direct-volume.frag.ts 11 KB

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  1. /**
  2. * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
  3. *
  4. * @author Alexander Rose <alexander.rose@weirdbyte.de>
  5. * @author Michael Krone <michael.krone@uni-tuebingen.de>
  6. */
  7. export const directVolume_frag = `
  8. precision highp float;
  9. precision highp int;
  10. #include common
  11. #include light_frag_params
  12. #if dClipObjectCount != 0
  13. uniform int uClipObjectType[dClipObjectCount];
  14. uniform bool uClipObjectInvert[dClipObjectCount];
  15. uniform vec3 uClipObjectPosition[dClipObjectCount];
  16. uniform vec4 uClipObjectRotation[dClipObjectCount];
  17. uniform vec3 uClipObjectScale[dClipObjectCount];
  18. #endif
  19. #include common_clip
  20. #include read_from_texture
  21. #include texture3d_from_1d_trilinear
  22. #include texture3d_from_2d_nearest
  23. #include texture3d_from_2d_linear
  24. uniform mat4 uProjection, uTransform, uModelView, uModel, uView;
  25. uniform vec3 uCameraDir;
  26. uniform sampler2D tDepth;
  27. uniform vec2 uDrawingBufferSize;
  28. varying vec3 vOrigPos;
  29. varying float vInstance;
  30. varying vec4 vBoundingSphere;
  31. varying mat4 vTransform;
  32. uniform mat4 uInvView;
  33. uniform vec3 uGridDim;
  34. uniform vec3 uBboxSize;
  35. uniform sampler2D tTransferTex;
  36. uniform float uTransferScale;
  37. uniform float uStepScale;
  38. uniform float uJumpLength;
  39. uniform int uObjectId;
  40. uniform int uVertexCount;
  41. uniform int uInstanceCount;
  42. uniform int uGroupCount;
  43. uniform vec3 uHighlightColor;
  44. uniform vec3 uSelectColor;
  45. uniform float uHighlightStrength;
  46. uniform float uSelectStrength;
  47. uniform int uMarkerPriority;
  48. uniform float uMarker;
  49. uniform vec2 uMarkerTexDim;
  50. uniform sampler2D tMarker;
  51. uniform float uMetalness;
  52. uniform float uRoughness;
  53. uniform float uFogNear;
  54. uniform float uFogFar;
  55. uniform vec3 uFogColor;
  56. uniform float uAlpha;
  57. uniform float uPickingAlphaThreshold;
  58. uniform bool uTransparentBackground;
  59. uniform float uXrayEdgeFalloff;
  60. uniform bool uRenderWboit;
  61. uniform float uNear;
  62. uniform float uFar;
  63. uniform float uIsOrtho;
  64. uniform vec3 uCellDim;
  65. uniform vec3 uCameraPosition;
  66. uniform mat4 uCartnToUnit;
  67. #if __VERSION__ != 100
  68. // for webgl1 this is given as a 'define'
  69. uniform int uMaxSteps;
  70. #endif
  71. #if defined(dGridTexType_2d)
  72. precision highp sampler2D;
  73. uniform sampler2D tGridTex;
  74. uniform vec3 uGridTexDim;
  75. #elif defined(dGridTexType_3d)
  76. precision highp sampler3D;
  77. uniform sampler3D tGridTex;
  78. #endif
  79. #if defined(dColorType_uniform)
  80. uniform vec3 uColor;
  81. #elif defined(dColorType_texture)
  82. uniform vec2 uColorTexDim;
  83. uniform sampler2D tColor;
  84. #endif
  85. #ifdef dOverpaint
  86. #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)
  87. uniform vec2 uOverpaintTexDim;
  88. uniform sampler2D tOverpaint;
  89. #endif
  90. #endif
  91. #ifdef dUsePalette
  92. uniform sampler2D tPalette;
  93. #endif
  94. #if defined(dGridTexType_2d)
  95. vec4 textureVal(vec3 pos) {
  96. return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);
  97. }
  98. vec4 textureGroup(vec3 pos) {
  99. return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);
  100. }
  101. #elif defined(dGridTexType_3d)
  102. vec4 textureVal(vec3 pos) {
  103. return texture(tGridTex, pos + (vec3(0.5) / uGridDim));
  104. }
  105. vec4 textureGroup(vec3 pos) {
  106. return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);
  107. }
  108. #endif
  109. float calcDepth(const in vec3 pos) {
  110. vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;
  111. return 0.5 + 0.5 * clipZW.x / clipZW.y;
  112. }
  113. float transferFunction(float value) {
  114. return texture2D(tTransferTex, vec2(value, 0.0)).a;
  115. }
  116. float getDepth(const in vec2 coords) {
  117. #ifdef depthTextureSupport
  118. if (!uRenderWboit) {
  119. // in case of opaque volumes (and depth texture support)
  120. return texture2D(tDepth, coords).r;
  121. } else {
  122. return unpackRGBAToDepth(texture2D(tDepth, coords));
  123. }
  124. #else
  125. return unpackRGBAToDepth(texture2D(tDepth, coords));
  126. #endif
  127. }
  128. const float gradOffset = 0.5;
  129. vec3 v3m4(vec3 p, mat4 m) {
  130. return (m * vec4(p, 1.0)).xyz;
  131. }
  132. float preFogAlphaBlended = 0.0;
  133. vec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {
  134. mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));
  135. mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);
  136. #if defined(dClipVariant_pixel) && dClipObjectCount != 0
  137. mat4 modelTransform = uModel * vTransform * uTransform;
  138. #endif
  139. mat4 modelViewTransform = uModelView * vTransform * uTransform;
  140. vec3 scaleVol = vec3(1.0) / uGridDim;
  141. vec3 pos = startLoc;
  142. vec4 cell;
  143. float prevValue = -1.0;
  144. float value = 0.0;
  145. vec4 src = vec4(0.0);
  146. vec4 dst = vec4(0.0);
  147. float fragmentDepth;
  148. vec3 posMin = vec3(0.0);
  149. vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;
  150. vec3 unitPos;
  151. vec3 nextPos;
  152. float nextValue;
  153. vec4 material;
  154. vec4 overpaint;
  155. float metalness = uMetalness;
  156. float roughness = uRoughness;
  157. vec3 gradient = vec3(1.0);
  158. vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);
  159. vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);
