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raycasting.js
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var volumes = {
sagittal: {
src: "./images/sagittal.png"
,name: "Water"
,columns: 2
,slices: 176
,zScale: 0.7
}
,vessels: {
src: "./images/vessels.png"
,name: "Vessels"
,columns: 1
,slices: 160
,zScale: 0.65
}
,sphereAntialiased: {
src: "./images/sphere_antialiased.png"
,name: "Sphere (Anti-aliased)"
,columns: 16
,slices: 256
,zScale: 1
}
,broccoli: {
src: "./images/broccoli.png"
,name: "Broccoli"
,columns: 1
,slices: 50
,zScale: 1
}
};
var Renderer = function(){
var img = document.getElementById("slice");
var colorMap = document.createElement("img");
/*colorMap.onload = updateLoadedImages;
colorMap.src = "./colorMappings/skyline.png";*/
var canvas = document.getElementById("canvas");
var container = document.getElementById("container");
canvas.width = container.clientWidth;
canvas.height = container.clientHeight;
var aspect = canvas.width / canvas.height;
var gl = canvas.getContext("webgl2");
var shaderProgram;
var size;
var colorTexture;
var depthSampleCountRef
var opacitySettingsRef;
var lightPositionRef;
var transformRef;
var zScaleRef;
var opacities = new Uint8Array(256);
var colorTransfer = new Uint8Array(3*256);
initGl();
changeColorTexture("./colorMappings/skyline.png");
updateOpacity();
changeVolume(volumes.sagittal);
/*img.onload = processVolume;
img.src = "./images/sagittal.png";*/
/*var imagesLoaded = 0;
var imagesToLoad = 2;
function updateLoadedImages(){
imagesLoaded++;
if(imagesLoaded == imagesToLoad){
render();
}
}*/
function updateOpacity(){
//var opacities = new Uint8Array(256);
for(var i = 0; i < opacities.length; i++){
var px = i/opacities.length;
px = px*px;
if(px <= lowNode){
opacities[i] = minLevel*255;
} else if(px > highNode){
opacities[i] = maxLevel*255;
} else {
var ratio = (px-lowNode)/(highNode-lowNode);
opacities[i] = (minLevel*(1-ratio) + maxLevel*ratio)*255;
}
}
updateTransferTexture();
}
function updateTransferTexture(){
var transferData = new Uint8Array(4*256);
for(var i = 0; i < 256; i++){
var r = colorTransfer[i*3+0]/256;
var g = colorTransfer[i*3+1]/256;
var b = colorTransfer[i*3+2]/256;
var a = opacities[i]/256;
r = r*r*a;
g = g*g*a;
b = b*b*a;
transferData[i*4+0] = r*256;
transferData[i*4+1] = g*256;
transferData[i*4+2] = b*256;
transferData[i*4+3] = a*256;
}
gl.activeTexture(gl.TEXTURE1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, transferData, 0);
draw();
}
function changeColorTexture(src){
colorMap.onload = function(){
var colorCanvas = document.createElement("canvas");
colorCanvas.height = colorMap.height;
colorCanvas.width = colorMap.width;
var colorContext = colorCanvas.getContext("2d");
colorContext.drawImage(colorMap, 0, 0);
var colorData = colorContext.getImageData(0, 0, colorMap.width, colorMap.height).data;
for(var i = 0; i < 256; i++){
colorTransfer[i*3 ] = colorData[i*4 ];
colorTransfer[i*3+1] = colorData[i*4+1];
colorTransfer[i*3+2] = colorData[i*4+2];
}
updateTransferTexture();
};
colorMap.src = src;
}
function initGl(){
// Create a vertex shader object
var vertShader = gl.createShader(gl.VERTEX_SHADER);
// Attach vertex shader source code
gl.shaderSource(vertShader, vertexShader);
// Compile the vertex shader
gl.compileShader(vertShader);
// Create fragment shader object
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
// Attach fragment shader source code
gl.shaderSource(fragShader, fragmentShader);
// Compile the fragmentt shader
gl.compileShader(fragShader);
// Create a shader program object to store
// the combined shader program
shaderProgram = gl.createProgram();
// Attach a vertex shader
gl.attachShader(shaderProgram, vertShader);
// Attach a fragment shader
gl.attachShader(shaderProgram, fragShader);
// Link both programs
gl.linkProgram(shaderProgram);
// Use the combined shader program object
gl.useProgram(shaderProgram);
if(gl.getShaderInfoLog(vertShader)){
console.warn(gl.getShaderInfoLog(vertShader));
}
if(gl.getShaderInfoLog(fragShader)){
console.warn(gl.getShaderInfoLog(fragShader));
}
if(gl.getProgramInfoLog(shaderProgram)){
console.warn(gl.getProgramInfoLog(shaderProgram));
}
vertexBuffer = gl.createBuffer();
/*==========Defining and storing the geometry=======*/
var vertices = [
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0
];
size = ~~(vertices.length/2);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// Get the attribute location
var coord = gl.getAttribLocation(shaderProgram, "coordinates");
// Point an attribute to the currently bound VBO
gl.vertexAttribPointer(coord, 2, gl.FLOAT, false, 0, 0);
// Enable the attribute
gl.enableVertexAttribArray(coord);
// lookup the sampler locations.
