@kitware/vtk.js 22.1.7 → 22.2.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (31) hide show
  1. package/IO/Core/ImageStream/DefaultProtocol.d.ts +8 -8
  2. package/IO/Core/ImageStream.d.ts +17 -15
  3. package/Rendering/Core/RenderWindowInteractor.js +3 -13
  4. package/Rendering/Core/ScalarBarActor.d.ts +39 -3
  5. package/Rendering/Core/ScalarBarActor.js +28 -8
  6. package/Rendering/Misc/SynchronizableRenderWindow.d.ts +73 -0
  7. package/Rendering/OpenGL/RenderWindow.d.ts +107 -106
  8. package/Rendering/OpenGL/RenderWindow.js +6 -0
  9. package/Rendering/OpenGL/VolumeMapper.js +64 -68
  10. package/Rendering/SceneGraph/RenderWindowViewNode.js +5 -0
  11. package/Rendering/WebGPU/FullScreenQuad.js +1 -1
  12. package/Rendering/WebGPU/Glyph3DMapper.js +2 -2
  13. package/Rendering/WebGPU/HardwareSelector.js +1 -0
  14. package/Rendering/WebGPU/ImageMapper.js +2 -2
  15. package/Rendering/WebGPU/MapperHelper.js +4 -4
  16. package/Rendering/WebGPU/OrderIndependentTranslucentPass.js +3 -3
  17. package/Rendering/WebGPU/PolyDataMapper.js +4 -4
  18. package/Rendering/WebGPU/RenderWindow.js +10 -1
  19. package/Rendering/WebGPU/Renderer.js +1 -1
  20. package/Rendering/WebGPU/Sampler.js +1 -1
  21. package/Rendering/WebGPU/ShaderDescription.js +4 -4
  22. package/Rendering/WebGPU/SphereMapper.js +3 -3
  23. package/Rendering/WebGPU/StickMapper.js +4 -4
  24. package/Rendering/WebGPU/StorageBuffer.js +1 -1
  25. package/Rendering/WebGPU/TextureView.js +2 -2
  26. package/Rendering/WebGPU/UniformBuffer.js +1 -1
  27. package/Rendering/WebGPU/VertexInput.js +1 -1
  28. package/Rendering/WebGPU/VolumePass.js +3 -3
  29. package/Rendering/WebGPU/VolumePassFSQ.js +3 -3
  30. package/Widgets/Core/WidgetManager.js +211 -71
  31. package/package.json +1 -1
@@ -6,8 +6,8 @@ import vtkWebGPUShaderCache from './ShaderCache.js';
6
6
  import vtkWebGPUShaderDescription from './ShaderDescription.js';
7
7
  import vtkWebGPUVertexInput from './VertexInput.js';
8
8
 
9
- var vtkWebGPUMapperHelperVS = "\n//VTK::Renderer::Dec\n\n//VTK::Color::Dec\n\n//VTK::Normal::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::Select::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::IOStructs::Dec\n\n[[stage(vertex)]]\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : vertexOutput;\n\n // var vertex: vec4<f32> = vertexBC;\n\n //VTK::Color::Impl\n\n //VTK::Normal::Impl\n\n //VTK::TCoord::Impl\n\n //VTK::Select::Impl\n\n //VTK::Position::Impl\n\n return output;\n}\n";
10
- var vtkWebGPUMapperHelperFS = "\n//VTK::Renderer::Dec\n\n//VTK::Color::Dec\n\n//VTK::Normal::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::Select::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::IOStructs::Dec\n\n[[stage(fragment)]]\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : fragmentOutput;\n\n //VTK::Color::Impl\n\n //VTK::Normal::Impl\n\n //VTK::Light::Impl\n\n //VTK::TCoord::Impl\n\n //VTK::Select::Impl\n\n // var computedColor:vec4<f32> = vec4<f32>(1.0,0.5,0.5,1.0);\n\n //VTK::RenderEncoder::Impl\n return output;\n}\n"; // ----------------------------------------------------------------------------
9
+ var vtkWebGPUMapperHelperVS = "\n//VTK::Renderer::Dec\n\n//VTK::Color::Dec\n\n//VTK::Normal::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::Select::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::IOStructs::Dec\n\n@stage(vertex)\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : vertexOutput;\n\n // var vertex: vec4<f32> = vertexBC;\n\n //VTK::Color::Impl\n\n //VTK::Normal::Impl\n\n //VTK::TCoord::Impl\n\n //VTK::Select::Impl\n\n //VTK::Position::Impl\n\n return output;\n}\n";
10
+ var vtkWebGPUMapperHelperFS = "\n//VTK::Renderer::Dec\n\n//VTK::Color::Dec\n\n//VTK::Normal::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::Select::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::IOStructs::Dec\n\n@stage(fragment)\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : fragmentOutput;\n\n //VTK::Color::Impl\n\n //VTK::Normal::Impl\n\n //VTK::Light::Impl\n\n //VTK::TCoord::Impl\n\n //VTK::Select::Impl\n\n // var computedColor:vec4<f32> = vec4<f32>(1.0,0.5,0.5,1.0);\n\n //VTK::RenderEncoder::Impl\n return output;\n}\n"; // ----------------------------------------------------------------------------
11
11
  // vtkWebGPUMapperHelper methods
12
12
  // ----------------------------------------------------------------------------
13
13
 
@@ -94,7 +94,7 @@ function vtkWebGPUMapperHelper(publicAPI, model) {
94
94
  code = vtkWebGPUShaderCache.substitute(code, '//VTK::Mapper::Dec', [ubocode]).result;
95
95
  vDesc.setCode(code);
96
96
  var fDesc = pipeline.getShaderDescription('fragment');
97
- fDesc.addBuiltinInput('bool', '[[builtin(front_facing)]] frontFacing');
97
+ fDesc.addBuiltinInput('bool', '@builtin(front_facing) frontFacing');
98
98
  code = fDesc.getCode();
99
99
  code = vtkWebGPUShaderCache.substitute(code, '//VTK::Mapper::Dec', [ubocode]).result;
100
100
  fDesc.setCode(code);
@@ -104,7 +104,7 @@ function vtkWebGPUMapperHelper(publicAPI, model) {
104
104
 
105
105
  publicAPI.replaceShaderPosition = function (hash, pipeline, vertexInput) {
106
106
  var vDesc = pipeline.getShaderDescription('vertex');
107
- vDesc.addBuiltinOutput('vec4<f32>', '[[builtin(position)]] Position');
107
+ vDesc.addBuiltinOutput('vec4<f32>', '@builtin(position) Position');
108
108
  var code = vDesc.getCode();
109
109
  code = vtkWebGPUShaderCache.substitute(code, '//VTK::Position::Impl', [' output.Position = rendererUBO.SCPCMatrix*vertexBC;']).result;
110
110
  vDesc.setCode(code);
@@ -5,7 +5,7 @@ import vtkWebGPUShaderCache from './ShaderCache.js';
5
5
  import vtkRenderPass from '../SceneGraph/RenderPass.js';
6
6
  import vtkWebGPUFullScreenQuad from './FullScreenQuad.js';
7
7
 
8
- var oitpFragTemplate = "\n//VTK::Mapper::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::IOStructs::Dec\n\n[[stage(fragment)]]\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output: fragmentOutput;\n\n var tcoord: vec2<i32> = vec2<i32>(i32(input.fragPos.x), i32(input.fragPos.y));\n var reveal: f32 = textureLoad(oitpAccumTexture, tcoord, 0).r;\n if (reveal == 1.0) { discard; }\n var tcolor: vec4<f32> = textureLoad(oitpColorTexture, tcoord, 0);\n var total: f32 = max(tcolor.a, 0.01);\n var computedColor: vec4<f32> = vec4<f32>(tcolor.r/total, tcolor.g/total, tcolor.b/total, 1.0 - reveal);\n\n //VTK::RenderEncoder::Impl\n return output;\n}\n";
8
+ var oitpFragTemplate = "\n//VTK::Mapper::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::IOStructs::Dec\n\n@stage(fragment)\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output: fragmentOutput;\n\n var tcoord: vec2<i32> = vec2<i32>(i32(input.fragPos.x), i32(input.fragPos.y));\n var reveal: f32 = textureLoad(oitpAccumTexture, tcoord, 0).r;\n if (reveal == 1.0) { discard; }\n var tcolor: vec4<f32> = textureLoad(oitpColorTexture, tcoord, 0);\n var total: f32 = max(tcolor.a, 0.01);\n var computedColor: vec4<f32> = vec4<f32>(tcolor.r/total, tcolor.g/total, tcolor.b/total, 1.0 - reveal);\n\n //VTK::RenderEncoder::Impl\n return output;\n}\n";
9
9
 
