Skybox

Source

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

import * as macro from 'vtk.js/Sources/macros';
import vtkDataArray from 'vtk.js/Sources/Common/Core/DataArray';
import vtkHelper from 'vtk.js/Sources/Rendering/OpenGL/Helper';
import vtkViewNode from 'vtk.js/Sources/Rendering/SceneGraph/ViewNode';
import vtkOpenGLTexture from 'vtk.js/Sources/Rendering/OpenGL/Texture';

import { Representation } from 'vtk.js/Sources/Rendering/Core/Property/Constants';

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

const { vtkErrorMacro } = macro;

// ----------------------------------------------------------------------------
// vtkOpenGLSkybox methods
// ----------------------------------------------------------------------------

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

// Builds myself.
publicAPI.buildPass = (prepass) => {
if (prepass) {
model._openGLRenderer =
publicAPI.getFirstAncestorOfType('vtkOpenGLRenderer');
model._openGLRenderWindow = model._openGLRenderer.getParent();
model.context = model._openGLRenderWindow.getContext();
model.tris.setOpenGLRenderWindow(model._openGLRenderWindow);
model.openGLTexture.setOpenGLRenderWindow(model._openGLRenderWindow);
const ren = model._openGLRenderer.getRenderable();
model.openGLCamera = model._openGLRenderer.getViewNodeFor(
ren.getActiveCamera()
);
}
};

publicAPI.queryPass = (prepass, renderPass) => {
if (prepass) {
if (!model.renderable || !model.renderable.getVisibility()) {
return;
}
renderPass.incrementOpaqueActorCount();
}
};

publicAPI.opaquePass = (prepass, renderPass) => {
if (prepass && !model._openGLRenderer.getSelector()) {
publicAPI.updateBufferObjects();

model.context.depthMask(true);

model._openGLRenderWindow
.getShaderCache()
.readyShaderProgram(model.tris.getProgram());

model.openGLTexture.render(model._openGLRenderWindow);

const texUnit = model.openGLTexture.getTextureUnit();
model.tris.getProgram().setUniformi('sbtexture', texUnit);

const ren = model._openGLRenderer.getRenderable();

const keyMats = model.openGLCamera.getKeyMatrices(ren);
const imat = new Float64Array(16);
mat4.invert(imat, keyMats.wcpc);
model.tris.getProgram().setUniformMatrix('IMCPCMatrix', imat);

if (model.lastFormat === 'box') {
const camPos = ren.getActiveCamera().getPosition();
model.tris
.getProgram()
.setUniform3f('camPos', camPos[0], camPos[1], camPos[2]);
}

model.tris.getVAO().bind();

// draw polygons
model.context.drawArrays(
model.context.TRIANGLES,
0,
model.tris.getCABO().getElementCount()
);
model.tris.getVAO().release();

model.openGLTexture.deactivate();
}
};

publicAPI.updateBufferObjects = () => {
// build the VBO if needed, only happens once
if (!model.tris.getCABO().getElementCount()) {
const ptsArray = new Float32Array(12);
for (let i = 0; i < 4; i++) {
ptsArray[i * 3] = (i % 2) * 2 - 1.0;
ptsArray[i * 3 + 1] = i > 1 ? 1.0 : -1.0;
ptsArray[i * 3 + 2] = 1.0;
}
const points = vtkDataArray.newInstance({
numberOfComponents: 3,
values: ptsArray,
});
points.setName('points');

const cellArray = new Uint16Array(8);
cellArray[0] = 3;
cellArray[1] = 0;
cellArray[2] = 1;
cellArray[3] = 3;
cellArray[4] = 3;
cellArray[5] = 0;
cellArray[6] = 3;
cellArray[7] = 2;
const cells = vtkDataArray.newInstance({
numberOfComponents: 1,
values: cellArray,
});

model.tris.getCABO().createVBO(cells, 'polys', Representation.SURFACE, {
points,
cellOffset: 0,
});
}

