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.
Files changed (338) hide show
  1. package/README.md +7 -0
  2. package/build/viewer/index.html +2 -2
  3. package/build/viewer/molstar.js +1 -1
  4. package/lib/apps/docking-viewer/viewport.d.ts +2 -0
  5. package/lib/apps/viewer/app.d.ts +2 -1
  6. package/lib/apps/viewer/app.js +21 -8
  7. package/lib/apps/viewer/index.html +2 -2
  8. package/lib/commonjs/apps/docking-viewer/viewport.d.ts +2 -0
  9. package/lib/commonjs/apps/viewer/app.d.ts +2 -1
  10. package/lib/commonjs/apps/viewer/app.js +23 -10
  11. package/lib/commonjs/examples/basic-wrapper/index.js +7 -3
  12. package/lib/commonjs/examples/proteopedia-wrapper/index.js +7 -1
  13. package/lib/commonjs/extensions/anvil/behavior.d.ts +1 -0
  14. package/lib/commonjs/extensions/anvil/representation.js +1 -1
  15. package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -0
  16. package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.d.ts +2 -0
  17. package/lib/commonjs/extensions/model-export/export.d.ts +9 -0
  18. package/lib/commonjs/extensions/model-export/export.js +129 -0
  19. package/lib/commonjs/extensions/model-export/index.d.ts +7 -0
  20. package/lib/commonjs/extensions/model-export/index.js +36 -0
  21. package/lib/commonjs/extensions/model-export/ui.d.ts +11 -0
  22. package/lib/commonjs/extensions/model-export/ui.js +77 -0
  23. package/lib/commonjs/extensions/mp4-export/encoder.js +1 -1
  24. package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +4 -2
  25. package/lib/commonjs/extensions/rcsb/graphql/types.d.ts +13 -13
  26. package/lib/commonjs/extensions/rcsb/validation-report/behavior.d.ts +3 -0
  27. package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +12 -4
  28. package/lib/commonjs/mol-canvas3d/canvas3d.js +1 -1
  29. package/lib/commonjs/mol-canvas3d/controls/trackball.d.ts +9 -4
  30. package/lib/commonjs/mol-canvas3d/controls/trackball.js +50 -11
  31. package/lib/commonjs/mol-canvas3d/helper/interaction-events.js +1 -1
  32. package/lib/commonjs/mol-canvas3d/passes/draw.d.ts +1 -1
  33. package/lib/commonjs/mol-canvas3d/passes/draw.js +3 -3
  34. package/lib/commonjs/mol-gl/renderer.d.ts +2 -2
  35. package/lib/commonjs/mol-gl/renderer.js +3 -3
  36. package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.d.ts +2 -2
  37. package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.js +2 -2
  38. package/lib/commonjs/mol-gl/shader/cylinders.frag.d.ts +2 -2
  39. package/lib/commonjs/mol-gl/shader/cylinders.frag.js +2 -2
  40. package/lib/commonjs/mol-gl/shader/direct-volume.frag.d.ts +2 -2
  41. package/lib/commonjs/mol-gl/shader/direct-volume.frag.js +2 -2
  42. package/lib/commonjs/mol-gl/shader/mesh.frag.d.ts +2 -2
  43. package/lib/commonjs/mol-gl/shader/mesh.frag.js +2 -2
  44. package/lib/commonjs/mol-gl/shader/spheres.frag.d.ts +2 -2
  45. package/lib/commonjs/mol-gl/shader/spheres.frag.js +2 -2
  46. package/lib/commonjs/mol-io/reader/cif/schema/bird.d.ts +1 -1
  47. package/lib/commonjs/mol-io/reader/cif/schema/bird.js +1 -1
  48. package/lib/commonjs/mol-io/reader/cif/schema/ccd.d.ts +1 -1
  49. package/lib/commonjs/mol-io/reader/cif/schema/ccd.js +1 -1
  50. package/lib/commonjs/mol-io/reader/cif/schema/mmcif.d.ts +2 -2
  51. package/lib/commonjs/mol-io/reader/cif/schema/mmcif.js +1 -1
  52. package/lib/commonjs/mol-io/reader/mol/parser.d.ts +23 -1
  53. package/lib/commonjs/mol-io/reader/mol/parser.js +116 -4
  54. package/lib/commonjs/mol-io/reader/sdf/parser-v3-util.d.ts +6 -0
  55. package/lib/commonjs/mol-io/reader/sdf/parser-v3-util.js +9 -0
  56. package/lib/commonjs/mol-io/reader/sdf/parser.d.ts +3 -1
  57. package/lib/commonjs/mol-io/reader/sdf/parser.js +11 -2
  58. package/lib/commonjs/mol-io/writer/cif/encoder/binary.js +9 -2
  59. package/lib/commonjs/mol-math/geometry/primitives/sphere3d.d.ts +1 -1
  60. package/lib/commonjs/mol-math/geometry/primitives/sphere3d.js +17 -4
  61. package/lib/commonjs/mol-math/geometry/symmetry-operator.d.ts +1 -1
  62. package/lib/commonjs/mol-math/geometry/symmetry-operator.js +10 -4
  63. package/lib/commonjs/mol-model/structure/export/categories/secondary-structure.js +8 -8
  64. package/lib/commonjs/mol-model/structure/export/mmcif.d.ts +1 -1
  65. package/lib/commonjs/mol-model/structure/export/mmcif.js +8 -5
  66. package/lib/commonjs/mol-model/structure/model/properties/coarse/hierarchy.d.ts +1 -1
  67. package/lib/commonjs/mol-model/structure/model/properties/coarse/hierarchy.js +24 -2
  68. package/lib/commonjs/mol-model/structure/model/properties/common.d.ts +1 -1
  69. package/lib/commonjs/mol-model/structure/structure/element/loci.d.ts +1 -1
  70. package/lib/commonjs/mol-model/structure/structure/element/loci.js +4 -2
  71. package/lib/commonjs/mol-model/structure/structure/properties.d.ts +1 -0
  72. package/lib/commonjs/mol-model/structure/structure/properties.js +2 -1
  73. package/lib/commonjs/mol-model/structure/structure/symmetry.js +1 -3
  74. package/lib/commonjs/mol-model/structure/structure/util/superposition-db-mapping.js +10 -5
  75. package/lib/commonjs/mol-model/volume/volume.d.ts +7 -0
  76. package/lib/commonjs/mol-model/volume/volume.js +18 -0
  77. package/lib/commonjs/mol-model-formats/structure/basic/atomic.d.ts +2 -2
  78. package/lib/commonjs/mol-model-formats/structure/basic/atomic.js +6 -6
