molstar 3.4.0 → 3.6.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (401) hide show
  1. package/LICENSE +20 -20
  2. package/README.md +202 -197
  3. package/build/viewer/embedded.html +43 -43
  4. package/build/viewer/index.html +106 -106
  5. package/build/viewer/molstar.js +1 -1
  6. package/build/viewer/molstar.js.LICENSE.txt +12 -14
  7. package/lib/apps/docking-viewer/index.html +36 -36
  8. package/lib/apps/docking-viewer/index.js +1 -1
  9. package/lib/apps/viewer/app.js +1 -1
  10. package/lib/apps/viewer/embedded.html +43 -43
  11. package/lib/apps/viewer/index.html +106 -106
  12. package/lib/cli/chem-comp-dict/util.d.ts +20 -20
  13. package/lib/cli/cif2bcif/converter.js +1 -1
  14. package/lib/cli/cif2bcif/index.js +4 -4
  15. package/lib/cli/cifschema/util/cif-dic.d.ts +1 -1
  16. package/lib/cli/cifschema/util/cif-dic.js +7 -5
  17. package/lib/cli/cifschema/util/generate.d.ts +1 -1
  18. package/lib/cli/cifschema/util/generate.js +12 -3
  19. package/lib/cli/cifschema/util/schema.d.ts +3 -3
  20. package/lib/cli/cifschema/util/schema.js +1 -1
  21. package/lib/commonjs/apps/docking-viewer/index.js +2 -2
  22. package/lib/commonjs/apps/viewer/app.js +2 -2
  23. package/lib/commonjs/cli/chem-comp-dict/util.d.ts +20 -20
  24. package/lib/commonjs/cli/cif2bcif/converter.js +1 -1
  25. package/lib/commonjs/cli/cif2bcif/index.js +4 -4
  26. package/lib/commonjs/cli/cifschema/util/cif-dic.d.ts +1 -1
  27. package/lib/commonjs/cli/cifschema/util/cif-dic.js +7 -5
  28. package/lib/commonjs/cli/cifschema/util/generate.d.ts +1 -1
  29. package/lib/commonjs/cli/cifschema/util/generate.js +12 -3
  30. package/lib/commonjs/cli/cifschema/util/schema.d.ts +3 -3
  31. package/lib/commonjs/cli/cifschema/util/schema.js +1 -1
  32. package/lib/commonjs/examples/alpha-orbitals/index.js +2 -2
  33. package/lib/commonjs/examples/basic-wrapper/index.js +2 -2
  34. package/lib/commonjs/examples/lighting/index.js +2 -2
  35. package/lib/commonjs/examples/proteopedia-wrapper/index.js +2 -2
  36. package/lib/commonjs/extensions/anvil/behavior.d.ts +1 -0
  37. package/lib/commonjs/extensions/anvil/representation.d.ts +4 -0
  38. package/lib/commonjs/extensions/cellpack/representation.d.ts +1 -0
  39. package/lib/commonjs/extensions/dnatco/confal-pyramids/color.d.ts +397 -2
  40. package/lib/commonjs/extensions/dnatco/confal-pyramids/color.js +223 -131
  41. package/lib/commonjs/extensions/dnatco/confal-pyramids/property.js +1 -3
  42. package/lib/commonjs/extensions/dnatco/confal-pyramids/representation.d.ts +3 -0
  43. package/lib/commonjs/extensions/dnatco/confal-pyramids/util.js +18 -19
  44. package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +1 -0
  45. package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.d.ts +1 -0
  46. package/lib/commonjs/extensions/rcsb/validation-report/representation.d.ts +5 -0
  47. package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +2 -0
  48. package/lib/commonjs/mol-canvas3d/helper/camera-helper.d.ts +1 -0
  49. package/lib/commonjs/mol-canvas3d/helper/handle-helper.d.ts +1 -0
  50. package/lib/commonjs/mol-canvas3d/helper/helper.d.ts +2 -0
  51. package/lib/commonjs/mol-canvas3d/passes/image.d.ts +1 -0
  52. package/lib/commonjs/mol-data/db/column.d.ts +10 -3
  53. package/lib/commonjs/mol-data/db/column.js +39 -17
  54. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +4 -2
  55. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.js +2 -2
  56. package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +0 -1
  57. package/lib/commonjs/mol-geo/geometry/mesh/color-smoothing.d.ts +1 -1
  58. package/lib/commonjs/mol-geo/geometry/mesh/color-smoothing.js +5 -3
  59. package/lib/commonjs/mol-geo/geometry/mesh/mesh.d.ts +2 -1
  60. package/lib/commonjs/mol-geo/geometry/mesh/mesh.js +2 -2
  61. package/lib/commonjs/mol-geo/geometry/points/points.d.ts +1 -1
  62. package/lib/commonjs/mol-geo/geometry/spheres/spheres.d.ts +2 -1
  63. package/lib/commonjs/mol-geo/geometry/spheres/spheres.js +2 -2
  64. package/lib/commonjs/mol-geo/geometry/texture-mesh/color-smoothing.d.ts +1 -1
  65. package/lib/commonjs/mol-geo/geometry/texture-mesh/color-smoothing.js +6 -4
  66. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.d.ts +2 -1
  67. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.js +2 -2
  68. package/lib/commonjs/mol-gl/shader/chunks/wboit-write.glsl.d.ts +2 -2
  69. package/lib/commonjs/mol-gl/shader/chunks/wboit-write.glsl.js +2 -2
  70. package/lib/commonjs/mol-gl/shader/direct-volume.frag.d.ts +1 -1
  71. package/lib/commonjs/mol-gl/shader/direct-volume.frag.js +1 -1
  72. package/lib/commonjs/mol-gl/shader/image.frag.d.ts +2 -2
  73. package/lib/commonjs/mol-gl/shader/image.frag.js +2 -2
  74. package/lib/commonjs/mol-gl/shader/lines.frag.d.ts +2 -2
  75. package/lib/commonjs/mol-gl/shader/lines.frag.js +2 -2
  76. package/lib/commonjs/mol-gl/shader/points.frag.d.ts +2 -2
  77. package/lib/commonjs/mol-gl/shader/points.frag.js +2 -2
  78. package/lib/commonjs/mol-gl/shader/text.frag.d.ts +2 -2
  79. package/lib/commonjs/mol-gl/shader/text.frag.js +2 -2
  80. package/lib/commonjs/mol-gl/webgl/buffer.d.ts +2 -2
  81. package/lib/commonjs/mol-gl/webgl/buffer.js +12 -12
  82. package/lib/commonjs/mol-gl/webgl/context.d.ts +1 -1
  83. package/lib/commonjs/mol-gl/webgl/context.js +2 -2
  84. package/lib/commonjs/mol-gl/webgl/program.d.ts +1 -1
  85. package/lib/commonjs/mol-gl/webgl/program.js +10 -4
  86. package/lib/commonjs/mol-io/reader/cif/schema/bird.d.ts +8 -8
  87. package/lib/commonjs/mol-io/reader/cif/schema/bird.js +12 -11
  88. package/lib/commonjs/mol-io/reader/cif/schema/ccd-extras.d.ts +1 -1
  89. package/lib/commonjs/mol-io/reader/cif/schema/ccd.d.ts +12 -12
  90. package/lib/commonjs/mol-io/reader/cif/schema/ccd.js +13 -12
  91. package/lib/commonjs/mol-io/reader/cif/schema/mmcif-extras.d.ts +5 -5
  92. package/lib/commonjs/mol-io/reader/cif/schema/mmcif-extras.js +2 -2
  93. package/lib/commonjs/mol-io/reader/cif/schema/mmcif.d.ts +30 -26
  94. package/lib/commonjs/mol-io/reader/cif/schema/mmcif.js +44 -39
  95. package/lib/commonjs/mol-io/reader/cif/schema.d.ts +1 -1
  96. package/lib/commonjs/mol-io/reader/cif/schema.js +22 -2
  97. package/lib/commonjs/mol-io/writer/mol/encoder.js +1 -1
  98. package/lib/commonjs/mol-math/geometry/common.d.ts +2 -1
  99. package/lib/commonjs/mol-math/geometry/common.js +1 -1
  100. package/lib/commonjs/mol-math/geometry/gaussian-density/cpu.d.ts +1 -1
  101. package/lib/commonjs/mol-math/geometry/gaussian-density/cpu.js +2 -2
  102. package/lib/commonjs/mol-math/geometry/gaussian-density/gpu.d.ts +1 -1
  103. package/lib/commonjs/mol-math/geometry/gaussian-density/gpu.js +7 -7
  104. package/lib/commonjs/mol-math/geometry/gaussian-density.d.ts +2 -2
  105. package/lib/commonjs/mol-math/geometry/gaussian-density.js +1 -1
  106. package/lib/commonjs/mol-math/geometry/molecular-surface.d.ts +2 -1
  107. package/lib/commonjs/mol-math/geometry/molecular-surface.js +2 -2
  108. package/lib/commonjs/mol-math/geometry/primitives/box3d.js +2 -1
  109. package/lib/commonjs/mol-math/geometry/primitives/sphere3d.js +12 -6
  110. package/lib/commonjs/mol-model/structure/model/model.js +14 -6
  111. package/lib/commonjs/mol-model/structure/model/properties/common.js +1 -1
  112. package/lib/commonjs/mol-model/structure/model/types.d.ts +19 -17
  113. package/lib/commonjs/mol-model/structure/model/types.js +30 -31
  114. package/lib/commonjs/mol-model/structure/query/queries/generators.js +1 -1
  115. package/lib/commonjs/mol-model/structure/structure/properties.d.ts +1 -1
  116. package/lib/commonjs/mol-model/structure/structure/unit/bonds/inter-compute.js +2 -4
  117. package/lib/commonjs/mol-model/structure/structure/unit/bonds/intra-compute.js +1 -3
  118. package/lib/commonjs/mol-model/structure/structure/unit/rings.js +3 -0
