PolyDataMapper2D

WebGL 2D poly data mapper

vtkWebGLPolyDataMapper2D is designed to view/render a vtkPolyDataMapper2D

Methods

build(prepass)

Prepare for rendering.

render(prepass)

Do the rendering.

Shader customization

In order to provide specific properties for rendering, you will have to add
properties into the viewSpecificProperties attribute of your mapper.

viewSpecificProperties attribute:

Initialization

Here how to initialize viewSpecificProperties to be usable in PolyDataMapper.
It is not necessary to declare all of them if they’re not needed.

const mapperSpecificProp = mapper.getViewSpecificProperties();
mapperSpecificProp['OpenGL'] = {
ShaderReplacements: [],
VertexShaderCode: '',
FragmentShaderCode: '',
GeometryShaderCode: ''
};
  • OpenGL.ShaderReplacements (Array) will contain shader replacements properties
  • OpenGL.VertexShaderCode (String) will contain a vertex shader code to use
  • OpenGL.FragmentShaderCode (String) will contain a fragment shader code to use
  • OpenGL.GeometryShaderCode (String) will contain a geometry shader code to use

ShaderReplacement:

Add a shader replacement value
mapperSpecificProp['OpenGL']['ShaderReplacements'].push({
shaderType: ...,
originalValue: ...,
replaceFirst: ...,
replacementValue: ...,
replaceAll: ...
});

Expected Values:

  • shaderType: string: ‘Vertex’, ‘Geometry’ or ‘Fragment’
  • originalValue: string: value to replace
  • replaceFirst: boolean that defines if this replacement will be done before (true)
    the default or not (false)
  • replacementValue: string: replacement value
  • replaceAll: boolean: defines if need to replace only the first occurrence (false)
    or all of them (true)
Remove one specific shader replacement
const shaderReplacement = mapperSpecificProp.['OpenGL']['ShaderReplacements'];
let indexToRemove = -1;

for (let i = 0; i < shaderReplacements.length; i++) {
if (shaderReplacement[i].shaderType === _shaderType &&
shaderReplacement[i].originalValue === _originalValue &&
shaderReplacement[i].replaceFirst === _replaceFirst) {
indexToRemove = i;
break;
}
}
if (indexToRemove > -1) {
shaderReplacement.splice(indexToRemove, 1);
}
Examples
  • Add ‘addShaderReplacement’ function

    mapperSpecificProp['addShaderReplacement'] =
    (_shaderType, _originalValue, _replaceFirst, _replacementValue, _replaceAll) => {
    mapperSpecificProp['OpenGL']['ShaderReplacements'].push({
    shaderType: _shaderType,
    originalValue: _originalValue,
    replaceFirst: _replaceFirst,
    replacementValue: _replacementValue,
    replaceAll: _replaceAll,
    });
    };

    // To use it
    mapperSpecificProp.addShaderReplacement(shaderType, originalValue,
    replaceFirst, replacementValue, replaceAll);
  • Add ‘clearShaderReplacement’ function

    mapperSpecificProp['clearShaderReplacement'] =
    (_shaderType, _originalValue, _replaceFirst) => {
    const shaderReplacement = mapperSpecificProp['OpenGL']['ShaderReplacements'];
    let indexToRemove = -1;

    for (let i = 0; i < shaderReplacement.length; i++) {
    if (shaderReplacement[i].shaderType === _shaderType &&
    shaderReplacement[i].originalValue === _originalValue &&
    shaderReplacement[i].replaceFirst === _replaceFirst) {
    indexToRemove = i;
    break;
    }
    }
    if (indexToRemove > -1) {
    shaderReplacement.splice(indexToRemove, 1);
    }
    };

    // To use it
    mapperSpecificProp.clearShaderReplacement(shaderType, originalValue, replaceFirst);

VertexShaderCode - FragmentShaderCode - GeometryShaderCode

Change shader code
mapperSpecificProp['OpenGL']['VertexShaderCode'] = 'MyNewVertexShaderCode';
mapperSpecificProp['OpenGL']['FragmentShaderCode'] = 'MyNewFragmentShaderCode';
mapperSpecificProp['OpenGL']['GeometryShaderCode'] = 'MyNewGeometryShaderCode';

CallBack:

You may want to update some shader code by using callback :

const mapperSpecificProp = mapper.getViewSpecificProperties();
mapperSpecificProp.ShaderCallbacks = [];
mapperSpecificProp.ShaderCallbacks.push({
userData: ...,
callback: function(userData, cellBO, ren, actor) {
const program = cellBO.getProgram();
program.setUniformi(...);
}
});

Defined ‘userData’ will be the first parameters which will be passed to the callback.
These callbacks will be executed when updateShaders() of OpenGLPolyDataMapper is called.

