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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); Iif (!model.currentInput) { vtkErrorMacro('No input!'); return; } // if there are no points then we are done Iif ( !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 Eif (!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 Eif (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 E{ 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) { Iif (model.extension) { model.extension.drawArraysInstancedANGLE( mode, 0, cabo.getElementCount(), numPts ); } else { gl.drawArraysInstanced(mode, 0, cabo.getElementCount(), numPts); } } else E{ // 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')) { Iif ( !cellBO .getVAO() .addAttributeMatrixWithDivisor( cellBO.getProgram(), model.matrixBuffer, 'gMatrix', 0, 64, model.context.FLOAT, 4, false, 1 ) ) { vtkErrorMacro('Error setting gMatrix in shader VAO.'); } } else E{ cellBO.getVAO().removeAttributeArray('gMatrix'); } if (cellBO.getProgram().isAttributeUsed('gNormal')) { Iif ( !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')) { Iif ( !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')) { Iif ( !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 E{ 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); |