Glyph3DMapper

Source

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

import * as macro from 'vtk.js/Sources/macros';

import vtkBufferObject from 'vtk.js/Sources/Rendering/OpenGL/BufferObject';
import vtkHardwareSelector from 'vtk.js/Sources/Rendering/OpenGL/HardwareSelector';
import vtkProperty from 'vtk.js/Sources/Rendering/Core/Property';
import vtkOpenGLPolyDataMapper from 'vtk.js/Sources/Rendering/OpenGL/PolyDataMapper';
import vtkShaderProgram from 'vtk.js/Sources/Rendering/OpenGL/ShaderProgram';

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

const { vtkErrorMacro } = macro;
const { Representation } = vtkProperty;
const { ObjectType } = vtkBufferObject;
const { PassTypes } = vtkHardwareSelector;

const StartEvent = { type: 'StartEvent' };
const EndEvent = { type: 'EndEvent' };

// ----------------------------------------------------------------------------
// vtkOpenGLSphereMapper methods
// ----------------------------------------------------------------------------

function vtkOpenGLGlyph3DMapper(publicAPI, model) {
// Set our className
model.classHierarchy.push('vtkOpenGLGlyph3DMapper');

// Capture 'parentClass' api for internal use
const superClass = { ...publicAPI };

publicAPI.renderPiece = (ren, actor) => {
publicAPI.invokeEvent(StartEvent);
if (!model.renderable.getStatic()) {
model.renderable.update();
}
model.currentInput = model.renderable.getInputData(1);
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;
}

// apply faceCulling
const gl = model.context;
if (model._openGLRenderWindow.getWebgl2()) {
model.hardwareSupport = true;
model.extension = null;
} else if (!model.extension) {
model.extension = model.context.getExtension('ANGLE_instanced_arrays');
model.hardwareSupport = !!model.extension;
}
// to test without extension support uncomment the next two lines
// model.extension = null;
// model.hardwareSupport = !!model.extension;

const backfaceCulling = actor.getProperty().getBackfaceCulling();
const frontfaceCulling = actor.getProperty().getFrontfaceCulling();
if (!backfaceCulling && !frontfaceCulling) {
model._openGLRenderWindow.disableCullFace();
} else if (frontfaceCulling) {
model._openGLRenderWindow.enableCullFace();
gl.cullFace(gl.FRONT);
} else {
model._openGLRenderWindow.enableCullFace();
gl.cullFace(gl.BACK);
}

publicAPI.renderPieceStart(ren, actor);
publicAPI.renderPieceDraw(ren, actor);
publicAPI.renderPieceFinish(ren, actor);
};

publicAPI.multiply4x4WithOffset = (out, a, b, off) => {
const a00 = a[0];
const a01 = a[1];
const a02 = a[2];
const a03 = a[3];
const a10 = a[4];
const a11 = a[5];
const a12 = a[6];
const a13 = a[7];
const a20 = a[8];
const a21 = a[9];
const a22 = a[10];
const a23 = a[11];
const a30 = a[12];
const a31 = a[13];
const a32 = a[14];
const a33 = a[15];

// Cache only the current line of the second matrix
let b0 = b[off];
let b1 = b[off + 1];
let b2 = b[off + 2];
let b3 = b[off + 3];
out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;

b0 = b[off + 4];
b1 = b[off + 5];
b2 = b[off + 6];
b3 = b[off + 7];
out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;

b0 = b[off + 8];
b1 = b[off + 9];
b2 = b[off + 10];
b3 = b[off + 11];
out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;

b0 = b[off + 12];
b1 = b[off + 13];
b2 = b[off + 14];
b3 = b[off + 15];
out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
};

publicAPI.replaceShaderNormal = (shaders, ren, actor) => {
if (model.hardwareSupport) {
const lastLightComplexity = model.lastBoundBO.getReferenceByName(
'lastLightComplexity'
);

if (lastLightComplexity > 0) {
let VSSource = shaders.Vertex;

if (model.lastBoundBO.getCABO().getNormalOffset()) {
VSSource = vtkShaderProgram.substitute(
VSSource,
'//VTK::Normal::Dec',
[
'attribute vec3 normalMC;',
'attribute mat3 gNormal;',
'uniform mat3 normalMatrix;',
'varying vec3 normalVCVSOutput;',
]
).result;
VSSource = vtkShaderProgram.substitute(
VSSource,
'//VTK::Normal::Impl',
['normalVCVSOutput = normalMatrix * gNormal * normalMC;']
).result;
}
shaders.Vertex = VSSource;
}
}
superClass.replaceShaderNormal(shaders, ren, actor);
};

