molstar 3.26.0 → 3.28.0
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/LICENSE +20 -20
- package/README.md +202 -202
- package/build/viewer/embedded.html +52 -52
- package/build/viewer/index.html +115 -115
- package/build/viewer/molstar.css +1 -1
- package/build/viewer/molstar.js +1 -1
- package/lib/apps/docking-viewer/index.html +36 -36
- package/lib/apps/docking-viewer/viewport.d.ts +2 -0
- package/lib/apps/docking-viewer/viewport.js +1 -0
- package/lib/apps/viewer/app.d.ts +3 -1
- package/lib/apps/viewer/app.js +4 -0
- package/lib/apps/viewer/embedded.html +52 -52
- package/lib/apps/viewer/index.html +115 -115
- package/lib/cli/structure-info/volume.js +1 -1
- package/lib/commonjs/apps/docking-viewer/viewport.d.ts +2 -0
- package/lib/commonjs/apps/docking-viewer/viewport.js +1 -0
- package/lib/commonjs/apps/viewer/app.d.ts +3 -1
- package/lib/commonjs/apps/viewer/app.js +4 -0
- package/lib/commonjs/cli/structure-info/volume.js +1 -1
- package/lib/commonjs/examples/lighting/index.js +1 -1
- package/lib/commonjs/extensions/anvil/behavior.d.ts +1 -0
- package/lib/commonjs/extensions/cellpack/model.js +2 -1
- package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -0
- package/lib/commonjs/extensions/meshes/choice.d.ts +26 -0
- package/lib/commonjs/extensions/meshes/choice.js +31 -0
- package/lib/commonjs/extensions/meshes/examples.d.ts +26 -0
- package/lib/commonjs/extensions/meshes/examples.js +337 -0
- package/lib/commonjs/extensions/meshes/mesh-cif-schema.d.ts +29 -0
- package/lib/commonjs/extensions/meshes/mesh-cif-schema.js +34 -0
- package/lib/commonjs/extensions/meshes/mesh-extension.d.ts +66 -0
- package/lib/commonjs/extensions/meshes/mesh-extension.js +221 -0
- package/lib/commonjs/extensions/meshes/mesh-streaming/behavior.d.ts +105 -0
- package/lib/commonjs/extensions/meshes/mesh-streaming/behavior.js +379 -0
- package/lib/commonjs/extensions/meshes/mesh-streaming/server-info.d.ts +54 -0
- package/lib/commonjs/extensions/meshes/mesh-streaming/server-info.js +30 -0
- package/lib/commonjs/extensions/meshes/mesh-streaming/transformers.d.ts +42 -0
- package/lib/commonjs/extensions/meshes/mesh-streaming/transformers.js +273 -0
- package/lib/commonjs/extensions/meshes/mesh-utils.d.ts +41 -0
- package/lib/commonjs/extensions/meshes/mesh-utils.js +357 -0
- package/lib/commonjs/extensions/meshes/metadata.d.ts +108 -0
- package/lib/commonjs/extensions/meshes/metadata.js +72 -0
- package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.d.ts +2 -0
- package/lib/commonjs/extensions/model-archive/quality-assessment/prop.d.ts +1 -0
- package/lib/commonjs/extensions/model-archive/quality-assessment/prop.js +16 -4
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +4 -2
- package/lib/commonjs/extensions/rcsb/validation-report/behavior.d.ts +3 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-meshes.d.ts +17 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-meshes.js +156 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-models.d.ts +12 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-models.js +96 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-root.d.ts +122 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-root.js +576 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-segmentation.d.ts +20 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-segmentation.js +200 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-state.d.ts +88 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-state.js +32 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-volume.d.ts +35 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-volume.js +234 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/external-api.d.ts +11 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/external-api.js +85 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/global-state.d.ts +51 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/global-state.js +83 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/helpers.d.ts +56 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/helpers.js +171 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/index.d.ts +20 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/index.js +130 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/transformers.d.ts +33 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/transformers.js +85 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/ui.d.ts +29 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/ui.js +232 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/volseg-api/api.d.ts +22 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/volseg-api/api.js +83 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/volseg-api/data.d.ts +92 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/volseg-api/data.js +7 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/volseg-api/utils.d.ts +23 -0
- package/lib/commonjs/extensions/volumes-and-segmentations/volseg-api/utils.js +78 -0
- package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +2 -0
- package/lib/commonjs/mol-canvas3d/passes/draw.js +3 -3
- package/lib/commonjs/mol-canvas3d/passes/image.d.ts +1 -0
- package/lib/commonjs/mol-canvas3d/passes/postprocessing.d.ts +2 -1
- package/lib/commonjs/mol-canvas3d/passes/postprocessing.js +27 -13
- package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +2 -1
- package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.js +3 -2
- package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +0 -1
- package/lib/commonjs/mol-geo/geometry/points/points.d.ts +1 -1
- package/lib/commonjs/mol-geo/geometry/spheres/spheres.d.ts +1 -0
- package/lib/commonjs/mol-geo/geometry/spheres/spheres.js +3 -2
- package/lib/commonjs/mol-gl/compute/histogram-pyramid/reduction.js +1 -2
- package/lib/commonjs/mol-gl/compute/marching-cubes/isosurface.js +4 -6
- package/lib/commonjs/mol-gl/renderable/cylinders.d.ts +1 -0
- package/lib/commonjs/mol-gl/renderable/cylinders.js +1 -1
- package/lib/commonjs/mol-gl/renderable/spheres.d.ts +1 -0
- package/lib/commonjs/mol-gl/renderable/spheres.js +1 -1
- package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.js +1 -1
- package/lib/commonjs/mol-gl/shader/chunks/clip-instance.glsl.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/chunks/clip-instance.glsl.js +1 -1
- package/lib/commonjs/mol-gl/shader/chunks/clip-pixel.glsl.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/chunks/clip-pixel.glsl.js +1 -1
- package/lib/commonjs/mol-gl/shader/chunks/common-clip.glsl.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/chunks/common-clip.glsl.js +2 -2
- package/lib/commonjs/mol-gl/shader/cylinders.frag.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/cylinders.frag.js +1 -1
- package/lib/commonjs/mol-gl/shader/cylinders.vert.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/cylinders.vert.js +2 -2
- package/lib/commonjs/mol-gl/shader/direct-volume.frag.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/direct-volume.frag.js +1 -1
- package/lib/commonjs/mol-gl/shader/outlines.frag.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/outlines.frag.js +1 -1
- package/lib/commonjs/mol-gl/shader/postprocessing.frag.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/postprocessing.frag.js +1 -1
- package/lib/commonjs/mol-gl/shader/spheres.frag.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/spheres.frag.js +1 -1
- package/lib/commonjs/mol-gl/shader/spheres.vert.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/spheres.vert.js +2 -2
- package/lib/commonjs/mol-gl/webgl/renderbuffer.d.ts +1 -1
- package/lib/commonjs/mol-gl/webgl/renderbuffer.js +15 -0
- package/lib/commonjs/mol-gl/webgl/state.d.ts +12 -0
- package/lib/commonjs/mol-gl/webgl/state.js +136 -0
- package/lib/commonjs/mol-io/reader/cif/schema/segmentation.d.ts +38 -0
- package/lib/commonjs/mol-io/reader/cif/schema/segmentation.js +22 -0
- package/lib/commonjs/mol-io/reader/cif.d.ts +3 -1
- package/lib/commonjs/mol-io/reader/cif.js +3 -1
- package/lib/commonjs/mol-model/location.d.ts +2 -1
- package/lib/commonjs/mol-model/loci.d.ts +11 -11
- package/lib/commonjs/mol-model/loci.js +13 -1
- package/lib/commonjs/mol-model/sequence/alignment/sequence.d.ts +4 -1
- package/lib/commonjs/mol-model/sequence/alignment/sequence.js +4 -1
- package/lib/commonjs/mol-model/structure/model/properties/atomic/hierarchy.d.ts +6 -0
- package/lib/commonjs/mol-model/structure/model/properties/utils/atomic-index.js +8 -0
- package/lib/commonjs/mol-model/structure/structure/unit/bonds/inter-compute.js +21 -5
- package/lib/commonjs/mol-model/structure/structure/util/superposition.d.ts +1 -0
- package/lib/commonjs/mol-model/structure/structure/util/superposition.js +2 -1
- package/lib/commonjs/mol-model/volume/volume.d.ts +35 -2
- package/lib/commonjs/mol-model/volume/volume.js +77 -2
- package/lib/commonjs/mol-model-formats/volume/segmentation.d.ts +23 -0
- package/lib/commonjs/mol-model-formats/volume/segmentation.js +138 -0
- package/lib/commonjs/mol-plugin/behavior/dynamic/representation.d.ts +2 -2
- package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +1 -0
- package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.js +2 -1
- package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +2 -3
- package/lib/commonjs/mol-plugin/commands.d.ts +1 -0
- package/lib/commonjs/mol-plugin-state/animation/built-in/model-index.js +4 -1
- package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +2 -0
- package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy.d.ts +1 -0
- package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.d.ts +13 -4
- package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.js +6 -1
- package/lib/commonjs/mol-plugin-state/builder/structure/representation.d.ts +1 -0
- package/lib/commonjs/mol-plugin-state/formats/provider.d.ts +2 -2
- package/lib/commonjs/mol-plugin-state/formats/provider.js +11 -3
- package/lib/commonjs/mol-plugin-state/formats/registry.js +6 -5
- package/lib/commonjs/mol-plugin-state/formats/volume.d.ts +27 -0
- package/lib/commonjs/mol-plugin-state/formats/volume.js +65 -1
- package/lib/commonjs/mol-plugin-state/manager/structure/component.d.ts +1 -1
- package/lib/commonjs/mol-plugin-state/manager/structure/component.js +18 -13
- package/lib/commonjs/mol-plugin-state/transforms/representation.d.ts +1 -2
