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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - loaders - vtk loader</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- font-family: Monospace;
- background-color: #000;
- color: #fff;
- margin: 0px;
- overflow: hidden;
- }
- #info {
- color: #fff;
- position: absolute;
- top: 10px;
- width: 100%;
- text-align: center;
- z-index: 5;
- display:block;
- }
- .dg {
- z-index: 10 !important;
- }
- #info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
- #inset {
- width: 150px;
- height: 150px;
- background-color: transparent; /* or transparent; will show through only if renderer alpha: true */
- border: none; /* or none; */
- margin: 0;
- padding: 0px;
- position: absolute;
- left: 20px;
- bottom: 20px;
- z-index: 100;
- }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> -
- Float volume render test (mip / isosurface)
- </div>
- <div id="inset"></div>
- <script src="../build/three.js"></script>
- <script src="js/controls/TrackballControls.js"></script>
- <script src="js/Volume.js"></script>
- <script src="js/VolumeSlice.js"></script>
- <script src="js/loaders/NRRDLoader.js"></script>
- <script src="js/shaders/VolumeShader.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script src="js/libs/gunzip.min.js"></script>
- <script src="js/libs/dat.gui.min.js"></script>
- <script>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var container,
- stats,
- camera,
- controls,
- scene,
- renderer,
- gui,
- container2,
- renderer2,
- camera2,
- axes2,
- scene2;
- init();
- animate();
- function init() {
- // The volume renderer does not work very well with perspective yet
- //camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.01, 1e10 );
- camera = new THREE.OrthographicCamera()
- camera.position.z = 1000;
- this.camera.right = window.innerWidth / 5.0;
- this.camera.left = -this.camera.right;
- this.camera.top = window.innerHeight / 5.0;
- this.camera.bottom = -this.camera.top;
- this.camera.near = 0.1;
- this.camera.far = 5000;
- this.camera.updateProjectionMatrix();
- scene = new THREE.Scene();
- scene.add( camera );
- // light
- var dirLight = new THREE.DirectionalLight( 0xffffff );
- dirLight.position.set( 200, 200, 1000 ).normalize();
- camera.add( dirLight );
- camera.add( dirLight.target );
- var loader = new THREE.NRRDLoader();
- loader.load( "models/nrrd/stent.nrrd", function ( volume ) {
- window.volume = volume;
- if (false) {
- // Box helper to see the extend of the volume
- var geometry = new THREE.BoxBufferGeometry( volume.xLength, volume.yLength, volume.zLength );
- geometry = geometry.translate(+volume.xLength / 2, -volume.yLength / 2, -volume.zLength / 2);
- var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
- var cube = new THREE.Mesh( geometry, material );
- cube.visible = false;
- var box = new THREE.BoxHelper( cube );
- scene.add( box );
- box.applyMatrix(volume.matrix);
- scene.add( cube );
- }
- // Texture to hold the volume. We have scalars, so we put our data in the red channel.
- // THREEJS will select R32F (33326) based on the RedFormat and FloatType.
- // Also see https://www.khronos.org/registry/webgl/specs/latest/2.0/#TEXTURE_TYPES_FORMATS_FROM_DOM_ELEMENTS_TABLE
- // TODO: look the dtype up in the volume metadata
- var texture = new THREE.Texture3D(volume.data, volume.xLength, volume.yLength, volume.zLength, THREE.RedFormat, THREE.FloatType);
- texture.minFilter = texture.magFilter = THREE.LinearFilter;
- texture.unpackAlignment = 1;
- texture.needsUpdate = true;
- // Colormap texture
- var cmtexture = new THREE.TextureLoader().load( 'textures/cm_viridis.png' ); // e.g. cm_gray or cm_viridis
- // Material (shaders) to render the volume using raycasting
- var volmaterial = new THREE.ShaderMaterial( THREE.ShaderLib['volumerender1'] );
- volmaterial.side = THREE.BackSide; // The volume shader uses the backface as its "reference point"
- // Apply volume material uniform info
- volmaterial.uniforms.u_data = { type: 't', value: texture };
- volmaterial.uniforms.u_cmdata = { type: 't', value: cmtexture };
- volmaterial.uniforms.u_size = { type: 'v3', value: [volume.xLength, volume.yLength, volume.zLength] };
- volmaterial.uniforms.u_renderstyle = {type: 'int', value: 0}; // 0: MIP, 1: ISO
- volmaterial.uniforms.u_renderthreshold = {type: 'f', value: 0.3}; // For ISO renderstyle
- volmaterial.uniforms.u_clim = {type: 'v2', value: [0, 1]};
- volmaterial.needsUpdate = true;
- // Geometry for the volume
- var volgeometry = new THREE.BoxGeometry( volume.xLength, volume.yLength, volume.zLength );
- volgeometry = volgeometry.translate(volume.xLength / 2 - 0.5, volume.yLength / 2 - 0.5, volume.zLength / 2 - 0.5);
- var volcube = new THREE.Mesh(volgeometry, volmaterial);
- scene.add( volcube );
- // TODO: the texture coordinates currently map directly to world coordinates. That's why we translate
- // the geometry above. But the extractSlice() below assume that the volume is centered at the origin.
- // We need to add a material attribute with texture coordinates to fix this.
- return;
- //z plane
- var indexZ = 0;
- var sliceZ = volume.extractSlice('z',Math.floor(volume.RASDimensions[2]/4));
- scene.add( sliceZ.mesh );
- //y plane
- var indexY = 0;
- var sliceY = volume.extractSlice('y',Math.floor(volume.RASDimensions[1]/2));
- scene.add( sliceY.mesh );
- //x plane
- var indexX = 0;
- var sliceX = volume.extractSlice('x',Math.floor(volume.RASDimensions[0]/2));
- scene.add( sliceX.mesh );
- gui.add( sliceX, "index", 0, volume.RASDimensions[0], 1 ).name( "indexX" ).onChange( function () {sliceX.repaint.call(sliceX);} );
- gui.add( sliceY, "index", 0, volume.RASDimensions[1], 1 ).name( "indexY" ).onChange( function () {sliceY.repaint.call(sliceY);} );
- gui.add( sliceZ, "index", 0, volume.RASDimensions[2], 1 ).name( "indexZ" ).onChange( function () {sliceZ.repaint.call(sliceZ);} );
- gui.add( volume, "lowerThreshold", volume.min, volume.max, 1).name( "Lower Threshold").onChange( function () {
- volume.repaintAllSlices();
- });
- gui.add( volume, "upperThreshold", volume.min, volume.max, 1).name( "Upper Threshold").onChange( function () {
- volume.repaintAllSlices();
- });
- gui.add( volume, "windowLow", volume.min, volume.max, 1).name( "Window Low").onChange( function () {
- volume.repaintAllSlices();
- });
- gui.add( volume, "windowHigh", volume.min, volume.max, 1).name( "Window High").onChange( function () {
- volume.repaintAllSlices();
- });
- } );
- // renderer
- var canvas = document.createElement( 'canvas' );
- var context = canvas.getContext( 'webgl2' );
- renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- container.appendChild( renderer.domElement );
- controls = new THREE.TrackballControls( camera, renderer.domElement );
- controls.rotateSpeed = 5.0;
- controls.zoomSpeed = 5;
- controls.panSpeed = 2;
- controls.noZoom = false;
- controls.noPan = false;
- controls.staticMoving = true;
- controls.dynamicDampingFactor = 0.3;
- stats = new Stats();
- container.appendChild( stats.dom );
- var gui = new dat.GUI();
- setupInset();
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- controls.handleResize();
- }
- function animate() {
- requestAnimationFrame( animate );
- controls.update();
- //copy position of the camera into inset
- camera2.position.copy( camera.position );
- camera2.position.sub( controls.target );
- camera2.position.setLength( 300 );
- camera2.lookAt( scene2.position );
- renderer.render( scene, camera );
- renderer2.render( scene2, camera2);
- stats.update();
- }
- function rotateAroundWorldAxis(object, axis, radians) {
- var rotWorldMatrix = new THREE.Matrix4();
- rotWorldMatrix.makeRotationAxis(axis.normalize(), radians);
- object.applyMatrix(rotWorldMatrix);
- }
- function setupInset () {
- var insetWidth = 150,
- insetHeight = 150;
- container2 = document.getElementById('inset');
- container2.width = insetWidth;
- container2.height = insetHeight;
- // renderer
- renderer2 = new THREE.WebGLRenderer({alpha : true});
- renderer2.setClearColor( 0x000000, 0 );
- renderer2.setSize( insetWidth, insetHeight );
- container2.appendChild( renderer2.domElement );
- // scene
- scene2 = new THREE.Scene();
- // camera
- camera2 = new THREE.PerspectiveCamera( 50, insetWidth / insetHeight, 1, 1000 );
- camera2.up = camera.up; // important!
- // axes
- axes2 = new THREE.AxesHelper( 100 );
- scene2.add( axes2 );
- }
- </script>
- </body>
- </html>
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