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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 | 1x 5081x 5081x 5081x 5081x 5081x 5081x 5081x 1376x 1376x 1376x 5081x 3949x 3949x 3949x 3949x 3949x 3949x 518x 3949x 3949x 6x 6x 3943x 3943x 3943x 3943x 3949x 3949x 518x 3949x 5081x 11199x 1554x 9645x 9645x 21x 9624x 978x 8646x 5081x 8176x 19x 19x 19x 8157x 5081x 4050x 2647x 1403x 5081x 4050x 2647x 2647x 2647x 2647x 2075x 2075x 2647x 1403x 4050x 4050x 4050x 4050x 4050x 4050x 5081x 4050x 7x 7x 7x 7x 7x 4050x 7x 4043x 518x 5081x 2647x 2647x 2647x 2647x 5x 5x 2647x 5081x 518x 518x 3x 515x 5081x 1x 5081x 5081x 5081x 5081x 5081x 5081x 5081x 5081x 5081x 5081x 5081x 1x | import macro from 'vtk.js/Sources/macros'; import vtkCellArrayBufferObject from 'vtk.js/Sources/Rendering/OpenGL/CellArrayBufferObject'; import vtkShaderProgram from 'vtk.js/Sources/Rendering/OpenGL/ShaderProgram'; import vtkVertexArrayObject from 'vtk.js/Sources/Rendering/OpenGL/VertexArrayObject'; import { Representation } from 'vtk.js/Sources/Rendering/Core/Property/Constants'; export const primTypes = { Start: 0, Points: 0, Lines: 1, Tris: 2, TriStrips: 3, TrisEdges: 4, TriStripsEdges: 5, End: 6, }; // ---------------------------------------------------------------------------- // vtkOpenGLHelper methods // ---------------------------------------------------------------------------- function vtkOpenGLHelper(publicAPI, model) { // Set our className model.classHierarchy.push('vtkOpenGLHelper'); publicAPI.setOpenGLRenderWindow = (win) => { model.context = win.getContext(); model.program.setContext(model.context); model.VAO.setOpenGLRenderWindow(win); model.CABO.setOpenGLRenderWindow(win); }; publicAPI.releaseGraphicsResources = (oglwin) => { model.VAO.releaseGraphicsResources(); model.CABO.releaseGraphicsResources(); model.CABO.setElementCount(0); }; publicAPI.drawArrays = (ren, actor, rep, oglMapper) => { // Are there any entries if (model.CABO.getElementCount()) { // are we drawing edges const mode = publicAPI.getOpenGLMode(rep); const wideLines = publicAPI.haveWideLines(ren, actor); const gl = model.context; const depthMask = gl.getParameter(gl.DEPTH_WRITEMASK); if (model.pointPicking) { gl.depthMask(false); } const drawingLines = mode === gl.LINES; if (drawingLines && wideLines) { publicAPI.updateShaders(ren, actor, oglMapper); gl.drawArraysInstanced( mode, 0, model.CABO.getElementCount(), 2 * Math.ceil(actor.getProperty().getLineWidth()) ); } else { gl.lineWidth(actor.getProperty().getLineWidth()); publicAPI.updateShaders(ren, actor, oglMapper); gl.drawArrays(mode, 0, model.CABO.getElementCount()); // reset the line width gl.lineWidth(1); } const stride = (mode === gl.POINTS ? 1 : 0) || (mode === gl.LINES ? 2 : 3); if (model.pointPicking) { gl.depthMask(depthMask); } return model.CABO.getElementCount() / stride; } return 0; }; publicAPI.getOpenGLMode = (rep) => { if (model.pointPicking) { return model.context.POINTS; } const type = model.primitiveType; if (rep === Representation.POINTS || type === primTypes.Points) { return model.context.POINTS; } if ( rep === Representation.WIREFRAME || type === primTypes.Lines || type === primTypes.TrisEdges || type === primTypes.TriStripsEdges ) { return model.context.LINES; } return model.context.TRIANGLES; }; publicAPI.haveWideLines = (ren, actor) => { if (actor.getProperty().getLineWidth() > 1.0) { // we have wide lines, but the OpenGL implementation may // actually support them, check the range to see if we // really need have to implement our own wide lines if (model.CABO.getOpenGLRenderWindow()) { Iif ( model.CABO.getOpenGLRenderWindow().getHardwareMaximumLineWidth() >= actor.getProperty().getLineWidth() ) { return false; } } return true; } return false; }; publicAPI.getNeedToRebuildShaders = (ren, actor, oglMapper) => { // has something changed that would require us to recreate the shader? // candidates are // property modified (representation interpolation and lighting) // input modified // mapper modified (lighting complexity) if ( oglMapper.getNeedToRebuildShaders(publicAPI, ren, actor) || publicAPI.getProgram() === 0 || publicAPI.getShaderSourceTime().getMTime() < oglMapper.getMTime() || publicAPI.getShaderSourceTime().getMTime() < actor.getMTime() ) { return true; } return false; }; publicAPI.updateShaders = (ren, actor, oglMapper) => { // has something changed that would require us to recreate the shader? if (publicAPI.getNeedToRebuildShaders(ren, actor, oglMapper)) { const shaders = { Vertex: null, Fragment: null, Geometry: null }; oglMapper.buildShaders(shaders, ren, actor); // compile and bind the program if needed const newShader = model.CABO.getOpenGLRenderWindow() .getShaderCache() .readyShaderProgramArray( shaders.Vertex, shaders.Fragment, shaders.Geometry ); // if the shader changed reinitialize the VAO if (newShader !