@kitware/vtk.js 25.1.3 → 25.2.2
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.
- package/Rendering/Core/Actor.d.ts +5 -4
- package/Rendering/Core/ImageSlice.d.ts +25 -1
- package/Rendering/Core/Light.d.ts +36 -2
- package/Rendering/Core/Light.js +10 -4
- package/Rendering/Core/Property.d.ts +120 -0
- package/Rendering/Core/Property.js +17 -1
- package/Rendering/Core/RenderWindowInteractor.js +4 -1
- package/Rendering/Core/Texture.js +31 -0
- package/Rendering/Core/Volume.d.ts +6 -5
- package/Rendering/Core/VolumeMapper.d.ts +1 -1
- package/Rendering/Core/VolumeProperty.d.ts +32 -30
- package/Rendering/OpenGL/ImageMapper.js +4 -4
- package/Rendering/OpenGL/ShaderCache.js +1 -3
- package/Rendering/OpenGL/ShaderProgram.js +2 -4
- package/Rendering/WebGPU/CellArrayMapper.js +205 -52
- package/Rendering/WebGPU/Glyph3DMapper.js +2 -1
- package/Rendering/WebGPU/ImageMapper.js +11 -8
- package/Rendering/WebGPU/Pipeline.js +0 -12
- package/Rendering/WebGPU/RenderEncoder.js +0 -1
- package/Rendering/WebGPU/Renderer.js +109 -4
- package/Rendering/WebGPU/SimpleMapper.js +6 -2
- package/Rendering/WebGPU/SphereMapper.js +2 -2
- package/Rendering/WebGPU/StickMapper.js +2 -2
- package/Rendering/WebGPU/Texture.js +6 -2
- package/package.json +1 -1
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@@ -18,7 +18,7 @@ var ScalarMode = vtkMapper.ScalarMode;
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var CoordinateSystem = vtkProp.CoordinateSystem;
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var DisplayLocation = vtkProperty2D.DisplayLocation;
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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@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";
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var vtkWebGPUPolyDataFS = "\n//VTK::Renderer::Dec\n\n//VTK::Color::Dec\n\n// optional surface normal declaration\n//VTK::Normal::Dec\n\n//VTK::
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var vtkWebGPUPolyDataFS = "\nstruct PBRData {\n diffuse: vec3<f32>,\n specular: vec3<f32>,\n}\n\n// Dot product with the max already in it\nfn mdot(a: vec3<f32>, b: vec3<f32>) -> f32 {\n return max(0.0, dot(a, b));\n}\n\n// Lambertian diffuse model\nfn lambertDiffuse(base: vec3<f32>, N: vec3<f32>, L: vec3<f32>) -> vec3<f32> {\n var pi: f32 = 3.14159265359; \n var NdotL: f32 = mdot(N, L);\n NdotL = pow(NdotL, 1.5);\n return (base/pi)*NdotL;\n}\n\n// Yasuhiro Fujii improvement on the Oren-Nayar model\n// https://mimosa-pudica.net/improved-oren-nayar.html\n// p is surface color, o is roughness\nfn fujiiOrenNayar(p: vec3<f32>, o: f32, N: vec3<f32>, L: vec3<f32>, V: vec3<f32>) -> vec3<f32> {\n var invpi: f32 = 0.31830988618; // 1/pi\n\n var o2 = o*o;\n var NdotL: f32 = mdot(N, L);\n NdotL = pow(NdotL, 1.5); // Less physically accurate, but hides the \"seams\" between lights better\n\n var NdotV: f32 = mdot(N, V);\n var LdotV: f32 = mdot(L, V);\n\n var s: f32 = LdotV - NdotL*NdotV;\n var t: f32 = mix(1, max(NdotL, NdotV), step(0, s)); // Mix with step is the equivalent of an if statement\n var A: vec3<f32> = 0.5*(o2 / (o2 + 0.33)) + 0.17*p*(o2 / (o2 + 0.13));\n A = invpi*(1 - A);\n var B: f32 = 0.45*(o2 / (o2 + 0.09));\n B = invpi*B;\n\n return p*NdotL*(A + B*(s/t));\n}\n\n// Fresnel portion of BRDF (IOR only, simplified)\nfn schlickFresnelIOR(V: vec3<f32>, N: vec3<f32>, ior: f32, k: f32) -> f32 {\n var NdotV: f32 = mdot(V, N);\n // var R0: f32 = pow((ior - 1.0) / (ior + 1.0), 2); // 1.0 is about the ior of air, and it is assumed that light will be traveling through air\n var F0: f32 = (pow((ior - 1.0), 2) + k*k) / (pow((ior + 1.0), 2) + k*k); // This takes into account the roughness, whic the other one does not\n return F0 + (1 - F0) * pow((1-NdotV), 5); \n}\n\n// Fresnel portion of BRDF (Color ior, better)\nfn schlickFresnelRGB(V: vec3<f32>, N: vec3<f32>, F0: vec3<f32>) -> vec3<f32> {\n var NdotV: f32 = mdot(V, N);\n return F0 + (1 - F0) * pow((1-NdotV), 5); \n}\n\n// Normal portion of BRDF\n// https://learnopengl.com/PBR/Theory\n// Trowbridge-Reitz GGX functions: normal, halfway, roughness^2\nfn trGGX(N: vec3<f32>, H: vec3<f32>, a: f32) -> f32 {\n var pi: f32 = 3.14159265359; \n\n var a2: f32 = a*a;\n var NdotH = mdot(N, H);\n var NdotH2 = NdotH*NdotH;\n \n var denom: f32 = NdotH2 * (a2 - 1.0) + 1.0;\n\n return a2 / max((pi*denom*denom), 0.000001);\n}\n\n// A VERY bad approximation of anisotropy. Real anisotropic calculations require tangent and bitangent\nfn anisotrophicTrGGX(N: vec3<f32>, H: vec3<f32>, O: vec3<f32>, s: f32, a: f32) -> f32 {\n var Op: vec3<f32> = (rendererUBO.WCVCNormals * vec4<f32>(normalize(O) * s, 0.)).xyz;\n\n var ggx1: f32 = trGGX(N + Op*s, H, a);\n var ggx2: f32 = trGGX(N - Op*s, H, a);\n return (0.5 * ggx1 + 0.5 * ggx2);\n}\n\n// Geometry portion of BRDF\nfn schlickGGX(N: vec3<f32>, X: vec3<f32>, k: f32) -> f32 {\n var NdotX = mdot(N, X);\n return NdotX / max(0.000001, (NdotX*(1-k) + k));\n}\n\nfn smithSurfaceRoughness(N: vec3<f32>, V: vec3<f32>, L: vec3<f32>, k: f32) -> f32 {\n var ggx1: f32 = max(0.01, schlickGGX(N, V, k)); // Prevents void zones at the cost of some accuracy\n var ggx2: f32 = schlickGGX(N, L, k);\n return ggx1*ggx2;\n}\n\n// BRDF Combination\nfn cookTorrance(D: f32, F: f32, G: f32, N: vec3<f32>, V: vec3<f32>, L: vec3<f32>) -> f32 {\n var num: f32 = D*F*G;\n var denom: f32 = 4*mdot(V, N)*mdot(L, N);\n\n return num / max(denom, 0.000001);\n}\n\n// Different lighting calculations for different light sources\nfn calcDirectionalLight(N: vec3<f32>, V: vec3<f32>, ior: f32, roughness: f32, metallic: f32, direction: vec3<f32>, color: vec3<f32>, base: vec3<f32>) -> PBRData { \n var L: vec3<f32> = normalize(direction); // Light Vector\n var H: vec3<f32> = normalize(L + V); // Halfway Vector\n\n var alpha = roughness*roughness;\n var k: f32 = alpha*alpha / 2;\n\n var D: f32 = trGGX(N, H, alpha); // Distribution\n // var F: f32 = schlickFresnelIOR(V, N, ior, k); // Fresnel\n var G: f32 = smithSurfaceRoughness(N, V, L, k); // Geometry\n\n var brdf: f32 = cookTorrance(D, 1, G, N, V, L); // Fresnel term is replaced with 1 because it is added later\n var incoming: vec3<f32> = color;\n var angle: f32 = mdot(L, N);\n angle = pow(angle, 1.5);\n\n var specular: vec3<f32> = brdf*incoming*angle;\n // Oren-Nayar gives a clay-like effect when fully rough which some people may not want, so it might be better to give a separate\n // control property for the diffuse vs specular roughness\n var diffuse: vec3<f32> = incoming*fujiiOrenNayar(base, roughness, N, L, V); \n // Stores the specular and diffuse separately to allow for finer post processing\n // Could also be done (propably more properly) with a struct\n var out = PBRData(diffuse, specular);\n \n return out; // Returns angle along with color of light so the final color can be multiplied by angle as well (creates black areas)\n}\n\n// TODO: find some way to reduce the number of arguments going in here\nfn calcPointLight(N: vec3<f32>, V: vec3<f32>, fragPos: vec3<f32>, ior: f32, roughness: f32, metallic: f32, position: vec3<f32>, color: vec3<f32>, base: vec3<f32>) -> PBRData {\n var L: vec3<f32> = normalize(position - fragPos); // Light Vector\n var H: vec3<f32> = normalize(L + V); // Halfway Vector\n var dist = distance(position, fragPos);\n\n var alpha = roughness*roughness;\n var k: f32 = alpha*alpha / 2; // could also be pow(alpha + 1.0, 2) / 8\n\n var D: f32 = trGGX(N, H, alpha); // Distribution\n // var F: f32 = schlickFresnelIOR(V, N, ior, k); // Fresnel\n var G: f32 = smithSurfaceRoughness(N, V, L, k); // Geometry\n\n var brdf: f32 = cookTorrance(D, 1, G, N, V, L); \n var incoming: vec3<f32> = color * (1. / (dist*dist));\n var angle: f32 = mdot(L, N);\n angle = pow(angle, 1.5); // Smoothing factor makes it less accurate, but reduces ugly \"seams\" bewteen light sources\n\n var specular: vec3<f32> = brdf*incoming*angle;\n var diffuse: vec3<f32> = incoming*fujiiOrenNayar(base, roughness, N, L, V);\n\n // Stores the specular and diffuse separately to allow for finer post processing\n // Could also be done (propably more properly) with a struct\n var out = PBRData(diffuse, specular);\n \n return out; // Returns angle along with color of light so the final color can be multiplied by angle as well (creates black areas)\n}\n\n// For a reason unknown to me, spheres dont seem to behave propperly with head-on spot lights\nfn calcSpotLight(N: vec3<f32>, V: vec3<f32>, fragPos: vec3<f32>, ior: f32, roughness: f32, metallic: f32, position: vec3<f32>, direction: vec3<f32>, cones: vec2<f32>, color: vec3<f32>, base: vec3<f32>) -> PBRData {\n var L: vec3<f32> = normalize(position - fragPos);\n var H: vec3<f32> = normalize(L + V); // Halfway Vector\n var dist = distance(position, fragPos);\n\n var alpha = roughness*roughness;\n var k: f32 = alpha*alpha / 2; // could also be pow(alpha + 1.0, 2) / 8\n\n var D: f32 = trGGX(N, H, alpha); // Distribution\n // var F: f32 = schlickFresnelIOR(V, N, ior, k); // Fresnel\n var G: f32 = smithSurfaceRoughness(N, V, L, k); // Geometry\n\n var brdf: f32 = cookTorrance(D, 1, G, N, V, L); \n \n // Cones.x is the inner phi and cones.y is the outer phi\n var theta: f32 = mdot(normalize(direction), L);\n var epsilon: f32 = cones.x - cones.y;\n var intensity: f32 = (theta - cones.y) / epsilon;\n intensity = clamp(intensity, 0.0, 1.0);\n intensity /= dist*dist;\n\n var incoming: vec3<f32> = color * intensity;\n\n var angle: f32 = mdot(L, N);\n angle = pow(angle, 1.5); // Smoothing factor makes it less accurate, but reduces ugly \"seams\" bewteen light sources\n\n var specular: vec3<f32> = brdf*incoming*angle;\n var diffuse: vec3<f32> = incoming*fujiiOrenNayar(base, roughness, N, L, V);\n\n // Stores the specular and diffuse separately to allow for finer post processing\n // Could also be done (propably more properly) with a struct\n var out = PBRData(diffuse, specular);\n \n return out; // Returns angle along with color of light so the final color can be multiplied by angle as well (creates black areas)\n}\n\n// Environment mapping stuff\n// Takes in a vector and converts it to an equivalent coordinate in a rectilinear texture. Should be replaced with cubemaps at some point\nfn vecToRectCoord(dir: vec3<f32>) -> vec2<f32> {\n var tau: f32 = 6.28318530718;\n var out: vec2<f32> = vec2<f32>(0.);\n\n out.x = atan2(dir.z, dir.x) / tau;\n out.x += 0.5;\n\n out.y = (dir.y * .5) + .5;\n\n return out;\n}\n\n//VTK::Renderer::Dec\n\n//VTK::Color::Dec\n\n//VTK::TCoord::Dec\n\n// optional surface normal declaration\n//VTK::Normal::Dec\n\n//VTK::Select::Dec\n\n//VTK::RenderEncoder::Dec\n\n//VTK::Mapper::Dec\n\n//VTK::IOStructs::Dec\n\n@fragment\nfn main(\n//VTK::IOStructs::Input\n)\n//VTK::IOStructs::Output\n{\n var output : fragmentOutput;\n\n // Temporary ambient, diffuse, and opacity\n var ambientColor: vec4<f32> = mapperUBO.AmbientColor;\n var diffuseColor: vec4<f32> = mapperUBO.DiffuseColor;\n var opacity: f32 = mapperUBO.Opacity;\n\n // This should be declared somewhere else\n var _diffuseMap: vec4<f32> = vec4<f32>(1);\n var _roughnessMap: vec4<f32> = vec4<f32>(1);\n var _metallicMap: vec4<f32> = vec4<f32>(1);\n var _normalMap: vec4<f32> = vec4<f32>(0, 0, 1, 0); // normal map was setting off the normal vector detection in fragment\n var _ambientOcclusionMap: vec4<f32> = vec4<f32>(0);\n var _emissionMap: vec4<f32> = vec4<f32>(0);\n\n //VTK::Color::Impl\n\n //VTK::TCoord::Impl\n\n //VTK::Normal::Impl\n\n var computedColor: vec4<f32> = vec4<f32>(diffuseColor.rgb, 1.);\n\n //VTK::Light::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\n return output;\n}\n";
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function isEdges(hash) {
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// edge pipelines have "edge" in them
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@@ -72,6 +72,9 @@ function vtkWebGPUCellArrayMapper(publicAPI, model) {
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var utime = model.UBO.getSendTime();
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if (publicAPI.getMTime() > utime || ppty.getMTime() > utime || model.renderable.getMTime() > utime) {
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var _ppty$getEdgeColorByR;
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// Matricies
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var keyMats = model.WebGPUActor.getKeyMatrices(model.WebGPURenderer);
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model.UBO.setArray('BCWCMatrix', keyMats.bcwc);
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model.UBO.setArray('BCSCMatrix', keyMats.bcsc);
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@@ -79,25 +82,42 @@ function vtkWebGPUCellArrayMapper(publicAPI, model) {
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if (model.is2D) {
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model.UBO.setValue('ZValue', model.WebGPUActor.getRenderable().getProperty().getDisplayLocation() === DisplayLocation.FOREGROUND ? 1.0 : 0.0);
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var _aColor = ppty.getColorByReference();
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model.UBO.setValue('AmbientIntensity', 1.0);
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model.UBO.setArray('
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model.UBO.setArray('DiffuseColor', [_aColor[0], _aColor[1], _aColor[2], 1.0]);
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model.UBO.setValue('DiffuseIntensity', 0.0);
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model.UBO.setValue('SpecularIntensity', 0.0);
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} else {
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// Base Colors
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var _aColor2 = ppty.getAmbientColorByReference();
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model.UBO.setValue('AmbientIntensity', ppty.getAmbient());
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model.UBO.setArray('AmbientColor', [