  160. vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);
  161. float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);
  162. float maxDistSq = maxDist * maxDist;
  163. for (int i = 0; i < uMaxSteps; ++i) {
  164. // break when beyond bounding-sphere or far-plane
  165. vec3 distVec = startLoc - pos;
  166. if (dot(distVec, distVec) > maxDistSq) break;
  167. unitPos = v3m4(pos, cartnToUnit);
  168. // continue when outside of grid
  169. if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||
  170. unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z
  171. ) {
  172. prevValue = value;
  173. pos += step;
  174. continue;
  175. }
  176. cell = textureVal(unitPos);
  177. value = cell.a; // current voxel value
  178. if (uJumpLength > 0.0 && value < 0.01) {
  179. nextPos = pos + rayDir * uJumpLength;
  180. nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;
  181. if (nextValue < 0.01) {
  182. prevValue = nextValue;
  183. pos = nextPos;
  184. continue;
  185. }
  186. }
  187. vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);
  188. if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))
  189. break;
  190. #if defined(dClipVariant_pixel) && dClipObjectCount != 0
  191. vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);
  192. if (clipTest(vec4(vModelPosition, 0.0), 0)) {
  193. prevValue = value;
  194. pos += step;
  195. continue;
  196. }
  197. #endif
  198. vec3 vViewPosition = mvPosition.xyz;
  199. material.a = transferFunction(value);
  200. #ifdef dPackedGroup
  201. float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);
  202. #else
  203. vec3 g = floor(unitPos * uGridDim + 0.5);
  204. // note that we swap x and z because the texture is flipped around y
  205. #if defined(dAxisOrder_012)
  206. float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210
  207. #elif defined(dAxisOrder_021)
  208. float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120
  209. #elif defined(dAxisOrder_102)
  210. float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201
  211. #elif defined(dAxisOrder_120)
  212. float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021
  213. #elif defined(dAxisOrder_201)
  214. float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102
  215. #elif defined(dAxisOrder_210)
  216. float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012
  217. #endif
  218. #endif
  219. #if defined(dColorType_direct) && defined(dUsePalette)
  220. material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;
  221. #elif defined(dColorType_uniform)
  222. material.rgb = uColor;
  223. #elif defined(dColorType_instance)
  224. material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;
  225. #elif defined(dColorType_group)
  226. material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;
  227. #elif defined(dColorType_groupInstance)
  228. material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;
  229. #elif defined(dColorType_vertex)
  230. material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;
  231. #elif defined(dColorType_vertexInstance)
  232. material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;
  233. #endif
  234. #ifdef dOverpaint
  235. #if defined(dOverpaintType_groupInstance)
  236. overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);
  237. #elif defined(dOverpaintType_vertexInstance)
  238. overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));
  239. #endif
  240. material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);
  241. #endif
  242. if (material.a >= 0.01) {
  243. #ifdef dPackedGroup
  244. // compute gradient by central differences
  245. gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;
  246. gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;
  247. gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;
  248. #else
  249. gradient = cell.xyz * 2.0 - 1.0;
  250. #endif
  251. vec3 normal = -normalize(normalMatrix * normalize(gradient));
  252. #include apply_light_color
  253. } else {
  254. gl_FragColor.rgb = material.rgb;
  255. }
  256. gl_FragColor.a = material.a * uAlpha * uTransferScale;
  257. float marker = uMarker;
  258. if (uMarker == -1.0) {
  259. marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;
  260. marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win
  261. }
  262. #include apply_marker_color
  263. preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;
  264. fragmentDepth = calcDepth(mvPosition.xyz);
  265. #include apply_fog
  266. src = gl_FragColor;
  267. if (!uTransparentBackground) {
  268. // done in 'apply_fog' otherwise
  269. src.rgb *= src.a;
  270. }
  271. dst = (1.0 - dst.a) * src + dst; // standard blending
  272. // break if the color is opaque enough
  273. if (dst.a > 0.95)
  274. break;
  275. pos += step;
  276. }
  277. return dst;
  278. }
  279. // TODO: support float texture for higher precision values???
  280. // TODO: support clipping exclusion texture support
  281. void main() {
  282. if (gl_FrontFacing)
  283. discard;
  284. vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);
  285. vec3 step = rayDir * uStepScale;
  286. float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;
  287. float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);
  288. vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);
  289. gl_FragColor = raymarch(start, step, rayDir);
  290. float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);
  291. float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);
  292. #include wboit_write
  293. }
  294. `;