VolumeShader.js 9.6 KB

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  1. import {
  2. Vector2,
  3. Vector3
  4. } from 'three';
  5. /** @module VolumeShader */
  6. /**
  7. * Shaders to render 3D volumes using raycasting.
  8. * The applied techniques are based on similar implementations in the Visvis and Vispy projects.
  9. * This is not the only approach, therefore it's marked 1.
  10. *
  11. * @constant
  12. * @type {Object}
  13. */
  14. const VolumeRenderShader1 = {
  15. uniforms: {
  16. 'u_size': { value: new Vector3( 1, 1, 1 ) },
  17. 'u_renderstyle': { value: 0 },
  18. 'u_renderthreshold': { value: 0.5 },
  19. 'u_clim': { value: new Vector2( 1, 1 ) },
  20. 'u_data': { value: null },
  21. 'u_cmdata': { value: null }
  22. },
  23. vertexShader: /* glsl */`
  24. varying vec4 v_nearpos;
  25. varying vec4 v_farpos;
  26. varying vec3 v_position;
  27. void main() {
  28. // Prepare transforms to map to "camera view". See also:
  29. // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
  30. mat4 viewtransformf = modelViewMatrix;
  31. mat4 viewtransformi = inverse(modelViewMatrix);
  32. // Project local vertex coordinate to camera position. Then do a step
  33. // backward (in cam coords) to the near clipping plane, and project back. Do
  34. // the same for the far clipping plane. This gives us all the information we
  35. // need to calculate the ray and truncate it to the viewing cone.
  36. vec4 position4 = vec4(position, 1.0);
  37. vec4 pos_in_cam = viewtransformf * position4;
  38. // Intersection of ray and near clipping plane (z = -1 in clip coords)
  39. pos_in_cam.z = -pos_in_cam.w;
  40. v_nearpos = viewtransformi * pos_in_cam;
  41. // Intersection of ray and far clipping plane (z = +1 in clip coords)
  42. pos_in_cam.z = pos_in_cam.w;
  43. v_farpos = viewtransformi * pos_in_cam;
  44. // Set varyings and output pos
  45. v_position = position;
  46. gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;
  47. }`,
  48. fragmentShader: /* glsl */`
  49. precision highp float;
  50. precision mediump sampler3D;
  51. uniform vec3 u_size;
  52. uniform int u_renderstyle;
  53. uniform float u_renderthreshold;
  54. uniform vec2 u_clim;
  55. uniform sampler3D u_data;
  56. uniform sampler2D u_cmdata;
  57. varying vec3 v_position;
  58. varying vec4 v_nearpos;
  59. varying vec4 v_farpos;
  60. // The maximum distance through our rendering volume is sqrt(3).
  61. const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3
  62. const int REFINEMENT_STEPS = 4;
  63. const float relative_step_size = 1.0;
  64. const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);
  65. const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);
  66. const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);
  67. const float shininess = 40.0;
  68. void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
  69. void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
  70. float sample1(vec3 texcoords);
  71. vec4 apply_colormap(float val);
  72. vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);
  73. void main() {
  74. // Normalize clipping plane info
  75. vec3 farpos = v_farpos.xyz / v_farpos.w;
  76. vec3 nearpos = v_nearpos.xyz / v_nearpos.w;
  77. // Calculate unit vector pointing in the view direction through this fragment.
  78. vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);
  79. // Compute the (negative) distance to the front surface or near clipping plane.
  80. // v_position is the back face of the cuboid, so the initial distance calculated in the dot
  81. // product below is the distance from near clip plane to the back of the cuboid
  82. float distance = dot(nearpos - v_position, view_ray);
  83. distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,
  84. (u_size.x - 0.5 - v_position.x) / view_ray.x));
  85. distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,
  86. (u_size.y - 0.5 - v_position.y) / view_ray.y));
  87. distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,
  88. (u_size.z - 0.5 - v_position.z) / view_ray.z));
  89. // Now we have the starting position on the front surface
  90. vec3 front = v_position + view_ray * distance;
  91. // Decide how many steps to take
  92. int nsteps = int(-distance / relative_step_size + 0.5);
  93. if ( nsteps < 1 )
  94. discard;
  95. // Get starting location and step vector in texture coordinates
  96. vec3 step = ((v_position - front) / u_size) / float(nsteps);
  97. vec3 start_loc = front / u_size;
  98. // For testing: show the number of steps. This helps to establish
  99. // whether the rays are correctly oriented
  100. //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);
  101. //'return;
  102. if (u_renderstyle == 0)
  103. cast_mip(start_loc, step, nsteps, view_ray);
  104. else if (u_renderstyle == 1)
  105. cast_iso(start_loc, step, nsteps, view_ray);
  106. if (gl_FragColor.a < 0.05)
  107. discard;
  108. }
  109. float sample1(vec3 texcoords) {
  110. /* Sample float value from a 3D texture. Assumes intensity data. */
  111. return texture(u_data, texcoords.xyz).r;
  112. }
  113. vec4 apply_colormap(float val) {
  114. val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);
  115. return texture2D(u_cmdata, vec2(val, 0.5));
  116. }
  117. void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
  118. float max_val = -1e6;
  119. int max_i = 100;
  120. vec3 loc = start_loc;
  121. // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
  122. // non-constant expression. So we use a hard-coded max, and an additional condition
  123. // inside the loop.
