molstar 3.0.0-dev.9 → 3.1.0
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/README.md +7 -0
- package/build/viewer/index.html +2 -2
- package/build/viewer/molstar.js +1 -1
- package/lib/apps/docking-viewer/viewport.d.ts +2 -0
- package/lib/apps/viewer/app.d.ts +2 -1
- package/lib/apps/viewer/app.js +21 -8
- package/lib/apps/viewer/index.html +2 -2
- package/lib/commonjs/apps/docking-viewer/viewport.d.ts +2 -0
- package/lib/commonjs/apps/viewer/app.d.ts +2 -1
- package/lib/commonjs/apps/viewer/app.js +23 -10
- package/lib/commonjs/examples/basic-wrapper/index.js +7 -3
- package/lib/commonjs/examples/proteopedia-wrapper/index.js +7 -1
- package/lib/commonjs/extensions/anvil/behavior.d.ts +1 -0
- package/lib/commonjs/extensions/anvil/representation.js +1 -1
- package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -0
- package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.d.ts +2 -0
- package/lib/commonjs/extensions/model-export/export.d.ts +9 -0
- package/lib/commonjs/extensions/model-export/export.js +129 -0
- package/lib/commonjs/extensions/model-export/index.d.ts +7 -0
- package/lib/commonjs/extensions/model-export/index.js +36 -0
- package/lib/commonjs/extensions/model-export/ui.d.ts +11 -0
- package/lib/commonjs/extensions/model-export/ui.js +77 -0
- package/lib/commonjs/extensions/mp4-export/encoder.js +1 -1
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +4 -2
- package/lib/commonjs/extensions/rcsb/graphql/types.d.ts +13 -13
- package/lib/commonjs/extensions/rcsb/validation-report/behavior.d.ts +3 -0
- package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +12 -4
- package/lib/commonjs/mol-canvas3d/canvas3d.js +1 -1
- package/lib/commonjs/mol-canvas3d/controls/trackball.d.ts +9 -4
- package/lib/commonjs/mol-canvas3d/controls/trackball.js +50 -11
- package/lib/commonjs/mol-canvas3d/helper/interaction-events.js +1 -1
- package/lib/commonjs/mol-canvas3d/passes/draw.d.ts +1 -1
- package/lib/commonjs/mol-canvas3d/passes/draw.js +3 -3
- package/lib/commonjs/mol-gl/renderer.d.ts +2 -2
- package/lib/commonjs/mol-gl/renderer.js +3 -3
- package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.js +2 -2
- package/lib/commonjs/mol-gl/shader/cylinders.frag.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/cylinders.frag.js +2 -2
- package/lib/commonjs/mol-gl/shader/direct-volume.frag.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/direct-volume.frag.js +2 -2
- package/lib/commonjs/mol-gl/shader/mesh.frag.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/mesh.frag.js +2 -2
- package/lib/commonjs/mol-gl/shader/spheres.frag.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/spheres.frag.js +2 -2
- package/lib/commonjs/mol-io/reader/cif/schema/bird.d.ts +1 -1
- package/lib/commonjs/mol-io/reader/cif/schema/bird.js +1 -1
- package/lib/commonjs/mol-io/reader/cif/schema/ccd.d.ts +1 -1
- package/lib/commonjs/mol-io/reader/cif/schema/ccd.js +1 -1
- package/lib/commonjs/mol-io/reader/cif/schema/mmcif.d.ts +2 -2
- package/lib/commonjs/mol-io/reader/cif/schema/mmcif.js +1 -1
- package/lib/commonjs/mol-io/reader/mol/parser.d.ts +23 -1
- package/lib/commonjs/mol-io/reader/mol/parser.js +116 -4
- package/lib/commonjs/mol-io/reader/sdf/parser-v3-util.d.ts +6 -0
- package/lib/commonjs/mol-io/reader/sdf/parser-v3-util.js +9 -0
- package/lib/commonjs/mol-io/reader/sdf/parser.d.ts +3 -1
- package/lib/commonjs/mol-io/reader/sdf/parser.js +11 -2
- package/lib/commonjs/mol-io/writer/cif/encoder/binary.js +9 -2
- package/lib/commonjs/mol-math/geometry/primitives/sphere3d.d.ts +1 -1
- package/lib/commonjs/mol-math/geometry/primitives/sphere3d.js +17 -4
- package/lib/commonjs/mol-math/geometry/symmetry-operator.d.ts +1 -1
- package/lib/commonjs/mol-math/geometry/symmetry-operator.js +10 -4
- package/lib/commonjs/mol-model/structure/export/categories/secondary-structure.js +8 -8
- package/lib/commonjs/mol-model/structure/export/mmcif.d.ts +1 -1
- package/lib/commonjs/mol-model/structure/export/mmcif.js +8 -5
- package/lib/commonjs/mol-model/structure/model/properties/coarse/hierarchy.d.ts +1 -1
- package/lib/commonjs/mol-model/structure/model/properties/coarse/hierarchy.js +24 -2
- package/lib/commonjs/mol-model/structure/model/properties/common.d.ts +1 -1
- package/lib/commonjs/mol-model/structure/structure/element/loci.d.ts +1 -1
- package/lib/commonjs/mol-model/structure/structure/element/loci.js +4 -2
- package/lib/commonjs/mol-model/structure/structure/properties.d.ts +1 -0
- package/lib/commonjs/mol-model/structure/structure/properties.js +2 -1
- package/lib/commonjs/mol-model/structure/structure/symmetry.js +1 -3
- package/lib/commonjs/mol-model/structure/structure/util/superposition-db-mapping.js +10 -5
- package/lib/commonjs/mol-model/volume/volume.d.ts +7 -0
- package/lib/commonjs/mol-model/volume/volume.js +18 -0
- package/lib/commonjs/mol-model-formats/structure/basic/atomic.d.ts +2 -2
- package/lib/commonjs/mol-model-formats/structure/basic/atomic.js +6 -6
- package/lib/commonjs/mol-model-formats/structure/basic/coarse.d.ts +1 -1
- package/lib/commonjs/mol-model-formats/structure/basic/coarse.js +3 -3
- package/lib/commonjs/mol-model-formats/structure/basic/entities.d.ts +2 -1
- package/lib/commonjs/mol-model-formats/structure/basic/entities.js +28 -24
- package/lib/commonjs/mol-model-formats/structure/basic/parser.js +17 -8
- package/lib/commonjs/mol-model-formats/structure/basic/properties.d.ts +6 -1
- package/lib/commonjs/mol-model-formats/structure/basic/properties.js +12 -22
- package/lib/commonjs/mol-model-formats/structure/mol.d.ts +2 -1
- package/lib/commonjs/mol-model-formats/structure/mol.js +19 -5
- package/lib/commonjs/mol-model-props/common/custom-property.d.ts +1 -1
- package/lib/commonjs/mol-model-props/computed/interactions/common.d.ts +1 -1
- package/lib/commonjs/mol-model-props/computed/interactions/common.js +16 -24
- package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +1 -1
- package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.js +44 -18
- package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.d.ts +1 -1
- package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.js +38 -13
- package/lib/commonjs/mol-model-props/sequence/best-database-mapping.js +15 -15
- package/lib/commonjs/mol-plugin/animation-loop.d.ts +2 -0
- package/lib/commonjs/mol-plugin/animation-loop.js +1 -1
- package/lib/commonjs/mol-plugin/behavior/dynamic/representation.d.ts +1 -1
- package/lib/commonjs/mol-plugin/behavior/dynamic/representation.js +11 -6
- package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +2 -1
- package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.js +16 -7
- package/lib/commonjs/mol-plugin/behavior/static/representation.js +1 -1
- package/lib/commonjs/mol-plugin/commands.d.ts +6 -2
- package/lib/commonjs/mol-plugin/spec.d.ts +1 -1
- package/lib/commonjs/mol-plugin/spec.js +3 -1
- package/lib/commonjs/mol-plugin-state/actions/file.d.ts +3 -2
- package/lib/commonjs/mol-plugin-state/actions/file.js +67 -31
- package/lib/commonjs/mol-plugin-state/actions/volume.d.ts +1 -1
- package/lib/commonjs/mol-plugin-state/actions/volume.js +3 -3
- package/lib/commonjs/mol-plugin-state/animation/built-in/camera-rock.d.ts +16 -0
- package/lib/commonjs/mol-plugin-state/animation/built-in/camera-rock.js +62 -0
- package/lib/commonjs/mol-plugin-state/animation/built-in/camera-spin.d.ts +1 -1
- package/lib/commonjs/mol-plugin-state/animation/built-in/camera-spin.js +9 -8
- package/lib/commonjs/mol-plugin-state/animation/model.d.ts +4 -0
- package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +8 -6
- package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy.d.ts +2 -1
- package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.d.ts +180 -6
- package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.js +48 -2
- package/lib/commonjs/mol-plugin-state/builder/structure/representation.d.ts +2 -1
- package/lib/commonjs/mol-plugin-state/formats/volume.js +1 -11
- package/lib/commonjs/mol-plugin-state/manager/animation.d.ts +5 -1
- package/lib/commonjs/mol-plugin-state/manager/animation.js +5 -5
- package/lib/commonjs/mol-plugin-state/manager/structure/component.d.ts +2 -1
- package/lib/commonjs/mol-plugin-state/manager/structure/component.js +11 -8
