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325 lines
13 KiB
325 lines
13 KiB
/**
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* @author Almar Klein / http://almarklein.org
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*
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* Shaders to render 3D volumes using raycasting.
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* The applied techniques are based on similar implementations in the Visvis and Vispy projects.
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* This is not the only approach, therefore it's marked 1.
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*/
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THREE.VolumeRenderShader1 = {
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uniforms: {
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"u_size": { value: new THREE.Vector3( 1, 1, 1 ) },
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"u_renderstyle": { value: 0 },
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"u_renderthreshold": { value: 0.5 },
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"u_clim": { value: new THREE.Vector2( 1, 1 ) },
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"u_data": { value: null },
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"u_cmdata": { value: null }
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},
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vertexShader: [
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'varying vec4 v_nearpos;',
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'varying vec4 v_farpos;',
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'varying vec3 v_position;',
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'mat4 inversemat(mat4 m) {',
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// Taken from https://github.com/stackgl/glsl-inverse/blob/master/index.glsl
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// This function is licenced by the MIT license to Mikola Lysenko
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'float',
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'a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],',
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'a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],',
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'a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],',
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'a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],',
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'b00 = a00 * a11 - a01 * a10,',
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'b01 = a00 * a12 - a02 * a10,',
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'b02 = a00 * a13 - a03 * a10,',
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'b03 = a01 * a12 - a02 * a11,',
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'b04 = a01 * a13 - a03 * a11,',
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'b05 = a02 * a13 - a03 * a12,',
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'b06 = a20 * a31 - a21 * a30,',
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'b07 = a20 * a32 - a22 * a30,',
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'b08 = a20 * a33 - a23 * a30,',
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'b09 = a21 * a32 - a22 * a31,',
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'b10 = a21 * a33 - a23 * a31,',
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'b11 = a22 * a33 - a23 * a32,',
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'det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;',
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'return mat4(',
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'a11 * b11 - a12 * b10 + a13 * b09,',
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'a02 * b10 - a01 * b11 - a03 * b09,',
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'a31 * b05 - a32 * b04 + a33 * b03,',
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'a22 * b04 - a21 * b05 - a23 * b03,',
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'a12 * b08 - a10 * b11 - a13 * b07,',
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'a00 * b11 - a02 * b08 + a03 * b07,',
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'a32 * b02 - a30 * b05 - a33 * b01,',
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'a20 * b05 - a22 * b02 + a23 * b01,',
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'a10 * b10 - a11 * b08 + a13 * b06,',
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'a01 * b08 - a00 * b10 - a03 * b06,',
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'a30 * b04 - a31 * b02 + a33 * b00,',
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'a21 * b02 - a20 * b04 - a23 * b00,',
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'a11 * b07 - a10 * b09 - a12 * b06,',
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'a00 * b09 - a01 * b07 + a02 * b06,',
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'a31 * b01 - a30 * b03 - a32 * b00,',
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'a20 * b03 - a21 * b01 + a22 * b00) / det;',
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'}',
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'void main() {',
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// Prepare transforms to map to "camera view". See also:
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// https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
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'mat4 viewtransformf = viewMatrix;',
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'mat4 viewtransformi = inversemat(viewMatrix);',
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// Project local vertex coordinate to camera position. Then do a step
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// backward (in cam coords) to the near clipping plane, and project back. Do
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// the same for the far clipping plane. This gives us all the information we
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// need to calculate the ray and truncate it to the viewing cone.
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'vec4 position4 = vec4(position, 1.0);',
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'vec4 pos_in_cam = viewtransformf * position4;',
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// Intersection of ray and near clipping plane (z = -1 in clip coords)
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'pos_in_cam.z = -pos_in_cam.w;',
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'v_nearpos = viewtransformi * pos_in_cam;',
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// Intersection of ray and far clipping plane (z = +1 in clip coords)
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'pos_in_cam.z = pos_in_cam.w;',
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'v_farpos = viewtransformi * pos_in_cam;',
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// Set varyings and output pos
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'v_position = position;',
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'gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;',
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'}',
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].join( '\n' ),
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fragmentShader: [
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'precision highp float;',
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'precision mediump sampler3D;',
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'uniform vec3 u_size;',
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'uniform int u_renderstyle;',
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'uniform float u_renderthreshold;',
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'uniform vec2 u_clim;',
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'uniform sampler3D u_data;',
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'uniform sampler2D u_cmdata;',
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'varying vec3 v_position;',
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'varying vec4 v_nearpos;',
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'varying vec4 v_farpos;',
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// The maximum distance through our rendering volume is sqrt(3).
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'const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3',
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'const int REFINEMENT_STEPS = 4;',
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'const float relative_step_size = 1.0;',
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'const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);',
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'const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);',
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'const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);',
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'const float shininess = 40.0;',
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'void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);',
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'void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);',
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'float sample1(vec3 texcoords);',
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'vec4 apply_colormap(float val);',
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'vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);',
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'void main() {',
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// Normalize clipping plane info
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'vec3 farpos = v_farpos.xyz / v_farpos.w;',
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'vec3 nearpos = v_nearpos.xyz / v_nearpos.w;',
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// Calculate unit vector pointing in the view direction through this fragment.
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'vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);',
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// Compute the (negative) distance to the front surface or near clipping plane.