  79. package/lib/commonjs/mol-model-formats/structure/basic/coarse.d.ts +1 -1
  80. package/lib/commonjs/mol-model-formats/structure/basic/coarse.js +3 -3
  81. package/lib/commonjs/mol-model-formats/structure/basic/entities.d.ts +2 -1
  82. package/lib/commonjs/mol-model-formats/structure/basic/entities.js +28 -24
  83. package/lib/commonjs/mol-model-formats/structure/basic/parser.js +17 -8
  84. package/lib/commonjs/mol-model-formats/structure/basic/properties.d.ts +6 -1
  85. package/lib/commonjs/mol-model-formats/structure/basic/properties.js +12 -22
  86. package/lib/commonjs/mol-model-formats/structure/mol.d.ts +2 -1
  87. package/lib/commonjs/mol-model-formats/structure/mol.js +19 -5
  88. package/lib/commonjs/mol-model-props/common/custom-property.d.ts +1 -1
  89. package/lib/commonjs/mol-model-props/computed/interactions/common.d.ts +1 -1
  90. package/lib/commonjs/mol-model-props/computed/interactions/common.js +16 -24
  91. package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +1 -1
  92. package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.js +44 -18
  93. package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.d.ts +1 -1
  94. package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.js +38 -13
  95. package/lib/commonjs/mol-model-props/sequence/best-database-mapping.js +15 -15
  96. package/lib/commonjs/mol-plugin/animation-loop.d.ts +2 -0
  97. package/lib/commonjs/mol-plugin/animation-loop.js +1 -1
  98. package/lib/commonjs/mol-plugin/behavior/dynamic/representation.d.ts +1 -1
  99. package/lib/commonjs/mol-plugin/behavior/dynamic/representation.js +11 -6
  100. package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +2 -1
  101. package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.js +16 -7
  102. package/lib/commonjs/mol-plugin/behavior/static/representation.js +1 -1
  103. package/lib/commonjs/mol-plugin/commands.d.ts +6 -2
  104. package/lib/commonjs/mol-plugin/spec.d.ts +1 -1
  105. package/lib/commonjs/mol-plugin/spec.js +3 -1
  106. package/lib/commonjs/mol-plugin-state/actions/file.d.ts +3 -2
  107. package/lib/commonjs/mol-plugin-state/actions/file.js +67 -31
  108. package/lib/commonjs/mol-plugin-state/actions/volume.d.ts +1 -1
  109. package/lib/commonjs/mol-plugin-state/actions/volume.js +3 -3
  110. package/lib/commonjs/mol-plugin-state/animation/built-in/camera-rock.d.ts +16 -0
  111. package/lib/commonjs/mol-plugin-state/animation/built-in/camera-rock.js +62 -0
  112. package/lib/commonjs/mol-plugin-state/animation/built-in/camera-spin.d.ts +1 -1
  113. package/lib/commonjs/mol-plugin-state/animation/built-in/camera-spin.js +9 -8
  114. package/lib/commonjs/mol-plugin-state/animation/model.d.ts +4 -0
  115. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +8 -6
  116. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy.d.ts +2 -1
  117. package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.d.ts +180 -6
  118. package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.js +48 -2
  119. package/lib/commonjs/mol-plugin-state/builder/structure/representation.d.ts +2 -1
  120. package/lib/commonjs/mol-plugin-state/formats/volume.js +1 -11
  121. package/lib/commonjs/mol-plugin-state/manager/animation.d.ts +5 -1
  122. package/lib/commonjs/mol-plugin-state/manager/animation.js +5 -5
  123. package/lib/commonjs/mol-plugin-state/manager/structure/component.d.ts +2 -1
  124. package/lib/commonjs/mol-plugin-state/manager/structure/component.js +11 -8
  125. package/lib/commonjs/mol-plugin-ui/controls/icons.d.ts +2 -1
  126. package/lib/commonjs/mol-plugin-ui/controls/icons.js +8 -5
  127. package/lib/commonjs/mol-plugin-ui/controls.d.ts +1 -1
  128. package/lib/commonjs/mol-plugin-ui/controls.js +2 -1
  129. package/lib/commonjs/mol-plugin-ui/structure/quick-styles.d.ts +25 -0
  130. package/lib/commonjs/mol-plugin-ui/structure/quick-styles.js +131 -0
  131. package/lib/commonjs/mol-plugin-ui/structure/superposition.js +2 -2
  132. package/lib/commonjs/mol-plugin-ui/structure/volume.js +4 -4
  133. package/lib/commonjs/mol-plugin-ui/viewport/simple-settings.d.ts +1 -1
  134. package/lib/commonjs/mol-plugin-ui/viewport/simple-settings.js +4 -8
  135. package/lib/commonjs/mol-repr/shape/loci/common.d.ts +1 -1
  136. package/lib/commonjs/mol-repr/shape/loci/common.js +3 -3
  137. package/lib/commonjs/mol-repr/structure/registry.d.ts +1 -1
  138. package/lib/commonjs/mol-repr/structure/representation/cartoon.d.ts +4 -4
  139. package/lib/commonjs/mol-repr/structure/representation/cartoon.js +3 -3
  140. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-link-cylinder.d.ts +1 -1
  141. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-link-cylinder.js +8 -4
  142. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-symbol-mesh.d.ts +1 -1
  143. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-symbol-mesh.js +10 -6
  144. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.d.ts +1 -1
  145. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.js +8 -4
  146. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.d.ts +1 -1
  147. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.js +2 -2
  148. package/lib/commonjs/mol-repr/structure/visual/util/bond.d.ts +1 -1
  149. package/lib/commonjs/mol-repr/structure/visual/util/bond.js +5 -4
  150. package/lib/commonjs/mol-repr/visual.d.ts +1 -1
  151. package/lib/commonjs/mol-repr/visual.js +2 -1
