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- /**
- * Copyright (c) 2017-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author Alexander Rose <alexander.rose@weirdbyte.de>
- * @author Michael Krone <michael.krone@uni-tuebingen.de>
- */
- import { PositionData, DensityData, DensityTextureData } from '../common'
- import { Box3D } from '../../geometry'
- import { GaussianDensityGPUProps } from '../gaussian-density'
- import { OrderedSet } from '../../../mol-data/int'
- import { Vec3, Tensor, Mat4, Vec2 } from '../../linear-algebra'
- import { ValueCell } from '../../../mol-util'
- import { createComputeRenderable, ComputeRenderable } from '../../../mol-gl/renderable'
- import { WebGLContext } from '../../../mol-gl/webgl/context';
- import { Texture } from '../../../mol-gl/webgl/texture';
- import { decodeFloatRGB } from '../../../mol-util/float-packing';
- import { ShaderCode } from '../../../mol-gl/shader-code';
- import { createComputeRenderItem } from '../../../mol-gl/webgl/render-item';
- import { ValueSpec, AttributeSpec, UniformSpec, TextureSpec, DefineSpec, Values } from '../../../mol-gl/renderable/schema';
- import gaussian_density_vert from '../../../mol-gl/shader/gaussian-density.vert'
- import gaussian_density_frag from '../../../mol-gl/shader/gaussian-density.frag'
- export const GaussianDensitySchema = {
- drawCount: ValueSpec('number'),
- instanceCount: ValueSpec('number'),
- aRadius: AttributeSpec('float32', 1, 0),
- aPosition: AttributeSpec('float32', 3, 0),
- aGroup: AttributeSpec('float32', 1, 0),
- uCurrentSlice: UniformSpec('f'),
- uCurrentX: UniformSpec('f'),
- uCurrentY: UniformSpec('f'),
- uBboxMin: UniformSpec('v3', true),
- uBboxSize: UniformSpec('v3', true),
- uGridDim: UniformSpec('v3', true),
- uGridTexDim: UniformSpec('v3', true),
- uGridTexScale: UniformSpec('v2', true),
- uAlpha: UniformSpec('f', true),
- uResolution: UniformSpec('f', true),
- tMinDistanceTex: TextureSpec('texture', 'rgba', 'float', 'nearest'),
- dGridTexType: DefineSpec('string', ['2d', '3d']),
- dCalcType: DefineSpec('string', ['density', 'minDistance', 'groupId']),
- }
- export const GaussianDensityShaderCode = ShaderCode(
- gaussian_density_vert, gaussian_density_frag,
- { standardDerivatives: false, fragDepth: false }
- )
- export function GaussianDensityGPU(position: PositionData, box: Box3D, radius: (index: number) => number, props: GaussianDensityGPUProps, webgl: WebGLContext): DensityData {
- // always use texture2d when the gaussian density needs to be downloaded from the GPU,
- // it's faster than texture3d
- // console.time('GaussianDensityTexture2d')
- const { scale, bbox, texture, gridDim, gridTexDim } = calcGaussianDensityTexture2d(webgl, position, box, radius, props)
- // webgl.waitForGpuCommandsCompleteSync()
- // console.timeEnd('GaussianDensityTexture2d')
- const { field, idField } = fieldFromTexture2d(webgl, texture, gridDim, gridTexDim)
- return { field, idField, transform: getTransform(scale, bbox) }
- }
- export function GaussianDensityTexture(webgl: WebGLContext, position: PositionData, box: Box3D, radius: (index: number) => number, props: GaussianDensityGPUProps, oldTexture?: Texture): DensityTextureData {
- return webgl.isWebGL2 ?
