Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /VolumeShader.js
| import { | |
| Vector2, | |
| Vector3 | |
| } from 'three'; | |
| /** | |
| * 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. | |
| */ | |
| const 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: /* glsl */` | |
| 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; | |
| }`, | |
| fragmentShader: /* glsl */` | |
| 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; | |
| }` | |
| }; | |
| export { VolumeRenderShader1 }; | |
Xet Storage Details
- Size:
- 9.75 kB
- Xet hash:
- 244cae8bea40d3b383cbd12dff130973e51f2a1b048304d7877e2b97989a38ca
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.