10
10
  function vtkWebGPUOrderIndependentTranslucentPass(publicAPI, model) {
11
11
  // Set our className
@@ -110,7 +110,7 @@ function vtkWebGPUOrderIndependentTranslucentPass(publicAPI, model) {
110
110
  var fDesc = pipeline.getShaderDescription('fragment');
111
111
  fDesc.addOutput('vec4<f32>', 'outColor');
112
112
  fDesc.addOutput('f32', 'outAccum');
113
- fDesc.addBuiltinInput('vec4<f32>', '[[builtin(position)]] fragPos');
113
+ fDesc.addBuiltinInput('vec4<f32>', '@builtin(position) fragPos');
114
114
  var code = fDesc.getCode();
115
115
  code = vtkWebGPUShaderCache.substitute(code, '//VTK::RenderEncoder::Impl', [// very simple depth weighting in w
116
116
  'var w: f32 = 1.0 - input.fragPos.z * 0.9;', 'output.outColor = vec4<f32>(computedColor.rgb*computedColor.a, computedColor.a) * w;', 'output.outAccum = computedColor.a;']).result;
@@ -168,7 +168,7 @@ function vtkWebGPUOrderIndependentTranslucentPass(publicAPI, model) {
168
168
  model.translucentFinalEncoder.setReplaceShaderCodeFunction(function (pipeline) {
169
169
  var fDesc = pipeline.getShaderDescription('fragment');
170
170
  fDesc.addOutput('vec4<f32>', 'outColor');
171
- fDesc.addBuiltinInput('vec4<f32>', '[[builtin(position)]] fragPos');
171
+ fDesc.addBuiltinInput('vec4<f32>', '@builtin(position) fragPos');
172
172
  var code = fDesc.getCode();
173
173
  code = vtkWebGPUShaderCache.substitute(code, '//VTK::RenderEncoder::Impl', ['output.outColor = vec4<f32>(computedColor.rgb*computedColor.a, computedColor.a);']).result;
174
174
  fDesc.setCode(code);
@@ -20,8 +20,8 @@ var StartEvent = {
20
20
  var EndEvent = {
21
21
  type: 'EndEvent'
22
22
  };
23
- var vtkWebGPUPolyDataVS = "\n//VTK::Renderer::Dec\n\n//VTK::Color::Dec\n\n//VTK::Normal::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::Select::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::IOStructs::Dec\n\n[[stage(vertex)]]\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : vertexOutput;\n\n var vertex: vec4<f32> = vertexBC;\n\n //VTK::Color::Impl\n\n //VTK::Normal::Impl\n\n //VTK::TCoord::Impl\n\n //VTK::Select::Impl\n\n //VTK::Position::Impl\n\n return output;\n}\n";
24
- var vtkWebGPUPolyDataFS = "\n//VTK::Renderer::Dec\n\n//VTK::Color::Dec\n\n// optional surface normal declaration\n//VTK::Normal::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::Select::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::IOStructs::Dec\n\n[[stage(fragment)]]\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : fragmentOutput;\n\n var ambientColor: vec4<f32> = mapperUBO.AmbientColor;\n var diffuseColor: vec4<f32> = mapperUBO.DiffuseColor;\n var opacity: f32 = mapperUBO.Opacity;\n\n //VTK::Color::Impl\n\n //VTK::Normal::Impl\n\n //VTK::Light::Impl\n\n var computedColor: vec4<f32> = vec4<f32>(ambientColor.rgb * mapperUBO.AmbientIntensity\n + diffuse * mapperUBO.DiffuseIntensity\n + specular * mapperUBO.SpecularIntensity,\n opacity);\n\n //VTK::TCoord::Impl\n\n //VTK::Select::Impl\n\n if (computedColor.a == 0.0) { discard; };\n\n //VTK::Position::Impl\n\n //VTK::RenderEncoder::Impl\n return output;\n}\n";
23
+ var vtkWebGPUPolyDataVS = "\n//VTK::Renderer::Dec\n\n//VTK::Color::Dec\n\n//VTK::Normal::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::Select::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::IOStructs::Dec\n\n@stage(vertex)\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : vertexOutput;\n\n var vertex: vec4<f32> = vertexBC;\n\n //VTK::Color::Impl\n\n //VTK::Normal::Impl\n\n //VTK::TCoord::Impl\n\n //VTK::Select::Impl\n\n //VTK::Position::Impl\n\n return output;\n}\n";
24
+ var vtkWebGPUPolyDataFS = "\n//VTK::Renderer::Dec\n\n//VTK::Color::Dec\n\n// optional surface normal declaration\n//VTK::Normal::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::Select::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::IOStructs::Dec\n\n@stage(fragment)\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : fragmentOutput;\n\n var ambientColor: vec4<f32> = mapperUBO.AmbientColor;\n var diffuseColor: vec4<f32> = mapperUBO.DiffuseColor;\n var opacity: f32 = mapperUBO.Opacity;\n\n //VTK::Color::Impl\n\n //VTK::Normal::Impl\n\n //VTK::Light::Impl\n\n var computedColor: vec4<f32> = vec4<f32>(ambientColor.rgb * mapperUBO.AmbientIntensity\n + diffuse * mapperUBO.DiffuseIntensity\n + specular * mapperUBO.SpecularIntensity,\n opacity);\n\n //VTK::TCoord::Impl\n\n //VTK::Select::Impl\n\n if (computedColor.a == 0.0) { discard; };\n\n //VTK::Position::Impl\n\n //VTK::RenderEncoder::Impl\n return output;\n}\n";
25
25
 
26
26
  function isEdges(hash) {
27
27
  // edge pipelines have "edge" in them
@@ -104,11 +104,11 @@ function vtkWebGPUPolyDataMapper(publicAPI, model) {
104
104
 
105
105
  publicAPI.replaceShaderPosition = function (hash, pipeline, vertexInput) {
106
106
  var vDesc = pipeline.getShaderDescription('vertex');
107
- vDesc.addBuiltinOutput('vec4<f32>', '[[builtin(position)]] Position');
107
+ vDesc.addBuiltinOutput('vec4<f32>', '@builtin(position) Position');
108
108
  var code = vDesc.getCode();
109
109
 
110
110
  if (isEdges(hash)) {
111
- vDesc.addBuiltinInput('u32', '[[builtin(instance_index)]] instanceIndex'); // widen the edge
111
+ vDesc.addBuiltinInput('u32', '@builtin(instance_index) instanceIndex'); // widen the edge
112
112
 
113
113
  code = vtkWebGPUShaderCache.substitute(code, '//VTK::Position::Impl', [' var tmpPos: vec4<f32> = rendererUBO.SCPCMatrix*mapperUBO.BCSCMatrix*vertexBC;', ' var tmpPos2: vec3<f32> = tmpPos.xyz / tmpPos.w;', ' tmpPos2.x = tmpPos2.x + 1.4*(f32(input.instanceIndex % 2u) - 0.5)/rendererUBO.viewportSize.x;', ' tmpPos2.y = tmpPos2.y + 1.4*(f32(input.instanceIndex / 2u) - 0.5)/rendererUBO.viewportSize.y;', ' tmpPos2.z = tmpPos2.z + 0.00001;', // could become a setting
114
114
  ' output.Position = vec4<f32>(tmpPos2.xyz * tmpPos.w, tmpPos.w);']).result;
@@ -66,6 +66,7 @@ function vtkWebGPURenderWindow(publicAPI, model) {
66
66
 
67
67
  publicAPI.recreateSwapChain = function () {
68
68
  if (model.context) {
69
+ model.context.unconfigure();
69
70
  var presentationFormat = model.context.getPreferredFormat(model.adapter);
70
71
  /* eslint-disable no-undef */
71
72
 
@@ -77,6 +78,7 @@ function vtkWebGPURenderWindow(publicAPI, model) {
77
78
  usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_DST,
78
79
  size: model.size
79
80
  });
81
+ model._configured = true;
80
82
  }
81
83
  };
82
84
 
@@ -96,7 +98,7 @@ function vtkWebGPURenderWindow(publicAPI, model) {
96
98
  publicAPI.removeUnusedNodes();
97
99
  publicAPI.initialize();
98
100
  } else if (model.initialized) {
99
- if (!model.context.validConfiguration) {
101
+ if (!model._configured) {
100
102
  publicAPI.recreateSwapChain();
101
103
  }
102
104
 
@@ -596,6 +598,13 @@ function vtkWebGPURenderWindow(publicAPI, model) {
596
598
  }
597
599
  }, _callee2);
598
600
  }));
601
+
602
+ publicAPI.createSelector = function () {
603
+ var ret = vtkWebGPUHardwareSelector.newInstance();
604
+ ret.setWebGPURenderWindow(publicAPI);
605
+ return ret;
606
+ };
607
+
599
608
  publicAPI.delete = macro.chain(publicAPI.delete, publicAPI.setViewStream);
600
609
  } // ----------------------------------------------------------------------------
601
610
  // Object factory
@@ -7,7 +7,7 @@ import vtkWebGPUUniformBuffer from './UniformBuffer.js';
7
7
  import { registerOverride } from './ViewNodeFactory.js';
8
8
 
9
9
  var vtkDebugMacro = vtkDebugMacro$1;
10
- var clearFragTemplate = "\n//VTK::Renderer::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::IOStructs::Dec\n\n[[stage(fragment)]]\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output: fragmentOutput;\n\n var computedColor: vec4<f32> = mapperUBO.BackgroundColor;\n\n //VTK::RenderEncoder::Impl\n return output;\n}\n"; // ----------------------------------------------------------------------------
10
+ var clearFragTemplate = "\n//VTK::Renderer::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::IOStructs::Dec\n\n@stage(fragment)\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output: fragmentOutput;\n\n var computedColor: vec4<f32> = mapperUBO.BackgroundColor;\n\n //VTK::RenderEncoder::Impl\n return output;\n}\n"; // ----------------------------------------------------------------------------
11
11
  // vtkWebGPURenderer methods
12
12
  // ----------------------------------------------------------------------------
13
13
 
@@ -19,7 +19,7 @@ function vtkWebGPUSampler(publicAPI, model) {
19
19
  };
20
20
 
21
21
  publicAPI.getShaderCode = function (binding, group) {
22
- var result = "[[binding(".concat(binding, "), group(").concat(group, ")]] var ").concat(model.name, ": sampler;");
22
+ var result = "@binding(".concat(binding, ") @group(").concat(group, ") var ").concat(model.name, ": sampler;");
23
23
  return result;
24
24
  };
25
25
 