Source

index.js
// import { mat3, mat4, vec3 } from 'gl-matrix';
import { mat4 } from 'gl-matrix';

import * as macro from 'vtk.js/Sources/macros';
import vtkHelper from 'vtk.js/Sources/Rendering/OpenGL/Helper';
import vtkMapper2D from 'vtk.js/Sources/Rendering/Core/Mapper2D';
import vtkPoints from 'vtk.js/Sources/Common/Core/Points';
import vtkPolyData2DFS from 'vtk.js/Sources/Rendering/OpenGL/glsl/vtkPolyData2DFS.glsl';
import vtkPolyData2DVS from 'vtk.js/Sources/Rendering/OpenGL/glsl/vtkPolyData2DVS.glsl';
import vtkReplacementShaderMapper from 'vtk.js/Sources/Rendering/OpenGL/ReplacementShaderMapper';
import vtkShaderProgram from 'vtk.js/Sources/Rendering/OpenGL/ShaderProgram';
import vtkViewNode from 'vtk.js/Sources/Rendering/SceneGraph/ViewNode';

import { round } from 'vtk.js/Sources/Common/Core/Math';

import { DisplayLocation } from 'vtk.js/Sources/Rendering/Core/Property2D/Constants';

import { registerOverride } from 'vtk.js/Sources/Rendering/OpenGL/ViewNodeFactory';

const { primTypes } = vtkHelper;
const { ScalarMode } = vtkMapper2D;
const { vtkErrorMacro } = macro;
const StartEvent = { type: 'StartEvent' };
const EndEvent = { type: 'EndEvent' };

// ----------------------------------------------------------------------------
// vtkOpenGLPolyDataMapper2D methods
// ----------------------------------------------------------------------------

function vtkOpenGLPolyDataMapper2D(publicAPI, model) {
// Set our className
model.classHierarchy.push('vtkOpenGLPolyDataMapper2D');

publicAPI.buildPass = (prepass) => {
if (prepass) {
model.openGLActor2D =
publicAPI.getFirstAncestorOfType('vtkOpenGLActor2D');
model._openGLRenderer =
model.openGLActor2D.getFirstAncestorOfType('vtkOpenGLRenderer');
model._openGLRenderWindow = model._openGLRenderer.getParent();
model.openGLCamera = model._openGLRenderer.getViewNodeFor(
model._openGLRenderer.getRenderable().getActiveCamera()
);
}
};

publicAPI.overlayPass = (prepass) => {
if (prepass) {
publicAPI.render();
}
};

publicAPI.getShaderTemplate = (shaders, ren, actor) => {
shaders.Vertex = vtkPolyData2DVS;
shaders.Fragment = vtkPolyData2DFS;
shaders.Geometry = '';
};

publicAPI.render = () => {
const ctx = model._openGLRenderWindow.getContext();
if (model.context !== ctx) {
model.context = ctx;
for (let i = primTypes.Start; i < primTypes.End; i++) {
model.primitives[i].setOpenGLRenderWindow(model._openGLRenderWindow);
}
}
const actor = model.openGLActor2D.getRenderable();
const ren = model._openGLRenderer.getRenderable();
publicAPI.renderPiece(ren, actor);
};

publicAPI.renderPiece = (ren, actor) => {
publicAPI.invokeEvent(StartEvent);
if (!model.renderable.getStatic()) {
model.renderable.update();
}
model.currentInput = model.renderable.getInputData();
publicAPI.invokeEvent(EndEvent);

if (!model.currentInput) {
vtkErrorMacro('No input!');
return;
}

// if there are no points then we are done
if (
!model.currentInput.getPoints ||
!model.currentInput.getPoints().getNumberOfValues()
) {
return;
}
publicAPI.renderPieceStart(ren, actor);
publicAPI.renderPieceDraw(ren, actor);
publicAPI.renderPieceFinish(ren, actor);
};

publicAPI.renderPieceStart = (ren, actor) => {
model.primitiveIDOffset = 0;

if (model._openGLRenderer.getSelector()) {
switch (model._openGLRenderer.getSelector().getCurrentPass()) {
default:
model._openGLRenderer.getSelector().renderProp(actor);
}
}
// make sure the BOs are up to date
publicAPI.updateBufferObjects(ren, actor);