- package/lib/commonjs/mol-plugin-state/transforms/representation.js +5 -6
- package/lib/commonjs/mol-plugin-state/transforms/volume.d.ts +11 -1
- package/lib/commonjs/mol-plugin-state/transforms/volume.js +55 -2
- package/lib/commonjs/mol-plugin-ui/controls/line-graph/line-graph-component.d.ts +1 -0
- package/lib/commonjs/mol-plugin-ui/controls/line-graph/line-graph-component.js +33 -13
- package/lib/commonjs/mol-plugin-ui/controls/parameters.d.ts +1 -0
- package/lib/commonjs/mol-plugin-ui/controls/parameters.js +22 -5
- package/lib/commonjs/mol-plugin-ui/sequence/sequence.d.ts +25 -17
- package/lib/commonjs/mol-plugin-ui/sequence.d.ts +19 -1
- package/lib/commonjs/mol-plugin-ui/sequence.js +8 -1
- package/lib/commonjs/mol-plugin-ui/state/apply-action.d.ts +2 -10
- package/lib/commonjs/mol-plugin-ui/state/apply-action.js +2 -2
- package/lib/commonjs/mol-plugin-ui/structure/quick-styles.js +2 -2
- package/lib/commonjs/mol-plugin-ui/structure/superposition.d.ts +1 -1
- package/lib/commonjs/mol-plugin-ui/structure/volume.d.ts +1 -1
- package/lib/commonjs/mol-plugin-ui/structure/volume.js +3 -2
- package/lib/commonjs/mol-repr/structure/complex-visual.d.ts +1 -0
- package/lib/commonjs/mol-repr/structure/params.d.ts +2 -0
- package/lib/commonjs/mol-repr/structure/registry.d.ts +12 -0
- package/lib/commonjs/mol-repr/structure/representation/backbone.d.ts +3 -0
- package/lib/commonjs/mol-repr/structure/representation/ball-and-stick.d.ts +6 -0
- package/lib/commonjs/mol-repr/structure/representation/ellipsoid.d.ts +6 -0
- package/lib/commonjs/mol-repr/structure/representation/gaussian-surface.d.ts +3 -0
- package/lib/commonjs/mol-repr/structure/representation/gaussian-volume.d.ts +3 -0
- package/lib/commonjs/mol-repr/structure/representation/line.d.ts +3 -0
- package/lib/commonjs/mol-repr/structure/representation/molecular-surface.d.ts +3 -0
- package/lib/commonjs/mol-repr/structure/representation/point.d.ts +3 -0
- package/lib/commonjs/mol-repr/structure/representation/spacefill.d.ts +6 -0
- package/lib/commonjs/mol-repr/structure/units-visual.d.ts +2 -0
- package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-cylinder.d.ts +4 -0
- package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-cylinder.js +2 -0
- package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-line.d.ts +1 -0
- package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-line.js +1 -0
- package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-cylinder.d.ts +4 -0
- package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-cylinder.js +2 -0
- package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-line.d.ts +1 -0
- package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-line.js +1 -0
- package/lib/commonjs/mol-repr/structure/visual/element-cross.d.ts +1 -0
- package/lib/commonjs/mol-repr/structure/visual/element-cross.js +2 -1
- package/lib/commonjs/mol-repr/structure/visual/element-point.d.ts +1 -0
- package/lib/commonjs/mol-repr/structure/visual/element-point.js +2 -1
- package/lib/commonjs/mol-repr/structure/visual/element-sphere.d.ts +4 -0
- package/lib/commonjs/mol-repr/structure/visual/element-sphere.js +3 -1
- package/lib/commonjs/mol-repr/structure/visual/gaussian-density-volume.d.ts +2 -0
- package/lib/commonjs/mol-repr/structure/visual/gaussian-density-volume.js +6 -2
- package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-mesh.d.ts +4 -0
- package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-mesh.js +9 -1
- package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-wireframe.d.ts +1 -0
- package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-wireframe.js +3 -1
- package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.d.ts +1 -0
- package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.js +4 -0
- package/lib/commonjs/mol-repr/structure/visual/molecular-surface-wireframe.d.ts +1 -0
- package/lib/commonjs/mol-repr/structure/visual/molecular-surface-wireframe.js +2 -0
- package/lib/commonjs/mol-repr/structure/visual/polymer-backbone-cylinder.d.ts +2 -0
- package/lib/commonjs/mol-repr/structure/visual/polymer-backbone-sphere.d.ts +2 -0
- package/lib/commonjs/mol-repr/structure/visual/util/bond.d.ts +7 -0
- package/lib/commonjs/mol-repr/structure/visual/util/bond.js +18 -7
- package/lib/commonjs/mol-repr/structure/visual/util/common.d.ts +4 -1
- package/lib/commonjs/mol-repr/structure/visual/util/common.js +10 -6
- package/lib/commonjs/mol-repr/structure/visual/util/element.d.ts +1 -0
- package/lib/commonjs/mol-repr/structure/visual/util/element.js +2 -3
- package/lib/commonjs/mol-repr/structure/visual/util/gaussian.d.ts +2 -0
- package/lib/commonjs/mol-repr/volume/direct-volume.d.ts +4 -4
- package/lib/commonjs/mol-repr/volume/direct-volume.js +8 -6
- package/lib/commonjs/mol-repr/volume/isosurface.d.ts +4 -4
- package/lib/commonjs/mol-repr/volume/isosurface.js +17 -16
- package/lib/commonjs/mol-repr/volume/registry.d.ts +54 -1
- package/lib/commonjs/mol-repr/volume/registry.js +3 -1
- package/lib/commonjs/mol-repr/volume/representation.d.ts +11 -7
- package/lib/commonjs/mol-repr/volume/representation.js +142 -47
- package/lib/commonjs/mol-repr/volume/segment.d.ts +291 -0
- package/lib/commonjs/mol-repr/volume/segment.js +289 -0
- package/lib/commonjs/mol-repr/volume/slice.d.ts +2 -2
- package/lib/commonjs/mol-repr/volume/slice.js +5 -5
- package/lib/commonjs/mol-repr/volume/util.d.ts +12 -3
- package/lib/commonjs/mol-repr/volume/util.js +72 -6
- package/lib/commonjs/mol-script/language/builder.d.ts +1 -0
- package/lib/commonjs/mol-theme/color/volume-segment.d.ts +41 -0
- package/lib/commonjs/mol-theme/color/volume-segment.js +58 -0
- package/lib/commonjs/mol-theme/color/volume-value.js +2 -1
- package/lib/commonjs/mol-theme/color.d.ts +15 -0
- package/lib/commonjs/mol-theme/color.js +2 -0
- package/lib/commonjs/mol-theme/label.d.ts +1 -1
- package/lib/commonjs/mol-theme/label.js +13 -1
- package/lib/commonjs/mol-util/param-definition.d.ts +4 -1
- package/lib/commonjs/mol-util/param-definition.js +5 -2
- package/lib/examples/alpha-orbitals/index.html +72 -72
- package/lib/examples/basic-wrapper/index.html +137 -137
- package/lib/examples/lighting/index.html +88 -88
- package/lib/examples/lighting/index.js +1 -1
- package/lib/examples/proteopedia-wrapper/index.html +236 -236
- package/lib/extensions/anvil/behavior.d.ts +1 -0
- package/lib/extensions/cellpack/model.js +2 -1
- package/lib/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -0
- package/lib/extensions/meshes/choice.d.ts +26 -0
- package/lib/extensions/meshes/choice.js +28 -0
- package/lib/extensions/meshes/examples.d.ts +26 -0
- package/lib/extensions/meshes/examples.js +325 -0
- package/lib/extensions/meshes/mesh-cif-schema.d.ts +29 -0
- package/lib/extensions/meshes/mesh-cif-schema.js +30 -0
- package/lib/extensions/meshes/mesh-extension.d.ts +66 -0
- package/lib/extensions/meshes/mesh-extension.js +218 -0
- package/lib/extensions/meshes/mesh-streaming/behavior.d.ts +105 -0
- package/lib/extensions/meshes/mesh-streaming/behavior.js +375 -0
- package/lib/extensions/meshes/mesh-streaming/server-info.d.ts +54 -0
- package/lib/extensions/meshes/mesh-streaming/server-info.js +26 -0
- package/lib/extensions/meshes/mesh-streaming/transformers.d.ts +42 -0
- package/lib/extensions/meshes/mesh-streaming/transformers.js +270 -0
- package/lib/extensions/meshes/mesh-utils.d.ts +41 -0
- package/lib/extensions/meshes/mesh-utils.js +346 -0
- package/lib/extensions/meshes/metadata.d.ts +108 -0
- package/lib/extensions/meshes/metadata.js +69 -0
- package/lib/extensions/model-archive/quality-assessment/behavior.d.ts +2 -0
- package/lib/extensions/model-archive/quality-assessment/prop.d.ts +1 -0
- package/lib/extensions/model-archive/quality-assessment/prop.js +16 -4
- package/lib/extensions/rcsb/assembly-symmetry/behavior.d.ts +4 -2
- package/lib/extensions/rcsb/validation-report/behavior.d.ts +3 -0
- package/lib/extensions/volumes-and-segmentations/entry-meshes.d.ts +17 -0
- package/lib/extensions/volumes-and-segmentations/entry-meshes.js +153 -0
- package/lib/extensions/volumes-and-segmentations/entry-models.d.ts +12 -0
- package/lib/extensions/volumes-and-segmentations/entry-models.js +93 -0
- package/lib/extensions/volumes-and-segmentations/entry-root.d.ts +122 -0
- package/lib/extensions/volumes-and-segmentations/entry-root.js +571 -0
- package/lib/extensions/volumes-and-segmentations/entry-segmentation.d.ts +20 -0
- package/lib/extensions/volumes-and-segmentations/entry-segmentation.js +197 -0
- package/lib/extensions/volumes-and-segmentations/entry-state.d.ts +88 -0
- package/lib/extensions/volumes-and-segmentations/entry-state.js +29 -0
- package/lib/extensions/volumes-and-segmentations/entry-volume.d.ts +35 -0
- package/lib/extensions/volumes-and-segmentations/entry-volume.js +231 -0
- package/lib/extensions/volumes-and-segmentations/external-api.d.ts +11 -0
- package/lib/extensions/volumes-and-segmentations/external-api.js +80 -0
- package/lib/extensions/volumes-and-segmentations/global-state.d.ts +51 -0
- package/lib/extensions/volumes-and-segmentations/global-state.js +80 -0
- package/lib/extensions/volumes-and-segmentations/helpers.d.ts +56 -0
- package/lib/extensions/volumes-and-segmentations/helpers.js +163 -0
- package/lib/extensions/volumes-and-segmentations/index.d.ts +20 -0
- package/lib/extensions/volumes-and-segmentations/index.js +127 -0
- package/lib/extensions/volumes-and-segmentations/transformers.d.ts +33 -0
- package/lib/extensions/volumes-and-segmentations/transformers.js +82 -0
- package/lib/extensions/volumes-and-segmentations/ui.d.ts +29 -0
- package/lib/extensions/volumes-and-segmentations/ui.js +229 -0
- package/lib/extensions/volumes-and-segmentations/volseg-api/api.d.ts +22 -0
- package/lib/extensions/volumes-and-segmentations/volseg-api/api.js +80 -0
- package/lib/extensions/volumes-and-segmentations/volseg-api/data.d.ts +92 -0
- package/lib/extensions/volumes-and-segmentations/volseg-api/data.js +6 -0
- package/lib/extensions/volumes-and-segmentations/volseg-api/utils.d.ts +23 -0
- package/lib/extensions/volumes-and-segmentations/volseg-api/utils.js +75 -0
- package/lib/mol-canvas3d/canvas3d.d.ts +2 -0
- package/lib/mol-canvas3d/passes/draw.js +3 -3
- package/lib/mol-canvas3d/passes/image.d.ts +1 -0
- package/lib/mol-canvas3d/passes/postprocessing.d.ts +2 -1