  119. package/lib/commonjs/mol-model-formats/shape/ply.d.ts +2 -0
  120. package/lib/commonjs/mol-model-formats/structure/basic/entities.js +1 -1
  121. package/lib/commonjs/mol-model-formats/structure/basic/schema.d.ts +2 -2
  122. package/lib/commonjs/mol-model-formats/structure/common/component.d.ts +3 -3
  123. package/lib/commonjs/mol-model-formats/structure/common/component.js +46 -46
  124. package/lib/commonjs/mol-model-formats/structure/pdb/atom-site.d.ts +2 -2
  125. package/lib/commonjs/mol-model-formats/structure/pdb/atom-site.js +72 -7
  126. package/lib/commonjs/mol-model-formats/structure/pdb/secondary-structure.js +11 -11
  127. package/lib/commonjs/mol-model-formats/structure/pdb/to-cif.js +7 -2
  128. package/lib/commonjs/mol-model-formats/structure/property/bonds/chem_comp.js +1 -1
  129. package/lib/commonjs/mol-model-formats/structure/property/bonds/struct_conn.js +1 -1
  130. package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +1 -0
  131. package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.d.ts +1 -0
  132. package/lib/commonjs/mol-model-props/computed/representations/interactions.d.ts +3 -0
  133. package/lib/commonjs/mol-model-props/integrative/cross-link-restraint/representation.d.ts +4 -0
  134. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +2 -3
  135. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/util.js +4 -2
  136. package/lib/commonjs/mol-plugin/commands.d.ts +1 -0
  137. package/lib/commonjs/mol-plugin/util/viewport-screenshot.d.ts +3 -0
  138. package/lib/commonjs/mol-plugin-state/actions/structure.d.ts +6 -6
  139. package/lib/commonjs/mol-plugin-state/helpers/structure-selection-query.d.ts +1 -1
  140. package/lib/commonjs/mol-plugin-state/helpers/structure-selection-query.js +1 -1
  141. package/lib/commonjs/mol-plugin-state/transforms/representation.d.ts +6 -0
  142. package/lib/commonjs/mol-plugin-ui/react18.d.ts +11 -0
  143. package/lib/commonjs/mol-plugin-ui/react18.js +38 -0
  144. package/lib/commonjs/mol-plugin-ui/state/common.js +6 -7
  145. package/lib/commonjs/mol-plugin-ui/structure/focus.d.ts +1 -1
  146. package/lib/commonjs/mol-plugin-ui/structure/focus.js +2 -2
  147. package/lib/commonjs/mol-plugin-ui/task.d.ts +2 -21
  148. package/lib/commonjs/mol-plugin-ui/task.js +39 -43
  149. package/lib/commonjs/mol-repr/shape/loci/angle.d.ts +1 -0
  150. package/lib/commonjs/mol-repr/shape/loci/dihedral.d.ts +1 -0
  151. package/lib/commonjs/mol-repr/shape/loci/orientation.d.ts +1 -0
  152. package/lib/commonjs/mol-repr/shape/loci/plane.d.ts +1 -0
  153. package/lib/commonjs/mol-repr/shape/model/unitcell.d.ts +1 -0
  154. package/lib/commonjs/mol-repr/structure/complex-visual.d.ts +3 -0
  155. package/lib/commonjs/mol-repr/structure/params.d.ts +4 -0
  156. package/lib/commonjs/mol-repr/structure/registry.d.ts +10 -0
  157. package/lib/commonjs/mol-repr/structure/representation/backbone.d.ts +3 -0
  158. package/lib/commonjs/mol-repr/structure/representation/ball-and-stick.d.ts +3 -0
  159. package/lib/commonjs/mol-repr/structure/representation/carbohydrate.d.ts +3 -0
  160. package/lib/commonjs/mol-repr/structure/representation/cartoon.d.ts +3 -0
  161. package/lib/commonjs/mol-repr/structure/representation/ellipsoid.d.ts +3 -0
  162. package/lib/commonjs/mol-repr/structure/representation/gaussian-surface.d.ts +3 -0
  163. package/lib/commonjs/mol-repr/structure/representation/molecular-surface.d.ts +3 -0
  164. package/lib/commonjs/mol-repr/structure/representation/orientation.d.ts +3 -0
  165. package/lib/commonjs/mol-repr/structure/representation/putty.d.ts +3 -0
  166. package/lib/commonjs/mol-repr/structure/representation/spacefill.d.ts +3 -0
  167. package/lib/commonjs/mol-repr/structure/units-visual.d.ts +4 -0
  168. package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-cylinder.d.ts +2 -0
  169. package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-cylinder.d.ts +2 -0
  170. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-link-cylinder.d.ts +1 -0
  171. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-symbol-mesh.d.ts +1 -0
  172. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.d.ts +1 -0
  173. package/lib/commonjs/mol-repr/structure/visual/element-sphere.d.ts +2 -0
  174. package/lib/commonjs/mol-repr/structure/visual/ellipsoid-mesh.d.ts +1 -0
  175. package/lib/commonjs/mol-repr/structure/visual/gaussian-density-volume.js +2 -3
  176. package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-mesh.d.ts +5 -1
  177. package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-mesh.js +9 -9
  178. package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-wireframe.d.ts +1 -1
  179. package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-wireframe.js +4 -5
  180. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.d.ts +1 -0
  181. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.js +3 -3
  182. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-wireframe.d.ts +1 -1
  183. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-wireframe.js +4 -4
  184. package/lib/commonjs/mol-repr/structure/visual/nucleotide-block-mesh.d.ts +1 -0
  185. package/lib/commonjs/mol-repr/structure/visual/nucleotide-ring-mesh.d.ts +1 -0
  186. package/lib/commonjs/mol-repr/structure/visual/orientation-ellipsoid-mesh.d.ts +1 -0
  187. package/lib/commonjs/mol-repr/structure/visual/polymer-backbone-cylinder.d.ts +2 -0
  188. package/lib/commonjs/mol-repr/structure/visual/polymer-backbone-sphere.d.ts +2 -0
  189. package/lib/commonjs/mol-repr/structure/visual/polymer-direction-wedge.d.ts +1 -0
  190. package/lib/commonjs/mol-repr/structure/visual/polymer-gap-cylinder.d.ts +1 -0
  191. package/lib/commonjs/mol-repr/structure/visual/polymer-trace-mesh.d.ts +1 -0
  192. package/lib/commonjs/mol-repr/structure/visual/polymer-tube-mesh.d.ts +1 -0
  193. package/lib/commonjs/mol-repr/structure/visual/util/common.d.ts +1 -3
  194. package/lib/commonjs/mol-repr/structure/visual/util/common.js +2 -27
  195. package/lib/commonjs/mol-repr/util.d.ts +2 -1
  196. package/lib/commonjs/mol-repr/util.js +2 -2
  197. package/lib/commonjs/mol-repr/volume/isosurface.d.ts +5 -0
  198. package/lib/commonjs/mol-repr/volume/registry.d.ts +1 -0
  199. package/lib/commonjs/mol-script/language/builder.d.ts +1 -0
  200. package/lib/examples/alpha-orbitals/index.html +61 -61
  201. package/lib/examples/alpha-orbitals/index.js +1 -1
  202. package/lib/examples/basic-wrapper/index.html +137 -137
  203. package/lib/examples/basic-wrapper/index.js +1 -1
  204. package/lib/examples/lighting/index.html +88 -88
  205. package/lib/examples/lighting/index.js +1 -1
  206. package/lib/examples/proteopedia-wrapper/index.html +236 -236
  207. package/lib/examples/proteopedia-wrapper/index.js +1 -1
  208. package/lib/extensions/anvil/behavior.d.ts +1 -0
  209. package/lib/extensions/anvil/representation.d.ts +4 -0
  210. package/lib/extensions/cellpack/representation.d.ts +1 -0
  211. package/lib/extensions/dnatco/confal-pyramids/color.d.ts +397 -2
  212. package/lib/extensions/dnatco/confal-pyramids/color.js +224 -132
  213. package/lib/extensions/dnatco/confal-pyramids/property.js +1 -3
  214. package/lib/extensions/dnatco/confal-pyramids/representation.d.ts +3 -0
  215. package/lib/extensions/dnatco/confal-pyramids/util.js +19 -20
  216. package/lib/extensions/rcsb/assembly-symmetry/behavior.d.ts +1 -0
  217. package/lib/extensions/rcsb/assembly-symmetry/representation.d.ts +1 -0
  218. package/lib/extensions/rcsb/validation-report/representation.d.ts +5 -0
  219. package/lib/mol-canvas3d/canvas3d.d.ts +2 -0
  220. package/lib/mol-canvas3d/helper/camera-helper.d.ts +1 -0
  221. package/lib/mol-canvas3d/helper/handle-helper.d.ts +1 -0
  222. package/lib/mol-canvas3d/helper/helper.d.ts +2 -0