- package/lib/commonjs/mol-plugin-ui/controls/icons.d.ts +2 -1
- package/lib/commonjs/mol-plugin-ui/controls/icons.js +8 -5
- package/lib/commonjs/mol-plugin-ui/controls.d.ts +1 -1
- package/lib/commonjs/mol-plugin-ui/controls.js +2 -1
- package/lib/commonjs/mol-plugin-ui/structure/quick-styles.d.ts +25 -0
- package/lib/commonjs/mol-plugin-ui/structure/quick-styles.js +131 -0
- package/lib/commonjs/mol-plugin-ui/structure/superposition.js +2 -2
- package/lib/commonjs/mol-plugin-ui/structure/volume.js +4 -4
- package/lib/commonjs/mol-plugin-ui/viewport/simple-settings.d.ts +1 -1
- package/lib/commonjs/mol-plugin-ui/viewport/simple-settings.js +4 -8
- package/lib/commonjs/mol-repr/shape/loci/common.d.ts +1 -1
- package/lib/commonjs/mol-repr/shape/loci/common.js +3 -3
- package/lib/commonjs/mol-repr/structure/registry.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/representation/cartoon.d.ts +4 -4
- package/lib/commonjs/mol-repr/structure/representation/cartoon.js +3 -3
- package/lib/commonjs/mol-repr/structure/visual/carbohydrate-link-cylinder.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/carbohydrate-link-cylinder.js +8 -4
- package/lib/commonjs/mol-repr/structure/visual/carbohydrate-symbol-mesh.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/carbohydrate-symbol-mesh.js +10 -6
- package/lib/commonjs/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.js +8 -4
- package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.js +2 -2
- package/lib/commonjs/mol-repr/structure/visual/util/bond.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/util/bond.js +5 -4
- package/lib/commonjs/mol-repr/visual.d.ts +1 -1
- package/lib/commonjs/mol-repr/visual.js +2 -1
- package/lib/commonjs/mol-state/transform.js +12 -2
- package/lib/commonjs/mol-state/tree/immutable.d.ts +18 -0
- package/lib/commonjs/mol-state/tree/transient.d.ts +3 -4
- package/lib/commonjs/mol-theme/color/element-symbol.d.ts +289 -3
- package/lib/commonjs/mol-theme/color/element-symbol.js +25 -15
- package/lib/commonjs/mol-theme/color/entity-id.d.ts +1 -1
- package/lib/commonjs/mol-theme/color/entity-id.js +29 -5
- package/lib/commonjs/mol-theme/color/illustrative.d.ts +100 -29
- package/lib/commonjs/mol-theme/color/illustrative.js +26 -7
- package/lib/commonjs/mol-theme/color/molecule-type.d.ts +19 -1
- package/lib/commonjs/mol-theme/color/molecule-type.js +10 -5
- package/lib/commonjs/mol-theme/color/residue-name.d.ts +77 -1
- package/lib/commonjs/mol-theme/color/residue-name.js +10 -5
- package/lib/commonjs/mol-theme/color/secondary-structure.d.ts +27 -1
- package/lib/commonjs/mol-theme/color/secondary-structure.js +10 -5
- package/lib/commonjs/mol-theme/color.d.ts +253 -15
- package/lib/commonjs/mol-util/color/color.d.ts +1 -1
- package/lib/commonjs/mol-util/color/color.js +1 -1
- package/lib/commonjs/mol-util/color/params.d.ts +10 -0
- package/lib/commonjs/mol-util/color/params.js +19 -0
- package/lib/commonjs/servers/volume/config.js +3 -3
- package/lib/commonjs/servers/volume/query.js +1 -1
- package/lib/examples/basic-wrapper/index.js +7 -3
- package/lib/examples/proteopedia-wrapper/index.js +7 -1
- package/lib/extensions/anvil/behavior.d.ts +1 -0
- package/lib/extensions/anvil/representation.js +1 -1
- package/lib/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -0
- package/lib/extensions/model-archive/quality-assessment/behavior.d.ts +2 -0
- package/lib/extensions/model-export/export.d.ts +9 -0
- package/lib/extensions/model-export/export.js +125 -0
- package/lib/extensions/model-export/index.d.ts +7 -0
- package/lib/extensions/model-export/index.js +33 -0
- package/lib/extensions/model-export/ui.d.ts +11 -0
- package/lib/extensions/model-export/ui.js +74 -0
- package/lib/extensions/mp4-export/encoder.js +1 -1
- package/lib/extensions/rcsb/assembly-symmetry/behavior.d.ts +4 -2
- package/lib/extensions/rcsb/graphql/types.d.ts +13 -13
- package/lib/extensions/rcsb/validation-report/behavior.d.ts +3 -0
- package/lib/mol-canvas3d/canvas3d.d.ts +12 -4
- package/lib/mol-canvas3d/canvas3d.js +1 -1
- package/lib/mol-canvas3d/controls/trackball.d.ts +9 -4
- package/lib/mol-canvas3d/controls/trackball.js +51 -12
- package/lib/mol-canvas3d/helper/interaction-events.js +1 -1
- package/lib/mol-canvas3d/passes/draw.d.ts +1 -1
- package/lib/mol-canvas3d/passes/draw.js +3 -3
- package/lib/mol-gl/renderer.d.ts +2 -2
- package/lib/mol-gl/renderer.js +3 -3
- package/lib/mol-gl/shader/chunks/apply-light-color.glsl.d.ts +2 -2
- package/lib/mol-gl/shader/chunks/apply-light-color.glsl.js +2 -2
- package/lib/mol-gl/shader/cylinders.frag.d.ts +2 -2
- package/lib/mol-gl/shader/cylinders.frag.js +2 -2
- package/lib/mol-gl/shader/direct-volume.frag.d.ts +2 -2
- package/lib/mol-gl/shader/direct-volume.frag.js +2 -2
- package/lib/mol-gl/shader/mesh.frag.d.ts +2 -2
- package/lib/mol-gl/shader/mesh.frag.js +2 -2
- package/lib/mol-gl/shader/spheres.frag.d.ts +2 -2
- package/lib/mol-gl/shader/spheres.frag.js +2 -2
- package/lib/mol-io/reader/cif/schema/bird.d.ts +1 -1
- package/lib/mol-io/reader/cif/schema/bird.js +1 -1
- package/lib/mol-io/reader/cif/schema/ccd.d.ts +1 -1
- package/lib/mol-io/reader/cif/schema/ccd.js +1 -1
- package/lib/mol-io/reader/cif/schema/mmcif.d.ts +2 -2
- package/lib/mol-io/reader/cif/schema/mmcif.js +1 -1
- package/lib/mol-io/reader/mol/parser.d.ts +23 -1
- package/lib/mol-io/reader/mol/parser.js +112 -3
- package/lib/mol-io/reader/sdf/parser-v3-util.d.ts +6 -0
- package/lib/mol-io/reader/sdf/parser-v3-util.js +9 -0
- package/lib/mol-io/reader/sdf/parser.d.ts +3 -1
- package/lib/mol-io/reader/sdf/parser.js +12 -3
- package/lib/mol-io/writer/cif/encoder/binary.js +9 -2
- package/lib/mol-math/geometry/primitives/sphere3d.d.ts +1 -1
- package/lib/mol-math/geometry/primitives/sphere3d.js +17 -4
- package/lib/mol-math/geometry/symmetry-operator.d.ts +1 -1
- package/lib/mol-math/geometry/symmetry-operator.js +10 -4
- package/lib/mol-model/structure/export/categories/secondary-structure.js +8 -8
- package/lib/mol-model/structure/export/mmcif.d.ts +1 -1
- package/lib/mol-model/structure/export/mmcif.js +8 -5
- package/lib/mol-model/structure/model/properties/coarse/hierarchy.d.ts +1 -1
- package/lib/mol-model/structure/model/properties/coarse/hierarchy.js +24 -2
- package/lib/mol-model/structure/model/properties/common.d.ts +1 -1
- package/lib/mol-model/structure/structure/element/loci.d.ts +1 -1
- package/lib/mol-model/structure/structure/element/loci.js +4 -2
- package/lib/mol-model/structure/structure/properties.d.ts +1 -0
- package/lib/mol-model/structure/structure/properties.js +2 -1
- package/lib/mol-model/structure/structure/symmetry.js +1 -3
- package/lib/mol-model/structure/structure/util/superposition-db-mapping.js +10 -5
- package/lib/mol-model/volume/volume.d.ts +7 -0
- package/lib/mol-model/volume/volume.js +18 -0
- package/lib/mol-model-formats/structure/basic/atomic.d.ts +2 -2
- package/lib/mol-model-formats/structure/basic/atomic.js +6 -6
- package/lib/mol-model-formats/structure/basic/coarse.d.ts +1 -1
- package/lib/mol-model-formats/structure/basic/coarse.js +3 -3
- package/lib/mol-model-formats/structure/basic/entities.d.ts +2 -1
- package/lib/mol-model-formats/structure/basic/entities.js +25 -22
- package/lib/mol-model-formats/structure/basic/parser.js +19 -10
- package/lib/mol-model-formats/structure/basic/properties.d.ts +6 -1
- package/lib/mol-model-formats/structure/basic/properties.js +12 -25
- package/lib/mol-model-formats/structure/mol.d.ts +2 -1
- package/lib/mol-model-formats/structure/mol.js +17 -3
- package/lib/mol-model-props/common/custom-property.d.ts +1 -1
- package/lib/mol-model-props/computed/interactions/common.d.ts +1 -1
- package/lib/mol-model-props/computed/interactions/common.js +16 -24
- package/lib/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +1 -1
- package/lib/mol-model-props/computed/representations/interactions-inter-unit-cylinder.js +44 -18
- package/lib/mol-model-props/computed/representations/interactions-intra-unit-cylinder.d.ts +1 -1
- package/lib/mol-model-props/computed/representations/interactions-intra-unit-cylinder.js +38 -13
- package/lib/mol-model-props/sequence/best-database-mapping.js +15 -15
- package/lib/mol-plugin/animation-loop.d.ts +2 -0
- package/lib/mol-plugin/animation-loop.js +1 -1
