); if (clear) gl.clear(gl.COLOR_BUFFER_BIT); renderable.render(); } gl.flush(); } setupDensityRendering(webgl, renderable); render(texture, true); setupMinDistanceRendering(webgl, renderable); render(minDistTex, true); setupGroupIdRendering(webgl, renderable); render(texture, false); return { texture, scale, bbox: expandedBox, gridDim: dim, gridTexDim: dim, gridTexScale, radiusFactor, resolution, maxRadius }; } // function prepareGaussianDensityData(position, box, radius, props) { const { resolution, radiusOffset } = props; const scaleFactor = 1 / resolution; const { indices, x, y, z, id } = position; const n = OrderedSet.size(indices); const positions = new Float32Array(n * 3); const radii = new Float32Array(n); const groups = new Float32Array(n); let maxRadius = 0; for (let i = 0; i < n; ++i) { const j = OrderedSet.getAt(indices, i); positions[i * 3] = x[j]; positions[i * 3 + 1] = y[j]; positions[i * 3 + 2] = z[j]; const r = radius(j) + radiusOffset; if (maxRadius < r) maxRadius = r; radii[i] = r; groups[i] = id ? id[i] : i; } const pad = maxRadius * 2 + resolution * 4; const expandedBox = Box3D.expand(Box3D(), box, Vec3.create(pad, pad, pad)); const scaledBox = Box3D.scale(Box3D(), expandedBox, scaleFactor); const dim = Box3D.size(Vec3(), scaledBox); Vec3.ceil(dim, dim); const scale = Vec3.create(resolution, resolution, resolution); return { drawCount: n, positions, radii, groups, scale, expandedBox, dim, maxRadius }; } function getGaussianDensityRenderable(webgl, drawCount, positions, radii, groups, minDistanceTexture, box, gridDim, gridTexDim, gridTexScale, smoothness, resolution, radiusFactor) { // console.log('radiusFactor', radiusFactor); if (webgl.namedComputeRenderables[GaussianDensityName]) { const extent = Vec3.sub(Vec3(), box.max, box.min); const v = webgl.namedComputeRenderables[GaussianDensityName].values; ValueCell.updateIfChanged(v.drawCount, drawCount); ValueCell.updateIfChanged(v.instanceCount, 1); ValueCell.update(v.aRadius, radii); ValueCell.update(v.aPosition, positions); ValueCell.update(v.aGroup, groups); 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.update(v.uGridDim, gridDim); ValueCell.update(v.uGridTexDim, gridTexDim); ValueCell.update(v.uGridTexScale, gridTexScale); ValueCell.updateIfChanged(v.uAlpha, smoothness); ValueCell.updateIfChanged(v.uResolution, resolution); ValueCell.updateIfChanged(v.uRadiusFactorInv, 1 / radiusFactor); ValueCell.update(v.tMinDistanceTex, minDistanceTexture); ValueCell.updateIfChanged(v.dGridTexType, minDistanceTexture.getDepth() > 0 ? '3d' : '2d'); ValueCell.updateIfChanged(v.dCalcType, 'density'); webgl.namedComputeRenderables[GaussianDensityName].update(); } else { webgl.namedComputeRenderables[GaussianDensityName] = createGaussianDensityRenderable(webgl, drawCount, positions, radii, groups, minDistanceTexture, box, gridDim, gridTexDim, gridTexScale, smoothness, resolution, radiusFactor); } return webgl.namedComputeRenderables[GaussianDensityName]; } function createGaussianDensityRenderable(webgl, drawCount, positions, radii, groups, minDistanceTexture, box, gridDim, gridTexDim, gridTexScale, smoothness, resolution, radiusFactor) { const extent = Vec3.sub(Vec3(), box.max, box.min); const values = { drawCount: ValueCell.create(drawCount), instanceCount: ValueCell.create(1), aRadius: ValueCell.create(radii), aPosition: ValueCell.create(positions), aGroup: ValueCell.create(groups), uCurrentSlice: ValueCell.create(0), uCurrentX: ValueCell.create(0), uCurrentY: ValueCell.create(0), uBboxMin: ValueCell.create(box.min), uBboxSize: ValueCell.create(extent), uGridDim: ValueCell.create(gridDim), uGridTexDim: ValueCell.create(gridTexDim), uGridTexScale: ValueCell.create(gridTexScale), uAlpha: ValueCell.create(smoothness), uResolution: ValueCell.create(resolution), uRadiusFactorInv: ValueCell.create(1 / radiusFactor), tMinDistanceTex: ValueCell.create(minDistanceTexture), dGridTexType: ValueCell.create(minDistanceTexture.getDepth() > 0 ? '3d' : '2d'), dCalcType: ValueCell.create('density'), }; const schema = { ...GaussianDensitySchema }; const shaderCode = ShaderCode(GaussianDensityName, gaussianDensity_vert, gaussianDensity_frag); const renderItem = createComputeRenderItem(webgl, 'points', shaderCode, schema, values); return createComputeRenderable(renderItem, values); } function setRenderingDefaults(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); } function setupMinDistanceRendering(webgl, renderable) { const { gl, state } = webgl; ValueCell.update(renderable.values.dCalcType, 'minDistance'); renderable.update(); state.colorMask(false, false, false, true); state.blendFunc(gl.ONE, gl.ONE); // the shader writes 1 - dist so we set blending to MAX if (!webgl.extensions.blendMinMax) { throw new Error('GPU gaussian surface calculation requires EXT_blend_minmax'); } state.blendEquation(webgl.extensions.blendMinMax.MAX); } function setupDensityRendering(webgl, renderable) { const { gl, state } = webgl; ValueCell.update(renderable.values.dCalcType, 'density'); renderable.update(); state.colorMask(false, false, false, true); state.blendFunc(gl.ONE, gl.ONE); state.blendEquation(gl.FUNC_ADD); } function setupGroupIdRendering(webgl, renderable) { const { gl, state } = webgl; ValueCell.update(renderable.values.dCalcType, 'groupId'); renderable.update(); // overwrite color, don't change alpha state.colorMask(true, true, true, false); state.blendFunc(gl.ONE, gl.ZERO); 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 }; } function fieldFromTexture2d(ctx, texture, dim, texDim) { // console.time('fieldFromTexture2d') const [dx, dy, dz] = dim; const [width, height] = texDim; const fboTexCols = Math.floor(width / dx); const space = Tensor.Space(dim, [2, 1, 0], Float32Array); const data = space.create(); const field = Tensor.create(space, data); const idData = space.create(); const idField = Tensor.create(space, idData); const image = new Uint8Array(width * height * 4); const framebuffer = getFramebuffer(ctx); framebuffer.bind(); texture.attachFramebuffer(framebuffer, 0); ctx.readPixels(0, 0, width, height, image); // printImageData(createImageData(image, width, height), 1/3) let j = 0; let tmpCol = 0; let tmpRow = 0; for (let iz = 0; iz < dz; ++iz) { if (tmpCol >= fboTexCols) { tmpCol = 0; tmpRow += dy; } for (let iy = 0; iy < dy; ++iy) { for (let ix = 0; ix < dx; ++ix) { const idx = 4 * (tmpCol * dx + (iy + tmpRow) * width + ix); data[j] = image[idx + 3] / 255; idData[j] = unpackRGBToInt(image[idx], image[idx + 1], image[idx + 2]); j++; } } tmpCol++; } // console.timeEnd('fieldFromTexture2d') return { field, idField }; }