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model.UBO.setArray('AmbientColor', [_aColor2[0], _aColor2[1], _aColor2[2], 1.0]);
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model.UBO.setValue('DiffuseIntensity', ppty.getDiffuse());
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model.UBO.setArray('DiffuseColor', [
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_aColor2 = ppty.getDiffuseColorByReference();
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model.UBO.setArray('DiffuseColor', [_aColor2[0], _aColor2[1], _aColor2[2], 1.0]); // Roughness
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model.UBO.setValue('Roughness', ppty.getRoughness());
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model.UBO.setValue('BaseIOR', ppty.getBaseIOR()); // Metallic
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model.UBO.setValue('Metallic', ppty.getMetallic()); // Normal
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model.UBO.setValue('NormalStrength', ppty.getNormalStrength()); // Emission
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model.UBO.setValue('Emission', ppty.getEmission()); // Specular
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model.UBO.setValue('SpecularIntensity', ppty.getSpecular());
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_aColor2 = ppty.getSpecularColorByReference();
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model.UBO.setArray('SpecularColor', [_aColor2[0], _aColor2[1], _aColor2[2], 1.0]);
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} // Edge and line rendering
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var aColor = (_ppty$getEdgeColorByR = ppty.getEdgeColorByReference) === null || _ppty$getEdgeColorByR === void 0 ? void 0 : _ppty$getEdgeColorByR.call(ppty);
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if (aColor) {
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model.UBO.setArray('EdgeColor', [aColor[0], aColor[1], aColor[2], 1.0]);
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}
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model.UBO.setValue('LineWidth', ppty.getLineWidth());
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@@ -130,10 +150,11 @@ function vtkWebGPUCellArrayMapper(publicAPI, model) {
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publicAPI.replaceShaderPosition = function (hash, pipeline, vertexInput) {
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var vDesc = pipeline.getShaderDescription('vertex');
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vDesc.addBuiltinOutput('vec4<f32>', '@builtin(position) Position');
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if (!vDesc.hasOutput('vertexVC')) vDesc.addOutput('vec4<f32>', 'vertexVC');
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var code = vDesc.getCode();
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if (model.useRendererMatrix) {
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code = vtkWebGPUShaderCache.substitute(code, '//VTK::Position::Impl', [' var pCoord: vec4<f32> = rendererUBO.SCPCMatrix*mapperUBO.BCSCMatrix*vertexBC;', '//VTK::Position::Impl']).result;
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code = vtkWebGPUShaderCache.substitute(code, '//VTK::Position::Impl', [' var pCoord: vec4<f32> = rendererUBO.SCPCMatrix*mapperUBO.BCSCMatrix*vertexBC;', ' output.vertexVC = rendererUBO.SCVCMatrix * mapperUBO.BCSCMatrix * vec4<f32>(vertexBC.xyz, 1.0);', '//VTK::Position::Impl']).result;
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if (model.forceZValue) {
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code = vtkWebGPUShaderCache.substitute(code, '//VTK::Position::Impl', ['pCoord = vec4<f32>(pCoord.xyz/pCoord.w, 1.0);', 'pCoord.z = mapperUBO.ZValue;', '//VTK::Position::Impl']).result;
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publicAPI.replaceShaderNormal = function (hash, pipeline, vertexInput) {
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var normalBuffer = vertexInput.getBuffer('normalMC');
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var actor = model.WebGPUActor.getRenderable();
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if (normalBuffer) {
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var vDesc = pipeline.getShaderDescription('vertex');
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if (!vDesc.hasOutput('normalVC')) {
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vDesc.addOutput('vec3<f32>', 'normalVC', normalBuffer.getArrayInformation()[0].interpolation);
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}
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if (!vDesc.hasOutput('tangentVC')) {
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vDesc.addOutput('vec3<f32>', 'tangentVC', normalBuffer.getArrayInformation()[0].interpolation);
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}
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if (!vDesc.hasOutput('bitangentVC')) {
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vDesc.addOutput('vec3<f32>', 'bitangentVC', normalBuffer.getArrayInformation()[0].interpolation);
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}
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code = vtkWebGPUShaderCache.substitute(code, '//VTK::Normal::Impl', [' output.normalVC = normalize((rendererUBO.WCVCNormals * mapperUBO.MCWCNormals * normalMC).xyz);'
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code = vtkWebGPUShaderCache.substitute(code, '//VTK::Normal::Impl', [' output.normalVC = normalize((rendererUBO.WCVCNormals * mapperUBO.MCWCNormals * normalMC).xyz);', // This is just an approximation, but it happens to work extremely well
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// It only works well for normals that are head on and not super angled though
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// Definitely needs to be replaced
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' var c1: vec3<f32> = cross(output.normalVC, vec3<f32>(0, 0, 1));', ' var c2: vec3<f32> = cross(output.normalVC, vec3<f32>(0, 1, 0));', ' var tangent: vec3<f32> = mix(c1, c2, distance(c1, c2));', ' output.tangentVC = normalize(tangent);', ' output.bitangentVC = normalize(cross(output.normalVC, tangent));']).result;
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code = vtkWebGPUShaderCache.substitute(code, '//VTK::Normal::Impl', [' var normal: vec3<f32> = input.normalVC;', ' if (!input.frontFacing) { normal = -normal; }', ' var tangent: vec3<f32> = input.tangentVC;', ' var bitangent: vec3<f32> = input.bitangentVC;', ' var TCVCMatrix: mat3x3<f32> = mat3x3<f32>(', ' tangent.x, bitangent.x, normal.x,', ' tangent.y, bitangent.y, normal.y,', ' tangent.z, bitangent.z, normal.z,', ' );', ' normal = TCVCMatrix * (_normalMap.xyz * 2 - 1);', ' normal = mix(input.normalVC, normal, mapperUBO.NormalStrength);', ' normal = normalize(normal);']).result;
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// fragment shader code. That is the lighting trigger.
