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

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import * as macro from 'vtk.js/Sources/macros';
import DeepEqual from 'fast-deep-equal';
import { vec3, mat3, mat4 } from 'gl-matrix';
// import vtkBoundingBox       from 'vtk.js/Sources/Common/DataModel/BoundingBox';
import vtkDataArray from 'vtk.js/Sources/Common/Core/DataArray';
import { VtkDataTypes } from 'vtk.js/Sources/Common/Core/DataArray/Constants';
import vtkHelper from 'vtk.js/Sources/Rendering/OpenGL/Helper';
import * as vtkMath from 'vtk.js/Sources/Common/Core/Math';
import vtkOpenGLFramebuffer from 'vtk.js/Sources/Rendering/OpenGL/Framebuffer';
import vtkOpenGLTexture from 'vtk.js/Sources/Rendering/OpenGL/Texture';
import vtkReplacementShaderMapper from 'vtk.js/Sources/Rendering/OpenGL/ReplacementShaderMapper';
import vtkShaderProgram from 'vtk.js/Sources/Rendering/OpenGL/ShaderProgram';
import vtkVertexArrayObject from 'vtk.js/Sources/Rendering/OpenGL/VertexArrayObject';
import vtkViewNode from 'vtk.js/Sources/Rendering/SceneGraph/ViewNode';
import { Representation } from 'vtk.js/Sources/Rendering/Core/Property/Constants';
import {
  Wrap,
  Filter,
} from 'vtk.js/Sources/Rendering/OpenGL/Texture/Constants';
import {
  InterpolationType,
  OpacityMode,
  ColorMixPreset,
} from 'vtk.js/Sources/Rendering/Core/VolumeProperty/Constants';
import { BlendMode } from 'vtk.js/Sources/Rendering/Core/VolumeMapper/Constants';
 
import vtkVolumeVS from 'vtk.js/Sources/Rendering/OpenGL/glsl/vtkVolumeVS.glsl';
import vtkVolumeFS from 'vtk.js/Sources/Rendering/OpenGL/glsl/vtkVolumeFS.glsl';
 
import { registerOverride } from 'vtk.js/Sources/Rendering/OpenGL/ViewNodeFactory';
 
const { vtkWarningMacro, vtkErrorMacro } = macro;
 
// ----------------------------------------------------------------------------
// helper methods
// ----------------------------------------------------------------------------
 
function computeFnToString(pwfun, useIComps, numberOfComponents) {
  return pwfun ? `${pwfun.getMTime()}-${useIComps}-${numberOfComponents}` : '0';
}
 
function getColorCodeFromPreset(colorMixPreset) {
  switch (colorMixPreset) {
    case ColorMixPreset.CUSTOM:
      return '//VTK::CustomColorMix';
    case ColorMixPreset.ADDITIVE:
      return `
        // compute normals
        mat4 normalMat = computeMat4Normal(posIS, tValue, tstep);
        #if (vtkLightComplexity > 0) && defined(vtkComputeNormalFromOpacity)
          vec3 scalarInterp0[2];
          vec4 normalLight0 = computeNormalForDensity(posIS, tstep, scalarInterp0, 0);
          scalarInterp0[0] = scalarInterp0[0] * oscale0 + oshift0;
          scalarInterp0[1] = scalarInterp0[1] * oscale0 + oshift0;
          normalLight0 = computeDensityNormal(scalarInterp0, height0, 1.0);
 
          vec3 scalarInterp1[2];
          vec4 normalLight1 = computeNormalForDensity(posIS, tstep, scalarInterp1, 1);
          scalarInterp1[0] = scalarInterp1[0] * oscale1 + oshift1;
          scalarInterp1[1] = scalarInterp1[1] * oscale1 + oshift1;
          normalLight1 = computeDensityNormal(scalarInterp1, height1, 1.0);
        #else
          vec4 normalLight0 = normalMat[0];
          vec4 normalLight1 = normalMat[1];
        #endif
 
        // compute opacities
        float opacity0 = pwfValue0;
        float opacity1 = pwfValue1;
        #ifdef vtkGradientOpacityOn
          float gof0 = computeGradientOpacityFactor(normalMat[0].a, goscale0, goshift0, gomin0, gomax0);
          opacity0 *= gof0;
          float gof1 = computeGradientOpacityFactor(normalMat[1].a, goscale1, goshift1, gomin1, gomax1);
          opacity1 *= gof1;
        #endif
        float opacitySum = opacity0 + opacity1;
        if (opacitySum <= 0.0) {
          return vec4(0.0);
        }
 
        // mix the colors and opacities
        tColor0 = applyAllLightning(tColor0, opacity0, posIS, normalLight0);
        tColor1 = applyAllLightning(tColor1, opacity1, posIS, normalLight1);
        vec3 mixedColor = (opacity0 * tColor0 + opacity1 * tColor1) / opacitySum;
        return vec4(mixedColor, min(1.0, opacitySum));
`;
    case ColorMixPreset.COLORIZE:
      return `
        // compute normals
        mat4 normalMat = computeMat4Normal(posIS, tValue, tstep);
        #if (vtkLightComplexity > 0) && defined(vtkComputeNormalFromOpacity)
          vec3 scalarInterp0[2];
          vec4 normalLight0 = computeNormalForDensity(posIS, tstep, scalarInterp0, 0);
          scalarInterp0[0] = scalarInterp0[0] * oscale0 + oshift0;
          scalarInterp0[1] = scalarInterp0[1] * oscale0 + oshift0;
          normalLight0 = computeDensityNormal(scalarInterp0, height0, 1.0);
        #else
          vec4 normalLight0 = normalMat[0];
        #endif
 
        // compute opacities
        float opacity0 = pwfValue0;
        #ifdef vtkGradientOpacityOn
          float gof0 = computeGradientOpacityFactor(normalMat[0].a, goscale0, goshift0, gomin0, gomax0);
          opacity0 *= gof0;
        #endif
 
        // mix the colors and opacities
        vec3 color = tColor0 * mix(vec3(1.0), tColor1, pwfValue1);
        color = applyAllLightning(color, opacity0, posIS, normalLight0);
        return vec4(color, opacity0);
`;
    default:
      return null;
  }
}
 
// ----------------------------------------------------------------------------
// vtkOpenGLVolumeMapper methods
// ----------------------------------------------------------------------------
 
function vtkOpenGLVolumeMapper(publicAPI, model) {
  // Set our className
  model.classHierarchy.push('vtkOpenGLVolumeMapper');
 
  publicAPI.buildPass = () => {
    model.zBufferTexture = null;
  };
 
  // ohh someone is doing a zbuffer pass, use that for
  // intermixed volume rendering
  publicAPI.zBufferPass = (prepass, renderPass) => {
    if (prepass) {
      const zbt = renderPass.getZBufferTexture();
      if (zbt !== model.zBufferTexture) {
        model.zBufferTexture = zbt;
      }
    }
  };
 
  publicAPI.opaqueZBufferPass = (prepass, renderPass) =>
    publicAPI.zBufferPass(prepass, renderPass);
 
  // Renders myself
  publicAPI.volumePass = (prepass, renderPass) => {
    if (prepass) {
      model._openGLRenderWindow = publicAPI.getFirstAncestorOfType(
        'vtkOpenGLRenderWindow'
      );
      model.context = model._openGLRenderWindow.getContext();
      model.tris.setOpenGLRenderWindow(model._openGLRenderWindow);
      model.jitterTexture.setOpenGLRenderWindow(model._openGLRenderWindow);
      model.framebuffer.setOpenGLRenderWindow(model._openGLRenderWindow);
 
      // Per Component?
      model.scalarTexture.setOpenGLRenderWindow(model._openGLRenderWindow);
      model.colorTexture.setOpenGLRenderWindow(model._openGLRenderWindow);
      model.opacityTexture.setOpenGLRenderWindow(model._openGLRenderWindow);
      model.labelOutlineThicknessTexture.setOpenGLRenderWindow(
        model._openGLRenderWindow
      );
 
      model.openGLVolume = publicAPI.getFirstAncestorOfType('vtkOpenGLVolume');
      const actor = model.openGLVolume.getRenderable();
      model._openGLRenderer =
        publicAPI.getFirstAncestorOfType('vtkOpenGLRenderer');
      const ren = model._openGLRenderer.getRenderable();
      model.openGLCamera = model._openGLRenderer.getViewNodeFor(
        ren.getActiveCamera()
      );
      publicAPI.renderPiece(ren, actor);
    }
  };
 
  publicAPI.getShaderTemplate = (shaders, ren, actor) => {
    shaders.Vertex = vtkVolumeVS;
    shaders.Fragment = vtkVolumeFS;
    shaders.Geometry = '';
  };
 
  publicAPI.useIndependentComponents = (actorProperty) => {
    const iComps = actorProperty.getIndependentComponents();
    const image = model.currentInput;
    const numComp = image
      ?.getPointData()
      ?.getScalars()
      ?.getNumberOfComponents();
    const colorMixPreset = actorProperty.getColorMixPreset();
    return (iComps && numComp >= 2) || !!colorMixPreset;
  };
 
  publicAPI.replaceShaderValues = (shaders, ren, actor) => {
    const actorProps = actor.getProperty();
    let FSSource = shaders.Fragment;
 