// Bind the OpenGL, this is shared between the different primitive/cell types.
model.lastBoundBO = null;
};

publicAPI.getNeedToRebuildShaders = (cellBO, ren, actor) => {
// has something changed that would require us to recreate the shader?
// candidates are
// property modified (representation interpolation and lighting)
// input modified
// light complexity changed
if (
cellBO.getShaderSourceTime().getMTime() < model.renderable.getMTime() ||
cellBO.getShaderSourceTime().getMTime() < model.currentInput.getMTime()
) {
return true;
}

return false;
};

publicAPI.updateBufferObjects = (ren, actor) => {
// Rebuild buffers if needed
if (publicAPI.getNeedToRebuildBufferObjects(ren, actor)) {
publicAPI.buildBufferObjects(ren, actor);
}
};

publicAPI.getNeedToRebuildBufferObjects = (ren, actor) => {
// first do a coarse check
// Note that the actor's mtime includes it's properties mtime
const vmtime = model.VBOBuildTime.getMTime();
if (
vmtime < publicAPI.getMTime() ||
vmtime < model._openGLRenderWindow.getMTime() ||
vmtime < model.renderable.getMTime() ||
vmtime < actor.getMTime() ||
vmtime < model.currentInput.getMTime() ||
(model.renderable.getTransformCoordinate() && vmtime < ren.getMTime())
) {
return true;
}
return false;
};

publicAPI.buildBufferObjects = (ren, actor) => {
const poly = model.currentInput;

if (poly === null) {
return;
}

model.renderable.mapScalars(poly, actor.getProperty().getOpacity());
const c = model.renderable.getColorMapColors();

model.haveCellScalars = false;
const scalarMode = model.renderable.getScalarMode();
if (model.renderable.getScalarVisibility()) {
// We must figure out how the scalars should be mapped to the polydata.
if (
(scalarMode === ScalarMode.USE_CELL_DATA ||
scalarMode === ScalarMode.USE_CELL_FIELD_DATA ||
scalarMode === ScalarMode.USE_FIELD_DATA ||
!poly.getPointData().getScalars()) &&
scalarMode !== ScalarMode.USE_POINT_FIELD_DATA &&
c
) {
model.haveCellScalars = true;
}
}

const representation = actor.getProperty().getRepresentation();

let tcoords = poly.getPointData().getTCoords();
if (!model.openGLActor2D.getActiveTextures()) {
tcoords = null;
}

const transformCoordinate = model.renderable.getTransformCoordinate();

const view = ren.getRenderWindow().getViews()[0];
const vsize = view.getViewportSize(ren);
const toString =
`${poly.getMTime()}A${representation}B${poly.getMTime()}` +
`C${c ? c.getMTime() : 1}` +
`D${tcoords ? tcoords.getMTime() : 1}` +
`E${transformCoordinate ? ren.getMTime() : 1}` +
`F${vsize}`;
if (model.VBOBuildString !== toString) {
// Build the VBOs
let points = poly.getPoints();
if (transformCoordinate) {
const p = vtkPoints.newInstance();
const numPts = points.getNumberOfPoints();
p.setNumberOfPoints(numPts);
const point = [];
for (let i = 0; i < numPts; ++i) {
points.getPoint(i, point);
transformCoordinate.setValue(point);
const v = transformCoordinate.getComputedDoubleViewportValue(ren);
p.setPoint(i, v[0], v[1], 0.0);
}
points = p;
}
const options = {
points,
tcoords,
colors: c,
cellOffset: 0,
haveCellScalars: model.haveCellSCalars,
customAttributes: model.renderable
.getCustomShaderAttributes()
.map((arrayName) => poly.getPointData().getArrayByName(arrayName)),
};
options.cellOffset += model.primitives[primTypes.Points]
.getCABO()
.createVBO(poly.getVerts(), 'verts', representation, options);
options.cellOffset += model.primitives[primTypes.Lines]
.getCABO()
.createVBO(poly.getLines(), 'lines', representation, options);
options.cellOffset += model.primitives[primTypes.Tris]
.getCABO()
.createVBO(poly.getPolys(), 'polys', representation, options);
options.cellOffset += model.primitives[primTypes.TriStrips]
.getCABO()
.createVBO(poly.getStrips(), 'strips', representation, options);