  223. package/lib/mol-canvas3d/passes/image.d.ts +1 -0
  224. package/lib/mol-data/db/column.d.ts +10 -3
  225. package/lib/mol-data/db/column.js +39 -18
  226. package/lib/mol-geo/geometry/cylinders/cylinders.d.ts +4 -2
  227. package/lib/mol-geo/geometry/cylinders/cylinders.js +2 -2
  228. package/lib/mol-geo/geometry/lines/lines.d.ts +0 -1
  229. package/lib/mol-geo/geometry/mesh/color-smoothing.d.ts +1 -1
  230. package/lib/mol-geo/geometry/mesh/color-smoothing.js +5 -3
  231. package/lib/mol-geo/geometry/mesh/mesh.d.ts +2 -1
  232. package/lib/mol-geo/geometry/mesh/mesh.js +2 -2
  233. package/lib/mol-geo/geometry/points/points.d.ts +1 -1
  234. package/lib/mol-geo/geometry/spheres/spheres.d.ts +2 -1
  235. package/lib/mol-geo/geometry/spheres/spheres.js +2 -2
  236. package/lib/mol-geo/geometry/texture-mesh/color-smoothing.d.ts +1 -1
  237. package/lib/mol-geo/geometry/texture-mesh/color-smoothing.js +6 -4
  238. package/lib/mol-geo/geometry/texture-mesh/texture-mesh.d.ts +2 -1
  239. package/lib/mol-geo/geometry/texture-mesh/texture-mesh.js +2 -2
  240. package/lib/mol-gl/shader/chunks/wboit-write.glsl.d.ts +2 -2
  241. package/lib/mol-gl/shader/chunks/wboit-write.glsl.js +2 -2
  242. package/lib/mol-gl/shader/direct-volume.frag.d.ts +1 -1
  243. package/lib/mol-gl/shader/direct-volume.frag.js +1 -1
  244. package/lib/mol-gl/shader/image.frag.d.ts +2 -2
  245. package/lib/mol-gl/shader/image.frag.js +2 -2
  246. package/lib/mol-gl/shader/lines.frag.d.ts +2 -2
  247. package/lib/mol-gl/shader/lines.frag.js +2 -2
  248. package/lib/mol-gl/shader/points.frag.d.ts +2 -2
  249. package/lib/mol-gl/shader/points.frag.js +2 -2
  250. package/lib/mol-gl/shader/text.frag.d.ts +2 -2
  251. package/lib/mol-gl/shader/text.frag.js +2 -2
  252. package/lib/mol-gl/webgl/buffer.d.ts +2 -2
  253. package/lib/mol-gl/webgl/buffer.js +12 -12
  254. package/lib/mol-gl/webgl/context.d.ts +1 -1
  255. package/lib/mol-gl/webgl/context.js +2 -2
  256. package/lib/mol-gl/webgl/program.d.ts +1 -1
  257. package/lib/mol-gl/webgl/program.js +10 -4
  258. package/lib/mol-io/reader/cif/schema/bird.d.ts +8 -8
  259. package/lib/mol-io/reader/cif/schema/bird.js +12 -11
  260. package/lib/mol-io/reader/cif/schema/ccd-extras.d.ts +1 -1
  261. package/lib/mol-io/reader/cif/schema/ccd.d.ts +12 -12
  262. package/lib/mol-io/reader/cif/schema/ccd.js +13 -12
  263. package/lib/mol-io/reader/cif/schema/mmcif-extras.d.ts +5 -5
  264. package/lib/mol-io/reader/cif/schema/mmcif-extras.js +2 -2
  265. package/lib/mol-io/reader/cif/schema/mmcif.d.ts +30 -26
  266. package/lib/mol-io/reader/cif/schema/mmcif.js +44 -39
  267. package/lib/mol-io/reader/cif/schema.d.ts +1 -1
  268. package/lib/mol-io/reader/cif/schema.js +22 -2
  269. package/lib/mol-io/writer/mol/encoder.js +1 -1
  270. package/lib/mol-math/geometry/common.d.ts +2 -1
  271. package/lib/mol-math/geometry/common.js +1 -1
  272. package/lib/mol-math/geometry/gaussian-density/cpu.d.ts +1 -1
  273. package/lib/mol-math/geometry/gaussian-density/cpu.js +2 -2
  274. package/lib/mol-math/geometry/gaussian-density/gpu.d.ts +1 -1
  275. package/lib/mol-math/geometry/gaussian-density/gpu.js +7 -7
  276. package/lib/mol-math/geometry/gaussian-density.d.ts +2 -2
  277. package/lib/mol-math/geometry/gaussian-density.js +1 -1
  278. package/lib/mol-math/geometry/molecular-surface.d.ts +2 -1
  279. package/lib/mol-math/geometry/molecular-surface.js +2 -2
  280. package/lib/mol-math/geometry/primitives/box3d.js +2 -1
  281. package/lib/mol-math/geometry/primitives/sphere3d.js +12 -6
  282. package/lib/mol-model/structure/model/model.js +14 -6
  283. package/lib/mol-model/structure/model/properties/common.js +1 -1
  284. package/lib/mol-model/structure/model/types.d.ts +19 -17
  285. package/lib/mol-model/structure/model/types.js +30 -31
  286. package/lib/mol-model/structure/query/queries/generators.js +1 -1
  287. package/lib/mol-model/structure/structure/properties.d.ts +1 -1
  288. package/lib/mol-model/structure/structure/unit/bonds/inter-compute.js +2 -4
  289. package/lib/mol-model/structure/structure/unit/bonds/intra-compute.js +1 -3
  290. package/lib/mol-model/structure/structure/unit/rings.js +3 -0
  291. package/lib/mol-model-formats/shape/ply.d.ts +2 -0
  292. package/lib/mol-model-formats/structure/basic/entities.js +1 -1
  293. package/lib/mol-model-formats/structure/basic/schema.d.ts +2 -2
  294. package/lib/mol-model-formats/structure/common/component.d.ts +3 -3
  295. package/lib/mol-model-formats/structure/common/component.js +46 -46
  296. package/lib/mol-model-formats/structure/pdb/atom-site.d.ts +2 -2
  297. package/lib/mol-model-formats/structure/pdb/atom-site.js +72 -7
  298. package/lib/mol-model-formats/structure/pdb/secondary-structure.js +11 -11
  299. package/lib/mol-model-formats/structure/pdb/to-cif.js +7 -2
  300. package/lib/mol-model-formats/structure/property/bonds/chem_comp.js +1 -1
  301. package/lib/mol-model-formats/structure/property/bonds/struct_conn.js +1 -1
  302. package/lib/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +1 -0
  303. package/lib/mol-model-props/computed/representations/interactions-intra-unit-cylinder.d.ts +1 -0
  304. package/lib/mol-model-props/computed/representations/interactions.d.ts +3 -0
  305. package/lib/mol-model-props/integrative/cross-link-restraint/representation.d.ts +4 -0
  306. package/lib/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +2 -3
  307. package/lib/mol-plugin/behavior/dynamic/volume-streaming/util.js +4 -2
  308. package/lib/mol-plugin/commands.d.ts +1 -0
  309. package/lib/mol-plugin/util/viewport-screenshot.d.ts +3 -0
  310. package/lib/mol-plugin/version.js +2 -2
  311. package/lib/mol-plugin-state/actions/structure.d.ts +6 -6
  312. package/lib/mol-plugin-state/helpers/structure-selection-query.d.ts +1 -1
  313. package/lib/mol-plugin-state/helpers/structure-selection-query.js +1 -1
  314. package/lib/mol-plugin-state/transforms/representation.d.ts +6 -0
  315. package/lib/mol-plugin-ui/react18.d.ts +11 -0
  316. package/lib/mol-plugin-ui/react18.js +34 -0
  317. package/lib/mol-plugin-ui/skin/base/base.scss +32 -32
  318. package/lib/mol-plugin-ui/skin/base/components/controls-base.scss +333 -333
  319. package/lib/mol-plugin-ui/skin/base/components/controls.scss +418 -418
  320. package/lib/mol-plugin-ui/skin/base/components/help.scss +27 -27
  321. package/lib/mol-plugin-ui/skin/base/components/line-graph.scss +67 -67
  322. package/lib/mol-plugin-ui/skin/base/components/log.scss +100 -100
  323. package/lib/mol-plugin-ui/skin/base/components/misc.scss +643 -643
  324. package/lib/mol-plugin-ui/skin/base/components/sequence.scss +125 -125
  325. package/lib/mol-plugin-ui/skin/base/components/slider.scss +165 -165
  326. package/lib/mol-plugin-ui/skin/base/components/tasks.scss +99 -99
  327. package/lib/mol-plugin-ui/skin/base/components/toast.scss +83 -83
  328. package/lib/mol-plugin-ui/skin/base/components/transformer.scss +163 -163
  329. package/lib/mol-plugin-ui/skin/base/components/viewport.scss +128 -128
  330. package/lib/mol-plugin-ui/skin/base/layout/common.scss +71 -71
  331. package/lib/mol-plugin-ui/skin/base/layout/controls-landscape.scss +89 -89
  332. package/lib/mol-plugin-ui/skin/base/layout/controls-outside.scss +98 -98
  333. package/lib/mol-plugin-ui/skin/base/layout/controls-portrait.scss +108 -108
  334. package/lib/mol-plugin-ui/skin/base/layout.scss +40 -40
  335. package/lib/mol-plugin-ui/skin/base/logo.scss +12 -12
  336. package/lib/mol-plugin-ui/skin/base/normalize.scss +209 -209
  337. package/lib/mol-plugin-ui/skin/base/ui.scss +40 -40
  338. package/lib/mol-plugin-ui/skin/base/variables.scss +85 -85
  339. package/lib/mol-plugin-ui/skin/blue.scss +1 -1
  340. package/lib/mol-plugin-ui/skin/colors/blue.scss +23 -23
  341. package/lib/mol-plugin-ui/skin/colors/dark.scss +23 -23