  152. package/lib/commonjs/mol-state/transform.js +12 -2
  153. package/lib/commonjs/mol-state/tree/immutable.d.ts +18 -0
  154. package/lib/commonjs/mol-state/tree/transient.d.ts +3 -4
  155. package/lib/commonjs/mol-theme/color/element-symbol.d.ts +289 -3
  156. package/lib/commonjs/mol-theme/color/element-symbol.js +25 -15
  157. package/lib/commonjs/mol-theme/color/entity-id.d.ts +1 -1
  158. package/lib/commonjs/mol-theme/color/entity-id.js +29 -5
  159. package/lib/commonjs/mol-theme/color/illustrative.d.ts +100 -29
  160. package/lib/commonjs/mol-theme/color/illustrative.js +26 -7
  161. package/lib/commonjs/mol-theme/color/molecule-type.d.ts +19 -1
  162. package/lib/commonjs/mol-theme/color/molecule-type.js +10 -5
  163. package/lib/commonjs/mol-theme/color/residue-name.d.ts +77 -1
  164. package/lib/commonjs/mol-theme/color/residue-name.js +10 -5
  165. package/lib/commonjs/mol-theme/color/secondary-structure.d.ts +27 -1
  166. package/lib/commonjs/mol-theme/color/secondary-structure.js +10 -5
  167. package/lib/commonjs/mol-theme/color.d.ts +253 -15
  168. package/lib/commonjs/mol-util/color/color.d.ts +1 -1
  169. package/lib/commonjs/mol-util/color/color.js +1 -1
  170. package/lib/commonjs/mol-util/color/params.d.ts +10 -0
  171. package/lib/commonjs/mol-util/color/params.js +19 -0
  172. package/lib/commonjs/servers/volume/config.js +3 -3
  173. package/lib/commonjs/servers/volume/query.js +1 -1
  174. package/lib/examples/basic-wrapper/index.js +7 -3
  175. package/lib/examples/proteopedia-wrapper/index.js +7 -1
  176. package/lib/extensions/anvil/behavior.d.ts +1 -0
  177. package/lib/extensions/anvil/representation.js +1 -1
  178. package/lib/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -0
  179. package/lib/extensions/model-archive/quality-assessment/behavior.d.ts +2 -0
  180. package/lib/extensions/model-export/export.d.ts +9 -0
  181. package/lib/extensions/model-export/export.js +125 -0
  182. package/lib/extensions/model-export/index.d.ts +7 -0
  183. package/lib/extensions/model-export/index.js +33 -0
  184. package/lib/extensions/model-export/ui.d.ts +11 -0
  185. package/lib/extensions/model-export/ui.js +74 -0
  186. package/lib/extensions/mp4-export/encoder.js +1 -1
  187. package/lib/extensions/rcsb/assembly-symmetry/behavior.d.ts +4 -2
  188. package/lib/extensions/rcsb/graphql/types.d.ts +13 -13
  189. package/lib/extensions/rcsb/validation-report/behavior.d.ts +3 -0
  190. package/lib/mol-canvas3d/canvas3d.d.ts +12 -4
  191. package/lib/mol-canvas3d/canvas3d.js +1 -1
  192. package/lib/mol-canvas3d/controls/trackball.d.ts +9 -4
  193. package/lib/mol-canvas3d/controls/trackball.js +51 -12
  194. package/lib/mol-canvas3d/helper/interaction-events.js +1 -1
  195. package/lib/mol-canvas3d/passes/draw.d.ts +1 -1
  196. package/lib/mol-canvas3d/passes/draw.js +3 -3
  197. package/lib/mol-gl/renderer.d.ts +2 -2
  198. package/lib/mol-gl/renderer.js +3 -3
  199. package/lib/mol-gl/shader/chunks/apply-light-color.glsl.d.ts +2 -2
  200. package/lib/mol-gl/shader/chunks/apply-light-color.glsl.js +2 -2
  201. package/lib/mol-gl/shader/cylinders.frag.d.ts +2 -2
  202. package/lib/mol-gl/shader/cylinders.frag.js +2 -2
  203. package/lib/mol-gl/shader/direct-volume.frag.d.ts +2 -2
  204. package/lib/mol-gl/shader/direct-volume.frag.js +2 -2
  205. package/lib/mol-gl/shader/mesh.frag.d.ts +2 -2
  206. package/lib/mol-gl/shader/mesh.frag.js +2 -2
  207. package/lib/mol-gl/shader/spheres.frag.d.ts +2 -2
  208. package/lib/mol-gl/shader/spheres.frag.js +2 -2
  209. package/lib/mol-io/reader/cif/schema/bird.d.ts +1 -1
  210. package/lib/mol-io/reader/cif/schema/bird.js +1 -1
  211. package/lib/mol-io/reader/cif/schema/ccd.d.ts +1 -1
  212. package/lib/mol-io/reader/cif/schema/ccd.js +1 -1
  213. package/lib/mol-io/reader/cif/schema/mmcif.d.ts +2 -2
  214. package/lib/mol-io/reader/cif/schema/mmcif.js +1 -1
  215. package/lib/mol-io/reader/mol/parser.d.ts +23 -1
  216. package/lib/mol-io/reader/mol/parser.js +112 -3
  217. package/lib/mol-io/reader/sdf/parser-v3-util.d.ts +6 -0
  218. package/lib/mol-io/reader/sdf/parser-v3-util.js +9 -0
  219. package/lib/mol-io/reader/sdf/parser.d.ts +3 -1
  220. package/lib/mol-io/reader/sdf/parser.js +12 -3
  221. package/lib/mol-io/writer/cif/encoder/binary.js +9 -2
  222. package/lib/mol-math/geometry/primitives/sphere3d.d.ts +1 -1
  223. package/lib/mol-math/geometry/primitives/sphere3d.js +17 -4
  224. package/lib/mol-math/geometry/symmetry-operator.d.ts +1 -1
  225. package/lib/mol-math/geometry/symmetry-operator.js +10 -4
  226. package/lib/mol-model/structure/export/categories/secondary-structure.js +8 -8
  227. package/lib/mol-model/structure/export/mmcif.d.ts +1 -1
  228. package/lib/mol-model/structure/export/mmcif.js +8 -5
  229. package/lib/mol-model/structure/model/properties/coarse/hierarchy.d.ts +1 -1
  230. package/lib/mol-model/structure/model/properties/coarse/hierarchy.js +24 -2
  231. package/lib/mol-model/structure/model/properties/common.d.ts +1 -1
  232. package/lib/mol-model/structure/structure/element/loci.d.ts +1 -1
  233. package/lib/mol-model/structure/structure/element/loci.js +4 -2
  234. package/lib/mol-model/structure/structure/properties.d.ts +1 -0
  235. package/lib/mol-model/structure/structure/properties.js +2 -1
  236. package/lib/mol-model/structure/structure/symmetry.js +1 -3