model.VBOBuildTime.modified();
model.VBOBuildString = toString;
}
};

publicAPI.renderPieceDraw = (ren, actor) => {
const representation = actor.getProperty().getRepresentation();
const gl = model.context;
gl.depthMask(true);

// for every primitive type
for (let i = primTypes.Start; i < primTypes.End; i++) {
// if there are entries
const cabo = model.primitives[i].getCABO();
if (cabo.getElementCount()) {
model.lastBoundBO = model.primitives[i];
model.primitiveIDOffset += model.primitives[i].drawArrays(
ren,
actor,
representation,
publicAPI
);
}
}
};

publicAPI.renderPieceFinish = (ren, actor) => {
if (model.lastBoundBO) {
model.lastBoundBO.getVAO().release();
}
};

publicAPI.replaceShaderValues = (shaders, ren, actor) => {
publicAPI.replaceShaderColor(shaders, ren, actor);
publicAPI.replaceShaderTCoord(shaders, ren, actor);
publicAPI.replaceShaderPicking(shaders, ren, actor);
publicAPI.replaceShaderPositionVC(shaders, ren, actor);
};

publicAPI.replaceShaderColor = (shaders, ren, actor) => {
let VSSource = shaders.Vertex;
let GSSource = shaders.Geometry;
let FSSource = shaders.Fragment;
if (model.haveCellScalars) {
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Color::Dec', [
'uniform samplerBuffer texture1;',
]).result;
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Color::Impl', [
'gl_FragData[0] = texelFetchBuffer(texture1, gl_PrimitiveID + PrimitiveIDOffset);',
]).result;
}
if (model.lastBoundBO.getCABO().getColorComponents() !== 0) {
VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Color::Dec', [
'in vec4 diffuseColor;',
'out vec4 fcolorVSOutput;',
]).result;
VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Color::Impl', [
'fcolorVSOutput = diffuseColor;',
]).result;
GSSource = vtkShaderProgram.substitute(GSSource, '//VTK::Color::Dec', [
'in vec4 fcolorVSOutput[];\n',
'out vec4 fcolorGSOutput;',
]).result;
GSSource = vtkShaderProgram.substitute(GSSource, '//VTK::Color::Impl', [
'fcolorGSOutput = fcolorVSOutput[i];',
]).result;
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Color::Dec', [
'in vec4 fcolorVSOutput;',
]).result;
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Color::Impl', [
'gl_FragData[0] = fcolorVSOutput;',
]).result;
} else {
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Color::Dec', [
'uniform vec4 diffuseColor;',
]).result;
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Color::Impl', [
'gl_FragData[0] = diffuseColor;',
]).result;
}

shaders.Vertex = VSSource;
shaders.Geometry = GSSource;
shaders.Fragment = FSSource;
};

publicAPI.replaceShaderTCoord = (shaders, ren, actor) => {
if (model.lastBoundBO.getCABO().getTCoordOffset()) {
let VSSource = shaders.Vertex;
let GSSource = shaders.Geometry;
let FSSource = shaders.Fragment;