  342. package/lib/mol-plugin-ui/skin/colors/light.scss +29 -29
  343. package/lib/mol-plugin-ui/skin/dark.scss +1 -1
  344. package/lib/mol-plugin-ui/skin/light.scss +1 -1
  345. package/lib/mol-plugin-ui/state/common.js +7 -8
  346. package/lib/mol-plugin-ui/structure/focus.d.ts +1 -1
  347. package/lib/mol-plugin-ui/structure/focus.js +2 -2
  348. package/lib/mol-plugin-ui/task.d.ts +2 -21
  349. package/lib/mol-plugin-ui/task.js +40 -46
  350. package/lib/mol-repr/shape/loci/angle.d.ts +1 -0
  351. package/lib/mol-repr/shape/loci/dihedral.d.ts +1 -0
  352. package/lib/mol-repr/shape/loci/orientation.d.ts +1 -0
  353. package/lib/mol-repr/shape/loci/plane.d.ts +1 -0
  354. package/lib/mol-repr/shape/model/unitcell.d.ts +1 -0
  355. package/lib/mol-repr/structure/complex-visual.d.ts +3 -0
  356. package/lib/mol-repr/structure/params.d.ts +4 -0
  357. package/lib/mol-repr/structure/registry.d.ts +10 -0
  358. package/lib/mol-repr/structure/representation/backbone.d.ts +3 -0
  359. package/lib/mol-repr/structure/representation/ball-and-stick.d.ts +3 -0
  360. package/lib/mol-repr/structure/representation/carbohydrate.d.ts +3 -0
  361. package/lib/mol-repr/structure/representation/cartoon.d.ts +3 -0
  362. package/lib/mol-repr/structure/representation/ellipsoid.d.ts +3 -0
  363. package/lib/mol-repr/structure/representation/gaussian-surface.d.ts +3 -0
  364. package/lib/mol-repr/structure/representation/molecular-surface.d.ts +3 -0
  365. package/lib/mol-repr/structure/representation/orientation.d.ts +3 -0
  366. package/lib/mol-repr/structure/representation/putty.d.ts +3 -0
  367. package/lib/mol-repr/structure/representation/spacefill.d.ts +3 -0
  368. package/lib/mol-repr/structure/units-visual.d.ts +4 -0
  369. package/lib/mol-repr/structure/visual/bond-inter-unit-cylinder.d.ts +2 -0
  370. package/lib/mol-repr/structure/visual/bond-intra-unit-cylinder.d.ts +2 -0
  371. package/lib/mol-repr/structure/visual/carbohydrate-link-cylinder.d.ts +1 -0
  372. package/lib/mol-repr/structure/visual/carbohydrate-symbol-mesh.d.ts +1 -0
  373. package/lib/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.d.ts +1 -0
  374. package/lib/mol-repr/structure/visual/element-sphere.d.ts +2 -0
  375. package/lib/mol-repr/structure/visual/ellipsoid-mesh.d.ts +1 -0
  376. package/lib/mol-repr/structure/visual/gaussian-density-volume.js +2 -3
  377. package/lib/mol-repr/structure/visual/gaussian-surface-mesh.d.ts +5 -1
  378. package/lib/mol-repr/structure/visual/gaussian-surface-mesh.js +10 -10
  379. package/lib/mol-repr/structure/visual/gaussian-surface-wireframe.d.ts +1 -1
  380. package/lib/mol-repr/structure/visual/gaussian-surface-wireframe.js +4 -5
  381. package/lib/mol-repr/structure/visual/molecular-surface-mesh.d.ts +1 -0
  382. package/lib/mol-repr/structure/visual/molecular-surface-mesh.js +4 -4
  383. package/lib/mol-repr/structure/visual/molecular-surface-wireframe.d.ts +1 -1
  384. package/lib/mol-repr/structure/visual/molecular-surface-wireframe.js +5 -5
  385. package/lib/mol-repr/structure/visual/nucleotide-block-mesh.d.ts +1 -0
  386. package/lib/mol-repr/structure/visual/nucleotide-ring-mesh.d.ts +1 -0
  387. package/lib/mol-repr/structure/visual/orientation-ellipsoid-mesh.d.ts +1 -0
  388. package/lib/mol-repr/structure/visual/polymer-backbone-cylinder.d.ts +2 -0
  389. package/lib/mol-repr/structure/visual/polymer-backbone-sphere.d.ts +2 -0
  390. package/lib/mol-repr/structure/visual/polymer-direction-wedge.d.ts +1 -0
  391. package/lib/mol-repr/structure/visual/polymer-gap-cylinder.d.ts +1 -0
  392. package/lib/mol-repr/structure/visual/polymer-trace-mesh.d.ts +1 -0
  393. package/lib/mol-repr/structure/visual/polymer-tube-mesh.d.ts +1 -0
  394. package/lib/mol-repr/structure/visual/util/common.d.ts +1 -3
  395. package/lib/mol-repr/structure/visual/util/common.js +1 -24
  396. package/lib/mol-repr/util.d.ts +2 -1
  397. package/lib/mol-repr/util.js +2 -2
  398. package/lib/mol-repr/volume/isosurface.d.ts +5 -0
  399. package/lib/mol-repr/volume/registry.d.ts +1 -0
  400. package/lib/mol-script/language/builder.d.ts +1 -0
  401. package/package.json +162 -160
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2017-2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author David Sehnal <david.sehnal@gmail.com>
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
@@ -28,6 +28,7 @@ declare namespace Column {
28
28
  export type Str = {
29
29
  '@type': 'str';
30
30
  T: string;
31
+ transform?: 'uppercase' | 'lowercase';
31
32
  } & Base<'str'>;
32
33
  export type Int = {
33
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  '@type': 'int';
@@ -50,6 +51,7 @@ declare namespace Column {
50
51
  export type Aliased<T> = {
51
52
  '@type': 'aliased';
52
53
  T: T;
54
+ transform?: T extends string ? 'uppercase' | 'lowercase' : never;
53
55
  } & Base<T extends string ? 'str' : 'int'>;
54
56
  export type List<T extends number | string> = {
55
57
  '@type': 'list';
@@ -58,16 +60,21 @@ declare namespace Column {
58
60
  itemParse: (x: string) => T;
59
61
  } & Base<'list'>;
60
62
  export const str: Str;
63
+ export const ustr: Str;
64
+ export const lstr: Str;
61
65
  export const int: Int;
62
66
  export const coord: Coordinate;
63
67
  export const float: Float;
64
- export function Str(defaultValue?: string): Str;
68
+ export function Str(options?: {
69
+ defaultValue?: string;
70
+ transform?: 'uppercase' | 'lowercase';
71
+ }): Str;
65
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  export function Int(defaultValue?: number): Int;
66
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  export function Float(defaultValue?: number): Float;
67
74
  export function Tensor(space: Tensors.Space, baseType?: Int | Float): Tensor;
68
75
  export function Vector(dim: number, baseType?: Int | Float): Tensor;
69
76
  export function Matrix(rows: number, cols: number, baseType?: Int | Float): Tensor;
70
- export function Aliased<T>(t: Str | Int, defaultValue?: T): Aliased<T>;
77
+ export function Aliased<T>(t: Str | Int): Aliased<T>;
71
78
  export function List<T extends number | string>(separator: string, itemParse: (x: string) => T, defaultValue?: T[]): List<T>;
72
79
  export {};
73
80
  }
@@ -1,10 +1,9 @@
1
1
  /**
2
- * Copyright (c) 2017-2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author David Sehnal <david.sehnal@gmail.com>
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  */
7
- import { __assign } from "tslib";
8
7
  import * as ColumnHelpers from './column-helpers';
9
8
  import { Tensor as Tensors } from '../../mol-math/linear-algebra';
10
9
  import { parseInt as fastParseInt, parseFloat as fastParseFloat } from '../../mol-io/reader/common/text/number-parser';
@@ -14,13 +13,12 @@ var Column;
14
13
  (function (Schema) {
15
14
  // T also serves as a default value for undefined columns
16
15
  Schema.str = { '@type': 'str', T: '', valueType: 'str' };
16
+ Schema.ustr = { '@type': 'str', T: '', valueType: 'str', transform: 'uppercase' };
17
+ Schema.lstr = { '@type': 'str', T: '', valueType: 'str', transform: 'lowercase' };
17
18
  Schema.int = { '@type': 'int', T: 0, valueType: 'int' };
18
19
  Schema.coord = { '@type': 'coord', T: 0, valueType: 'float' };
19
20
  Schema.float = { '@type': 'float', T: 0, valueType: 'float' };
20
- function Str(defaultValue) {
21
- if (defaultValue === void 0) { defaultValue = ''; }
22
- return { '@type': 'str', T: defaultValue, valueType: 'str' };
23
- }
21
+ function Str(options) { var _a; return { '@type': 'str', T: (_a = options === null || options === void 0 ? void 0 : options.defaultValue) !== null && _a !== void 0 ? _a : '', transform: options === null || options === void 0 ? void 0 : options.transform, valueType: 'str' }; }
24
22
  Schema.Str = Str;
25
23
  ;
26
24
  function Int(defaultValue) {
