export.ts 16 KB

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  1. /**
  2. * Copyright (c) 2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
  3. *
  4. * @author Sukolsak Sakshuwong <sukolsak@stanford.edu>
  5. */
  6. import { GraphicsRenderObject } from '../../mol-gl/render-object';
  7. import { MeshValues } from '../../mol-gl/renderable/mesh';
  8. import { LinesValues } from '../../mol-gl/renderable/lines';
  9. import { PointsValues } from '../../mol-gl/renderable/points';
  10. import { SpheresValues } from '../../mol-gl/renderable/spheres';
  11. import { CylindersValues } from '../../mol-gl/renderable/cylinders';
  12. import { TextureMeshValues } from '../../mol-gl/renderable/texture-mesh';
  13. import { BaseValues, SizeValues } from '../../mol-gl/renderable/schema';
  14. import { TextureImage } from '../../mol-gl/renderable/util';
  15. import { WebGLContext } from '../../mol-gl/webgl/context';
  16. import { MeshBuilder } from '../../mol-geo/geometry/mesh/mesh-builder';
  17. import { addSphere } from '../../mol-geo/geometry/mesh/builder/sphere';
  18. import { addCylinder } from '../../mol-geo/geometry/mesh/builder/cylinder';
  19. import { Vec3, Mat3, Mat4 } from '../../mol-math/linear-algebra';
  20. import { RuntimeContext } from '../../mol-task';
  21. import { StringBuilder } from '../../mol-util';
  22. import { Color } from '../../mol-util/color/color';
  23. import { decodeFloatRGB } from '../../mol-util/float-packing';
  24. // avoiding namespace lookup improved performance in Chrome (Aug 2020)
  25. const v3fromArray = Vec3.fromArray;
  26. const v3transformMat4 = Vec3.transformMat4;
  27. const v3transformMat3 = Vec3.transformMat3;
  28. const mat3directionTransform = Mat3.directionTransform;
  29. type RenderObjectExportData = {
  30. [k: string]: string | Uint8Array | undefined
  31. }
  32. interface RenderObjectExporter<D extends RenderObjectExportData> {
  33. add(renderObject: GraphicsRenderObject, webgl: WebGLContext, ctx: RuntimeContext): Promise<void> | undefined
  34. getData(): D
  35. }
  36. // http://paulbourke.net/dataformats/obj/
  37. // http://paulbourke.net/dataformats/mtl/
  38. export type ObjData = {
  39. obj: string
  40. mtl: string
  41. }
  42. export class ObjExporter implements RenderObjectExporter<ObjData> {
  43. private obj = StringBuilder.create();
  44. private mtl = StringBuilder.create();
  45. private vertexOffset = 0;
  46. private currentColor: Color | undefined;
  47. private currentAlpha: number | undefined;
  48. private materialSet = new Set<string>();
  49. private static getSizeFromTexture(tSize: TextureImage<Uint8Array>, i: number): number {
  50. const r = tSize.array[i * 3];
  51. const g = tSize.array[i * 3 + 1];
  52. const b = tSize.array[i * 3 + 2];
  53. return decodeFloatRGB(r, g, b);
  54. }
  55. private static getSize(values: BaseValues & SizeValues, instanceIndex: number, group: number): number {
  56. const tSize = values.tSize.ref.value;
  57. let size = 0;
  58. switch (values.dSizeType.ref.value) {
  59. case 'uniform':
  60. size = values.uSize.ref.value;
  61. break;
  62. case 'instance':
  63. size = ObjExporter.getSizeFromTexture(tSize, instanceIndex) / 100;
  64. break;
  65. case 'group':
  66. size = ObjExporter.getSizeFromTexture(tSize, group) / 100;
  67. break;
  68. case 'groupInstance':
  69. const groupCount = values.uGroupCount.ref.value;
  70. size = ObjExporter.getSizeFromTexture(tSize, instanceIndex * groupCount + group) / 100;
  71. break;
  72. }
  73. return size * values.uSizeFactor.ref.value;
  74. }
  75. private static getGroup(groups: Float32Array | Uint8Array, i: number): number {
  76. const i4 = i * 4;
  77. const r = groups[i4];
  78. const g = groups[i4 + 1];
  79. const b = groups[i4 + 2];
  80. if (groups instanceof Float32Array) {
  81. return decodeFloatRGB(r * 255 + 0.5, g * 255 + 0.5, b * 255 + 0.5);
  82. }