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if (!vDesc.hasOutput('vertexVC')) vDesc.addOutput('vec4<f32>', 'vertexVC');
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code = vtkWebGPUShaderCache.substitute(code, '//VTK::Light::Impl', [// Constants
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' var pi: f32 = 3.14159265359;', // Vectors needed for light calculations
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' var fragPos: vec3<f32> = vec3<f32>(input.vertexVC.xyz);', ' var V: vec3<f32> = mix(normalize(-fragPos), vec3<f32>(0, 0, 1), f32(rendererUBO.cameraParallel)); // View Vector', // Values needed for light calculations
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' var baseColor: vec3<f32> = _diffuseMap.rgb * diffuseColor.rgb;', ' var roughness: f32 = max(0.000001, mapperUBO.Roughness * _roughnessMap.r);', // Need to have a different way of sampling greyscale values aside from .r
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' var metallic: f32 = mapperUBO.Metallic * _metallicMap.r;', ' var alpha: f32 = roughness*roughness;', ' var ior: f32 = mapperUBO.BaseIOR;', ' var k: f32 = alpha*alpha / 2;', // Split diffuse and specular components
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' var diffuse: vec3<f32> = vec3<f32>(0.);', ' var specular: vec3<f32> = vec3<f32>(0.);', ' var emission: vec3<f32> = _emissionMap.rgb * mapperUBO.Emission;', // Summing diffuse and specular components of directional lights
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' {', ' var i: i32 = 0;', ' loop {', ' if !(i < rendererUBO.LightCount) { break; }', ' switch (i32(rendererLightSSBO.values[i].LightData.x)) {', ' // Point Light', ' case 0 {', ' var color: vec3<f32> = rendererLightSSBO.values[i].LightColor.rgb * rendererLightSSBO.values[i].LightColor.w;', ' var pos: vec3<f32> = (rendererLightSSBO.values[i].LightPos).xyz;', ' var calculated: PBRData = calcPointLight(normal, V, fragPos, ior, roughness, metallic, pos, color, baseColor);', ' diffuse += max(vec3<f32>(0), calculated.diffuse);', ' specular += max(vec3<f32>(0), calculated.specular);', ' }', ' // Directional light', ' case 1 {', ' var dir: vec3<f32> = (rendererUBO.WCVCNormals * vec4<f32>(normalize(rendererLightSSBO.values[i].LightDir.xyz), 0.)).xyz;', ' dir = normalize(dir);', ' var color: vec3<f32> = rendererLightSSBO.values[i].LightColor.rgb * rendererLightSSBO.values[i].LightColor.w;', ' var calculated: PBRData = calcDirectionalLight(normal, V, ior, roughness, metallic, dir, color, baseColor); // diffuseColor.rgb needs to be fixed with a more dynamic diffuse color', ' diffuse += max(vec3<f32>(0), calculated.diffuse);', ' specular += max(vec3<f32>(0), calculated.specular);', ' }', ' // Spot Light', ' case 2 {', ' var color: vec3<f32> = rendererLightSSBO.values[i].LightColor.rgb * rendererLightSSBO.values[i].LightColor.w;', ' var pos: vec3<f32> = (rendererLightSSBO.values[i].LightPos).xyz;', ' var dir: vec3<f32> = (rendererUBO.WCVCNormals * vec4<f32>(normalize(rendererLightSSBO.values[i].LightDir.xyz), 0.)).xyz;', ' dir = normalize(dir);', ' var cones: vec2<f32> = vec2<f32>(rendererLightSSBO.values[i].LightData.y, rendererLightSSBO.values[i].LightData.z);', ' var calculated: PBRData = calcSpotLight(normal, V, fragPos, ior, roughness, metallic, pos, dir, cones, color, baseColor);', ' diffuse += max(vec3<f32>(0), calculated.diffuse);', ' specular += max(vec3<f32>(0), calculated.specular);', ' }', ' default { continue; }', ' }', ' continuing { i++; }', ' }', ' }', // Final variables for combining specular and diffuse
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' var fresnel: f32 = schlickFresnelIOR(V, normal, ior, k); // Fresnel', ' fresnel = min(1, fresnel);', ' // This could be controlled with its own variable (that isnt base color) for better artistic control', ' var fresnelMetallic: vec3<f32> = schlickFresnelRGB(V, normal, baseColor); // Fresnel for metal, takes color into account', ' var kS: vec3<f32> = mix(vec3<f32>(fresnel), fresnelMetallic, metallic);', ' kS = min(vec3<f32>(1), kS);', ' var kD: vec3<f32> = (1.0 - kS) * (1.0 - metallic);', ' var PBR: vec3<f32> = mapperUBO.DiffuseIntensity*kD*diffuse + kS*specular;', ' PBR += emission;', ' computedColor = vec4<f32>(PBR, mapperUBO.Opacity);']).result;
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code = vtkWebGPUShaderCache.substitute(code, '//VTK::Light::Impl', [' var diffuse: vec3<f32> = diffuseColor.rgb;', ' var specular: vec3<f32> = mapperUBO.SpecularColor.rgb * mapperUBO.SpecularColor.a;']).result;
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code = vtkWebGPUShaderCache.substitute(code, '//VTK::Light::Impl', [' var diffuse: vec3<f32> = diffuseColor.rgb;', ' var specular: vec3<f32> = mapperUBO.SpecularColor.rgb * mapperUBO.SpecularColor.a;', ' computedColor = vec4<f32>(diffuse, mapperUBO.Opacity);']).result;
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fDesc.setCode(code);
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};
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model.shaderReplacements.set('replaceShaderLight', publicAPI.replaceShaderLight);
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publicAPI.replaceShaderColor = function (hash, pipeline, vertexInput) {
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_fDesc.setCode(_code);
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}
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} // If there's no vertex color buffer return the shader as is
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var colorBuffer = vertexInput.getBuffer('colorVI');
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if (!colorBuffer) return; // Modifies the vertex shader to include the vertex colors and interpolation in the outputs
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vDesc.addOutput('vec4<f32>', 'color', colorBuffer.getArrayInformation()[0].interpolation);