== publicAPI.getProgram()) { publicAPI.setProgram(newShader); // reset the VAO as the shader has changed publicAPI.getVAO().releaseGraphicsResources(); } publicAPI.getShaderSourceTime().modified(); } else { model.CABO.getOpenGLRenderWindow() .getShaderCache() .readyShaderProgram(publicAPI.getProgram()); } publicAPI.getVAO().bind(); oglMapper.setMapperShaderParameters(publicAPI, ren, actor); oglMapper.setPropertyShaderParameters(publicAPI, ren, actor); oglMapper.setCameraShaderParameters(publicAPI, ren, actor); oglMapper.setLightingShaderParameters(publicAPI, ren, actor); oglMapper.invokeShaderCallbacks(publicAPI, ren, actor); }; publicAPI.setMapperShaderParameters = (ren, actor, size) => { if (publicAPI.haveWideLines(ren, actor)) { publicAPI .getProgram() .setUniform2f('viewportSize', size.usize, size.vsize); const lineWidth = parseFloat(actor.getProperty().getLineWidth()); const halfLineWidth = lineWidth / 2.0; publicAPI .getProgram() .setUniformf('lineWidthStepSize', lineWidth / Math.ceil(lineWidth)); publicAPI.getProgram().setUniformf('halfLineWidth', halfLineWidth); } if ( model.primitiveType === primTypes.Points || actor.getProperty().getRepresentation() === Representation.POINTS ) { publicAPI .getProgram() .setUniformf('pointSize', actor.getProperty().getPointSize()); } else if (model.pointPicking) { publicAPI .getProgram() .setUniformf('pointSize', publicAPI.getPointPickingPrimitiveSize()); } }; publicAPI.replaceShaderPositionVC = (shaders, ren, actor) => { let VSSource = shaders.Vertex; // Always set point size in case we need picking VSSource = vtkShaderProgram.substitute(VSSource, '//VTK::PositionVC::Dec', [ '//VTK::PositionVC::Dec', 'uniform float pointSize;', ]).result; VSSource = vtkShaderProgram.substitute( VSSource, '//VTK::PositionVC::Impl', ['//VTK::PositionVC::Impl', ' gl_PointSize = pointSize;'], false ).result; // for lines, make sure we add the width code if ( publicAPI.getOpenGLMode(actor.getProperty().getRepresentation()) === model.context.LINES && publicAPI.haveWideLines(ren, actor) ) { VSSource = vtkShaderProgram.substitute( VSSource, '//VTK::PositionVC::Dec', [ '//VTK::PositionVC::Dec', 'uniform vec2 viewportSize;', 'uniform float lineWidthStepSize;', 'uniform float halfLineWidth;', ] ).result; VSSource = vtkShaderProgram.substitute( VSSource, '//VTK::PositionVC::Impl', [ '//VTK::PositionVC::Impl', ' if (halfLineWidth > 0.0)', ' {', ' float offset = float(gl_InstanceID / 2) * lineWidthStepSize - halfLineWidth;', ' vec4 tmpPos = gl_Position;', ' vec3 tmpPos2 = tmpPos.xyz / tmpPos.w;', ' tmpPos2.x = tmpPos2.x + 2.0 * mod(float(gl_InstanceID), 2.0) * offset / viewportSize[0];', ' tmpPos2.y = tmpPos2.y + 2.0 * mod(float(gl_InstanceID + 1), 2.0) * offset / viewportSize[1];', ' gl_Position = vec4(tmpPos2.xyz * tmpPos.w, tmpPos.w);', ' }', ] ).result; } shaders.Vertex = VSSource; }; publicAPI.getPointPickingPrimitiveSize = () => { Iif (model.primitiveType === primTypes.Points) { return 2; } if (model.primitiveType === primTypes.Lines) { return 4; } return 6; }; publicAPI.getAllocatedGPUMemoryInBytes = () => publicAPI.getCABO().getAllocatedGPUMemoryInBytes(); } // ---------------------------------------------------------------------------- // Object factory // ---------------------------------------------------------------------------- const DEFAULT_VALUES = { context: null, program: null, shaderSourceTime: null, VAO: null, attributeUpdateTime: null, CABO: null, primitiveType: 0, pointPicking: false, }; // ---------------------------------------------------------------------------- export function extend(publicAPI, model, initialValues = {}) { Object.assign(model, DEFAULT_VALUES, initialValues); // Build VTK API macro.obj(publicAPI, model); model.shaderSourceTime = {}; macro.obj(model.shaderSourceTime); model.attributeUpdateTime = {}; macro.obj(model.attributeUpdateTime); macro.setGet(publicAPI, model, [ 'program', 'shaderSourceTime', 'VAO', 'attributeUpdateTime', 'CABO', 'primitiveType', 'pointPicking', ]); model.program = vtkShaderProgram.newInstance(); model.VAO = vtkVertexArrayObject.newInstance(); model.CABO = vtkCellArrayBufferObject.newInstance(); // Object methods vtkOpenGLHelper(publicAPI, model); } // ---------------------------------------------------------------------------- export const newInstance = macro.newInstance(extend); // ---------------------------------------------------------------------------- export default { newInstance, extend, primTypes }; |