publicAPI.replaceShaderColor = (shaders, ren, actor) => {
if (model.hardwareSupport && model.renderable.getColorArray()) {
let VSSource = shaders.Vertex;
let GSSource = shaders.Geometry;
let FSSource = shaders.Fragment;

const lastLightComplexity = model.lastBoundBO.getReferenceByName(
'lastLightComplexity'
);

// create the material/color property declarations, and VS implementation
// these are always defined
let colorDec = [
'uniform float ambient;',
'uniform float diffuse;',
'uniform float specular;',
'uniform float opacityUniform; // the fragment opacity',
];
// add more for specular
if (lastLightComplexity) {
colorDec = colorDec.concat([
'uniform vec3 specularColorUniform;',
'uniform float specularPowerUniform;',
]);
}

// now handle the more complex fragment shader implementation
// the following are always defined variables. We start
// by assigning a default value from the uniform
let colorImpl = [
'vec3 ambientColor;',
' vec3 diffuseColor;',
' float opacity;',
];
if (lastLightComplexity) {
colorImpl = colorImpl.concat([
' vec3 specularColor;',
' float specularPower;',
]);
}
colorImpl = colorImpl.concat([' opacity = opacityUniform;']);
if (lastLightComplexity) {
colorImpl = colorImpl.concat([
' specularColor = specularColorUniform;',
' specularPower = specularPowerUniform;',
]);
}

if (!model.drawingEdges) {
colorDec = colorDec.concat(['varying vec4 vertexColorVSOutput;']);
VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Color::Dec', [
'attribute vec4 gColor;',
'varying vec4 vertexColorVSOutput;',
]).result;
VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Color::Impl', [
'vertexColorVSOutput = gColor;',
]).result;
GSSource = vtkShaderProgram.substitute(GSSource, '//VTK::Color::Dec', [
'in vec4 vertexColorVSOutput[];',
'out vec4 vertexColorGSOutput;',
]).result;
GSSource = vtkShaderProgram.substitute(GSSource, '//VTK::Color::Impl', [
'vertexColorGSOutput = vertexColorVSOutput[i];',
]).result;

colorImpl = colorImpl.concat([
' diffuseColor = vertexColorVSOutput.rgb;',
' ambientColor = vertexColorVSOutput.rgb;',
' opacity = opacity*vertexColorVSOutput.a;',
]);
}

FSSource = vtkShaderProgram.substitute(
FSSource,
'//VTK::Color::Impl',
colorImpl
).result;

FSSource = vtkShaderProgram.substitute(
FSSource,
'//VTK::Color::Dec',
colorDec
).result;

shaders.Vertex = VSSource;
shaders.Geometry = GSSource;
shaders.Fragment = FSSource;
}
superClass.replaceShaderColor(shaders, ren, actor);
};

publicAPI.replaceShaderPositionVC = (shaders, ren, actor) => {
if (model.hardwareSupport) {
let VSSource = shaders.Vertex;

// do we need the vertex in the shader in View Coordinates
const lastLightComplexity = model.lastBoundBO.getReferenceByName(
'lastLightComplexity'
);
if (lastLightComplexity > 0) {
VSSource = vtkShaderProgram.substitute(
VSSource,
'//VTK::PositionVC::Impl',
[
'vec4 gVertexMC = gMatrix * vertexMC;',
'vertexVCVSOutput = MCVCMatrix * gVertexMC;',
' gl_Position = MCPCMatrix * gVertexMC;',
]
).result;
VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Camera::Dec', [
'attribute mat4 gMatrix;',
'uniform mat4 MCPCMatrix;',
'uniform mat4 MCVCMatrix;',
]).result;
} else {
VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Camera::Dec', [
'attribute mat4 gMatrix;',
'uniform mat4 MCPCMatrix;',
]).result;
VSSource = vtkShaderProgram.substitute(
VSSource,
'//VTK::PositionVC::Impl',
[
'vec4 gVertexMC = gMatrix * vertexMC;',
' gl_Position = MCPCMatrix * gVertexMC;',
]
).result;
}
shaders.Vertex = VSSource;
}
superClass.replaceShaderPositionVC(shaders, ren, actor);
};

