VolumeShader.js 9.9 KB

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  1. import {
  2. Vector2,
  3. Vector3
  4. } from '../../../build/three.module.js';
  5. /**
  6. * Shaders to render 3D volumes using raycasting.
  7. * The applied techniques are based on similar implementations in the Visvis and Vispy projects.
  8. * This is not the only approach, therefore it's marked 1.
  9. */
  10. var VolumeRenderShader1 = {
  11. uniforms: {
  12. 'u_size': { value: new Vector3( 1, 1, 1 ) },
  13. 'u_renderstyle': { value: 0 },
  14. 'u_renderthreshold': { value: 0.5 },
  15. 'u_clim': { value: new Vector2( 1, 1 ) },
  16. 'u_data': { value: null },
  17. 'u_cmdata': { value: null }
  18. },
  19. vertexShader: [
  20. ' varying vec4 v_nearpos;',
  21. ' varying vec4 v_farpos;',
  22. ' varying vec3 v_position;',
  23. ' void main() {',
  24. // Prepare transforms to map to "camera view". See also:
  25. // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
  26. ' mat4 viewtransformf = modelViewMatrix;',
  27. ' mat4 viewtransformi = inverse(modelViewMatrix);',
  28. // Project local vertex coordinate to camera position. Then do a step
  29. // backward (in cam coords) to the near clipping plane, and project back. Do
  30. // the same for the far clipping plane. This gives us all the information we
  31. // need to calculate the ray and truncate it to the viewing cone.
  32. ' vec4 position4 = vec4(position, 1.0);',
  33. ' vec4 pos_in_cam = viewtransformf * position4;',
  34. // Intersection of ray and near clipping plane (z = -1 in clip coords)
  35. ' pos_in_cam.z = -pos_in_cam.w;',
  36. ' v_nearpos = viewtransformi * pos_in_cam;',
  37. // Intersection of ray and far clipping plane (z = +1 in clip coords)
  38. ' pos_in_cam.z = pos_in_cam.w;',
  39. ' v_farpos = viewtransformi * pos_in_cam;',
  40. // Set varyings and output pos
  41. ' v_position = position;',
  42. ' gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;',
  43. ' }',
  44. ].join( '\n' ),
  45. fragmentShader: [
  46. ' precision highp float;',
  47. ' precision mediump sampler3D;',
  48. ' uniform vec3 u_size;',
  49. ' uniform int u_renderstyle;',
  50. ' uniform float u_renderthreshold;',
  51. ' uniform vec2 u_clim;',
  52. ' uniform sampler3D u_data;',
  53. ' uniform sampler2D u_cmdata;',
  54. ' varying vec3 v_position;',
  55. ' varying vec4 v_nearpos;',
  56. ' varying vec4 v_farpos;',
  57. // The maximum distance through our rendering volume is sqrt(3).
  58. ' const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3',
  59. ' const int REFINEMENT_STEPS = 4;',
  60. ' const float relative_step_size = 1.0;',
  61. ' const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);',
  62. ' const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);',
  63. ' const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);',
  64. ' const float shininess = 40.0;',
  65. ' void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);',
  66. ' void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);',
  67. ' float sample1(vec3 texcoords);',
  68. ' vec4 apply_colormap(float val);',
  69. ' vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);',
  70. ' void main() {',
  71. // Normalize clipping plane info
  72. ' vec3 farpos = v_farpos.xyz / v_farpos.w;',
  73. ' vec3 nearpos = v_nearpos.xyz / v_nearpos.w;',
  74. // Calculate unit vector pointing in the view direction through this fragment.
  75. ' vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);',
  76. // Compute the (negative) distance to the front surface or near clipping plane.
  77. // v_position is the back face of the cuboid, so the initial distance calculated in the dot
  78. // product below is the distance from near clip plane to the back of the cuboid
  79. ' float distance = dot(nearpos - v_position, view_ray);',
  80. ' distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,',
  81. ' (u_size.x - 0.5 - v_position.x) / view_ray.x));',
  82. ' distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,',
  83. ' (u_size.y - 0.5 - v_position.y) / view_ray.y));',
  84. ' distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,',
  85. ' (u_size.z - 0.5 - v_position.z) / view_ray.z));',
  86. // Now we have the starting position on the front surface
  87. ' vec3 front = v_position + view_ray * distance;',
  88. // Decide how many steps to take
  89. ' int nsteps = int(-distance / relative_step_size + 0.5);',
  90. ' if ( nsteps < 1 )',
  91. ' discard;',
  92. // Get starting location and step vector in texture coordinates
  93. ' vec3 step = ((v_position - front) / u_size) / float(nsteps);',
  94. ' vec3 start_loc = front / u_size;',
  95. // For testing: show the number of steps. This helps to establish
  96. // whether the rays are correctly oriented
  97. //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',
  98. //'return;',
  99. ' if (u_renderstyle == 0)',
  100. ' cast_mip(start_loc, step, nsteps, view_ray);',
  101. ' else if (u_renderstyle == 1)',
  102. ' cast_iso(start_loc, step, nsteps, view_ray);',
  103. ' if (gl_FragColor.a < 0.05)',
  104. ' discard;',
  105. ' }',
  106. ' float sample1(vec3 texcoords) {',
  107. ' /* Sample float value from a 3D texture. Assumes intensity data. */',
  108. ' return texture(u_data, texcoords.xyz).r;',
  109. ' }',
  110. ' vec4 apply_colormap(float val) {',
  111. ' val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);',
  112. ' return texture2D(u_cmdata, vec2(val, 0.5));',
  113. ' }',
  114. ' void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {',
  115. ' float max_val = -1e6;',
  116. ' int max_i = 100;',
  117. ' vec3 loc = start_loc;',
  118. // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
  119. // non-constant expression. So we use a hard-coded max, and an additional condition
  120. // inside the loop.