  237. package/lib/mol-model/structure/structure/util/superposition-db-mapping.js +10 -5
  238. package/lib/mol-model/volume/volume.d.ts +7 -0
  239. package/lib/mol-model/volume/volume.js +18 -0
  240. package/lib/mol-model-formats/structure/basic/atomic.d.ts +2 -2
  241. package/lib/mol-model-formats/structure/basic/atomic.js +6 -6
  242. package/lib/mol-model-formats/structure/basic/coarse.d.ts +1 -1
  243. package/lib/mol-model-formats/structure/basic/coarse.js +3 -3
  244. package/lib/mol-model-formats/structure/basic/entities.d.ts +2 -1
  245. package/lib/mol-model-formats/structure/basic/entities.js +25 -22
  246. package/lib/mol-model-formats/structure/basic/parser.js +19 -10
  247. package/lib/mol-model-formats/structure/basic/properties.d.ts +6 -1
  248. package/lib/mol-model-formats/structure/basic/properties.js +12 -25
  249. package/lib/mol-model-formats/structure/mol.d.ts +2 -1
  250. package/lib/mol-model-formats/structure/mol.js +17 -3
  251. package/lib/mol-model-props/common/custom-property.d.ts +1 -1
  252. package/lib/mol-model-props/computed/interactions/common.d.ts +1 -1
  253. package/lib/mol-model-props/computed/interactions/common.js +16 -24
  254. package/lib/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +1 -1
  255. package/lib/mol-model-props/computed/representations/interactions-inter-unit-cylinder.js +44 -18
  256. package/lib/mol-model-props/computed/representations/interactions-intra-unit-cylinder.d.ts +1 -1
  257. package/lib/mol-model-props/computed/representations/interactions-intra-unit-cylinder.js +38 -13
  258. package/lib/mol-model-props/sequence/best-database-mapping.js +15 -15
  259. package/lib/mol-plugin/animation-loop.d.ts +2 -0
  260. package/lib/mol-plugin/animation-loop.js +1 -1
  261. package/lib/mol-plugin/behavior/dynamic/representation.d.ts +1 -1
  262. package/lib/mol-plugin/behavior/dynamic/representation.js +11 -6
  263. package/lib/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +2 -1
  264. package/lib/mol-plugin/behavior/dynamic/selection/structure-focus-representation.js +16 -7
  265. package/lib/mol-plugin/behavior/static/representation.js +1 -1
  266. package/lib/mol-plugin/commands.d.ts +6 -2
  267. package/lib/mol-plugin/spec.d.ts +1 -1
  268. package/lib/mol-plugin/spec.js +3 -1
  269. package/lib/mol-plugin/version.js +2 -2
  270. package/lib/mol-plugin-state/actions/file.d.ts +3 -2
  271. package/lib/mol-plugin-state/actions/file.js +67 -31
  272. package/lib/mol-plugin-state/actions/volume.d.ts +1 -1
  273. package/lib/mol-plugin-state/actions/volume.js +3 -3
  274. package/lib/mol-plugin-state/animation/built-in/camera-rock.d.ts +16 -0
  275. package/lib/mol-plugin-state/animation/built-in/camera-rock.js +59 -0
  276. package/lib/mol-plugin-state/animation/built-in/camera-spin.d.ts +1 -1
  277. package/lib/mol-plugin-state/animation/built-in/camera-spin.js +9 -8
  278. package/lib/mol-plugin-state/animation/model.d.ts +4 -0
  279. package/lib/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +8 -6
  280. package/lib/mol-plugin-state/builder/structure/hierarchy.d.ts +2 -1
  281. package/lib/mol-plugin-state/builder/structure/representation-preset.d.ts +180 -6
  282. package/lib/mol-plugin-state/builder/structure/representation-preset.js +48 -2
  283. package/lib/mol-plugin-state/builder/structure/representation.d.ts +2 -1
  284. package/lib/mol-plugin-state/formats/volume.js +1 -11
  285. package/lib/mol-plugin-state/manager/animation.d.ts +5 -1
  286. package/lib/mol-plugin-state/manager/animation.js +5 -5
  287. package/lib/mol-plugin-state/manager/structure/component.d.ts +2 -1
  288. package/lib/mol-plugin-state/manager/structure/component.js +11 -8
  289. package/lib/mol-plugin-ui/controls/icons.d.ts +2 -1
  290. package/lib/mol-plugin-ui/controls/icons.js +5 -3
  291. package/lib/mol-plugin-ui/controls.d.ts +1 -1
  292. package/lib/mol-plugin-ui/controls.js +2 -1
  293. package/lib/mol-plugin-ui/structure/quick-styles.d.ts +25 -0
  294. package/lib/mol-plugin-ui/structure/quick-styles.js +128 -0
  295. package/lib/mol-plugin-ui/structure/superposition.js +2 -2
  296. package/lib/mol-plugin-ui/structure/volume.js +4 -4
  297. package/lib/mol-plugin-ui/viewport/simple-settings.d.ts +1 -1
  298. package/lib/mol-plugin-ui/viewport/simple-settings.js +4 -8
  299. package/lib/mol-repr/shape/loci/common.d.ts +1 -1
  300. package/lib/mol-repr/shape/loci/common.js +3 -3
  301. package/lib/mol-repr/structure/registry.d.ts +1 -1
  302. package/lib/mol-repr/structure/representation/cartoon.d.ts +4 -4
  303. package/lib/mol-repr/structure/representation/cartoon.js +3 -3
  304. package/lib/mol-repr/structure/visual/carbohydrate-link-cylinder.d.ts +1 -1
  305. package/lib/mol-repr/structure/visual/carbohydrate-link-cylinder.js +8 -4
  306. package/lib/mol-repr/structure/visual/carbohydrate-symbol-mesh.d.ts +1 -1
  307. package/lib/mol-repr/structure/visual/carbohydrate-symbol-mesh.js +10 -6
  308. package/lib/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.d.ts +1 -1
  309. package/lib/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.js +8 -4
  310. package/lib/mol-repr/structure/visual/molecular-surface-mesh.d.ts +1 -1
  311. package/lib/mol-repr/structure/visual/molecular-surface-mesh.js +2 -2
  312. package/lib/mol-repr/structure/visual/util/bond.d.ts +1 -1