@@ -51,9 +51,9 @@ function vtkWebGPUShaderDescription(publicAPI, model) {
51
51
 
52
52
  for (var i = 0; i < inputNames.length; i++) {
53
53
  if (inputInterpolations[i] !== undefined) {
54
- inputStruct.push(" [[location(".concat(i, "), interpolate(").concat(inputInterpolations[i], ")]] ").concat(inputNames[i], " : ").concat(inputTypes[i], ";"));
54
+ inputStruct.push(" @location(".concat(i, ") @interpolate(").concat(inputInterpolations[i], ") ").concat(inputNames[i], " : ").concat(inputTypes[i], ";"));
55
55
  } else {
56
- inputStruct.push(" [[location(".concat(i, ")]] ").concat(inputNames[i], " : ").concat(inputTypes[i], ";"));
56
+ inputStruct.push(" @location(".concat(i, ") ").concat(inputNames[i], " : ").concat(inputTypes[i], ";"));
57
57
  }
58
58
  }
59
59
  }
@@ -79,9 +79,9 @@ function vtkWebGPUShaderDescription(publicAPI, model) {
79
79
 
80
80
  for (var _i2 = 0; _i2 < model.outputNames.length; _i2++) {
81
81
  if (model.outputInterpolations[_i2] !== undefined) {
82
- outputStruct.push(" [[location(".concat(_i2, "), interpolate(").concat(model.outputInterpolations[_i2], ")]] ").concat(model.outputNames[_i2], " : ").concat(model.outputTypes[_i2], ";"));
82
+ outputStruct.push(" @location(".concat(_i2, ") @interpolate(").concat(model.outputInterpolations[_i2], ") ").concat(model.outputNames[_i2], " : ").concat(model.outputTypes[_i2], ";"));
83
83
  } else {
84
- outputStruct.push(" [[location(".concat(_i2, ")]] ").concat(model.outputNames[_i2], " : ").concat(model.outputTypes[_i2], ";"));
84
+ outputStruct.push(" @location(".concat(_i2, ") ").concat(model.outputNames[_i2], " : ").concat(model.outputTypes[_i2], ";"));
85
85
  }
86
86
  }
87
87
 
@@ -8,7 +8,7 @@ import { registerOverride } from './ViewNodeFactory.js';
8
8
  var BufferUsage = vtkWebGPUBufferManager.BufferUsage,
9
9
  PrimitiveTypes = vtkWebGPUBufferManager.PrimitiveTypes;
10
10
  var vtkErrorMacro = vtkErrorMacro$1;
11
- var vtkWebGPUSphereMapperVS = "\n//VTK::Renderer::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::Color::Dec\n\n//VTK::IOStructs::Dec\n\n[[stage(vertex)]]\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : vertexOutput;\n\n var vertexVC: vec4<f32> = rendererUBO.SCVCMatrix * mapperUBO.BCSCMatrix * vec4<f32>(vertexBC.x, vertexBC.y, vertexBC.z, 1.0);\n\n //VTK::Color::Impl\n\n // compute the projected vertex position\n output.centerVC = vertexVC.xyz;\n output.radiusVC = length(offsetMC)*0.5;\n\n // make the triangle face the camera\n if (rendererUBO.cameraParallel == 0u)\n {\n var dir: vec3<f32> = normalize(-vertexVC.xyz);\n var base2: vec3<f32> = normalize(cross(dir,vec3<f32>(1.0,0.0,0.0)));\n var base1: vec3<f32> = cross(base2,dir);\n dir = vertexVC.xyz + offsetMC.x*base1 + offsetMC.y*base2;\n vertexVC = vec4<f32>(dir, 1.0);\n }\n else\n {\n // add in the offset\n var tmp2: vec2<f32> = vertexVC.xy + offsetMC;\n vertexVC = vec4<f32>(tmp2, vertexVC.zw);\n }\n\n output.vertexVC = vertexVC.xyz;\n\n //VTK::Position::Impl\n\n return output;\n}\n"; // ----------------------------------------------------------------------------
11
+ var vtkWebGPUSphereMapperVS = "\n//VTK::Renderer::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::Color::Dec\n\n//VTK::IOStructs::Dec\n\n@stage(vertex)\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : vertexOutput;\n\n var vertexVC: vec4<f32> = rendererUBO.SCVCMatrix * mapperUBO.BCSCMatrix * vec4<f32>(vertexBC.x, vertexBC.y, vertexBC.z, 1.0);\n\n //VTK::Color::Impl\n\n // compute the projected vertex position\n output.centerVC = vertexVC.xyz;\n output.radiusVC = length(offsetMC)*0.5;\n\n // make the triangle face the camera\n if (rendererUBO.cameraParallel == 0u)\n {\n var dir: vec3<f32> = normalize(-vertexVC.xyz);\n var base2: vec3<f32> = normalize(cross(dir,vec3<f32>(1.0,0.0,0.0)));\n var base1: vec3<f32> = cross(base2,dir);\n dir = vertexVC.xyz + offsetMC.x*base1 + offsetMC.y*base2;\n vertexVC = vec4<f32>(dir, 1.0);\n }\n else\n {\n // add in the offset\n var tmp2: vec2<f32> = vertexVC.xy + offsetMC;\n vertexVC = vec4<f32>(tmp2, vertexVC.zw);\n }\n\n output.vertexVC = vertexVC.xyz;\n\n //VTK::Position::Impl\n\n return output;\n}\n"; // ----------------------------------------------------------------------------
12
12
  // vtkWebGPUSphereMapper methods
13
13
  // ----------------------------------------------------------------------------
14
14
 
@@ -22,7 +22,7 @@ function vtkWebGPUSphereMapper(publicAPI, model) {
22
22
  vDesc.addOutput('vec3<f32>', 'centerVC');
23
23
  vDesc.addOutput('f32', 'radiusVC');
24
24
  var fDesc = pipeline.getShaderDescription('fragment');
25
- fDesc.addBuiltinOutput('f32', '[[builtin(frag_depth)]] fragDepth');
25
+ fDesc.addBuiltinOutput('f32', '@builtin(frag_depth) fragDepth');
26
26
  var sphereFrag = "\n // compute the eye position and unit direction\n var vertexVC: vec4<f32>;\n var EyePos: vec3<f32>;\n var EyeDir: vec3<f32>;\n var invertedDepth: f32 = 1.0;\n if (rendererUBO.cameraParallel != 0u) {\n EyePos = vec3<f32>(input.vertexVC.x, input.vertexVC.y, input.vertexVC.z + 3.0*input.radiusVC);\n EyeDir = vec3<f32>(0.0, 0.0, -1.0);\n }\n else {\n EyeDir = input.vertexVC.xyz;\n EyePos = vec3<f32>(0.0,0.0,0.0);\n var lengthED: f32 = length(EyeDir);\n EyeDir = normalize(EyeDir);\n // we adjust the EyePos to be closer if it is too far away\n // to prevent floating point precision noise\n if (lengthED > input.radiusVC*3.0) {\n EyePos = input.vertexVC.xyz - EyeDir*3.0*input.radiusVC;\n }\n }\n\n // translate to Sphere center\n EyePos = EyePos - input.centerVC;\n // scale to radius 1.0\n EyePos = EyePos * (1.0 / input.radiusVC);\n // find the intersection\n var b: f32 = 2.0*dot(EyePos,EyeDir);\n var c: f32 = dot(EyePos,EyePos) - 1.0;\n var d: f32 = b*b - 4.0*c;\n var normal: vec3<f32> = vec3<f32>(0.0,0.0,1.0);\n if (d < 0.0) { discard; }\n else {\n var t: f32 = (-b - invertedDepth*sqrt(d))*0.5;\n\n // compute the normal, for unit sphere this is just\n // the intersection point\n normal = invertedDepth*normalize(EyePos + t*EyeDir);\n // compute the intersection point in VC\n vertexVC = vec4<f32>(normal * input.radiusVC + input.centerVC, 1.0);\n }\n // compute the pixel's depth\n var pos: vec4<f32> = rendererUBO.VCPCMatrix * vertexVC;\n output.fragDepth = pos.z / pos.w;\n ";
27
27
  var code = fDesc.getCode();
28
28
  code = vtkWebGPUShaderCache.substitute(code, '//VTK::Normal::Impl', [sphereFrag]).result;
@@ -31,7 +31,7 @@ function vtkWebGPUSphereMapper(publicAPI, model) {
31
31
 
32
32
  publicAPI.replaceShaderPosition = function (hash, pipeline, vertexInput) {
33
33
  var vDesc = pipeline.getShaderDescription('vertex');
34
- vDesc.addBuiltinOutput('vec4<f32>', '[[builtin(position)]] Position');
34
+ vDesc.addBuiltinOutput('vec4<f32>', '@builtin(position) Position');
35
35
  var code = vDesc.getCode();
36
36
  code = vtkWebGPUShaderCache.substitute(code, '//VTK::Position::Impl', [' output.Position = rendererUBO.VCPCMatrix*vertexVC;']).result;
37
37
  vDesc.setCode(code);
@@ -27,7 +27,7 @@ var vtkErrorMacro = vtkErrorMacro$1; // Vertices
27
27
  // 4: 011
28
28
  // 5: 111
29
29
 
