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- import {
- Vector2,
- Vector3
- } from '../../../build/three.module.js';
- /**
- * Shaders to render 3D volumes using raycasting.
- * The applied techniques are based on similar implementations in the Visvis and Vispy projects.
- * This is not the only approach, therefore it's marked 1.
- */
- var VolumeRenderShader1 = {
- uniforms: {
- 'u_size': { value: new Vector3( 1, 1, 1 ) },
- 'u_renderstyle': { value: 0 },
- 'u_renderthreshold': { value: 0.5 },
- 'u_clim': { value: new Vector2( 1, 1 ) },
- 'u_data': { value: null },
- 'u_cmdata': { value: null }
- },
- vertexShader: [
- ' varying vec4 v_nearpos;',
- ' varying vec4 v_farpos;',
- ' varying vec3 v_position;',
- ' void main() {',
- // Prepare transforms to map to "camera view". See also:
- // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
- ' mat4 viewtransformf = modelViewMatrix;',
- ' mat4 viewtransformi = inverse(modelViewMatrix);',
- // Project local vertex coordinate to camera position. Then do a step
- // backward (in cam coords) to the near clipping plane, and project back. Do
- // the same for the far clipping plane. This gives us all the information we
- // need to calculate the ray and truncate it to the viewing cone.
- ' vec4 position4 = vec4(position, 1.0);',
- ' vec4 pos_in_cam = viewtransformf * position4;',
- // Intersection of ray and near clipping plane (z = -1 in clip coords)
- ' pos_in_cam.z = -pos_in_cam.w;',
- ' v_nearpos = viewtransformi * pos_in_cam;',
- // Intersection of ray and far clipping plane (z = +1 in clip coords)
- ' pos_in_cam.z = pos_in_cam.w;',
- ' v_farpos = viewtransformi * pos_in_cam;',
- // Set varyings and output pos
- ' v_position = position;',
- ' gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;',
- ' }',
- ].join( '\n' ),
- fragmentShader: [
- ' precision highp float;',
- ' precision mediump sampler3D;',
- ' uniform vec3 u_size;',
- ' uniform int u_renderstyle;',
- ' uniform float u_renderthreshold;',
- ' uniform vec2 u_clim;',
- ' uniform sampler3D u_data;',
- ' uniform sampler2D u_cmdata;',
- ' varying vec3 v_position;',
- ' varying vec4 v_nearpos;',
- ' varying vec4 v_farpos;',
- // The maximum distance through our rendering volume is sqrt(3).
- ' const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3',
- ' const int REFINEMENT_STEPS = 4;',
- ' const float relative_step_size = 1.0;',
- ' const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);',
- ' const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);',
- ' const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);',
- ' const float shininess = 40.0;',
- ' void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);',
- ' void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);',
- ' float sample1(vec3 texcoords);',
- ' vec4 apply_colormap(float val);',
- ' vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);',
- ' void main() {',
- // Normalize clipping plane info
- ' vec3 farpos = v_farpos.xyz / v_farpos.w;',
- ' vec3 nearpos = v_nearpos.xyz / v_nearpos.w;',
- // Calculate unit vector pointing in the view direction through this fragment.
- ' vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);',
- // Compute the (negative) distance to the front surface or near clipping plane.
- // v_position is the back face of the cuboid, so the initial distance calculated in the dot
- // product below is the distance from near clip plane to the back of the cuboid
- ' float distance = dot(nearpos - v_position, view_ray);',
- ' distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,',
- ' (u_size.x - 0.5 - v_position.x) / view_ray.x));',
- ' distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,',
- ' (u_size.y - 0.5 - v_position.y) / view_ray.y));',
- ' distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,',
- ' (u_size.z - 0.5 - v_position.z) / view_ray.z));',
- // Now we have the starting position on the front surface
- ' vec3 front = v_position + view_ray * distance;',
- // Decide how many steps to take
- ' int nsteps = int(-distance / relative_step_size + 0.5);',
- ' if ( nsteps < 1 )',
- ' discard;',
- // Get starting location and step vector in texture coordinates
- ' vec3 step = ((v_position - front) / u_size) / float(nsteps);',
- ' vec3 start_loc = front / u_size;',
- // For testing: show the number of steps. This helps to establish
- // whether the rays are correctly oriented
- //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',
- //'return;',
- ' if (u_renderstyle == 0)',
- ' cast_mip(start_loc, step, nsteps, view_ray);',
- ' else if (u_renderstyle == 1)',
- ' cast_iso(start_loc, step, nsteps, view_ray);',
- ' if (gl_FragColor.a < 0.05)',
- ' discard;',
- ' }',
- ' float sample1(vec3 texcoords) {',
- ' /* Sample float value from a 3D texture. Assumes intensity data. */',
- ' return texture(u_data, texcoords.xyz).r;',
- ' }',
- ' vec4 apply_colormap(float val) {',
- ' val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);',
- ' return texture2D(u_cmdata, vec2(val, 0.5));',
- ' }',
- ' void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {',
- ' float max_val = -1e6;',
- ' int max_i = 100;',
- ' vec3 loc = start_loc;',
- // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
- // non-constant expression. So we use a hard-coded max, and an additional condition
- // inside the loop.
