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

96.29% Statements 104/108
91.8% Branches 56/61
92.3% Functions 12/13
96.29% Lines 104/108

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 };