    // define some values in the shader
    const iType = actorProps.getInterpolationType();
    if (iType === InterpolationType.LINEAR) {
      FSSource = vtkShaderProgram.substitute(
        FSSource,
        '//VTK::TrilinearOn',
        '#define vtkTrilinearOn'
      ).result;
    }
 
    const vtkImageLabelOutline = actorProps.getUseLabelOutline();
    Iif (vtkImageLabelOutline === true) {
      FSSource = vtkShaderProgram.substitute(
        FSSource,
        '//VTK::ImageLabelOutlineOn',
        '#define vtkImageLabelOutlineOn'
      ).result;
    }
 
    const numComp = model.scalarTexture.getComponents();
    FSSource = vtkShaderProgram.substitute(
      FSSource,
      '//VTK::NumComponents',
      `#define vtkNumComponents ${numComp}`
    ).result;
 
    const useIndependentComps = publicAPI.useIndependentComponents(actorProps);
    if (useIndependentComps) {
      FSSource = vtkShaderProgram.substitute(
        FSSource,
        '//VTK::IndependentComponentsOn',
        '#define UseIndependentComponents'
      ).result;
    }
 
    // Define any proportional components
    const proportionalComponents = [];
    const forceNearestComponents = [];
    for (let nc = 0; nc < numComp; nc++) {
      if (actorProps.getOpacityMode(nc) === OpacityMode.PROPORTIONAL) {
        proportionalComponents.push(`#define vtkComponent${nc}Proportional`);
      }
      Iif (actorProps.getForceNearestInterpolation(nc)) {
        forceNearestComponents.push(`#define vtkComponent${nc}ForceNearest`);
      }
    }
 
    FSSource = vtkShaderProgram.substitute(
      FSSource,
      '//VTK::vtkProportionalComponents',
      proportionalComponents.join('\n')
    ).result;
 
    FSSource = vtkShaderProgram.substitute(
      FSSource,
      '//VTK::vtkForceNearestComponents',
      forceNearestComponents.join('\n')
    ).result;
 
    const colorMixPreset = actorProps.getColorMixPreset();
    const colorMixCode = getColorCodeFromPreset(colorMixPreset);
    if (colorMixCode) {
      FSSource = vtkShaderProgram.substitute(
        FSSource,
        '//VTK::CustomComponentsColorMixOn',
        '#define vtkCustomComponentsColorMix'
      ).result;
      FSSource = vtkShaderProgram.substitute(
        FSSource,
        '//VTK::CustomComponentsColorMix::Impl',
        colorMixCode
      ).result;
    }
 
    // WebGL only supports loops over constants
    // and does not support while loops so we
    // have to hard code how many steps/samples to take
    // We do a break so most systems will gracefully
    // early terminate, but it is always possible
    // a system will execute every step regardless
    const ext = model.currentInput.getSpatialExtent();
    const spc = model.currentInput.getSpacing();
    const vsize = new Float64Array(3);
    vec3.set(
      vsize,
      (ext[1] - ext[0]) * spc[0],
      (ext[3] - ext[2]) * spc[1],
      (ext[5] - ext[4]) * spc[2]
    );
 
    const maxSamples =
      vec3.length(vsize) / publicAPI.getCurrentSampleDistance(ren);
 
    FSSource = vtkShaderProgram.substitute(
      FSSource,
      '//VTK::MaximumSamplesValue',
      `${Math.ceil(maxSamples)}`
    ).result;
 
    // set light complexity
    FSSource = vtkShaderProgram.substitute(
      FSSource,
      '//VTK::LightComplexity',
      `#define vtkLightComplexity ${model.lightComplexity}`
    ).result;
 
    // set shadow blending flag
    if (model.lightComplexity > 0) {
      if (model.renderable.getVolumetricScatteringBlending() > 0.0) {
        FSSource = vtkShaderProgram.substitute(
          FSSource,
          '//VTK::VolumeShadowOn',
          `#define VolumeShadowOn`
        ).result;
      }
      if (model.renderable.getVolumetricScatteringBlending() < 1.0) {
        FSSource = vtkShaderProgram.substitute(
          FSSource,
          '//VTK::SurfaceShadowOn',
          `#define SurfaceShadowOn`
        ).result;
      }
      Iif (
        model.renderable.getLocalAmbientOcclusion() &&
        actorProps.getAmbient() > 0.0
      ) {
        FSSource = vtkShaderProgram.substitute(
          FSSource,
          '//VTK::localAmbientOcclusionOn',
          `#define localAmbientOcclusionOn`
        ).result;
      }
    }
 
    // if using gradient opacity define that
    const numIComps = useIndependentComps ? numComp : 1;
    model.gopacity = false;
    for (let nc = 0; !model.gopacity && nc < numIComps; ++nc) {
      model.gopacity ||= actorProps.getUseGradientOpacity(nc);
    }
    if (model.gopacity) {
      FSSource = vtkShaderProgram.substitute(
        FSSource,
        '//VTK::GradientOpacityOn',
        '#define vtkGradientOpacityOn'
      ).result;
    }
 
    // set normal from density
    if (model.renderable.getComputeNormalFromOpacity()) {
      FSSource = vtkShaderProgram.substitute(
        FSSource,
        '//VTK::vtkComputeNormalFromOpacity',
        `#define vtkComputeNormalFromOpacity`
      ).result;
    }
 
    // if we have a ztexture then declare it and use it
    if (model.zBufferTexture !== null) {
      FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::ZBuffer::Dec', [
        'uniform sampler2D zBufferTexture;',
        'uniform float vpZWidth;',
        'uniform float vpZHeight;',
      ]).result;
      FSSource = vtkShaderProgram.substitute(FSSource, '//VTK::ZBuffer::Impl', [
        'vec4 depthVec = texture2D(zBufferTexture, vec2(gl_FragCoord.x / vpZWidth, gl_FragCoord.y/vpZHeight));',
        'float zdepth = (depthVec.r*256.0 + depthVec.g)/257.0;',
        'zdepth = zdepth * 2.0 - 1.0;',
        'if (cameraParallel == 0) {',
        'zdepth = -2.0 * camFar * camNear / (zdepth*(camFar-camNear)-(camFar+camNear)) - camNear;}',
        'else {',
        'zdepth = (zdepth + 1.0) * 0.5 * (camFar - camNear);}\n',
        'zdepth = -zdepth/rayDir.z;',
        'dists.y = min(zdepth,dists.y);',
      ]).result;
    }
 
    // Set the BlendMode approach
    FSSource = vtkShaderProgram.substitute(
      FSSource,
      '//VTK::BlendMode',
      `${model.renderable.getBlendMode()}`
    ).result;
 
    shaders.Fragment = FSSource;
 
    publicAPI.replaceShaderLight(shaders, ren, actor);
    publicAPI.replaceShaderClippingPlane(shaders, ren, actor);
  };
 
  publicAPI.replaceShaderLight = (shaders, ren, actor) => {
    if (model.lightComplexity === 0) {
      return;
    }
    let FSSource = shaders.Fragment;
    // check for shadow maps - not implemented yet, skip
    // const shadowFactor = '';
 
    // to-do: single out the case when complexity = 1
 
    // only account for lights that are switched on
    let lightNum = 0;
    ren.getLights().forEach((light) => {
      if (light.getSwitch()) {
        lightNum += 1;
      }
    });
    FSSource = vtkShaderProgram.substitute(
      FSSource,
      '//VTK::Light::Dec',
      [
        `uniform int lightNum;`,
        `uniform bool twoSidedLighting;`,
        `uniform vec3 lightColor[${lightNum}];`,
        `uniform vec3 lightDirectionVC[${lightNum}]; // normalized`,
        `uniform vec3 lightHalfAngleVC[${lightNum}];`,
        '//VTK::Light::Dec',
      ],
      false
    ).result;
    // support any number of lights
    if (model.lightComplexity === 3) {
      FSSource = vtkShaderProgram.substitute(
        FSSource,
        '//VTK::Light::Dec',
        [
          `uniform vec3 lightPositionVC[${lightNum}];`,
          `uniform vec3 lightAttenuation[${lightNum}];`,
          `uniform float lightConeAngle[${lightNum}];`,
          `uniform float lightExponent[${lightNum}];`,
          `uniform int lightPositional[${lightNum}];`,
        ],
        false
      ).result;
    }
 
    if (model.renderable.getVolumetricScatteringBlending() > 0.0) {
      FSSource = vtkShaderProgram.substitute(
        FSSource,
        '//VTK::VolumeShadow::Dec',
        [
          `uniform float volumetricScatteringBlending;`,
          `uniform float giReach;`,
          `uniform float volumeShadowSamplingDistFactor;`,
          `uniform float anisotropy;`,
          `uniform float anisotropy2;`,
        ],
        false
      ).result;
    }
    Iif (
      model.renderable.getLocalAmbientOcclusion() &&
      actor.getProperty().getAmbient() > 0.0
    ) {
      FSSource = vtkShaderProgram.substitute(
        FSSource,
        '//VTK::LAO::Dec',
        [
          `uniform int kernelRadius;`,
          `uniform vec2 kernelSample[${model.renderable.getLAOKernelRadius()}];`,
          `uniform int kernelSize;`,
        ],
        false
      ).result;
    }
    shaders.Fragment = FSSource;
  };
 
  publicAPI.replaceShaderClippingPlane = (shaders, ren, actor) => {
    let FSSource = shaders.Fragment;
 
    if (model.renderable.getClippingPlanes().length > 0) {
      const clipPlaneSize = model.renderable.getClippingPlanes().length;
      FSSource = vtkShaderProgram.substitute(
        FSSource,
        '//VTK::ClipPlane::Dec',
        [
          `uniform vec3 vClipPlaneNormals[6];`,
          `uniform float vClipPlaneDistances[6];`,
          `uniform vec3 vClipPlaneOrigins[6];`,
          `uniform int clip_numPlanes;`,
          '//VTK::ClipPlane::Dec',
          '#define vtkClippingPlanesOn',
        ],
        false
      ).result;
 