- package/lib/mol-canvas3d/passes/postprocessing.js +27 -13
- package/lib/mol-geo/geometry/cylinders/cylinders.d.ts +2 -1
- package/lib/mol-geo/geometry/cylinders/cylinders.js +3 -2
- package/lib/mol-geo/geometry/lines/lines.d.ts +0 -1
- package/lib/mol-geo/geometry/points/points.d.ts +1 -1
- package/lib/mol-geo/geometry/spheres/spheres.d.ts +1 -0
- package/lib/mol-geo/geometry/spheres/spheres.js +3 -2
- package/lib/mol-gl/compute/histogram-pyramid/reduction.js +1 -2
- package/lib/mol-gl/compute/marching-cubes/isosurface.js +4 -6
- package/lib/mol-gl/renderable/cylinders.d.ts +1 -0
- package/lib/mol-gl/renderable/cylinders.js +1 -1
- package/lib/mol-gl/renderable/spheres.d.ts +1 -0
- package/lib/mol-gl/renderable/spheres.js +1 -1
- package/lib/mol-gl/shader/chunks/apply-light-color.glsl.d.ts +1 -1
- package/lib/mol-gl/shader/chunks/apply-light-color.glsl.js +1 -1
- package/lib/mol-gl/shader/chunks/clip-instance.glsl.d.ts +1 -1
- package/lib/mol-gl/shader/chunks/clip-instance.glsl.js +1 -1
- package/lib/mol-gl/shader/chunks/clip-pixel.glsl.d.ts +1 -1
- package/lib/mol-gl/shader/chunks/clip-pixel.glsl.js +1 -1
- package/lib/mol-gl/shader/chunks/common-clip.glsl.d.ts +2 -2
- package/lib/mol-gl/shader/chunks/common-clip.glsl.js +2 -2
- package/lib/mol-gl/shader/cylinders.frag.d.ts +1 -1
- package/lib/mol-gl/shader/cylinders.frag.js +1 -1
- package/lib/mol-gl/shader/cylinders.vert.d.ts +2 -2
- package/lib/mol-gl/shader/cylinders.vert.js +2 -2
- package/lib/mol-gl/shader/direct-volume.frag.d.ts +1 -1
- package/lib/mol-gl/shader/direct-volume.frag.js +1 -1
- package/lib/mol-gl/shader/outlines.frag.d.ts +1 -1
- package/lib/mol-gl/shader/outlines.frag.js +1 -1
- package/lib/mol-gl/shader/postprocessing.frag.d.ts +1 -1
- package/lib/mol-gl/shader/postprocessing.frag.js +1 -1
- package/lib/mol-gl/shader/spheres.frag.d.ts +1 -1
- package/lib/mol-gl/shader/spheres.frag.js +1 -1
- package/lib/mol-gl/shader/spheres.vert.d.ts +2 -2
- package/lib/mol-gl/shader/spheres.vert.js +2 -2
- package/lib/mol-gl/webgl/renderbuffer.d.ts +1 -1
- package/lib/mol-gl/webgl/renderbuffer.js +15 -0
- package/lib/mol-gl/webgl/state.d.ts +12 -0
- package/lib/mol-gl/webgl/state.js +136 -0
- package/lib/mol-io/reader/cif/schema/segmentation.d.ts +38 -0
- package/lib/mol-io/reader/cif/schema/segmentation.js +19 -0
- package/lib/mol-io/reader/cif.d.ts +3 -1
- package/lib/mol-io/reader/cif.js +3 -1
- package/lib/mol-model/location.d.ts +2 -1
- package/lib/mol-model/loci.d.ts +11 -11
- package/lib/mol-model/loci.js +13 -1
- package/lib/mol-model/sequence/alignment/sequence.d.ts +4 -1
- package/lib/mol-model/sequence/alignment/sequence.js +3 -2
- package/lib/mol-model/structure/model/properties/atomic/hierarchy.d.ts +6 -0
- package/lib/mol-model/structure/model/properties/utils/atomic-index.js +8 -0
- package/lib/mol-model/structure/structure/unit/bonds/inter-compute.js +21 -5
- package/lib/mol-model/structure/structure/util/superposition.d.ts +1 -0
- package/lib/mol-model/structure/structure/util/superposition.js +1 -1
- package/lib/mol-model/volume/volume.d.ts +35 -2
- package/lib/mol-model/volume/volume.js +79 -4
- package/lib/mol-model-formats/volume/segmentation.d.ts +23 -0
- package/lib/mol-model-formats/volume/segmentation.js +135 -0
- package/lib/mol-plugin/behavior/dynamic/representation.d.ts +2 -2
- package/lib/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +1 -0
- package/lib/mol-plugin/behavior/dynamic/selection/structure-focus-representation.js +2 -1
- package/lib/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +2 -3
- package/lib/mol-plugin/commands.d.ts +1 -0
- package/lib/mol-plugin/version.js +2 -2
- package/lib/mol-plugin-state/animation/built-in/model-index.js +4 -1
- package/lib/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +2 -0
- package/lib/mol-plugin-state/builder/structure/hierarchy.d.ts +1 -0
- package/lib/mol-plugin-state/builder/structure/representation-preset.d.ts +13 -4
- package/lib/mol-plugin-state/builder/structure/representation-preset.js +6 -1
- package/lib/mol-plugin-state/builder/structure/representation.d.ts +1 -0
- package/lib/mol-plugin-state/formats/provider.d.ts +2 -2
- package/lib/mol-plugin-state/formats/provider.js +11 -3
- package/lib/mol-plugin-state/formats/registry.js +6 -5
- package/lib/mol-plugin-state/formats/volume.d.ts +27 -0
- package/lib/mol-plugin-state/formats/volume.js +64 -0
- package/lib/mol-plugin-state/manager/structure/component.d.ts +1 -1
- package/lib/mol-plugin-state/manager/structure/component.js +18 -13
- package/lib/mol-plugin-state/transforms/representation.d.ts +1 -2
- package/lib/mol-plugin-state/transforms/representation.js +5 -6
- package/lib/mol-plugin-state/transforms/volume.d.ts +11 -1
- package/lib/mol-plugin-state/transforms/volume.js +54 -1
- package/lib/mol-plugin-ui/controls/line-graph/line-graph-component.d.ts +1 -0
- package/lib/mol-plugin-ui/controls/line-graph/line-graph-component.js +33 -13
- package/lib/mol-plugin-ui/controls/parameters.d.ts +1 -0
- package/lib/mol-plugin-ui/controls/parameters.js +22 -5
- package/lib/mol-plugin-ui/sequence/sequence.d.ts +25 -17
- package/lib/mol-plugin-ui/sequence.d.ts +19 -1
- package/lib/mol-plugin-ui/sequence.js +7 -7
- package/lib/mol-plugin-ui/skin/base/base.scss +32 -32
- package/lib/mol-plugin-ui/skin/base/components/controls-base.scss +333 -333
- package/lib/mol-plugin-ui/skin/base/components/controls.scss +418 -418
- package/lib/mol-plugin-ui/skin/base/components/help.scss +27 -27
- package/lib/mol-plugin-ui/skin/base/components/line-graph.scss +67 -67
- package/lib/mol-plugin-ui/skin/base/components/log.scss +100 -100
- package/lib/mol-plugin-ui/skin/base/components/misc.scss +643 -643
- package/lib/mol-plugin-ui/skin/base/components/sequence.scss +125 -125
- package/lib/mol-plugin-ui/skin/base/components/slider.scss +165 -165
- package/lib/mol-plugin-ui/skin/base/components/tasks.scss +99 -99
- package/lib/mol-plugin-ui/skin/base/components/toast.scss +83 -83
- package/lib/mol-plugin-ui/skin/base/components/transformer.scss +163 -163
- package/lib/mol-plugin-ui/skin/base/components/viewport.scss +137 -128
- package/lib/mol-plugin-ui/skin/base/layout/common.scss +71 -71
- package/lib/mol-plugin-ui/skin/base/layout/controls-landscape.scss +89 -89
- package/lib/mol-plugin-ui/skin/base/layout/controls-outside.scss +98 -98
- package/lib/mol-plugin-ui/skin/base/layout/controls-portrait.scss +108 -108
- package/lib/mol-plugin-ui/skin/base/layout.scss +40 -40
- package/lib/mol-plugin-ui/skin/base/logo.scss +12 -12
- package/lib/mol-plugin-ui/skin/base/normalize.scss +209 -209
- package/lib/mol-plugin-ui/skin/base/ui.scss +40 -40
- package/lib/mol-plugin-ui/skin/base/variables.scss +85 -85
- package/lib/mol-plugin-ui/skin/blue.scss +1 -1
- package/lib/mol-plugin-ui/skin/colors/blue.scss +23 -23
- package/lib/mol-plugin-ui/skin/colors/dark.scss +23 -23
- package/lib/mol-plugin-ui/skin/colors/light.scss +29 -29
- package/lib/mol-plugin-ui/skin/dark.scss +1 -1
- package/lib/mol-plugin-ui/skin/light.scss +1 -1
- package/lib/mol-plugin-ui/state/apply-action.d.ts +2 -10
- package/lib/mol-plugin-ui/state/apply-action.js +2 -2
- package/lib/mol-plugin-ui/structure/quick-styles.js +2 -2
- package/lib/mol-plugin-ui/structure/superposition.d.ts +1 -1
- package/lib/mol-plugin-ui/structure/volume.d.ts +1 -1
- package/lib/mol-plugin-ui/structure/volume.js +3 -2
- package/lib/mol-repr/structure/complex-visual.d.ts +1 -0
- package/lib/mol-repr/structure/params.d.ts +2 -0
- package/lib/mol-repr/structure/registry.d.ts +12 -0
- package/lib/mol-repr/structure/representation/backbone.d.ts +3 -0
- package/lib/mol-repr/structure/representation/ball-and-stick.d.ts +6 -0
- package/lib/mol-repr/structure/representation/ellipsoid.d.ts +6 -0
- package/lib/mol-repr/structure/representation/gaussian-surface.d.ts +3 -0
- package/lib/mol-repr/structure/representation/gaussian-volume.d.ts +3 -0
- package/lib/mol-repr/structure/representation/line.d.ts +3 -0
- package/lib/mol-repr/structure/representation/molecular-surface.d.ts +3 -0
- package/lib/mol-repr/structure/representation/point.d.ts +3 -0
- package/lib/mol-repr/structure/representation/spacefill.d.ts +6 -0
- package/lib/mol-repr/structure/units-visual.d.ts +2 -0
- package/lib/mol-repr/structure/visual/bond-inter-unit-cylinder.d.ts +4 -0
- package/lib/mol-repr/structure/visual/bond-inter-unit-cylinder.js +2 -0
- package/lib/mol-repr/structure/visual/bond-inter-unit-line.d.ts +1 -0
- package/lib/mol-repr/structure/visual/bond-inter-unit-line.js +1 -0
- package/lib/mol-repr/structure/visual/bond-intra-unit-cylinder.d.ts +4 -0
- package/lib/mol-repr/structure/visual/bond-intra-unit-cylinder.js +2 -0
- package/lib/mol-repr/structure/visual/bond-intra-unit-line.d.ts +1 -0
- package/lib/mol-repr/structure/visual/bond-intra-unit-line.js +1 -0
- package/lib/mol-repr/structure/visual/element-cross.d.ts +1 -0
- package/lib/mol-repr/structure/visual/element-cross.js +2 -1
- package/lib/mol-repr/structure/visual/element-point.d.ts +1 -0
- package/lib/mol-repr/structure/visual/element-point.js +2 -1
- package/lib/mol-repr/structure/visual/element-sphere.d.ts +4 -0
- package/lib/mol-repr/structure/visual/element-sphere.js +3 -1
- package/lib/mol-repr/structure/visual/gaussian-density-volume.d.ts +2 -0
- package/lib/mol-repr/structure/visual/gaussian-density-volume.js +6 -2
- package/lib/mol-repr/structure/visual/gaussian-surface-mesh.d.ts +4 -0
- package/lib/mol-repr/structure/visual/gaussian-surface-mesh.js +9 -1
- package/lib/mol-repr/structure/visual/gaussian-surface-wireframe.d.ts +1 -0
- package/lib/mol-repr/structure/visual/gaussian-surface-wireframe.js +3 -1
- package/lib/mol-repr/structure/visual/molecular-surface-mesh.d.ts +1 -0
- package/lib/mol-repr/structure/visual/molecular-surface-mesh.js +4 -0
- package/lib/mol-repr/structure/visual/molecular-surface-wireframe.d.ts +1 -0
- package/lib/mol-repr/structure/visual/molecular-surface-wireframe.js +2 -0
- package/lib/mol-repr/structure/visual/polymer-backbone-cylinder.d.ts +2 -0
- package/lib/mol-repr/structure/visual/polymer-backbone-sphere.d.ts +2 -0
- package/lib/mol-repr/structure/visual/util/bond.d.ts +7 -0
- package/lib/mol-repr/structure/visual/util/bond.js +19 -8
- package/lib/mol-repr/structure/visual/util/common.d.ts +4 -1
- package/lib/mol-repr/structure/visual/util/common.js +10 -6
