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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 | 883x 2703x 2703x 2674x 2674x 2674x 2674x 2674x 2654x 2654x 20x 2674x 898x 5454x 5454x 10x 5454x 10x 14x 14x 7x 7x 7x 7x 898x 2727x 2727x 2727x 19x 2727x 2727x 2727x 2727x 898x 2727x 2727x 2727x 2727x 5x 5x 2727x 2727x 2727x 5x 5x 2727x 2727x 2727x 5x 5x 2727x | import vtkShaderProgram from 'vtk.js/Sources/Rendering/OpenGL/ShaderProgram'; function implementReplaceShaderCoincidentOffset( publicAPI, model, initialValues = {} ) { publicAPI.replaceShaderCoincidentOffset = (shaders, ren, actor) => { const cp = publicAPI.getCoincidentParameters(ren, actor); // if we need an offset handle it here // The value of .000016 is suitable for depth buffers // of at least 16 bit depth. We do not query the depth // right now because we would need some mechanism to // cache the result taking into account FBO changes etc. if (cp && (cp.factor !== 0.0 || cp.offset !== 0.0)) { let FSSource = shaders.Fragment; FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Coincident::Dec', ['uniform float cfactor;', 'uniform float coffset;'] ).result; Iif (model.context.getExtension('EXT_frag_depth')) { if (cp.factor !== 0.0) { FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::UniformFlow::Impl', [ 'float cscale = length(vec2(dFdx(gl_FragCoord.z),dFdy(gl_FragCoord.z)));', '//VTK::UniformFlow::Impl', ], false ).result; FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Depth::Impl', 'gl_FragDepthEXT = gl_FragCoord.z + cfactor*cscale + 0.000016*coffset;' ).result; } else { FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Depth::Impl', 'gl_FragDepthEXT = gl_FragCoord.z + 0.000016*coffset;' ).result; } } if (model._openGLRenderWindow.getWebgl2()) { if (cp.factor !== 0.0) { FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::UniformFlow::Impl', [ 'float cscale = length(vec2(dFdx(gl_FragCoord.z),dFdy(gl_FragCoord.z)));', '//VTK::UniformFlow::Impl', ], false ).result; FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Depth::Impl', 'gl_FragDepth = gl_FragCoord.z + cfactor*cscale + 0.000016*coffset;' ).result; } else { FSSource = vtkShaderProgram.substitute( FSSource, '//VTK::Depth::Impl', 'gl_FragDepth = gl_FragCoord.z + 0.000016*coffset;' ).result; } } shaders.Fragment = FSSource; } }; } function implementBuildShadersWithReplacements( publicAPI, model, initialValues = {} ) { publicAPI.applyShaderReplacements = (shaders, viewSpec, pre) => { let shaderReplacements = null; if (viewSpec) { shaderReplacements = viewSpec.ShaderReplacements; } if (shaderReplacements) { for (let i = 0; i < shaderReplacements.length; i++) { const currReplacement = shaderReplacements[i]; if ( (pre && currReplacement.replaceFirst) || (!pre && !currReplacement.replaceFirst) ) { const shaderType = currReplacement.shaderType; const ssrc = shaders[shaderType]; const substituteRes = vtkShaderProgram.substitute( ssrc, currReplacement.originalValue, currReplacement.replacementValue, currReplacement.replaceAll ); shaders[shaderType] = substituteRes.result; } } } }; publicAPI.buildShaders = (shaders, ren, actor) => { publicAPI.getReplacedShaderTemplate(shaders, ren, actor); model.lastRenderPassShaderReplacement = model.currentRenderPass ? model.currentRenderPass.getShaderReplacement() : null; // apply any renderPassReplacements if (model.lastRenderPassShaderReplacement) { model.lastRenderPassShaderReplacement(shaders); } const openGLSpec = model.renderable.getViewSpecificProperties().OpenGL; // user specified pre replacements publicAPI.applyShaderReplacements(shaders, openGLSpec, true); publicAPI.replaceShaderValues(shaders, ren, actor); // user specified post replacements publicAPI.applyShaderReplacements(shaders, openGLSpec); }; publicAPI.getReplacedShaderTemplate = (shaders, ren, actor) => { const openGLSpecProp = model.renderable.getViewSpecificProperties().OpenGL; publicAPI.getShaderTemplate(shaders, ren, actor); let vertexShaderCode = shaders.Vertex; if (openGLSpecProp) { const vertexSpecProp = openGLSpecProp.VertexShaderCode; Iif (vertexSpecProp !== undefined && vertexSpecProp !== '') { vertexShaderCode = vertexSpecProp; } } shaders.Vertex = vertexShaderCode; let fragmentShaderCode = shaders.Fragment; if (openGLSpecProp) { const fragmentSpecProp = openGLSpecProp.FragmentShaderCode; Iif (fragmentSpecProp !== undefined && fragmentSpecProp !== '') { fragmentShaderCode = fragmentSpecProp; } } shaders.Fragment = fragmentShaderCode; let geometryShaderCode = shaders.Geometry; if (openGLSpecProp) { const geometrySpecProp = openGLSpecProp.GeometryShaderCode; Iif (geometrySpecProp !== undefined) { geometryShaderCode = geometrySpecProp; } } shaders.Geometry = geometryShaderCode; }; } export default { implementReplaceShaderCoincidentOffset, implementBuildShadersWithReplacements, }; |