      FSSource = vtkShaderProgram.substitute(
        FSSource,
        '//VTK::ClipPlane::Impl',
        [
          `for(int i = 0; i < ${clipPlaneSize}; i++) {`,
          '  float rayDirRatio = dot(rayDir, vClipPlaneNormals[i]);',
          '  float equationResult = dot(vertexVCVSOutput, vClipPlaneNormals[i]) + vClipPlaneDistances[i];',
          '  if (rayDirRatio == 0.0)',
          '  {',
          '    if (equationResult < 0.0) dists.x = dists.y;',
          '    continue;',
          '  }',
          '  float result = -1.0 * equationResult / rayDirRatio;',
          '  if (rayDirRatio < 0.0) dists.y = min(dists.y, result);',
          '  else dists.x = max(dists.x, result);',
          '}',
          '//VTK::ClipPlane::Impl',
        ],
        false
      ).result;
    }
 
    shaders.Fragment = FSSource;
  };
 
  const recomputeLightComplexity = (actor, lights) => {
    // do we need lighting?
    let lightComplexity = 0;
    if (
      actor.getProperty().getShade() &&
      model.renderable.getBlendMode() === BlendMode.COMPOSITE_BLEND
    ) {
      // consider the lighting complexity to determine which case applies
      // simple headlight, Light Kit, the whole feature set of VTK
      lightComplexity = 0;
      model.numberOfLights = 0;
 
      lights.forEach((light) => {
        const status = light.getSwitch();
        if (status > 0) {
          model.numberOfLights++;
          if (lightComplexity === 0) {
            lightComplexity = 1;
          }
        }
 
        if (
          lightComplexity === 1 &&
          (model.numberOfLights > 1 ||
            light.getIntensity() !== 1.0 ||
            !light.lightTypeIsHeadLight())
        ) {
          lightComplexity = 2;
        }
        if (lightComplexity < 3 && light.getPositional()) {
          lightComplexity = 3;
        }
      });
    }
    if (lightComplexity !== model.lightComplexity) {
      model.lightComplexity = lightComplexity;
      publicAPI.modified();
    }
  };
 
  publicAPI.getNeedToRebuildShaders = (cellBO, ren, actor) => {
    const actorProps = actor.getProperty();
 
    recomputeLightComplexity(actor, ren.getLights());
 
    const numComp = model.scalarTexture.getComponents();
    const opacityModes = [];
    const forceNearestInterps = [];
    for (let nc = 0; nc < numComp; nc++) {
      opacityModes.push(actorProps.getOpacityMode(nc));
      forceNearestInterps.push(actorProps.getForceNearestInterpolation(nc));
    }
 
    const ext = model.currentInput.getSpatialExtent();
    const spc = model.currentInput.getSpacing();
    const vsize = new Float64Array(3);
    vec3.set(
      vsize,
      (ext[1] - ext[0]) * spc[0],
      (ext[3] - ext[2]) * spc[1],
      (ext[5] - ext[4]) * spc[2]
    );
 
    const maxSamples =
      vec3.length(vsize) / publicAPI.getCurrentSampleDistance(ren);
 
    const hasZBufferTexture = !!model.zBufferTexture;
 
    const state = {
      iComps: actorProps.getIndependentComponents(),
      colorMixPreset: actorProps.getColorMixPreset(),
      interpolationType: actorProps.getInterpolationType(),
      useLabelOutline: actorProps.getUseLabelOutline(),
      numComp,
      maxSamples,
      useGradientOpacity: actorProps.getUseGradientOpacity(0),
      blendMode: model.renderable.getBlendMode(),
      hasZBufferTexture,
      opacityModes,
      forceNearestInterps,
    };
 
    // We need to rebuild the shader if one of these variables has changed,
    // since they are used in the shader template replacement step.
    // We also need to rebuild if the shader source time is outdated.
    if (
      cellBO.getProgram()?.getHandle() === 0 ||
      cellBO.getShaderSourceTime().getMTime() < publicAPI.getMTime() ||
      cellBO.getShaderSourceTime().getMTime() < model.renderable.getMTime() ||
      !model.previousState ||
      !DeepEqual(model.previousState, state)
    ) {
      model.previousState = state;
      return true;
    }
    return false;
  };
 
  publicAPI.updateShaders = (cellBO, ren, actor) => {
    // has something changed that would require us to recreate the shader?
    if (publicAPI.getNeedToRebuildShaders(cellBO, ren, actor)) {
      const shaders = { Vertex: null, Fragment: null, Geometry: null };
 
      publicAPI.buildShaders(shaders, ren, actor);
 
      // compile and bind the program if needed
      const newShader = model._openGLRenderWindow
        .getShaderCache()
        .readyShaderProgramArray(
          shaders.Vertex,
          shaders.Fragment,
          shaders.Geometry
        );
 
      // if the shader changed reinitialize the VAO
      if (newShader !== cellBO.getProgram()) {
        cellBO.setProgram(newShader);
        // reset the VAO as the shader has changed
        cellBO.getVAO().releaseGraphicsResources();
      }
 
      cellBO.getShaderSourceTime().modified();
    } else {
      model._openGLRenderWindow
        .getShaderCache()
        .readyShaderProgram(cellBO.getProgram());
    }
 
    cellBO.getVAO().bind();
    publicAPI.setMapperShaderParameters(cellBO, ren, actor);
    publicAPI.setCameraShaderParameters(cellBO, ren, actor);
    publicAPI.setPropertyShaderParameters(cellBO, ren, actor);
    publicAPI.getClippingPlaneShaderParameters(cellBO, ren, actor);
  };
 
  publicAPI.setMapperShaderParameters = (cellBO, ren, actor) => {
    // Now to update the VAO too, if necessary.
    const program = cellBO.getProgram();
 
    if (
      cellBO.getCABO().getElementCount() &&
      (model.VBOBuildTime.getMTime() >
        cellBO.getAttributeUpdateTime().getMTime() ||
        cellBO.getShaderSourceTime().getMTime() >
          cellBO.getAttributeUpdateTime().getMTime())
    ) {
      if (program.isAttributeUsed('vertexDC')) {
        Iif (
          !cellBO
            .getVAO()
            .addAttributeArray(
              program,
              cellBO.getCABO(),
              'vertexDC',
              cellBO.getCABO().getVertexOffset(),
              cellBO.getCABO().getStride(),
              model.context.FLOAT,
              3,
              model.context.FALSE
            )
        ) {
          vtkErrorMacro('Error setting vertexDC in shader VAO.');
        }
      }
      cellBO.getAttributeUpdateTime().modified();
    }
 
    program.setUniformi('texture1', model.scalarTexture.getTextureUnit());
    program.setUniformf(
      'sampleDistance',
      publicAPI.getCurrentSampleDistance(ren)
    );
 
    const volInfo = model.scalarTexture.getVolumeInfo();
    const ipScalarRange = model.renderable.getIpScalarRange();
 
    const minVals = [];
    const maxVals = [];
    for (let i = 0; i < 4; i++) {
      // convert iprange from 0-1 into data range values
      minVals[i] =
        ipScalarRange[0] * volInfo.dataComputedScale[i] +
        volInfo.dataComputedOffset[i];
      maxVals[i] =
        ipScalarRange[1] * volInfo.dataComputedScale[i] +
        volInfo.dataComputedOffset[i];
      // convert data ranges into texture values
      minVals[i] = (minVals[i] - volInfo.offset[i]) / volInfo.scale[i];
      maxVals[i] = (maxVals[i] - volInfo.offset[i]) / volInfo.scale[i];
    }
    program.setUniform4f(
      'ipScalarRangeMin',
      minVals[0],
      minVals[1],
      minVals[2],
      minVals[3]
    );
    program.setUniform4f(
      'ipScalarRangeMax',
      maxVals[0],
      maxVals[1],
      maxVals[2],
      maxVals[3]
    );
 