- package/lib/mol-repr/structure/visual/util/element.d.ts +1 -0
- package/lib/mol-repr/structure/visual/util/element.js +3 -4
- package/lib/mol-repr/structure/visual/util/gaussian.d.ts +2 -0
- package/lib/mol-repr/volume/direct-volume.d.ts +4 -4
- package/lib/mol-repr/volume/direct-volume.js +8 -6
- package/lib/mol-repr/volume/isosurface.d.ts +4 -4
- package/lib/mol-repr/volume/isosurface.js +17 -16
- package/lib/mol-repr/volume/registry.d.ts +54 -1
- package/lib/mol-repr/volume/registry.js +3 -1
- package/lib/mol-repr/volume/representation.d.ts +11 -7
- package/lib/mol-repr/volume/representation.js +144 -49
- package/lib/mol-repr/volume/segment.d.ts +291 -0
- package/lib/mol-repr/volume/segment.js +279 -0
- package/lib/mol-repr/volume/slice.d.ts +2 -2
- package/lib/mol-repr/volume/slice.js +5 -5
- package/lib/mol-repr/volume/util.d.ts +12 -3
- package/lib/mol-repr/volume/util.js +71 -6
- package/lib/mol-script/language/builder.d.ts +1 -0
- package/lib/mol-theme/color/volume-segment.d.ts +41 -0
- package/lib/mol-theme/color/volume-segment.js +53 -0
- package/lib/mol-theme/color/volume-value.js +2 -1
- package/lib/mol-theme/color.d.ts +15 -0
- package/lib/mol-theme/color.js +2 -0
- package/lib/mol-theme/label.d.ts +1 -1
- package/lib/mol-theme/label.js +13 -1
- package/lib/mol-util/param-definition.d.ts +4 -1
- package/lib/mol-util/param-definition.js +5 -2
- package/package.json +169 -168
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var OutlinesSchema = __assign(__assign({}, QuadSchema), { tDepthOpaque: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), tDepthTransparent: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), uTexSize: UniformSpec('v2'), dOrthographic: DefineSpec('number'), uNear: UniformSpec('f'), uFar: UniformSpec('f'), uMaxPossibleViewZDiff: UniformSpec('f') });
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var PostprocessingSchema = __assign(__assign({}, QuadSchema), { tSsaoDepth: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), tColor: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), tDepthOpaque: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), tDepthTransparent: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), tShadows: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), tOutlines: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), uTexSize: UniformSpec('v2'), dOrthographic: DefineSpec('number'), uNear: UniformSpec('f'), uFar: UniformSpec('f'), uFogNear: UniformSpec('f'), uFogFar: UniformSpec('f'), uFogColor: UniformSpec('v3'), uOutlineColor: UniformSpec('v3'), uTransparentBackground: UniformSpec('b'), uMaxPossibleViewZDiff: UniformSpec('f'), dOcclusionEnable: DefineSpec('boolean'), uOcclusionOffset: UniformSpec('v2'), dShadowEnable: DefineSpec('boolean'), dOutlineEnable: DefineSpec('boolean'), dOutlineScale: DefineSpec('number'), uOutlineThreshold: UniformSpec('f') });
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var values = __assign(__assign({}, QuadValues), { tSsaoDepth: ValueCell.create(ssaoDepthTexture), tColor: ValueCell.create(colorTexture), tDepthOpaque: ValueCell.create(depthTextureOpaque), tDepthTransparent: ValueCell.create(depthTextureTransparent), tShadows: ValueCell.create(shadowsTexture), tOutlines: ValueCell.create(outlinesTexture), uTexSize: ValueCell.create(Vec2.create(colorTexture.getWidth(), colorTexture.getHeight())), dOrthographic: ValueCell.create(0), uNear: ValueCell.create(1), uFar: ValueCell.create(10000), uFogNear: ValueCell.create(10000), uFogFar: ValueCell.create(10000), uFogColor: ValueCell.create(Vec3.create(1, 1, 1)), uOutlineColor: ValueCell.create(Vec3.create(0, 0, 0)), uTransparentBackground: ValueCell.create(false), uMaxPossibleViewZDiff: ValueCell.create(0.5), dOcclusionEnable: ValueCell.create(true), uOcclusionOffset: ValueCell.create(Vec2.create(0, 0)), dShadowEnable: ValueCell.create(false), dOutlineEnable: ValueCell.create(false), dOutlineScale: ValueCell.create(1), uOutlineThreshold: ValueCell.create(0.33) });
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var PostprocessingSchema = __assign(__assign({}, QuadSchema), { tSsaoDepth: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), tColor: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), tDepthOpaque: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), tDepthTransparent: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), tShadows: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), tOutlines: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), uTexSize: UniformSpec('v2'), dOrthographic: DefineSpec('number'), uNear: UniformSpec('f'), uFar: UniformSpec('f'), uFogNear: UniformSpec('f'), uFogFar: UniformSpec('f'), uFogColor: UniformSpec('v3'), uOutlineColor: UniformSpec('v3'), uTransparentBackground: UniformSpec('b'), uMaxPossibleViewZDiff: UniformSpec('f'), dOcclusionEnable: DefineSpec('boolean'), uOcclusionOffset: UniformSpec('v2'), dShadowEnable: DefineSpec('boolean'), dOutlineEnable: DefineSpec('boolean'), dOutlineScale: DefineSpec('number'), uOutlineThreshold: UniformSpec('f'), dTransparentOutline: DefineSpec('boolean') });
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function getPostprocessingRenderable(ctx, colorTexture, depthTextureOpaque, depthTextureTransparent, shadowsTexture, outlinesTexture, ssaoDepthTexture, transparentOutline) {
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var values = __assign(__assign({}, QuadValues), { tSsaoDepth: ValueCell.create(ssaoDepthTexture), tColor: ValueCell.create(colorTexture), tDepthOpaque: ValueCell.create(depthTextureOpaque), tDepthTransparent: ValueCell.create(depthTextureTransparent), tShadows: ValueCell.create(shadowsTexture), tOutlines: ValueCell.create(outlinesTexture), uTexSize: ValueCell.create(Vec2.create(colorTexture.getWidth(), colorTexture.getHeight())), dOrthographic: ValueCell.create(0), uNear: ValueCell.create(1), uFar: ValueCell.create(10000), uFogNear: ValueCell.create(10000), uFogFar: ValueCell.create(10000), uFogColor: ValueCell.create(Vec3.create(1, 1, 1)), uOutlineColor: ValueCell.create(Vec3.create(0, 0, 0)), uTransparentBackground: ValueCell.create(false), uMaxPossibleViewZDiff: ValueCell.create(0.5), dOcclusionEnable: ValueCell.create(true), uOcclusionOffset: ValueCell.create(Vec2.create(0, 0)), dShadowEnable: ValueCell.create(false), dOutlineEnable: ValueCell.create(false), dOutlineScale: ValueCell.create(1), uOutlineThreshold: ValueCell.create(0.33), dTransparentOutline: ValueCell.create(transparentOutline) });
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var schema = __assign({}, PostprocessingSchema);
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var shaderCode = ShaderCode('postprocessing', quad_vert, postprocessing_frag);
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var renderItem = createComputeRenderItem(ctx, 'triangles', shaderCode, schema, values);
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@@ -124,6 +124,7 @@ export var PostprocessingParams = {
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scale: PD.Numeric(1, { min: 1, max: 5, step: 1 }),
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threshold: PD.Numeric(0.33, { min: 0.01, max: 1, step: 0.01 }),
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color: PD.Color(Color(0x000000)),
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includeTransparent: PD.Boolean(true, { description: 'Whether to show outline for transparent objects' }),
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}),
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off: PD.Group({})
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}, { cycle: true, description: 'Draw outline around 3D objects' }),
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@@ -151,7 +152,7 @@ var PostprocessingPass = /** @class */ (function () {
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// needs to be linear for anti-aliasing pass
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this.target = webgl.createRenderTarget(width, height, false, 'uint8', 'linear');
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this.outlinesTarget = webgl.createRenderTarget(width, height, false);
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this.outlinesRenderable = getOutlinesRenderable(webgl, depthTextureOpaque, depthTextureTransparent);
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this.outlinesRenderable = getOutlinesRenderable(webgl, depthTextureOpaque, depthTextureTransparent, true);
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this.shadowsTarget = webgl.createRenderTarget(width, height, false);
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this.shadowsRenderable = getShadowsRenderable(webgl, depthTextureOpaque);
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this.ssaoFramebuffer = webgl.resources.framebuffer();
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this.ssaoRenderable = getSsaoRenderable(webgl, this.downsampleFactor === 1 ? depthTextureOpaque : this.downsampledDepthTarget.texture);
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this.ssaoBlurFirstPassRenderable = getSsaoBlurRenderable(webgl, this.ssaoDepthTexture, 'horizontal');
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this.ssaoBlurSecondPassRenderable = getSsaoBlurRenderable(webgl, this.ssaoDepthBlurProxyTexture, 'vertical');
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this.renderable = getPostprocessingRenderable(webgl, colorTarget.texture, depthTextureOpaque, depthTextureTransparent, this.shadowsTarget.texture, this.outlinesTarget.texture, this.ssaoDepthTexture);
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this.renderable = getPostprocessingRenderable(webgl, colorTarget.texture, depthTextureOpaque, depthTextureTransparent, this.shadowsTarget.texture, this.outlinesTarget.texture, this.ssaoDepthTexture, true);
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this.background = new BackgroundPass(webgl, assetManager, width, height);
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}
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return props.occlusion.name === 'on' || props.shadow.name === 'on' || props.outline.name === 'on' || props.background.variant.name !== 'off';
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};
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PostprocessingPass.
