/** * Copyright (c) 2019 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose */ import { ValueCell } from '../../../mol-util' import { Sphere3D } from '../../../mol-math/geometry' import { ParamDefinition as PD } from '../../../mol-util/param-definition'; import { LocationIterator } from '../../../mol-geo/util/location-iterator'; import { TransformData } from '../transform-data'; import { createColors } from '../color-data'; import { createMarkers } from '../marker-data'; import { GeometryUtils } from '../geometry'; import { Theme } from '../../../mol-theme/theme'; import { Color } from '../../../mol-util/color'; import { BaseGeometry } from '../base'; import { createEmptyOverpaint } from '../overpaint-data'; import { createEmptyTransparency } from '../transparency-data'; import { TextureMeshValues } from '../../../mol-gl/renderable/texture-mesh'; import { calculateTransformBoundingSphere } from '../../../mol-gl/renderable/util'; import { Texture } from '../../../mol-gl/webgl/texture'; import { Vec2 } from '../../../mol-math/linear-algebra'; import { fillSerial } from '../../../mol-util/array'; export interface TextureMesh { readonly kind: 'texture-mesh', /** Number of vertices in the texture-mesh */ vertexCount: number, /** Number of groups in the texture-mesh */ groupCount: number, readonly geoTextureDim: ValueCell, /** texture has vertex positions in XYZ and group id in W */ readonly vertexGroupTexture: ValueCell, readonly normalTexture: ValueCell, readonly boundingSphere: Sphere3D } export namespace TextureMesh { export function create(vertexCount: number, groupCount: number, vertexGroupTexture: Texture, normalTexture: Texture, boundingSphere: Sphere3D, textureMesh?: TextureMesh): TextureMesh { const width = vertexGroupTexture.getWidth() const height = vertexGroupTexture.getHeight() if (textureMesh) { textureMesh.vertexCount = vertexCount textureMesh.groupCount = groupCount ValueCell.update(textureMesh.geoTextureDim, Vec2.set(textureMesh.geoTextureDim.ref.value, width, height)) ValueCell.update(textureMesh.vertexGroupTexture, vertexGroupTexture) ValueCell.update(textureMesh.normalTexture, normalTexture) Sphere3D.copy(textureMesh.boundingSphere, boundingSphere) return textureMesh } else { return { kind: 'texture-mesh', vertexCount, groupCount, geoTextureDim: ValueCell.create(Vec2.create(width, height)), vertexGroupTexture: ValueCell.create(vertexGroupTexture), normalTexture: ValueCell.create(normalTexture), boundingSphere: Sphere3D.clone(boundingSphere), } } } export function createEmpty(textureMesh?: TextureMesh): TextureMesh { return {} as TextureMesh // TODO } export const Params = { ...BaseGeometry.Params, doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo), flipSided: PD.Boolean(false, BaseGeometry.ShadingCategory), flatShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), } export type Params = typeof Params export const Utils: GeometryUtils = { Params, createEmpty, createValues, createValuesSimple, updateValues, updateBoundingSphere, createRenderableState: BaseGeometry.createRenderableState, updateRenderableState: BaseGeometry.updateRenderableState } function createValues(textureMesh: TextureMesh, transform: TransformData, locationIt: LocationIterator, theme: Theme, props: PD.Values): TextureMeshValues { const { instanceCount, groupCount } = locationIt const color = createColors(locationIt, theme.color) const marker = createMarkers(instanceCount * groupCount) const overpaint = createEmptyOverpaint() const transparency = createEmptyTransparency() const counts = { drawCount: textureMesh.vertexCount, groupCount, instanceCount } const transformBoundingSphere = calculateTransformBoundingSphere(textureMesh.boundingSphere, transform.aTransform.ref.value, transform.instanceCount.ref.value) return { uGeoTexDim: textureMesh.geoTextureDim, tPositionGroup: textureMesh.vertexGroupTexture, tNormal: textureMesh.normalTexture, // aGroup is used as a vertex index here and the group id is retirieved from tPositionGroup aGroup: ValueCell.create(fillSerial(new Float32Array(textureMesh.vertexCount))), boundingSphere: ValueCell.create(transformBoundingSphere), invariantBoundingSphere: ValueCell.create(Sphere3D.clone(textureMesh.boundingSphere)), ...color, ...marker, ...overpaint, ...transparency, ...transform, ...BaseGeometry.createValues(props, counts), dDoubleSided: ValueCell.create(props.doubleSided), dFlatShaded: ValueCell.create(props.flatShaded), dFlipSided: ValueCell.create(props.flipSided), dGeoTexture: ValueCell.create(true), } } function createValuesSimple(textureMesh: TextureMesh, props: Partial>, colorValue: Color, sizeValue: number, transform?: TransformData) { const s = BaseGeometry.createSimple(colorValue, sizeValue, transform) const p = { ...PD.getDefaultValues(Params), ...props } return createValues(textureMesh, s.transform, s.locationIterator, s.theme, p) } function updateValues(values: TextureMeshValues, props: PD.Values) { ValueCell.updateIfChanged(values.alpha, props.alpha) // `uAlpha` is set in renderable.render ValueCell.updateIfChanged(values.dDoubleSided, props.doubleSided) ValueCell.updateIfChanged(values.dFlatShaded, props.flatShaded) ValueCell.updateIfChanged(values.dFlipSided, props.flipSided) if (values.drawCount.ref.value > values.aGroup.ref.value.length) { // console.log('updating vertex ids in aGroup to handle larger drawCount') ValueCell.update(values.aGroup, fillSerial(new Float32Array(values.drawCount.ref.value))) } } function updateBoundingSphere(values: TextureMeshValues, textureMesh: TextureMesh) { const invariantBoundingSphere = textureMesh.boundingSphere const boundingSphere = calculateTransformBoundingSphere(invariantBoundingSphere, values.aTransform.ref.value, values.instanceCount.ref.value) if (!Sphere3D.equals(boundingSphere, values.boundingSphere.ref.value)) { ValueCell.update(values.boundingSphere, boundingSphere) } if (!Sphere3D.equals(invariantBoundingSphere, values.invariantBoundingSphere.ref.value)) { ValueCell.update(values.invariantBoundingSphere, invariantBoundingSphere) } } }