- package/lib/mol-plugin/behavior/dynamic/representation.d.ts +1 -1
- package/lib/mol-plugin/behavior/dynamic/representation.js +11 -6
- package/lib/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +2 -1
- package/lib/mol-plugin/behavior/dynamic/selection/structure-focus-representation.js +16 -7
- package/lib/mol-plugin/behavior/static/representation.js +1 -1
- package/lib/mol-plugin/commands.d.ts +6 -2
- package/lib/mol-plugin/spec.d.ts +1 -1
- package/lib/mol-plugin/spec.js +3 -1
- package/lib/mol-plugin/version.js +2 -2
- package/lib/mol-plugin-state/actions/file.d.ts +3 -2
- package/lib/mol-plugin-state/actions/file.js +67 -31
- package/lib/mol-plugin-state/actions/volume.d.ts +1 -1
- package/lib/mol-plugin-state/actions/volume.js +3 -3
- package/lib/mol-plugin-state/animation/built-in/camera-rock.d.ts +16 -0
- package/lib/mol-plugin-state/animation/built-in/camera-rock.js +59 -0
- package/lib/mol-plugin-state/animation/built-in/camera-spin.d.ts +1 -1
- package/lib/mol-plugin-state/animation/built-in/camera-spin.js +9 -8
- package/lib/mol-plugin-state/animation/model.d.ts +4 -0
- package/lib/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +8 -6
- package/lib/mol-plugin-state/builder/structure/hierarchy.d.ts +2 -1
- package/lib/mol-plugin-state/builder/structure/representation-preset.d.ts +180 -6
- package/lib/mol-plugin-state/builder/structure/representation-preset.js +48 -2
- package/lib/mol-plugin-state/builder/structure/representation.d.ts +2 -1
- package/lib/mol-plugin-state/formats/volume.js +1 -11
- package/lib/mol-plugin-state/manager/animation.d.ts +5 -1
- package/lib/mol-plugin-state/manager/animation.js +5 -5
- package/lib/mol-plugin-state/manager/structure/component.d.ts +2 -1
- package/lib/mol-plugin-state/manager/structure/component.js +11 -8
- package/lib/mol-plugin-ui/controls/icons.d.ts +2 -1
- package/lib/mol-plugin-ui/controls/icons.js +5 -3
- package/lib/mol-plugin-ui/controls.d.ts +1 -1
- package/lib/mol-plugin-ui/controls.js +2 -1
- package/lib/mol-plugin-ui/structure/quick-styles.d.ts +25 -0
- package/lib/mol-plugin-ui/structure/quick-styles.js +128 -0
- package/lib/mol-plugin-ui/structure/superposition.js +2 -2
- package/lib/mol-plugin-ui/structure/volume.js +4 -4
- package/lib/mol-plugin-ui/viewport/simple-settings.d.ts +1 -1
- package/lib/mol-plugin-ui/viewport/simple-settings.js +4 -8
- package/lib/mol-repr/shape/loci/common.d.ts +1 -1
- package/lib/mol-repr/shape/loci/common.js +3 -3
- package/lib/mol-repr/structure/registry.d.ts +1 -1
- package/lib/mol-repr/structure/representation/cartoon.d.ts +4 -4
- package/lib/mol-repr/structure/representation/cartoon.js +3 -3
- package/lib/mol-repr/structure/visual/carbohydrate-link-cylinder.d.ts +1 -1
- package/lib/mol-repr/structure/visual/carbohydrate-link-cylinder.js +8 -4
- package/lib/mol-repr/structure/visual/carbohydrate-symbol-mesh.d.ts +1 -1
- package/lib/mol-repr/structure/visual/carbohydrate-symbol-mesh.js +10 -6
- package/lib/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.d.ts +1 -1
- package/lib/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.js +8 -4
- package/lib/mol-repr/structure/visual/molecular-surface-mesh.d.ts +1 -1
- package/lib/mol-repr/structure/visual/molecular-surface-mesh.js +2 -2
- package/lib/mol-repr/structure/visual/util/bond.d.ts +1 -1
- package/lib/mol-repr/structure/visual/util/bond.js +5 -4
- package/lib/mol-repr/visual.d.ts +1 -1
- package/lib/mol-repr/visual.js +2 -1
- package/lib/mol-state/transform.js +12 -2
- package/lib/mol-state/tree/immutable.d.ts +18 -0
- package/lib/mol-state/tree/transient.d.ts +3 -4
- package/lib/mol-theme/color/element-symbol.d.ts +289 -3
- package/lib/mol-theme/color/element-symbol.js +25 -15
- package/lib/mol-theme/color/entity-id.d.ts +1 -1
- package/lib/mol-theme/color/entity-id.js +29 -5
- package/lib/mol-theme/color/illustrative.d.ts +100 -29
- package/lib/mol-theme/color/illustrative.js +26 -7
- package/lib/mol-theme/color/molecule-type.d.ts +19 -1
- package/lib/mol-theme/color/molecule-type.js +10 -5
- package/lib/mol-theme/color/residue-name.d.ts +77 -1
- package/lib/mol-theme/color/residue-name.js +10 -5
- package/lib/mol-theme/color/secondary-structure.d.ts +27 -1
- package/lib/mol-theme/color/secondary-structure.js +10 -5
- package/lib/mol-theme/color.d.ts +253 -15
- package/lib/mol-util/color/color.d.ts +1 -1
- package/lib/mol-util/color/color.js +1 -1
- package/lib/mol-util/color/params.d.ts +10 -0
- package/lib/mol-util/color/params.js +15 -0
- package/lib/servers/volume/config.js +3 -3
- package/lib/servers/volume/query.js +1 -1
- package/package.json +38 -40
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@@ -43,11 +43,12 @@ declare const AssemblySymmetry3D: StateTransformer<PluginStateObject.Molecule.St
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}>>;
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export declare const AssemblySymmetryPresetParams: {
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ignoreHydrogens: PD.Base<boolean | undefined>;
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ignoreLight: PD.Base<boolean | undefined>;
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quality: PD.Base<"auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest" | undefined>;
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theme: PD.Base<PD.Normalize<{
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globalName: "uniform" | "occupancy" | "element-index" | "element-symbol" | "shape-group" | "uncertainty" | "carbohydrate-symbol" | "chain-id" | "operator-name" | "molecule-type" | "polymer-id" | "polymer-index" | "residue-name" | "secondary-structure" | "sequence-id" | "unit-index" | "
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globalName: "uniform" | "occupancy" | "element-index" | "element-symbol" | "shape-group" | "uncertainty" | "carbohydrate-symbol" | "chain-id" | "operator-name" | "entity-id" | "entity-source" | "molecule-type" | "polymer-id" | "polymer-index" | "residue-name" | "secondary-structure" | "sequence-id" | "unit-index" | "illustrative" | "hydrophobicity" | "model-index" | "operator-hkl" | "partial-charge" | "atom-id" | "volume-value" | undefined;
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carbonColor: "element-symbol" | "chain-id" | "operator-name" | undefined;
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symmetryColor: "uniform" | "occupancy" | "element-index" | "element-symbol" | "shape-group" | "uncertainty" | "carbohydrate-symbol" | "chain-id" | "operator-name" | "molecule-type" | "polymer-id" | "polymer-index" | "residue-name" | "secondary-structure" | "sequence-id" | "unit-index" | "
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symmetryColor: "uniform" | "occupancy" | "element-index" | "element-symbol" | "shape-group" | "uncertainty" | "carbohydrate-symbol" | "chain-id" | "operator-name" | "entity-id" | "entity-source" | "molecule-type" | "polymer-id" | "polymer-index" | "residue-name" | "secondary-structure" | "sequence-id" | "unit-index" | "illustrative" | "hydrophobicity" | "model-index" | "operator-hkl" | "partial-charge" | "atom-id" | "volume-value" | undefined;
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focus: PD.Normalize<{
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name: any;
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params: any;
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};
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export declare const AssemblySymmetryPreset: StructureRepresentationPresetProvider<{
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ignoreHydrogens: boolean | undefined;
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ignoreLight: boolean | undefined;
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quality: "auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest" | undefined;
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theme: PD.Normalize<{
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globalName: any;
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@@ -10844,11 +10844,11 @@ export declare type RcsbUniprotAlignments = {
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};
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export declare type RcsbUniprotAlignmentsCoreEntityAlignments = {
