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datasurface.js
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datasurface.js
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/* Copyright (c) 2009-2010 King Abdullah University of Science and Technology
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/**
* This class encapsulates the data-based isosurface
* primitive.
*
* It expects to get a string path to an image containing volumetric
* data, stored in a tiled format.
*
* @param {string} source a string path to the volumetric data image
* @param {int} width the width of each slice
* @param {int} height the height of each slice
* @param {int} b_width the number of tiles stored in each row
* @param {int} b_height the number of tiles stored in each column
*
* Currently options is not used, but eventually it will
* include support for what coordinate space this function
* is defined in, and so forth.
*
* @constructor
* @requires primitive Inherits from primitive
* @requires screen Has a reference to a screen object
*/
function datasurface(source, width, height, b_width, b_height) {
/** The WebGL context we'll be using */
this.gl = null;
/** The VBO that stores the vertices */
this.vertexVBO = null;
/** The VBO that stores texture coordinates */
this.textureVBO = null;
/** The VBO that stores the indices of the vertices */
this.indexVBO = null;
/** The count of indices in indexVBO */
this.index_ct = 0;
/** The texture containing the volumetric data. It's stored
* as slices in a 2D texture, and the image can be of any
* format supported by the browser this is being used from
*/
this.texture = null;
/** The texture containing the transfer function. Although
* It's actually a 2D texture, it's got only one row. This
* is because WebGL doesn't support 1D textures.
*/
this.transfer = null;
/** The source url for the volumetric data texture */
this.source = source || "volumes/orange.png";
/** The width of the volumetric data */
this.width = width;
/** The height of the volumetric data */
this.height = height;
/** The number of columns in the tiled texture */
this.b_width = b_width;
/** The number of rows in the tiled texture */
this.b_height = b_height;
/** A placeholder for holding all the parameters used */
this.parameters = null;
/**
* This function is called by the grapher class so that the box
* has access to relevant information, but it is only initialized
* when grapher deems appropriates
*
* @param {WebGLContext} gl a WebGL context, provided by grapher
* @param {screen} scr a reference to the screen object, provided by grapher
* @param {Array(String)} parameters an array of strings for parameters used
*
* @see grapher
*/
this.initialize = function(gl, scr, parameters) {
this.gl = gl;
this.parameters = parameters;
this.refresh(scr);
this.gen_program();
this.texture = new texture(this.gl, this.source);
this.transfer = new noisetexture(this.gl, 256, 1);
}
/**
* Refresh is a way for the grapher instance to notify surface
* of changes to the viewing environment. This just updates the VBO
* to draw a box around the whole screen
*
* This method is meant to only be called by the grapher class.
*
* @param {screen} scr is required for information about the viewable screen
*/
this.refresh = function(scr) {
this.gen_vbo(scr);
}
/**
* All primitives are responsible for knowing how to construct
* themselves and so this is the function that constructs the VBO for
* the objects. In the case of the datasurface, it constructs the six
* faces of a cube, which is then used for the raycasting implementation
*
* This method is meant to be private
*
* @param {screen} src is information about the viewable screen
*/
this.gen_vbo = function(scr) {
// Victory! It works!
var vertices = [ scr.maxx, scr.maxy, scr.minx, //A
scr.minx, scr.miny, -scr.minx, //B
scr.maxx, scr.miny, scr.minx, //C
scr.maxx, scr.miny, -scr.minx, //D
scr.maxx, scr.maxy, -scr.minx, //E
scr.minx, scr.miny, scr.minx, //F
scr.minx, scr.maxy, scr.minx, //G
scr.minx, scr.maxy, -scr.minx]; //H
var texture = [ 1, 1, 1, //A
0, 0, 0, //B
1, 0, 1, //C
1, 0, 0, //D
1, 1, 0, //E
0, 0, 1, //F
0, 1, 1, //G
0, 1, 0]; //H
var indices = [ 2, 5, 0, 6, 7, 7, 4, 0, 3, 2, 1, 5, 6, 6, 1, 7, 3, 4]; // Deep magic
/* Again, I'm not an expert in JavaScript, and I'm currently not
* sure how exactly garbage collection works. Either way, when
* generating the VBO, it's a good idea to delete the previously-
* declared VBO so that it frees up some space on the GPU. This
* will be added soon, when I can find a tool that helps me track
* and make sure that this memory is getting cleaned up.
*/
/*
if (this.vertexVBO) {
this.gl.console.log("deleting");
this.gl.deleteBuffer(this.vertexVBO);
}
*/
this.vertexVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexVBO);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new WebGLFloatArray(vertices), this.gl.STATIC_DRAW);
this.textureVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureVBO);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new WebGLFloatArray(texture), this.gl.STATIC_DRAW);
this.indexVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(indices), this.gl.STATIC_DRAW);
this.index_ct = indices.length;
}
/**
* Every primitive is also responsible for knowing how to draw
* itself, and that behavior is encapsulated in this function. It should
* be completely self-contained, returning the context state to what it
* was before it's called.
*
* This method can be called at any time after initialization to draw
* the box to the screen. Though, it is meant to be primarily called by
* grapher.
*
* @param {screen} scr the current screen
*/
this.draw = function(scr) {
this.setUniforms(scr);
//scr.set_uniforms(this.gl, this.program);
this.gl.uniform1i(this.gl.getUniformLocation(this.program, "sampler" ), 0);
this.gl.uniform1i(this.gl.getUniformLocation(this.program, "transfer"), 1);
this.gl.enableVertexAttribArray(0);
this.gl.enableVertexAttribArray(1);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexVBO);
this.gl.vertexAttribPointer(0, 3, this.gl.FLOAT, this.gl.FALSE, 0, 0);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureVBO);
this.gl.vertexAttribPointer(1, 3, this.gl.FLOAT, this.gl.FALSE, 0, 0);
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
this.gl.activeTexture(this.gl.TEXTURE0);
this.texture.bind();
this.gl.activeTexture(this.gl.TEXTURE1);
this.transfer.bind();
this.gl.drawElements(this.gl.TRIANGLE_STRIP, this.index_ct, this.gl.UNSIGNED_SHORT, 0);
this.gl.disableVertexAttribArray(0);
this.gl.disableVertexAttribArray(1);
}
/**
* Any class who inherits from the primitive class gets free
* access to shader compilation and program linking, but only must
* provide the fragment and vertex shader sources. The primitive class
* also provides free access to functionality for reading files.
*
* This function generates its program, and stores it back in
* this.program (this is done impliciatly through the call to
* primitive.compile_program).
*
* @see primitive
*/
this.gen_program = function() {
var vertex_source = this.read("shaders/datasurface.vert");
var frag_source = this.read("shaders/datasurface.frag");
this.compile_program(vertex_source, frag_source);
}
}
datasurface.prototype = new primitive();