    // if we have a zbuffer texture then set it
    if (model.zBufferTexture !== null) {
      program.setUniformi(
        'zBufferTexture',
        model.zBufferTexture.getTextureUnit()
      );
      const size = model._useSmallViewport
        ? [model._smallViewportWidth, model._smallViewportHeight]
        : model._openGLRenderWindow.getFramebufferSize();
      program.setUniformf('vpZWidth', size[0]);
      program.setUniformf('vpZHeight', size[1]);
    }
  };
 
  publicAPI.setCameraShaderParameters = (cellBO, ren, actor) => {
    // // [WMVP]C == {world, model, view, projection} coordinates
    // // E.g., WCPC == world to projection coordinate transformation
    const keyMats = model.openGLCamera.getKeyMatrices(ren);
    const actMats = model.openGLVolume.getKeyMatrices();
 
    mat4.multiply(model.modelToView, keyMats.wcvc, actMats.mcwc);
 
    const program = cellBO.getProgram();
 
    const cam = model.openGLCamera.getRenderable();
    const crange = cam.getClippingRange();
    program.setUniformf('camThick', crange[1] - crange[0]);
    program.setUniformf('camNear', crange[0]);
    program.setUniformf('camFar', crange[1]);
 
    const bounds = model.currentInput.getBounds();
    const dims = model.currentInput.getDimensions();
 
    // compute the viewport bounds of the volume
    // we will only render those fragments.
    const pos = new Float64Array(3);
    const dir = new Float64Array(3);
    let dcxmin = 1.0;
    let dcxmax = -1.0;
    let dcymin = 1.0;
    let dcymax = -1.0;
 
    for (let i = 0; i < 8; ++i) {
      vec3.set(
        pos,
        bounds[i % 2],
        bounds[2 + (Math.floor(i / 2) % 2)],
        bounds[4 + Math.floor(i / 4)]
      );
      vec3.transformMat4(pos, pos, model.modelToView);
      if (!cam.getParallelProjection()) {
        vec3.normalize(dir, pos);
 
        // now find the projection of this point onto a
        // nearZ distance plane. Since the camera is at 0,0,0
        // in VC the ray is just t*pos and
        // t is -nearZ/dir.z
        // intersection becomes pos.x/pos.z
        const t = -crange[0] / pos[2];
        vec3.scale(pos, dir, t);
      }
      // now convert to DC
      vec3.transformMat4(pos, pos, keyMats.vcpc);
 
      dcxmin = Math.min(pos[0], dcxmin);
      dcxmax = Math.max(pos[0], dcxmax);
      dcymin = Math.min(pos[1], dcymin);
      dcymax = Math.max(pos[1], dcymax);
    }
 
    program.setUniformf('dcxmin', dcxmin);
    program.setUniformf('dcxmax', dcxmax);
    program.setUniformf('dcymin', dcymin);
    program.setUniformf('dcymax', dcymax);
 
    if (program.isUniformUsed('cameraParallel')) {
      program.setUniformi('cameraParallel', cam.getParallelProjection());
    }
 
    const ext = model.currentInput.getSpatialExtent();
    const spc = model.currentInput.getSpacing();
    const vsize = new Float64Array(3);
    vec3.set(
      vsize,
      (ext[1] - ext[0]) * spc[0],
      (ext[3] - ext[2]) * spc[1],
      (ext[5] - ext[4]) * spc[2]
    );
    program.setUniform3f('vSpacing', spc[0], spc[1], spc[2]);
 
    vec3.set(pos, ext[0], ext[2], ext[4]);
    model.currentInput.indexToWorldVec3(pos, pos);
 
    vec3.transformMat4(pos, pos, model.modelToView);
    program.setUniform3f('vOriginVC', pos[0], pos[1], pos[2]);
 
    // apply the image directions
    const i2wmat4 = model.currentInput.getIndexToWorld();
    mat4.multiply(model.idxToView, model.modelToView, i2wmat4);
 
    mat3.multiply(
      model.idxNormalMatrix,
      keyMats.normalMatrix,
      actMats.normalMatrix
    );
    mat3.multiply(
      model.idxNormalMatrix,
      model.idxNormalMatrix,
      model.currentInput.getDirectionByReference()
    );
 
    const maxSamples =
      vec3.length(vsize) / publicAPI.getCurrentSampleDistance(ren);
    Iif (maxSamples > model.renderable.getMaximumSamplesPerRay()) {
      vtkWarningMacro(`The number of steps required ${Math.ceil(
        maxSamples
      )} is larger than the
        specified maximum number of steps ${model.renderable.getMaximumSamplesPerRay()}.
        Please either change the
        volumeMapper sampleDistance or its maximum number of samples.`);
    }
 
    const vctoijk = new Float64Array(3);
 
    vec3.set(vctoijk, 1.0, 1.0, 1.0);
    vec3.divide(vctoijk, vctoijk, vsize);
    program.setUniform3f('vVCToIJK', vctoijk[0], vctoijk[1], vctoijk[2]);
    program.setUniform3i('volumeDimensions', dims[0], dims[1], dims[2]);
 
    Iif (!model._openGLRenderWindow.getWebgl2()) {
      const volInfo = model.scalarTexture.getVolumeInfo();
      program.setUniformf('texWidth', model.scalarTexture.getWidth());
      program.setUniformf('texHeight', model.scalarTexture.getHeight());
      program.setUniformi('xreps', volInfo.xreps);
      program.setUniformi('xstride', volInfo.xstride);
      program.setUniformi('ystride', volInfo.ystride);
    }
 
    // map normals through normal matrix
    // then use a point on the plane to compute the distance
    const normal = new Float64Array(3);
    const pos2 = new Float64Array(3);
    for (let i = 0; i < 6; ++i) {
      switch (i) {
        case 1:
          vec3.set(normal, -1.0, 0.0, 0.0);
          vec3.set(pos2, ext[0], ext[2], ext[4]);
          break;
        case 2:
          vec3.set(normal, 0.0, 1.0, 0.0);
          vec3.set(pos2, ext[1], ext[3], ext[5]);
          break;
        case 3:
          vec3.set(normal, 0.0, -1.0, 0.0);
          vec3.set(pos2, ext[0], ext[2], ext[4]);
          break;
        case 4:
          vec3.set(normal, 0.0, 0.0, 1.0);
          vec3.set(pos2, ext[1], ext[3], ext[5]);
          break;
        case 5:
          vec3.set(normal, 0.0, 0.0, -1.0);
          vec3.set(pos2, ext[0], ext[2], ext[4]);
          break;
        case 0:
        default:
          vec3.set(normal, 1.0, 0.0, 0.0);
          vec3.set(pos2, ext[1], ext[3], ext[5]);
          break;
      }
      vec3.transformMat3(normal, normal, model.idxNormalMatrix);
      vec3.transformMat4(pos2, pos2, model.idxToView);
      const dist = -1.0 * vec3.dot(pos2, normal);
 
      // we have the plane in view coordinates
      // specify the planes in view coordinates
      program.setUniform3f(`vPlaneNormal${i}`, normal[0], normal[1], normal[2]);
      program.setUniformf(`vPlaneDistance${i}`, dist);
    }
 
    Iif (actor.getProperty().getUseLabelOutline()) {
      const image = model.currentInput;
      const worldToIndex = image.getWorldToIndex();
 
      program.setUniformMatrix('vWCtoIDX', worldToIndex);
 
      const camera = ren.getActiveCamera();
      const [cRange0, cRange1] = camera.getClippingRange();
      const distance = camera.getDistance();
 
      // set the clipping range to be model.distance and model.distance + 0.1
      // since we use the in the keyMats.wcpc (world to projection) matrix
      // the projection matrix calculation relies on the clipping range to be
      // set correctly. This is done inside the interactorStyleMPRSlice which
      // limits use cases where the interactor style is not used.
 
      camera.setClippingRange(distance, distance + 0.1);
      const labelOutlineKeyMats = model.openGLCamera.getKeyMatrices(ren);
 
      // Get the projection coordinate to world coordinate transformation matrix.
      mat4.invert(model.projectionToWorld, labelOutlineKeyMats.wcpc);
 
      // reset the clipping range since the keyMats are cached
      camera.setClippingRange(cRange0, cRange1);
 
      // to re compute the matrices for the current camera and cache them
      model.openGLCamera.getKeyMatrices(ren);
 
      program.setUniformMatrix('PCWCMatrix', model.projectionToWorld);
 
      const size = publicAPI.getRenderTargetSize();
 
      program.setUniformf('vpWidth', size[0]);
      program.setUniformf('vpHeight', size[1]);
 
      const offset = publicAPI.getRenderTargetOffset();
      program.setUniformf('vpOffsetX', offset[0] / size[0]);
      program.setUniformf('vpOffsetY', offset[1] / size[1]);
    }
 
    mat4.invert(model.projectionToView, keyMats.vcpc);
    program.setUniformMatrix('PCVCMatrix', model.projectionToView);
 
    // handle lighting values
    if (model.lightComplexity === 0) {
      return;
    }
    let lightNum = 0;
    const lightColor = [];
    const lightDir = [];
    const halfAngle = [];
    ren.getLights().forEach((light) => {
      const status = light.getSwitch();
      if (status > 0) {
        const dColor = light.getColor();
        const intensity = light.getIntensity();
        lightColor[0 + lightNum * 3] = dColor[0] * intensity;
        lightColor[1 + lightNum * 3] = dColor[1] * intensity;
        lightColor[2 + lightNum * 3] = dColor[2] * intensity;
        const ldir = light.getDirection();
        vec3.set(normal, ldir[0], ldir[1], ldir[2]);
        vec3.transformMat3(normal, normal, keyMats.normalMatrix); // in view coordinat
        vec3.normalize(normal, normal);
        lightDir[0 + lightNum * 3] = normal[0];
        lightDir[1 + lightNum * 3] = normal[1];
        lightDir[2 + lightNum * 3] = normal[2];
        // camera DOP is 0,0,-1.0 in VC
        halfAngle[0 + lightNum * 3] = -0.5 * normal[0];
        halfAngle[1 + lightNum * 3] = -0.5 * normal[1];
        halfAngle[2 + lightNum * 3] = -0.5 * (normal[2] - 1.0);
        lightNum++;
      }
    });
    program.setUniformi('twoSidedLighting', ren.getTwoSidedLighting());
    program.setUniformi('lightNum', lightNum);
    program.setUniform3fv('lightColor', lightColor);
    program.setUniform3fv('lightDirectionVC', lightDir);
    program.setUniform3fv('lightHalfAngleVC', halfAngle);
 
    if (model.lightComplexity === 3) {
      lightNum = 0;
      const lightPositionVC = [];
      const lightAttenuation = [];
      const lightConeAngle = [];
      const lightExponent = [];
      const lightPositional = [];
      ren.getLights().forEach((light) => {
        const status = light.getSwitch();
        if (status > 0) {
          const attenuation = light.getAttenuationValues();
          lightAttenuation[0 + lightNum * 3] = attenuation[0];
          lightAttenuation[1 + lightNum * 3] = attenuation[1];
          lightAttenuation[2 + lightNum * 3] = attenuation[2];
          lightExponent[lightNum] = light.getExponent();
          lightConeAngle[lightNum] = light.getConeAngle();
          lightPositional[lightNum] = light.getPositional();
          const lp = light.getTransformedPosition();
          vec3.transformMat4(lp, lp, model.modelToView);
          lightPositionVC[0 + lightNum * 3] = lp[0];
          lightPositionVC[1 + lightNum * 3] = lp[1];
          lightPositionVC[2 + lightNum * 3] = lp[2];
          lightNum += 1;
        }
      });
      program.setUniform3fv('lightPositionVC', lightPositionVC);
      program.setUniform3fv('lightAttenuation', lightAttenuation);
      program.setUniformfv('lightConeAngle', lightConeAngle);
      program.setUniformfv('lightExponent', lightExponent);
      program.setUniformiv('lightPositional', lightPositional);
    }
    if (model.renderable.getVolumetricScatteringBlending() > 0.0) {
      program.setUniformf(
        'giReach',
        model.renderable.getGlobalIlluminationReach()
      );
      program.setUniformf(
        'volumetricScatteringBlending',
        model.renderable.getVolumetricScatteringBlending()
      );
      program.setUniformf(
        'volumeShadowSamplingDistFactor',
        model.renderable.getVolumeShadowSamplingDistFactor()
      );
      program.setUniformf('anisotropy', model.renderable.getAnisotropy());
      program.setUniformf(
        'anisotropy2',
        model.renderable.getAnisotropy() ** 2.0
      );
    }
    Iif (
      model.renderable.getLocalAmbientOcclusion() &&
      actor.getProperty().getAmbient() > 0.0
    ) {
      const ks = model.renderable.getLAOKernelSize();
      program.setUniformi('kernelSize', ks);
      const kernelSample = [];
      for (let i = 0; i < ks; i++) {
        kernelSample[i * 2] = Math.random() * 0.5;
        kernelSample[i * 2 + 1] = Math.random() * 0.5;
      }
      program.setUniform2fv('kernelSample', kernelSample);
      program.setUniformi(
        'kernelRadius',
        model.renderable.getLAOKernelRadius()
      );
    }
  };
 
  publicAPI.setPropertyShaderParameters = (cellBO, ren, actor) => {
    const program = cellBO.getProgram();
 
    program.setUniformi('ctexture', model.colorTexture.getTextureUnit());
    program.setUniformi('otexture', model.opacityTexture.getTextureUnit());
    program.setUniformi('jtexture', model.jitterTexture.getTextureUnit());
    program.setUniformi(
      'ttexture',
      model.labelOutlineThicknessTexture.getTextureUnit()
    );
 
    const volInfo = model.scalarTexture.getVolumeInfo();
    const vprop = actor.getProperty();
 
    // set the component mix when independent
    const numComp = model.scalarTexture.getComponents();
    const useIndependentComps = publicAPI.useIndependentComponents(vprop);
    if (useIndependentComps) {
      for (let i = 0; i < numComp; i++) {
        program.setUniformf(
          `mix${i}`,
          actor.getProperty().getComponentWeight(i)
        );
      }
    }
 
    // three levels of shift scale combined into one
    // for performance in the fragment shader
    for (let i = 0; i < numComp; i++) {
      const target = useIndependentComps ? i : 0;
      const sscale = volInfo.scale[i];
      const ofun = vprop.getScalarOpacity(target);
      const oRange = ofun.getRange();
      const oscale = sscale / (oRange[1] - oRange[0]);
      const oshift = (volInfo.offset[i] - oRange[0]) / (oRange[1] - oRange[0]);
      program.setUniformf(`oshift${i}`, oshift);
      program.setUniformf(`oscale${i}`, oscale);
 
      const cfun = vprop.getRGBTransferFunction(target);
      const cRange = cfun.getRange();
      const cshift = (volInfo.offset[i] - cRange[0]) / (cRange[1] - cRange[0]);
      const cScale = sscale / (cRange[1] - cRange[0]);
      program.setUniformf(`cshift${i}`, cshift);
      program.setUniformf(`cscale${i}`, cScale);
    }
 
    if (model.gopacity) {
      if (useIndependentComps) {
        for (let nc = 0; nc < numComp; ++nc) {
          const sscale = volInfo.scale[nc];
          const useGO = vprop.getUseGradientOpacity(nc);
          if (useGO) {
            const gomin = vprop.getGradientOpacityMinimumOpacity(nc);
            const gomax = vprop.getGradientOpacityMaximumOpacity(nc);
            program.setUniformf(`gomin${nc}`, gomin);
            program.setUniformf(`gomax${nc}`, gomax);
            const goRange = [
              vprop.getGradientOpacityMinimumValue(nc),
              vprop.getGradientOpacityMaximumValue(nc),
            ];
            program.setUniformf(
              `goscale${nc}`,
              (sscale * (gomax - gomin)) / (goRange[1] - goRange[0])
            );
            program.setUniformf(
              `goshift${nc}`,
              (-goRange[0] * (gomax - gomin)) / (goRange[1] - goRange[0]) +
                gomin
            );
          } else {
            program.setUniformf(`gomin${nc}`, 1.0);
            program.setUniformf(`gomax${nc}`, 1.0);
            program.setUniformf(`goscale${nc}`, 0.0);
            program.setUniformf(`goshift${nc}`, 1.0);
          }
        }
      } else {
        const sscale = volInfo.scale[numComp - 1];
        const gomin = vprop.getGradientOpacityMinimumOpacity(0);
        const gomax = vprop.getGradientOpacityMaximumOpacity(0);
        program.setUniformf('gomin0', gomin);
        program.setUniformf('gomax0', gomax);
        const goRange = [
          vprop.getGradientOpacityMinimumValue(0),
          vprop.getGradientOpacityMaximumValue(0),
        ];
        program.setUniformf(
          'goscale0',
          (sscale * (gomax - gomin)) / (goRange[1] - goRange[0])
        );
        program.setUniformf(
          'goshift0',
          (-goRange[0] * (gomax - gomin)) / (goRange[1] - goRange[0]) + gomin
        );
      }
    }
 
    const vtkImageLabelOutline = actor.getProperty().getUseLabelOutline();
    Iif (vtkImageLabelOutline === true) {
      const labelOutlineOpacity = actor.getProperty().getLabelOutlineOpacity();
      program.setUniformf('outlineOpacity', labelOutlineOpacity);
    }
 
    if (model.lightComplexity > 0) {
      program.setUniformf('vAmbient', vprop.getAmbient());
      program.setUniformf('vDiffuse', vprop.getDiffuse());
      program.setUniformf('vSpecular', vprop.getSpecular());
      program.setUniformf('vSpecularPower', vprop.getSpecularPower());
    }
  };
 