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var code = vDesc.getCode();
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code = vtkWebGPUShaderCache.substitute(code, '//VTK::Color::Impl', [' output.color = colorVI;']).result;
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vDesc.setCode(code); // Sets the fragment shader to accept the color inputs from the vertex shader
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code = fDesc.getCode();
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code = vtkWebGPUShaderCache.substitute(code, '//VTK::Color::Impl', ['ambientColor = input.color;', 'diffuseColor = input.color;', 'opacity = mapperUBO.Opacity * input.color.a;']).result;
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@@ -222,27 +279,70 @@ function vtkWebGPUCellArrayMapper(publicAPI, model) {
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model.shaderReplacements.set('replaceShaderColor', publicAPI.replaceShaderColor);
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publicAPI.replaceShaderTCoord = function (hash, pipeline, vertexInput) {
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var _actor$getProperty$ge, _actor$getProperty, _actor$getProperty$ge2, _actor$getProperty$ge4, _actor$getProperty3, _actor$getProperty$ge5, _actor$getProperty$ge6, _actor$getProperty4, _actor$getProperty$ge7, _actor$getProperty$ge8, _actor$getProperty5, _actor$getProperty$ge9, _actor$getProperty$ge10, _actor$getProperty6, _actor$getProperty$ge11, _actor$getProperty$ge12, _actor$getProperty7, _actor$getProperty$ge13;
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if (!vertexInput.hasAttribute('tcoord')) return;
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var vDesc = pipeline.getShaderDescription('vertex');
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var numComp = vtkWebGPUTypes.getNumberOfComponentsFromBufferFormat(tcoords.getArrayInformation()[0].format);
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vDesc.addOutput("vec".concat(numComp, "<f32>"), 'tcoordVS');
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|
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code = vtkWebGPUShaderCache.substitute(code, '//VTK::TCoord::Impl', [' output.tcoordVS = tcoord;' // Ensure that UV coordinates are always between 0-1
|
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]).result;
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|
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|
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|
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|
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|
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|
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};
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var usedTextures = [];
|
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|
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|
+
if ((_actor$getProperty$ge = (_actor$getProperty = actor.getProperty()).getDiffuseTexture) !== null && _actor$getProperty$ge !== void 0 && (_actor$getProperty$ge2 = _actor$getProperty$ge.call(_actor$getProperty)) !== null && _actor$getProperty$ge2 !== void 0 && _actor$getProperty$ge2.getImageLoaded() || actor.getTextures()[0] || model.colorTexture) {
|
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|
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var _actor$getProperty$ge3, _actor$getProperty2;
|
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+
|
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|
+
if ( // Chained or statements here are questionable
|
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|
+
checkDims((_actor$getProperty$ge3 = (_actor$getProperty2 = actor.getProperty()).getDiffuseTexture) === null || _actor$getProperty$ge3 === void 0 ? void 0 : _actor$getProperty$ge3.call(_actor$getProperty2)) || checkDims(actor.getTextures()[0]) || checkDims(model.colorTexture)) {
|
|
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|
|
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|
+
}
|
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|
+
}
|
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|
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|
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|
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if ((_actor$getProperty$ge4 = (_actor$getProperty3 = actor.getProperty()).getRoughnessTexture) !== null && _actor$getProperty$ge4 !== void 0 && (_actor$getProperty$ge5 = _actor$getProperty$ge4.call(_actor$getProperty3)) !== null && _actor$getProperty$ge5 !== void 0 && _actor$getProperty$ge5.getImageLoaded()) {
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if (checkDims(actor.getProperty().getRoughnessTexture())) {
|
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|
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|
|
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|
+
}
|
|
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|
+
}
|
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|
+
|
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|
+
if ((_actor$getProperty$ge6 = (_actor$getProperty4 = actor.getProperty()).getMetallicTexture) !== null && _actor$getProperty$ge6 !== void 0 && (_actor$getProperty$ge7 = _actor$getProperty$ge6.call(_actor$getProperty4)) !== null && _actor$getProperty$ge7 !== void 0 && _actor$getProperty$ge7.getImageLoaded()) {
|
|
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|
+
if (checkDims(actor.getProperty().getMetallicTexture())) {
|
|
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|
+
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|
|
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|
+
}
|
|
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|
+
}
|
|
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|
+
|
