All files / Sources/Rendering/OpenGL/Actor index.js

95% Statements 95/100
88.67% Branches 47/53
100% Functions 14/14
95.83% Lines 92/96

Press n or j to go to the next uncovered block, b, p or k for the previous block.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239                          842x     842x 7658x 3829x     3829x   3829x 3829x 3829x 3829x 3829x     3829x 3829x 3829x 3843x 3843x 14x 14x   14x   3829x             842x 41x                 41x 41x   41x       842x 31x     842x 3860x             73x     3787x   3787x   3787x       842x 95x             72x     23x   23x   23x     842x   3851x 3837x     14x 14x 14x 14x 14x 14x         842x 7658x 3829x     3829x 3796x   33x         842x 82x   842x 30x   842x 7656x 3828x 3828x 3828x 14x 14x           842x 46x 23x       23x 23x             842x   175x 26x 26x 26x   26x 16x   10x 10x       10x         26x     175x               1x                   842x     842x   842x 842x 842x           842x   842x     842x         1x             1x  
import { mat3, mat4 } from 'gl-matrix';
 
import * as macro from 'vtk.js/Sources/macros';
import vtkViewNode from 'vtk.js/Sources/Rendering/SceneGraph/ViewNode';
 
import { registerOverride } from 'vtk.js/Sources/Rendering/OpenGL/ViewNodeFactory';
 
// ----------------------------------------------------------------------------
// vtkOpenGLActor methods
// ----------------------------------------------------------------------------
 
function vtkOpenGLActor(publicAPI, model) {
  // Set our className
  model.classHierarchy.push('vtkOpenGLActor');
 
  // Builds myself.
  publicAPI.buildPass = (prepass) => {
    if (prepass) {
      model._openGLRenderWindow = publicAPI.getLastAncestorOfType(
        'vtkOpenGLRenderWindow'
      );
      model._openGLRenderer =
        publicAPI.getFirstAncestorOfType('vtkOpenGLRenderer');
      model.context = model._openGLRenderWindow.getContext();
      publicAPI.prepareNodes();
      publicAPI.addMissingNodes(model.renderable.getTextures());
      publicAPI.addMissingNode(model.renderable.getMapper());
      publicAPI.removeUnusedNodes();
 
      // we store textures and mapper
      model.ogltextures = null;
      model.activeTextures = null;
      for (let index = 0; index < model.children.length; index++) {
        const child = model.children[index];
        if (child.isA('vtkOpenGLTexture')) {
          if (!model.ogltextures) {
            model.ogltextures = [];
          }
          model.ogltextures.push(child);
        } else {
          model.oglmapper = child;
        }
      }
    }
  };
 
  // render both opaque and translucent actors
  publicAPI.traverseZBufferPass = (renderPass) => {
    Iif (
      !model.renderable ||
      !model.renderable.getNestedVisibility() ||
      (model._openGLRenderer.getSelector() &&
        !model.renderable.getNestedPickable())
    ) {
      return;
    }
 
    publicAPI.apply(renderPass, true);
    model.oglmapper.traverse(renderPass);
 
    publicAPI.apply(renderPass, false);
  };
 
  // only render opaque actors
  publicAPI.traverseOpaqueZBufferPass = (renderPass) =>
    publicAPI.traverseOpaquePass(renderPass);
 
  // we draw textures, then mapper, then post pass textures
  publicAPI.traverseOpaquePass = (renderPass) => {
    if (
      !model.renderable ||
      !model.renderable.getNestedVisibility() ||
      !model.renderable.getIsOpaque() ||
      (model._openGLRenderer.getSelector() &&
        !model.renderable.getNestedPickable())
    ) {
      return;
    }
 
    publicAPI.apply(renderPass, true);
 
    model.oglmapper.traverse(renderPass);
 
    publicAPI.apply(renderPass, false);
  };
 