  83. return decodeFloatRGB(r, g, b);
  84. }
  85. private updateMaterial(color: Color, alpha: number) {
  86. if (this.currentColor === color && this.currentAlpha === alpha) return;
  87. this.currentColor = color;
  88. this.currentAlpha = alpha;
  89. const material = Color.toHexString(color) + alpha;
  90. StringBuilder.writeSafe(this.obj, `usemtl ${material}`);
  91. StringBuilder.newline(this.obj);
  92. if (!this.materialSet.has(material)) {
  93. this.materialSet.add(material);
  94. const [r, g, b] = Color.toRgbNormalized(color);
  95. const mtl = this.mtl;
  96. StringBuilder.writeSafe(mtl, `newmtl ${material}\n`);
  97. StringBuilder.writeSafe(mtl, 'illum 2\n'); // illumination model
  98. StringBuilder.writeSafe(mtl, 'Ns 163\n'); // specular exponent
  99. StringBuilder.writeSafe(mtl, 'Ni 0.001\n'); // optical density a.k.a. index of refraction
  100. StringBuilder.writeSafe(mtl, 'Ka 0 0 0\n'); // ambient reflectivity
  101. StringBuilder.writeSafe(mtl, 'Kd '); // diffuse reflectivity
  102. StringBuilder.writeFloat(mtl, r, 1000);
  103. StringBuilder.whitespace1(mtl);
  104. StringBuilder.writeFloat(mtl, g, 1000);
  105. StringBuilder.whitespace1(mtl);
  106. StringBuilder.writeFloat(mtl, b, 1000);
  107. StringBuilder.newline(mtl);
  108. StringBuilder.writeSafe(mtl, 'Ks 0.25 0.25 0.25\n'); // specular reflectivity
  109. StringBuilder.writeSafe(mtl, 'd '); // dissolve
  110. StringBuilder.writeFloat(mtl, alpha, 1000);
  111. StringBuilder.newline(mtl);
  112. }
  113. }
  114. private async addMeshWithColors(vertices: Float32Array, normals: Float32Array, indices: Uint32Array | undefined, groups: Float32Array | Uint8Array, vertexCount: number, drawCount: number, values: BaseValues, instanceIndex: number, geoTexture: boolean, ctx: RuntimeContext) {
  115. const obj = this.obj;
  116. const t = Mat4();
  117. const n = Mat3();
  118. const tmpV = Vec3();
  119. const stride = geoTexture ? 4 : 3;
  120. const colorType = values.dColorType.ref.value;
  121. const tColor = values.tColor.ref.value.array;
  122. const uAlpha = values.uAlpha.ref.value;
  123. const aTransform = values.aTransform.ref.value;
  124. Mat4.fromArray(t, aTransform, instanceIndex * 16);
  125. mat3directionTransform(n, t);
  126. const currentProgress = (vertexCount * 2 + drawCount) * instanceIndex;
  127. await ctx.update({ isIndeterminate: false, current: currentProgress, max: (vertexCount * 2 + drawCount) * values.uInstanceCount.ref.value });
  128. // position
  129. for (let i = 0; i < vertexCount; ++i) {
  130. if (i % 1000 === 0 && ctx.shouldUpdate) await ctx.update({ current: currentProgress + i });
  131. v3transformMat4(tmpV, v3fromArray(tmpV, vertices, i * stride), t);
  132. StringBuilder.writeSafe(obj, 'v ');
  133. StringBuilder.writeFloat(obj, tmpV[0], 1000);
  134. StringBuilder.whitespace1(obj);
  135. StringBuilder.writeFloat(obj, tmpV[1], 1000);
  136. StringBuilder.whitespace1(obj);
  137. StringBuilder.writeFloat(obj, tmpV[2], 1000);
  138. StringBuilder.newline(obj);
  139. }
  140. // normal
  141. for (let i = 0; i < vertexCount; ++i) {
  142. if (i % 1000 === 0 && ctx.shouldUpdate) await ctx.update({ current: currentProgress + vertexCount + i });
  143. v3transformMat3(tmpV, v3fromArray(tmpV, normals, i * stride), n);
  144. StringBuilder.writeSafe(obj, 'vn ');
  145. StringBuilder.writeFloat(obj, tmpV[0], 100);
  146. StringBuilder.whitespace1(obj);
  147. StringBuilder.writeFloat(obj, tmpV[1], 100);
  148. StringBuilder.whitespace1(obj);
  149. StringBuilder.writeFloat(obj, tmpV[2], 100);
  150. StringBuilder.newline(obj);
  151. }
  152. // face
  153. for (let i = 0; i < drawCount; i += 3) {
  154. if (i % 3000 === 0 && ctx.shouldUpdate) await ctx.update({ current: currentProgress + vertexCount * 2 + i });
  155. let color: Color;
  156. switch (colorType) {
  157. case 'uniform':
  158. color = Color.fromNormalizedArray(values.uColor.ref.value, 0);