  121. ' for (int iter=0; iter<MAX_STEPS; iter++) {',
  122. ' if (iter >= nsteps)',
  123. ' break;',
  124. // Sample from the 3D texture
  125. ' float val = sample1(loc);',
  126. // Apply MIP operation
  127. ' if (val > max_val) {',
  128. ' max_val = val;',
  129. ' max_i = iter;',
  130. ' }',
  131. // Advance location deeper into the volume
  132. ' loc += step;',
  133. ' }',
  134. // Refine location, gives crispier images
  135. ' vec3 iloc = start_loc + step * (float(max_i) - 0.5);',
  136. ' vec3 istep = step / float(REFINEMENT_STEPS);',
  137. ' for (int i=0; i<REFINEMENT_STEPS; i++) {',
  138. ' max_val = max(max_val, sample1(iloc));',
  139. ' iloc += istep;',
  140. ' }',
  141. // Resolve final color
  142. ' gl_FragColor = apply_colormap(max_val);',
  143. ' }',
  144. ' void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {',
  145. ' gl_FragColor = vec4(0.0); // init transparent',
  146. ' vec4 color3 = vec4(0.0); // final color',
  147. ' vec3 dstep = 1.5 / u_size; // step to sample derivative',
  148. ' vec3 loc = start_loc;',
  149. ' float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);',
  150. // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
  151. // non-constant expression. So we use a hard-coded max, and an additional condition
  152. // inside the loop.
  153. ' for (int iter=0; iter<MAX_STEPS; iter++) {',
  154. ' if (iter >= nsteps)',
  155. ' break;',
  156. // Sample from the 3D texture
  157. ' float val = sample1(loc);',
  158. ' if (val > low_threshold) {',
  159. // Take the last interval in smaller steps
  160. ' vec3 iloc = loc - 0.5 * step;',
  161. ' vec3 istep = step / float(REFINEMENT_STEPS);',
  162. ' for (int i=0; i<REFINEMENT_STEPS; i++) {',
  163. ' val = sample1(iloc);',
  164. ' if (val > u_renderthreshold) {',
  165. ' gl_FragColor = add_lighting(val, iloc, dstep, view_ray);',
  166. ' return;',
  167. ' }',
  168. ' iloc += istep;',
  169. ' }',
  170. ' }',
  171. // Advance location deeper into the volume
  172. ' loc += step;',
  173. ' }',
  174. ' }',
  175. ' vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)',
  176. ' {',
  177. // Calculate color by incorporating lighting
  178. // View direction
  179. ' vec3 V = normalize(view_ray);',
  180. // calculate normal vector from gradient
  181. ' vec3 N;',
  182. ' float val1, val2;',
  183. ' val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));',
  184. ' val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));',
  185. ' N[0] = val1 - val2;',
  186. ' val = max(max(val1, val2), val);',
  187. ' val1 = sample1(loc + vec3(0.0, -step[1], 0.0));',
  188. ' val2 = sample1(loc + vec3(0.0, +step[1], 0.0));',
  189. ' N[1] = val1 - val2;',
  190. ' val = max(max(val1, val2), val);',
  191. ' val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));',
  192. ' val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));',
  193. ' N[2] = val1 - val2;',
  194. ' val = max(max(val1, val2), val);',
  195. ' float gm = length(N); // gradient magnitude',
  196. ' N = normalize(N);',
  197. // Flip normal so it points towards viewer
  198. ' float Nselect = float(dot(N, V) > 0.0);',
  199. ' N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;',
  200. // Init colors
  201. ' vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);',
  202. ' vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);',
  203. ' vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);',
  204. // note: could allow multiple lights
  205. ' for (int i=0; i<1; i++)',
  206. ' {',
  207. // Get light direction (make sure to prevent zero devision)
  208. ' vec3 L = normalize(view_ray); //lightDirs[i];',
  209. ' float lightEnabled = float( length(L) > 0.0 );',
  210. ' L = normalize(L + (1.0 - lightEnabled));',
  211. // Calculate lighting properties
  212. ' float lambertTerm = clamp(dot(N, L), 0.0, 1.0);',
  213. ' vec3 H = normalize(L+V); // Halfway vector',
  214. ' float specularTerm = pow(max(dot(H, N), 0.0), shininess);',
  215. // Calculate mask
  216. ' float mask1 = lightEnabled;',
  217. // Calculate colors
  218. ' ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;',
  219. ' diffuse_color += mask1 * lambertTerm;',
  220. ' specular_color += mask1 * specularTerm * specular_color;',
  221. ' }',
  222. // Calculate final color by componing different components
  223. ' vec4 final_color;',
  224. ' vec4 color = apply_colormap(val);',
  225. ' final_color = color * (ambient_color + diffuse_color) + specular_color;',
  226. ' final_color.a = color.a;',
  227. ' return final_color;',
  228. ' }',
  229. ].join( '\n' )
  230. };
  231. export { VolumeRenderShader1 };