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return props.outline.name === 'on';
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PostprocessingPass.isTransparentOutlineEnabled = function (props) {
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return props.outline.name === 'on' && props.outline.params.includeTransparent;
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};
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var needsUpdateMain = false;
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var needsUpdateOutlines = false;
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}
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var
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var _b = props.outline.params, threshold = _b.threshold, includeTransparent = _b.includeTransparent;
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var transparentOutline = includeTransparent !== null && includeTransparent !== void 0 ? includeTransparent : true;
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threshold /= 5;
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ValueCell.updateIfChanged(this.outlinesRenderable.values.uNear, camera.near);
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ValueCell.updateIfChanged(this.outlinesRenderable.values.uFar, camera.far);
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ValueCell.updateIfChanged(this.outlinesRenderable.values.uMaxPossibleViewZDiff, maxPossibleViewZDiff);
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if (this.renderable.values.dTransparentOutline.ref.value !== transparentOutline) {
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}
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ValueCell.updateIfChanged(this.outlinesRenderable.values.dTransparentOutline, transparentOutline);
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ValueCell.update(this.renderable.values.uOutlineColor, Color.toVec3Normalized(this.renderable.values.uOutlineColor.ref.value, props.outline.params.color));
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ValueCell.updateIfChanged(this.renderable.values.uMaxPossibleViewZDiff, maxPossibleViewZDiff);
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if (this.renderable.values.dOutlineScale.ref.value !== outlineScale) {
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needsUpdateMain = true;
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ValueCell.updateIfChanged(this.renderable.values.dOutlineScale, outlineScale);
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if (this.renderable.values.dTransparentOutline.ref.value !== transparentOutline) {
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}
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ValueCell.updateIfChanged(this.renderable.values.dTransparentOutline, transparentOutline);
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ValueCell.updateIfChanged(this.renderable.values.uFar, camera.far);
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ValueCell.updateIfChanged(this.renderable.values.uNear, camera.near);
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@@ -339,6 +350,9 @@ var PostprocessingPass = /** @class */ (function () {
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needsUpdateMain = true;
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}
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ValueCell.updateIfChanged(this.renderable.values.dOcclusionEnable, occlusionEnabled);
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if (needsUpdateOutlines) {
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this.outlinesRenderable.update();
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}
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if (needsUpdateShadows) {
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this.shadowsRenderable.update();
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}
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@@ -352,12 +366,12 @@ var PostprocessingPass = /** @class */ (function () {
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if (needsUpdateMain) {
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this.renderable.update();
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}
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var
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+
var _c = this.webgl, gl = _c.gl, state = _c.state;
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state.enable(gl.SCISSOR_TEST);
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state.disable(gl.BLEND);
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state.disable(gl.DEPTH_TEST);
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state.depthMask(false);
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var
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var _d = camera.viewport, x = _d.x, y = _d.y, width = _d.width, height = _d.height;
|
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state.viewport(x, y, width, height);
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state.scissor(x, y, width, height);
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};
|
|
@@ -44,14 +44,15 @@ export declare namespace Cylinders {
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ignoreLight: PD.BooleanParam;
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xrayShaded: PD.BooleanParam;
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|
transparentBackfaces: PD.Select<string>;
|
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+
solidInterior: PD.BooleanParam;
|
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bumpFrequency: PD.Numeric;
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|
bumpAmplitude: PD.Numeric;
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alpha: PD.Numeric;
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|
quality: PD.Select<"auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest">;
|
|
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material: PD.Group<PD.Normalize<{
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|
metalness: number;
|
|
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|
-
/** Number of cylinders */
|
|
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|
roughness: number;
|
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|
+
/** Number of cylinders */
|
|
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|
bumpiness: number;
|
|
56
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|
}>>;
|
|
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|
clip: PD.Group<PD.Normalize<{
|
|
@@ -107,7 +107,7 @@ export var Cylinders;
|
|
|
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|
}
|
|
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Cylinders.transform = transform;
|
|
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|
//
|
|
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|
-
Cylinders.Params = __assign(__assign({}, BaseGeometry.Params), { sizeFactor: PD.Numeric(1, { min: 0, max: 10, step: 0.1 }), sizeAspectRatio: PD.Numeric(1, { min: 0, max: 3, step: 0.01 }), doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo), ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory), xrayShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), transparentBackfaces: PD.Select('off', PD.arrayToOptions(['off', 'on', 'opaque']), BaseGeometry.ShadingCategory), bumpFrequency: PD.Numeric(0, { min: 0, max: 10, step: 0.1 }, BaseGeometry.ShadingCategory), bumpAmplitude: PD.Numeric(1, { min: 0, max: 5, step: 0.1 }, BaseGeometry.ShadingCategory) });
|
|
110
|
+
Cylinders.Params = __assign(__assign({}, BaseGeometry.Params), { sizeFactor: PD.Numeric(1, { min: 0, max: 10, step: 0.1 }), sizeAspectRatio: PD.Numeric(1, { min: 0, max: 3, step: 0.01 }), doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo), ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory), xrayShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), transparentBackfaces: PD.Select('off', PD.arrayToOptions(['off', 'on', 'opaque']), BaseGeometry.ShadingCategory), solidInterior: PD.Boolean(true, BaseGeometry.ShadingCategory), bumpFrequency: PD.Numeric(0, { min: 0, max: 10, step: 0.1 }, BaseGeometry.ShadingCategory), bumpAmplitude: PD.Numeric(1, { min: 0, max: 5, step: 0.1 }, BaseGeometry.ShadingCategory) });
|
|
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|
Cylinders.Utils = {
|
|
112
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|
Params: Cylinders.Params,
|
|
113
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|
createEmpty: createEmpty,
|
|
@@ -155,7 +155,7 @@ export var Cylinders;
|
|
|
155
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|
var padding = getMaxSize(size) * props.sizeFactor;
|
|
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|
var invariantBoundingSphere = Sphere3D.clone(cylinders.boundingSphere);
|
|
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|
var boundingSphere = calculateTransformBoundingSphere(invariantBoundingSphere, transform.aTransform.ref.value, instanceCount);
|
|
158
|
-
return __assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign({ dGeometryType: ValueCell.create('cylinders'), aMapping: cylinders.mappingBuffer, aGroup: cylinders.groupBuffer, aStart: cylinders.startBuffer, aEnd: cylinders.endBuffer, aScale: cylinders.scaleBuffer, aCap: cylinders.capBuffer, elements: cylinders.indexBuffer, boundingSphere: ValueCell.create(boundingSphere), invariantBoundingSphere: ValueCell.create(invariantBoundingSphere), uInvariantBoundingSphere: ValueCell.create(Vec4.ofSphere(invariantBoundingSphere)) }, color), size), marker), overpaint), transparency), material), clipping), transform), { padding: ValueCell.create(padding) }), BaseGeometry.createValues(props, counts)), { uSizeFactor: ValueCell.create(props.sizeFactor * props.sizeAspectRatio), uDoubleSided: ValueCell.create(props.doubleSided), dIgnoreLight: ValueCell.create(props.ignoreLight), dXrayShaded: ValueCell.create(props.xrayShaded), dTransparentBackfaces: ValueCell.create(props.transparentBackfaces), uBumpFrequency: ValueCell.create(props.bumpFrequency), uBumpAmplitude: ValueCell.create(props.bumpAmplitude) });
|
|
158
|
+
return __assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign({ dGeometryType: ValueCell.create('cylinders'), aMapping: cylinders.mappingBuffer, aGroup: cylinders.groupBuffer, aStart: cylinders.startBuffer, aEnd: cylinders.endBuffer, aScale: cylinders.scaleBuffer, aCap: cylinders.capBuffer, elements: cylinders.indexBuffer, boundingSphere: ValueCell.create(boundingSphere), invariantBoundingSphere: ValueCell.create(invariantBoundingSphere), uInvariantBoundingSphere: ValueCell.create(Vec4.ofSphere(invariantBoundingSphere)) }, color), size), marker), overpaint), transparency), material), clipping), transform), { padding: ValueCell.create(padding) }), BaseGeometry.createValues(props, counts)), { uSizeFactor: ValueCell.create(props.sizeFactor * props.sizeAspectRatio), uDoubleSided: ValueCell.create(props.doubleSided), dIgnoreLight: ValueCell.create(props.ignoreLight), dXrayShaded: ValueCell.create(props.xrayShaded), dTransparentBackfaces: ValueCell.create(props.transparentBackfaces), dSolidInterior: ValueCell.create(props.solidInterior), uBumpFrequency: ValueCell.create(props.bumpFrequency), uBumpAmplitude: ValueCell.create(props.bumpAmplitude) });
|
|
159
159
|
}
|
|
160
160
|
function createValuesSimple(cylinders, props, colorValue, sizeValue, transform) {
|
|
161
161
|
var s = BaseGeometry.createSimple(colorValue, sizeValue, transform);
|
|
@@ -169,6 +169,7 @@ export var Cylinders;
|
|
|
169
169
|
ValueCell.updateIfChanged(values.dIgnoreLight, props.ignoreLight);
|
|
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|
ValueCell.updateIfChanged(values.dXrayShaded, props.xrayShaded);
|
|
171
171
|
ValueCell.updateIfChanged(values.dTransparentBackfaces, props.transparentBackfaces);
|
|
172
|
+
ValueCell.updateIfChanged(values.dSolidInterior, props.solidInterior);
|
|
172
173
|
ValueCell.updateIfChanged(values.uBumpFrequency, props.bumpFrequency);
|
|
173
174
|
ValueCell.updateIfChanged(values.uBumpAmplitude, props.bumpAmplitude);
|
|
174
175
|
}
|
|
@@ -43,7 +43,7 @@ export declare namespace Points {
|
|
|
43
43
|
quality: PD.Select<"auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest">;
|
|
44
44
|
material: PD.Group<PD.Normalize<{
|
|
45
45
|
metalness: number;
|
|
46
|
-
roughness: number;
|
|
46
|
+
roughness: number; /** Number of vertices in the point cloud */
|
|
47
47
|
bumpiness: number;
|
|
48
48
|
}>>;
|
|
49
49
|
clip: PD.Group<PD.Normalize<{
|
|
@@ -88,7 +88,7 @@ export var Spheres;
|
|
|
88
88
|
ValueCell.update(spheres.groupBuffer, groups);
|
|
89
89
|
return spheres;
|
|
90
90
|
}
|
|
91
|
-
Spheres.Params = __assign(__assign({}, BaseGeometry.Params), { sizeFactor: PD.Numeric(1, { min: 0, max: 10, step: 0.1 }), doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo), ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory), xrayShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), transparentBackfaces: PD.Select('off', PD.arrayToOptions(['off', 'on', 'opaque']), BaseGeometry.ShadingCategory), bumpFrequency: PD.Numeric(0, { min: 0, max: 10, step: 0.1 }, BaseGeometry.ShadingCategory), bumpAmplitude: PD.Numeric(1, { min: 0, max: 5, step: 0.1 }, BaseGeometry.ShadingCategory) });
|
|
91
|
+
Spheres.Params = __assign(__assign({}, BaseGeometry.Params), { sizeFactor: PD.Numeric(1, { min: 0, max: 10, step: 0.1 }), doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo), ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory), xrayShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), transparentBackfaces: PD.Select('off', PD.arrayToOptions(['off', 'on', 'opaque']), BaseGeometry.ShadingCategory), solidInterior: PD.Boolean(true, BaseGeometry.ShadingCategory), bumpFrequency: PD.Numeric(0, { min: 0, max: 10, step: 0.1 }, BaseGeometry.ShadingCategory), bumpAmplitude: PD.Numeric(1, { min: 0, max: 5, step: 0.1 }, BaseGeometry.ShadingCategory) });
|
|
92
92
|
Spheres.Utils = {
|
|
93
93
|
Params: Spheres.Params,
|
|
94
94
|
createEmpty: createEmpty,
|
|
@@ -134,7 +134,7 @@ export var Spheres;
|
|
|
134
134
|
var padding = spheres.boundingSphere.radius ? getMaxSize(size) * props.sizeFactor : 0;
|
|
135
135
|
var invariantBoundingSphere = Sphere3D.expand(Sphere3D(), spheres.boundingSphere, padding);
|
|
136
136
|
var boundingSphere = calculateTransformBoundingSphere(invariantBoundingSphere, transform.aTransform.ref.value, instanceCount);
|
|
137
|
-
