StickMapper

OpenGL stick mapper

vtkOpenGLStickMapper is designed to view/render a vtkStickMapper.

buildBufferObjects

Set 12 points to form 4 triangles which lead to 2 perpendiculare plans in order to display a cylinder.

Source

index.js
import { mat3, mat4 } from 'gl-matrix';
import { ObjectType } from 'vtk.js/Sources/Rendering/OpenGL/BufferObject/Constants';

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

import vtkBufferObject from 'vtk.js/Sources/Rendering/OpenGL/BufferObject';
import vtkStickMapperVS from 'vtk.js/Sources/Rendering/OpenGL/glsl/vtkStickMapperVS.glsl';
import vtkPolyDataFS from 'vtk.js/Sources/Rendering/OpenGL/glsl/vtkPolyDataFS.glsl';

import vtkShaderProgram from 'vtk.js/Sources/Rendering/OpenGL/ShaderProgram';
import vtkOpenGLPolyDataMapper from 'vtk.js/Sources/Rendering/OpenGL/PolyDataMapper';

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

const { vtkErrorMacro } = macro;

// ----------------------------------------------------------------------------
// vtkOpenGLStickMapper methods
// ----------------------------------------------------------------------------

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

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

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

publicAPI.replaceShaderValues = (shaders, ren, actor) => {
let VSSource = shaders.Vertex;
let FSSource = shaders.Fragment;

VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::Camera::Dec', [
'uniform mat4 VCPCMatrix;\n',
'uniform mat4 MCVCMatrix;',
]).result;

FSSource = vtkShaderProgram.substitute(
FSSource,
'//VTK::PositionVC::Dec',
'varying vec4 vertexVCVSOutput;'
).result;

// we create vertexVC below, so turn off the default
// implementation
FSSource = vtkShaderProgram.substitute(
FSSource,
'//VTK::PositionVC::Impl',
' vec4 vertexVC = vertexVCVSOutput;\n'
).result;

// for lights kit and positional the VCPC matrix is already defined
// so don't redefine it
const replacement = [
'uniform int cameraParallel;\n',
'varying float radiusVCVSOutput;\n',
'varying vec3 orientVCVSOutput;\n',
'varying float lengthVCVSOutput;\n',
'varying vec3 centerVCVSOutput;\n',
'uniform mat4 VCPCMatrix;\n',
];
FSSource = vtkShaderProgram.substitute(
FSSource,
'//VTK::Normal::Dec',
replacement
).result;

let fragString = '';
if (model.context.getExtension('EXT_frag_depth')) {
fragString = ' gl_FragDepthEXT = (pos.z / pos.w + 1.0) / 2.0;\n';
}
if (model._openGLRenderWindow.getWebgl2()) {
fragString = 'gl_FragDepth = (pos.z / pos.w + 1.0) / 2.0;\n';
}
// see https://www.cl.cam.ac.uk/teaching/1999/AGraphHCI/SMAG/node2.html
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::Depth::Impl', [
// compute the eye position and unit direction
' vec3 EyePos;\n',
' vec3 EyeDir;\n',
' if (cameraParallel != 0) {\n',
' EyePos = vec3(vertexVC.x, vertexVC.y, vertexVC.z + 3.0*radiusVCVSOutput);\n',
' EyeDir = vec3(0.0,0.0,-1.0); }\n',
' else {\n',
' EyeDir = vertexVC.xyz;\n',
' EyePos = vec3(0.0,0.0,0.0);\n',
' float lengthED = length(EyeDir);\n',
' EyeDir = normalize(EyeDir);\n',
// we adjust the EyePos to be closer if it is too far away
// to prevent floating point precision noise
' if (lengthED > radiusVCVSOutput*3.0) {\n',
' EyePos = vertexVC.xyz - EyeDir*3.0*radiusVCVSOutput; }\n',
' }\n',

// translate to Stick center
' EyePos = EyePos - centerVCVSOutput;\n',

// rotate to new basis
// base1, base2, orientVC
' vec3 base1;\n',
' if (abs(orientVCVSOutput.z) < 0.99) {\n',
' base1 = normalize(cross(orientVCVSOutput,vec3(0.0,0.0,1.0))); }\n',
' else {\n',
' base1 = normalize(cross(orientVCVSOutput,vec3(0.0,1.0,0.0))); }\n',
' vec3 base2 = cross(orientVCVSOutput,base1);\n',
' EyePos = vec3(dot(EyePos,base1),dot(EyePos,base2),dot(EyePos,orientVCVSOutput));\n',
' EyeDir = vec3(dot(EyeDir,base1),dot(EyeDir,base2),dot(EyeDir,orientVCVSOutput));\n',