publicAPI.replaceShaderPicking = (shaders, ren, actor) => {
if (model.hardwareSupport) {
let FSSource = shaders.Fragment;
let VSSource = shaders.Vertex;
VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Picking::Dec', [
'attribute vec3 mapperIndexVS;',
'varying vec3 mapperIndexVSOutput;',
]).result;
VSSource = vtkShaderProgram.substitute(
VSSource,
'//VTK::Picking::Impl',
' mapperIndexVSOutput = mapperIndexVS;'
).result;
shaders.Vertex = VSSource;
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Picking::Dec', [
'varying vec3 mapperIndexVSOutput;',
'uniform vec3 mapperIndex;',
'uniform int picking;',
]).result;
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Picking::Impl', [
' vec4 pickColor = picking == 2 ? vec4(mapperIndexVSOutput,1.0) : vec4(mapperIndex,1.0);',
' gl_FragData[0] = picking != 0 ? pickColor : gl_FragData[0];',
]).result;
shaders.Fragment = FSSource;
} else {
superClass.replaceShaderPicking(shaders, ren, actor);
}
};

publicAPI.updateGlyphShaderParameters = (
normalMatrixUsed,
mcvcMatrixUsed,
cellBO,
carray,
garray,
narray,
p,
selector
) => {
const program = cellBO.getProgram();

if (normalMatrixUsed) {
const a = model.normalMatrix;
const b = narray;
const ofs = p * 9;
const out = model.tmpMat3;

const a00 = a[0];
const a01 = a[1];
const a02 = a[2];
const a10 = a[3];
const a11 = a[4];
const a12 = a[5];
const a20 = a[6];
const a21 = a[7];
const a22 = a[8];

const b00 = b[ofs];
const b01 = b[ofs + 1];
const b02 = b[ofs + 2];
const b10 = b[ofs + 3];
const b11 = b[ofs + 4];
const b12 = b[ofs + 5];
const b20 = b[ofs + 6];
const b21 = b[ofs + 7];
const b22 = b[ofs + 8];

out[0] = b00 * a00 + b01 * a10 + b02 * a20;
out[1] = b00 * a01 + b01 * a11 + b02 * a21;
out[2] = b00 * a02 + b01 * a12 + b02 * a22;

out[3] = b10 * a00 + b11 * a10 + b12 * a20;
out[4] = b10 * a01 + b11 * a11 + b12 * a21;
out[5] = b10 * a02 + b11 * a12 + b12 * a22;

out[6] = b20 * a00 + b21 * a10 + b22 * a20;
out[7] = b20 * a01 + b21 * a11 + b22 * a21;
out[8] = b20 * a02 + b21 * a12 + b22 * a22;

program.setUniformMatrix3x3('normalMatrix', model.tmpMat3);
}
publicAPI.multiply4x4WithOffset(
model.tmpMat4,
model.mcpcMatrix,
garray,
p * 16
);
program.setUniformMatrix('MCPCMatrix', model.tmpMat4);
if (mcvcMatrixUsed) {
publicAPI.multiply4x4WithOffset(
model.tmpMat4,
model.mcvcMatrix,
garray,
p * 16
);
program.setUniformMatrix('MCVCMatrix', model.tmpMat4);
}

// set color
if (carray) {
const cdata = carray.getData();
model.tmpColor[0] = cdata[p * 4] / 255.0;
model.tmpColor[1] = cdata[p * 4 + 1] / 255.0;
model.tmpColor[2] = cdata[p * 4 + 2] / 255.0;
program.setUniform3fArray('ambientColorUniform', model.tmpColor);
program.setUniform3fArray('diffuseColorUniform', model.tmpColor);
}

if (selector) {
program.setUniform3fArray('mapperIndex', selector.getPropColorValue());
}
};

publicAPI.renderPieceDraw = (ren, actor) => {
const representation = actor.getProperty().getRepresentation();

const gl = model.context;

const drawSurfaceWithEdges =
actor.getProperty().getEdgeVisibility() &&
representation === Representation.SURFACE;

// [WMVP]C == {world, model, view, projection} coordinates
// E.g., WCPC == world to projection coordinate transformation
const keyMats = model.openGLCamera.getKeyMatrices(ren);
const actMats = model.openGLActor.getKeyMatrices();