30
- var vtkWebGPUStickMapperVS = "\n//VTK::Renderer::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::Color::Dec\n\n//VTK::IOStructs::Dec\n\n[[stage(vertex)]]\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var offsetsArray: array<vec3<f32>, 12> = array<vec3<f32>, 12>(\n vec3<f32>(-1.0, -1.0, -1.0),\n vec3<f32>(1.0, -1.0, -1.0),\n vec3<f32>(1.0, -1.0, 1.0),\n\n vec3<f32>(-1.0, -1.0, -1.0),\n vec3<f32>(1.0, -1.0, 1.0),\n vec3<f32>(-1.0, -1.0, 1.0),\n\n vec3<f32>(-1.0, -1.0, 1.0),\n vec3<f32>(1.0, -1.0, 1.0),\n vec3<f32>(1.0, 1.0, 1.0),\n\n vec3<f32>(-1.0, -1.0, 1.0),\n vec3<f32>(1.0, 1.0, 1.0),\n vec3<f32>(-1.0, 1.0, 1.0)\n );\n\n var output : vertexOutput;\n\n var vertexVC: vec4<f32> = rendererUBO.SCVCMatrix * mapperUBO.BCSCMatrix * vec4<f32>(vertexBC.x, vertexBC.y, vertexBC.z, 1.0);\n\n //VTK::Color::Impl\n\n // compute the projected vertex position\n output.centerVC = vertexVC.xyz;\n output.radiusVC = radiusMC;\n output.lengthVC = length(orientMC);\n output.orientVC = (rendererUBO.WCVCNormals * vec4<f32>(normalize(orientMC), 0.0)).xyz;\n\n // make sure it is pointing out of the screen\n if (output.orientVC.z < 0.0)\n {\n output.orientVC = -output.orientVC;\n }\n\n // make the basis\n var xbase: vec3<f32>;\n var ybase: vec3<f32>;\n var dir: vec3<f32> = vec3<f32>(0.0,0.0,1.0);\n if (rendererUBO.cameraParallel == 0u)\n {\n dir = normalize(-vertexVC.xyz);\n }\n if (abs(dot(dir,output.orientVC)) == 1.0)\n {\n xbase = normalize(cross(vec3<f32>(0.0,1.0,0.0),output.orientVC));\n ybase = cross(xbase,output.orientVC);\n }\n else\n {\n xbase = normalize(cross(output.orientVC,dir));\n ybase = cross(output.orientVC,xbase);\n }\n\n\n var vertIdx: u32 = input.vertexIndex % 12u;\n var offsets: vec3<f32> = offsetsArray[vertIdx];\n\n vertexVC = vec4<f32>(vertexVC.xyz +\n output.radiusVC * offsets.x * xbase +\n output.radiusVC * offsets.y * ybase +\n 0.5 * output.lengthVC * offsets.z * output.orientVC, 1.0);\n\n output.vertexVC = vertexVC;\n\n //VTK::Position::Impl\n\n return output;\n}\n"; // ----------------------------------------------------------------------------
30
+ var vtkWebGPUStickMapperVS = "\n//VTK::Renderer::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::Color::Dec\n\n//VTK::IOStructs::Dec\n\n@stage(vertex)\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var offsetsArray: array<vec3<f32>, 12> = array<vec3<f32>, 12>(\n vec3<f32>(-1.0, -1.0, -1.0),\n vec3<f32>(1.0, -1.0, -1.0),\n vec3<f32>(1.0, -1.0, 1.0),\n\n vec3<f32>(-1.0, -1.0, -1.0),\n vec3<f32>(1.0, -1.0, 1.0),\n vec3<f32>(-1.0, -1.0, 1.0),\n\n vec3<f32>(-1.0, -1.0, 1.0),\n vec3<f32>(1.0, -1.0, 1.0),\n vec3<f32>(1.0, 1.0, 1.0),\n\n vec3<f32>(-1.0, -1.0, 1.0),\n vec3<f32>(1.0, 1.0, 1.0),\n vec3<f32>(-1.0, 1.0, 1.0)\n );\n\n var output : vertexOutput;\n\n var vertexVC: vec4<f32> = rendererUBO.SCVCMatrix * mapperUBO.BCSCMatrix * vec4<f32>(vertexBC.x, vertexBC.y, vertexBC.z, 1.0);\n\n //VTK::Color::Impl\n\n // compute the projected vertex position\n output.centerVC = vertexVC.xyz;\n output.radiusVC = radiusMC;\n output.lengthVC = length(orientMC);\n output.orientVC = (rendererUBO.WCVCNormals * vec4<f32>(normalize(orientMC), 0.0)).xyz;\n\n // make sure it is pointing out of the screen\n if (output.orientVC.z < 0.0)\n {\n output.orientVC = -output.orientVC;\n }\n\n // make the basis\n var xbase: vec3<f32>;\n var ybase: vec3<f32>;\n var dir: vec3<f32> = vec3<f32>(0.0,0.0,1.0);\n if (rendererUBO.cameraParallel == 0u)\n {\n dir = normalize(-vertexVC.xyz);\n }\n if (abs(dot(dir,output.orientVC)) == 1.0)\n {\n xbase = normalize(cross(vec3<f32>(0.0,1.0,0.0),output.orientVC));\n ybase = cross(xbase,output.orientVC);\n }\n else\n {\n xbase = normalize(cross(output.orientVC,dir));\n ybase = cross(output.orientVC,xbase);\n }\n\n\n var vertIdx: u32 = input.vertexIndex % 12u;\n var offsets: vec3<f32> = offsetsArray[vertIdx];\n\n vertexVC = vec4<f32>(vertexVC.xyz +\n output.radiusVC * offsets.x * xbase +\n output.radiusVC * offsets.y * ybase +\n 0.5 * output.lengthVC * offsets.z * output.orientVC, 1.0);\n\n output.vertexVC = vertexVC;\n\n //VTK::Position::Impl\n\n return output;\n}\n"; // ----------------------------------------------------------------------------
31
31
  // vtkWebGPUStickMapper methods
32
32
  // ----------------------------------------------------------------------------
33
33
 
@@ -42,9 +42,9 @@ function vtkWebGPUStickMapper(publicAPI, model) {
42
42
  vDesc.addOutput('vec3<f32>', 'orientVC');
43
43
  vDesc.addOutput('f32', 'radiusVC');
44
44
  vDesc.addOutput('f32', 'lengthVC');
45
- vDesc.addBuiltinInput('u32', '[[builtin(vertex_index)]] vertexIndex');
45
+ vDesc.addBuiltinInput('u32', '@builtin(vertex_index) vertexIndex');
46
46
  var fDesc = pipeline.getShaderDescription('fragment');
47
- fDesc.addBuiltinOutput('f32', '[[builtin(frag_depth)]] fragDepth');
47
+ fDesc.addBuiltinOutput('f32', '@builtin(frag_depth) fragDepth');
48
48
  var stickFrag = "\n // compute the eye position and unit direction\n var vertexVC: vec4<f32>;\n var EyePos: vec3<f32>;\n var EyeDir: vec3<f32>;\n\n if (rendererUBO.cameraParallel != 0u)\n {\n EyePos = vec3<f32>(input.vertexVC.x, input.vertexVC.y, input.vertexVC.z + 3.0*input.radiusVC);\n EyeDir = vec3<f32>(0.0, 0.0, -1.0);\n }\n else\n {\n EyeDir = input.vertexVC.xyz;\n EyePos = vec3<f32>(0.0,0.0,0.0);\n var lengthED: f32 = length(EyeDir);\n EyeDir = normalize(EyeDir);\n // we adjust the EyePos to be closer if it is too far away\n // to prevent floating point precision noise\n if (lengthED > input.radiusVC*3.0)\n {\n EyePos = input.vertexVC.xyz - EyeDir*3.0*input.radiusVC;\n }\n }\n // translate to Sphere center\n EyePos = EyePos - input.centerVC;\n\n // rotate to new basis\n // base1, base2, orientVC\n var base1: vec3<f32>;\n if (abs(input.orientVC.z) < 0.99)\n {\n base1 = normalize(cross(input.orientVC,vec3<f32>(0.0,0.0,1.0)));\n }\n else\n {\n base1 = normalize(cross(input.orientVC,vec3<f32>(0.0,1.0,0.0)));\n }\n var base2: vec3<f32> = cross(input.orientVC,base1);\n EyePos = vec3<f32>(dot(EyePos,base1),dot(EyePos,base2),dot(EyePos,input.orientVC));\n EyeDir = vec3<f32>(dot(EyeDir,base1),dot(EyeDir,base2),dot(EyeDir,input.orientVC));\n\n // scale to radius 1.0\n EyePos = EyePos * (1.0 / input.radiusVC);\n\n // find the intersection\n var a: f32 = EyeDir.x*EyeDir.x + EyeDir.y*EyeDir.y;\n var b: f32 = 2.0*(EyePos.x*EyeDir.x + EyePos.y*EyeDir.y);\n var c: f32 = EyePos.x*EyePos.x + EyePos.y*EyePos.y - 1.0;\n var d: f32 = b*b - 4.0*a*c;\n var normal: vec3<f32> = vec3<f32>(0.0,0.0,1.0);\n if (d < 0.0) { discard; }\n else\n {\n var t: f32 = (-b - sqrt(d))*(0.5 / a);\n var tz: f32 = EyePos.z + t*EyeDir.z;\n var iPoint: vec3<f32> = EyePos + t*EyeDir;\n if (abs(iPoint.z)*input.radiusVC > input.lengthVC*0.5)\n {\n // test for end cap\n var t2: f32 = (-b + sqrt(d))*(0.5 / a);\n var tz2: f32 = EyePos.z + t2*EyeDir.z;\n if (tz2*input.radiusVC > input.lengthVC*0.5 || tz*input.radiusVC < -0.5*input.lengthVC) { discard; }\n else\n {\n normal = input.orientVC;\n var t3: f32 = (input.lengthVC*0.5/input.radiusVC - EyePos.z)/EyeDir.z;\n iPoint = EyePos + t3*EyeDir;\n vertexVC = vec4<f32>(input.radiusVC*(iPoint.x*base1 + iPoint.y*base2 + iPoint.z*input.orientVC) + input.centerVC, 1.0);\n }\n }\n else\n {\n // The normal is the iPoint.xy rotated back into VC\n normal = iPoint.x*base1 + iPoint.y*base2;\n // rescale rerotate and translate\n vertexVC = vec4<f32>(input.radiusVC*(normal + iPoint.z*input.orientVC) + input.centerVC, 1.0);\n }\n // compute the pixel's depth\n var pos: vec4<f32> = rendererUBO.VCPCMatrix * vertexVC;\n output.fragDepth = pos.z / pos.w;\n }\n ";
49
49
  var code = fDesc.getCode();
50
50
  code = vtkWebGPUShaderCache.substitute(code, '//VTK::Normal::Impl', [stickFrag]).result;
@@ -53,7 +53,7 @@ function vtkWebGPUStickMapper(publicAPI, model) {
53
53
 