// scale by radius
' EyePos = EyePos/radiusVCVSOutput;\n',

// find the intersection
' float a = EyeDir.x*EyeDir.x + EyeDir.y*EyeDir.y;\n',
' float b = 2.0*(EyePos.x*EyeDir.x + EyePos.y*EyeDir.y);\n',
' float c = EyePos.x*EyePos.x + EyePos.y*EyePos.y - 1.0;\n',
' float d = b*b - 4.0*a*c;\n',
' vec3 normalVCVSOutput = vec3(0.0,0.0,1.0);\n',
' if (d < 0.0) { discard; }\n',
' else {\n',
' float t = (-b - sqrt(d))/(2.0*a);\n',
' float tz = EyePos.z + t*EyeDir.z;\n',
' vec3 iPoint = EyePos + t*EyeDir;\n',
' if (abs(iPoint.z)*radiusVCVSOutput > lengthVCVSOutput*0.5) {\n',
// test for end cap
' float t2 = (-b + sqrt(d))/(2.0*a);\n',
' float tz2 = EyePos.z + t2*EyeDir.z;\n',
' if (tz2*radiusVCVSOutput > lengthVCVSOutput*0.5 || tz*radiusVCVSOutput < -0.5*lengthVCVSOutput) { discard; }\n',
' else {\n',
' normalVCVSOutput = orientVCVSOutput;\n',
' float t3 = (lengthVCVSOutput*0.5/radiusVCVSOutput - EyePos.z)/EyeDir.z;\n',
' iPoint = EyePos + t3*EyeDir;\n',
' vertexVC.xyz = radiusVCVSOutput*(iPoint.x*base1 + iPoint.y*base2 + iPoint.z*orientVCVSOutput) + centerVCVSOutput;\n',
' }\n',
' }\n',
' else {\n',
// The normal is the iPoint.xy rotated back into VC
' normalVCVSOutput = iPoint.x*base1 + iPoint.y*base2;\n',
// rescale rerotate and translate
' vertexVC.xyz = radiusVCVSOutput*(normalVCVSOutput + iPoint.z*orientVCVSOutput) + centerVCVSOutput;\n',
' }\n',
' }\n',

// ' vec3 normalVC = vec3(0.0,0.0,1.0);\n'
// compute the pixel's depth
' vec4 pos = VCPCMatrix * vertexVC;\n',
fragString,
]).result;

// Strip out the normal line -- the normal is computed as part of the depth
FSSource = vtkShaderProgram.substitute(
FSSource,
'//VTK::Normal::Impl',
''
).result;

if (model.haveSeenDepthRequest) {
// special depth impl
FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::ZBuffer::Impl', [
'if (depthRequest == 1) {',
'float computedZ = (pos.z / pos.w + 1.0) / 2.0;',
'float iz = floor(computedZ * 65535.0 + 0.1);',
'float rf = floor(iz/256.0)/255.0;',
'float gf = mod(iz,256.0)/255.0;',
'gl_FragData[0] = vec4(rf, gf, 0.0, 1.0); }',
]).result;
}

shaders.Vertex = VSSource;
shaders.Fragment = FSSource;

superClass.replaceShaderValues(shaders, ren, actor);
};

publicAPI.setMapperShaderParameters = (cellBO, ren, actor) => {
if (
cellBO.getCABO().getElementCount() &&
(model.VBOBuildTime > cellBO.getAttributeUpdateTime().getMTime() ||
cellBO.getShaderSourceTime().getMTime() >
cellBO.getAttributeUpdateTime().getMTime())
) {
if (cellBO.getProgram().isAttributeUsed('orientMC')) {
if (
!cellBO.getVAO().addAttributeArray(
cellBO.getProgram(),
cellBO.getCABO(),
'orientMC',
12, // after X Y Z
cellBO.getCABO().getStride(),
model.context.FLOAT,
3,
false
)
) {
vtkErrorMacro("Error setting 'orientMC' in shader VAO.");
}
}
if (cellBO.getProgram().isAttributeUsed('offsetMC')) {
if (
!cellBO
.getVAO()
.addAttributeArray(
cellBO.getProgram(),
cellBO.getCABO().getColorBO(),
'offsetMC',
0,
cellBO.getCABO().getColorBOStride(),
model.context.UNSIGNED_BYTE,
3,
true
)
) {
vtkErrorMacro("Error setting 'offsetMC' in shader VAO.");
}
}
if (cellBO.getProgram().isAttributeUsed('radiusMC')) {
if (
!cellBO.getVAO().addAttributeArray(
cellBO.getProgram(),
cellBO.getCABO(),
'radiusMC',
24, // X Y Z OX OY OZ
cellBO.getCABO().getStride(),
model.context.FLOAT,
1,
false
)
) {
vtkErrorMacro("Error setting 'radiusMC' in shader VAO.");
}
}
}

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

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

const cam = ren.getActiveCamera();
const keyMats = model.openGLCamera.getKeyMatrices(ren);

if (program.isUniformUsed('VCPCMatrix')) {
program.setUniformMatrix('VCPCMatrix', keyMats.vcpc);
}

if (!actor.getIsIdentity()) {
const actMats = model.openGLActor.getKeyMatrices();
if (program.isUniformUsed('MCVCMatrix')) {
const tmp4 = new Float64Array(16);
mat4.multiply(tmp4, keyMats.wcvc, actMats.mcwc);
program.setUniformMatrix('MCVCMatrix', tmp4);
}
if (program.isUniformUsed('normalMatrix')) {
const anorms = new Float64Array(9);
mat3.multiply(anorms, keyMats.normalMatrix, actMats.normalMatrix);
program.setUniformMatrix3x3('normalMatrix', anorms);
}
} else {
if (program.isUniformUsed('MCVCMatrix')) {
program.setUniformMatrix('MCVCMatrix', keyMats.wcvc);
}
if (program.isUniformUsed('normalMatrix')) {
program.setUniformMatrix3x3('normalMatrix', keyMats.normalMatrix);
}
}

if (program.isUniformUsed('cameraParallel')) {
cellBO
.getProgram()
.setUniformi('cameraParallel', cam.getParallelProjection());
}
};

publicAPI.getOpenGLMode = (rep, type) => model.context.TRIANGLES;

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

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

model.renderable.mapScalars(poly, 1.0);
const c = model.renderable.getColorMapColors();

const vbo = model.primitives[model.primTypes.Tris].getCABO();

const pointData = poly.getPointData();
const points = poly.getPoints();
const numPoints = points.getNumberOfPoints();
const pointArray = points.getData();
let pointSize = 3; // x,y,z

// three more floats for orientation + 1 for radius
pointSize += 4;

let colorData = null;
let colorComponents = 0;
vbo.setColorBOStride(4);

if (!vbo.getColorBO()) {
vbo.setColorBO(vtkBufferObject.newInstance());
}
vbo.getColorBO().setOpenGLRenderWindow(model._openGLRenderWindow);
if (c) {
colorComponents = c.getNumberOfComponents();
vbo.setColorOffset(4);
colorData = c.getData();
vbo.setColorBOStride(8);
}
vbo.setColorComponents(colorComponents);

vbo.setStride(pointSize * 4);

// Create a buffer, and copy the data over.
const packedVBO = new Float32Array(pointSize * numPoints * 12);
const packedUCVBO = new Uint8Array(12 * numPoints * (colorData ? 8 : 4));

let scales = null;
let orientationArray = null;
//
// Generate points and point data for sides
//
if (
model.renderable.getScaleArray() != null &&
pointData.hasArray(model.renderable.getScaleArray())
) {
scales = pointData.getArray(model.renderable.getScaleArray()).getData();
}

if (
model.renderable.getOrientationArray() != null &&
pointData.hasArray(model.renderable.getOrientationArray())
) {
orientationArray = pointData
.getArray(model.renderable.getOrientationArray())
.getData();
} else {
vtkErrorMacro([
'Error setting orientationArray.\n',
'You have to specify the stick orientation',
]);
}

// Vertices
// 013 - 032 - 324 - 453
//
// _.4---_.5
// .-* .-*
// 2-----3
// | /|
// | / |
// | / |
// | / |
// |/ |
// 0-----1
//
// coord for each points
// 0: 000
// 1: 100
// 2: 001
// 3: 101
// 4: 011
// 5: 111

// prettier-ignore
const verticesArray = [
0, 1, 3,
0, 3, 2,
2, 3, 5,
2, 5, 4,
];

let pointIdx = 0;
let colorIdx = 0;
let vboIdx = 0;
let ucIdx = 0;

for (let i = 0; i < numPoints; ++i) {
let length = model.renderable.getLength();
let radius = model.renderable.getRadius();
if (scales) {
length = scales[i * 2];
radius = scales[i * 2 + 1];
}

for (let j = 0; j < verticesArray.length; ++j) {
pointIdx = i * 3;
packedVBO[vboIdx++] = pointArray[pointIdx++];
packedVBO[vboIdx++] = pointArray[pointIdx++];
packedVBO[vboIdx++] = pointArray[pointIdx++];
pointIdx = i * 3;
packedVBO[vboIdx++] = orientationArray[pointIdx++] * length;
packedVBO[vboIdx++] = orientationArray[pointIdx++] * length;
packedVBO[vboIdx++] = orientationArray[pointIdx++] * length;
packedVBO[vboIdx++] = radius;

packedUCVBO[ucIdx++] = 255 * (verticesArray[j] % 2);
packedUCVBO[ucIdx++] = verticesArray[j] >= 4 ? 255 : 0;
packedUCVBO[ucIdx++] = verticesArray[j] >= 2 ? 255 : 0;
packedUCVBO[ucIdx++] = 255;

colorIdx = i * colorComponents;
if (colorData) {
packedUCVBO[ucIdx++] = colorData[colorIdx];
packedUCVBO[ucIdx++] = colorData[colorIdx + 1];
packedUCVBO[ucIdx++] = colorData[colorIdx + 2];
packedUCVBO[ucIdx++] = colorData[colorIdx + 3];
}
}
}
vbo.setElementCount(vboIdx / pointSize);
vbo.upload(packedVBO, ObjectType.ARRAY_BUFFER);
vbo.getColorBO().upload(packedUCVBO, ObjectType.ARRAY_BUFFER);
model.VBOBuildTime.modified();
};
}

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

const DEFAULT_VALUES = {};

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

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

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

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

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

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

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

export default { newInstance, extend };

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