  313. package/lib/mol-repr/structure/visual/util/bond.js +5 -4
  314. package/lib/mol-repr/visual.d.ts +1 -1
  315. package/lib/mol-repr/visual.js +2 -1
  316. package/lib/mol-state/transform.js +12 -2
  317. package/lib/mol-state/tree/immutable.d.ts +18 -0
  318. package/lib/mol-state/tree/transient.d.ts +3 -4
  319. package/lib/mol-theme/color/element-symbol.d.ts +289 -3
  320. package/lib/mol-theme/color/element-symbol.js +25 -15
  321. package/lib/mol-theme/color/entity-id.d.ts +1 -1
  322. package/lib/mol-theme/color/entity-id.js +29 -5
  323. package/lib/mol-theme/color/illustrative.d.ts +100 -29
  324. package/lib/mol-theme/color/illustrative.js +26 -7
  325. package/lib/mol-theme/color/molecule-type.d.ts +19 -1
  326. package/lib/mol-theme/color/molecule-type.js +10 -5
  327. package/lib/mol-theme/color/residue-name.d.ts +77 -1
  328. package/lib/mol-theme/color/residue-name.js +10 -5
  329. package/lib/mol-theme/color/secondary-structure.d.ts +27 -1
  330. package/lib/mol-theme/color/secondary-structure.js +10 -5
  331. package/lib/mol-theme/color.d.ts +253 -15
  332. package/lib/mol-util/color/color.d.ts +1 -1
  333. package/lib/mol-util/color/color.js +1 -1
  334. package/lib/mol-util/color/params.d.ts +10 -0
  335. package/lib/mol-util/color/params.js +15 -0
  336. package/lib/servers/volume/config.js +3 -3
  337. package/lib/servers/volume/query.js +1 -1
  338. package/package.json +38 -40
@@ -43,11 +43,12 @@ declare const AssemblySymmetry3D: StateTransformer<PluginStateObject.Molecule.St
43
43
  }>>;
44
44
  export declare const AssemblySymmetryPresetParams: {
45
45
  ignoreHydrogens: PD.Base<boolean | undefined>;
46
+ ignoreLight: PD.Base<boolean | undefined>;
46
47
  quality: PD.Base<"auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest" | undefined>;
47
48
  theme: PD.Base<PD.Normalize<{
48
- 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" | "entity-source" | "illustrative" | "hydrophobicity" | "model-index" | "operator-hkl" | "partial-charge" | "atom-id" | "entity-id" | "volume-value" | undefined;
49
+ 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;
49
50
  carbonColor: "element-symbol" | "chain-id" | "operator-name" | undefined;
50
- 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" | "entity-source" | "illustrative" | "hydrophobicity" | "model-index" | "operator-hkl" | "partial-charge" | "atom-id" | "entity-id" | "volume-value" | undefined;
51
+ 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;
51
52
  focus: PD.Normalize<{
52
53
  name: any;
53
54
  params: any;
@@ -56,6 +57,7 @@ export declare const AssemblySymmetryPresetParams: {
56
57
  };
57
58
  export declare const AssemblySymmetryPreset: StructureRepresentationPresetProvider<{
58
59
  ignoreHydrogens: boolean | undefined;
60
+ ignoreLight: boolean | undefined;
59
61
  quality: "auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest" | undefined;
60
62
  theme: PD.Normalize<{
61
63
  globalName: any;
@@ -10844,11 +10844,11 @@ export declare type RcsbUniprotAlignments = {
10844
10844
  };
10845
10845
  export declare type RcsbUniprotAlignmentsCoreEntityAlignments = {
10846
10846
  /** Aligned region */
10847
- readonly aligned_regions?: Maybe<ReadonlyArray<Maybe<CoreEntityAlignmentsAlignedRegions>>>;
10847
+ readonly aligned_regions: ReadonlyArray<Maybe<CoreEntityAlignmentsAlignedRegions>>;
10848
10848
  /** core_entity identifiers */
10849
10849
  readonly core_entity_identifiers?: Maybe<CoreEntityAlignmentsCoreEntityIdentifiers>;
10850
10850
  /** Alignment scores */
10851
- readonly scores?: Maybe<CoreEntityAlignmentsScores>;
10851
+ readonly scores: CoreEntityAlignmentsScores;
10852
10852
  };
10853
10853
  export declare type RcsbUniprotAnnotation = {
10854
10854
  /** An identifier for the annotation. */
@@ -12854,21 +12854,21 @@ export declare type AssemblySymmetryQuery = {
12854
12854
  readonly rcsb_struct_symmetry?: ReadonlyArray<{
12855
12855
  readonly kind: string;
12856
12856
  readonly oligomeric_state: string;
12857
- readonly stoichiometry: ReadonlyArray<string | null | undefined>;
12857
+ readonly stoichiometry: ReadonlyArray<string | null>;
12858
12858
  readonly symbol: string;
12859
12859
  readonly type: string;
12860
12860
  readonly clusters: ReadonlyArray<{
12861
- readonly avg_rmsd?: number | null | undefined;
12861
+ readonly avg_rmsd?: number | null;
12862
12862
  readonly members: ReadonlyArray<{
12863
12863
  readonly asym_id: string;
12864
- readonly pdbx_struct_oper_list_ids?: ReadonlyArray<string | null | undefined> | null | undefined;
12865
- } | null | undefined>;
12866
- } | null | undefined>;
12864
+ readonly pdbx_struct_oper_list_ids?: ReadonlyArray<string | null> | null;
12865
+ } | null>;
12866
+ } | null>;
12867
12867
  readonly rotation_axes?: ReadonlyArray<{
12868
- readonly order?: number | null | undefined;
12869
- readonly start: ReadonlyArray<number | null | undefined>;
12870
- readonly end: ReadonlyArray<number | null | undefined>;
12871
- } | null | undefined> | null | undefined;
12872
- } | null | undefined> | null | undefined;
12873
- } | null | undefined;
12868
+ readonly order?: number | null;
12869
+ readonly start: ReadonlyArray<number | null>;
12870
+ readonly end: ReadonlyArray<number | null>;
12871
+ } | null> | null;
12872
+ } | null> | null;
12873
+ } | null;
12874
12874
  };
