I have RGBA volume data and want to color the voxels correspondingly. I am using the code from three.js examples.
However the shader of this example uses only the “red” channel and a colormap. I would like to modifiy the shader to show the actual color from the RGBA texture data.
I tried to replace apply_colormap(max_val) with texture(u_data, loc.xyz) in the shader code. So far I had no success. I have no experience with shader code, so I would appreciate your help.
Thanks for your reply. Below the code for creating the volume object:
const volume = {
data: dataArray, // RGBA Uint8Array
xLength: width,
yLength: height,
zLength: depth,
};
const shader = VolumeRenderShader1; // https://github.com/mrdoob/three.js/blob/841d2e791d3e8a2463322c5ca31b16956828b91c/examples/jsm/shaders/VolumeShader.js
const uniforms = UniformsUtils.clone(shader.uniforms);
const texture = new Data3DTexture(
volume.data,
volume.xLength,
volume.yLength,
volume.zLength
);
texture.format = RGBAFormat;
texture.type = UnsignedByteType;
texture.minFilter = texture.magFilter = LinearFilter;
texture.unpackAlignment = 1;
texture.needsUpdate = true;
uniforms['u_data'].value = texture;
uniforms['u_size'].value.set(
volume.xLength,
volume.yLength,
volume.zLength
);
// not required as volume data is already adjusted
// uniforms['u_clim'].value.set(config.clim1, config.clim2);
// uniforms['u_cmdata'].value = this.cmTextures[config.colormap];
// uniforms['u_renderthreshold'].value = config.isothreshold; // For ISO renderstyle
uniforms['u_renderstyle'].value = config.renderstyle === 'mip' ? 0 : 1; // 0: MIP, 1: ISO
const material = new ShaderMaterial({
uniforms: uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
side: BackSide, // The volume shader uses the backface as its "reference point"
});
const geometry = new 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 Mesh(geometry, material);
As said, I would like to modifiy the fragmentShader to show the voxel in the corresponding RGB color from the volume data.
I changed the sample1 function to return the luminance from the RGB value instead the intensity from the “red” channel. Also I replaced apply_colormap(....) with texture(u_data, loc.xyz) in the:
precision highp float;
precision mediump sampler3D;
uniform vec3 u_size;
uniform int u_renderstyle;
uniform float u_renderthreshold;
uniform vec2 u_clim;
uniform sampler3D u_data;
uniform sampler2D u_cmdata;
varying vec3 v_position;
varying vec4 v_nearpos;
varying vec4 v_farpos;
// The maximum distance through our rendering volume is sqrt(3).
const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3
const int REFINEMENT_STEPS = 4;
const float relative_step_size = 1.0;
const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);
const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);
const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);
const float shininess = 40.0;
void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
float sample1(vec3 texcoords);
vec4 apply_colormap(float val);
vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);
void main() {
// Normalize clipping plane info
vec3 farpos = v_farpos.xyz / v_farpos.w;
vec3 nearpos = v_nearpos.xyz / v_nearpos.w;
// Calculate unit vector pointing in the view direction through this fragment.
vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);
// Compute the (negative) distance to the front surface or near clipping plane.
// v_position is the back face of the cuboid, so the initial distance calculated in the dot
// product below is the distance from near clip plane to the back of the cuboid
float distance = dot(nearpos - v_position, view_ray);
distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,
(u_size.x - 0.5 - v_position.x) / view_ray.x));
distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,
(u_size.y - 0.5 - v_position.y) / view_ray.y));
distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,
(u_size.z - 0.5 - v_position.z) / view_ray.z));
// Now we have the starting position on the front surface
vec3 front = v_position + view_ray * distance;
// Decide how many steps to take
int nsteps = int(-distance / relative_step_size + 0.5);
if ( nsteps < 1 )
discard;
// Get starting location and step vector in texture coordinates
vec3 step = ((v_position - front) / u_size) / float(nsteps);
vec3 start_loc = front / u_size;
// For testing: show the number of steps. This helps to establish
// whether the rays are correctly oriented
//'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);
//'return;
if (u_renderstyle == 0)
cast_mip(start_loc, step, nsteps, view_ray);
else if (u_renderstyle == 1)
cast_iso(start_loc, step, nsteps, view_ray);
if (gl_FragColor.a < 0.05)
discard;
}
float sample1(vec3 texcoords) {
/* Sample float value from a 3D texture. Assumes intensity data. */
// return texture(u_data, texcoords.xyz).r;
/* Luminance of texture RGB value */
return dot(texture(u_data, texcoords.xyz), vec4(0.2125, 0.7154, 0.0721, 1));
}
vec4 apply_colormap(float val) {
val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);
return texture2D(u_cmdata, vec2(val, 0.5));
}
void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
float max_val = -1e6;
int max_i = 100;
vec3 loc = start_loc;
// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
// non-constant expression. So we use a hard-coded max, and an additional condition
// inside the loop.