54
54
  publicAPI.replaceShaderPosition = function (hash, pipeline, vertexInput) {
55
55
  var vDesc = pipeline.getShaderDescription('vertex');
56
- vDesc.addBuiltinOutput('vec4<f32>', '[[builtin(position)]] Position');
56
+ vDesc.addBuiltinOutput('vec4<f32>', '@builtin(position) Position');
57
57
  var code = vDesc.getCode();
58
58
  code = vtkWebGPUShaderCache.substitute(code, '//VTK::Position::Impl', [' output.Position = rendererUBO.VCPCMatrix*vertexVC;']).result;
59
59
  vDesc.setCode(code);
@@ -178,7 +178,7 @@ function vtkWebGPUStorageBuffer(publicAPI, model) {
178
178
  lines.push(" ".concat(entry.name, ": ").concat(entry.type, ";"));
179
179
  }
180
180
 
181
- lines.push("\n};\nstruct ".concat(model.name, "Struct\n{\n values: array<").concat(model.name, "StructEntry>;\n};\n[[binding(").concat(binding, "), group(").concat(group, ")]] var<storage, read> ").concat(model.name, ": ").concat(model.name, "Struct;\n"));
181
+ lines.push("\n};\nstruct ".concat(model.name, "Struct\n{\n values: array<").concat(model.name, "StructEntry>;\n};\n@binding(").concat(binding, ") @group(").concat(group, ") var<storage, read> ").concat(model.name, ": ").concat(model.name, "Struct;\n"));
182
182
  return lines.join('\n');
183
183
  };
184
184
 
@@ -38,10 +38,10 @@ function vtkWebGPUTextureView(publicAPI, model) {
38
38
  ttype = 'u32';
39
39
  }
40
40
 
41
- var result = "[[binding(".concat(binding, "), group(").concat(group, ")]] var ").concat(model.name, ": texture_").concat(model.options.dimension, "<").concat(ttype, ">;");
41
+ var result = "@binding(".concat(binding, ") @group(").concat(group, ") var ").concat(model.name, ": texture_").concat(model.options.dimension, "<").concat(ttype, ">;");
42
42
 
43
43
  if (model.bindGroupLayoutEntry.texture.sampleType === 'depth') {
44
- result = "[[binding(".concat(binding, "), group(").concat(group, ")]] var ").concat(model.name, ": texture_depth_").concat(model.options.dimension, ";");
44
+ result = "@binding(".concat(binding, ") @group(").concat(group, ") var ").concat(model.name, ": texture_depth_").concat(model.options.dimension, ";");
45
45
  }
46
46
 
47
47
  return result;
@@ -308,7 +308,7 @@ function vtkWebGPUUniformBuffer(publicAPI, model) {
308
308
  lines.push(" ".concat(entry.name, ": ").concat(entry.type, ";"));
309
309
  }
310
310
 
311
- lines.push("};\n[[binding(".concat(binding, "), group(").concat(group, ")]] var<uniform> ").concat(model.name, ": ").concat(model.name, "Struct;"));
311
+ lines.push("};\n@binding(".concat(binding, ") @group(").concat(group, ") var<uniform> ").concat(model.name, ": ").concat(model.name, "Struct;"));
312
312
  return lines.join('\n');
313
313
  };
314
314
  } // ----------------------------------------------------------------------------
@@ -112,7 +112,7 @@ function vtkWebGPUVertexInput(publicAPI, model) {
112
112
  result += ',\n';
113
113
  }
114
114
 
115
- result = "".concat(result, " [[location(").concat(nameCount, ")]] ").concat(model.inputs[i].names[nm], " : ").concat(type);
115
+ result = "".concat(result, " @location(").concat(nameCount, ") ").concat(model.inputs[i].names[nm], " : ").concat(type);
116
116
  nameCount++;
117
117
  }
118
118
  }
@@ -33,8 +33,8 @@ var BufferUsage = vtkWebGPUBufferManager.BufferUsage,
33
33
  //
34
34
 
35
35
  var cubeFaceTriangles = [[0, 4, 6], [0, 6, 2], [1, 3, 7], [1, 7, 5], [0, 5, 4], [0, 1, 5], [2, 6, 7], [2, 7, 3], [0, 3, 1], [0, 2, 3], [4, 5, 7], [4, 7, 6]];
36
- var DepthBoundsFS = "\n//VTK::Renderer::Dec\n\n//VTK::Select::Dec\n\n//VTK::VolumePass::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::IOStructs::Dec\n\n[[stage(fragment)]]\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : fragmentOutput;\n\n //VTK::Select::Impl\n\n //VTK::TCoord::Impl\n\n //VTK::VolumePass::Impl\n\n // use the maximum (closest) of the current value and the zbuffer\n // the blend func will then take the min to find the farthest stop value\n var stopval: f32 = max(input.fragPos.z, textureLoad(opaquePassDepthTexture, vec2<i32>(i32(input.fragPos.x), i32(input.fragPos.y)), 0));\n\n //VTK::RenderEncoder::Impl\n return output;\n}\n";
37
- var volumeCopyFragTemplate = "\n//VTK::Renderer::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::IOStructs::Dec\n\n[[stage(fragment)]]\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output: fragmentOutput;\n\n var computedColor: vec4<f32> = textureSample(volumePassSmallColorTexture,\n volumePassSmallColorTextureSampler, mapperUBO.tscale*input.tcoordVS);\n\n //VTK::RenderEncoder::Impl\n return output;\n}\n";
36
+ var DepthBoundsFS = "\n//VTK::Renderer::Dec\n\n//VTK::Select::Dec\n\n//VTK::VolumePass::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::IOStructs::Dec\n\n@stage(fragment)\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : fragmentOutput;\n\n //VTK::Select::Impl\n\n //VTK::TCoord::Impl\n\n //VTK::VolumePass::Impl\n\n // use the maximum (closest) of the current value and the zbuffer\n // the blend func will then take the min to find the farthest stop value\n var stopval: f32 = max(input.fragPos.z, textureLoad(opaquePassDepthTexture, vec2<i32>(i32(input.fragPos.x), i32(input.fragPos.y)), 0));\n\n //VTK::RenderEncoder::Impl\n return output;\n}\n";
37
+ var volumeCopyFragTemplate = "\n//VTK::Renderer::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::IOStructs::Dec\n\n@stage(fragment)\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output: fragmentOutput;\n\n var computedColor: vec4<f32> = textureSample(volumePassSmallColorTexture,\n volumePassSmallColorTextureSampler, mapperUBO.tscale*input.tcoordVS);\n\n //VTK::RenderEncoder::Impl\n return output;\n}\n";
38
38
  /* eslint-disable no-undef */
39
39
 
40
40
  /* eslint-disable no-bitwise */
@@ -642,7 +642,7 @@ function extend(publicAPI, model) {
642
642
 
643
643
  model._mapper.getShaderReplacements().set('replaceShaderVolumePass', function (hash, pipeline, vertexInput) {
644
644
  var fDesc = pipeline.getShaderDescription('fragment');
645
- fDesc.addBuiltinInput('vec4<f32>', '[[builtin(position)]] fragPos');
645
+ fDesc.addBuiltinInput('vec4<f32>', '@builtin(position) fragPos');
646
646
  });
647
647
 
648
648
  model._boundsPoly = vtkPolyData.newInstance();
@@ -9,7 +9,7 @@ import vtkWebGPUSampler from './Sampler.js';
9
9
  import vtkWebGPUTypes from './Types.js';
10
10
  import { BlendMode } from '../Core/VolumeMapper/Constants.js';
11
11
 
