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213 lines
6.4 KiB
213 lines
6.4 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - volume rendering example</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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font-family: Monospace;
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background-color: #000;
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color: #fff;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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color: #fff;
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position: absolute;
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top: 10px;
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width: 100%;
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text-align: center;
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z-index: 5;
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display:block;
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}
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.dg {
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z-index: 10 !important;
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}
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#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
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#inset {
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width: 150px;
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height: 150px;
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background-color: transparent; /* or transparent; will show through only if renderer alpha: true */
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border: none; /* or none; */
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margin: 0;
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padding: 0px;
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position: absolute;
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left: 20px;
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bottom: 20px;
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z-index: 100;
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}
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</style>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Float volume render test (mip / isosurface)
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</div>
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<div id="inset"></div>
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<script src="../build/three.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/Volume.js"></script>
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<script src="js/loaders/NRRDLoader.js"></script>
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<script src="js/shaders/VolumeShader.js"></script>
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<script src="js/WebGL.js"></script>
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<script src="js/libs/gunzip.min.js"></script>
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<script src="js/libs/dat.gui.min.js"></script>
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<script>
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if ( WEBGL.isWebGL2Available() === false ) {
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document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
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}
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var container,
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renderer,
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scene,
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camera,
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controls,
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material,
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volconfig,
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cmtextures;
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init();
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function init() {
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scene = new THREE.Scene();
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// Create renderer
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var canvas = document.createElement( 'canvas' );
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var context = canvas.getContext( 'webgl2' );
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renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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// Create camera (The volume renderer does not work very well with perspective yet)
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var h = 512; // frustum height
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var aspect = window.innerWidth / window.innerHeight;
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camera = new THREE.OrthographicCamera( - h * aspect / 2, h * aspect / 2, h / 2, - h / 2, 1, 1000 );
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camera.position.set( 0, 0, 128 );
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camera.up.set( 0, 0, 1 ); // In our data, z is up
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// Create controls
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controls = new THREE.OrbitControls( camera, renderer.domElement );
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controls.addEventListener( 'change', render );
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controls.target.set( 64, 64, 128 );
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controls.minZoom = 0.5;
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controls.maxZoom = 4;
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controls.update();
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// scene.add( new THREE.AxesHelper( 128 ) );
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// Lighting is baked into the shader a.t.m.
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// var dirLight = new THREE.DirectionalLight( 0xffffff );
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// The gui for interaction
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volconfig = { clim1: 0, clim2: 1, renderstyle: 'iso', isothreshold: 0.15, colormap: 'viridis' };
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var gui = new dat.GUI();
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gui.add( volconfig, 'clim1', 0, 1, 0.01 ).onChange( updateUniforms );
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gui.add( volconfig, 'clim2', 0, 1, 0.01 ).onChange( updateUniforms );
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gui.add( volconfig, 'colormap', { gray: 'gray', viridis: 'viridis' } ).onChange( updateUniforms );
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gui.add( volconfig, 'renderstyle', { mip: 'mip', iso: 'iso' } ).onChange( updateUniforms );
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gui.add( volconfig, 'isothreshold', 0, 1, 0.01 ).onChange( updateUniforms );
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// Load the data ...
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new THREE.NRRDLoader().load( "models/nrrd/stent.nrrd", function ( volume ) {
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// Texture to hold the volume. We have scalars, so we put our data in the red channel.
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// THREEJS will select R32F (33326) based on the RedFormat and FloatType.
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// Also see https://www.khronos.org/registry/webgl/specs/latest/2.0/#TEXTURE_TYPES_FORMATS_FROM_DOM_ELEMENTS_TABLE
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// TODO: look the dtype up in the volume metadata
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var texture = new THREE.DataTexture3D( volume.data, volume.xLength, volume.yLength, volume.zLength );
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texture.format = THREE.RedFormat;
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texture.type = THREE.FloatType;
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texture.minFilter = texture.magFilter = THREE.LinearFilter;
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texture.unpackAlignment = 1;
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texture.needsUpdate = true;
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// Colormap textures
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cmtextures = {
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viridis: new THREE.TextureLoader().load( 'textures/cm_viridis.png', render ),
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gray: new THREE.TextureLoader().load( 'textures/cm_gray.png', render )
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};
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// Material
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var shader = THREE.VolumeRenderShader1;
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var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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uniforms[ "u_data" ].value = texture;
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uniforms[ "u_size" ].value.set( volume.xLength, volume.yLength, volume.zLength );
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uniforms[ "u_clim" ].value.set( volconfig.clim1, volconfig.clim2 );
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uniforms[ "u_renderstyle" ].value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
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uniforms[ "u_renderthreshold" ].value = volconfig.isothreshold; // For ISO renderstyle
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uniforms[ "u_cmdata" ].value = cmtextures[ volconfig.colormap ];
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material = new THREE.ShaderMaterial( {
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uniforms: uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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side: THREE.BackSide // The volume shader uses the backface as its "reference point"
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} );
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// Mesh
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var geometry = new THREE.BoxBufferGeometry( volume.xLength, volume.yLength, volume.zLength );
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geometry.translate( volume.xLength / 2 - 0.5, volume.yLength / 2 - 0.5, volume.zLength / 2 - 0.5 );
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var mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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render();
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} );
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function updateUniforms() {
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material.uniforms[ "u_clim" ].value.set( volconfig.clim1, volconfig.clim2 );
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material.uniforms[ "u_renderstyle" ].value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
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material.uniforms[ "u_renderthreshold" ].value = volconfig.isothreshold; // For ISO renderstyle
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material.uniforms[ "u_cmdata" ].value = cmtextures[ volconfig.colormap ];
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render();
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}
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function onWindowResize() {
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renderer.setSize( window.innerWidth, window.innerHeight );
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var aspect = window.innerWidth / window.innerHeight;
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var frustumHeight = camera.top - camera.bottom;
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camera.left = - frustumHeight * aspect / 2;
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camera.right = frustumHeight * aspect / 2;
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camera.updateProjectionMatrix();
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render();
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}
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function render() {
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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