const tcdim = model.lastBoundBO.getCABO().getTCoordComponents();
if (tcdim === 1) {
VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::TCoord::Dec', [
'in float tcoordMC;',
'out float tcoordVCVSOutput;',
]).result;
VSSource = vtkShaderProgram.substitute(
VSSource,
'//VTK::TCoord::Impl',
['tcoordVCVSOutput = tcoordMC;']
).result;
GSSource = vtkShaderProgram.substitute(GSSource, '//VTK::TCoord::Dec', [
'in float tcoordVCVSOutput[];\n',
'out float tcoordVCGSOutput;',
]).result;
GSSource = vtkShaderProgram.substitute(GSSource, [
'//VTK::TCoord::Impl',
'tcoordVCGSOutput = tcoordVCVSOutput[i];',
]).result;
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::TCoord::Dec', [
'in float tcoordVCVSOutput;',
'uniform sampler2D texture1;',
]).result;
FSSource = vtkShaderProgram.substitute(
FSSource,
'//VTK::TCoord::Impl',
[
'gl_FragData[0] = gl_FragData[0]*texture2D(texture1, vec2(tcoordVCVSOutput,0));',
]
).result;
} else if (tcdim === 2) {
VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::TCoord::Dec', [
'in vec2 tcoordMC;',
'out vec2 tcoordVCVSOutput;',
]).result;
VSSource = vtkShaderProgram.substitute(
VSSource,
'//VTK::TCoord::Impl',
['tcoordVCVSOutput = tcoordMC;']
).result;
GSSource = vtkShaderProgram.substitute(GSSource, '//VTK::TCoord::Dec', [
'in vec2 tcoordVCVSOutput[];\n',
'out vec2 tcoordVCGSOutput;',
]).result;
GSSource = vtkShaderProgram.substitute(
GSSource,
'//VTK::TCoord::Impl',
['tcoordVCGSOutput = tcoordVCVSOutput[i];']
).result;
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::TCoord::Dec', [
'in vec2 tcoordVCVSOutput;',
'uniform sampler2D texture1;',
]).result;
FSSource = vtkShaderProgram.substitute(
FSSource,
'//VTK::TCoord::Impl',
[
'gl_FragData[0] = gl_FragData[0]*texture2D(texture1, tcoordVCVSOutput.st);',
]
).result;
}

if (model.haveCellScalars) {
GSSource = vtkShaderProgram.substitute(
GSSource,
'//VTK::PrimID::Impl',
['gl_PrimitiveID = gl_PrimitiveIDIn;']
).result;
}
shaders.Vertex = VSSource;
shaders.Geometry = GSSource;
shaders.Fragment = FSSource;
}
};

publicAPI.replaceShaderPicking = (shaders, ren, actor) => {
let FSSource = shaders.Fragment;
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Picking::Dec', [
'uniform vec3 mapperIndex;',
'uniform int picking;',
]).result;
FSSource = vtkShaderProgram.substitute(
FSSource,
'//VTK::Picking::Impl',
' gl_FragData[0] = picking != 0 ? vec4(mapperIndex,1.0) : gl_FragData[0];'
).result;
shaders.Fragment = FSSource;
};

publicAPI.replaceShaderPositionVC = (shaders, ren, actor) => {
// replace common shader code
model.lastBoundBO.replaceShaderPositionVC(shaders, ren, actor);
};

publicAPI.invokeShaderCallbacks = (cellBO, ren, actor) => {
const listCallbacks =
model.renderable.getViewSpecificProperties().ShadersCallbacks;
if (listCallbacks) {
listCallbacks.forEach((object) => {
object.callback(object.userData, cellBO, ren, actor);
});
}
};

publicAPI.setMapperShaderParameters = (cellBO, ren, actor) => {
// Now to update the VAO too, if necessary.
if (cellBO.getProgram().isUniformUsed('PrimitiveIDOffset')) {
cellBO
.getProgram()
.setUniformi('PrimitiveIDOffset', model.primitiveIDOffset);
}

if (cellBO.getProgram().isAttributeUsed('vertexWC')) {
if (
!cellBO
.getVAO()
.addAttributeArray(
cellBO.getProgram(),
cellBO.getCABO(),
'vertexWC',
cellBO.getCABO().getVertexOffset(),
cellBO.getCABO().getStride(),
model.context.FLOAT,
3,
false
)
) {
vtkErrorMacro('Error setting vertexWC in shader VAO.');
}
}
if (
cellBO.getCABO().getElementCount() &&
(model.VBOBuildTime.getMTime() >
cellBO.getAttributeUpdateTime().getMTime() ||
cellBO.getShaderSourceTime().getMTime() >
cellBO.getAttributeUpdateTime().getMTime())
) {
model.renderable.getCustomShaderAttributes().forEach((attrName, idx) => {
if (cellBO.getProgram().isAttributeUsed(`${attrName}MC`)) {
if (
!cellBO
.getVAO()
.addAttributeArray(
cellBO.getProgram(),
cellBO.getCABO(),
`${attrName}MC`,
cellBO.getCABO().getCustomData()[idx].offset,
cellBO.getCABO().getStride(),
model.context.FLOAT,
cellBO.getCABO().getCustomData()[idx].components,
false
)
) {
vtkErrorMacro(`Error setting ${attrName}MC in shader VAO.`);
}
}
});