var u_image0Location = gl.getUniformLocation(shaderProgram, "tex");
var u_image1Location = gl.getUniformLocation(shaderProgram, "colorMap");
var u_image2Location = gl.getUniformLocation(shaderProgram, "normals");
//var u_image3Location = gl.getUniformLocation(shaderProgram, "opacities");
gl.uniform1i(u_image0Location, 0); // texture unit 0
gl.uniform1i(u_image1Location, 1); // texture unit 1
gl.uniform1i(u_image2Location, 2); // texture unit 2
//gl.uniform1i(u_image3Location, 3); // texture unit 3
var texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_3D, texture);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE);
gl.texImage3D(
gl.TEXTURE_3D, // target
0, // level
gl.LUMINANCE, // internalformat
1, // width
1, // height
1, // depth
0, // border
gl.LUMINANCE, // format
gl.UNSIGNED_BYTE, // type
Uint8Array.from([0]) // pixel
);
colorTexture = gl.createTexture();
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, colorTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, Uint8Array.from([0, 0, 0, 0]), 0);
var normalsTexture = gl.createTexture();
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_3D, normalsTexture);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_BASE_LEVEL, 0);
//gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAX_LEVEL, Math.log2(texSize));
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE);
gl.texImage3D(
gl.TEXTURE_3D, // target
0, // level
gl.RGB, // internalformat
1, // width
1, // height
1, // depth
0, // border
gl.RGB, // format
gl.UNSIGNED_BYTE, // type
Uint8Array.from([0, 0, 0]) // pixel
);
/*opacityTexture = gl.createTexture();
gl.activeTexture(gl.TEXTURE3);
gl.bindTexture(gl.TEXTURE_2D, opacityTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 1, 1, 0, gl.ALPHA, gl.UNSIGNED_BYTE, Uint8Array.from([0, 0, 0]), 0);*/
zScaleRef = gl.getUniformLocation(shaderProgram, "zScale");
aspectRef = gl.getUniformLocation(shaderProgram, "aspect");
gl.uniform1f(aspectRef, aspect);
depthSampleCountRef = gl.getUniformLocation(shaderProgram, "depthSampleCount");
gl.uniform1i(depthSampleCountRef, 512);
opacitySettingsRef = gl.getUniformLocation(shaderProgram, "opacitySettings");
lightPositionRef = gl.getUniformLocation(shaderProgram, "lightPosition");
transformRef = gl.getUniformLocation(shaderProgram, "transform");
}
function changeVolume(volume){
var img = document.createElement("img");
img.onload = function(e){
var imageColumns = volume.columns;
var imageWidth = img.width/imageColumns;
var slices = volume.slices;
var imageHeight = img.height/(slices/imageColumns);
var textureCanvas = document.createElement("canvas");
var textureContext = textureCanvas.getContext("2d");
var textureData = new Uint8Array(imageWidth * imageHeight * slices);
for(var c = 0; c < imageColumns; c++){
textureCanvas.width = imageWidth;
textureCanvas.height = img.height;
textureContext.drawImage(img, -c*imageWidth, 0);
var imageData = textureContext.getImageData(0, 0, textureCanvas.width, textureCanvas.height).data;
for(var i = 0; i < textureData.length/imageColumns; i++){
textureData[i+c*textureData.length/imageColumns] = imageData[i*4];
}
}
var normals = new Uint8ClampedArray(textureData.length*3);
for(var i = 0; i < textureData.length; i++){
normals[i*3 ] = textureData[i-1] - textureData[i+1] + 128;
normals[i*3+1] = textureData[i-imageWidth] - textureData[i+imageWidth] + 128;
normals[i*3+2] = textureData[i-(imageWidth*imageHeight)] - textureData[i+(imageWidth*imageHeight)] + 128;
}
normals = new Uint8Array(normals);
updateVolumeTexture(textureData, imageWidth, imageHeight, slices);
updateNormalsTexture(normals, imageWidth, imageHeight, slices);
updateZScale(volume.zScale);
draw();
}
img.src = volume.src;
}
function updateZScale(zScale){
gl.uniform1f(zScaleRef, zScale);
}
function updateVolumeTexture(textureData, width, height, slices){
// Volumetric data
gl.activeTexture(gl.TEXTURE0);
gl.texImage3D(
gl.TEXTURE_3D, // target
0, // level
gl.LUMINANCE, // internalformat
width, // width
height, // height
slices, // depth
0, // border
gl.LUMINANCE, // format
gl.UNSIGNED_BYTE, // type
textureData // pixel
);
//gl.generateMipmap(gl.TEXTURE_3D);
}
function updateNormalsTexture(normals, width, height, slices){
// Normals
gl.activeTexture(gl.TEXTURE2);
gl.texImage3D(
gl.TEXTURE_3D, // target
0, // level
gl.RGB, // internalformat
width, // width
height, // height
slices, // depth
0, // border
gl.RGB, // format
gl.UNSIGNED_BYTE, // type
normals // pixel
);
}
/*function draw(){
//requestAnimationFrame(render);
}*/
function draw(){
//if(shaderProgram){
gl.uniformMatrix4fv(transformRef, false, transform);
//gl.uniform4f(opacitySettingsRef, Math.pow(minLevel, 2), Math.pow(maxLevel, 2), lowNode, highNode);
//var now = Date.now()/1000;
//gl.uniform3f(lightPositionRef, Math.sin(now), Math.cos(now), Math.sin(now*0.783));
gl.drawArrays(gl.TRIANGLES, 0, size);
//}
//requestAnimationFrame(render);
}
function changeSampleCount(count){
gl.uniform1i(depthSampleCountRef, count);
}
window.addEventListener("resize", function(event){
canvas.width = container.clientWidth;
canvas.height = container.clientHeight;
aspect = canvas.width / canvas.height;
gl.uniform1f(aspectRef, aspect);
gl.viewport(0, 0, canvas.width, canvas.height);
draw();
});
return {
changeColorTexture: changeColorTexture
,changeSampleCount: changeSampleCount
,changeVolume: changeVolume
,updateOpacity: updateOpacity
,draw: draw
};
}