@@ -50,9 +48,7 @@ var Column;
50
48
  return Tensor(Tensors.ColumnMajorMatrix(rows, cols, baseType['@type'] === 'int' ? Int32Array : Float64Array), baseType);
51
49
  }
52
50
  Schema.Matrix = Matrix;
53
- function Aliased(t, defaultValue) {
54
- if (typeof defaultValue !== 'undefined')
55
- return __assign(__assign({}, t), { T: defaultValue });
51
+ function Aliased(t) {
56
52
  return t;
57
53
  }
58
54
  Schema.Aliased = Aliased;
@@ -265,8 +261,13 @@ function lambdaColumn(_a) {
265
261
  function arrayColumn(_a) {
266
262
  var array = _a.array, schema = _a.schema, valueKind = _a.valueKind;
267
263
  var rowCount = array.length;
264
+ var defaultValue = schema.T;
268
265
  var value = schema.valueType === 'str'
269
- ? function (row) { var v = array[row]; return typeof v === 'string' ? v : '' + v; }
266
+ ? schema.transform === 'lowercase'
267
+ ? function (row) { var v = array[row]; return typeof v === 'string' ? v.toLowerCase() : "".concat(v !== null && v !== void 0 ? v : defaultValue).toLowerCase(); }
268
+ : schema.transform === 'uppercase'
269
+ ? function (row) { var v = array[row]; return typeof v === 'string' ? v.toUpperCase() : "".concat(v !== null && v !== void 0 ? v : defaultValue).toUpperCase(); }
270
+ : function (row) { var v = array[row]; return typeof v === 'string' ? v : "".concat(v !== null && v !== void 0 ? v : defaultValue); }
270
271
  : function (row) { return array[row]; };
271
272
  var isTyped = ColumnHelpers.isTypedArray(array);
272
273
  return {
@@ -277,15 +278,35 @@ function arrayColumn(_a) {
277
278
  value: value,
278
279
  valueKind: valueKind ? valueKind : function (row) { return 0 /* Present */; },
279
280
  toArray: schema.valueType === 'str'
280
- ? function (params) {
281
- var _a = ColumnHelpers.getArrayBounds(rowCount, params), start = _a.start, end = _a.end;
282
- var ret = new (params && typeof params.array !== 'undefined' ? params.array : array.constructor)(end - start);
283
- for (var i = 0, _i = end - start; i < _i; i++) {
284
- var v = array[start + i];
285
- ret[i] = typeof v === 'string' ? v : '' + v;
281
+ ? schema.transform === 'lowercase'
282
+ ? function (params) {
283
+ var _a = ColumnHelpers.getArrayBounds(rowCount, params), start = _a.start, end = _a.end;
284
+ var ret = new (params && typeof params.array !== 'undefined' ? params.array : array.constructor)(end - start);
285
+ for (var i = 0, _i = end - start; i < _i; i++) {
286
+ var v = array[start + i];
287
+ ret[i] = typeof v === 'string' ? v.toLowerCase() : "".concat(v !== null && v !== void 0 ? v : defaultValue).toLowerCase();
288
+ }
289
+ return ret;
286
290
  }
287
- return ret;
288
- }
291
+ : schema.transform === 'uppercase'
292
+ ? function (params) {
293
+ var _a = ColumnHelpers.getArrayBounds(rowCount, params), start = _a.start, end = _a.end;
294
+ var ret = new (params && typeof params.array !== 'undefined' ? params.array : array.constructor)(end - start);
295
+ for (var i = 0, _i = end - start; i < _i; i++) {
296
+ var v = array[start + i];
297
+ ret[i] = typeof v === 'string' ? v.toUpperCase() : "".concat(v !== null && v !== void 0 ? v : defaultValue).toUpperCase();
298
+ }
299
+ return ret;
300
+ }
301
+ : function (params) {
302
+ var _a = ColumnHelpers.getArrayBounds(rowCount, params), start = _a.start, end = _a.end;
303
+ var ret = new (params && typeof params.array !== 'undefined' ? params.array : array.constructor)(end - start);
304
+ for (var i = 0, _i = end - start; i < _i; i++) {
305
+ var v = array[start + i];
306
+ ret[i] = typeof v === 'string' ? v : "".concat(v !== null && v !== void 0 ? v : defaultValue);
307
+ }
308
+ return ret;
309
+ }
289
310
  : isTyped
290
311
  ? function (params) { return ColumnHelpers.typedArrayWindow(array, params); }
291
312
  : function (params) {
@@ -1,5 +1,5 @@
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.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -43,13 +43,15 @@ export declare namespace Cylinders {
43
43
  doubleSided: PD.BooleanParam;
44
44
  ignoreLight: PD.BooleanParam;
45
45
  xrayShaded: PD.BooleanParam;
46
+ allowTransparentBackfaces: PD.BooleanParam;
46
47
  bumpFrequency: PD.Numeric;
47
48
  bumpAmplitude: PD.Numeric;
48
49
  alpha: PD.Numeric;
49
50
  quality: PD.Select<"auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest">;
50
51
  material: PD.Group<PD.Normalize<{
51
- metalness: number; /** Number of cylinders */
52
+ metalness: number;
52
53
  roughness: number;
54
+ /** Number of cylinders */
53
55
  bumpiness: number;
54
56
  }>>;
55
57
  clip: PD.Group<PD.Normalize<{
@@ -1,5 +1,5 @@
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.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -107,7 +107,7 @@ export var Cylinders;
107
107
  }
108
108
  Cylinders.transform = transform;
109
109
  //
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), 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), allowTransparentBackfaces: PD.Boolean(false, 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) });
111
111
  Cylinders.Utils = {
112
112
  Params: Cylinders.Params,
113
113
  createEmpty: createEmpty,
@@ -44,7 +44,6 @@ export declare namespace Lines {
44
44
  material: PD.Group<PD.Normalize<{
45
45
  metalness: number;
46
46
  roughness: number;
47
- /** Number of lines */
48
47
  bumpiness: number;
49
48
  }>>;
50
49
  clip: PD.Group<PD.Normalize<{
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2021-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2021-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -13,12 +13,14 @@ export function calcMeshColorSmoothing(input, resolution, stride, webgl, texture
13
13
  var colorType = input.colorType, vertexCount = input.vertexCount, groupCount = input.groupCount, positionBuffer = input.positionBuffer, transformBuffer = input.transformBuffer, groupBuffer = input.groupBuffer, itemSize = input.itemSize;
14
14
  var isInstanceType = colorType.endsWith('Instance');
15
15
  var box = Box3D.fromSphere3D(Box3D(), isInstanceType ? input.boundingSphere : input.invariantBoundingSphere);
16
+ var pad = 1 + resolution;
17
+ var expandedBox = Box3D.expand(Box3D(), box, Vec3.create(pad, pad, pad));
16
18
  var scaleFactor = 1 / resolution;
17
- var scaledBox = Box3D.scale(Box3D(), box, scaleFactor);
19
+ var scaledBox = Box3D.scale(Box3D(), expandedBox, scaleFactor);
18
20
  var gridDim = Box3D.size(Vec3(), scaledBox);
19
21
  Vec3.ceil(gridDim, gridDim);
20
22
  Vec3.add(gridDim, gridDim, Vec3.create(2, 2, 2));
21
- var min = box.min;
23
+ var min = expandedBox.min;
22
24
  var xn = gridDim[0], yn = gridDim[1];
23
25
  var _a = getVolumeTexture2dLayout(gridDim), width = _a.width, height = _a.height;
24
26
  // console.log({ width, height, dim });
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author David Sehnal <david.sehnal@gmail.com>
@@ -62,6 +62,7 @@ export declare namespace Mesh {
62
62
  flatShaded: PD.BooleanParam;
63
63
  ignoreLight: PD.BooleanParam;
64
64
  xrayShaded: PD.BooleanParam;
65
+ allowTransparentBackfaces: PD.BooleanParam;
65
66
  bumpFrequency: PD.Numeric;
66
67
  bumpAmplitude: PD.Numeric;
67
68
  alpha: PD.Numeric;
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author David Sehnal <david.sehnal@gmail.com>
@@ -551,7 +551,7 @@ export var Mesh;
551
551
  }
552
552
  Mesh.smoothEdges = smoothEdges;
553
553
  //
554
- Mesh.Params = __assign(__assign({}, BaseGeometry.Params), { doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo), flipSided: PD.Boolean(false, BaseGeometry.ShadingCategory), flatShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory), xrayShaded: PD.Boolean(false, 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) });
554
