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					186 lines
				
				6.0 KiB
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											3 years ago
										 
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								<!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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									<link type="text/css" rel="stylesheet" href="main.css">
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								</head>
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								<body>
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									<div id="info">
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										<a href="https://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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									<!-- Import maps polyfill -->
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									<!-- Remove this when import maps will be widely supported -->
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									<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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									<script type="importmap">
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										{
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											"imports": {
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												"three": "../build/three.module.js",
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												"three/addons/": "./jsm/"
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											}
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										}
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									</script>
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									<script type="module">
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										import * as THREE from 'three';
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										import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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										import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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										import { NRRDLoader } from 'three/addons/loaders/NRRDLoader.js';
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										import { VolumeRenderShader1 } from 'three/addons/shaders/VolumeShader.js';
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										import WebGL from 'three/addons/capabilities/WebGL.js';
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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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										let 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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											renderer = new THREE.WebGLRenderer();
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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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											const h = 512; // frustum height
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											const 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( - 64, - 64, 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 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.enablePan = false;
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											controls.update();
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											// scene.add( new AxesHelper( 128 ) );
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											// Lighting is baked into the shader a.t.m.
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											// let dirLight = new 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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											const gui = new 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 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 THREE.RedFormat and THREE.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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												const texture = new THREE.Data3DTexture( 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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												const shader = VolumeRenderShader1;
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												const 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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												// THREE.Mesh
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												const geometry = new THREE.BoxGeometry( 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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												const 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 );
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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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											const aspect = window.innerWidth / window.innerHeight;
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											const 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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