@@ -12,6 +12,7 @@ export declare const RCSBValidationReport: import("../../../mol-state/transforme
12
12
  }>;
13
13
  export declare const ValidationReportGeometryQualityPreset: StructureRepresentationPresetProvider<{
14
14
  ignoreHydrogens: boolean | undefined;
15
+ ignoreLight: boolean | undefined;
15
16
  quality: "auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest" | undefined;
16
17
  theme: PD.Normalize<{
17
18
  globalName: any;
@@ -48,6 +49,7 @@ export declare const ValidationReportGeometryQualityPreset: StructureRepresentat
48
49
  }>;
49
50
  export declare const ValidationReportDensityFitPreset: StructureRepresentationPresetProvider<{
50
51
  ignoreHydrogens: boolean | undefined;
52
+ ignoreLight: boolean | undefined;
51
53
  quality: "auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest" | undefined;
52
54
  theme: PD.Normalize<{
53
55
  globalName: any;
@@ -76,6 +78,7 @@ export declare const ValidationReportDensityFitPreset: StructureRepresentationPr
76
78
  }>;
77
79
  export declare const ValidationReportRandomCoilIndexPreset: StructureRepresentationPresetProvider<{
78
80
  ignoreHydrogens: boolean | undefined;
81
+ ignoreLight: boolean | undefined;
79
82
  quality: "auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest" | undefined;
80
83
  theme: PD.Normalize<{
81
84
  globalName: any;
@@ -113,8 +113,12 @@ export declare const Canvas3DParams: {
113
113
  rotateSpeed: number;
114
114
  zoomSpeed: number;
115
115
  panSpeed: number;
116
- spin: boolean;
117
- spinSpeed: number;
116
+ animate: PD.NamedParams<PD.Normalize<unknown>, "off"> | PD.NamedParams<PD.Normalize<{
117
+ speed: any;
118
+ }>, "spin"> | PD.NamedParams<PD.Normalize<{
119
+ speed: any;
120
+ angle: any;
121
+ }>, "rock">;
118
122
  staticMoving: boolean;
119
123
  dynamicDampingFactor: number;
120
124
  minDistance: number;
@@ -261,8 +265,12 @@ export declare const DefaultCanvas3DParams: PD.Values<{
261
265
  rotateSpeed: number;
262
266
  zoomSpeed: number;
263
267
  panSpeed: number;
264
- spin: boolean;
265
- spinSpeed: number;
268
+ animate: PD.NamedParams<PD.Normalize<unknown>, "off"> | PD.NamedParams<PD.Normalize<{
269
+ speed: any;
270
+ }>, "spin"> | PD.NamedParams<PD.Normalize<{
271
+ speed: any;
272
+ angle: any;
273
+ }>, "rock">;
266
274
  staticMoving: boolean;
267
275
  dynamicDampingFactor: number;
268
276
  minDistance: number;
@@ -298,7 +298,7 @@ var Canvas3D;
298
298
  }
299
299
  var ctx = { renderer: renderer, camera: cam, scene: scene, helper: helper };
300
300
  if (multi_sample_1.MultiSamplePass.isEnabled(p.multiSample)) {
301
- var forceOn = !cameraChanged && allowMulti && !controls.props.spin;
301
+ var forceOn = !cameraChanged && allowMulti && !controls.isAnimating;
302
302
  multiSampleHelper.render(ctx, p, true, forceOn);
303
303
  }
304
304
  else {
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author David Sehnal <david.sehnal@gmail.com>
@@ -28,8 +28,12 @@ export declare const TrackballControlsParams: {
28
28
  rotateSpeed: PD.Numeric;
29
29
  zoomSpeed: PD.Numeric;
30
30
  panSpeed: PD.Numeric;
31
- spin: PD.BooleanParam;
32
- spinSpeed: PD.Numeric;
31
+ animate: PD.Mapped<PD.NamedParams<PD.Normalize<unknown>, "off"> | PD.NamedParams<PD.Normalize<{
32
+ speed: number;
33
+ }>, "spin"> | PD.NamedParams<PD.Normalize<{
34
+ speed: number;
35
+ angle: number;
36
+ }>, "rock">>;
33
37
  staticMoving: PD.BooleanParam;
34
38
  dynamicDampingFactor: PD.Numeric;
35
39
  minDistance: PD.Numeric;
@@ -61,7 +65,8 @@ export declare const TrackballControlsParams: {
61
65
  export declare type TrackballControlsProps = PD.Values<typeof TrackballControlsParams>;
62
66
  export { TrackballControls };
63
67
  interface TrackballControls {
64
- viewport: Viewport;
68
+ readonly viewport: Viewport;
69
+ readonly isAnimating: boolean;
65
70
  readonly props: Readonly<TrackballControlsProps>;
66
71
  setProps: (props: Partial<TrackballControlsProps>) => void;
67
72
  start: (t: number) => void;
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  * @author David Sehnal <david.sehnal@gmail.com>
@@ -36,8 +36,16 @@ exports.TrackballControlsParams = {
36
36
  rotateSpeed: param_definition_1.ParamDefinition.Numeric(5.0, { min: 1, max: 10, step: 1 }),
37
37
  zoomSpeed: param_definition_1.ParamDefinition.Numeric(7.0, { min: 1, max: 15, step: 1 }),
38
38
  panSpeed: param_definition_1.ParamDefinition.Numeric(1.0, { min: 0.1, max: 5, step: 0.1 }),
39
- spin: param_definition_1.ParamDefinition.Boolean(false, { description: 'Spin the 3D scene around the x-axis in view space' }),
40
- spinSpeed: param_definition_1.ParamDefinition.Numeric(1, { min: -20, max: 20, step: 1 }),
39
+ animate: param_definition_1.ParamDefinition.MappedStatic('off', {
40
+ off: param_definition_1.ParamDefinition.EmptyGroup(),
41
+ spin: param_definition_1.ParamDefinition.Group({
42
+ speed: param_definition_1.ParamDefinition.Numeric(1, { min: -20, max: 20, step: 1 }),
43
+ }, { description: 'Spin the 3D scene around the x-axis in view space' }),
44
+ rock: param_definition_1.ParamDefinition.Group({
45
+ speed: param_definition_1.ParamDefinition.Numeric(0.3, { min: -5, max: 5, step: 0.1 }),
46
+ angle: param_definition_1.ParamDefinition.Numeric(10, { min: 0, max: 90, step: 1 }, { description: 'How many degrees to rotate in each direction.' }),
47
+ }, { description: 'Rock the 3D scene around the x-axis in view space' })
48