// update the program?
if (model.renderable.getFormat() !== model.lastFormat) {
model.lastFormat = model.renderable.getFormat();

if (model.lastFormat === 'box') {
// we invert Y below because opengl is messed up!
// Cube Maps have been specified to follow the RenderMan
// specification (for whatever reason), and RenderMan
// assumes the images' origin being in the upper left,
// contrary to the usual OpenGL behaviour of having the
// image origin in the lower left. That's why things get
// swapped in the Y direction. It totally breaks with the usual
// OpenGL semantics and doesn't make sense at all.
// But now we're stuck with it. From
// https://stackoverflow.com/questions/11685608/convention-of-faces-in-opengl-cubemapping
//
model.tris.setProgram(
model._openGLRenderWindow.getShaderCache().readyShaderProgramArray(
`//VTK::System::Dec
attribute vec3 vertexMC;
uniform mat4 IMCPCMatrix;
varying vec3 TexCoords;
void main () {
gl_Position = vec4(vertexMC.xyz, 1.0);
vec4 wpos = IMCPCMatrix * gl_Position;
TexCoords = wpos.xyz/wpos.w;
}`,
`//VTK::System::Dec
//VTK::Output::Dec
varying vec3 TexCoords;
uniform samplerCube sbtexture;
uniform vec3 camPos;
void main () {
// skybox looks from inside out
// which means we have to adjust
// our tcoords. Otherwise text would
// be flipped
vec3 tc = normalize(TexCoords - camPos);
if (abs(tc.z) < max(abs(tc.x),abs(tc.y)))
{
tc = vec3(1.0, 1.0, -1.0) * tc;
}
else
{
tc = vec3(-1.0, 1.0, 1.0) * tc;
}
gl_FragData[0] = textureCube(sbtexture, tc);
}`,
''
)
);
}

if (model.lastFormat === 'background') {
// maps the texture to the window
model.tris.setProgram(
model._openGLRenderWindow.getShaderCache().readyShaderProgramArray(
`//VTK::System::Dec
attribute vec3 vertexMC;
uniform mat4 IMCPCMatrix;
varying vec2 TexCoords;
void main () {
gl_Position = vec4(vertexMC.xyz, 1.0);
vec4 wpos = IMCPCMatrix * gl_Position;
TexCoords = vec2(vertexMC.x, vertexMC.y)*0.5 + 0.5;
}`,
`//VTK::System::Dec
//VTK::Output::Dec
varying vec2 TexCoords;
uniform sampler2D sbtexture;
void main () {
gl_FragData[0] = texture2D(sbtexture, TexCoords);
}`,
''
)
);
}

model.tris.getShaderSourceTime().modified();

model.tris.getVAO().bind();

if (
!model.tris
.getVAO()
.addAttributeArray(
model.tris.getProgram(),
model.tris.getCABO(),
'vertexMC',
model.tris.getCABO().getVertexOffset(),
model.tris.getCABO().getStride(),
model.context.FLOAT,
3,
model.context.FALSE
)
) {
vtkErrorMacro('Error setting vertexMC in shader VAO.');
}
}

// set/update the texture map if needed
const tmaps = model.renderable.getTextures();
if (!tmaps.length) {
vtkErrorMacro('vtkSkybox requires a texture map');
}
if (model.openGLTexture.getRenderable() !== tmaps[0]) {
model.openGLTexture.releaseGraphicsResources(model._openGLRenderWindow);
model.openGLTexture.setRenderable(tmaps[0]);
}
};
}

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

const DEFAULT_VALUES = {
context: null,
};

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

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

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

model.openGLTexture = vtkOpenGLTexture.newInstance();
model.tris = vtkHelper.newInstance();

model.keyMatrixTime = {};
macro.obj(model.keyMatrixTime, { mtime: 0 });
model.keyMatrices = {
normalMatrix: mat3.identity(new Float64Array(9)),
mcwc: mat4.identity(new Float64Array(16)),
};

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

macro.get(publicAPI, model, ['activeTextures']);

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

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

export const newInstance = macro.newInstance(extend);

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

export default { newInstance, extend };

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