12
- var volFragTemplate = "\n//VTK::Renderer::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::Volume::TraverseDec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::IOStructs::Dec\n\nfn getTextureValue(vTex: texture_3d<f32>, tpos: vec4<f32>) -> f32\n{\n // todo multicomponent support\n return textureSampleLevel(vTex, clampSampler, tpos.xyz, 0.0).r;\n}\n\nfn getGradient(vTex: texture_3d<f32>, tpos: vec4<f32>, vNum: i32, scalar: f32) -> vec4<f32>\n{\n var result: vec4<f32>;\n\n var tstep: vec4<f32> = volumeSSBO.values[vNum].tstep;\n result.x = getTextureValue(vTex, tpos + vec4<f32>(tstep.x, 0.0, 0.0, 1.0)) - scalar;\n result.y = getTextureValue(vTex, tpos + vec4<f32>(0.0, tstep.y, 0.0, 1.0)) - scalar;\n result.z = getTextureValue(vTex, tpos + vec4<f32>(0.0, 0.0, tstep.z, 1.0)) - scalar;\n\n // divide by spacing\n result = result / volumeSSBO.values[vNum].spacing;\n\n var grad: f32 = length(result.xyz);\n\n // // rotate to View Coords, needed for lighting and shading\n // result.xyz =\n // result.x * vPlaneNormal0 +\n // result.y * vPlaneNormal2 +\n // result.z * vPlaneNormal4;\n\n if (grad > 0.0)\n {\n result = result * (1.0 / grad);\n }\n\n result.w = grad;\n\n return result;\n}\n\nfn processVolume(vTex: texture_3d<f32>, vNum: i32, cNum: i32, posSC: vec4<f32>, tfunRows: f32) -> vec4<f32>\n{\n var outColor: vec4<f32> = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\n // convert to tcoords and reject if outside the volume\n var tpos: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*posSC;\n if (tpos.x < 0.0 || tpos.y < 0.0 || tpos.z < 0.0 ||\n tpos.x > 1.0 || tpos.y > 1.0 || tpos.z > 1.0) { return outColor; }\n\n var scalar: f32 = getTextureValue(vTex, tpos);\n\n var coord: vec2<f32> =\n vec2<f32>(scalar * componentSSBO.values[cNum].cScale + componentSSBO.values[cNum].cShift,\n (0.5 + 2.0 * f32(vNum)) / tfunRows);\n var color: vec4<f32> = textureSampleLevel(tfunTexture, clampSampler, coord, 0.0);\n\n var gofactor: f32 = 1.0;\n if (componentSSBO.values[cNum].gomin < 1.0)\n {\n var normal: vec4<f32> = getGradient(vTex, tpos, vNum, scalar);\n gofactor = clamp(normal.a*componentSSBO.values[cNum].goScale + componentSSBO.values[cNum].goShift,\n componentSSBO.values[cNum].gomin, componentSSBO.values[cNum].gomax);\n }\n\n coord.x = (scalar * componentSSBO.values[cNum].oScale + componentSSBO.values[cNum].oShift);\n var opacity: f32 = textureSampleLevel(ofunTexture, clampSampler, coord, 0.0).r;\n\n outColor = vec4<f32>(color.rgb, gofactor * opacity);\n\n//VTK::Volume::Process\n\n return outColor;\n}\n\n// adjust the start and end point of a raycast such that it intersects the unit cube.\n// This function is used to take a raycast starting point and step vector\n// and numSteps and return the startijng and ending steps for intersecting the\n// unit cube. Recall for a 3D texture, the unit cube is the range of texture coordsinates\n// that have valid values. So this funtion can be used to take a ray in texture coordinates\n// and bound it to intersecting the texture.\n//\nfn adjustBounds(tpos: vec4<f32>, tstep: vec4<f32>, numSteps: f32) -> vec2<f32>\n{\n var result: vec2<f32> = vec2<f32>(0.0, numSteps);\n var tpos2: vec4<f32> = tpos + tstep*numSteps;\n\n // move tpos to the start of the volume\n var adjust: f32 =\n min(\n max(tpos.x/tstep.x, (tpos.x - 1.0)/tstep.x),\n min(\n max((tpos.y - 1.0)/tstep.y, tpos.y/tstep.y),\n max((tpos.z - 1.0)/tstep.z, tpos.z/tstep.z)));\n if (adjust < 0.0)\n {\n result.x = result.x - adjust;\n }\n\n // adjust length to the end\n adjust =\n max(\n min(tpos2.x/tstep.x, (tpos2.x - 1.0)/tstep.x),\n max(\n min((tpos2.y - 1.0)/tstep.y, tpos2.y/tstep.y),\n min((tpos2.z - 1.0)/tstep.z, tpos2.z/tstep.z)));\n if (adjust > 0.0)\n {\n result.y = result.y - adjust;\n }\n\n return result;\n}\n\nfn getSimpleColor(scalar: f32, vNum: i32, cNum: i32) -> vec4<f32>\n{\n // how many rows (tfuns) do we have in our tfunTexture\n var tfunRows: f32 = f32(textureDimensions(tfunTexture).y);\n\n var coord: vec2<f32> =\n vec2<f32>(scalar * componentSSBO.values[cNum].cScale + componentSSBO.values[cNum].cShift,\n (0.5 + 2.0 * f32(vNum)) / tfunRows);\n var color: vec4<f32> = textureSampleLevel(tfunTexture, clampSampler, coord, 0.0);\n coord.x = (scalar * componentSSBO.values[cNum].oScale + componentSSBO.values[cNum].oShift);\n var opacity: f32 = textureSampleLevel(ofunTexture, clampSampler, coord, 0.0).r;\n return vec4<f32>(color.rgb, opacity);\n}\n\nfn traverseMax(vTex: texture_3d<f32>, vNum: i32, cNum: i32, rayLengthSC: f32, minPosSC: vec4<f32>, rayStepSC: vec4<f32>)\n{\n // convert to tcoords and reject if outside the volume\n var numSteps: f32 = rayLengthSC/mapperUBO.SampleDistance;\n var tpos: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*minPosSC;\n var tpos2: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*(minPosSC + rayStepSC);\n var tstep: vec4<f32> = tpos2 - tpos;\n\n var rayBounds: vec2<f32> = adjustBounds(tpos, tstep, numSteps);\n\n // did we hit anything\n if (rayBounds.x >= rayBounds.y)\n {\n traverseVals[vNum] = vec4<f32>(0.0,0.0,0.0,0.0);\n return;\n }\n\n tpos = tpos + tstep*rayBounds.x;\n var curDist: f32 = rayBounds.x;\n var maxVal: f32 = -1.0e37;\n loop\n {\n var scalar: f32 = getTextureValue(vTex, tpos);\n if (scalar > maxVal)\n {\n maxVal = scalar;\n }\n\n // increment position\n curDist = curDist + 1.0;\n tpos = tpos + tstep;\n\n // check if we have reached a terminating condition\n if (curDist > rayBounds.y) { break; }\n }\n\n // process to get the color and opacity\n traverseVals[vNum] = getSimpleColor(maxVal, vNum, cNum);\n}\n\nfn traverseMin(vTex: texture_3d<f32>, vNum: i32, cNum: i32, rayLengthSC: f32, minPosSC: vec4<f32>, rayStepSC: vec4<f32>)\n{\n // convert to tcoords and reject if outside the volume\n var numSteps: f32 = rayLengthSC/mapperUBO.SampleDistance;\n var tpos: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*minPosSC;\n var tpos2: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*(minPosSC + rayStepSC);\n var tstep: vec4<f32> = tpos2 - tpos;\n\n var rayBounds: vec2<f32> = adjustBounds(tpos, tstep, numSteps);\n\n // did we hit anything\n if (rayBounds.x >= rayBounds.y)\n {\n traverseVals[vNum] = vec4<f32>(0.0,0.0,0.0,0.0);\n return;\n }\n\n tpos = tpos + tstep*rayBounds.x;\n var curDist: f32 = rayBounds.x;\n var minVal: f32 = 1.0e37;\n loop\n {\n var scalar: f32 = getTextureValue(vTex, tpos);\n if (scalar < minVal)\n {\n minVal = scalar;\n }\n\n // increment position\n curDist = curDist + 1.0;\n tpos = tpos + tstep;\n\n // check if we have reached a terminating condition\n if (curDist > rayBounds.y) { break; }\n }\n\n // process to get the color and opacity\n traverseVals[vNum] = getSimpleColor(minVal, vNum, cNum);\n}\n\nfn traverseAverage(vTex: texture_3d<f32>, vNum: i32, cNum: i32, rayLengthSC: f32, minPosSC: vec4<f32>, rayStepSC: vec4<f32>)\n{\n // convert to tcoords and reject if outside the volume\n var numSteps: f32 = rayLengthSC/mapperUBO.SampleDistance;\n var tpos: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*minPosSC;\n var tpos2: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*(minPosSC + rayStepSC);\n var tstep: vec4<f32> = tpos2 - tpos;\n\n var rayBounds: vec2<f32> = adjustBounds(tpos, tstep, numSteps);\n\n // did we hit anything\n if (rayBounds.x >= rayBounds.y)\n {\n traverseVals[vNum] = vec4<f32>(0.0,0.0,0.0,0.0);\n return;\n }\n\n let ipRange: vec4<f32> = volumeSSBO.values[vNum].ipScalarRange;\n tpos = tpos + tstep*rayBounds.x;\n var curDist: f32 = rayBounds.x;\n var avgVal: f32 = 0.0;\n var sampleCount: f32 = 0.0;\n loop\n {\n var sample: f32 = getTextureValue(vTex, tpos);\n // right now leave filtering off until WebGL changes get merged\n // if (ipRange.z == 0.0 || sample >= ipRange.x && sample <= ipRange.y)\n // {\n avgVal = avgVal + sample;\n sampleCount = sampleCount + 1.0;\n // }\n\n // increment position\n curDist = curDist + 1.0;\n tpos = tpos + tstep;\n\n // check if we have reached a terminating condition\n if (curDist > rayBounds.y) { break; }\n }\n\n if (sampleCount <= 0.0)\n {\n