  publicAPI.getClippingPlaneShaderParameters = (cellBO, ren, actor) => {
    if (model.renderable.getClippingPlanes().length > 0) {
      const keyMats = model.openGLCamera.getKeyMatrices(ren);
 
      const clipPlaneNormals = [];
      const clipPlaneDistances = [];
      const clipPlaneOrigins = [];
 
      const clipPlanes = model.renderable.getClippingPlanes();
      const clipPlaneSize = clipPlanes.length;
      for (let i = 0; i < clipPlaneSize; ++i) {
        const clipPlaneNormal = clipPlanes[i].getNormal();
        const clipPlanePos = clipPlanes[i].getOrigin();
 
        vec3.transformMat3(
          clipPlaneNormal,
          clipPlaneNormal,
          keyMats.normalMatrix
        );
 
        vec3.transformMat4(clipPlanePos, clipPlanePos, keyMats.wcvc);
 
        const clipPlaneDist = -1.0 * vec3.dot(clipPlanePos, clipPlaneNormal);
 
        clipPlaneNormals.push(clipPlaneNormal[0]);
        clipPlaneNormals.push(clipPlaneNormal[1]);
        clipPlaneNormals.push(clipPlaneNormal[2]);
        clipPlaneDistances.push(clipPlaneDist);
        clipPlaneOrigins.push(clipPlanePos[0]);
        clipPlaneOrigins.push(clipPlanePos[1]);
        clipPlaneOrigins.push(clipPlanePos[2]);
      }
      const program = cellBO.getProgram();
      program.setUniform3fv(`vClipPlaneNormals`, clipPlaneNormals);
      program.setUniformfv(`vClipPlaneDistances`, clipPlaneDistances);
      program.setUniform3fv(`vClipPlaneOrigins`, clipPlaneOrigins);
      program.setUniformi(`clip_numPlanes`, clipPlaneSize);
    }
  };
 
  // unsubscribe from our listeners
  publicAPI.delete = macro.chain(() => {
    if (model._animationRateSubscription) {
      model._animationRateSubscription.unsubscribe();
      model._animationRateSubscription = null;
    }
  }, publicAPI.delete);
 
  publicAPI.getRenderTargetSize = () => {
    if (model._useSmallViewport) {
      return [model._smallViewportWidth, model._smallViewportHeight];
    }
 
    const { usize, vsize } = model._openGLRenderer.getTiledSizeAndOrigin();
 
    return [usize, vsize];
  };
 
  publicAPI.getRenderTargetOffset = () => {
    const { lowerLeftU, lowerLeftV } =
      model._openGLRenderer.getTiledSizeAndOrigin();
 
    return [lowerLeftU, lowerLeftV];
  };
 
  publicAPI.getCurrentSampleDistance = (ren) => {
    const rwi = ren.getVTKWindow().getInteractor();
    const baseSampleDistance = model.renderable.getSampleDistance();
    Iif (rwi.isAnimating()) {
      const factor = model.renderable.getInteractionSampleDistanceFactor();
      return baseSampleDistance * factor;
    }
    return baseSampleDistance;
  };
 
  publicAPI.renderPieceStart = (ren, actor) => {
    const rwi = ren.getVTKWindow().getInteractor();
 
    if (!model._lastScale) {
      model._lastScale = model.renderable.getInitialInteractionScale();
    }
    model._useSmallViewport = false;
    Iif (rwi.isAnimating() && model._lastScale > 1.5) {
      model._useSmallViewport = true;
    }
 
    if (!model._animationRateSubscription) {
      // when the animation frame rate changes recompute the scale factor
      model._animationRateSubscription = rwi.onAnimationFrameRateUpdate(() => {
        if (model.renderable.getAutoAdjustSampleDistances()) {
          const frate = rwi.getRecentAnimationFrameRate();
          const adjustment = rwi.getDesiredUpdateRate() / frate;
 
          // only change if we are off by 15%
          if (adjustment > 1.15 || adjustment < 0.85) {
            model._lastScale *= adjustment;
          }
          // clamp scale to some reasonable values.
          // Below 1.5 we will just be using full resolution as that is close enough
          // Above 400 seems like a lot so we limit to that 1/20th per axis
          if (model._lastScale > 400) {
            model._lastScale = 400;
          }
          if (model._lastScale < 1.5) {
            model._lastScale = 1.5;
          }
        } else {
          model._lastScale =
            model.renderable.getImageSampleDistance() *
            model.renderable.getImageSampleDistance();
        }
      });
    }
 
    // use/create/resize framebuffer if needed
    Iif (model._useSmallViewport) {
      const size = model._openGLRenderWindow.getFramebufferSize();
      const scaleFactor = 1 / Math.sqrt(model._lastScale);
      model._smallViewportWidth = Math.ceil(scaleFactor * size[0]);
      model._smallViewportHeight = Math.ceil(scaleFactor * size[1]);
 
      // adjust viewportSize to always be at most the dest fo size
      if (model._smallViewportHeight > size[1]) {
        model._smallViewportHeight = size[1];
      }
      if (model._smallViewportWidth > size[0]) {
        model._smallViewportWidth = size[0];
      }
      model.framebuffer.saveCurrentBindingsAndBuffers();
 
      if (model.framebuffer.getGLFramebuffer() === null) {
        model.framebuffer.create(size[0], size[1]);
        model.framebuffer.populateFramebuffer();
      } else {
        const fbSize = model.framebuffer.getSize();
        if (!fbSize || fbSize[0] !== size[0] || fbSize[1] !== size[1]) {
          model.framebuffer.create(size[0], size[1]);
          model.framebuffer.populateFramebuffer();
        }
      }
      model.framebuffer.bind();
      const gl = model.context;
      gl.clearColor(0.0, 0.0, 0.0, 0.0);
      gl.colorMask(true, true, true, true);
      gl.clear(gl.COLOR_BUFFER_BIT);
      gl.viewport(0, 0, model._smallViewportWidth, model._smallViewportHeight);
      model.fvp = [
        model._smallViewportWidth / size[0],
        model._smallViewportHeight / size[1],
      ];
    }
    model.context.disable(model.context.DEPTH_TEST);
 
    // make sure the BOs are up to date
    publicAPI.updateBufferObjects(ren, actor);
 
    // set interpolation on the texture based on property setting
    const iType = actor.getProperty().getInterpolationType();
    if (iType === InterpolationType.NEAREST) {
      model.scalarTexture.setMinificationFilter(Filter.NEAREST);
      model.scalarTexture.setMagnificationFilter(Filter.NEAREST);
    } else {
      model.scalarTexture.setMinificationFilter(Filter.LINEAR);
      model.scalarTexture.setMagnificationFilter(Filter.LINEAR);
    }
 
    // if we have a zbuffer texture then activate it
    if (model.zBufferTexture !== null) {
      model.zBufferTexture.activate();
    }
  };
 
  publicAPI.renderPieceDraw = (ren, actor) => {
    const gl = model.context;
 
    // render the texture
    model.scalarTexture.activate();
    model.opacityTexture.activate();
    model.labelOutlineThicknessTexture.activate();
    model.colorTexture.activate();
    model.jitterTexture.activate();
 
    publicAPI.updateShaders(model.tris, ren, actor);
 
    // First we do the triangles, update the shader, set uniforms, etc.
    // for (let i = 0; i < 11; ++i) {
    //   gl.drawArrays(gl.TRIANGLES, 66 * i, 66);
    // }
    gl.drawArrays(gl.TRIANGLES, 0, model.tris.getCABO().getElementCount());
    model.tris.getVAO().release();
 
    model.scalarTexture.deactivate();
    model.colorTexture.deactivate();
    model.opacityTexture.deactivate();
    model.labelOutlineThicknessTexture.deactivate();
    model.jitterTexture.deactivate();
  };
 
  publicAPI.renderPieceFinish = (ren, actor) => {
    // if we have a zbuffer texture then deactivate it
    if (model.zBufferTexture !== null) {
      model.zBufferTexture.deactivate();
    }
 
    Iif (model._useSmallViewport) {
      // now copy the framebuffer with the volume into the
      // regular buffer
      model.framebuffer.restorePreviousBindingsAndBuffers();
 
      if (model.copyShader === null) {
        model.copyShader = model._openGLRenderWindow
          .getShaderCache()
          .readyShaderProgramArray(
            [
              '//VTK::System::Dec',
              'attribute vec4 vertexDC;',
              'uniform vec2 tfactor;',
              'varying vec2 tcoord;',
              'void main() { tcoord = vec2(vertexDC.x*0.5 + 0.5, vertexDC.y*0.5 + 0.5) * tfactor; gl_Position = vertexDC; }',
            ].join('\n'),
            [
              '//VTK::System::Dec',
              '//VTK::Output::Dec',
              'uniform sampler2D texture1;',
              'varying vec2 tcoord;',
              'void main() { gl_FragData[0] = texture2D(texture1,tcoord); }',
            ].join('\n'),
            ''
          );
        const program = model.copyShader;
 
        model.copyVAO = vtkVertexArrayObject.newInstance();
        model.copyVAO.setOpenGLRenderWindow(model._openGLRenderWindow);
 
        model.tris.getCABO().bind();
        if (
          !model.copyVAO.addAttributeArray(
            program,
            model.tris.getCABO(),
            'vertexDC',
            model.tris.getCABO().getVertexOffset(),
            model.tris.getCABO().getStride(),
            model.context.FLOAT,
            3,
            model.context.FALSE
          )
        ) {
          vtkErrorMacro('Error setting vertexDC in copy shader VAO.');
        }
      } else {
        model._openGLRenderWindow
          .getShaderCache()
          .readyShaderProgram(model.copyShader);
      }
 
      const size = model._openGLRenderWindow.getFramebufferSize();
      model.context.viewport(0, 0, size[0], size[1]);
 