+ Mesh.Params = __assign(__assign({}, BaseGeometry.Params), { doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo), flipSided: PD.Boolean(false, BaseGeometry.ShadingCategory), flatShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory), xrayShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), allowTransparentBackfaces: PD.Boolean(false, 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) });
555
555
  Mesh.Utils = {
556
556
  Params: Mesh.Params,
557
557
  createEmpty: createEmpty,
@@ -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<{
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2019-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -34,6 +34,7 @@ export declare namespace Spheres {
34
34
  doubleSided: PD.BooleanParam;
35
35
  ignoreLight: PD.BooleanParam;
36
36
  xrayShaded: PD.BooleanParam;
37
+ allowTransparentBackfaces: PD.BooleanParam;
37
38
  bumpFrequency: PD.Numeric;
38
39
  bumpAmplitude: PD.Numeric;
39
40
  alpha: PD.Numeric;
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2019-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -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), 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), allowTransparentBackfaces: PD.Boolean(false, 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,
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2021-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2021-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -188,12 +188,14 @@ export function calcTextureMeshColorSmoothing(input, resolution, stride, webgl,
188
188
  var gl = webgl.gl, resources = webgl.resources, state = webgl.state, _a = webgl.extensions, colorBufferHalfFloat = _a.colorBufferHalfFloat, textureHalfFloat = _a.textureHalfFloat;
189
189
  var isInstanceType = input.colorType.endsWith('Instance');
190
190
  var box = Box3D.fromSphere3D(Box3D(), isInstanceType ? input.boundingSphere : input.invariantBoundingSphere);
191
+ var pad = 1 + resolution;
192
+ var expandedBox = Box3D.expand(Box3D(), box, Vec3.create(pad, pad, pad));
191
193
  var scaleFactor = 1 / resolution;
192
- var scaledBox = Box3D.scale(Box3D(), box, scaleFactor);
194
+ var scaledBox = Box3D.scale(Box3D(), expandedBox, scaleFactor);
193
195
  var gridDim = Box3D.size(Vec3(), scaledBox);
194
196
  Vec3.ceil(gridDim, gridDim);
195
197
  Vec3.add(gridDim, gridDim, Vec3.create(2, 2, 2));
196
- var min = box.min;
198
+ var min = expandedBox.min;
197
199
  var dx = gridDim[0], dy = gridDim[1], dz = gridDim[2];
198
200
  var _b = getTexture2dSize(gridDim), width = _b.texDimX, height = _b.texDimY, texCols = _b.texCols;
199
201
  // console.log({ width, height, texCols, dim, resolution });
@@ -227,7 +229,7 @@ export function calcTextureMeshColorSmoothing(input, resolution, stride, webgl,
227
229
  countTexture.define(width, height);
228
230
  accumulateTexture.attachFramebuffer(framebuffer, 0);
229
231
  countTexture.attachFramebuffer(framebuffer, 1);
230
- var accumulateRenderable = getAccumulateRenderable(webgl, input, box, resolution, stride);
232
+ var accumulateRenderable = getAccumulateRenderable(webgl, input, expandedBox, resolution, stride);
231
233
  state.currentRenderItemId = -1;
232
234
  framebuffer.bind();
233
235
  drawBuffers.drawBuffers([
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2019-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -45,6 +45,7 @@ export declare namespace TextureMesh {
45
45
  flatShaded: PD.BooleanParam;
46
46
  ignoreLight: PD.BooleanParam;
47
47
  xrayShaded: PD.BooleanParam;
48
+ allowTransparentBackfaces: PD.BooleanParam;
48
49
  bumpFrequency: PD.Numeric;
49
50
  bumpAmplitude: PD.Numeric;
50
51
  alpha: PD.Numeric;
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2019-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -86,7 +86,7 @@ export var TextureMesh;
86
86
  return create(0, 0, vt, gt, nt, bs, textureMesh);
87
87
  }
88
88
  TextureMesh.createEmpty = createEmpty;
89
- TextureMesh.Params = __assign(__assign({}, BaseGeometry.Params), { doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo), flipSided: PD.Boolean(false, BaseGeometry.ShadingCategory), flatShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory), xrayShaded: PD.Boolean(false, 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) });
89
+ TextureMesh.Params = __assign(__assign({}, BaseGeometry.Params), { doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo), flipSided: PD.Boolean(false, BaseGeometry.ShadingCategory), flatShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory), xrayShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), allowTransparentBackfaces: PD.Boolean(false, 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) });
90
90
  TextureMesh.Utils = {
91
91
  Params: TextureMesh.Params,
92
92
  createEmpty: createEmpty,
@@ -1,7 +1,7 @@
1
1
  /**
2
- * Copyright (c) 2019-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
6
6
  */
7
- export declare const wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (!uRenderWboit) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderWboit) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && !interior && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #ifndef dGeometryType_directVolume\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
7
+ export declare const wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (!uRenderWboit) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderWboit) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #ifndef dGeometryType_directVolume\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
@@ -1,7 +1,7 @@
1
1
  /**
2
- * Copyright (c) 2019-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
6
6
  */
7
- export var wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (!uRenderWboit) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderWboit) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && !interior && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #ifndef dGeometryType_directVolume\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
7
+ export var wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (!uRenderWboit) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderWboit) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #ifndef dGeometryType_directVolume\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
@@ -4,4 +4,4 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Michael Krone <michael.krone@uni-tuebingen.de>
6
6
  */
7
- export declare const directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\nuniform float uMarker;\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\n\nuniform bool uRenderWboit;\nuniform bool uDoubleSided;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec4 material;\n vec4 overpaint;\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n vec3 vViewPosition = mvPosition.xyz;\n material.a = transferFunction(value);\n\n #ifdef dPackedGroup\n float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012\n #endif\n #endif\n\n #if defined(dColorType_direct) && defined(dUsePalette)\n material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;\n #elif defined(dColorType_uniform)\n material.rgb = uColor;\n #elif defined(dColorType_instance)\n material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n bool interior = false;\n #include wboit_write\n}\n";
7
+ export declare const directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\nuniform float uMarker;\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform bool uRenderWboit;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec4 material;\n vec4 overpaint;\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n vec3 vViewPosition = mvPosition.xyz;\n material.a = transferFunction(value);\n\n #ifdef dPackedGroup\n float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012\n #endif\n #endif\n\n #if defined(dColorType_direct) && defined(dUsePalette)\n material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;\n #elif defined(dColorType_uniform)\n material.rgb = uColor;\n #elif defined(dColorType_instance)\n material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n #include wboit_write\n}\n";