  124. for (int iter=0; iter<MAX_STEPS; iter++) {
  125. if (iter >= nsteps)
  126. break;
  127. // Sample from the 3D texture
  128. float val = sample1(loc);
  129. // Apply MIP operation
  130. if (val > max_val) {
  131. max_val = val;
  132. max_i = iter;
  133. }
  134. // Advance location deeper into the volume
  135. loc += step;
  136. }
  137. // Refine location, gives crispier images
  138. vec3 iloc = start_loc + step * (float(max_i) - 0.5);
  139. vec3 istep = step / float(REFINEMENT_STEPS);
  140. for (int i=0; i<REFINEMENT_STEPS; i++) {
  141. max_val = max(max_val, sample1(iloc));
  142. iloc += istep;
  143. }
  144. // Resolve final color
  145. gl_FragColor = apply_colormap(max_val);
  146. }
  147. void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
  148. gl_FragColor = vec4(0.0); // init transparent
  149. vec4 color3 = vec4(0.0); // final color
  150. vec3 dstep = 1.5 / u_size; // step to sample derivative
  151. vec3 loc = start_loc;
  152. float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);
  153. // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
  154. // non-constant expression. So we use a hard-coded max, and an additional condition
  155. // inside the loop.
  156. for (int iter=0; iter<MAX_STEPS; iter++) {
  157. if (iter >= nsteps)
  158. break;
  159. // Sample from the 3D texture
  160. float val = sample1(loc);
  161. if (val > low_threshold) {
  162. // Take the last interval in smaller steps
  163. vec3 iloc = loc - 0.5 * step;
  164. vec3 istep = step / float(REFINEMENT_STEPS);
  165. for (int i=0; i<REFINEMENT_STEPS; i++) {
  166. val = sample1(iloc);
  167. if (val > u_renderthreshold) {
  168. gl_FragColor = add_lighting(val, iloc, dstep, view_ray);
  169. return;
  170. }
  171. iloc += istep;
  172. }
  173. }
  174. // Advance location deeper into the volume
  175. loc += step;
  176. }
  177. }
  178. vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)
  179. {
  180. // Calculate color by incorporating lighting
  181. // View direction
  182. vec3 V = normalize(view_ray);
  183. // calculate normal vector from gradient
  184. vec3 N;
  185. float val1, val2;
  186. val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));
  187. val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));
  188. N[0] = val1 - val2;
  189. val = max(max(val1, val2), val);
  190. val1 = sample1(loc + vec3(0.0, -step[1], 0.0));
  191. val2 = sample1(loc + vec3(0.0, +step[1], 0.0));
  192. N[1] = val1 - val2;
  193. val = max(max(val1, val2), val);
  194. val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));
  195. val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));
  196. N[2] = val1 - val2;
  197. val = max(max(val1, val2), val);
  198. float gm = length(N); // gradient magnitude
  199. N = normalize(N);
  200. // Flip normal so it points towards viewer
  201. float Nselect = float(dot(N, V) > 0.0);
  202. N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;
  203. // Init colors
  204. vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);
  205. vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);
  206. vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);
  207. // note: could allow multiple lights
  208. for (int i=0; i<1; i++)
  209. {
  210. // Get light direction (make sure to prevent zero devision)
  211. vec3 L = normalize(view_ray); //lightDirs[i];
  212. float lightEnabled = float( length(L) > 0.0 );
  213. L = normalize(L + (1.0 - lightEnabled));
  214. // Calculate lighting properties
  215. float lambertTerm = clamp(dot(N, L), 0.0, 1.0);
  216. vec3 H = normalize(L+V); // Halfway vector
  217. float specularTerm = pow(max(dot(H, N), 0.0), shininess);
  218. // Calculate mask
  219. float mask1 = lightEnabled;
  220. // Calculate colors
  221. ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;
  222. diffuse_color += mask1 * lambertTerm;
  223. specular_color += mask1 * specularTerm * specular_color;
  224. }
  225. // Calculate final color by componing different components
  226. vec4 final_color;
  227. vec4 color = apply_colormap(val);
  228. final_color = color * (ambient_color + diffuse_color) + specular_color;
  229. final_color.a = color.a;
  230. return final_color;
  231. }`
  232. };
  233. export { VolumeRenderShader1 };
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