return __assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign({ dGeometryType: ValueCell.create('spheres'), aPosition: spheres.centerBuffer, aMapping: spheres.mappingBuffer, aGroup: spheres.groupBuffer, elements: spheres.indexBuffer, boundingSphere: ValueCell.create(boundingSphere), invariantBoundingSphere: ValueCell.create(invariantBoundingSphere), uInvariantBoundingSphere: ValueCell.create(Vec4.ofSphere(invariantBoundingSphere)) }, color), size), marker), overpaint), transparency), material), clipping), transform), { padding: ValueCell.create(padding) }), BaseGeometry.createValues(props, counts)), { uSizeFactor: ValueCell.create(props.sizeFactor), uDoubleSided: ValueCell.create(props.doubleSided), dIgnoreLight: ValueCell.create(props.ignoreLight), dXrayShaded: ValueCell.create(props.xrayShaded), dTransparentBackfaces: ValueCell.create(props.transparentBackfaces), uBumpFrequency: ValueCell.create(props.bumpFrequency), uBumpAmplitude: ValueCell.create(props.bumpAmplitude) });
|
|
137
|
+
return __assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign({ dGeometryType: ValueCell.create('spheres'), aPosition: spheres.centerBuffer, aMapping: spheres.mappingBuffer, aGroup: spheres.groupBuffer, elements: spheres.indexBuffer, boundingSphere: ValueCell.create(boundingSphere), invariantBoundingSphere: ValueCell.create(invariantBoundingSphere), uInvariantBoundingSphere: ValueCell.create(Vec4.ofSphere(invariantBoundingSphere)) }, color), size), marker), overpaint), transparency), material), clipping), transform), { padding: ValueCell.create(padding) }), BaseGeometry.createValues(props, counts)), { uSizeFactor: ValueCell.create(props.sizeFactor), uDoubleSided: ValueCell.create(props.doubleSided), dIgnoreLight: ValueCell.create(props.ignoreLight), dXrayShaded: ValueCell.create(props.xrayShaded), dTransparentBackfaces: ValueCell.create(props.transparentBackfaces), dSolidInterior: ValueCell.create(props.solidInterior), uBumpFrequency: ValueCell.create(props.bumpFrequency), uBumpAmplitude: ValueCell.create(props.bumpAmplitude) });
|
|
138
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|
}
|
|
139
139
|
function createValuesSimple(spheres, props, colorValue, sizeValue, transform) {
|
|
140
140
|
var s = BaseGeometry.createSimple(colorValue, sizeValue, transform);
|
|
@@ -148,6 +148,7 @@ export var Spheres;
|
|
|
148
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}
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@@ -152,7 +152,6 @@ export function createHistogramPyramid(ctx, inputTexture, scale, gridTexDim) {
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//
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return { pyramidTex: pyramidTex, count: count, height: height, levels: levels, scale: scale };
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}
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@@ -80,9 +80,7 @@ export function createIsosurfaceBuffers(ctx, activeVoxelsBase, volumeData, histo
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vertexTexture =
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? resources.texture('image-float16', 'rgba', 'fp16', 'nearest')
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: resources.texture('image-float32', 'rgba', 'float', 'nearest');
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vertexTexture = resources.texture('image-float32', 'rgba', 'float', 'nearest');
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if (!groupTexture) {
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groupTexture = resources.texture('image-uint8', 'rgba', 'ubyte', 'nearest');
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@@ -127,9 +125,9 @@ export function createIsosurfaceBuffers(ctx, activeVoxelsBase, volumeData, histo
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gl.finish();
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// printTextureImage(readTexture(ctx, vertexTexture, new Float32Array(width * height * 4)), { scale: 0.75 });
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// printTextureImage(readTexture(ctx, groupTexture, new Uint8Array(width * height * 4)), { scale: 0.75 });
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// printTextureImage(readTexture(ctx, normalTexture, new Float32Array(width * height * 4)), { scale: 0.75 });
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// printTextureImage(readTexture(ctx, vertexTexture, new Float32Array(width * height * 4)), { scale: 0.75, normalize: true });
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// printTextureImage(readTexture(ctx, groupTexture, new Uint8Array(width * height * 4)), { scale: 0.75, normalize: true });
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// printTextureImage(readTexture(ctx, normalTexture, new Float32Array(width * height * 4)), { scale: 0.75, normalize: true });
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return { vertexTexture: vertexTexture, groupTexture: groupTexture, normalTexture: normalTexture, vertexCount: count };
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//
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@@ -20,6 +20,7 @@ export declare const CylindersSchema: {
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dIgnoreLight: DefineSpec<"boolean">;
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dXrayShaded: DefineSpec<"boolean">;
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dTransparentBackfaces: DefineSpec<"string">;
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dSolidInterior: DefineSpec<"boolean">;
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uBumpFrequency: UniformSpec<"f">;
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uSize: UniformSpec<"f">;
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@@ -9,7 +9,7 @@ import { createGraphicsRenderItem } from '../webgl/render-item';
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import { GlobalUniformSchema, BaseSchema, AttributeSpec, InternalSchema, SizeSchema, ElementsSpec, ValueSpec, DefineSpec, GlobalTextureSchema, UniformSpec } from './schema';
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import { CylindersShaderCode } from '../shader-code';
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import { ValueCell } from '../../mol-util';
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-
export var CylindersSchema = __assign(__assign(__assign({}, BaseSchema), SizeSchema), { aGroup: AttributeSpec('float32', 1, 0), aStart: AttributeSpec('float32', 3, 0), aEnd: AttributeSpec('float32', 3, 0), aMapping: AttributeSpec('float32', 3, 0), aScale: AttributeSpec('float32', 1, 0), aCap: AttributeSpec('float32', 1, 0), elements: ElementsSpec('uint32'), padding: ValueSpec('number'), uDoubleSided: UniformSpec('b', 'material'), dIgnoreLight: DefineSpec('boolean'), dXrayShaded: DefineSpec('boolean'), dTransparentBackfaces: DefineSpec('string', ['off', 'on', 'opaque']), uBumpFrequency: UniformSpec('f', 'material'), uBumpAmplitude: UniformSpec('f', 'material') });
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+
export var CylindersSchema = __assign(__assign(__assign({}, BaseSchema), SizeSchema), { aGroup: AttributeSpec('float32', 1, 0), aStart: AttributeSpec('float32', 3, 0), aEnd: AttributeSpec('float32', 3, 0), aMapping: AttributeSpec('float32', 3, 0), aScale: AttributeSpec('float32', 1, 0), aCap: AttributeSpec('float32', 1, 0), elements: ElementsSpec('uint32'), padding: ValueSpec('number'), uDoubleSided: UniformSpec('b', 'material'), dIgnoreLight: DefineSpec('boolean'), dXrayShaded: DefineSpec('boolean'), dTransparentBackfaces: DefineSpec('string', ['off', 'on', 'opaque']), dSolidInterior: DefineSpec('boolean'), uBumpFrequency: UniformSpec('f', 'material'), uBumpAmplitude: UniformSpec('f', 'material') });
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export function CylindersRenderable(ctx, id, values, state, materialId, variants) {
|
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var schema = __assign(__assign(__assign(__assign({}, GlobalUniformSchema), GlobalTextureSchema), InternalSchema), CylindersSchema);
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var internalValues = {
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@@ -17,6 +17,7 @@ export declare const SpheresSchema: {
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dIgnoreLight: DefineSpec<"boolean">;
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dXrayShaded: DefineSpec<"boolean">;
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|
dTransparentBackfaces: DefineSpec<"string">;
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+
dSolidInterior: DefineSpec<"boolean">;
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uBumpFrequency: UniformSpec<"f">;
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uBumpAmplitude: UniformSpec<"f">;
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|
uSize: UniformSpec<"f">;
|
|
@@ -9,7 +9,7 @@ import { createGraphicsRenderItem } from '../webgl/render-item';
|
|
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9
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|
import { GlobalUniformSchema, BaseSchema, AttributeSpec, InternalSchema, SizeSchema, ElementsSpec, ValueSpec, DefineSpec, GlobalTextureSchema, UniformSpec } from './schema';
|
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10
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|
import { SpheresShaderCode } from '../shader-code';
|
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|
import { ValueCell } from '../../mol-util';
|
|
12
|
-
export var SpheresSchema = __assign(__assign(__assign({}, BaseSchema), SizeSchema), { aGroup: AttributeSpec('float32', 1, 0), aPosition: AttributeSpec('float32', 3, 0), aMapping: AttributeSpec('float32', 2, 0), elements: ElementsSpec('uint32'), padding: ValueSpec('number'), uDoubleSided: UniformSpec('b', 'material'), dIgnoreLight: DefineSpec('boolean'), dXrayShaded: DefineSpec('boolean'), dTransparentBackfaces: DefineSpec('string', ['off', 'on', 'opaque']), uBumpFrequency: UniformSpec('f', 'material'), uBumpAmplitude: UniformSpec('f', 'material') });
|
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+
export var SpheresSchema = __assign(__assign(__assign({}, BaseSchema), SizeSchema), { aGroup: AttributeSpec('float32', 1, 0), aPosition: AttributeSpec('float32', 3, 0), aMapping: AttributeSpec('float32', 2, 0), elements: ElementsSpec('uint32'), padding: ValueSpec('number'), uDoubleSided: UniformSpec('b', 'material'), dIgnoreLight: DefineSpec('boolean'), dXrayShaded: DefineSpec('boolean'), dTransparentBackfaces: DefineSpec('string', ['off', 'on', 'opaque']), dSolidInterior: DefineSpec('boolean'), uBumpFrequency: UniformSpec('f', 'material'), uBumpAmplitude: UniformSpec('f', 'material') });
|
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13
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|
export function SpheresRenderable(ctx, id, values, state, materialId, variants) {
|
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|
var schema = __assign(__assign(__assign(__assign({}, GlobalUniformSchema), GlobalTextureSchema), InternalSchema), SpheresSchema);
|
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15
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var internalValues = {
|
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@@ -6,4 +6,4 @@
|
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6
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* adapted from three.js (https://github.com/mrdoob/three.js/)
|
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7
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* which under the MIT License, Copyright © 2010-2021 three.js authors
|
|
8
8
|
*/
|
|
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 normal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\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 outgoingLight = clamp(outgoingLight, 0.01, 0.99); // prevents black artifacts on specular highlight with transparent background\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";
|
|
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 && bumpiness > 0.0) {\n normal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\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 outgoingLight = clamp(outgoingLight, 0.01, 0.99); // prevents black artifacts on specular highlight with transparent background\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";
|
|
@@ -6,4 +6,4 @@
|
|
|
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 var apply_light_color = "\n#ifdef dIgnoreLight\n gl_FragColor = material;\n#else\n #ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0) {\n normal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\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 outgoingLight = clamp(outgoingLight, 0.01, 0.99); // prevents black artifacts on specular highlight with transparent background\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";
|
|
9
|
+
export var apply_light_color = "\n#ifdef dIgnoreLight\n gl_FragColor = material;\n#else\n #ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0 && bumpiness > 0.0) {\n normal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\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 outgoingLight = clamp(outgoingLight, 0.01, 0.99); // prevents black artifacts on specular highlight with transparent background\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 +1 @@
|
|
|
1
|
-
export declare const clip_instance = "\n#if defined(dClipVariant_instance) && dClipObjectCount != 0\n
|
|
1
|
+
export declare const clip_instance = "\n#if defined(dClipVariant_instance) && dClipObjectCount != 0\n vec4 mCenter = uModel * aTransform * vec4(uInvariantBoundingSphere.xyz, 1.0);\n if (clipTest(vec4(mCenter.xyz, uInvariantBoundingSphere.w)))\n // move out of [ -w, +w ] to 'discard' in vert shader\n gl_Position.z = 2.0 * gl_Position.w;\n#endif\n";
|
|
@@ -1 +1 @@
|
|
|
1
|
-
export var clip_instance = "\n#if defined(dClipVariant_instance) && dClipObjectCount != 0\n
|
|
1
|
+
export var clip_instance = "\n#if defined(dClipVariant_instance) && dClipObjectCount != 0\n vec4 mCenter = uModel * aTransform * vec4(uInvariantBoundingSphere.xyz, 1.0);\n if (clipTest(vec4(mCenter.xyz, uInvariantBoundingSphere.w)))\n // move out of [ -w, +w ] to 'discard' in vert shader\n gl_Position.z = 2.0 * gl_Position.w;\n#endif\n";
|
|
@@ -1 +1 @@
|
|
|
1
|
-
export declare const clip_pixel = "\n#if defined(dClipVariant_pixel) && dClipObjectCount != 0\n
|
|
1
|
+
export declare const clip_pixel = "\n#if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(vModelPosition, 0.0)))\n discard;\n#endif\n";
|
|
@@ -1 +1 @@
|
|
|
1
|
-
export var clip_pixel = "\n#if defined(dClipVariant_pixel) && dClipObjectCount != 0\n
|
|
1
|
+
export var clip_pixel = "\n#if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(vModelPosition, 0.0)))\n discard;\n#endif\n";
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
/**
|
|
2
|
-
* Copyright (c) 2020 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.
