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pass.ts 7.31 KiB
/**
* Copyright (c) 2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author David Sehnal <david.sehnal@gmail.com>
*/
import { QuadSchema, QuadValues } from '../../../mol-gl/compute/util';
import { ComputeRenderable, createComputeRenderable } from '../../../mol-gl/renderable';
import { TextureSpec, UniformSpec, Values } from '../../../mol-gl/renderable/schema';
import { ShaderCode } from '../../../mol-gl/shader-code';
import quad_vert from '../../../mol-gl/shader/quad.vert';
import { WebGLContext } from '../../../mol-gl/webgl/context';
import { createComputeRenderItem } from '../../../mol-gl/webgl/render-item';
import { RenderTarget } from '../../../mol-gl/webgl/render-target';
import { ValueCell } from '../../../mol-util';
import { arrayMin } from '../../../mol-util/array';
import { CollocationParams } from '../collocation';
import { normalizeBasicOrder } from '../orbitals';
import shader_frag from './shader.frag';
const AlphaOrbitalsSchema = {
...QuadSchema,
uDimensions: UniformSpec('v3'),
uMin: UniformSpec('v3'),
uDelta: UniformSpec('v3'),
tCenters: TextureSpec('image-float32', 'rgba', 'float', 'nearest'),
tInfo: TextureSpec('image-float32', 'rgba', 'float', 'nearest'),
tCoeff: TextureSpec('image-float32', 'rgb', 'float', 'nearest'),
tAlpha: TextureSpec('image-float32', 'alpha', 'float', 'nearest'),
uNCenters: UniformSpec('i'),
uNAlpha: UniformSpec('i'),
uNCoeff: UniformSpec('i'),
uLittleEndian: UniformSpec('i') // TODO: boolean uniforms
};
const AlphaOrbitalsShaderCode = ShaderCode('postprocessing', quad_vert, shader_frag);
type AlphaOrbitalsRenderable = ComputeRenderable<Values<typeof AlphaOrbitalsSchema>>
function createTextureData({
basis,
sphericalOrder,
alphaOrbitals,
cutoffThreshold
}: CollocationParams) {
let centerCount = 0;
let baseCount = 0;
let coeffCount = 0;
for (const atom of basis.atoms) {
for (const shell of atom.shells) {
for (const L of shell.angularMomentum) {
if (L > 4) {
// TODO: will L > 4 be required? Would need to precompute more functions in that case.
throw new Error('Angular momentum L > 4 not supported.');
}
centerCount++;
baseCount += 2 * L + 1;
coeffCount += shell.exponents.length;
}
}
}
const centers = new Float32Array(4 * centerCount);
// L, alpha_offset, coeff_offset_start, coeff_offset_end
const info = new Float32Array(4 * centerCount);
const alpha = new Float32Array(baseCount);
const coeff = new Float32Array(3 * coeffCount);
let cO = 0, aO = 0, coeffO = 0;
for (const atom of basis.atoms) {
for (const shell of atom.shells) {
let amIndex = 0;
for (const L of shell.angularMomentum) {
const a0 = normalizeBasicOrder(L, alphaOrbitals.slice(aO, aO + 2 * L + 1), sphericalOrder);
const cutoffRadius = cutoffThreshold > 0
? Math.sqrt(-Math.log(cutoffThreshold) / arrayMin(shell.exponents))
: 10000;
centers[4 * cO + 0] = atom.center[0];
centers[4 * cO + 1] = atom.center[1];
centers[4 * cO + 2] = atom.center[2];
centers[4 * cO + 3] = cutoffRadius * cutoffRadius;
info[4 * cO + 0] = L;
info[4 * cO + 1] = aO;
info[4 * cO + 2] = coeffO;
info[4 * cO + 3] = coeffO + shell.exponents.length;
for (let i = 0; i < a0.length; i++) alpha[aO + i] = a0[i];
const c0 = shell.coefficients[amIndex++];
for (let i = 0; i < shell.exponents.length; i++) {
coeff[3 * (coeffO + i) + 0] = c0[i];
coeff[3 * (coeffO + i) + 1] = shell.exponents[i];
}
cO++;
aO += 2 * L + 1;
coeffO += shell.exponents.length;
}
}
}
return { nCenters: centerCount, nAlpha: baseCount, nCoeff: coeffCount, centers, info, alpha, coeff };
}
function getPostprocessingRenderable(ctx: WebGLContext, params: CollocationParams): AlphaOrbitalsRenderable {
const data = createTextureData(params);
// console.log(data);
const values: Values<typeof AlphaOrbitalsSchema> = {
...QuadValues,
uDimensions: ValueCell.create(params.grid.dimensions),
uMin: ValueCell.create(params.grid.box.min),
uDelta: ValueCell.create(params.grid.delta),
uNCenters: ValueCell.create(data.nCenters),
uNAlpha: ValueCell.create(data.nAlpha),
uNCoeff: ValueCell.create(data.nCoeff),
tCenters: ValueCell.create({ width: data.nCenters, height: 1, array: data.centers }),
tInfo: ValueCell.create({ width: data.nCenters, height: 1, array: data.info }),
tCoeff: ValueCell.create({ width: data.nCoeff, height: 1, array: data.coeff }),
tAlpha: ValueCell.create({ width: data.nAlpha, height: 1, array: data.alpha }),
uLittleEndian: ValueCell.create(isLittleEndian()),
};
const schema = { ...AlphaOrbitalsSchema };
const renderItem = createComputeRenderItem(ctx, 'triangles', AlphaOrbitalsShaderCode, schema, values);
return createComputeRenderable(renderItem, values);
}
export class AlphaOrbitalsPass {
target: RenderTarget
renderable: AlphaOrbitalsRenderable
constructor(private webgl: WebGLContext, private params: CollocationParams) {
const [nx, ny, nz] = params.grid.dimensions;
// TODO: add single component float32 render target option for WebGL2?
// TODO: figure out the ordering so that it does not have to be remapped in the shader
this.target = webgl.createRenderTarget(nx, ny * nz, false, 'uint8', 'nearest');
this.renderable = getPostprocessingRenderable(webgl, params);
}
private render() {
const [nx, ny, nz] = this.params.grid.dimensions;
const width = nx;
const height = ny * nz;
const { gl, state } = this.webgl;
this.target.bind();
gl.viewport(0, 0, width, height);
gl.scissor(0, 0, width, height);
state.disable(gl.SCISSOR_TEST);
state.disable(gl.BLEND);
state.disable(gl.DEPTH_TEST);
state.depthMask(false);
this.renderable.render();
}
getData() {
const [nx, ny, nz] = this.params.grid.dimensions;
const width = nx;
const height = ny * nz;
this.render();
this.target.bind();
const array = new Uint8Array(width * height * 4);
this.webgl.readPixels(0, 0, width, height, array);
// PixelData.flipY({ array, width, height });
const floats = new Float32Array(array.buffer, array.byteOffset, width * height);
// console.log(array);
// console.log(floats);
this.renderable.dispose();
this.target.destroy();
return floats;
// return new ImageData(new Uint8ClampedArray(array), width, height);
}
}
function isLittleEndian() {
const arrayBuffer = new ArrayBuffer(2);
const uint8Array = new Uint8Array(arrayBuffer);
const uint16array = new Uint16Array(arrayBuffer);
uint8Array[0] = 0xAA; // set first byte
uint8Array[1] = 0xBB; // set second byte
if(uint16array[0] === 0xBBAA) return 1;
return 0;
}