traverseVals[vNum] = vec4<f32>(0.0,0.0,0.0,0.0);\n }\n\n // process to get the color and opacity\n traverseVals[vNum] = getSimpleColor(avgVal/sampleCount, vNum, cNum);\n}\n\nfn traverseAdditive(vTex: texture_3d<f32>, vNum: i32, cNum: i32, rayLengthSC: f32, minPosSC: vec4<f32>, rayStepSC: vec4<f32>)\n{\n // convert to tcoords and reject if outside the volume\n var numSteps: f32 = rayLengthSC/mapperUBO.SampleDistance;\n var tpos: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*minPosSC;\n var tpos2: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*(minPosSC + rayStepSC);\n var tstep: vec4<f32> = tpos2 - tpos;\n\n var rayBounds: vec2<f32> = adjustBounds(tpos, tstep, numSteps);\n\n // did we hit anything\n if (rayBounds.x >= rayBounds.y)\n {\n traverseVals[vNum] = vec4<f32>(0.0,0.0,0.0,0.0);\n return;\n }\n\n let ipRange: vec4<f32> = volumeSSBO.values[vNum].ipScalarRange;\n tpos = tpos + tstep*rayBounds.x;\n var curDist: f32 = rayBounds.x;\n var sumVal: f32 = 0.0;\n loop\n {\n var sample: f32 = getTextureValue(vTex, tpos);\n // right now leave filtering off until WebGL changes get merged\n // if (ipRange.z == 0.0 || sample >= ipRange.x && sample <= ipRange.y)\n // {\n sumVal = sumVal + sample;\n // }\n\n // increment position\n curDist = curDist + 1.0;\n tpos = tpos + tstep;\n\n // check if we have reached a terminating condition\n if (curDist > rayBounds.y) { break; }\n }\n\n // process to get the color and opacity\n traverseVals[vNum] = getSimpleColor(sumVal, vNum, cNum);\n}\n\nfn composite(rayLengthSC: f32, minPosSC: vec4<f32>, rayStepSC: vec4<f32>) -> vec4<f32>\n{\n // initial ray position is at the beginning\n var rayPosSC: vec4<f32> = minPosSC;\n\n // how many rows (tfuns) do we have in our tfunTexture\n var tfunRows: f32 = f32(textureDimensions(tfunTexture).y);\n\n var curDist: f32 = 0.0;\n var computedColor: vec4<f32> = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n var sampleColor: vec4<f32>;\n//VTK::Volume::TraverseCalls\n\n loop\n {\n // for each volume, sample and accumulate color\n//VTK::Volume::CompositeCalls\n\n // increment position\n curDist = curDist + mapperUBO.SampleDistance;\n rayPosSC = rayPosSC + rayStepSC;\n\n // check if we have reached a terminating condition\n if (curDist > rayLengthSC) { break; }\n if (computedColor.a > 0.98) { break; }\n }\n return computedColor;\n}\n\n[[stage(fragment)]]\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output: fragmentOutput;\n\n var rayMax: f32 = textureSampleLevel(maxTexture, clampSampler, input.tcoordVS, 0.0).r;\n var rayMin: f32 = textureSampleLevel(minTexture, clampSampler, input.tcoordVS, 0.0).r;\n\n // discard empty rays\n if (rayMax <= rayMin) { discard; }\n else\n {\n // compute start and end ray positions in view coordinates\n var minPosSC: vec4<f32> = rendererUBO.PCSCMatrix*vec4<f32>(2.0 * input.tcoordVS.x - 1.0, 1.0 - 2.0 * input.tcoordVS.y, rayMax, 1.0);\n minPosSC = minPosSC * (1.0 / minPosSC.w);\n var maxPosSC: vec4<f32> = rendererUBO.PCSCMatrix*vec4<f32>(2.0 * input.tcoordVS.x - 1.0, 1.0 - 2.0 * input.tcoordVS.y, rayMin, 1.0);\n maxPosSC = maxPosSC * (1.0 / maxPosSC.w);\n\n var rayLengthSC: f32 = distance(minPosSC.xyz, maxPosSC.xyz);\n var rayStepSC: vec4<f32> = (maxPosSC - minPosSC)*(mapperUBO.SampleDistance/rayLengthSC);\n rayStepSC.w = 0.0;\n\n var computedColor: vec4<f32>;\n\n//VTK::Volume::Loop\n\n//VTK::RenderEncoder::Impl\n }\n\n return output;\n}\n";
12
+ var volFragTemplate = "\n//VTK::Renderer::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::TCoord::Dec\n\n//VTK::Volume::TraverseDec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::IOStructs::Dec\n\nfn getTextureValue(vTex: texture_3d<f32>, tpos: vec4<f32>) -> f32\n{\n // todo multicomponent support\n return textureSampleLevel(vTex, clampSampler, tpos.xyz, 0.0).r;\n}\n\nfn getGradient(vTex: texture_3d<f32>, tpos: vec4<f32>, vNum: i32, scalar: f32) -> vec4<f32>\n{\n var result: vec4<f32>;\n\n var tstep: vec4<f32> = volumeSSBO.values[vNum].tstep;\n result.x = getTextureValue(vTex, tpos + vec4<f32>(tstep.x, 0.0, 0.0, 1.0)) - scalar;\n result.y = getTextureValue(vTex, tpos + vec4<f32>(0.0, tstep.y, 0.0, 1.0)) - scalar;\n result.z = getTextureValue(vTex, tpos + vec4<f32>(0.0, 0.0, tstep.z, 1.0)) - scalar;\n\n // divide by spacing\n result = result / volumeSSBO.values[vNum].spacing;\n\n var grad: f32 = length(result.xyz);\n\n // // rotate to View Coords, needed for lighting and shading\n // result.xyz =\n // result.x * vPlaneNormal0 +\n // result.y * vPlaneNormal2 +\n // result.z * vPlaneNormal4;\n\n if (grad > 0.0)\n {\n result = result * (1.0 / grad);\n }\n\n result.w = grad;\n\n return result;\n}\n\nfn processVolume(vTex: texture_3d<f32>, vNum: i32, cNum: i32, posSC: vec4<f32>, tfunRows: f32) -> vec4<f32>\n{\n var outColor: vec4<f32> = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\n // convert to tcoords and reject if outside the volume\n var tpos: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*posSC;\n if (tpos.x < 0.0 || tpos.y < 0.0 || tpos.z < 0.0 ||\n tpos.x > 1.0 || tpos.y > 1.0 || tpos.z > 1.0) { return outColor; }\n\n var scalar: f32 = getTextureValue(vTex, tpos);\n\n var coord: vec2<f32> =\n vec2<f32>(scalar * componentSSBO.values[cNum].cScale + componentSSBO.values[cNum].cShift,\n (0.5 + 2.0 * f32(vNum)) / tfunRows);\n var color: vec4<f32> = textureSampleLevel(tfunTexture, clampSampler, coord, 0.0);\n\n var gofactor: f32 = 1.0;\n if (componentSSBO.values[cNum].gomin < 1.0)\n {\n var normal: vec4<f32> = getGradient(vTex, tpos, vNum, scalar);\n gofactor = clamp(normal.a*componentSSBO.values[cNum].goScale + componentSSBO.values[cNum].goShift,\n componentSSBO.values[cNum].gomin, componentSSBO.values[cNum].gomax);\n }\n\n coord.x = (scalar * componentSSBO.values[cNum].oScale + componentSSBO.values[cNum].oShift);\n var opacity: f32 = textureSampleLevel(ofunTexture, clampSampler, coord, 0.0).r;\n\n outColor = vec4<f32>(color.rgb, gofactor * opacity);\n\n//VTK::Volume::Process\n\n return outColor;\n}\n\n// adjust the start and end point of a raycast such that it intersects the unit cube.\n// This function is used to take a raycast starting point and step vector\n// and numSteps and return the startijng and ending steps for intersecting the\n// unit cube. Recall for a 3D texture, the unit cube is the range of texture coordsinates\n// that have valid values. So this funtion can be used to take a ray in texture coordinates\n// and bound it to intersecting the texture.\n//\nfn adjustBounds(tpos: vec4<f32>, tstep: vec4<f32>, numSteps: f32) -> vec2<f32>\n{\n var result: vec2<f32> = vec2<f32>(0.0, numSteps);\n var tpos2: vec4<f32> = tpos + tstep*numSteps;\n\n // move tpos to the start of the volume\n var adjust: f32 =\n min(\n max(tpos.x/tstep.x, (tpos.x - 1.0)/tstep.x),\n min(\n max((tpos.y - 1.0)/tstep.y, tpos.y/tstep.y),\n max((tpos.z - 1.0)/tstep.z, tpos.z/tstep.z)));\n if (adjust < 0.0)\n {\n result.x = result.x - adjust;\n }\n\n // adjust length to the end\n adjust =\n max(\n min(tpos2.x/tstep.x, (tpos2.x - 1.0)/tstep.x),\n max(\n min((tpos2.y - 1.0)/tstep.y, tpos2.y/tstep.y),\n min((tpos2.z - 1.0)/tstep.z, tpos2.z/tstep.z)));\n if (adjust > 0.0)\n {\n result.y = result.y - adjust;\n }\n\n return result;\n}\n\nfn getSimpleColor(scalar: f32, vNum: i32, cNum: i32) -> vec4<f32>\n{\n // how many rows (tfuns) do we have in our tfunTexture\n var tfunRows: f32 = f32(textureDimensions(tfunTexture).y);\n\n var coord: vec2<f32> =\n vec2<f32>(scalar * componentSSBO.values[cNum].cScale + componentSSBO.values[cNum].cShift,\n (0.5 + 2.0 * f32(vNum)) / tfunRows);\n var color: vec4<f32> = textureSampleLevel(tfunTexture, clampSampler, coord, 0.0);\n coord.x = (scalar * componentSSBO.values[cNum].oScale + componentSSBO.values[cNum].oShift);\n var opacity: f32 = textureSampleLevel(ofunTexture, clampSampler, coord, 0.0).r;\n return vec4<f32>(color.rgb, opacity);\n}\n\nfn traverseMax(vTex: texture_3d<f32>, vNum: i32, cNum: i32, rayLengthSC: f32, minPosSC: vec4<f32>, rayStepSC: vec4<f32>)\n{\n // convert to tcoords and reject if