// precompute the actor+camera mats once
mat3.multiply(
model.normalMatrix,
keyMats.normalMatrix,
actMats.normalMatrix
);
mat4.multiply(model.mcpcMatrix, keyMats.wcpc, actMats.mcwc);
mat4.multiply(model.mcvcMatrix, keyMats.wcvc, actMats.mcwc);

const garray = model.renderable.getMatrixArray();
const narray = model.renderable.getNormalArray();
const carray = model.renderable.getColorArray();
const numPts = garray.length / 16;

let compositePass = false;
if (model._openGLRenderer.getSelector()) {
if (
model._openGLRenderer.getSelector().getCurrentPass() ===
PassTypes.COMPOSITE_INDEX_PASS
) {
compositePass = true;
}
}

// for every primitive type
for (let i = model.primTypes.Start; i < model.primTypes.End; i++) {
// if there are entries
const cabo = model.primitives[i].getCABO();
if (cabo.getElementCount()) {
// are we drawing edges
model.drawingEdges =
drawSurfaceWithEdges &&
(i === model.primTypes.TrisEdges ||
i === model.primTypes.TriStripsEdges);
model.lastBoundBO = model.primitives[i];
model.primitives[i].updateShaders(ren, actor, publicAPI);
const program = model.primitives[i].getProgram();

const mode = model.primitives[i].getOpenGLMode(representation);
const normalMatrixUsed = program.isUniformUsed('normalMatrix');
const mcvcMatrixUsed = program.isUniformUsed('MCVCMatrix');

if (model.hardwareSupport) {
if (model.extension) {
model.extension.drawArraysInstancedANGLE(
mode,
0,
cabo.getElementCount(),
numPts
);
} else {
gl.drawArraysInstanced(mode, 0, cabo.getElementCount(), numPts);
}
} else {
// draw the array multiple times with different cam matrix
for (let p = 0; p < numPts; ++p) {
if (compositePass) {
model._openGLRenderer.getSelector().renderCompositeIndex(p);
}
publicAPI.updateGlyphShaderParameters(
normalMatrixUsed,
mcvcMatrixUsed,
model.primitives[i],
carray,
garray,
narray,
p,
compositePass ? model._openGLRenderer.getSelector() : null
);
gl.drawArrays(mode, 0, cabo.getElementCount());
}
}
}
}
};

publicAPI.setMapperShaderParameters = (cellBO, ren, actor) => {
if (
cellBO.getCABO().getElementCount() &&
(model.glyphBOBuildTime.getMTime() >
cellBO.getAttributeUpdateTime().getMTime() ||
cellBO.getShaderSourceTime().getMTime() >
cellBO.getAttributeUpdateTime().getMTime())
) {
if (cellBO.getProgram().isAttributeUsed('gMatrix')) {
if (
!cellBO
.getVAO()
.addAttributeMatrixWithDivisor(
cellBO.getProgram(),
model.matrixBuffer,
'gMatrix',
0,
64,
model.context.FLOAT,
4,
false,
1
)
) {
vtkErrorMacro('Error setting gMatrix in shader VAO.');
}
} else {
cellBO.getVAO().removeAttributeArray('gMatrix');
}
if (cellBO.getProgram().isAttributeUsed('gNormal')) {
if (
!cellBO
.getVAO()
.addAttributeMatrixWithDivisor(
cellBO.getProgram(),
model.normalBuffer,
'gNormal',
0,
36,
model.context.FLOAT,
3,
false,
1
)
) {
vtkErrorMacro('Error setting gNormal in shader VAO.');
}
} else {
cellBO.getVAO().removeAttributeArray('gNormal');
}
if (cellBO.getProgram().isAttributeUsed('gColor')) {
if (
!cellBO
.getVAO()
.addAttributeArrayWithDivisor(
cellBO.getProgram(),
model.colorBuffer,
'gColor',
0,
4,
model.context.UNSIGNED_BYTE,
4,
true,
1,
false
)
) {
vtkErrorMacro('Error setting gColor in shader VAO.');
}
} else {
cellBO.getVAO().removeAttributeArray('gColor');
}
if (cellBO.getProgram().isAttributeUsed('mapperIndexVS')) {
if (
!cellBO
.getVAO()
.addAttributeArrayWithDivisor(
cellBO.getProgram(),
model.pickBuffer,
'mapperIndexVS',
0,
4,
model.context.UNSIGNED_BYTE,
4,
true,
1,
false
)
) {
vtkErrorMacro('Error setting mapperIndexVS in shader VAO.');
}
} else {
cellBO.getVAO().removeAttributeArray('mapperIndexVS');
}
superClass.setMapperShaderParameters(cellBO, ren, actor);
cellBO.getAttributeUpdateTime().modified();
return;
}