@@ -4,4 +4,4 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
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  * @author Michael Krone <michael.krone@uni-tuebingen.de>
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  */
7
- export var directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\nuniform float uMarker;\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\n\nuniform bool uRenderWboit;\nuniform bool uDoubleSided;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec4 material;\n vec4 overpaint;\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n vec3 vViewPosition = mvPosition.xyz;\n material.a = transferFunction(value);\n\n #ifdef dPackedGroup\n float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012\n #endif\n #endif\n\n #if defined(dColorType_direct) && defined(dUsePalette)\n material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;\n #elif defined(dColorType_uniform)\n material.rgb = uColor;\n #elif defined(dColorType_instance)\n material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n bool interior = false;\n #include wboit_write\n}\n";
7
+ export var directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\nuniform float uMarker;\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform bool uRenderWboit;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec4 material;\n vec4 overpaint;\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n vec3 vViewPosition = mvPosition.xyz;\n material.a = transferFunction(value);\n\n #ifdef dPackedGroup\n float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012\n #endif\n #endif\n\n #if defined(dColorType_direct) && defined(dUsePalette)\n material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;\n #elif defined(dColorType_uniform)\n material.rgb = uColor;\n #elif defined(dColorType_instance)\n material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n #include wboit_write\n}\n";
@@ -1,6 +1,6 @@
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  /**
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- * Copyright (c) 2020-2021 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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3
  *
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  * @author Alexander Rose <alexander.rose@weirdbyte.de>
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  */
6
- export declare const image_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_frag_params\n#include common_clip\n\nuniform vec2 uImageTexDim;\nuniform sampler2D tImageTex;\nuniform sampler2D tGroupTex;\n\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nvarying vec2 vUv;\nvarying float vInstance;\n\n#if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell) || defined(dInterpolation_bspline)\n #define dInterpolation_cubic\n#endif\n\n#if defined(dInterpolation_cubic)\n #if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell)\n #if defined(dInterpolation_catmulrom)\n const float B = 0.0;\n const float C = 0.5;\n #elif defined(dInterpolation_mitchell)\n const float B = 0.333;\n const float C = 0.333;\n #endif\n\n float cubicFilter(float x){\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f < 1.0) {\n return ((12.0 - 9.0 * B - 6.0 * C) * (f * f * f) +\n (-18.0 + 12.0 * B + 6.0 * C) * (f * f) +\n (6.0 - 2.0 * B)) / 6.0;\n }else if (f >= 1.0 && f < 2.0){\n return ((-B - 6.0 * C) * ( f * f * f)\n + (6.0 * B + 30.0 * C) * (f * f) +\n (-(12.0 * B) - 48.0 * C) * f +\n 8.0 * B + 24.0 * C) / 6.0;\n }else{\n return 0.0;\n }\n }\n #elif defined(dInterpolation_bspline)\n float cubicFilter(float x) {\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f >= 0.0 && f <= 1.0){\n return (2.0 / 3.0) + (0.5) * (f * f * f) - (f * f);\n } else if (f > 1.0 && f <= 2.0) {\n return 1.0 / 6.0 * pow((2.0 - f), 3.0);\n }\n return 1.0;\n }\n #endif\n\n vec4 biCubic(sampler2D tex, vec2 texCoord) {\n vec2 texelSize = 1.0 / uImageTexDim;\n texCoord -= texelSize / 2.0;\n vec4 nSum = vec4(0.0);\n float nDenom = 0.0;\n vec2 cell = fract(texCoord * uImageTexDim);\n for (float m = -1.0; m <= 2.0; ++m) {\n for (float n = -1.0; n <= 2.0; ++n) {\n vec4 vecData = texture2D(tex, texCoord + texelSize * vec2(m, n));\n float c = cubicFilter(m - cell.x) * cubicFilter(-n + cell.y);\n nSum += vecData * c;\n nDenom += c;\n }\n }\n return nSum / nDenom;\n }\n#endif\n\nvoid main() {\n #include clip_pixel\n\n #if defined(dInterpolation_cubic)\n vec4 imageData = biCubic(tImageTex, vUv);\n #else\n vec4 imageData = texture2D(tImageTex, vUv);\n #endif\n imageData.a = clamp(imageData.a, 0.0, 1.0);\n if (imageData.a > 0.9) imageData.a = 1.0;\n\n float fragmentDepth = gl_FragCoord.z;\n bool interior = false;\n\n #if defined(dRenderVariant_pick)\n if (imageData.a < 0.3)\n discard;\n if (uPickType == 1) {\n gl_FragColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n gl_FragColor = vec4(packIntToRGB(vInstance), 1.0);\n } else {\n gl_FragColor = vec4(texture2D(tGroupTex, vUv).rgb, 1.0);\n }\n #elif defined(dRenderVariant_depth)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #elif defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n if (uMarkingType == 1) {\n if (marker > 0.0 || imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n } else {\n if (marker == 0.0 || imageData.a < 0.05)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepth(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n gl_FragColor = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0);\n }\n #elif defined(dRenderVariant_color)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = imageData;\n gl_FragColor.a *= uAlpha;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
6
+ export declare const image_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_frag_params\n#include common_clip\n\nuniform vec2 uImageTexDim;\nuniform sampler2D tImageTex;\nuniform sampler2D tGroupTex;\n\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nvarying vec2 vUv;\nvarying float vInstance;\n\n#if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell) || defined(dInterpolation_bspline)\n #define dInterpolation_cubic\n#endif\n\n#if defined(dInterpolation_cubic)\n #if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell)\n #if defined(dInterpolation_catmulrom)\n const float B = 0.0;\n const float C = 0.5;\n #elif defined(dInterpolation_mitchell)\n const float B = 0.333;\n const float C = 0.333;\n #endif\n\n float cubicFilter(float x){\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f < 1.0) {\n return ((12.0 - 9.0 * B - 6.0 * C) * (f * f * f) +\n (-18.0 + 12.0 * B + 6.0 * C) * (f * f) +\n (6.0 - 2.0 * B)) / 6.0;\n }else if (f >= 1.0 && f < 2.0){\n return ((-B - 6.0 * C) * ( f * f * f)\n + (6.0 * B + 30.0 * C) * (f * f) +\n (-(12.0 * B) - 48.0 * C) * f +\n 8.0 * B + 24.0 * C) / 6.0;\n }else{\n return 0.0;\n }\n }\n #elif defined(dInterpolation_bspline)\n float cubicFilter(float x) {\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f >= 0.0 && f <= 1.0){\n return (2.0 / 3.0) + (0.5) * (f * f * f) - (f * f);\n } else if (f > 1.0 && f <= 2.0) {\n return 1.0 / 6.0 * pow((2.0 - f), 3.0);\n }\n return 1.0;\n }\n #endif\n\n vec4 biCubic(sampler2D tex, vec2 texCoord) {\n vec2 texelSize = 1.0 / uImageTexDim;\n texCoord -= texelSize / 2.0;\n vec4 nSum = vec4(0.0);\n float nDenom = 0.0;\n vec2 cell = fract(texCoord * uImageTexDim);\n for (float m = -1.0; m <= 2.0; ++m) {\n for (float n = -1.0; n <= 2.0; ++n) {\n vec4 vecData = texture2D(tex, texCoord + texelSize * vec2(m, n));\n float c = cubicFilter(m - cell.x) * cubicFilter(-n + cell.y);\n nSum += vecData * c;\n nDenom += c;\n }\n }\n return nSum / nDenom;\n }\n#endif\n\nvoid main() {\n #include clip_pixel\n\n #if defined(dInterpolation_cubic)\n