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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 | 1x 3x 3x 4x 2x 2x 2x 2x 2x 2x 2x 3x 4x 2x 2x 3x 4x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 1x 1x 2x 2x 2x 2x 3x 2x 2x 2x 8x 8x 8x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 1x 2x 1x 2x 2x 2x 2x 2x 2x 2x 2x 1x 3x 3x 3x 3x 3x 3x 3x 3x 3x 3x 1x 1x | import { mat3, mat4 } from 'gl-matrix'; import * as macro from 'vtk.js/Sources/macros'; import vtkDataArray from 'vtk.js/Sources/Common/Core/DataArray'; import vtkHelper from 'vtk.js/Sources/Rendering/OpenGL/Helper'; import vtkViewNode from 'vtk.js/Sources/Rendering/SceneGraph/ViewNode'; import vtkOpenGLTexture from 'vtk.js/Sources/Rendering/OpenGL/Texture'; import { Representation } from 'vtk.js/Sources/Rendering/Core/Property/Constants'; import { registerOverride } from 'vtk.js/Sources/Rendering/OpenGL/ViewNodeFactory'; const { vtkErrorMacro } = macro; // ---------------------------------------------------------------------------- // vtkOpenGLSkybox methods // ---------------------------------------------------------------------------- function vtkOpenGLSkybox(publicAPI, model) { // Set our className model.classHierarchy.push('vtkOpenGLSkybox'); // Builds myself. publicAPI.buildPass = (prepass) => { if (prepass) { model._openGLRenderer = publicAPI.getFirstAncestorOfType('vtkOpenGLRenderer'); model._openGLRenderWindow = model._openGLRenderer.getParent(); model.context = model._openGLRenderWindow.getContext(); model.tris.setOpenGLRenderWindow(model._openGLRenderWindow); model.openGLTexture.setOpenGLRenderWindow(model._openGLRenderWindow); const ren = model._openGLRenderer.getRenderable(); model.openGLCamera = model._openGLRenderer.getViewNodeFor( ren.getActiveCamera() ); } }; publicAPI.queryPass = (prepass, renderPass) => { if (prepass) { Iif (!model.renderable || !model.renderable.getVisibility()) { return; } renderPass.incrementOpaqueActorCount(); } }; publicAPI.opaquePass = (prepass, renderPass) => { if (prepass && !model._openGLRenderer.getSelector()) { publicAPI.updateBufferObjects(); model.context.depthMask(true); model._openGLRenderWindow .getShaderCache() .readyShaderProgram(model.tris.getProgram()); model.openGLTexture.render(model._openGLRenderWindow); const texUnit = model.openGLTexture.getTextureUnit(); model.tris.getProgram().setUniformi('sbtexture', texUnit); const ren = model._openGLRenderer.getRenderable(); const keyMats = model.openGLCamera.getKeyMatrices(ren); const imat = new Float64Array(16); mat4.invert(imat, keyMats.wcpc); model.tris.getProgram().setUniformMatrix('IMCPCMatrix', imat); if (model.lastFormat === 'box') { const camPos = ren.getActiveCamera().getPosition(); model.tris .getProgram() .setUniform3f('camPos', camPos[0], camPos[1], camPos[2]); } model.tris.getVAO().bind(); // draw polygons model.context.drawArrays( model.context.TRIANGLES, 0, model.tris.getCABO().getElementCount() ); model.tris.getVAO().release(); model.openGLTexture.deactivate(); } }; publicAPI.updateBufferObjects = () => { // build the VBO if needed, only happens once if (!model.tris.getCABO().getElementCount()) { const ptsArray = new Float32Array(12); for (let i = 0; i < 4; i++) { ptsArray[i * 3] = (i % 2) * 2 - 1.0; ptsArray[i * 3 + 1] = i > 1 ? 1.0 : -1.0; ptsArray[i * 3 + 2] = 1.0; } const points = vtkDataArray.newInstance({ numberOfComponents: 3, values: ptsArray, }); points.setName('points'); const cellArray = new Uint16Array(8); cellArray[0] = 3; cellArray[1] = 0; cellArray[2] = 1; cellArray[3] = 3; cellArray[4] = 3; cellArray[5] = 0; cellArray[6] = 3; cellArray[7] = 2; const cells = vtkDataArray.newInstance({ numberOfComponents: 1, values: cellArray, }); model.tris.getCABO().createVBO(cells, 'polys', Representation.SURFACE, { points, cellOffset: 0, }); } // update the program? if (model.renderable.getFormat() !