  159. break;
  160. case 'instance':
  161. color = Color.fromArray(tColor, instanceIndex * 3);
  162. break;
  163. case 'group': {
  164. const group = geoTexture ? ObjExporter.getGroup(groups, i) : groups[indices![i]];
  165. color = Color.fromArray(tColor, group * 3);
  166. break;
  167. }
  168. case 'groupInstance': {
  169. const groupCount = values.uGroupCount.ref.value;
  170. const group = geoTexture ? ObjExporter.getGroup(groups, i) : groups[indices![i]];
  171. color = Color.fromArray(tColor, (instanceIndex * groupCount + group) * 3);
  172. break;
  173. }
  174. case 'vertex':
  175. color = Color.fromArray(tColor, i * 3);
  176. break;
  177. case 'vertexInstance':
  178. color = Color.fromArray(tColor, (instanceIndex * drawCount + i) * 3);
  179. break;
  180. default: throw new Error('Unsupported color type.');
  181. }
  182. this.updateMaterial(color, uAlpha);
  183. const v1 = this.vertexOffset + (geoTexture ? i : indices![i]) + 1;
  184. const v2 = this.vertexOffset + (geoTexture ? i + 1 : indices![i + 1]) + 1;
  185. const v3 = this.vertexOffset + (geoTexture ? i + 2 : indices![i + 2]) + 1;
  186. StringBuilder.writeSafe(obj, 'f ');
  187. StringBuilder.writeInteger(obj, v1);
  188. StringBuilder.writeSafe(obj, '//');
  189. StringBuilder.writeIntegerAndSpace(obj, v1);
  190. StringBuilder.writeInteger(obj, v2);
  191. StringBuilder.writeSafe(obj, '//');
  192. StringBuilder.writeIntegerAndSpace(obj, v2);
  193. StringBuilder.writeInteger(obj, v3);
  194. StringBuilder.writeSafe(obj, '//');
  195. StringBuilder.writeInteger(obj, v3);
  196. StringBuilder.newline(obj);
  197. }
  198. this.vertexOffset += vertexCount;
  199. }
  200. private async addMesh(values: MeshValues, ctx: RuntimeContext) {
  201. const aPosition = values.aPosition.ref.value;
  202. const aNormal = values.aNormal.ref.value;
  203. const elements = values.elements.ref.value;
  204. const aGroup = values.aGroup.ref.value;
  205. const instanceCount = values.instanceCount.ref.value;
  206. const vertexCount = values.uVertexCount.ref.value;
  207. const drawCount = values.drawCount.ref.value;
  208. for (let instanceIndex = 0; instanceIndex < instanceCount; ++instanceIndex) {
  209. await this.addMeshWithColors(aPosition, aNormal, elements, aGroup, vertexCount, drawCount, values, instanceIndex, false, ctx);
  210. }
  211. }
  212. private async addLines(values: LinesValues, ctx: RuntimeContext) {
  213. // TODO
  214. }
  215. private async addPoints(values: PointsValues, ctx: RuntimeContext) {
  216. // TODO
  217. }
  218. private async addSpheres(values: SpheresValues, ctx: RuntimeContext) {
  219. const center = Vec3();
  220. const aPosition = values.aPosition.ref.value;
  221. const aGroup = values.aGroup.ref.value;
  222. const instanceCount = values.instanceCount.ref.value;
  223. const vertexCount = values.uVertexCount.ref.value;
  224. for (let instanceIndex = 0; instanceIndex < instanceCount; ++instanceIndex) {
  225. const state = MeshBuilder.createState(512, 256);
  226. for (let i = 0; i < vertexCount; i += 4) {
  227. v3fromArray(center, aPosition, i * 3);
  228. const group = aGroup[i];
  229. const radius = ObjExporter.getSize(values, instanceIndex, group);
  230. state.currentGroup = group;
  231. addSphere(state, center, radius, 2);
  232. }
  233. const mesh = MeshBuilder.getMesh(state);
  234. const vertices = mesh.vertexBuffer.ref.value;
  235. const normals = mesh.normalBuffer.ref.value;
  236. const indices = mesh.indexBuffer.ref.value;
  237. const groups = mesh.groupBuffer.ref.value;
  238. await this.addMeshWithColors(vertices, normals, indices, groups, vertices.length / 3, indices.length, values, instanceIndex, false, ctx);
  239. }
  240. }
  241. private async addCylinders(values: CylindersValues, ctx: RuntimeContext) {
  242. const start = Vec3();
  243. const end = Vec3();
  244. const aStart = values.aStart.ref.value;