if (
cellBO.getProgram().isAttributeUsed('tcoordMC') &&
cellBO.getCABO().getTCoordOffset()
) {
if (
!cellBO
.getVAO()
.addAttributeArray(
cellBO.getProgram(),
cellBO.getCABO(),
'tcoordMC',
cellBO.getCABO().getTCoordOffset(),
cellBO.getCABO().getStride(),
model.context.FLOAT,
cellBO.getCABO().getTCoordComponents(),
false
)
) {
vtkErrorMacro('Error setting tcoordMC in shader VAO.');
}
} else {
cellBO.getVAO().removeAttributeArray('tcoordMC');
}
if (
model.internalColorTexture &&
cellBO.getProgram().isUniformUsed('texture1')
) {
cellBO
.getProgram()
.setUniformi('texture1', model.internalColorTexture.getTextureUnit());
}
const tus = model.openGLActor2D.getActiveTextures();
if (tus) {
for (let index = 0; index < tus.length; ++index) {
const tex = tus[index];
const texUnit = tex.getTextureUnit();
const tname = `texture${texUnit + 1}`;
if (cellBO.getProgram().isUniformUsed(tname)) {
cellBO.getProgram().setUniformi(tname, texUnit);
}
}
}

// handle wide lines
cellBO.setMapperShaderParameters(
ren,
actor,
model._openGLRenderer.getTiledSizeAndOrigin()
);

const selector = model._openGLRenderer.getSelector();
cellBO
.getProgram()
.setUniform3fArray(
'mapperIndex',
selector ? selector.getPropColorValue() : [0.0, 0.0, 0.0]
);
cellBO
.getProgram()
.setUniformi('picking', selector ? selector.getCurrentPass() + 1 : 0);
}
};

publicAPI.setPropertyShaderParameters = (cellBO, ren, actor) => {
const c = model.renderable.getColorMapColors();
if (!c || c.getNumberOfComponents() === 0) {
const program = cellBO.getProgram();
const ppty = actor.getProperty();
const opacity = ppty.getOpacity();
const dColor = ppty.getColor();
const diffuseColor = [dColor[0], dColor[1], dColor[2], opacity];
program.setUniform4f('diffuseColor', diffuseColor);
}
};

publicAPI.setLightingShaderParameters = (cellBO, ren, actor) => {
// no-op
};

function safeMatrixMultiply(matrixArray, matrixType, tmpMat) {
matrixType.identity(tmpMat);
return matrixArray.reduce((res, matrix, index) => {
if (index === 0) {
return matrix ? matrixType.copy(res, matrix) : matrixType.identity(res);
}
return matrix ? matrixType.multiply(res, res, matrix) : res;
}, tmpMat);
}

publicAPI.setCameraShaderParameters = (cellBO, ren, actor) => {
const program = cellBO.getProgram();

const shiftScaleEnabled = cellBO.getCABO().getCoordShiftAndScaleEnabled();
const inverseShiftScaleMatrix = shiftScaleEnabled
? cellBO.getCABO().getInverseShiftAndScaleMatrix()
: null;

// Get the position of the actor
const view = ren.getRenderWindow().getViews()[0];
const size = view.getViewportSize(ren);
const vport = ren.getViewport();
const actorPos = actor
.getActualPositionCoordinate()
.getComputedDoubleViewportValue(ren);