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|
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if ((_actor$getProperty$ge8 = (_actor$getProperty5 = actor.getProperty()).getNormalTexture) !== null && _actor$getProperty$ge8 !== void 0 && (_actor$getProperty$ge9 = _actor$getProperty$ge8.call(_actor$getProperty5)) !== null && _actor$getProperty$ge9 !== void 0 && _actor$getProperty$ge9.getImageLoaded()) {
|
|
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|
+
if (checkDims(actor.getProperty().getNormalTexture())) {
|
|
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|
+
usedTextures.push('_normalMap = textureSample(NormalTexture, NormalTextureSampler, input.tcoordVS);');
|
|
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|
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|
|
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|
}
|
|
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332
|
|
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|
+
if ((_actor$getProperty$ge10 = (_actor$getProperty6 = actor.getProperty()).getAmbientOcclusionTexture) !== null && _actor$getProperty$ge10 !== void 0 && (_actor$getProperty$ge11 = _actor$getProperty$ge10.call(_actor$getProperty6)) !== null && _actor$getProperty$ge11 !== void 0 && _actor$getProperty$ge11.getImageLoaded()) {
|
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|
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if (checkDims(actor.getProperty().getAmbientOcclusionTexture())) {
|
|
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|
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usedTextures.push('_ambientOcclusionMap = textureSample(AmbientOcclusionTexture, AmbientOcclusionTextureSampler, input.tcoordVS);');
|
|
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|
+
}
|
|
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|
+
}
|
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|
+
|
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|
+
if ((_actor$getProperty$ge12 = (_actor$getProperty7 = actor.getProperty()).getEmissionTexture) !== null && _actor$getProperty$ge12 !== void 0 && (_actor$getProperty$ge13 = _actor$getProperty$ge12.call(_actor$getProperty7)) !== null && _actor$getProperty$ge13 !== void 0 && _actor$getProperty$ge13.getImageLoaded()) {
|
|
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|
+
if (checkDims(actor.getProperty().getEmissionTexture())) {
|
|
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|
+
usedTextures.push('_emissionMap = textureSample(EmissionTexture, EmissionTextureSampler, input.tcoordVS);');
|
|
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|
+
}
|
|
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|
+
}
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|
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|
+
|
|
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|
+
code = vtkWebGPUShaderCache.substitute(code, '//VTK::TCoord::Impl', usedTextures).result;
|
|
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346
|
fDesc.setCode(code);
|
|
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|
};
|
|
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|
|
|
@@ -309,7 +409,8 @@ function vtkWebGPUCellArrayMapper(publicAPI, model) {
|
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|
default:
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|
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|
return 'line-list';
|
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|
}
|
|
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|
-
};
|
|
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|
+
}; // TODO: calculate tangents
|
|
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|
+
|
|
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|
|
|
314
415
|
publicAPI.buildVertexInput = function () {
|
|
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416
|
var _model$renderable$get, _model$renderable;
|
|
@@ -379,7 +480,9 @@ function vtkWebGPUCellArrayMapper(publicAPI, model) {
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|
379
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|
|
|
380
481
|
if (!model.is2D && ( // no lighting on Property2D
|
|
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|
usage === BufferUsage.Triangles || usage === BufferUsage.Strips)) {
|
|
382
|
-
var normals = pd.getPointData().getNormals();
|
|
483
|
+
var normals = pd.getPointData().getNormals(); // https://vtk.org/doc/nightly/html/classvtkPolyDataTangents.html
|
|
484
|
+
// Need to find some way of using precomputed tangents (or computing new ones)
|
|
485
|
+
|
|
383
486
|
var _buffRequest2 = {
|
|
384
487
|
format: 'snorm8x4',
|
|
385
488
|
indexBuffer: indexBuffer,
|
|
@@ -466,7 +569,7 @@ function vtkWebGPUCellArrayMapper(publicAPI, model) {
|
|
|
466
569
|
};
|
|
467
570
|
|
|
468
571
|
publicAPI.updateTextures = function () {
|
|
469
|
-
var _model$renderable$get2, _model$renderable2;
|
|
572
|
+
var _model$renderable$get2, _model$renderable2, _actor$getProperty$ge14, _actor$getProperty8, _actor$getProperty$ge15, _actor$getProperty9, _actor$getProperty$ge16, _actor$getProperty10, _actor$getProperty$ge17, _actor$getProperty11, _actor$getProperty$ge18, _actor$getProperty12, _actor$getProperty$ge19, _actor$getProperty13, _renderer$getBackgrou;
|
|
470
573
|
|
|
471
574
|
// we keep track of new and used textures so
|
|
472
575
|
// that we can clean up any unused textures so we don't hold onto them
|
|
@@ -483,28 +586,69 @@ function vtkWebGPUCellArrayMapper(publicAPI, model) {
|
|
|
483
586
|
}
|
|
484
587
|
|
|
485
588
|
model.colorTexture.setInputData(idata);
|
|
486
|
-
newTextures.push(model.colorTexture);
|
|
589
|
+
newTextures.push(['Diffuse', model.colorTexture]);
|
|
487
590
|
} // actor textures?
|
|
488
591
|
|
|
489
592
|
|
|
490
593
|
var actor = model.WebGPUActor.getRenderable();
|
|
491
|
-
var
|
|
594
|
+