+ }),
41
49
  staticMoving: param_definition_1.ParamDefinition.Boolean(true, { isHidden: true }),
42
50
  dynamicDampingFactor: param_definition_1.ParamDefinition.Numeric(0.2, {}, { isHidden: true }),
43
51
  minDistance: param_definition_1.ParamDefinition.Numeric(0.01, {}, { isHidden: true }),
@@ -101,6 +109,10 @@ var TrackballControls;
101
109
  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
102
110
  );
103
111
  }
112
+ function getRotateFactor() {
113
+ var aspectRatio = input.width / input.height;
114
+ return p.rotateSpeed * input.pixelRatio * aspectRatio;
115
+ }
104
116
  var rotAxis = (0, linear_algebra_1.Vec3)();
105
117
  var rotQuat = (0, linear_algebra_1.Quat)();
106
118
  var rotEyeDir = (0, linear_algebra_1.Vec3)();
@@ -111,8 +123,7 @@ var TrackballControls;
111
123
  var dx = _rotCurr[0] - _rotPrev[0];
112
124
  var dy = _rotCurr[1] - _rotPrev[1];
113
125
  linear_algebra_1.Vec3.set(rotMoveDir, dx, dy, 0);
114
- var aspectRatio = input.width / input.height;
115
- var angle = linear_algebra_1.Vec3.magnitude(rotMoveDir) * p.rotateSpeed * input.pixelRatio * aspectRatio;
126
+ var angle = linear_algebra_1.Vec3.magnitude(rotMoveDir) * getRotateFactor();
116
127
  if (angle) {
117
128
  linear_algebra_1.Vec3.sub(_eye, camera.position, camera.target);
118
129
  linear_algebra_1.Vec3.normalize(rotEyeDir, _eye);
@@ -238,8 +249,12 @@ var TrackballControls;
238
249
  function update(t) {
239
250
  if (lastUpdated === t)
240
251
  return;
241
- if (p.spin && lastUpdated > 0)
242
- spin(t - lastUpdated);
252
+ if (lastUpdated > 0) {
253
+ if (p.animate.name === 'spin')
254
+ spin(t - lastUpdated);
255
+ else if (p.animate.name === 'rock')
256
+ rock(t - lastUpdated);
257
+ }
243
258
  linear_algebra_1.Vec3.sub(_eye, camera.position, camera.target);
244
259
  rotateCamera();
245
260
  zRotateCamera();
@@ -270,6 +285,7 @@ var TrackballControls;
270
285
  if (!isStart && !_isInteracting)
271
286
  return;
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);
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.spinSpeed === 0)
377
+ if (p.animate.name !== 'spin' || p.animate.params.speed === 0 || _isInteracting)
362
378
  return;
363
- var frameSpeed = (p.spinSpeed || 0) / 1000;
379
+ var frameSpeed = p.animate.params.speed / 1000;
364
380
  _spinSpeed[0] = 60 * Math.min(Math.abs(deltaT), 1000 / 8) / 1000 * frameSpeed;
365
- if (!_isInteracting)
366
- linear_algebra_1.Vec2.add(_rotCurr, _rotPrev, _spinSpeed);
381
+ linear_algebra_1.Vec2.add(_rotCurr, _rotPrev, _spinSpeed);
382
+ }
383
+ var _rockPhase = 0;
384
+ var _rockSpeed = linear_algebra_1.Vec2.create(0.005, 0);
385
+ function rock(deltaT) {
386
+ if (p.animate.name !== 'rock' || p.animate.params.speed === 0 || _isInteracting)
387
+ return;
388
+ var dt = deltaT / 1000 * p.animate.params.speed;
389
+ var maxAngle = (0, misc_1.degToRad)(p.animate.params.angle) / getRotateFactor();
390
+ var angleA = Math.sin(_rockPhase * Math.PI * 2) * maxAngle;
391
+ var angleB = Math.sin((_rockPhase + dt) * Math.PI * 2) * maxAngle;
392
+ _rockSpeed[0] = angleB - angleA;
393
+ linear_algebra_1.Vec2.add(_rotCurr, _rotPrev, _rockSpeed);
394
+ _rockPhase += dt;
395
+ if (_rockPhase >= 1) {
396
+ _rockPhase = 0;
397
+ }
398
+ }
399
+ function resetRock() {
400
+ _rockPhase = 0;
367
401
  }
368
402
  function start(t) {
369
403
  lastUpdated = -1;
@@ -371,8 +405,13 @@ var TrackballControls;
371
405
  }
372
406
  return {
373
407
  viewport: viewport,
408
+ get isAnimating() { return p.animate.name !== 'off'; },
374
409
  get props() { return p; },
375
410
  setProps: function (props) {
411
+ var _a;
412
+ if (((_a = props.animate) === null || _a === void 0 ? void 0 : _a.name) === 'rock' && p.animate.name !== 'rock') {
413
+ resetRock(); // start rocking from the center
414
+ }
376
415
  Object.assign(p, props);
377
416
  },
378
417
  start: start,
@@ -89,7 +89,7 @@ var Canvas3dInteractionHelper = /** @class */ (function () {
89
89
  Canvas3dInteractionHelper.prototype.identify = function (e, t) {
90
90
  var xyChanged = this.startX !== this.endX || this.startY !== this.endY;
91
91
  if (e === 2 /* Drag */) {
92
- if (xyChanged && !representation_1.Representation.Loci.isEmpty(this.prevLoci)) {
92
+ if (xyChanged && !this.outsideViewport(this.startX, this.startY)) {
93
93
  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) });
94
94
  this.startX = this.endX;
95
95
  this.startY = this.endY;
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2019-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2019-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
@@ -228,11 +228,11 @@ var DrawPass = /** @class */ (function () {
228
228
  var markingDepthTest = props.marking.ghostEdgeStrength < 1;
229
229
  if (markingDepthTest) {
230
230
  this.marking.depthTarget.bind();
231
- renderer.clear(false);
231
+ renderer.clear(false, true);
232
232
  renderer.renderMarkingDepth(scene.primitives, camera, null);
233
233
  }
234
234
  this.marking.maskTarget.bind();
235
- renderer.clear(false);
235
+ renderer.clear(false, true);
236
236
  renderer.renderMarkingMask(scene.primitives, camera, markingDepthTest ? this.marking.depthTarget.texture : null);
237
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  this.marking.update(props.marking);
238
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  this.marking.render(camera.viewport, postprocessingEnabled ? this.postprocessing.target : this.colorTarget);