- GaussianDensityTexture3d(webgl, position, box, radius, props, oldTexture) :
- GaussianDensityTexture2d(webgl, position, box, radius, props, oldTexture)
- }
- export function GaussianDensityTexture2d(webgl: WebGLContext, position: PositionData, box: Box3D, radius: (index: number) => number, props: GaussianDensityGPUProps, oldTexture?: Texture): DensityTextureData {
- return finalizeGaussianDensityTexture(calcGaussianDensityTexture2d(webgl, position, box, radius, props, oldTexture))
- }
- export function GaussianDensityTexture3d(webgl: WebGLContext, position: PositionData, box: Box3D, radius: (index: number) => number, props: GaussianDensityGPUProps, oldTexture?: Texture): DensityTextureData {
- return finalizeGaussianDensityTexture(calcGaussianDensityTexture3d(webgl, position, box, radius, props, oldTexture))
- }
- function finalizeGaussianDensityTexture({ texture, scale, bbox, gridDim, gridTexDim, gridTexScale }: GaussianDensityTextureData): DensityTextureData {
- return { transform: getTransform(scale, bbox), texture, bbox, gridDim, gridTexDim, gridTexScale }
- }
- function getTransform(scale: Vec3, bbox: Box3D) {
- const transform = Mat4.identity()
- Mat4.fromScaling(transform, scale)
- Mat4.setTranslation(transform, bbox.min)
- return transform
- }
- //
- type GaussianDensityTextureData = {
- texture: Texture,
- scale: Vec3,
- bbox: Box3D,
- gridDim: Vec3,
- gridTexDim: Vec3
- gridTexScale: Vec2
- }
- function calcGaussianDensityTexture2d(webgl: WebGLContext, position: PositionData, box: Box3D, radius: (index: number) => number, props: GaussianDensityGPUProps, texture?: Texture): GaussianDensityTextureData {
- const { smoothness } = props
- const { drawCount, positions, radii, groups, scale, expandedBox, dim } = prepareGaussianDensityData(position, box, radius, props)
- const [ dx, dy, dz ] = dim
- const { texDimX, texDimY, texCols, powerOfTwoSize } = getTexture2dSize(dim)
- // console.log({ texDimX, texDimY, texCols, powerOfTwoSize, dim })
- const gridTexDim = Vec3.create(texDimX, texDimY, 0)
- const gridTexScale = Vec2.create(texDimX / powerOfTwoSize, texDimY / powerOfTwoSize)
- const minDistanceTexture = webgl.resources.texture('image-float32', 'rgba', 'float', 'nearest')
- minDistanceTexture.define(powerOfTwoSize, powerOfTwoSize)
- const renderable = getGaussianDensityRenderable(webgl, drawCount, positions, radii, groups, minDistanceTexture, expandedBox, dim, gridTexDim, gridTexScale, smoothness, props.resolution)
- //
- const { gl, resources, state } = webgl
- const { uCurrentSlice, uCurrentX, uCurrentY } = renderable.values
- const framebuffer = resources.framebuffer()
- framebuffer.bind()
- setRenderingDefaults(webgl)
- if (!texture) {
- texture = resources.texture('image-float32', 'rgba', 'float', 'nearest')
- texture.define(powerOfTwoSize, powerOfTwoSize)
- } else if (texture.getWidth() !== powerOfTwoSize || texture.getHeight() !== powerOfTwoSize) {
- texture.define(powerOfTwoSize, powerOfTwoSize)
- }
- // console.log(renderable)
- function render(fbTex: Texture, clear: boolean) {
- state.currentRenderItemId = -1
- fbTex.attachFramebuffer(framebuffer, 0)
- if (clear) gl.clear(gl.COLOR_BUFFER_BIT)
- let currCol = 0
- let currY = 0
- let currX = 0
- for (let i = 0; i < dz; ++i) {
- if (currCol >= texCols) {
- currCol -= texCols
- currY += dy
- currX = 0
- ValueCell.update(uCurrentY, currY)
- }
- // console.log({ i, currX, currY })
- ValueCell.update(uCurrentX, currX)
- ValueCell.update(uCurrentSlice, i)
- gl.viewport(currX, currY, dx, dy)
- renderable.render()
- ++currCol
- currX += dx
- }
- gl.finish()
- }
- setupDensityRendering(webgl, renderable)
- render(texture, true)
- setupMinDistanceRendering(webgl, renderable)
- render(minDistanceTexture, true)
- setupGroupIdRendering(webgl, renderable)
- render(texture, false)
- // printTexture(webgl, texture, 1)
- return { texture, scale, bbox: expandedBox, gridDim: dim, gridTexDim, gridTexScale }