var renderer = model.WebGPURenderer.getRenderable(); // Reusing the old code for new and old textures, just loading in from properties instead of actor.getTextures()
|
|
595
|
+
|
|
596
|
+
var textures = []; // Feels like there should be a better way than individually adding all
|
|
597
|
+
|
|
598
|
+
if ((_actor$getProperty$ge14 = (_actor$getProperty8 = actor.getProperty()).getDiffuseTexture) !== null && _actor$getProperty$ge14 !== void 0 && _actor$getProperty$ge14.call(_actor$getProperty8)) {
|
|
599
|
+
var pair = ['Diffuse', actor.getProperty().getDiffuseTexture()];
|
|
600
|
+
textures.push(pair);
|
|
601
|
+
}
|
|
602
|
+
|
|
603
|
+
if (actor.getTextures()[0]) {
|
|
604
|
+
var _pair = ['Diffuse', actor.getTextures()[0]];
|
|
605
|
+
textures.push(_pair);
|
|
606
|
+
}
|
|
607
|
+
|
|
608
|
+
if ((_actor$getProperty$ge15 = (_actor$getProperty9 = actor.getProperty()).getRoughnessTexture) !== null && _actor$getProperty$ge15 !== void 0 && _actor$getProperty$ge15.call(_actor$getProperty9)) {
|
|
609
|
+
var _pair2 = ['Roughness', actor.getProperty().getRoughnessTexture()];
|
|
610
|
+
textures.push(_pair2);
|
|
611
|
+
}
|
|
612
|
+
|
|
613
|
+
if ((_actor$getProperty$ge16 = (_actor$getProperty10 = actor.getProperty()).getMetallicTexture) !== null && _actor$getProperty$ge16 !== void 0 && _actor$getProperty$ge16.call(_actor$getProperty10)) {
|
|
614
|
+
var _pair3 = ['Metallic', actor.getProperty().getMetallicTexture()];
|
|
615
|
+
textures.push(_pair3);
|
|
616
|
+
}
|
|
617
|
+
|
|
618
|
+
if ((_actor$getProperty$ge17 = (_actor$getProperty11 = actor.getProperty()).getNormalTexture) !== null && _actor$getProperty$ge17 !== void 0 && _actor$getProperty$ge17.call(_actor$getProperty11)) {
|
|
619
|
+
var _pair4 = ['Normal', actor.getProperty().getNormalTexture()];
|
|
620
|
+
textures.push(_pair4);
|
|
621
|
+
}
|
|
622
|
+
|
|
623
|
+
if ((_actor$getProperty$ge18 = (_actor$getProperty12 = actor.getProperty()).getAmbientOcclusionTexture) !== null && _actor$getProperty$ge18 !== void 0 && _actor$getProperty$ge18.call(_actor$getProperty12)) {
|
|
624
|
+
var _pair5 = ['AmbientOcclusion', actor.getProperty().getAmbientOcclusionTexture()];
|
|
625
|
+
textures.push(_pair5);
|
|
626
|
+
}
|
|
627
|
+
|
|
628
|
+
if ((_actor$getProperty$ge19 = (_actor$getProperty13 = actor.getProperty()).getEmissionTexture) !== null && _actor$getProperty$ge19 !== void 0 && _actor$getProperty$ge19.call(_actor$getProperty13)) {
|
|
629
|
+
var _pair6 = ['Emission', actor.getProperty().getEmissionTexture()];
|
|
630
|
+
textures.push(_pair6);
|
|
631
|
+
}
|
|
632
|
+
|
|
633
|
+
if ((_renderer$getBackgrou = renderer.getBackgroundTexture) !== null && _renderer$getBackgrou !== void 0 && _renderer$getBackgrou.call(renderer)) {
|
|
634
|
+
var _pair7 = ['Background', renderer.getBackgroundTexture()];
|
|
635
|
+
textures.push(_pair7);
|
|
636
|
+
}
|
|
492
637
|
|
|
493
638
|
for (var i = 0; i < textures.length; i++) {
|
|
494
|
-
if (textures[i].getInputData() || textures[i].getJsImageData() || textures[i].getCanvas()) {
|
|
639
|
+
if (textures[i][1].getInputData() || textures[i][1].getJsImageData() || textures[i][1].getCanvas()) {
|
|
495
640
|
newTextures.push(textures[i]);
|
|
496
641
|
}
|
|
497
642
|
|
|
498
|
-
if (textures[i].getImage() && textures[i].getImageLoaded()) {
|
|
643
|
+
if (textures[i][1].getImage() && textures[i][1].getImageLoaded()) {
|
|
499
644
|
newTextures.push(textures[i]);
|
|
500
645
|
}
|
|
501
646
|
}
|
|
502
647
|
|
|
503
|
-
var usedCount = 0;
|
|
504
|
-
|
|
505
648
|
for (var _i = 0; _i < newTextures.length; _i++) {
|
|
506
|
-
var srcTexture = newTextures[_i];
|
|
507
|
-
var
|
|
649
|
+
var srcTexture = newTextures[_i][1];
|
|
650
|
+
var textureName = newTextures[_i][0];
|
|
651
|
+
var newTex = model.device.getTextureManager().getTextureForVTKTexture(srcTexture); // Generates hash
|
|
508
652
|
|
|
509
653
|
if (newTex.getReady()) {
|
|
510
654
|
// is this a new texture
|
|
@@ -512,7 +656,6 @@ function vtkWebGPUCellArrayMapper(publicAPI, model) {
|
|
|
512
656
|
|
|
513
657
|
for (var t = 0; t < model.textures.length; t++) {
|
|
514
658
|
if (model.textures[t] === newTex) {
|
|
515
|
-
usedCount++;
|
|
516
659
|
found = true;
|
|
517
660
|
usedTextures[t] = true;
|
|
518
661
|
}
|
|
@@ -520,7 +663,7 @@ function vtkWebGPUCellArrayMapper(publicAPI, model) {
|
|
|
520
663
|
|
|
521
664
|
if (!found) {
|
|
522
665
|
usedTextures[model.textures.length] = true;
|
|
523
|
-
var tview = newTex.createView("
|
|
666
|
+
var tview = newTex.createView("".concat(textureName, "Texture"));
|
|
524
667
|
model.textures.push(newTex);
|
|
525
668
|
model.textureViews.push(tview);
|
|
526
669
|
var interpolate = srcTexture.getInterpolate() ? 'linear' : 'nearest';
|
|
@@ -623,14 +766,15 @@ var DEFAULT_VALUES = {
|
|
|
623
766
|
}; // ----------------------------------------------------------------------------
|
|
624
767
|
|
|
625
768
|
function extend(publicAPI, model) {
|
|
626
|
-
var
|
|
627
|
-
Object.assign(model, DEFAULT_VALUES,
|
|
769
|
+
var initiaLalues = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};
|
|
770
|
+
Object.assign(model, DEFAULT_VALUES, initiaLalues); // Inheritance
|
|
628
771
|
|
|
629
|
-
vtkWebGPUSimpleMapper.extend(publicAPI, model,
|
|
772
|
+
vtkWebGPUSimpleMapper.extend(publicAPI, model, initiaLalues);
|
|
630
773
|
model.fragmentShaderTemplate = vtkWebGPUPolyDataFS;
|
|
631
774
|
model.vertexShaderTemplate = vtkWebGPUPolyDataVS;
|
|
632
775
|
model._tmpMat3 = mat3.identity(new Float64Array(9));
|
|
633
|
-
model._tmpMat4 = mat4.identity(new Float64Array(16));
|
|
776
|
+
model._tmpMat4 = mat4.identity(new Float64Array(16)); // UBO
|
|
777
|
+
|
|
634
778
|
model.UBO = vtkWebGPUUniformBuffer.newInstance({
|
|
635
779
|
label: 'mapperUBO'
|
|
636
780
|
});
|
|
@@ -643,12 +787,21 @@ function extend(publicAPI, model) {
|
|
|
643
787
|
model.UBO.addEntry('SpecularColor', 'vec4<f32>');
|