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/** Aligned region */
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readonly aligned_regions
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readonly aligned_regions: ReadonlyArray<Maybe<CoreEntityAlignmentsAlignedRegions>>;
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/** core_entity identifiers */
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readonly core_entity_identifiers?: Maybe<CoreEntityAlignmentsCoreEntityIdentifiers>;
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/** Alignment scores */
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readonly scores
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readonly scores: CoreEntityAlignmentsScores;
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};
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export declare type RcsbUniprotAnnotation = {
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/** An identifier for the annotation. */
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readonly rcsb_struct_symmetry?: ReadonlyArray<{
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readonly kind: string;
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readonly oligomeric_state: string;
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readonly stoichiometry: ReadonlyArray<string | null
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readonly stoichiometry: ReadonlyArray<string | null>;
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readonly symbol: string;
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readonly type: string;
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readonly clusters: ReadonlyArray<{
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readonly avg_rmsd?: number | null
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readonly avg_rmsd?: number | null;
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readonly members: ReadonlyArray<{
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readonly asym_id: string;
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readonly pdbx_struct_oper_list_ids?: ReadonlyArray<string | null
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} | null
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} | null
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readonly pdbx_struct_oper_list_ids?: ReadonlyArray<string | null> | null;
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} | null>;
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} | null>;
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readonly rotation_axes?: ReadonlyArray<{
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readonly order?: number | null
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readonly start: ReadonlyArray<number | null
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readonly end: ReadonlyArray<number | null
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} | null
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} | null
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} | null
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readonly order?: number | null;
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readonly start: ReadonlyArray<number | null>;
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readonly end: ReadonlyArray<number | null>;
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} | null> | null;
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} | null> | null;
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} | null;
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};
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@@ -12,6 +12,7 @@ export declare const RCSBValidationReport: import("../../../mol-state/transforme
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}>;
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export declare const ValidationReportGeometryQualityPreset: StructureRepresentationPresetProvider<{
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ignoreLight: boolean | undefined;
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quality: "auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest" | undefined;
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theme: PD.Normalize<{
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globalName: any;
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@@ -48,6 +49,7 @@ export declare const ValidationReportGeometryQualityPreset: StructureRepresentat
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}>;
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export declare const ValidationReportDensityFitPreset: StructureRepresentationPresetProvider<{
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ignoreLight: boolean | undefined;
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quality: "auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest" | undefined;
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theme: PD.Normalize<{
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@@ -76,6 +78,7 @@ export declare const ValidationReportDensityFitPreset: StructureRepresentationPr
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}>;
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export declare const ValidationReportRandomCoilIndexPreset: StructureRepresentationPresetProvider<{
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ignoreLight: boolean | undefined;
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quality: "auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest" | undefined;
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rotateSpeed: number;
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zoomSpeed: number;
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panSpeed: number;
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animate: PD.NamedParams<PD.Normalize<unknown>, "off"> | PD.NamedParams<PD.Normalize<{
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speed: any;
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}>, "spin"> | PD.NamedParams<PD.Normalize<{
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speed: any;
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angle: any;
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}>, "rock">;
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staticMoving: boolean;
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dynamicDampingFactor: number;
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minDistance: number;
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@@ -261,8 +265,12 @@ export declare const DefaultCanvas3DParams: PD.Values<{
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rotateSpeed: number;
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zoomSpeed: number;
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panSpeed: number;
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animate: PD.NamedParams<PD.Normalize<unknown>, "off"> | PD.NamedParams<PD.Normalize<{
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speed: any;
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}>, "spin"> | PD.NamedParams<PD.Normalize<{
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speed: any;
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angle: any;
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}>, "rock">;
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staticMoving: boolean;
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dynamicDampingFactor: number;
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minDistance: number;
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@@ -298,7 +298,7 @@ var Canvas3D;
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}
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var ctx = { renderer: renderer, camera: cam, scene: scene, helper: helper };
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if (multi_sample_1.MultiSamplePass.isEnabled(p.multiSample)) {
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var forceOn = !cameraChanged && allowMulti && !controls.
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var forceOn = !cameraChanged && allowMulti && !controls.isAnimating;