|
|
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|
*
|
|
4
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|
* @author Ludovic Autin <autin@scripps.edu>
|
|
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|
* @author Alexander Rose <alexander.rose@weirdbyte.de>
|
|
6
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|
*/
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|
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export declare const common_clip = "\n#if dClipObjectCount != 0\n vec3 quaternionTransform(vec4 q, vec3 v) {\n vec3 t = 2.0 * cross(q.xyz, v);\n return v + q.w * t + cross(q.xyz, t);\n }\n\n vec4 computePlane(vec3 normal, vec3 inPoint) {\n return vec4(normalize(normal), -dot(normal, inPoint));\n }\n\n float planeSD(vec4 plane, vec3 center) {\n return -dot(plane.xyz, center - plane.xyz * -plane.w);\n }\n\n float sphereSD(vec3 position, vec4 rotation, vec3 size, vec3 center) {\n return (\n length(quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position) / size) - 1.0\n ) * min(min(size.x, size.y), size.z);\n }\n\n float cubeSD(vec3 position, vec4 rotation, vec3 size, vec3 center) {\n vec3 d = abs(quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position)) - size;\n return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0));\n }\n\n float cylinderSD(vec3 position, vec4 rotation, vec3 size, vec3 center) {\n vec3 t = quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position);\n\n vec2 d = abs(vec2(length(t.xz), t.y)) - size.xy;\n return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));\n }\n\n float infiniteConeSD(vec3 position, vec4 rotation, vec3 size, vec3 center) {\n vec3 t = quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position);\n\n float q = length(t.xy);\n return dot(size.xy, vec2(q, t.z));\n }\n\n float getSignedDistance(vec3 center, int type, vec3 position, vec4 rotation, vec3 scale) {\n if (type == 1) {\n vec3 normal = quaternionTransform(rotation, vec3(0.0, 1.0, 0.0));\n vec4 plane = computePlane(normal, position);\n return planeSD(plane, center);\n } else if (type == 2) {\n return sphereSD(position, rotation, scale * 0.5, center);\n } else if (type == 3) {\n return cubeSD(position, rotation, scale * 0.5, center);\n } else if (type == 4) {\n return cylinderSD(position, rotation, scale * 0.5, center);\n } else if (type == 5) {\n return infiniteConeSD(position, rotation, scale * 0.5, center);\n } else {\n return 0.1;\n }\n }\n\n #if __VERSION__ == 100\n // 8-bit\n int bitwiseAnd(int a, int b) {\n int d = 128;\n int result = 0;\n for (int i = 0; i < 8; ++i) {\n if (d <= 0) break;\n if (a >= d && b >= d) result += d;\n if (a >= d) a -= d;\n if (b >= d) b -= d;\n d /= 2;\n }\n return result;\n }\n\n bool hasBit(int mask, int bit) {\n return bitwiseAnd(mask, bit) == 0;\n }\n #else\n bool hasBit(int mask, int bit) {\n return (mask & bit) == 0;\n }\n #endif\n\n // flag is a bit-flag for clip-objects to ignore (note, object ids start at 1 not 0)\n
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export declare const common_clip = "\n#if dClipObjectCount != 0\n vec3 quaternionTransform(const in vec4 q, const in vec3 v) {\n vec3 t = 2.0 * cross(q.xyz, v);\n return v + q.w * t + cross(q.xyz, t);\n }\n\n vec4 computePlane(const in vec3 normal, const in vec3 inPoint) {\n return vec4(normalize(normal), -dot(normal, inPoint));\n }\n\n float planeSD(const in vec4 plane, const in vec3 center) {\n return -dot(plane.xyz, center - plane.xyz * -plane.w);\n }\n\n float sphereSD(const in vec3 position, const in vec4 rotation, const in vec3 size, const in vec3 center) {\n return (\n length(quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position) / size) - 1.0\n ) * min(min(size.x, size.y), size.z);\n }\n\n float cubeSD(const in vec3 position, const in vec4 rotation, const in vec3 size, const in vec3 center) {\n vec3 d = abs(quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position)) - size;\n return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0));\n }\n\n float cylinderSD(const in vec3 position, const in vec4 rotation, const in vec3 size, const in vec3 center) {\n vec3 t = quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position);\n\n vec2 d = abs(vec2(length(t.xz), t.y)) - size.xy;\n return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));\n }\n\n float infiniteConeSD(const in vec3 position, const in vec4 rotation, const in vec3 size, const in vec3 center) {\n vec3 t = quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position);\n\n float q = length(t.xy);\n return dot(size.xy, vec2(q, t.z));\n }\n\n float getSignedDistance(const in vec3 center, const in int type, const in vec3 position, const in vec4 rotation, const in vec3 scale) {\n if (type == 1) {\n vec3 normal = quaternionTransform(rotation, vec3(0.0, 1.0, 0.0));\n vec4 plane = computePlane(normal, position);\n return planeSD(plane, center);\n } else if (type == 2) {\n return sphereSD(position, rotation, scale * 0.5, center);\n } else if (type == 3) {\n return cubeSD(position, rotation, scale * 0.5, center);\n } else if (type == 4) {\n return cylinderSD(position, rotation, scale * 0.5, center);\n } else if (type == 5) {\n return infiniteConeSD(position, rotation, scale * 0.5, center);\n } else {\n return 0.1;\n }\n }\n\n #if __VERSION__ == 100\n // 8-bit\n int bitwiseAnd(const in int a, const in int b) {\n int d = 128;\n int result = 0;\n for (int i = 0; i < 8; ++i) {\n if (d <= 0) break;\n if (a >= d && b >= d) result += d;\n if (a >= d) a -= d;\n if (b >= d) b -= d;\n d /= 2;\n }\n return result;\n }\n\n bool hasBit(const in int mask, const in int bit) {\n return bitwiseAnd(mask, bit) == 0;\n }\n #else\n bool hasBit(const in int mask, const in int bit) {\n return (mask & bit) == 0;\n }\n #endif\n\n bool clipTest(const in vec4 sphere) {\n // flag is a bit-flag for clip-objects to ignore (note, object ids start at 1 not 0)\n #if defined(dClipping)\n int flag = int(floor(vClipping * 255.0 + 0.5));\n #else\n int flag = 0;\n #endif\n\n #pragma unroll_loop_start\n for (int i = 0; i < dClipObjectCount; ++i) {\n if (flag == 0 || hasBit(flag, UNROLLED_LOOP_INDEX + 1)) {\n // TODO take sphere radius into account?\n bool test = getSignedDistance(sphere.xyz, uClipObjectType[i], uClipObjectPosition[i], uClipObjectRotation[i], uClipObjectScale[i]) <= 0.0;\n if ((!uClipObjectInvert[i] && test) || (uClipObjectInvert[i] && !test)) {\n return true;\n }\n }\n }\n #pragma unroll_loop_end\n return false;\n }\n#endif\n";
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* Copyright (c) 2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
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* Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
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* @author Ludovic Autin <autin@scripps.edu>
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export var common_clip = "\n#if dClipObjectCount != 0\n vec3 quaternionTransform(vec4 q, vec3 v) {\n vec3 t = 2.0 * cross(q.xyz, v);\n return v + q.w * t + cross(q.xyz, t);\n }\n\n vec4 computePlane(vec3 normal, vec3 inPoint) {\n return vec4(normalize(normal), -dot(normal, inPoint));\n }\n\n float planeSD(vec4 plane, vec3 center) {\n return -dot(plane.xyz, center - plane.xyz * -plane.w);\n }\n\n float sphereSD(vec3 position, vec4 rotation, vec3 size, vec3 center) {\n return (\n length(quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position) / size) - 1.0\n ) * min(min(size.x, size.y), size.z);\n }\n\n float cubeSD(vec3 position, vec4 rotation, vec3 size, vec3 center) {\n vec3 d = abs(quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position)) - size;\n return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0));\n }\n\n float cylinderSD(vec3 position, vec4 rotation, vec3 size, vec3 center) {\n vec3 t = quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position);\n\n vec2 d = abs(vec2(length(t.xz), t.y)) - size.xy;\n return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));\n }\n\n float infiniteConeSD(vec3 position, vec4 rotation, vec3 size, vec3 center) {\n vec3 t = quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position);\n\n float q = length(t.xy);\n return dot(size.xy, vec2(q, t.z));\n }\n\n float getSignedDistance(vec3 center, int type, vec3 position, vec4 rotation, vec3 scale) {\n if (type == 1) {\n vec3 normal = quaternionTransform(rotation, vec3(0.0, 1.0, 0.0));\n vec4 plane = computePlane(normal, position);\n return planeSD(plane, center);\n } else if (type == 2) {\n return sphereSD(position, rotation, scale * 0.5, center);\n } else if (type == 3) {\n return cubeSD(position, rotation, scale * 0.5, center);\n } else if (type == 4) {\n return cylinderSD(position, rotation, scale * 0.5, center);\n } else if (type == 5) {\n return infiniteConeSD(position, rotation, scale * 0.5, center);\n } else {\n return 0.1;\n }\n }\n\n #if __VERSION__ == 100\n // 8-bit\n int bitwiseAnd(int a, int b) {\n int d = 128;\n int result = 0;\n for (int i = 0; i < 8; ++i) {\n if (d <= 0) break;\n if (a >= d && b >= d) result += d;\n if (a >= d) a -= d;\n if (b >= d) b -= d;\n d /= 2;\n }\n return result;\n }\n\n bool hasBit(int mask, int bit) {\n return bitwiseAnd(mask, bit) == 0;\n }\n #else\n bool hasBit(int mask, int bit) {\n return (mask & bit) == 0;\n }\n #endif\n\n // flag is a bit-flag for clip-objects to ignore (note, object ids start at 1 not 0)\n