outside the volume\n var numSteps: f32 = rayLengthSC/mapperUBO.SampleDistance;\n var tpos: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*minPosSC;\n var tpos2: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*(minPosSC + rayStepSC);\n var tstep: vec4<f32> = tpos2 - tpos;\n\n var rayBounds: vec2<f32> = adjustBounds(tpos, tstep, numSteps);\n\n // did we hit anything\n if (rayBounds.x >= rayBounds.y)\n {\n traverseVals[vNum] = vec4<f32>(0.0,0.0,0.0,0.0);\n return;\n }\n\n tpos = tpos + tstep*rayBounds.x;\n var curDist: f32 = rayBounds.x;\n var maxVal: f32 = -1.0e37;\n loop\n {\n var scalar: f32 = getTextureValue(vTex, tpos);\n if (scalar > maxVal)\n {\n maxVal = scalar;\n }\n\n // increment position\n curDist = curDist + 1.0;\n tpos = tpos + tstep;\n\n // check if we have reached a terminating condition\n if (curDist > rayBounds.y) { break; }\n }\n\n // process to get the color and opacity\n traverseVals[vNum] = getSimpleColor(maxVal, vNum, cNum);\n}\n\nfn traverseMin(vTex: texture_3d<f32>, vNum: i32, cNum: i32, rayLengthSC: f32, minPosSC: vec4<f32>, rayStepSC: vec4<f32>)\n{\n // convert to tcoords and reject if outside the volume\n var numSteps: f32 = rayLengthSC/mapperUBO.SampleDistance;\n var tpos: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*minPosSC;\n var tpos2: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*(minPosSC + rayStepSC);\n var tstep: vec4<f32> = tpos2 - tpos;\n\n var rayBounds: vec2<f32> = adjustBounds(tpos, tstep, numSteps);\n\n // did we hit anything\n if (rayBounds.x >= rayBounds.y)\n {\n traverseVals[vNum] = vec4<f32>(0.0,0.0,0.0,0.0);\n return;\n }\n\n tpos = tpos + tstep*rayBounds.x;\n var curDist: f32 = rayBounds.x;\n var minVal: f32 = 1.0e37;\n loop\n {\n var scalar: f32 = getTextureValue(vTex, tpos);\n if (scalar < minVal)\n {\n minVal = scalar;\n }\n\n // increment position\n curDist = curDist + 1.0;\n tpos = tpos + tstep;\n\n // check if we have reached a terminating condition\n if (curDist > rayBounds.y) { break; }\n }\n\n // process to get the color and opacity\n traverseVals[vNum] = getSimpleColor(minVal, vNum, cNum);\n}\n\nfn traverseAverage(vTex: texture_3d<f32>, vNum: i32, cNum: i32, rayLengthSC: f32, minPosSC: vec4<f32>, rayStepSC: vec4<f32>)\n{\n // convert to tcoords and reject if outside the volume\n var numSteps: f32 = rayLengthSC/mapperUBO.SampleDistance;\n var tpos: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*minPosSC;\n var tpos2: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*(minPosSC + rayStepSC);\n var tstep: vec4<f32> = tpos2 - tpos;\n\n var rayBounds: vec2<f32> = adjustBounds(tpos, tstep, numSteps);\n\n // did we hit anything\n if (rayBounds.x >= rayBounds.y)\n {\n traverseVals[vNum] = vec4<f32>(0.0,0.0,0.0,0.0);\n return;\n }\n\n let ipRange: vec4<f32> = volumeSSBO.values[vNum].ipScalarRange;\n tpos = tpos + tstep*rayBounds.x;\n var curDist: f32 = rayBounds.x;\n var avgVal: f32 = 0.0;\n var sampleCount: f32 = 0.0;\n loop\n {\n var sample: f32 = getTextureValue(vTex, tpos);\n // right now leave filtering off until WebGL changes get merged\n // if (ipRange.z == 0.0 || sample >= ipRange.x && sample <= ipRange.y)\n // {\n avgVal = avgVal + sample;\n sampleCount = sampleCount + 1.0;\n // }\n\n // increment position\n curDist = curDist + 1.0;\n tpos = tpos + tstep;\n\n // check if we have reached a terminating condition\n if (curDist > rayBounds.y) { break; }\n }\n\n if (sampleCount <= 0.0)\n {\n traverseVals[vNum] = vec4<f32>(0.0,0.0,0.0,0.0);\n }\n\n // process to get the color and opacity\n traverseVals[vNum] = getSimpleColor(avgVal/sampleCount, vNum, cNum);\n}\n\nfn traverseAdditive(vTex: texture_3d<f32>, vNum: i32, cNum: i32, rayLengthSC: f32, minPosSC: vec4<f32>, rayStepSC: vec4<f32>)\n{\n // convert to tcoords and reject if outside the volume\n var numSteps: f32 = rayLengthSC/mapperUBO.SampleDistance;\n var tpos: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*minPosSC;\n var tpos2: vec4<f32> = volumeSSBO.values[vNum].SCTCMatrix*(minPosSC + rayStepSC);\n var tstep: vec4<f32> = tpos2 - tpos;\n\n var rayBounds: vec2<f32> = adjustBounds(tpos, tstep, numSteps);\n\n // did we hit anything\n if (rayBounds.x >= rayBounds.y)\n {\n traverseVals[vNum] = vec4<f32>(0.0,0.0,0.0,0.0);\n return;\n }\n\n let ipRange: vec4<f32> = volumeSSBO.values[vNum].ipScalarRange;\n tpos = tpos + tstep*rayBounds.x;\n var curDist: f32 = rayBounds.x;\n var sumVal: f32 = 0.0;\n loop\n {\n var sample: f32 = getTextureValue(vTex, tpos);\n // right now leave filtering off until WebGL changes get merged\n // if (ipRange.z == 0.0 || sample >= ipRange.x && sample <= ipRange.y)\n // {\n sumVal = sumVal + sample;\n // }\n\n // increment position\n curDist = curDist + 1.0;\n tpos = tpos + tstep;\n\n // check if we have reached a terminating condition\n if (curDist > rayBounds.y) { break; }\n }\n\n // process to get the color and opacity\n traverseVals[vNum] = getSimpleColor(sumVal, vNum, cNum);\n}\n\nfn composite(rayLengthSC: f32, minPosSC: vec4<f32>, rayStepSC: vec4<f32>) -> vec4<f32>\n{\n // initial ray position is at the beginning\n var rayPosSC: vec4<f32> = minPosSC;\n\n // how many rows (tfuns) do we have in our tfunTexture\n var tfunRows: f32 = f32(textureDimensions(tfunTexture).y);\n\n var curDist: f32 = 0.0;\n var computedColor: vec4<f32> = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n var sampleColor: vec4<f32>;\n//VTK::Volume::TraverseCalls\n\n loop\n {\n // for each volume, sample and accumulate color\n//VTK::Volume::CompositeCalls\n\n // increment position\n curDist = curDist + mapperUBO.SampleDistance;\n rayPosSC = rayPosSC + rayStepSC;\n\n // check if we have reached a terminating condition\n if (curDist > rayLengthSC) { break; }\n if (computedColor.a > 0.98) { break; }\n }\n return computedColor;\n}\n\n@stage(fragment)\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output: fragmentOutput;\n\n var rayMax: f32 = textureSampleLevel(maxTexture, clampSampler, input.tcoordVS, 0.0).r;\n var rayMin: f32 = textureSampleLevel(minTexture, clampSampler, input.tcoordVS, 0.0).r;\n\n // discard empty rays\n if (rayMax <= rayMin) { discard; }\n else\n {\n // compute start and end ray positions in view coordinates\n var minPosSC: vec4<f32> = rendererUBO.PCSCMatrix*vec4<f32>(2.0 * input.tcoordVS.x - 1.0, 1.0 - 2.0 * input.tcoordVS.y, rayMax, 1.0);\n minPosSC = minPosSC * (1.0 / minPosSC.w);\n var maxPosSC: vec4<f32> = rendererUBO.PCSCMatrix*vec4<f32>(2.0 * input.tcoordVS.x - 1.0, 1.0 - 2.0 * input.tcoordVS.y, rayMin, 1.0);\n maxPosSC = maxPosSC * (1.0 / maxPosSC.w);\n\n var rayLengthSC: f32 = distance(minPosSC.xyz, maxPosSC.xyz);\n var rayStepSC: vec4<f32> = (maxPosSC - minPosSC)*(mapperUBO.SampleDistance/rayLengthSC);\n rayStepSC.w = 0.0;\n\n var computedColor: vec4<f32>;\n\n//VTK::Volume::Loop\n\n//VTK::RenderEncoder::Impl\n }\n\n return output;\n}\n";
13
13
  var tmpMat4 = new Float64Array(16);
14
14
  var tmp2Mat4 = new Float64Array(16); // ----------------------------------------------------------------------------
15
15
  // vtkWebGPUVolumePassFSQ methods
@@ -21,12 +21,12 @@ function vtkWebGPUVolumePassFSQ(publicAPI, model) {
21
21
 
22
22
  publicAPI.replaceShaderPosition = function (hash, pipeline, vertexInput) {
23
23
  var vDesc = pipeline.getShaderDescription('vertex');
24
- vDesc.addBuiltinOutput('vec4<f32>', '[[builtin(position)]] Position');
24
+ vDesc.addBuiltinOutput('vec4<f32>', '@builtin(position) Position');
25
25
  var code = vDesc.getCode();
26
26
  code = vtkWebGPUShaderCache.substitute(code, '//VTK::Position::Impl', ['output.tcoordVS = vec2<f32>(vertexBC.x * 0.5 + 0.5, 1.0 - vertexBC.y * 0.5 - 0.5);', 'output.Position = vec4<f32>(vertexBC, 1.0);']).result;
27
27
  vDesc.setCode(code);
28
28
  var fDesc = pipeline.getShaderDescription('fragment');
29
- fDesc.addBuiltinInput('vec4<f32>', '[[builtin(position)]] fragPos');
29
+ fDesc.addBuiltinInput('vec4<f32>', '@builtin(position) fragPos');
30
30
  };
31
31
 
32
32
  model.shaderReplacements.set('replaceShaderPosition', publicAPI.replaceShaderPosition);