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multiSampleHelper.render(ctx, p, true, forceOn);
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}
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else {
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@@ -1,5 +1,5 @@
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1
1
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/**
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* Copyright (c) 2018-
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* Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
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3
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*
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* @author Alexander Rose <alexander.rose@weirdbyte.de>
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* @author David Sehnal <david.sehnal@gmail.com>
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@@ -28,8 +28,12 @@ export declare const TrackballControlsParams: {
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rotateSpeed: PD.Numeric;
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zoomSpeed: PD.Numeric;
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panSpeed: PD.Numeric;
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animate: PD.Mapped<PD.NamedParams<PD.Normalize<unknown>, "off"> | PD.NamedParams<PD.Normalize<{
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speed: number;
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}>, "spin"> | PD.NamedParams<PD.Normalize<{
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speed: number;
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angle: number;
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}>, "rock">>;
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staticMoving: PD.BooleanParam;
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34
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dynamicDampingFactor: PD.Numeric;
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35
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minDistance: PD.Numeric;
|
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@@ -61,7 +65,8 @@ export declare const TrackballControlsParams: {
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export declare type TrackballControlsProps = PD.Values<typeof TrackballControlsParams>;
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62
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export { TrackballControls };
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interface TrackballControls {
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64
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viewport: Viewport;
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68
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+
readonly viewport: Viewport;
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69
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readonly isAnimating: boolean;
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readonly props: Readonly<TrackballControlsProps>;
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setProps: (props: Partial<TrackballControlsProps>) => void;
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start: (t: number) => void;
|
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@@ -1,6 +1,6 @@
|
|
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1
1
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"use strict";
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2
2
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/**
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3
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* Copyright (c) 2018-
|
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3
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+
* Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
|
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4
4
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*
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5
5
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* @author Alexander Rose <alexander.rose@weirdbyte.de>
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6
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* @author David Sehnal <david.sehnal@gmail.com>
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|
@@ -36,8 +36,16 @@ exports.TrackballControlsParams = {
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rotateSpeed: param_definition_1.ParamDefinition.Numeric(5.0, { min: 1, max: 10, step: 1 }),
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zoomSpeed: param_definition_1.ParamDefinition.Numeric(7.0, { min: 1, max: 15, step: 1 }),
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panSpeed: param_definition_1.ParamDefinition.Numeric(1.0, { min: 0.1, max: 5, step: 0.1 }),
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animate: param_definition_1.ParamDefinition.MappedStatic('off', {
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off: param_definition_1.ParamDefinition.EmptyGroup(),
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41
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spin: param_definition_1.ParamDefinition.Group({
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speed: param_definition_1.ParamDefinition.Numeric(1, { min: -20, max: 20, step: 1 }),
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}, { description: 'Spin the 3D scene around the x-axis in view space' }),
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rock: param_definition_1.ParamDefinition.Group({
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speed: param_definition_1.ParamDefinition.Numeric(0.3, { min: -5, max: 5, step: 0.1 }),
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angle: param_definition_1.ParamDefinition.Numeric(10, { min: 0, max: 90, step: 1 }, { description: 'How many degrees to rotate in each direction.' }),
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+
}, { description: 'Rock the 3D scene around the x-axis in view space' })
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}),
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staticMoving: param_definition_1.ParamDefinition.Boolean(true, { isHidden: true }),
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42
50
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dynamicDampingFactor: param_definition_1.ParamDefinition.Numeric(0.2, {}, { isHidden: true }),
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43
51
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minDistance: param_definition_1.ParamDefinition.Numeric(0.01, {}, { isHidden: true }),
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|
@@ -101,6 +109,10 @@ var TrackballControls;
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101
109
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return linear_algebra_1.Vec2.set(mouseOnCircleVec2, (pageX - viewport.width * 0.5 - viewport.x) / (viewport.width * 0.5), (viewport.height + 2 * (viewport.y - pageY)) / viewport.width // screen.width intentional
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);
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103
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}
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112
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+
function getRotateFactor() {
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113
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+
var aspectRatio = input.width / input.height;
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return p.rotateSpeed * input.pixelRatio * aspectRatio;
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+
}
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var rotAxis = (0, linear_algebra_1.Vec3)();
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105
117
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var rotQuat = (0, linear_algebra_1.Quat)();
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var rotEyeDir = (0, linear_algebra_1.Vec3)();
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@@ -111,8 +123,7 @@ var TrackballControls;
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111