// Get the window info
// Assume tile viewport is 0 1 based on vtkOpenGLRenderer
const tileViewport = [0.0, 0.0, 1.0, 1.0];
const visVP = [0.0, 0.0, 1.0, 1.0];
visVP[0] = vport[0] >= tileViewport[0] ? vport[0] : tileViewport[0];
visVP[1] = vport[1] >= tileViewport[1] ? vport[1] : tileViewport[1];
visVP[2] = vport[2] <= tileViewport[2] ? vport[2] : tileViewport[2];
visVP[3] = vport[3] <= tileViewport[3] ? vport[3] : tileViewport[3];
if (visVP[0] >= visVP[2]) {
return;
}
if (visVP[1] >= visVP[3]) {
return;
}
size[0] = round((size[0] * (visVP[2] - visVP[0])) / (vport[2] - vport[0]));
size[1] = round((size[1] * (visVP[3] - visVP[1])) / (vport[3] - vport[1]));

const winSize = model._openGLRenderer.getParent().getSize();

const xoff = round(actorPos[0] - (visVP[0] - vport[0]) * winSize[0]);
const yoff = round(actorPos[1] - (visVP[1] - vport[1]) * winSize[1]);

// set ortho projection
const left = -xoff;
let right = -xoff + size[0];
const bottom = -yoff;
let top = -yoff + size[1];

// it's an error to call glOrtho with
// either left==right or top==bottom
if (left === right) {
right = left + 1.0;
}
if (bottom === top) {
top = bottom + 1.0;
}

// compute the combined ModelView matrix and send it down to save time in the shader
const tmpMat4 = mat4.identity(new Float64Array(16));
tmpMat4[0] = 2.0 / (right - left);
tmpMat4[1 * 4 + 1] = 2.0 / (top - bottom);
tmpMat4[0 * 4 + 3] = (-1.0 * (right + left)) / (right - left);
tmpMat4[1 * 4 + 3] = (-1.0 * (top + bottom)) / (top - bottom);
tmpMat4[2 * 4 + 2] = 0.0;
tmpMat4[2 * 4 + 3] =
actor.getProperty().getDisplayLocation() === DisplayLocation.FOREGROUND
? -1.0
: 1.0;
tmpMat4[3 * 4 + 3] = 1.0;
mat4.transpose(tmpMat4, tmpMat4);
program.setUniformMatrix(
'WCVCMatrix',
safeMatrixMultiply(
[tmpMat4, inverseShiftScaleMatrix],
mat4,
model.tmpMat4
)
);
};

publicAPI.getAllocatedGPUMemoryInBytes = () => {
let memUsed = 0;
model.primitives.forEach((prim) => {
memUsed += prim.getAllocatedGPUMemoryInBytes();
});
// Return in MB
return memUsed;
};
}

// ----------------------------------------------------------------------------
// Object factory
// ----------------------------------------------------------------------------

const DEFAULT_VALUES = {
context: null,
VBOBuildTime: 0,
VBOBuildString: null,
primitives: null,
primTypes: null,
shaderRebuildString: null,
};

// ----------------------------------------------------------------------------

export function extend(publicAPI, model, initialValues = {}) {
Object.assign(model, DEFAULT_VALUES, initialValues);

// Inheritance
vtkViewNode.extend(publicAPI, model, initialValues);
vtkReplacementShaderMapper.implementReplaceShaderCoincidentOffset(
publicAPI,
model,
initialValues
);
vtkReplacementShaderMapper.implementBuildShadersWithReplacements(
publicAPI,
model,
initialValues
);

model.primitives = [];
model.primTypes = primTypes;

model.tmpMat4 = mat4.identity(new Float64Array(16));

for (let i = primTypes.Start; i < primTypes.End; i++) {
model.primitives[i] = vtkHelper.newInstance();
model.primitives[i].setPrimitiveType(i);
model.primitives[i].set(
{ lastLightComplexity: 0, lastLightCount: 0, lastSelectionPass: false },
true
);
}

// Build VTK API
macro.setGet(publicAPI, model, ['context']);

model.VBOBuildTime = {};
macro.obj(model.VBOBuildTime, { mtime: 0 });

// Object methods
vtkOpenGLPolyDataMapper2D(publicAPI, model);
}

// ----------------------------------------------------------------------------

export const newInstance = macro.newInstance(
extend,
'vtkOpenGLPolyDataMapper2D'
);

// ----------------------------------------------------------------------------

export default { newInstance, extend };

// Register ourself to OpenGL backend if imported
registerOverride('vtkMapper2D', newInstance);