== model.lastFormat) { model.lastFormat = model.renderable.getFormat(); if (model.lastFormat === 'box') { // we invert Y below because opengl is messed up! // Cube Maps have been specified to follow the RenderMan // specification (for whatever reason), and RenderMan // assumes the images' origin being in the upper left, // contrary to the usual OpenGL behaviour of having the // image origin in the lower left. That's why things get // swapped in the Y direction. It totally breaks with the usual // OpenGL semantics and doesn't make sense at all. // But now we're stuck with it. From // https://stackoverflow.com/questions/11685608/convention-of-faces-in-opengl-cubemapping // model.tris.setProgram( model._openGLRenderWindow.getShaderCache().readyShaderProgramArray( `//VTK::System::Dec attribute vec3 vertexMC; uniform mat4 IMCPCMatrix; varying vec3 TexCoords; void main () { gl_Position = vec4(vertexMC.xyz, 1.0); vec4 wpos = IMCPCMatrix * gl_Position; TexCoords = wpos.xyz/wpos.w; }`, `//VTK::System::Dec //VTK::Output::Dec varying vec3 TexCoords; uniform samplerCube sbtexture; uniform vec3 camPos; void main () { // skybox looks from inside out // which means we have to adjust // our tcoords. Otherwise text would // be flipped vec3 tc = normalize(TexCoords - camPos); if (abs(tc.z) < max(abs(tc.x),abs(tc.y))) { tc = vec3(1.0, 1.0, -1.0) * tc; } else { tc = vec3(-1.0, 1.0, 1.0) * tc; } gl_FragData[0] = textureCube(sbtexture, tc); }`, '' ) ); } if (model.lastFormat === 'background') { // maps the texture to the window model.tris.setProgram( model._openGLRenderWindow.getShaderCache().readyShaderProgramArray( `//VTK::System::Dec attribute vec3 vertexMC; uniform mat4 IMCPCMatrix; varying vec2 TexCoords; void main () { gl_Position = vec4(vertexMC.xyz, 1.0); vec4 wpos = IMCPCMatrix * gl_Position; TexCoords = vec2(vertexMC.x, vertexMC.y)*0.5 + 0.5; }`, `//VTK::System::Dec //VTK::Output::Dec varying vec2 TexCoords; uniform sampler2D sbtexture; void main () { gl_FragData[0] = texture2D(sbtexture, TexCoords); }`, '' ) ); } model.tris.getShaderSourceTime().modified(); model.tris.getVAO().bind(); Iif ( !model.tris .getVAO() .addAttributeArray( model.tris.getProgram(), model.tris.getCABO(), 'vertexMC', model.tris.getCABO().getVertexOffset(), model.tris.getCABO().getStride(), model.context.FLOAT, 3, model.context.FALSE ) ) { vtkErrorMacro('Error setting vertexMC in shader VAO.'); } } // set/update the texture map if needed const tmaps = model.renderable.getTextures(); Iif (!tmaps.length) { vtkErrorMacro('vtkSkybox requires a texture map'); } if (model.openGLTexture.getRenderable() !== tmaps[0]) { model.openGLTexture.releaseGraphicsResources(model._openGLRenderWindow); model.openGLTexture.setRenderable(tmaps[0]); } }; } // ---------------------------------------------------------------------------- // Object factory // ---------------------------------------------------------------------------- const DEFAULT_VALUES = { context: null, }; // ---------------------------------------------------------------------------- export function extend(publicAPI, model, initialValues = {}) { Object.assign(model, DEFAULT_VALUES, initialValues); // Inheritance vtkViewNode.extend(publicAPI, model, initialValues); model.openGLTexture = vtkOpenGLTexture.newInstance(); model.tris = vtkHelper.newInstance(); 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 vtkOpenGLSkybox(publicAPI, model); } // ---------------------------------------------------------------------------- export const newInstance = macro.newInstance(extend); // ---------------------------------------------------------------------------- export default { newInstance, extend }; // Register ourself to OpenGL backend if imported registerOverride('vtkSkybox', newInstance); |