- ' for (int iter=0; iter<MAX_STEPS; iter++) {',
- ' if (iter >= nsteps)',
- ' break;',
- // Sample from the 3D texture
- ' float val = sample1(loc);',
- // Apply MIP operation
- ' if (val > max_val) {',
- ' max_val = val;',
- ' max_i = iter;',
- ' }',
- // Advance location deeper into the volume
- ' loc += step;',
- ' }',
- // Refine location, gives crispier images
- ' vec3 iloc = start_loc + step * (float(max_i) - 0.5);',
- ' vec3 istep = step / float(REFINEMENT_STEPS);',
- ' for (int i=0; i<REFINEMENT_STEPS; i++) {',
- ' max_val = max(max_val, sample1(iloc));',
- ' iloc += istep;',
- ' }',
- // Resolve final color
- ' gl_FragColor = apply_colormap(max_val);',
- ' }',
- ' void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {',
- ' gl_FragColor = vec4(0.0); // init transparent',
- ' vec4 color3 = vec4(0.0); // final color',
- ' vec3 dstep = 1.5 / u_size; // step to sample derivative',
- ' vec3 loc = start_loc;',
- ' float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);',
- // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
- // non-constant expression. So we use a hard-coded max, and an additional condition
- // inside the loop.
- ' for (int iter=0; iter<MAX_STEPS; iter++) {',
- ' if (iter >= nsteps)',
- ' break;',
- // Sample from the 3D texture
- ' float val = sample1(loc);',
- ' if (val > low_threshold) {',
- // Take the last interval in smaller steps
- ' vec3 iloc = loc - 0.5 * step;',
- ' vec3 istep = step / float(REFINEMENT_STEPS);',
- ' for (int i=0; i<REFINEMENT_STEPS; i++) {',
- ' val = sample1(iloc);',
- ' if (val > u_renderthreshold) {',
- ' gl_FragColor = add_lighting(val, iloc, dstep, view_ray);',
- ' return;',
- ' }',
- ' iloc += istep;',
- ' }',
- ' }',
- // Advance location deeper into the volume
- ' loc += step;',
- ' }',
- ' }',
- ' vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)',
- ' {',
- // Calculate color by incorporating lighting
- // View direction
- ' vec3 V = normalize(view_ray);',
- // calculate normal vector from gradient
- ' vec3 N;',
- ' float val1, val2;',
- ' val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));',
- ' val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));',
- ' N[0] = val1 - val2;',
- ' val = max(max(val1, val2), val);',
- ' val1 = sample1(loc + vec3(0.0, -step[1], 0.0));',
- ' val2 = sample1(loc + vec3(0.0, +step[1], 0.0));',
- ' N[1] = val1 - val2;',
- ' val = max(max(val1, val2), val);',
- ' val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));',
- ' val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));',
- ' N[2] = val1 - val2;',
- ' val = max(max(val1, val2), val);',
- ' float gm = length(N); // gradient magnitude',
- ' N = normalize(N);',
- // Flip normal so it points towards viewer
- ' float Nselect = float(dot(N, V) > 0.0);',
- ' N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;',
- // Init colors
- ' vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);',
- ' vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);',
- ' vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);',
- // note: could allow multiple lights
- ' for (int i=0; i<1; i++)',
- ' {',
- // Get light direction (make sure to prevent zero devision)
- ' vec3 L = normalize(view_ray); //lightDirs[i];',
- ' float lightEnabled = float( length(L) > 0.0 );',
- ' L = normalize(L + (1.0 - lightEnabled));',
- // Calculate lighting properties
- ' float lambertTerm = clamp(dot(N, L), 0.0, 1.0);',
- ' vec3 H = normalize(L+V); // Halfway vector',
- ' float specularTerm = pow(max(dot(H, N), 0.0), shininess);',
- // Calculate mask
- ' float mask1 = lightEnabled;',
- // Calculate colors
- ' ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;',
- ' diffuse_color += mask1 * lambertTerm;',
- ' specular_color += mask1 * specularTerm * specular_color;',
- ' }',
- // Calculate final color by componing different components
- ' vec4 final_color;',
- ' vec4 color = apply_colormap(val);',
- ' final_color = color * (ambient_color + diffuse_color) + specular_color;',
- ' final_color.a = color.a;',
- ' return final_color;',
- ' }',
- ].join( '\n' )
- };
- export { VolumeRenderShader1 };
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