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// v_position is the back face of the cuboid, so the initial distance calculated in the dot
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// product below is the distance from near clip plane to the back of the cuboid
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'float distance = dot(nearpos - v_position, view_ray);',
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'distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,',
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'(u_size.x - 0.5 - v_position.x) / view_ray.x));',
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'distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,',
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'(u_size.y - 0.5 - v_position.y) / view_ray.y));',
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'distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,',
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'(u_size.z - 0.5 - v_position.z) / view_ray.z));',
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// Now we have the starting position on the front surface
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'vec3 front = v_position + view_ray * distance;',
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// Decide how many steps to take
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'int nsteps = int(-distance / relative_step_size + 0.5);',
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'if ( nsteps < 1 )',
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'discard;',
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// Get starting location and step vector in texture coordinates
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'vec3 step = ((v_position - front) / u_size) / float(nsteps);',
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'vec3 start_loc = front / u_size;',
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// For testing: show the number of steps. This helps to establish
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// whether the rays are correctly oriented
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//'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',
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//'return;',
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'if (u_renderstyle == 0)',
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'cast_mip(start_loc, step, nsteps, view_ray);',
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'else if (u_renderstyle == 1)',
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'cast_iso(start_loc, step, nsteps, view_ray);',
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'if (gl_FragColor.a < 0.05)',
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'discard;',
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'}',
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'float sample1(vec3 texcoords) {',
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'/* Sample float value from a 3D texture. Assumes intensity data. */',
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'return texture(u_data, texcoords.xyz).r;',
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'}',
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'vec4 apply_colormap(float val) {',
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'val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);',
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'return texture2D(u_cmdata, vec2(val, 0.5));',
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'}',
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'void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {',
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'float max_val = -1e6;',
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'int max_i = 100;',
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'vec3 loc = start_loc;',
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// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
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// non-constant expression. So we use a hard-coded max, and an additional condition
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// inside the loop.
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'for (int iter=0; iter<MAX_STEPS; iter++) {',
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'if (iter >= nsteps)',
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'break;',
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// Sample from the 3D texture
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'float val = sample1(loc);',
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// Apply MIP operation
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'if (val > max_val) {',
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'max_val = val;',
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'max_i = iter;',
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'}',
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// Advance location deeper into the volume
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'loc += step;',
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'}',
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// Refine location, gives crispier images
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'vec3 iloc = start_loc + step * (float(max_i) - 0.5);',
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'vec3 istep = step / float(REFINEMENT_STEPS);',
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'for (int i=0; i<REFINEMENT_STEPS; i++) {',
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'max_val = max(max_val, sample1(iloc));',
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'iloc += istep;',
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'}',
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// Resolve final color
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'gl_FragColor = apply_colormap(max_val);',
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'}',
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'void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {',
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'gl_FragColor = vec4(0.0); // init transparent',
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'vec4 color3 = vec4(0.0); // final color',
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'vec3 dstep = 1.5 / u_size; // step to sample derivative',
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'vec3 loc = start_loc;',
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'float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);',
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// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
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// non-constant expression. So we use a hard-coded max, and an additional condition
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// inside the loop.
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'for (int iter=0; iter<MAX_STEPS; iter++) {',
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'if (iter >= nsteps)',
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'break;',
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// Sample from the 3D texture
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'float val = sample1(loc);',
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'if (val > low_threshold) {',
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// Take the last interval in smaller steps
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'vec3 iloc = loc - 0.5 * step;',
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'vec3 istep = step / float(REFINEMENT_STEPS);',
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'for (int i=0; i<REFINEMENT_STEPS; i++) {',
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'val = sample1(iloc);',
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'if (val > u_renderthreshold) {',
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'gl_FragColor = add_lighting(val, iloc, dstep, view_ray);',
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'return;',
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'}',
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'iloc += istep;',
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'}',
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'}',
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// Advance location deeper into the volume
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'loc += step;',
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'}',
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'}',
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'vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)',
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'{',
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// Calculate color by incorporating lighting
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// View direction
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'vec3 V = normalize(view_ray);',
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// calculate normal vector from gradient
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'vec3 N;',
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'float val1, val2;',
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'val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));',
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'val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));',
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'N[0] = val1 - val2;',
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'val = max(max(val1, val2), val);',
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'val1 = sample1(loc + vec3(0.0, -step[1], 0.0));',
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'val2 = sample1(loc + vec3(0.0, +step[1], 0.0));',
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'N[1] = val1 - val2;',
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'val = max(max(val1, val2), val);',
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'val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));',
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'val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));',
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'N[2] = val1 - val2;',
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'val = max(max(val1, val2), val);',
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'float gm = length(N); // gradient magnitude',
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'N = normalize(N);',
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// Flip normal so it points towards viewer
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'float Nselect = float(dot(N, V) > 0.0);',
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'N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;',
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// Init colors
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'vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);',
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'vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);',
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'vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);',
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// note: could allow multiple lights
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'for (int i=0; i<1; i++)',
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'{',
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// Get light direction (make sure to prevent zero devision)
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'vec3 L = normalize(view_ray); //lightDirs[i];',
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'float lightEnabled = float( length(L) > 0.0 );',
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'L = normalize(L + (1.0 - lightEnabled));',
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// Calculate lighting properties
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'float lambertTerm = clamp(dot(N, L), 0.0, 1.0);',
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'vec3 H = normalize(L+V); // Halfway vector',
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'float specularTerm = pow(max(dot(H, N), 0.0), shininess);',
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// Calculate mask
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'float mask1 = lightEnabled;',
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// Calculate colors
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'ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;',
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'diffuse_color += mask1 * lambertTerm;',
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'specular_color += mask1 * specularTerm * specular_color;',
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'}',
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// Calculate final color by componing different components
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'vec4 final_color;',
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'vec4 color = apply_colormap(val);',
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'final_color = color * (ambient_color + diffuse_color) + specular_color;',
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'final_color.a = color.a;',
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'return final_color;',
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'}',
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].join( '\n' )
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};
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