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@@ -49,16 +49,13 @@
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<script src="../build/three.js"></script>
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- <script src="js/controls/OrthographicTrackballControls.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/Volume.js"></script>
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- <script src="js/VolumeSlice.js"></script>
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<script src="js/loaders/NRRDLoader.js"></script>
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<script src="js/shaders/VolumeShader.js"></script>
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<script src="js/Detector.js"></script>
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- <script src="js/libs/stats.min.js"></script>
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<script src="js/libs/gunzip.min.js"></script>
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<script src="js/libs/dat.gui.min.js"></script>
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@@ -67,46 +64,67 @@
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if ( ! Detector.webgl ) { Detector.addGetWebGLMessage(); }
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var container,
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- stats,
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+ renderer,
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+ scene,
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camera,
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controls,
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- scene,
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- renderer,
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- gui;
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+ volmaterial,
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+ volconfig,
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+ cmtextures,
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+ gui,
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+ drawrequested;
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init();
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- animate();
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function init() {
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- // The volume renderer does not work very well with perspective yet
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- //camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.01, 1e10 );
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- camera = new THREE.OrthographicCamera()
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- camera.position.z = 1000;
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- this.camera.right = window.innerWidth / 5.0;
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- this.camera.left = -this.camera.right;
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- this.camera.top = window.innerHeight / 5.0;
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- this.camera.bottom = -this.camera.top;
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- this.camera.near = 0.1;
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- this.camera.far = 5000;
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+ scene = new THREE.Scene();
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- this.camera.updateProjectionMatrix();
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+ // Create renderer
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+ var canvas = document.createElement( 'canvas' );
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+ var context = canvas.getContext( 'webgl2' );
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+ renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
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- scene = new THREE.Scene();
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+ // Attach renderer to DOM
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+ container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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+ container.appendChild( renderer.domElement );
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+ // Create camera (The volume renderer does not work very well with perspective yet)
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+ camera = new THREE.OrthographicCamera()
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+ camera.position.z = 1000;
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+ camera.near = 0.1;
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+ camera.far = 5000;
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+ camera.up = new THREE.Vector3( 0, 0, 1 ); // In our data, z is the up/down axis !!
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scene.add( camera );
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- // light
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+ // Create controls
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+ controls = new THREE.OrbitControls( camera, renderer.domElement );
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+ controls.addEventListener( 'change', animate );
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+ controls.target.set( 64, 64, 128 );
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+ controls.enableDamping = false;
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+ controls.update();
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+
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+ // Lighting is backed into the shader a.t.m.
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+ // var dirLight = new THREE.DirectionalLight( 0xffffff );
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- var dirLight = new THREE.DirectionalLight( 0xffffff );
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- dirLight.position.set( 200, 200, 1000 ).normalize();
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+ // The gui for interaction
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+ volconfig = { clim1: 0, clim2: 1, renderstyle: 'iso', isothreshold: 0.15, colormap: 'viridis' };
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+ var gui = new dat.GUI();
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+ gui.add( volconfig, 'clim1', 0, 1, 0.01 ).onChange( updateUniforms );
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+ gui.add( volconfig, 'clim2', 0, 1, 0.01 ).onChange( updateUniforms );
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+ gui.add( volconfig, 'colormap', { gray: 'gray', viridis: 'viridis' } ).onChange( updateUniforms );
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+ gui.add( volconfig, 'renderstyle', { mip: 'mip', iso: 'iso' } ).onChange( updateUniforms );
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+ gui.add( volconfig, 'isothreshold', 0, 1, 0.01 ).onChange( updateUniforms );
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- camera.add( dirLight );
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- camera.add( dirLight.target );
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+ // Keep track of window size (and initialize now)
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+ window.addEventListener( 'resize', onWindowResize, false );
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+ onWindowResize();
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+ // Load the data ...
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var loader = new THREE.NRRDLoader();
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loader.load( "models/nrrd/stent.nrrd", function ( volume ) {
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-
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+ window.volume = volume;
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// Texture to hold the volume. We have scalars, so we put our data in the red channel.
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// THREEJS will select R32F (33326) based on the RedFormat and FloatType.