superClass.setMapperShaderParameters(cellBO, ren, actor);
};

publicAPI.getNeedToRebuildBufferObjects = (ren, actor) => {
model.renderable.buildArrays();

// first do a coarse check
// Note that the actor's mtime includes it's properties mtime
const vmtime = model.VBOBuildTime.getMTime();
if (vmtime < model.renderable.getBuildTime().getMTime()) {
return true;
}
return superClass.getNeedToRebuildBufferObjects(ren, actor);
};

publicAPI.getNeedToRebuildShaders = (cellBO, ren, actor) => {
if (
superClass.getNeedToRebuildShaders(cellBO, ren, actor) ||
cellBO.getShaderSourceTime().getMTime() < model.renderable.getMTime() ||
cellBO.getShaderSourceTime().getMTime() < model.currentInput.getMTime()
) {
return true;
}
return false;
};

publicAPI.buildBufferObjects = (ren, actor) => {
if (model.hardwareSupport) {
// update the buffer objects if needed
const garray = model.renderable.getMatrixArray();
const narray = model.renderable.getNormalArray();
const carray = model.renderable.getColorArray();
if (!model.matrixBuffer) {
model.matrixBuffer = vtkBufferObject.newInstance();
model.matrixBuffer.setOpenGLRenderWindow(model._openGLRenderWindow);
model.normalBuffer = vtkBufferObject.newInstance();
model.normalBuffer.setOpenGLRenderWindow(model._openGLRenderWindow);
model.colorBuffer = vtkBufferObject.newInstance();
model.colorBuffer.setOpenGLRenderWindow(model._openGLRenderWindow);
model.pickBuffer = vtkBufferObject.newInstance();
model.pickBuffer.setOpenGLRenderWindow(model._openGLRenderWindow);
}
if (
model.renderable.getBuildTime().getMTime() >
model.glyphBOBuildTime.getMTime()
) {
model.matrixBuffer.upload(garray, ObjectType.ARRAY_BUFFER);
model.normalBuffer.upload(narray, ObjectType.ARRAY_BUFFER);
if (carray) {
model.colorBuffer.upload(carray.getData(), ObjectType.ARRAY_BUFFER);
} else {
model.colorBuffer.releaseGraphicsResources();
}
const numPts = garray.length / 16;
const parray = new Uint8Array(4 * numPts);
for (let i = 0; i < numPts; ++i) {
let value = i + 1;
const offset = i * 4;
parray[offset] = value % 256;
value -= parray[offset];
value /= 256;
parray[offset + 1] = value % 256;
value -= parray[offset + 1];
value /= 256;
parray[offset + 2] = value % 256;
parray[offset + 3] = 255;
}
model.pickBuffer.upload(parray, ObjectType.ARRAY_BUFFER);
model.glyphBOBuildTime.modified();
}
}
return superClass.buildBufferObjects(ren, actor);
};
}

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

const DEFAULT_VALUES = {
normalMatrix: null,
mcpcMatrix: null,
mcwcMatrix: null,
};

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

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

// Inheritance
vtkOpenGLPolyDataMapper.extend(publicAPI, model, initialValues);

model.tmpMat3 = mat3.identity(new Float64Array(9));
model.normalMatrix = mat3.identity(new Float64Array(9));
model.mcpcMatrix = mat4.identity(new Float64Array(16));
model.mcvcMatrix = mat4.identity(new Float64Array(16));
model.tmpColor = [];

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

// Object methods
vtkOpenGLGlyph3DMapper(publicAPI, model);
}

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

export const newInstance = macro.newInstance(extend, 'vtkOpenGLGlyph3DMapper');

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

export default { newInstance, extend };

// Register ourself to OpenGL backend if imported
registerOverride('vtkGlyph3DMapper', newInstance);