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 };