123
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var dx = _rotCurr[0] - _rotPrev[0];
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112
124
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var dy = _rotCurr[1] - _rotPrev[1];
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125
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linear_algebra_1.Vec3.set(rotMoveDir, dx, dy, 0);
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var
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115
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var angle = linear_algebra_1.Vec3.magnitude(rotMoveDir) * p.rotateSpeed * input.pixelRatio * aspectRatio;
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+
var angle = linear_algebra_1.Vec3.magnitude(rotMoveDir) * getRotateFactor();
|
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127
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if (angle) {
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linear_algebra_1.Vec3.sub(_eye, camera.position, camera.target);
|
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linear_algebra_1.Vec3.normalize(rotEyeDir, _eye);
|
|
@@ -238,8 +249,12 @@ var TrackballControls;
|
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249
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function update(t) {
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250
|
if (lastUpdated === t)
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return;
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241
|
-
if (
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242
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-
|
|
252
|
+
if (lastUpdated > 0) {
|
|
253
|
+
if (p.animate.name === 'spin')
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254
|
+
spin(t - lastUpdated);
|
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255
|
+
else if (p.animate.name === 'rock')
|
|
256
|
+
rock(t - lastUpdated);
|
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257
|
+
}
|
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243
258
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linear_algebra_1.Vec3.sub(_eye, camera.position, camera.target);
|
|
244
259
|
rotateCamera();
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245
260
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zRotateCamera();
|
|
@@ -270,6 +285,7 @@ var TrackballControls;
|
|
|
270
285
|
if (!isStart && !_isInteracting)
|
|
271
286
|
return;
|
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272
287
|
_isInteracting = true;
|
|
288
|
+
resetRock(); // start rocking from the center after interactions
|
|
273
289
|
var dragRotate = binding_1.Binding.match(p.bindings.dragRotate, buttons, modifiers);
|
|
274
290
|
var dragRotateZ = binding_1.Binding.match(p.bindings.dragRotateZ, buttons, modifiers);
|
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275
291
|
var dragPan = binding_1.Binding.match(p.bindings.dragPan, buttons, modifiers);
|
|
@@ -358,12 +374,30 @@ var TrackballControls;
|
|
|
358
374
|
}
|
|
359
375
|
var _spinSpeed = linear_algebra_1.Vec2.create(0.005, 0);
|
|
360
376
|
function spin(deltaT) {
|
|
361
|
-
if (p.
|
|
377
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this.events.drag.next({ current: this.prevLoci, buttons: this.buttons, button: this.button, modifiers: this.modifiers, pageStart: linear_algebra_1.Vec2.create(this.startX, this.startY), pageEnd: linear_algebra_1.Vec2.create(this.endX, this.endY) });
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/**
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*
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@@ -1,6 +1,6 @@
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"use strict";
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/**
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* Copyright (c) 2019-
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* Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
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*
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* @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
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@@ -228,11 +228,11 @@ var DrawPass = /** @class */ (function () {
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var markingDepthTest = props.marking.ghostEdgeStrength < 1;
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renderer.renderMarkingMask(scene.primitives, camera, markingDepthTest ? this.marking.depthTarget.texture : null);
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@@ -1,5 +1,5 @@
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/**
|
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2
|
-
* Copyright (c) 2018-
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+
* Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
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*
|
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* @author Alexander Rose <alexander.rose@weirdbyte.de>
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*/
|
|
@@ -37,7 +37,7 @@ export declare const enum MarkingType {
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interface Renderer {
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readonly stats: RendererStats;
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|
readonly props: Readonly<RendererProps>;
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|
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clear: (toBackgroundColor: boolean) => void;
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+
clear: (toBackgroundColor: boolean, ignoreTransparentBackground?: boolean) => void;
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|
clearDepth: () => void;
|
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|
update: (camera: ICamera) => void;
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renderPick: (group: Scene.Group, camera: ICamera, variant: GraphicsRenderVariant, depthTexture: Texture | null, pickType: PickType) => void;
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
"use strict";
|
|
2
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|
/**
|
|
3
|
-
* Copyright (c) 2018-
|
|
3
|
+
* Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
|
|
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|
*
|
|
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|
* @author Alexander Rose <alexander.rose@weirdbyte.de>
|
|
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|
*/
|
|
@@ -382,12 +382,12 @@ var Renderer;
|
|
|
382
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|
}
|
|
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|
};
|
|
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384
|
return {
|
|
385
|
-
clear: function (toBackgroundColor) {
|
|
385
|
+
clear: function (toBackgroundColor, ignoreTransparentBackground) {
|
|
386
386
|
state.enable(gl.SCISSOR_TEST);
|
|
387
387
|
state.enable(gl.DEPTH_TEST);
|
|
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|
state.colorMask(true, true, true, true);
|
|
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389
|
state.depthMask(true);
|
|
390
|
-
if (transparentBackground) {
|
|
390
|
+
if (transparentBackground && !ignoreTransparentBackground) {
|
|
391
391
|
state.clearColor(0, 0, 0, 0);
|
|
392
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|
}
|
|
393
393
|
else if (toBackgroundColor) {
|
|
@@ -1,9 +1,9 @@
|
|
|
1
1
|
/**
|
|
2
|
-
* Copyright (c) 2017-
|
|
2
|
+
* Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
|
|
3
3
|
*
|
|
4
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|
* @author Alexander Rose <alexander.rose@weirdbyte.de>
|
|
5
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|
*
|
|
6
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|
* adapted from three.js (https://github.com/mrdoob/three.js/)
|
|
7
7
|
* which under the MIT License, Copyright © 2010-2021 three.js authors
|
|
8
8
|
*/
|
|
9
|
-
export declare const apply_light_color = "\n#ifdef bumpEnabled\n
|
|
9
|
+