      // activate texture
      const tex = model.framebuffer.getColorTexture();
      tex.activate();
      model.copyShader.setUniformi('texture', tex.getTextureUnit());
      model.copyShader.setUniform2f('tfactor', model.fvp[0], model.fvp[1]);
 
      const gl = model.context;
      gl.blendFuncSeparate(
        gl.ONE,
        gl.ONE_MINUS_SRC_ALPHA,
        gl.ONE,
        gl.ONE_MINUS_SRC_ALPHA
      );
 
      // render quad
      model.context.drawArrays(
        model.context.TRIANGLES,
        0,
        model.tris.getCABO().getElementCount()
      );
      tex.deactivate();
 
      gl.blendFuncSeparate(
        gl.SRC_ALPHA,
        gl.ONE_MINUS_SRC_ALPHA,
        gl.ONE,
        gl.ONE_MINUS_SRC_ALPHA
      );
    }
  };
 
  publicAPI.renderPiece = (ren, actor) => {
    publicAPI.invokeEvent({ type: 'StartEvent' });
    model.renderable.update();
    model.currentInput = model.renderable.getInputData();
    publicAPI.invokeEvent({ type: 'EndEvent' });
 
    Iif (!model.currentInput) {
      vtkErrorMacro('No input!');
      return;
    }
 
    publicAPI.renderPieceStart(ren, actor);
    publicAPI.renderPieceDraw(ren, actor);
    publicAPI.renderPieceFinish(ren, actor);
  };
 
  publicAPI.computeBounds = (ren, actor) => {
    if (!publicAPI.getInput()) {
      vtkMath.uninitializeBounds(model.Bounds);
      return;
    }
    model.bounds = publicAPI.getInput().getBounds();
  };
 
  publicAPI.updateBufferObjects = (ren, actor) => {
    // Rebuild buffers if needed
    if (publicAPI.getNeedToRebuildBufferObjects(ren, actor)) {
      publicAPI.buildBufferObjects(ren, actor);
    }
  };
 
  publicAPI.getNeedToRebuildBufferObjects = (ren, actor) => {
    // first do a coarse check
    if (
      model.VBOBuildTime.getMTime() < publicAPI.getMTime() ||
      model.VBOBuildTime.getMTime() < actor.getMTime() ||
      model.VBOBuildTime.getMTime() < model.renderable.getMTime() ||
      model.VBOBuildTime.getMTime() < actor.getProperty().getMTime() ||
      model.VBOBuildTime.getMTime() < model.currentInput.getMTime()
    ) {
      return true;
    }
    return false;
  };
 
  publicAPI.buildBufferObjects = (ren, actor) => {
    const image = model.currentInput;
    Iif (!image) {
      return;
    }
 
    const scalars = image.getPointData() && image.getPointData().getScalars();
    Iif (!scalars) {
      return;
    }
    if (model._scalars !== scalars) {
      model._openGLRenderWindow.releaseGraphicsResourcesForObject(
        model._scalars
      );
      model._scalars = scalars;
    }
 
    const vprop = actor.getProperty();
 
    if (!model.jitterTexture.getHandle()) {
      const oTable = new Uint8Array(32 * 32);
      for (let i = 0; i < 32 * 32; ++i) {
        oTable[i] = 255.0 * Math.random();
      }
      model.jitterTexture.setMinificationFilter(Filter.LINEAR);
      model.jitterTexture.setMagnificationFilter(Filter.LINEAR);
      model.jitterTexture.create2DFromRaw(
        32,
        32,
        1,
        VtkDataTypes.UNSIGNED_CHAR,
        oTable
      );
    }
 
    const numComp = scalars.getNumberOfComponents();
    const useIndependentComps = publicAPI.useIndependentComponents(vprop);
    const numIComps = useIndependentComps ? numComp : 1;
 
    const scalarOpacityFunc = vprop.getScalarOpacity();
    const opTex =
      model._openGLRenderWindow.getGraphicsResourceForObject(scalarOpacityFunc);
    let toString = computeFnToString(
      scalarOpacityFunc,
      useIndependentComps,
      numIComps
    );
    const reBuildOp =
      !opTex.vtkObj ||
      opTex.hash !== toString ||
      model.opacityTextureString !== toString;
    if (reBuildOp) {
      // rebuild opacity tfun?
      const oWidth = 1024;
      const oSize = oWidth * 2 * numIComps;
      const ofTable = new Float32Array(oSize);
      const tmpTable = new Float32Array(oWidth);
 
      for (let c = 0; c < numIComps; ++c) {
        const ofun = vprop.getScalarOpacity(c);
        const opacityFactor =
          publicAPI.getCurrentSampleDistance(ren) /
          vprop.getScalarOpacityUnitDistance(c);
 
        const oRange = ofun.getRange();
        ofun.getTable(oRange[0], oRange[1], oWidth, tmpTable, 1);
        // adjust for sample distance etc
        for (let i = 0; i < oWidth; ++i) {
          ofTable[c * oWidth * 2 + i] =
            1.0 - (1.0 - tmpTable[i]) ** opacityFactor;
          ofTable[c * oWidth * 2 + i + oWidth] = ofTable[c * oWidth * 2 + i];
        }
      }
 
      model.opacityTexture.releaseGraphicsResources(model._openGLRenderWindow);
      model.opacityTexture.resetFormatAndType();
      model.opacityTexture.setMinificationFilter(Filter.LINEAR);
      model.opacityTexture.setMagnificationFilter(Filter.LINEAR);
 
      // use float texture where possible because we really need the resolution
      // for this table. Errors in low values of opacity accumulate to
      // visible artifacts. High values of opacity quickly terminate without
      // artifacts.
      if (
        model._openGLRenderWindow.getWebgl2() ||
        (model.context.getExtension('OES_texture_float') &&
          model.context.getExtension('OES_texture_float_linear'))
      ) {
        model.opacityTexture.create2DFromRaw(
          oWidth,
          2 * numIComps,
          1,
          VtkDataTypes.FLOAT,
          ofTable
        );
      } else E{
        const oTable = new Uint8ClampedArray(oSize);
        for (let i = 0; i < oSize; ++i) {
          oTable[i] = 255.0 * ofTable[i];
        }
        model.opacityTexture.create2DFromRaw(
          oWidth,
          2 * numIComps,
          1,
          VtkDataTypes.UNSIGNED_CHAR,
          oTable
        );
      }
      model.opacityTextureString = toString;
      if (scalarOpacityFunc) {
        model._openGLRenderWindow.setGraphicsResourceForObject(
          scalarOpacityFunc,
          model.opacityTexture,
          model.opacityTextureString
        );
      }
    } else {
      model.opacityTexture = opTex.vtkObj;
      model.opacityTextureString = opTex.hash;
    }
 
    // rebuild color tfun?
    const colorTransferFunc = vprop.getRGBTransferFunction();
    toString = computeFnToString(
      colorTransferFunc,
      useIndependentComps,
      numIComps
    );
    const cTex =
      model._openGLRenderWindow.getGraphicsResourceForObject(colorTransferFunc);
    const reBuildC =
      !cTex?.vtkObj ||
      cTex?.hash !== toString ||
      model.colorTextureString !== toString;
    if (reBuildC) {
      const cWidth = 1024;
      const cSize = cWidth * 2 * numIComps * 3;
      const cTable = new Uint8ClampedArray(cSize);
      const tmpTable = new Float32Array(cWidth * 3);
 
      for (let c = 0; c < numIComps; ++c) {
        const cfun = vprop.getRGBTransferFunction(c);
        const cRange = cfun.getRange();
        cfun.getTable(cRange[0], cRange[1], cWidth, tmpTable, 1);
        for (let i = 0; i < cWidth * 3; ++i) {
          cTable[c * cWidth * 6 + i] = 255.0 * tmpTable[i];
          cTable[c * cWidth * 6 + i + cWidth * 3] = 255.0 * tmpTable[i];
        }
      }
 
      model.colorTexture.releaseGraphicsResources(model._openGLRenderWindow);
      model.colorTexture.resetFormatAndType();
      model.colorTexture.setMinificationFilter(Filter.LINEAR);
      model.colorTexture.setMagnificationFilter(Filter.LINEAR);
 