- }
- function calcGaussianDensityTexture3d(webgl: WebGLContext, position: PositionData, box: Box3D, radius: (index: number) => number, props: GaussianDensityGPUProps, texture?: Texture): GaussianDensityTextureData {
- const { gl, resources } = webgl
- const { smoothness } = props
- const { drawCount, positions, radii, groups, scale, expandedBox, dim } = prepareGaussianDensityData(position, box, radius, props)
- const [ dx, dy, dz ] = dim
- const minDistanceTexture = resources.texture('volume-float32', 'rgba', 'float', 'nearest')
- minDistanceTexture.define(dx, dy, dz)
- const gridTexScale = Vec2.create(1, 1)
- const renderable = getGaussianDensityRenderable(webgl, drawCount, positions, radii, groups, minDistanceTexture, expandedBox, dim, dim, gridTexScale, smoothness, props.resolution)
- //
- const { uCurrentSlice } = renderable.values
- const framebuffer = resources.framebuffer()
- framebuffer.bind()
- setRenderingDefaults(webgl)
- gl.viewport(0, 0, dx, dy)
- if (!texture) texture = resources.texture('volume-float32', 'rgba', 'float', 'nearest')
- texture.define(dx, dy, dz)
- function render(fbTex: Texture) {
- for (let i = 0; i < dz; ++i) {
- ValueCell.update(uCurrentSlice, i)
- fbTex.attachFramebuffer(framebuffer, 0, i)
- renderable.render()
- }
- }
- setupMinDistanceRendering(webgl, renderable)
- render(minDistanceTexture)
- setupDensityRendering(webgl, renderable)
- render(texture)
- setupGroupIdRendering(webgl, renderable)
- render(texture)
- return { texture, scale, bbox: expandedBox, gridDim: dim, gridTexDim: dim, gridTexScale }
- }
- //
- function prepareGaussianDensityData(position: PositionData, box: Box3D, radius: (index: number) => number, props: GaussianDensityGPUProps) {
- const { resolution, radiusOffset } = props
- const scaleFactor = 1 / resolution
- const { indices, x, y, z, id } = position
- const n = OrderedSet.size(indices)
- const positions = new Float32Array(n * 3)
- const radii = new Float32Array(n)
- const groups = new Float32Array(n)
- let maxRadius = 0
- for (let i = 0; i < n; ++i) {
- const j = OrderedSet.getAt(indices, i);
- positions[i * 3] = x[j]
- positions[i * 3 + 1] = y[j]
- positions[i * 3 + 2] = z[j]
- const r = radius(j) + radiusOffset
- if (maxRadius < r) maxRadius = r
- radii[i] = r
- groups[i] = id ? id[i] : i
- }
- const pad = maxRadius * 2 + resolution * 4
- const expandedBox = Box3D.expand(Box3D(), box, Vec3.create(pad, pad, pad));
- const scaledBox = Box3D.scale(Box3D(), expandedBox, scaleFactor)
- const dim = Box3D.size(Vec3(), scaledBox)
- Vec3.ceil(dim, dim)
- const scale = Vec3.create(resolution, resolution, resolution)
- return { drawCount: n, positions, radii, groups, scale, expandedBox, dim }
- }
- function getGaussianDensityRenderable(webgl: WebGLContext, drawCount: number, positions: Float32Array, radii: Float32Array, groups: Float32Array, minDistanceTexture: Texture, box: Box3D, gridDim: Vec3, gridTexDim: Vec3, gridTexScale: Vec2, smoothness: number, resolution: number) {
- const extent = Vec3.sub(Vec3.zero(), box.max, box.min)
- const values: Values<typeof GaussianDensitySchema> = {
- drawCount: ValueCell.create(drawCount),
- instanceCount: ValueCell.create(1),
- aRadius: ValueCell.create(radii),
- aPosition: ValueCell.create(positions),
- aGroup: ValueCell.create(groups),
- uCurrentSlice: ValueCell.create(0),
- uCurrentX: ValueCell.create(0),
- uCurrentY: ValueCell.create(0),
- uBboxMin: ValueCell.create(box.min),
- uBboxSize: ValueCell.create(extent),
- uGridDim: ValueCell.create(gridDim),
- uGridTexDim: ValueCell.create(gridTexDim),
- uGridTexScale: ValueCell.create(gridTexScale),
- uAlpha: ValueCell.create(smoothness),
- uResolution: ValueCell.create(resolution),
- tMinDistanceTex: ValueCell.create(minDistanceTexture),
- dGridTexType: ValueCell.create(minDistanceTexture.getDepth() > 0 ? '3d' : '2d'),
- dCalcType: ValueCell.create('minDistance'),
- }