export declare const apply_light_color = "\n#ifdef dIgnoreLight\n gl_FragColor = material;\n#else\n #ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0) {\n vec3 bumpNormal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\n #ifdef enabledFragDepth\n if (!isNaN(bumpNormal.x) && !isNaN(bumpNormal.y) && !isNaN(bumpNormal.z)) {\n normal = bumpNormal;\n }\n #else\n normal = bumpNormal;\n #endif\n }\n #endif\n\n vec4 color = material;\n\n ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\n PhysicalMaterial physicalMaterial;\n physicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);\n #ifdef enabledFragDepth\n physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);\n #else\n vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n #endif\n physicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\n physicalMaterial.specularF90 = 1.0;\n\n GeometricContext geometry;\n geometry.position = -vViewPosition;\n geometry.normal = normal;\n geometry.viewDir = normalize(vViewPosition);\n\n IncidentLight directLight;\n #pragma unroll_loop_start\n for (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);\n }\n #pragma unroll_loop_end\n\n vec3 irradiance = uAmbientColor * PI; // * PI for punctual light\n RE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n // indirect specular only metals\n vec3 radiance = uAmbientColor * metalness;\n vec3 iblIrradiance = uAmbientColor * metalness;\n vec3 clearcoatRadiance = vec3(0.0);\n RE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\n gl_FragColor = vec4(outgoingLight, color.a);\n#endif\n\n#ifdef dXrayShaded\n gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);\n#endif\n";
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
"use strict";
|
|
2
2
|
/**
|
|
3
|
-
* Copyright (c) 2017-
|
|
3
|
+
* Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
|
|
4
4
|
*
|
|
5
5
|
* @author Alexander Rose <alexander.rose@weirdbyte.de>
|
|
6
6
|
*
|
|
@@ -9,5 +9,5 @@
|
|
|
9
9
|
*/
|
|
10
10
|
Object.defineProperty(exports, "__esModule", { value: true });
|
|
11
11
|
exports.apply_light_color = void 0;
|
|
12
|
-
exports.apply_light_color = "\n#ifdef bumpEnabled\n
|
|
12
|
+
exports.apply_light_color = "\n#ifdef dIgnoreLight\n gl_FragColor = material;\n#else\n #ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0) {\n vec3 bumpNormal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\n #ifdef enabledFragDepth\n if (!isNaN(bumpNormal.x) && !isNaN(bumpNormal.y) && !isNaN(bumpNormal.z)) {\n normal = bumpNormal;\n }\n #else\n normal = bumpNormal;\n #endif\n }\n #endif\n\n vec4 color = material;\n\n ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\n PhysicalMaterial physicalMaterial;\n physicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);\n #ifdef enabledFragDepth\n physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);\n #else\n vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n #endif\n physicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\n physicalMaterial.specularF90 = 1.0;\n\n GeometricContext geometry;\n geometry.position = -vViewPosition;\n geometry.normal = normal;\n geometry.viewDir = normalize(vViewPosition);\n\n IncidentLight directLight;\n #pragma unroll_loop_start\n for (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);\n }\n #pragma unroll_loop_end\n\n vec3 irradiance = uAmbientColor * PI; // * PI for punctual light\n RE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n // indirect specular only metals\n vec3 radiance = uAmbientColor * metalness;\n vec3 iblIrradiance = uAmbientColor * metalness;\n vec3 clearcoatRadiance = vec3(0.0);\n RE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\n gl_FragColor = vec4(outgoingLight, color.a);\n#endif\n\n#ifdef dXrayShaded\n gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);\n#endif\n";
|
|
13
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|
//# sourceMappingURL=apply-light-color.glsl.js.map
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
/**
|
|
2
|
-
* Copyright (c) 2020-
|
|
2
|
+
* Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
|
|
3
3
|
*
|
|
4
4
|
* @author Alexander Rose <alexander.rose@weirdbyte.de>
|
|
5
5
|
*/
|
|
6
|
-
export declare const cylinders_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\nuniform mat4 uView;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform vec3 uCameraDir;\nuniform vec3 uCameraPosition;\nuniform mat4 uInvView;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\n// adapted from https://www.shadertoy.com/view/4lcSRn\n// The MIT License, Copyright 2016 Inigo Quilez\nbool CylinderImpostor(\n in vec3 rayOrigin, in vec3 rayDir,\n in vec3 start, in vec3 end, in float radius,\n out vec4 intersection, out bool interior\n){\n vec3 ba = end - start;\n vec3 oc = rayOrigin - start;\n\n float baba = dot(ba, ba);\n float bard = dot(ba, rayDir);\n float baoc = dot(ba, oc);\n\n float k2 = baba - bard*bard;\n float k1 = baba * dot(oc, rayDir) - baoc * bard;\n float k0 = baba * dot(oc, oc) - baoc * baoc - radius * radius * baba;\n\n float h = k1 * k1 - k2 * k0;\n if (h < 0.0) return false;\n\n bool topCap = (vCap > 0.9 && vCap < 1.1) || vCap >= 2.9;\n bool bottomCap = (vCap > 1.9 && vCap < 2.1) || vCap >= 2.9;\n\n // body outside\n h = sqrt(h);\n float t = (-k1 - h) / k2;\n float y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = false;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n } else if(bottomCap && y >= 0.0) {\n // bottom cap\n t = (baba - baoc) / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n }\n\n if (uDoubleSided) {\n // body inside\n h = -h;\n t = (-k1 - h) / k2;\n y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = true;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n // TODO: handle inside caps???\n }\n\n return false;\n}\n\nvoid main() {\n #include clip_pixel\n\n vec3 rayDir = mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n\n vec4 intersection;\n bool interior;\n bool hit = CylinderImpostor(vModelPosition, rayDir, vStart, vEnd, vSize, intersection, interior);\n if (!hit) discard;\n\n vec3 vViewPosition = vModelPosition + intersection.x * rayDir;\n vViewPosition = (uView * vec4(vViewPosition, 1.0)).xyz;\n gl_FragDepthEXT = calcDepth(vViewPosition);\n\n vec3 vModelPosition = (uInvView * vec4(vViewPosition, 1.0)).xyz;\n\n if (gl_FragDepthEXT < 0.0) discard;\n if (gl_FragDepthEXT > 1.0) discard;\n\n float fragmentDepth = gl_FragDepthEXT;\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n gl_FragColor = material;\n #elif defined(dRenderVariant_depth)\n gl_FragColor = material;\n #elif defined(dRenderVariant_marking)\n gl_FragColor = material;\n #elif defined(dRenderVariant_color)\n
|
|
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export declare const cylinders_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\nuniform mat4 uView;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform vec3 uCameraDir;\nuniform vec3 uCameraPosition;\nuniform mat4 uInvView;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\n// adapted from https://www.shadertoy.com/view/4lcSRn\n// The MIT License, Copyright 2016 Inigo Quilez\nbool CylinderImpostor(\n in vec3 rayOrigin, in vec3 rayDir,\n in vec3 start, in vec3 end, in float radius,\n out vec4 intersection, out bool interior\n){\n vec3 ba = end - start;\n vec3 oc = rayOrigin - start;\n\n float baba = dot(ba, ba);\n float bard = dot(ba, rayDir);\n float baoc = dot(ba, oc);\n\n float k2 = baba - bard*bard;\n float k1 = baba * dot(oc, rayDir) - baoc * bard;\n float k0 = baba * dot(oc, oc) - baoc * baoc - radius * radius * baba;\n\n float h = k1 * k1 - k2 * k0;\n if (h < 0.0) return false;\n\n bool topCap = (vCap > 0.9 && vCap < 1.1) || vCap >= 2.9;\n bool bottomCap = (vCap > 1.9 && vCap < 2.1) || vCap >= 2.9;\n\n // body outside\n h = sqrt(h);\n float t = (-k1 - h) / k2;\n float y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = false;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n } else if(bottomCap && y >= 0.0) {\n // bottom cap\n t = (baba - baoc) / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n }\n\n if (uDoubleSided) {\n // body inside\n h = -h;\n t = (-k1 - h) / k2;\n y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = true;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n // TODO: handle inside caps???\n }\n\n return false;\n}\n\nvoid main() {\n #include clip_pixel\n\n vec3 rayDir = mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n\n vec4 intersection;\n bool interior;\n bool hit = CylinderImpostor(vModelPosition, rayDir, vStart, vEnd, vSize, intersection, interior);\n if (!hit) discard;\n\n vec3 vViewPosition = vModelPosition + intersection.x * rayDir;\n vViewPosition = (uView * vec4(vViewPosition, 1.0)).xyz;\n gl_FragDepthEXT = calcDepth(vViewPosition);\n\n vec3 vModelPosition = (uInvView * vec4(vViewPosition, 1.0)).xyz;\n\n if (gl_FragDepthEXT < 0.0) discard;\n if (gl_FragDepthEXT > 1.0) discard;\n\n float fragmentDepth = gl_FragDepthEXT;\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n gl_FragColor = material;\n #elif defined(dRenderVariant_depth)\n gl_FragColor = material;\n #elif defined(dRenderVariant_marking)\n gl_FragColor = material;\n #elif defined(dRenderVariant_color)\n mat3 normalMatrix = transpose3(inverse3(mat3(uView)));\n vec3 normal = normalize(normalMatrix * -normalize(intersection.yzw));\n #include apply_light_color\n\n #include apply_interior_color\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