|
644
788
|
model.UBO.addEntry('AmbientIntensity', 'f32');
|
|
645
789
|
model.UBO.addEntry('DiffuseIntensity', 'f32');
|
|
790
|
+
model.UBO.addEntry('Roughness', 'f32');
|
|
791
|
+
model.UBO.addEntry('Metallic', 'f32');
|
|
792
|
+
model.UBO.addEntry('Ambient', 'f32');
|
|
793
|
+
model.UBO.addEntry('Normal', 'f32');
|
|
794
|
+
model.UBO.addEntry('Emission', 'f32');
|
|
795
|
+
model.UBO.addEntry('NormalStrength', 'f32');
|
|
796
|
+
model.UBO.addEntry('BaseIOR', 'f32');
|
|
646
797
|
model.UBO.addEntry('SpecularIntensity', 'f32');
|
|
647
798
|
model.UBO.addEntry('LineWidth', 'f32');
|
|
648
799
|
model.UBO.addEntry('Opacity', 'f32');
|
|
649
|
-
model.UBO.addEntry('SpecularPower', 'f32');
|
|
650
800
|
model.UBO.addEntry('ZValue', 'f32');
|
|
651
|
-
model.UBO.addEntry('PropID', 'u32');
|
|
801
|
+
model.UBO.addEntry('PropID', 'u32');
|
|
802
|
+
model.UBO.addEntry('ClipNear', 'f32');
|
|
803
|
+
model.UBO.addEntry('ClipFar', 'f32');
|
|
804
|
+
model.UBO.addEntry('Time', 'u32'); // Build VTK API
|
|
652
805
|
|
|
653
806
|
setGet(publicAPI, model, ['cellArray', 'currentInput', 'cellOffset', 'is2D', 'primitiveType', 'renderEncoder']);
|
|
654
807
|
model.textures = []; // Object methods
|
|
@@ -29,8 +29,9 @@ function vtkWebGPUGlyph3DCellArrayMapper(publicAPI, model) {
|
|
|
29
29
|
var vDesc = pipeline.getShaderDescription('vertex');
|
|
30
30
|
vDesc.addBuiltinInput('u32', '@builtin(instance_index) instanceIndex');
|
|
31
31
|
vDesc.addBuiltinOutput('vec4<f32>', '@builtin(position) Position');
|
|
32
|
+
if (!vDesc.hasOutput('vertexVC')) vDesc.addOutput('vec3<f32>', 'vertexVC');
|
|
32
33
|
var code = vDesc.getCode();
|
|
33
|
-
code = vtkWebGPUShaderCache.substitute(code, '//VTK::Position::Impl', ['
|
|
34
|
+
code = vtkWebGPUShaderCache.substitute(code, '//VTK::Position::Impl', [' var vertexSC: vec4<f32> = mapperUBO.BCSCMatrix*glyphSSBO.values[input.instanceIndex].matrix*vertexBC;', ' output.vertexVC = (rendererUBO.SCVCMatrix*vertexSC).xyz;', ' output.Position = rendererUBO.SCPCMatrix*vertexSC;']).result;
|
|
34
35
|
vDesc.setCode(code);
|
|
35
36
|
};
|
|
36
37
|
|
|
@@ -106,7 +106,10 @@ function vtkWebGPUImageMapper(publicAPI, model) {
|
|
|
106
106
|
var modelToIndex = image.getWorldToIndex();
|
|
107
107
|
mat4.multiply(tmpMat4, modelToIndex, tmpMat4); // tmpMat4 is now SC -> Index, save this as we need it later
|
|
108
108
|
|
|
109
|
-
mat4.invert(tmp3Mat4, tmpMat4);
|
|
109
|
+
mat4.invert(tmp3Mat4, tmpMat4); // need translation and scale
|
|
110
|
+
|
|
111
|
+
mat4.fromTranslation(tmp2Mat4, [0.5, 0.5, 0.5]);
|
|
112
|
+
mat4.multiply(tmpMat4, tmp2Mat4, tmpMat4);
|
|
110
113
|
var dims = image.getDimensions();
|
|
111
114
|
mat4.identity(tmp2Mat4);
|
|
112
115
|
mat4.scale(tmp2Mat4, tmp2Mat4, [1.0 / dims[0], 1.0 / dims[1], 1.0 / dims[2]]);
|
|
@@ -143,22 +146,22 @@ function vtkWebGPUImageMapper(publicAPI, model) {
|
|
|
143
146
|
}
|
|
144
147
|
|
|
145
148
|
ptsArray1[axis0] = nSlice;
|
|
146
|
-
ptsArray1[axis1] = ext[axis1 * 2];
|
|
147
|
-
ptsArray1[axis2] = ext[axis2 * 2];
|
|
149
|
+
ptsArray1[axis1] = ext[axis1 * 2] - 0.5;
|
|
150
|
+
ptsArray1[axis2] = ext[axis2 * 2] - 0.5;
|
|
148
151
|
ptsArray1[3] = 1.0;
|
|
149
152
|
vec4.transformMat4(ptsArray1, ptsArray1, tmp3Mat4);
|
|
150
153
|
model.UBO.setArray('Origin', ptsArray1);
|
|
151
154
|
ptsArray2[axis0] = nSlice;
|
|
152
|
-
ptsArray2[axis1] = ext[axis1 * 2 + 1];
|
|
153
|
-
ptsArray2[axis2] = ext[axis2 * 2];
|
|
155
|
+
ptsArray2[axis1] = ext[axis1 * 2 + 1] + 0.5;
|
|
156
|
+
ptsArray2[axis2] = ext[axis2 * 2] - 0.5;
|
|
154
157
|
ptsArray2[3] = 1.0;
|
|
155
158
|
vec4.transformMat4(ptsArray2, ptsArray2, tmp3Mat4);
|
|
156
159
|
vec4.subtract(ptsArray2, ptsArray2, ptsArray1);
|
|
157
160
|
ptsArray2[3] = 1.0;
|
|
158
161
|
model.UBO.setArray('Axis1', ptsArray2);
|
|
159
162
|
ptsArray2[axis0] = nSlice;
|
|
160
|
-
ptsArray2[axis1] = ext[axis1 * 2];
|
|
161
|
-
ptsArray2[axis2] = ext[axis2 * 2 + 1];
|
|
163
|
+
ptsArray2[axis1] = ext[axis1 * 2] - 0.5;
|
|
164
|
+
ptsArray2[axis2] = ext[axis2 * 2 + 1] + 0.5;
|
|
162
165
|
ptsArray2[3] = 1.0;
|
|
163
166
|
vec4.transformMat4(ptsArray2, ptsArray2, tmp3Mat4);
|
|
164
167
|
vec4.subtract(ptsArray2, ptsArray2, ptsArray1);
|
|
@@ -179,7 +182,7 @@ function vtkWebGPUImageMapper(publicAPI, model) {
|
|
|
179
182
|
var target = iComps ? i : 0;
|
|
180
183
|
var cfun = actor.getProperty().getRGBTransferFunction(target);
|
|
181
184
|
|
|
182
|
-
if (cfun
|
|
185
|
+
if (cfun) {
|
|
183
186
|
var cRange = cfun.getRange();
|
|
184
187
|
cw = cRange[1] - cRange[0];
|
|
185
188
|
cl = 0.5 * (cRange[1] + cRange[0]);
|
|
@@ -83,17 +83,6 @@ function vtkWebGPUPipeline(publicAPI, model) {
|
|
|
83
83
|
publicAPI.bindVertexInput = function (renderEncoder, vInput) {
|
|
84
84
|
vInput.bindBuffers(renderEncoder);
|
|
85
85
|
};
|
|
86
|
-
|
|
87
|
-
publicAPI.addDrawCallback = function (cb) {
|
|
88
|
-
model._drawCallbacks.push(cb);
|
|
89
|
-
}; // handle anything that needs to be done when drawing
|
|
90
|
-
|
|
91
|
-
|
|
92
|
-
publicAPI.draw = function (encoder) {
|
|
93
|
-
for (var cb = 0; cb < model._drawCallbacks.length; cb++) {
|
|
94
|
-
model._drawCallbacks[cb](encoder, publicAPI);
|
|
95
|
-
}
|
|
96
|
-
};
|
|
97
86
|
} // ----------------------------------------------------------------------------
|
|
98
87
|
// Object factory
|
|
99
88
|
// ----------------------------------------------------------------------------
|
|
@@ -116,7 +105,6 @@ function extend(publicAPI, model) {
|
|
|
116
105
|
obj(publicAPI, model);
|
|
117
106
|
model.layouts = [];
|
|
118
107
|
model.shaderDescriptions = [];
|
|
119
|
-
model._drawCallbacks = [];
|
|
120
108
|
get(publicAPI, model, ['handle', 'pipelineDescription']);
|
|
121
109
|
setGet(publicAPI, model, ['device', 'renderEncoder', 'topology', 'vertexState']); // For more macro methods, see "Sources/macros.js"
|
|
122
110
|
// Object specific methods
|