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -37,7 +37,7 @@ export declare const enum MarkingType {
37
37
  interface Renderer {
38
38
  readonly stats: RendererStats;
39
39
  readonly props: Readonly<RendererProps>;
40
- clear: (toBackgroundColor: boolean) => void;
40
+ clear: (toBackgroundColor: boolean, ignoreTransparentBackground?: boolean) => void;
41
41
  clearDepth: () => void;
42
42
  update: (camera: ICamera) => void;
43
43
  renderPick: (group: Scene.Group, camera: ICamera, variant: GraphicsRenderVariant, depthTexture: Texture | null, pickType: PickType) => void;
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  */
@@ -382,12 +382,12 @@ var Renderer;
382
382
  }
383
383
  };
384
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);
388
388
  state.colorMask(true, true, true, true);
389
389
  state.depthMask(true);
390
- if (transparentBackground) {
390
+ if (transparentBackground && !ignoreTransparentBackground) {
391
391
  state.clearColor(0, 0, 0, 0);
392
392
  }
393
393
  else if (toBackgroundColor) {
@@ -1,9 +1,9 @@
1
1
  /**
2
- * Copyright (c) 2017-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2017-2022 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
6
  * 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 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\nvec4 color = material;\n\nReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\nPhysicalMaterial physicalMaterial;\nphysicalMaterial.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\nphysicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\nphysicalMaterial.specularF90 = 1.0;\n\nGeometricContext geometry;\ngeometry.position = -vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize(vViewPosition);\n\nIncidentLight directLight;\n#pragma unroll_loop_start\nfor (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\nvec3 irradiance = uAmbientColor * PI; // * PI for punctual light\nRE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n// indirect specular only metals\nvec3 radiance = uAmbientColor * metalness;\nvec3 iblIrradiance = uAmbientColor * metalness;\nvec3 clearcoatRadiance = vec3(0.0);\nRE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\nvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\ngl_FragColor = vec4(outgoingLight, color.a);\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";
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) 2017-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
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 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\nvec4 color = material;\n\nReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\nPhysicalMaterial physicalMaterial;\nphysicalMaterial.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\nphysicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\nphysicalMaterial.specularF90 = 1.0;\n\nGeometricContext geometry;\ngeometry.position = -vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize(vViewPosition);\n\nIncidentLight directLight;\n#pragma unroll_loop_start\nfor (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\nvec3 irradiance = uAmbientColor * PI; // * PI for punctual light\nRE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n// indirect specular only metals\nvec3 radiance = uAmbientColor * metalness;\nvec3 iblIrradiance = uAmbientColor * metalness;\nvec3 clearcoatRadiance = vec3(0.0);\nRE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\nvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\ngl_FragColor = vec4(outgoingLight, color.a);\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";
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
13
  //# sourceMappingURL=apply-light-color.glsl.js.map
@@ -1,6 +1,6 @@
1
1
  /**
2
- * Copyright (c) 2020-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
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 #ifdef dIgnoreLight\n gl_FragColor = material;\n #else\n mat3 normalMatrix = transpose3(inverse3(mat3(uView)));\n vec3 normal = normalize(normalMatrix * -normalize(intersection.yzw));\n #include apply_light_color\n #endif\n\n #include apply_interior_color\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
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 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";
@@ -1,10 +1,10 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2020-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  */
7
7
  Object.defineProperty(exports, "__esModule", { value: true });
8
8
  exports.cylinders_frag = void 0;
9
- 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 #ifdef dIgnoreLight\n gl_FragColor = material;\n #else\n mat3 normalMatrix = transpose3(inverse3(mat3(uView)));\n vec3 normal = normalize(normalMatrix * -normalize(intersection.yzw));\n #include apply_light_color\n #endif\n\n #include apply_interior_color\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
9
+ 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";
10
10
  //# sourceMappingURL=cylinders.frag.js.map
@@ -1,7 +1,7 @@
1
1
  /**
2
- * Copyright (c) 2017-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Michael Krone <michael.krone@uni-tuebingen.de>
6
6
  */
7
- 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";
7
+ 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";