vec4 imageData = biCubic(tImageTex, vUv);\n #else\n vec4 imageData = texture2D(tImageTex, vUv);\n #endif\n imageData.a = clamp(imageData.a, 0.0, 1.0);\n if (imageData.a > 0.9) imageData.a = 1.0;\n\n float fragmentDepth = gl_FragCoord.z;\n\n #if defined(dRenderVariant_pick)\n if (imageData.a < 0.3)\n discard;\n if (uPickType == 1) {\n gl_FragColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n gl_FragColor = vec4(packIntToRGB(vInstance), 1.0);\n } else {\n gl_FragColor = vec4(texture2D(tGroupTex, vUv).rgb, 1.0);\n }\n #elif defined(dRenderVariant_depth)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #elif defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n if (uMarkingType == 1) {\n if (marker > 0.0 || imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n } else {\n if (marker == 0.0 || imageData.a < 0.05)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepth(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n gl_FragColor = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0);\n }\n #elif defined(dRenderVariant_color)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = imageData;\n gl_FragColor.a *= uAlpha;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
@@ -1,6 +1,6 @@
1
1
  /**
2
- * Copyright (c) 2020-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
- export var image_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_frag_params\n#include common_clip\n\nuniform vec2 uImageTexDim;\nuniform sampler2D tImageTex;\nuniform sampler2D tGroupTex;\n\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nvarying vec2 vUv;\nvarying float vInstance;\n\n#if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell) || defined(dInterpolation_bspline)\n #define dInterpolation_cubic\n#endif\n\n#if defined(dInterpolation_cubic)\n #if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell)\n #if defined(dInterpolation_catmulrom)\n const float B = 0.0;\n const float C = 0.5;\n #elif defined(dInterpolation_mitchell)\n const float B = 0.333;\n const float C = 0.333;\n #endif\n\n float cubicFilter(float x){\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f < 1.0) {\n return ((12.0 - 9.0 * B - 6.0 * C) * (f * f * f) +\n (-18.0 + 12.0 * B + 6.0 * C) * (f * f) +\n (6.0 - 2.0 * B)) / 6.0;\n }else if (f >= 1.0 && f < 2.0){\n return ((-B - 6.0 * C) * ( f * f * f)\n + (6.0 * B + 30.0 * C) * (f * f) +\n (-(12.0 * B) - 48.0 * C) * f +\n 8.0 * B + 24.0 * C) / 6.0;\n }else{\n return 0.0;\n }\n }\n #elif defined(dInterpolation_bspline)\n float cubicFilter(float x) {\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f >= 0.0 && f <= 1.0){\n return (2.0 / 3.0) + (0.5) * (f * f * f) - (f * f);\n } else if (f > 1.0 && f <= 2.0) {\n return 1.0 / 6.0 * pow((2.0 - f), 3.0);\n }\n return 1.0;\n }\n #endif\n\n vec4 biCubic(sampler2D tex, vec2 texCoord) {\n vec2 texelSize = 1.0 / uImageTexDim;\n texCoord -= texelSize / 2.0;\n vec4 nSum = vec4(0.0);\n float nDenom = 0.0;\n vec2 cell = fract(texCoord * uImageTexDim);\n for (float m = -1.0; m <= 2.0; ++m) {\n for (float n = -1.0; n <= 2.0; ++n) {\n vec4 vecData = texture2D(tex, texCoord + texelSize * vec2(m, n));\n float c = cubicFilter(m - cell.x) * cubicFilter(-n + cell.y);\n nSum += vecData * c;\n nDenom += c;\n }\n }\n return nSum / nDenom;\n }\n#endif\n\nvoid main() {\n #include clip_pixel\n\n #if defined(dInterpolation_cubic)\n vec4 imageData = biCubic(tImageTex, vUv);\n #else\n vec4 imageData = texture2D(tImageTex, vUv);\n #endif\n imageData.a = clamp(imageData.a, 0.0, 1.0);\n if (imageData.a > 0.9) imageData.a = 1.0;\n\n float fragmentDepth = gl_FragCoord.z;\n bool interior = false;\n\n #if defined(dRenderVariant_pick)\n if (imageData.a < 0.3)\n discard;\n if (uPickType == 1) {\n gl_FragColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n gl_FragColor = vec4(packIntToRGB(vInstance), 1.0);\n } else {\n gl_FragColor = vec4(texture2D(tGroupTex, vUv).rgb, 1.0);\n }\n #elif defined(dRenderVariant_depth)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #elif defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n if (uMarkingType == 1) {\n if (marker > 0.0 || imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n } else {\n if (marker == 0.0 || imageData.a < 0.05)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepth(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n gl_FragColor = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0);\n }\n #elif defined(dRenderVariant_color)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = imageData;\n gl_FragColor.a *= uAlpha;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
6
+ export var image_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_frag_params\n#include common_clip\n\nuniform vec2 uImageTexDim;\nuniform sampler2D tImageTex;\nuniform sampler2D tGroupTex;\n\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nvarying vec2 vUv;\nvarying float vInstance;\n\n#if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell) || defined(dInterpolation_bspline)\n #define dInterpolation_cubic\n#endif\n\n#if defined(dInterpolation_cubic)\n #if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell)\n #if defined(dInterpolation_catmulrom)\n const float B = 0.0;\n const float C = 0.5;\n #elif defined(dInterpolation_mitchell)\n const float B = 0.333;\n const float C = 0.333;\n #endif\n\n float cubicFilter(float x){\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f < 1.0) {\n return ((12.0 - 9.0 * B - 6.0 * C) * (f * f * f) +\n (-18.0 + 12.0 * B + 6.0 * C) * (f * f) +\n (6.0 - 2.0 * B)) / 6.0;\n }else if (f >= 1.0 && f < 2.0){\n return ((-B - 6.0 * C) * ( f * f * f)\n + (6.0 * B + 30.0 * C) * (f * f) +\n (-(12.0 * B) - 48.0 * C) * f +\n 8.0 * B + 24.0 * C) / 6.0;\n }else{\n return 0.0;\n }\n }\n #elif defined(dInterpolation_bspline)\n float cubicFilter(float x) {\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f >= 0.0 && f <= 1.0){\n return (2.0 / 3.0) + (0.5) * (f * f * f) - (f * f);\n } else if (f > 1.0 && f <= 2.0) {\n return 1.0 / 6.0 * pow((2.0 - f), 3.0);\n }\n return 1.0;\n }\n #endif\n\n vec4 biCubic(sampler2D tex, vec2 texCoord) {\n vec2 texelSize = 1.0 / uImageTexDim;\n texCoord -= texelSize / 2.0;\n vec4 nSum = vec4(0.0);\n float nDenom = 0.0;\n vec2 cell = fract(texCoord * uImageTexDim);\n for (float m = -1.0; m <= 2.0; ++m) {\n for (float n = -1.0; n <= 2.0; ++n) {\n vec4 vecData = texture2D(tex, texCoord + texelSize * vec2(m, n));\n float c = cubicFilter(m - cell.x) * cubicFilter(-n + cell.y);\n nSum += vecData * c;\n nDenom += c;\n }\n }\n return nSum / nDenom;\n }\n#endif\n\nvoid main() {\n #include clip_pixel\n\n #if defined(dInterpolation_cubic)\n vec4 imageData = biCubic(tImageTex, vUv);\n #else\n vec4 imageData = texture2D(tImageTex, vUv);\n #endif\n imageData.a = clamp(imageData.a, 0.0, 1.0);\n if (imageData.a > 0.9) imageData.a = 1.0;\n\n float fragmentDepth = gl_FragCoord.z;\n\n #if defined(dRenderVariant_pick)\n if (imageData.a < 0.3)\n discard;\n if (uPickType == 1) {\n gl_FragColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n gl_FragColor = vec4(packIntToRGB(vInstance), 1.0);\n } else {\n gl_FragColor = vec4(texture2D(tGroupTex, vUv).rgb, 1.0);\n }\n #elif defined(dRenderVariant_depth)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #elif defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n if (uMarkingType == 1) {\n if (marker > 0.0 || imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n } else {\n if (marker == 0.0 || imageData.a < 0.05)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepth(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n gl_FragColor = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0);\n }\n #elif defined(dRenderVariant_color)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = imageData;\n gl_FragColor.a *= uAlpha;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";