      model.colorTexture.create2DFromRaw(
        cWidth,
        2 * numIComps,
        3,
        VtkDataTypes.UNSIGNED_CHAR,
        cTable
      );
      model.colorTextureString = toString;
      if (colorTransferFunc) {
        model._openGLRenderWindow.setGraphicsResourceForObject(
          colorTransferFunc,
          model.colorTexture,
          model.colorTextureString
        );
      }
    } else {
      model.colorTexture = cTex.vtkObj;
      model.colorTextureString = cTex.hash;
    }
 
    publicAPI.updateLabelOutlineThicknessTexture(actor);
 
    const tex = model._openGLRenderWindow.getGraphicsResourceForObject(scalars);
    // rebuild the scalarTexture if the data has changed
    toString = `${image.getMTime()}A${scalars.getMTime()}`;
    const reBuildTex = !tex?.vtkObj || tex?.hash !== toString;
    if (reBuildTex) {
      // Build the textures
      const dims = image.getDimensions();
      // Use norm16 for scalar texture if the extension is available
      model.scalarTexture.setOglNorm16Ext(
        model.context.getExtension('EXT_texture_norm16')
      );
      model.scalarTexture.releaseGraphicsResources(model._openGLRenderWindow);
      model.scalarTexture.resetFormatAndType();
      model.scalarTexture.create3DFilterableFromDataArray(
        dims[0],
        dims[1],
        dims[2],
        scalars,
        model.renderable.getPreferSizeOverAccuracy()
      );
      if (scalars) {
        model._openGLRenderWindow.setGraphicsResourceForObject(
          scalars,
          model.scalarTexture,
          toString
        );
      }
    } else {
      model.scalarTexture = tex.vtkObj;
    }
 
    if (!model.tris.getCABO().getElementCount()) {
      // build the CABO
      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 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 dim = 12.0;
      // const ptsArray = new Float32Array(3 * dim * dim);
      // for (let i = 0; i < dim; i++) {
      //   for (let j = 0; j < dim; j++) {
      //     const offset = ((i * dim) + j) * 3;
      //     ptsArray[offset] = (2.0 * (i / (dim - 1.0))) - 1.0;
      //     ptsArray[offset + 1] = (2.0 * (j / (dim - 1.0))) - 1.0;
      //     ptsArray[offset + 2] = -1.0;
      //   }
      // }
 
      // const cellArray = new Uint16Array(8 * (dim - 1) * (dim - 1));
      // for (let i = 0; i < dim - 1; i++) {
      //   for (let j = 0; j < dim - 1; j++) {
      //     const offset = 8 * ((i * (dim - 1)) + j);
      //     cellArray[offset] = 3;
      //     cellArray[offset + 1] = (i * dim) + j;
      //     cellArray[offset + 2] = (i * dim) + 1 + j;
      //     cellArray[offset + 3] = ((i + 1) * dim) + 1 + j;
      //     cellArray[offset + 4] = 3;
      //     cellArray[offset + 5] = (i * dim) + j;
      //     cellArray[offset + 6] = ((i + 1) * dim) + 1 + j;
      //     cellArray[offset + 7] = ((i + 1) * dim) + j;
      //   }
      // }
 
      const points = vtkDataArray.newInstance({
        numberOfComponents: 3,
        values: ptsArray,
      });
      points.setName('points');
      const cells = vtkDataArray.newInstance({
        numberOfComponents: 1,
        values: cellArray,
      });
      model.tris.getCABO().createVBO(cells, 'polys', Representation.SURFACE, {
        points,
        cellOffset: 0,
      });
    }
 
    model.VBOBuildTime.modified();
  };
 
  publicAPI.updateLabelOutlineThicknessTexture = (volume) => {
    const labelOutlineThicknessArray = volume
      .getProperty()
      .getLabelOutlineThickness();
 
    const lTex = model._openGLRenderWindow.getGraphicsResourceForObject(
      labelOutlineThicknessArray
    );
 
    // compute the join of the labelOutlineThicknessArray so that
    // we can use it to decide whether to rebuild the labelOutlineThicknessTexture
    // or not
    const toString = `${labelOutlineThicknessArray.join('-')}`;
 
    const reBuildL =
      !lTex?.vtkObj ||
      lTex?.hash !== toString ||
      model.labelOutlineThicknessTextureString !== toString;
 
    if (reBuildL) {
      const lWidth = 1024;
      const lHeight = 1;
      const lSize = lWidth * lHeight;
      const lTable = new Uint8Array(lSize);
 
      // Assuming labelOutlineThicknessArray contains the thickness for each segment
      for (let i = 0; i < lWidth; ++i) {
        // Retrieve the thickness value for the current segment index.
        // If the value is undefined, use the first element's value as a default, otherwise use the value (even if 0)
        const thickness =
          typeof labelOutlineThicknessArray[i] !== 'undefined'
            ? labelOutlineThicknessArray[i]
            : labelOutlineThicknessArray[0];
 
        lTable[i] = thickness;
      }
 
      model.labelOutlineThicknessTexture.releaseGraphicsResources(
        model._openGLRenderWindow
      );
 
      model.labelOutlineThicknessTexture.resetFormatAndType();
      model.labelOutlineThicknessTexture.setMinificationFilter(Filter.NEAREST);
      model.labelOutlineThicknessTexture.setMagnificationFilter(Filter.NEAREST);
 
      // Create a 2D texture (acting as 1D) from the raw data
      model.labelOutlineThicknessTexture.create2DFromRaw(
        lWidth,
        lHeight,
        1,
        VtkDataTypes.UNSIGNED_CHAR,
        lTable
      );
 
      model.labelOutlineThicknessTextureString = toString;
      if (labelOutlineThicknessArray) {
        model._openGLRenderWindow.setGraphicsResourceForObject(
          labelOutlineThicknessArray,
          model.labelOutlineThicknessTexture,
          model.labelOutlineThicknessTextureString
        );
      }
    } else E{
      model.labelOutlineThicknessTexture = lTex.vtkObj;
      model.labelOutlineThicknessTextureString = lTex.hash;
    }
  };
}
 
// ----------------------------------------------------------------------------
// Object factory
// ----------------------------------------------------------------------------
 
const DEFAULT_VALUES = {
  context: null,
  VBOBuildTime: null,
  scalarTexture: null,
  scalarTextureString: null,
  opacityTexture: null,
  opacityTextureString: null,
  colorTexture: null,
  colorTextureString: null,
  jitterTexture: null,
  labelOutlineThicknessTexture: null,
  labelOutlineThicknessTextureString: null,
  tris: null,
  framebuffer: null,
  copyShader: null,
  copyVAO: null,
  lastXYF: 1.0,
  targetXYF: 1.0,
  zBufferTexture: null,
  lastZBufferTexture: null,
  lightComplexity: 0,
  fullViewportTime: 1.0,
  idxToView: null,
  idxNormalMatrix: null,
  modelToView: null,
  projectionToView: null,
  avgWindowArea: 0.0,
  avgFrameTime: 0.0,
  _scalars: null,
};
 
// ----------------------------------------------------------------------------
 
export function extend(publicAPI, model, initialValues = {}) {
  Object.assign(model, DEFAULT_VALUES, initialValues);
 
  // Inheritance
  vtkViewNode.extend(publicAPI, model, initialValues);
 
  vtkReplacementShaderMapper.implementBuildShadersWithReplacements(
    publicAPI,
    model,
    initialValues
  );
 
  model.VBOBuildTime = {};
  macro.obj(model.VBOBuildTime, { mtime: 0 });
 
  model.tris = vtkHelper.newInstance();
  model.scalarTexture = vtkOpenGLTexture.newInstance();
  model.opacityTexture = vtkOpenGLTexture.newInstance();
  model.colorTexture = vtkOpenGLTexture.newInstance();
  model.jitterTexture = vtkOpenGLTexture.newInstance();
  model.jitterTexture.setWrapS(Wrap.REPEAT);
  model.jitterTexture.setWrapT(Wrap.REPEAT);
  model.labelOutlineThicknessTexture = vtkOpenGLTexture.newInstance();
  model.framebuffer = vtkOpenGLFramebuffer.newInstance();
 
  model.idxToView = mat4.identity(new Float64Array(16));
  model.idxNormalMatrix = mat3.identity(new Float64Array(9));
  model.modelToView = mat4.identity(new Float64Array(16));
  model.projectionToView = mat4.identity(new Float64Array(16));
  model.projectionToWorld = mat4.identity(new Float64Array(16));
 
  // Build VTK API
  macro.setGet(publicAPI, model, ['context']);
 
  // Object methods
  vtkOpenGLVolumeMapper(publicAPI, model);
}
 
// ----------------------------------------------------------------------------
 
export const newInstance = macro.newInstance(extend, 'vtkOpenGLVolumeMapper');
 
// ----------------------------------------------------------------------------
 
export default { newInstance, extend };
 
// Register ourself to OpenGL backend if imported
registerOverride('vtkVolumeMapper', newInstance);