- const schema = { ...GaussianDensitySchema }
- const shaderCode = GaussianDensityShaderCode
- const renderItem = createComputeRenderItem(webgl, 'points', shaderCode, schema, values)
- return createComputeRenderable(renderItem, values)
- }
- function setRenderingDefaults(ctx: WebGLContext) {
- const { gl, state } = ctx
- state.disable(gl.CULL_FACE)
- state.enable(gl.BLEND)
- state.disable(gl.DEPTH_TEST)
- state.disable(gl.SCISSOR_TEST)
- state.depthMask(false)
- state.clearColor(0, 0, 0, 0)
- }
- function setupMinDistanceRendering(webgl: WebGLContext, renderable: ComputeRenderable<any>) {
- const { gl, state } = webgl
- ValueCell.update(renderable.values.dCalcType, 'minDistance')
- renderable.update()
- state.colorMask(false, false, false, true)
- state.blendFunc(gl.ONE, gl.ONE)
- // the shader writes 1 - dist so we set blending to MAX
- if (!webgl.extensions.blendMinMax) {
- throw new Error('GPU gaussian surface calculation requires EXT_blend_minmax')
- }
- state.blendEquation(webgl.extensions.blendMinMax.MAX)
- }
- function setupDensityRendering(webgl: WebGLContext, renderable: ComputeRenderable<any>) {
- const { gl, state } = webgl
- ValueCell.update(renderable.values.dCalcType, 'density')
- renderable.update()
- state.colorMask(false, false, false, true)
- state.blendFunc(gl.ONE, gl.ONE)
- // state.colorMask(true, true, true, true)
- // state.blendFuncSeparate(gl.ONE, gl.ZERO, gl.ONE, gl.ONE)
- state.blendEquation(gl.FUNC_ADD)
- }
- function setupGroupIdRendering(webgl: WebGLContext, renderable: ComputeRenderable<any>) {
- const { gl, state } = webgl
- ValueCell.update(renderable.values.dCalcType, 'groupId')
- renderable.update()
- // overwrite color, don't change alpha
- state.colorMask(true, true, true, false)
- state.blendFunc(gl.ONE, gl.ZERO)
- state.blendEquation(gl.FUNC_ADD)
- }
- function getTexture2dSize(gridDim: Vec3) {
- const area = gridDim[0] * gridDim[1] * gridDim[2]
- const squareDim = Math.sqrt(area)
- const powerOfTwoSize = Math.pow(2, Math.ceil(Math.log(squareDim) / Math.log(2)))
- let texDimX = 0
- let texDimY = gridDim[1]
- let texRows = 1
- let texCols = gridDim[2]
- if (powerOfTwoSize < gridDim[0] * gridDim[2]) {
- texCols = Math.floor(powerOfTwoSize / gridDim[0])
- texRows = Math.ceil(gridDim[2] / texCols)
- texDimX = texCols * gridDim[0]
- texDimY *= texRows
- } else {
- texDimX = gridDim[0] * gridDim[2]
- }
- return { texDimX, texDimY, texRows, texCols, powerOfTwoSize: texDimY < powerOfTwoSize ? powerOfTwoSize : powerOfTwoSize * 2 }
- }
- export function fieldFromTexture2d(ctx: WebGLContext, texture: Texture, dim: Vec3, texDim: Vec3) {
- // console.time('fieldFromTexture2d')
- const { resources } = ctx
- const [ dx, dy, dz ] = dim
- // const { width, height } = texture
- const [ width, height ] = texDim
- const fboTexCols = Math.floor(width / dx)
- const space = Tensor.Space(dim, [2, 1, 0], Float32Array)
- const data = space.create()
- const field = Tensor.create(space, data)
- const idData = space.create()
- const idField = Tensor.create(space, idData)
- // const image = new Uint8Array(width * height * 4)
- const image = new Float32Array(width * height * 4)
- const framebuffer = resources.framebuffer()
- framebuffer.bind()
- texture.attachFramebuffer(framebuffer, 0)
- ctx.readPixels(0, 0, width, height, image)
- // printImageData(createImageData(image, width, height), 1/3)
- let j = 0
- let tmpCol = 0
- let tmpRow = 0
- for (let iz = 0; iz < dz; ++iz) {
- if (tmpCol >= fboTexCols ) {
- tmpCol = 0
- tmpRow += dy
- }
- for (let iy = 0; iy < dy; ++iy) {
- for (let ix = 0; ix < dx; ++ix) {
- const idx = 4 * (tmpCol * dx + (iy + tmpRow) * width + ix)
- data[j] = image[idx + 3] // / 255
- idData[j] = decodeFloatRGB(image[idx] * 255, image[idx + 1] * 255, image[idx + 2] * 255)
- j++
- }
- }
- tmpCol++
- }
- // console.timeEnd('fieldFromTexture2d')
- return { field, idField }
- }
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