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apt-nl-map/static/Magic4/js/three.js-dev/examples/webgl2_materials_texture3d.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js 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://threejs.org" target="_blank" rel="noopener">three.js</a> - Float volume render test (mip / isosurface)
</div>
<div id="inset"></div>
<script type="module">
import * as THREE from '../build/three.module.js';
import { GUI } from './jsm/libs/dat.gui.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { NRRDLoader } from './jsm/loaders/NRRDLoader.js';
import { VolumeRenderShader1 } from './jsm/shaders/VolumeShader.js';
import { WEBGL } from './jsm/WebGL.js';
if ( WEBGL.isWebGL2Available() === false ) {
document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
}
let renderer,
scene,
camera,
controls,
material,
volconfig,
cmtextures;
init();
function init() {
scene = new THREE.Scene();
// Create renderer
renderer = new THREE.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 THREE.OrthographicCamera( - h * aspect / 2, h * aspect / 2, h / 2, - h / 2, 1, 1000 );
camera.position.set( 0, 0, 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.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.
// THREEJS will select R32F (33326) based on the THREE.RedFormat and THREE.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 THREE.DataTexture3D( volume.data, volume.xLength, volume.yLength, volume.zLength );
texture.format = THREE.RedFormat;
texture.type = THREE.FloatType;
texture.minFilter = texture.magFilter = THREE.LinearFilter;
texture.unpackAlignment = 1;
// Colormap textures
cmtextures = {
viridis: new THREE.TextureLoader().load( 'textures/cm_viridis.png', render ),
gray: new THREE.TextureLoader().load( 'textures/cm_gray.png', render )
};
// Material
const shader = VolumeRenderShader1;
const uniforms = THREE.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 THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
side: THREE.BackSide // The volume shader uses the backface as its "reference point"
} );
// THREE.Mesh
const geometry = new THREE.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 THREE.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>