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exports.cylinders_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\nuniform mat4 uView;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform vec3 uCameraDir;\nuniform vec3 uCameraPosition;\nuniform mat4 uInvView;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\n// adapted from https://www.shadertoy.com/view/4lcSRn\n// The MIT License, Copyright 2016 Inigo Quilez\nbool CylinderImpostor(\n in vec3 rayOrigin, in vec3 rayDir,\n in vec3 start, in vec3 end, in float radius,\n out vec4 intersection, out bool interior\n){\n vec3 ba = end - start;\n vec3 oc = rayOrigin - start;\n\n float baba = dot(ba, ba);\n float bard = dot(ba, rayDir);\n float baoc = dot(ba, oc);\n\n float k2 = baba - bard*bard;\n float k1 = baba * dot(oc, rayDir) - baoc * bard;\n float k0 = baba * dot(oc, oc) - baoc * baoc - radius * radius * baba;\n\n float h = k1 * k1 - k2 * k0;\n if (h < 0.0) return false;\n\n bool topCap = (vCap > 0.9 && vCap < 1.1) || vCap >= 2.9;\n bool bottomCap = (vCap > 1.9 && vCap < 2.1) || vCap >= 2.9;\n\n // body outside\n h = sqrt(h);\n float t = (-k1 - h) / k2;\n float y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = false;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n } else if(bottomCap && y >= 0.0) {\n // bottom cap\n t = (baba - baoc) / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n }\n\n if (uDoubleSided) {\n // body inside\n h = -h;\n t = (-k1 - h) / k2;\n y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = true;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n // TODO: handle inside caps???\n }\n\n return false;\n}\n\nvoid main() {\n #include clip_pixel\n\n vec3 rayDir = mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n\n vec4 intersection;\n bool interior;\n bool hit = CylinderImpostor(vModelPosition, rayDir, vStart, vEnd, vSize, intersection, interior);\n if (!hit) discard;\n\n vec3 vViewPosition = vModelPosition + intersection.x * rayDir;\n vViewPosition = (uView * vec4(vViewPosition, 1.0)).xyz;\n gl_FragDepthEXT = calcDepth(vViewPosition);\n\n vec3 vModelPosition = (uInvView * vec4(vViewPosition, 1.0)).xyz;\n\n if (gl_FragDepthEXT < 0.0) discard;\n if (gl_FragDepthEXT > 1.0) discard;\n\n float fragmentDepth = gl_FragDepthEXT;\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n gl_FragColor = material;\n #elif defined(dRenderVariant_depth)\n gl_FragColor = material;\n #elif defined(dRenderVariant_marking)\n gl_FragColor = material;\n #elif defined(dRenderVariant_color)\n
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exports.cylinders_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\nuniform mat4 uView;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform vec3 uCameraDir;\nuniform vec3 uCameraPosition;\nuniform mat4 uInvView;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\n// adapted from https://www.shadertoy.com/view/4lcSRn\n// The MIT License, Copyright 2016 Inigo Quilez\nbool CylinderImpostor(\n in vec3 rayOrigin, in vec3 rayDir,\n in vec3 start, in vec3 end, in float radius,\n out vec4 intersection, out bool interior\n){\n vec3 ba = end - start;\n vec3 oc = rayOrigin - start;\n\n float baba = dot(ba, ba);\n float bard = dot(ba, rayDir);\n float baoc = dot(ba, oc);\n\n float k2 = baba - bard*bard;\n float k1 = baba * dot(oc, rayDir) - baoc * bard;\n float k0 = baba * dot(oc, oc) - baoc * baoc - radius * radius * baba;\n\n float h = k1 * k1 - k2 * k0;\n if (h < 0.0) return false;\n\n bool topCap = (vCap > 0.9 && vCap < 1.1) || vCap >= 2.9;\n bool bottomCap = (vCap > 1.9 && vCap < 2.1) || vCap >= 2.9;\n\n // body outside\n h = sqrt(h);\n float t = (-k1 - h) / k2;\n float y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = false;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n } else if(bottomCap && y >= 0.0) {\n // bottom cap\n t = (baba - baoc) / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n }\n\n if (uDoubleSided) {\n // body inside\n h = -h;\n t = (-k1 - h) / k2;\n y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = true;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n // TODO: handle inside caps???\n }\n\n return false;\n}\n\nvoid main() {\n #include clip_pixel\n\n vec3 rayDir = mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n\n vec4 intersection;\n bool interior;\n bool hit = CylinderImpostor(vModelPosition, rayDir, vStart, vEnd, vSize, intersection, interior);\n if (!hit) discard;\n\n vec3 vViewPosition = vModelPosition + intersection.x * rayDir;\n vViewPosition = (uView * vec4(vViewPosition, 1.0)).xyz;\n gl_FragDepthEXT = calcDepth(vViewPosition);\n\n vec3 vModelPosition = (uInvView * vec4(vViewPosition, 1.0)).xyz;\n\n if (gl_FragDepthEXT < 0.0) discard;\n if (gl_FragDepthEXT > 1.0) discard;\n\n float fragmentDepth = gl_FragDepthEXT;\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n gl_FragColor = material;\n #elif defined(dRenderVariant_depth)\n gl_FragColor = material;\n #elif defined(dRenderVariant_marking)\n gl_FragColor = material;\n #elif defined(dRenderVariant_color)\n mat3 normalMatrix = transpose3(inverse3(mat3(uView)));\n vec3 normal = normalize(normalMatrix * -normalize(intersection.yzw));\n #include apply_light_color\n\n #include apply_interior_color\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
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export declare const directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\nuniform float uMarker;\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\n\nuniform bool uRenderWboit;\nuniform bool uDoubleSided;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n #if !defined(dIgnoreLight)\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n #endif\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec4 material;\n vec4 overpaint;\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n vec3 vViewPosition = mvPosition.xyz;\n material.a = transferFunction(value);\n\n #ifdef dPackedGroup\n float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012\n #endif\n #endif\n\n #if defined(dColorType_direct) && defined(dUsePalette)\n material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;\n #elif defined(dColorType_uniform)\n material.rgb = uColor;\n #elif defined(dColorType_instance)\n material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n bool interior = false;\n #include wboit_write\n}\n";
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export declare const directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\nuniform float uMarker;\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\n\nuniform bool uRenderWboit;\nuniform bool uDoubleSided;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec4 material;\n vec4 overpaint;\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n vec3 vViewPosition = mvPosition.xyz;\n material.a = transferFunction(value);\n\n #ifdef dPackedGroup\n float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012\n #endif\n #endif\n\n #if defined(dColorType_direct) && defined(dUsePalette)\n material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;\n #elif defined(dColorType_uniform)\n material.rgb = uColor;\n #elif defined(dColorType_instance)\n material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n bool interior = false;\n #include wboit_write\n}\n";
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