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webgl2_materials_texture3d.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - volume rendering example</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> - Float volume render test (mip / isosurface)
</div>
<div id="inset"></div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import { GUI } from 'v3d/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'v3d/addons/controls/OrbitControls.js';
import { NRRDLoader } from 'v3d/addons/loaders/NRRDLoader.js';
import { VolumeRenderShader1 } from 'v3d/addons/shaders/VolumeShader.js';
import WebGL from 'v3d/addons/capabilities/WebGL.js';
if (WebGL.isWebGL2Available() === false) {
document.body.appendChild(WebGL.getWebGL2ErrorMessage());
}
let renderer,
scene,
camera,
controls,
material,
volconfig,
cmtextures;
init();
function init() {
scene = new v3d.Scene();
// Create renderer
renderer = new v3d.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Create camera (The volume renderer does not work very well with perspective yet)
const h = 512; // frustum height
const aspect = window.innerWidth / window.innerHeight;
camera = new v3d.OrthographicCamera(- h * aspect / 2, h * aspect / 2, h / 2, - h / 2, 1, 1000);
camera.position.set(- 64, -64, 128);
camera.up.set(0, 0, 1); // In our data, z is up
// Create controls
controls = new OrbitControls(camera, renderer.domElement);
controls.addEventListener('change', render);
controls.target.set(64, 64, 128);
controls.minZoom = 0.5;
controls.maxZoom = 4;
controls.enablePan = false;
controls.update();
// scene.add(new AxesHelper(128));
// Lighting is baked into the shader a.t.m.
// let dirLight = new DirectionalLight(0xffffff);
// The gui for interaction
volconfig = { clim1: 0, clim2: 1, renderstyle: 'iso', isothreshold: 0.15, colormap: 'viridis' };
const gui = new GUI();
gui.add(volconfig, 'clim1', 0, 1, 0.01).onChange(updateUniforms);
gui.add(volconfig, 'clim2', 0, 1, 0.01).onChange(updateUniforms);
gui.add(volconfig, 'colormap', { gray: 'gray', viridis: 'viridis' }).onChange(updateUniforms);
gui.add(volconfig, 'renderstyle', { mip: 'mip', iso: 'iso' }).onChange(updateUniforms);
gui.add(volconfig, 'isothreshold', 0, 1, 0.01).onChange(updateUniforms);
// Load the data ...
new NRRDLoader().load('models/nrrd/stent.nrrd', function(volume) {
// Texture to hold the volume. We have scalars, so we put our data in the red channel.
// v3dJS will select R32F (33326) based on the v3d.RedFormat and v3d.FloatType.
// Also see https://www.khronos.org/registry/webgl/specs/latest/2.0/#TEXTURE_TYPES_FORMATS_FROM_DOM_ELEMENTS_TABLE
// TODO: look the dtype up in the volume metadata
const texture = new v3d.Data3DTexture(volume.data, volume.xLength, volume.yLength, volume.zLength);
texture.format = v3d.RedFormat;
texture.type = v3d.FloatType;
texture.minFilter = texture.magFilter = v3d.LinearFilter;
texture.unpackAlignment = 1;
texture.needsUpdate = true;
// Colormap textures
cmtextures = {
viridis: new v3d.TextureLoader().load('textures/cm_viridis.png', render),
gray: new v3d.TextureLoader().load('textures/cm_gray.png', render)
};
// Material
const shader = VolumeRenderShader1;
const uniforms = v3d.UniformsUtils.clone(shader.uniforms);
uniforms['u_data'].value = texture;
uniforms['u_size'].value.set(volume.xLength, volume.yLength, volume.zLength);
uniforms['u_clim'].value.set(volconfig.clim1, volconfig.clim2);
uniforms['u_renderstyle'].value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
uniforms['u_renderthreshold'].value = volconfig.isothreshold; // For ISO renderstyle
uniforms['u_cmdata'].value = cmtextures[volconfig.colormap];
material = new v3d.ShaderMaterial({
uniforms: uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
side: v3d.BackSide // The volume shader uses the backface as its "reference point"
});
// v3d.Mesh
const geometry = new v3d.BoxGeometry(volume.xLength, volume.yLength, volume.zLength);
geometry.translate(volume.xLength / 2 - 0.5, volume.yLength / 2 - 0.5, volume.zLength / 2 - 0.5);
const mesh = new v3d.Mesh(geometry, material);
scene.add(mesh);
render();
});
window.addEventListener('resize', onWindowResize);
}
function updateUniforms() {
material.uniforms['u_clim'].value.set(volconfig.clim1, volconfig.clim2);
material.uniforms['u_renderstyle'].value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
material.uniforms['u_renderthreshold'].value = volconfig.isothreshold; // For ISO renderstyle
material.uniforms['u_cmdata'].value = cmtextures[volconfig.colormap];
render();
}
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
const aspect = window.innerWidth / window.innerHeight;
const frustumHeight = camera.top - camera.bottom;
camera.left = -frustumHeight * aspect / 2;
camera.right = frustumHeight * aspect / 2;
camera.updateProjectionMatrix();
render();
}
function render() {
renderer.render(scene, camera);
}
</script>
</body>
</html>