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export var common_clip = "\n#if dClipObjectCount != 0\n vec3 quaternionTransform(const in vec4 q, const in vec3 v) {\n vec3 t = 2.0 * cross(q.xyz, v);\n return v + q.w * t + cross(q.xyz, t);\n }\n\n vec4 computePlane(const in vec3 normal, const in vec3 inPoint) {\n return vec4(normalize(normal), -dot(normal, inPoint));\n }\n\n float planeSD(const in vec4 plane, const in vec3 center) {\n return -dot(plane.xyz, center - plane.xyz * -plane.w);\n }\n\n float sphereSD(const in vec3 position, const in vec4 rotation, const in vec3 size, const in vec3 center) {\n return (\n length(quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position) / size) - 1.0\n ) * min(min(size.x, size.y), size.z);\n }\n\n float cubeSD(const in vec3 position, const in vec4 rotation, const in vec3 size, const in vec3 center) {\n vec3 d = abs(quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position)) - size;\n return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0));\n }\n\n float cylinderSD(const in vec3 position, const in vec4 rotation, const in vec3 size, const in vec3 center) {\n vec3 t = quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position);\n\n vec2 d = abs(vec2(length(t.xz), t.y)) - size.xy;\n return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));\n }\n\n float infiniteConeSD(const in vec3 position, const in vec4 rotation, const in vec3 size, const in vec3 center) {\n vec3 t = quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position);\n\n float q = length(t.xy);\n return dot(size.xy, vec2(q, t.z));\n }\n\n float getSignedDistance(const in vec3 center, const in int type, const in vec3 position, const in vec4 rotation, const in vec3 scale) {\n if (type == 1) {\n vec3 normal = quaternionTransform(rotation, vec3(0.0, 1.0, 0.0));\n vec4 plane = computePlane(normal, position);\n return planeSD(plane, center);\n } else if (type == 2) {\n return sphereSD(position, rotation, scale * 0.5, center);\n } else if (type == 3) {\n return cubeSD(position, rotation, scale * 0.5, center);\n } else if (type == 4) {\n return cylinderSD(position, rotation, scale * 0.5, center);\n } else if (type == 5) {\n return infiniteConeSD(position, rotation, scale * 0.5, center);\n } else {\n return 0.1;\n }\n }\n\n #if __VERSION__ == 100\n // 8-bit\n int bitwiseAnd(const in int a, const in int b) {\n int d = 128;\n int result = 0;\n for (int i = 0; i < 8; ++i) {\n if (d <= 0) break;\n if (a >= d && b >= d) result += d;\n if (a >= d) a -= d;\n if (b >= d) b -= d;\n d /= 2;\n }\n return result;\n }\n\n bool hasBit(const in int mask, const in int bit) {\n return bitwiseAnd(mask, bit) == 0;\n }\n #else\n bool hasBit(const in int mask, const in int bit) {\n return (mask & bit) == 0;\n }\n #endif\n\n bool clipTest(const in vec4 sphere) {\n // flag is a bit-flag for clip-objects to ignore (note, object ids start at 1 not 0)\n #if defined(dClipping)\n int flag = int(floor(vClipping * 255.0 + 0.5));\n #else\n int flag = 0;\n #endif\n\n #pragma unroll_loop_start\n for (int i = 0; i < dClipObjectCount; ++i) {\n if (flag == 0 || hasBit(flag, UNROLLED_LOOP_INDEX + 1)) {\n // TODO take sphere radius into account?\n bool test = getSignedDistance(sphere.xyz, uClipObjectType[i], uClipObjectPosition[i], uClipObjectRotation[i], uClipObjectScale[i]) <= 0.0;\n if ((!uClipObjectInvert[i] && test) || (uClipObjectInvert[i] && !test)) {\n return true;\n }\n }\n }\n #pragma unroll_loop_end\n return false;\n }\n#endif\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
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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#ifdef dSolidInterior\n const bool solidInterior = true;\n#else\n const bool solidInterior = false;\n#endif\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 vec3 cameraNormal, out bool interior,\n out vec3 modelPosition, out vec3 viewPosition, out float fragmentDepth\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 #ifdef dSolidInterior\n bool topInterior = !topCap;\n bool bottomInterior = !bottomCap;\n topCap = true;\n bottomCap = true;\n #else\n bool topInterior = false;\n bool bottomInterior = false;\n #endif\n\n bool clipped = false;\n bool objectClipped = false;\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 cameraNormal = (oc + t * rayDir - ba * y / baba) / radius;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(modelPosition, 0.0))) {\n objectClipped = true;\n fragmentDepth = -1.0;\n #ifdef dSolidInterior\n topCap = !topInterior;\n bottomCap = !bottomInterior;\n #endif\n }\n #endif\n if (fragmentDepth > 0.0) return true;\n clipped = true;\n }\n\n if (!clipped) {\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = topInterior;\n cameraNormal = -ba / baba;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(modelPosition, 0.0))) {\n objectClipped = true;\n fragmentDepth = -1.0;\n #ifdef dSolidInterior\n topCap = !topInterior;\n bottomCap = !bottomInterior;\n #endif\n }\n #endif\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (interior) cameraNormal = -rayDir;\n #endif\n return true;\n }\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 = bottomInterior;\n cameraNormal = ba / baba;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(modelPosition, 0.0))) {\n objectClipped = true;\n fragmentDepth = -1.0;\n #ifdef dSolidInterior\n topCap = !topInterior;\n bottomCap = !bottomInterior;\n #endif\n }\n #endif\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (interior) cameraNormal = -rayDir;\n #endif\n return true;\n }\n }\n }\n }\n\n if (uDoubleSided || solidInterior) {\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 cameraNormal = -(oc + t * rayDir - ba * y / baba) / radius;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (!objectClipped) {\n fragmentDepth = 0.0 + (0.0000002 / vSize);\n cameraNormal = -rayDir;\n }\n #endif\n return true;\n }\n }\n\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < -h) {\n interior = true;\n cameraNormal = ba / baba;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (!objectClipped) {\n fragmentDepth = 0.0 + (0.0000002 / vSize);\n cameraNormal = -rayDir;\n }\n #endif\n return true;\n }\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 = true;\n cameraNormal = -ba / baba;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (!objectClipped) {\n fragmentDepth = 0.0 + (0.0000002 / vSize);\n cameraNormal = -rayDir;\n }\n #endif\n return true;\n }\n }\n }\n }\n\n return false;\n}\n\nvoid main() {\n vec3 rayOrigin = vModelPosition;\n vec3 rayDir = mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n\n vec3 cameraNormal;\n vec3 modelPosition;\n vec3 viewPosition;\n float fragmentDepth;\n bool hit = CylinderImpostor(rayOrigin, rayDir, vStart, vEnd, vSize, cameraNormal, interior, modelPosition, viewPosition, fragmentDepth);\n if (!hit) discard;\n\n if (fragmentDepth < 0.0) discard;\n if (fragmentDepth > 1.0) discard;\n\n gl_FragDepthEXT = fragmentDepth;\n\n vec3 vViewPosition = viewPosition;\n vec3 vModelPosition = modelPosition;\n\n #include clip_pixel\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n #ifdef requiredDrawBuffers\n gl_FragColor = vObject;\n gl_FragData[1] = vInstance;\n gl_FragData[2] = vGroup;\n gl_FragData[3] = packDepthToRGBA(fragmentDepth);\n #else\n gl_FragColor = vColor;\n #endif\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(cameraNormal));\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 #include dpoit_write\n #endif\n}\n";
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export var 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
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export var 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#ifdef dSolidInterior\n const bool solidInterior = true;\n#else\n const bool solidInterior = false;\n#endif\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 vec3 cameraNormal, out bool interior,\n out vec3 modelPosition, out vec3 viewPosition, out float fragmentDepth\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 #ifdef dSolidInterior\n bool topInterior = !topCap;\n bool bottomInterior = !bottomCap;\n topCap = true;\n bottomCap = true;\n #else\n bool topInterior = false;\n bool bottomInterior = false;\n #endif\n\n bool clipped = false;\n bool objectClipped = false;\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 cameraNormal = (oc + t * rayDir - ba * y / baba) / radius;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(modelPosition, 0.0))) {\n objectClipped = true;\n fragmentDepth = -1.0;\n #ifdef dSolidInterior\n topCap = !topInterior;\n bottomCap = !bottomInterior;\n #endif\n }\n #endif\n if (fragmentDepth > 0.0) return true;\n clipped = true;\n }\n\n if (!clipped) {\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = topInterior;\n cameraNormal = -ba / baba;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(modelPosition, 0.0))) {\n objectClipped = true;\n fragmentDepth = -1.0;\n #ifdef dSolidInterior\n topCap = !topInterior;\n bottomCap = !bottomInterior;\n #endif\n }\n #endif\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (interior) cameraNormal = -rayDir;\n #endif\n return true;\n }\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 = bottomInterior;\n cameraNormal = ba / baba;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(modelPosition, 0.0))) {\n objectClipped = true;\n fragmentDepth = -1.0;\n #ifdef dSolidInterior\n topCap = !topInterior;\n bottomCap = !bottomInterior;\n #endif\n }\n #endif\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (interior) cameraNormal = -rayDir;\n #endif\n return true;\n }\n }\n }\n }\n\n if (uDoubleSided || solidInterior) {\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 cameraNormal = -(oc + t * rayDir - ba * y / baba) / radius;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (!objectClipped) {\n fragmentDepth = 0.0 + (0.0000002 / vSize);\n cameraNormal = -rayDir;\n }\n #endif\n return true;\n }\n }\n\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < -h) {\n interior = true;\n cameraNormal = ba / baba;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (!objectClipped) {\n fragmentDepth = 0.0 + (0.0000002 / vSize);\n cameraNormal = -rayDir;\n }\n #endif\n return true;\n }\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 = true;\n cameraNormal = -ba / baba;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (!objectClipped) {\n fragmentDepth = 0.0 + (0.0000002 / vSize);\n cameraNormal = -rayDir;\n }\n #endif\n return true;\n }\n }\n }\n }\n\n return false;\n}\n\nvoid main() {\n vec3 rayOrigin = vModelPosition;\n vec3 rayDir = mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n\n vec3 cameraNormal;\n vec3 modelPosition;\n vec3 viewPosition;\n float fragmentDepth;\n bool hit = CylinderImpostor(rayOrigin, rayDir, vStart, vEnd, vSize, cameraNormal, interior, modelPosition, viewPosition, fragmentDepth);\n if (!hit) discard;\n\n if (fragmentDepth < 0.0) discard;\n if (fragmentDepth > 1.0) discard;\n\n gl_FragDepthEXT = fragmentDepth;\n\n vec3 vViewPosition = viewPosition;\n vec3 vModelPosition = modelPosition;\n\n #include clip_pixel\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n #ifdef requiredDrawBuffers\n gl_FragColor = vObject;\n gl_FragData[1] = vInstance;\n gl_FragData[2] = vGroup;\n gl_FragData[3] = packDepthToRGBA(fragmentDepth);\n #else\n gl_FragColor = vColor;\n #endif\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(cameraNormal));\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 #include dpoit_write\n #endif\n}\n";
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