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- import NodeMaterial from './NodeMaterial.js';
- import { property } from '../../nodes/core/PropertyNode.js';
- import { materialReference } from '../../nodes/accessors/MaterialReferenceNode.js';
- import { modelWorldMatrixInverse } from '../../nodes/accessors/ModelNode.js';
- import { cameraPosition } from '../../nodes/accessors/Camera.js';
- import { positionGeometry } from '../../nodes/accessors/Position.js';
- import { Fn, varying, float, vec2, vec3, vec4 } from '../../nodes/tsl/TSLBase.js';
- import { min, max } from '../../nodes/math/MathNode.js';
- import { Loop, Break } from '../../nodes/utils/LoopNode.js';
- import { texture3D } from '../../nodes/accessors/Texture3DNode.js';
- import { Color } from '../../math/Color.js';
- /** @module VolumeNodeMaterial **/
- /**
- * Node material intended for volume rendering. The volumetic data are
- * defined with an instance of {@link Data3DTexture}.
- *
- * @augments NodeMaterial
- */
- class VolumeNodeMaterial extends NodeMaterial {
- static get type() {
- return 'VolumeNodeMaterial';
- }
- /**
- * Constructs a new volume node material.
- *
- * @param {Object?} parameters - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {Boolean}
- * @readonly
- * @default true
- */
- this.isVolumeNodeMaterial = true;
- /**
- * The base color of the volume.
- *
- * @type {Color}
- * @default 100
- */
- this.base = new Color( 0xffffff );
- /**
- * A 3D data texture holding the volumetric data.
- *
- * @type {Data3DTexture?}
- * @default null
- */
- this.map = null;
- /**
- * This number of samples for each ray that hits the mesh's surface
- * and travels through the volume.
- *
- * @type {Number}
- * @default 100
- */
- this.steps = 100;
- /**
- * Callback for {@link VolumeNodeMaterial#testNode}.
- *
- * @callback testNodeCallback
- * @param {Data3DTexture<float>} map - The 3D texture.
- * @param {Node<float>} mapValue - The sampled value inside the volume.
- * @param {Node<vec3>} probe - The probe which is the entry point of the ray on the mesh's surface.
- * @param {Node<vec4>} finalColor - The final color.
- */
- /**
- * The volume rendering of this material works by shooting rays
- * from the camera position through each fragment of the mesh's
- * surface and sample the inner volume in a raymarching fashion
- * mutiple times.
- *
- * This node can be used to assign a callback function of type `Fn`
- * that will be exexuted per sample. The callback receives the
- * texture, the sampled texture value as well as position on the surface
- * where the rays enters the volume. The last parameter is a color
- * that allows the callback to determine the final color.
- *
- * @type {testNodeCallback?}
- * @default null
- */
- this.testNode = null;
- this.setValues( parameters );
- }
- /**
- * Setups the vertex and fragment stage of this node material.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setup( builder ) {
- const map = texture3D( this.map, null, 0 );
- const hitBox = Fn( ( { orig, dir } ) => {
- const box_min = vec3( - 0.5 );
- const box_max = vec3( 0.5 );
- const inv_dir = dir.reciprocal();
- const tmin_tmp = box_min.sub( orig ).mul( inv_dir );
- const tmax_tmp = box_max.sub( orig ).mul( inv_dir );
- const tmin = min( tmin_tmp, tmax_tmp );
- const tmax = max( tmin_tmp, tmax_tmp );
- const t0 = max( tmin.x, max( tmin.y, tmin.z ) );
- const t1 = min( tmax.x, min( tmax.y, tmax.z ) );
- return vec2( t0, t1 );
- } );
- this.fragmentNode = Fn( () => {
- const vOrigin = varying( vec3( modelWorldMatrixInverse.mul( vec4( cameraPosition, 1.0 ) ) ) );
- const vDirection = varying( positionGeometry.sub( vOrigin ) );
- const rayDir = vDirection.normalize();
- const bounds = vec2( hitBox( { orig: vOrigin, dir: rayDir } ) ).toVar();
- bounds.x.greaterThan( bounds.y ).discard();
- bounds.assign( vec2( max( bounds.x, 0.0 ), bounds.y ) );
- const p = vec3( vOrigin.add( bounds.x.mul( rayDir ) ) ).toVar();
- const inc = vec3( rayDir.abs().reciprocal() ).toVar();
- const delta = float( min( inc.x, min( inc.y, inc.z ) ) ).toVar( 'delta' ); // used 'delta' name in loop
- delta.divAssign( materialReference( 'steps', 'float' ) );
- const ac = vec4( materialReference( 'base', 'color' ), 0.0 ).toVar();
- Loop( { type: 'float', start: bounds.x, end: bounds.y, update: '+= delta' }, () => {
- const d = property( 'float', 'd' ).assign( map.sample( p.add( 0.5 ) ).r );
- if ( this.testNode !== null ) {
- this.testNode( { map: map, mapValue: d, probe: p, finalColor: ac } ).append();
- } else {
- // default to show surface of mesh
- ac.a.assign( 1 );
- Break();
- }
- p.addAssign( rayDir.mul( delta ) );
- } );
- ac.a.equal( 0 ).discard();
- return vec4( ac );
- } )();
- super.setup( builder );
- }
- }
- export default VolumeNodeMaterial;
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