  245. const aEnd = values.aEnd.ref.value;
  246. const aScale = values.aScale.ref.value;
  247. const aCap = values.aCap.ref.value;
  248. const aGroup = values.aGroup.ref.value;
  249. const instanceCount = values.instanceCount.ref.value;
  250. const vertexCount = values.uVertexCount.ref.value;
  251. for (let instanceIndex = 0; instanceIndex < instanceCount; ++instanceIndex) {
  252. const state = MeshBuilder.createState(512, 256);
  253. for (let i = 0; i < vertexCount; i += 6) {
  254. v3fromArray(start, aStart, i * 3);
  255. v3fromArray(end, aEnd, i * 3);
  256. const group = aGroup[i];
  257. const radius = ObjExporter.getSize(values, instanceIndex, group) * aScale[i];
  258. const cap = aCap[i];
  259. const topCap = cap === 1 || cap === 3;
  260. const bottomCap = cap >= 2;
  261. const cylinderProps = { radiusTop: radius, radiusBottom: radius, topCap, bottomCap, radialSegments: 32 };
  262. state.currentGroup = aGroup[i];
  263. addCylinder(state, start, end, 1, cylinderProps);
  264. }
  265. const mesh = MeshBuilder.getMesh(state);
  266. const vertices = mesh.vertexBuffer.ref.value;
  267. const normals = mesh.normalBuffer.ref.value;
  268. const indices = mesh.indexBuffer.ref.value;
  269. const groups = mesh.groupBuffer.ref.value;
  270. await this.addMeshWithColors(vertices, normals, indices, groups, vertices.length / 3, indices.length, values, instanceIndex, false, ctx);
  271. }
  272. }
  273. private async addTextureMesh(values: TextureMeshValues, webgl: WebGLContext, ctx: RuntimeContext) {
  274. const GeoExportName = 'geo-export';
  275. if (!webgl.namedFramebuffers[GeoExportName]) {
  276. webgl.namedFramebuffers[GeoExportName] = webgl.resources.framebuffer();
  277. }
  278. const framebuffer = webgl.namedFramebuffers[GeoExportName];
  279. const [ width, height ] = values.uGeoTexDim.ref.value;
  280. const vertices = new Float32Array(width * height * 4);
  281. const normals = new Float32Array(width * height * 4);
  282. const groups = webgl.isWebGL2 ? new Uint8Array(width * height * 4) : new Float32Array(width * height * 4);
  283. framebuffer.bind();
  284. values.tPosition.ref.value.attachFramebuffer(framebuffer, 0);
  285. webgl.readPixels(0, 0, width, height, vertices);
  286. values.tNormal.ref.value.attachFramebuffer(framebuffer, 0);
  287. webgl.readPixels(0, 0, width, height, normals);
  288. values.tGroup.ref.value.attachFramebuffer(framebuffer, 0);
  289. webgl.readPixels(0, 0, width, height, groups);
  290. const vertexCount = values.uVertexCount.ref.value;
  291. const instanceCount = values.instanceCount.ref.value;
  292. const drawCount = values.drawCount.ref.value;
  293. for (let instanceIndex = 0; instanceIndex < instanceCount; ++instanceIndex) {
  294. await this.addMeshWithColors(vertices, normals, undefined, groups, vertexCount, drawCount, values, instanceIndex, true, ctx);
  295. }
  296. }
  297. add(renderObject: GraphicsRenderObject, webgl: WebGLContext, ctx: RuntimeContext) {
  298. if (!renderObject.state.visible) return;
  299. switch (renderObject.type) {
  300. case 'mesh':
  301. return this.addMesh(renderObject.values as MeshValues, ctx);
  302. case 'lines':
  303. return this.addLines(renderObject.values as LinesValues, ctx);
  304. case 'points':
  305. return this.addPoints(renderObject.values as PointsValues, ctx);
  306. case 'spheres':
  307. return this.addSpheres(renderObject.values as SpheresValues, ctx);
  308. case 'cylinders':
  309. return this.addCylinders(renderObject.values as CylindersValues, ctx);
  310. case 'texture-mesh':
  311. return this.addTextureMesh(renderObject.values as TextureMeshValues, webgl, ctx);
  312. }
  313. }
  314. getData() {
  315. return {
  316. obj: StringBuilder.getString(this.obj),
  317. mtl: StringBuilder.getString(this.mtl)
  318. };
  319. }
  320. constructor(filename: string) {
  321. StringBuilder.writeSafe(this.obj, `mtllib ${filename}.mtl\n`);
  322. }
  323. }