  // we draw textures, then mapper, then post pass textures
  publicAPI.traverseTranslucentPass = (renderPass) => {
    if (
      !model.renderable ||
      !model.renderable.getNestedVisibility() ||
      model.renderable.getIsOpaque() ||
      (model._openGLRenderer.getSelector() &&
        !model.renderable.getNestedPickable())
    ) {
      return;
    }
 
    publicAPI.apply(renderPass, true);
 
    model.oglmapper.traverse(renderPass);
 
    publicAPI.apply(renderPass, false);
  };
 
  publicAPI.activateTextures = () => {
    // always traverse textures first, then mapper
    if (!model.ogltextures) {
      return;
    }
 
    model.activeTextures = [];
    for (let index = 0; index < model.ogltextures.length; index++) {
      const child = model.ogltextures[index];
      child.render();
      if (child.getHandle()) {
        model.activeTextures.push(child);
      }
    }
  };
 
  publicAPI.queryPass = (prepass, renderPass) => {
    if (prepass) {
      Iif (!model.renderable || !model.renderable.getVisibility()) {
        return;
      }
      if (model.renderable.getIsOpaque()) {
        renderPass.incrementOpaqueActorCount();
      } else {
        renderPass.incrementTranslucentActorCount();
      }
    }
  };
 
  publicAPI.zBufferPass = (prepass, renderPass) =>
    publicAPI.opaquePass(prepass, renderPass);
 
  publicAPI.opaqueZBufferPass = (prepass, renderPass) =>
    publicAPI.opaquePass(prepass, renderPass);
 
  publicAPI.opaquePass = (prepass, renderPass) => {
    if (prepass) {
      model.context.depthMask(true);
      publicAPI.activateTextures();
    } else if (model.activeTextures) {
      for (let index = 0; index < model.activeTextures.length; index++) {
        model.activeTextures[index].deactivate();
      }
    }
  };
 
  // Renders myself
  publicAPI.translucentPass = (prepass, renderPass) => {
    if (prepass) {
      model.context.depthMask(
        model._openGLRenderer.getSelector() &&
          model.renderable.getNestedPickable()
      );
      publicAPI.activateTextures();
    } else Iif (model.activeTextures) {
      for (let index = 0; index < model.activeTextures.length; index++) {
        model.activeTextures[index].deactivate();
      }
    }
  };
 
  publicAPI.getKeyMatrices = () => {
    // has the actor changed?
    if (model.renderable.getMTime() > model.keyMatrixTime.getMTime()) {
      model.renderable.computeMatrix();
      mat4.copy(model.keyMatrices.mcwc, model.renderable.getMatrix());
      mat4.transpose(model.keyMatrices.mcwc, model.keyMatrices.mcwc);
 
      if (model.renderable.getIsIdentity()) {
        mat3.identity(model.keyMatrices.normalMatrix);
      } else {
        mat3.fromMat4(model.keyMatrices.normalMatrix, model.keyMatrices.mcwc);
        mat3.invert(
          model.keyMatrices.normalMatrix,
          model.keyMatrices.normalMatrix
        );
        mat3.transpose(
          model.keyMatrices.normalMatrix,
          model.keyMatrices.normalMatrix
        );
      }
      model.keyMatrixTime.modified();
    }
 
    return model.keyMatrices;
  };
}
 
// ----------------------------------------------------------------------------
// Object factory
// ----------------------------------------------------------------------------
 
const DEFAULT_VALUES = {
  context: null,
  keyMatrixTime: null,
  keyMatrices: null,
  activeTextures: null,
};
 
// ----------------------------------------------------------------------------
 
export function extend(publicAPI, model, initialValues = {}) {
  Object.assign(model, DEFAULT_VALUES, initialValues);
 
  // Inheritance
  vtkViewNode.extend(publicAPI, model, initialValues);
 
  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
  vtkOpenGLActor(publicAPI, model);
}
 
// ----------------------------------------------------------------------------
 
export const newInstance = macro.newInstance(extend);
 
// ----------------------------------------------------------------------------
 
export default { newInstance, extend };
 
// Register ourself to OpenGL backend if imported
registerOverride('vtkActor', newInstance);