for (int iter=0; iter<MAX_STEPS; iter++) {
if (iter >= nsteps)
break;
// Sample from the 3D texture
float val = sample1(loc);
// Apply MIP operation
if (val > max_val) {
max_val = val;
max_i = iter;
}
// Advance location deeper into the volume
loc += step;
}
// Refine location, gives crispier images
vec3 iloc = start_loc + step * (float(max_i) - 0.5);
vec3 istep = step / float(REFINEMENT_STEPS);
for (int i=0; i<REFINEMENT_STEPS; i++) {
max_val = max(max_val, sample1(iloc));
iloc += istep;
}
// Resolve final color
//gl_FragColor = apply_colormap(max_val);
/* RGB value from texture data */
gl_FragColor = texture(u_data, iloc.xyz);
}
void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
gl_FragColor = vec4(0.0); // init transparent
vec4 color3 = vec4(0.0); // final color
vec3 dstep = 1.5 / u_size; // step to sample derivative
vec3 loc = start_loc;
float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);
// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
// non-constant expression. So we use a hard-coded max, and an additional condition
// inside the loop.
for (int iter=0; iter<MAX_STEPS; iter++) {
if (iter >= nsteps)
break;
// Sample from the 3D texture
float val = sample1(loc);
if (val > low_threshold) {
// Take the last interval in smaller steps
vec3 iloc = loc - 0.5 * step;
vec3 istep = step / float(REFINEMENT_STEPS);
for (int i=0; i<REFINEMENT_STEPS; i++) {
val = sample1(iloc);
if (val > u_renderthreshold) {
gl_FragColor = add_lighting(val, iloc, dstep, view_ray);
return;
}
iloc += istep;
}
}
// Advance location deeper into the volume
loc += step;
}
}
vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)
{
// Calculate color by incorporating lighting
// View direction
vec3 V = normalize(view_ray);
// calculate normal vector from gradient
vec3 N;
float val1, val2;
val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));
val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));
N[0] = val1 - val2;
val = max(max(val1, val2), val);
val1 = sample1(loc + vec3(0.0, -step[1], 0.0));
val2 = sample1(loc + vec3(0.0, +step[1], 0.0));
N[1] = val1 - val2;
val = max(max(val1, val2), val);
val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));
val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));
N[2] = val1 - val2;
val = max(max(val1, val2), val);
float gm = length(N); // gradient magnitude
N = normalize(N);
// Flip normal so it points towards viewer
float Nselect = float(dot(N, V) > 0.0);
N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;
// Init colors
vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);
vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);
vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);
// note: could allow multiple lights
for (int i=0; i<1; i++)
{
// Get light direction (make sure to prevent zero devision)
vec3 L = normalize(view_ray); //lightDirs[i];
float lightEnabled = float( length(L) > 0.0 );
L = normalize(L + (1.0 - lightEnabled));
// Calculate lighting properties
float lambertTerm = clamp(dot(N, L), 0.0, 1.0);
vec3 H = normalize(L+V); // Halfway vector
float specularTerm = pow(max(dot(H, N), 0.0), shininess);
// Calculate mask
float mask1 = lightEnabled;
// Calculate colors
ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;
diffuse_color += mask1 * lambertTerm;
specular_color += mask1 * specularTerm * specular_color;
}
// Calculate final color by componing different components
vec4 final_color;
//vec4 color = apply_colormap(val);
/* RGB value from texture data */
vec4 color = texture(u_data, loc.xyz);
final_color = color * (ambient_color + diffuse_color) + specular_color;
final_color.a = color.a;
return final_color;
}
Source:
With these changes it shows the color now, but there are some dark artifacts. Furthermore in ISO mode, the threshold has no impact anymore: