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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 | 246x 246x 246x 246x 246x 246x 246x 232x 232x 232x 232x 246x 5689x 5689x 5689x 5689x 5689x 5689x 5689x 5689x 246x 246x 106857x 106857x 246x 476x 476x 476x 476x 476x 28788x 4337x 4337x 4337x 515258x 250869x 250869x 219886x 30983x 30983x 30983x 30983x 30983x 30983x 30983x 30983x 30983x 4337x 4337x 4337x 246x 221380x 246x 246x 246x 246x 246x 232x 232x 232x 232x 232x 5689x 428x 246x 246x 246x 428x | import macro from '@kitware/vtk.js/macros'; import vtkOpenGLTexture from '@kitware/vtk.js/Rendering/OpenGL/Texture'; import cache from '../../cache/cache'; import { getConstructorFromType } from '../../utilities/getBufferConfiguration'; /** * Converts the input data array to the specified data type * @param {TypedArray} data - The source data array * @param {string} targetDataType - The target data type to convert to * @returns {TypedArray} The converted data array */ function convertDataType(data, targetDataType) { const Constructor = getConstructorFromType(targetDataType); const convertedData = new Constructor(data.length); convertedData.set(data); return convertedData; } /** * vtkStreamingOpenGLTexture - A derived class of the core vtkOpenGLTexture. * This class has methods to update the texture memory on the GPU slice by slice * in an efficient yet GPU-architecture friendly manner. * * * @param {*} publicAPI The public API to extend * @param {*} model The private model to extend. */ function vtkStreamingOpenGLTexture(publicAPI, model) { model.classHierarchy.push('vtkStreamingOpenGLTexture'); model.updatedFrames = []; model.volumeId = null; const superCreate3DFilterableFromRaw = publicAPI.create3DFilterableFromRaw; publicAPI.create3DFilterableFromRaw = ( width, height, depth, numberOfComponents, dataType, data, preferSizeOverAccuracy ) => { model.inputDataType = dataType; model.inputNumComps = numberOfComponents; superCreate3DFilterableFromRaw( width, height, depth, numberOfComponents, dataType, data, preferSizeOverAccuracy ); }; const superUpdate = publicAPI.updateVolumeInfoForGL; publicAPI.updateVolumeInfoForGL = (dataType, numComps) => { const isScalingApplied = superUpdate(dataType, numComps); model.volumeInfo.dataComputedScale = [1]; model.volumeInfo.dataComputedOffset = [0]; return isScalingApplied; }; /** * This function updates the GPU texture memory to match the current * representation of data held in RAM. * */ publicAPI.update3DFromRaw = () => { const { volumeId } = model; Iif (!volumeId) { return; } const volume = cache.getVolume(volumeId); model._openGLRenderWindow.activateTexture(publicAPI); publicAPI.createTexture(); publicAPI.bind(); Iif (volume.isDynamicVolume()) { updateDynamicVolumeTexture(); return; } return ( publicAPI.hasUpdatedFrames() && updateTextureImagesUsingVoxelManager() ); }; /** * Called when a frame is loaded so that on next render we know which data to load in. * @param {number} frameIndex The frame to load in. */ const superModified = publicAPI.modified; publicAPI.setUpdatedFrame = (frameIndex) => { model.updatedFrames[frameIndex] = true; superModified(); }; publicAPI.modified = () => { superModified(); // this is really not efficient, but it works for now const volume = cache.getVolume(model.volumeId); Iif (!volume) { return; } const imageIds = volume.imageIds; for (let i = 0; i < imageIds.length; i++) { model.updatedFrames[i] = true; } }; function updateTextureImagesUsingVoxelManager() { const volume = cache.getVolume(model.volumeId); const imageIds = volume.imageIds; for (let i = 0; i < model.updatedFrames.length; i++) { if (model.updatedFrames[i]) { // find the updated frames const image = cache.getImage(imageIds[i]); if (!image) { // console.debug('image not found', imageIds[i]); continue; } let data = image.voxelManager.getScalarData(); const gl = model.context; Iif (volume.dataType !== data.constructor.name) { data = convertDataType(data, volume.dataType); } const [pixData] = publicAPI.updateArrayDataTypeForGL(volume.dataType, [ data, ]); // Bind the texture publicAPI.bind(); // Calculate the offset within the 3D texture const zOffset = i; // Update the texture sub-image // Todo: need to check other systems if it can handle it gl.texSubImage3D( model.target, // target 0, // level 0, // xoffset 0, // yoffset zOffset, // zoffset model.width, // width model.height, // height 1, // depth (1 slice) model.format, // format model.openGLDataType, // type pixData // data ); // Unbind the texture publicAPI.deactivate(); // Reset the updated flag model.updatedFrames[i] = null; } } Iif (model.generateMipmap) { model.context.generateMipmap(model.target); } publicAPI.deactivate(); return true; } function updateDynamicVolumeTexture() { const volume = cache.getVolume(model.volumeId); // loop over imageIds of the current time point and update the texture const imageIds = volume.getCurrentDimensionGroupImageIds(); if (!imageIds.length) { return false; } let constructor; for (let i = 0; i < imageIds.length; i++) { const imageId = imageIds[i]; const image = cache.getImage(imageId); let data; if (!image) { // if there is no data we should set zero constructor = getConstructorFromType(volume.dataType, true); data = new constructor(model.width * model.height); } else { data = image.voxelManager.getScalarData(); constructor = data.constructor; } const gl = model.context; if (volume.dataType !== data.constructor.name) { data = convertDataType(data, volume.dataType); } const [pixData] = publicAPI.updateArrayDataTypeForGL(volume.dataType, [ data, ]); // Bind the texture publicAPI.bind(); // Calculate the offset within the 3D texture let zOffset = i; // Update the texture sub-image // Todo: need to check other systems if it can handle it gl.texSubImage3D( model.target, // target 0, // level 0, // xoffset 0, // yoffset zOffset, // zoffset model.width, // width model.height, // height 1, // depth (1 slice) model.format, // format model.openGLDataType, // type pixData // data ); // Unbind the texture publicAPI.deactivate(); // Reset the updated flag } if (model.generateMipmap) { model.context.generateMipmap(model.target); } publicAPI.deactivate(); return true; } publicAPI.hasUpdatedFrames = () => !model.updatedFrames.length || model.updatedFrames.some((frame) => frame); publicAPI.getUpdatedFrames = () => model.updatedFrames; publicAPI.setVolumeId = (volumeId) => { model.volumeId = volumeId; }; publicAPI.getVolumeId = () => model.volumeId; publicAPI.setTextureParameters = ({ width, height, depth, numberOfComponents, dataType, }) => { model.width ??= width; model.height ??= height; model.depth ??= depth; model.inputNumComps ??= numberOfComponents; model.inputDataType ??= dataType; }; publicAPI.getTextureParameters = () => ({ width: model.width, height: model.height, depth: model.depth, numberOfComponents: model.inputNumComps, dataType: model.inputDataType, }); } // ---------------------------------------------------------------------------- // Object factory // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- const DEFAULT_VALUES = { updatedFrames: [], }; export function extend(publicAPI, model, initialValues = {}) { Object.assign(model, DEFAULT_VALUES, initialValues); vtkOpenGLTexture.extend(publicAPI, model, initialValues); // Object methods vtkStreamingOpenGLTexture(publicAPI, model); } // ---------------------------------------------------------------------------- export const newInstance = macro.newInstance( extend, 'vtkStreamingOpenGLTexture' ); // ---------------------------------------------------------------------------- export default { newInstance, extend }; |