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// Also see https://www.khronos.org/registry/webgl/specs/latest/2.0/#TEXTURE_TYPES_FORMATS_FROM_DOM_ELEMENTS_TABLE
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@@ -119,13 +137,13 @@
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texture.needsUpdate = true;
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// Colormap textures
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- this.cmtextures = {
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+ cmtextures = {
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viridis: new THREE.TextureLoader().load( 'textures/cm_viridis.png' ),
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gray: new THREE.TextureLoader().load( 'textures/cm_gray.png' )
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};
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// Material (shaders) to render the volume using raycasting
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- var volmaterial = new THREE.ShaderMaterial( THREE.VolumeRenderShader1 );
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+ volmaterial = new THREE.ShaderMaterial( THREE.VolumeRenderShader1 );
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volmaterial.side = THREE.BackSide; // The volume shader uses the backface as its "reference point"
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// Apply standard volume material uniform info
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@@ -138,83 +156,57 @@
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var volcube = new THREE.Mesh( volgeometry, volmaterial );
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scene.add( volcube );
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- // Support modifying volume rendering settings at runtime
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- this.volmaterial = volmaterial;
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- this.volumeConfig = { clim1: 0, clim2: 1, renderstyle: 'iso', isothreshold: 0.15, colormap: 'viridis' };
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+ // Apply uniforms now, this will call animate(), but apparently that's not enough sometimes
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this.updateUniforms();
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-
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- gui.add( volumeConfig, 'clim1', 0, 1, 0.01 ).onChange( this.updateUniforms.bind( this ) );
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- gui.add( volumeConfig, 'clim2', 0, 1, 0.01 ).onChange( this.updateUniforms.bind( this ) );
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- gui.add( volumeConfig, 'colormap', { gray: 'gray', viridis: 'viridis' } ).onChange( this.updateUniforms.bind( this ) );
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- gui.add( volumeConfig, 'renderstyle', { mip: 'mip', iso: 'iso' } ).onChange( this.updateUniforms.bind( this ) );
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- gui.add( volumeConfig, 'isothreshold', 0, 1, 0.01 ).onChange( this.updateUniforms.bind( this ) );
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-
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- // TODO: the texture coordinates currently map directly to world coordinates. That's why we translate
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- // the geometry above. We'd need to add a material attribute with texture coordinates to fix this.
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+ window.setTimeout(animate, 100);
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+ window.setTimeout(animate, 1000);
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} );
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- // renderer
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- var canvas = document.createElement( 'canvas' );
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- var context = canvas.getContext( 'webgl2' );
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- renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
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- renderer.setPixelRatio( window.devicePixelRatio );
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- renderer.setSize( window.innerWidth, window.innerHeight );
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-
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- container = document.createElement( 'div' );
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- document.body.appendChild( container );
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- container.appendChild( renderer.domElement );
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-
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- controls = new THREE.OrthographicTrackballControls( camera, renderer.domElement );
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- //controls = new THREE.OrbitControls( camera, renderer.comElement );
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- //controls.addEventListener( 'change', this.animate.bind(this) );
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- controls.target.set( 64, 64, 128 );
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- controls.zoomSpeed = -1.0; // trackball does it wrong
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- controls.staticMoving = true;
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- //controls.dynamicDampingFactor = 0.3;
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-
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- stats = new Stats();
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- container.appendChild( stats.dom );
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-
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- var gui = new dat.GUI();
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-
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- window.addEventListener( 'resize', onWindowResize, false );
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-
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}
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function updateUniforms() {
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- config = this.volumeConfig;
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-
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- this.volmaterial.uniforms.u_clim.value = [ config.clim1, config.clim2 ];
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- this.volmaterial.uniforms.u_renderstyle.value = config.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
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- this.volmaterial.uniforms.u_renderthreshold.value = config.isothreshold; // For ISO renderstyle
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- this.volmaterial.uniforms.u_cmdata.value = this.cmtextures[config.colormap];
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+ volmaterial.uniforms.u_clim.value = [ volconfig.clim1, volconfig.clim2 ];
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+ volmaterial.uniforms.u_renderstyle.value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
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+ volmaterial.uniforms.u_renderthreshold.value = volconfig.isothreshold; // For ISO renderstyle
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+ volmaterial.uniforms.u_cmdata.value = cmtextures[volconfig.colormap];
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- this.volmaterial.needsUpdate = true;
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+ volmaterial.needsUpdate = true;
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+ animate();
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}
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function onWindowResize() {
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- this.camera.right = window.innerWidth / 5.0;
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- this.camera.left = -this.camera.right;
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- this.camera.top = window.innerHeight / 5.0;
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- this.camera.bottom = -this.camera.top;
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+ camera.right = window.innerWidth / 5.0;
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+ camera.left = -camera.right;
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+ camera.top = window.innerHeight / 5.0;
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+ camera.bottom = -camera.top;
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camera.updateProjectionMatrix();
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+ renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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- controls.handleResize();
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+ if (controls.handleResize) { controls.handleResize(); }
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+ animate();
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}
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function animate() {
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- requestAnimationFrame( animate );
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- controls.update();
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+ // throttled animate function
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+ if ( !drawrequested ) {
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+ drawrequested = true;
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+ window.requestAnimationFrame( _animate );
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+ }
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+
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+ }
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+
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+ function _animate() {
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+
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+ drawrequested = false;
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renderer.render( scene, camera );
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- stats.update();
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}
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