direct-volume.frag.ts 19 KB

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  1. /**
  2. * Copyright (c) 2017-2021 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 vec2 uIsoValue;
  34. uniform vec3 uGridDim;
  35. uniform vec3 uBboxSize;
  36. uniform sampler2D tTransferTex;
  37. uniform float uTransferScale;
  38. uniform float uStepScale;
  39. uniform float uJumpLength;
  40. uniform int uObjectId;
  41. uniform int uVertexCount;
  42. uniform int uInstanceCount;
  43. uniform int uGroupCount;
  44. uniform vec3 uHighlightColor;
  45. uniform vec3 uSelectColor;
  46. uniform float uHighlightStrength;
  47. uniform float uSelectStrength;
  48. uniform int uMarkerPriority;
  49. uniform float uMarker;
  50. uniform vec2 uMarkerTexDim;
  51. uniform sampler2D tMarker;
  52. uniform float uMetalness;
  53. uniform float uRoughness;
  54. uniform float uFogNear;
  55. uniform float uFogFar;
  56. uniform vec3 uFogColor;
  57. uniform float uAlpha;
  58. uniform float uPickingAlphaThreshold;
  59. uniform bool uTransparentBackground;
  60. uniform float uXrayEdgeFalloff;
  61. uniform float uInteriorDarkening;
  62. uniform bool uInteriorColorFlag;
  63. uniform vec3 uInteriorColor;
  64. bool interior;
  65. uniform bool uRenderWboit;
  66. uniform bool uDoubleSided;
  67. uniform int uPickType;
  68. uniform float uNear;
  69. uniform float uFar;
  70. uniform float uIsOrtho;
  71. uniform vec3 uCellDim;
  72. uniform vec3 uCameraPosition;
  73. uniform mat4 uCartnToUnit;
  74. #if __VERSION__ != 100
  75. // for webgl1 this is given as a 'define'
  76. uniform int uMaxSteps;
  77. #endif
  78. #if defined(dGridTexType_2d)
  79. precision highp sampler2D;
  80. uniform sampler2D tGridTex;
  81. uniform vec3 uGridTexDim;
  82. #elif defined(dGridTexType_3d)
  83. precision highp sampler3D;
  84. uniform sampler3D tGridTex;
  85. #endif
  86. #if defined(dRenderVariant_color)
  87. #if defined(dColorType_uniform)
  88. uniform vec3 uColor;
  89. #elif defined(dColorType_texture)
  90. uniform vec2 uColorTexDim;
  91. uniform sampler2D tColor;
  92. #endif
  93. #ifdef dOverpaint
  94. #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)
  95. uniform vec2 uOverpaintTexDim;
  96. uniform sampler2D tOverpaint;
  97. #endif
  98. #endif
  99. #ifdef dSubstance
  100. #if defined(dSubstanceType_groupInstance) || defined(dSubstanceType_vertexInstance)
  101. uniform vec2 uSubstanceTexDim;
  102. uniform sampler2D tSubstance;
  103. #endif
  104. #endif
  105. #endif
  106. #if defined(dGridTexType_2d)
  107. vec4 textureVal(vec3 pos) {
  108. return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);
  109. }
  110. vec4 textureGroup(vec3 pos) {
  111. return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);
  112. }
  113. #elif defined(dGridTexType_3d)
  114. vec4 textureVal(vec3 pos) {
  115. return texture(tGridTex, pos + (vec3(0.5) / uGridDim));
  116. }
  117. vec4 textureGroup(vec3 pos) {
  118. return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);
  119. }
  120. #endif
  121. float calcDepth(const in vec3 pos) {
  122. vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;
  123. return 0.5 + 0.5 * clipZW.x / clipZW.y;
  124. }
  125. vec4 transferFunction(float value) {
  126. return texture2D(tTransferTex, vec2(value, 0.0));
  127. }
  128. float getDepth(const in vec2 coords) {
  129. #ifdef depthTextureSupport
  130. if (!uRenderWboit) {
  131. // in case of opaque volumes (and depth texture support)
  132. return texture2D(tDepth, coords).r;
  133. } else {
  134. return unpackRGBAToDepth(texture2D(tDepth, coords));
  135. }
  136. #else
  137. return unpackRGBAToDepth(texture2D(tDepth, coords));
  138. #endif
  139. }
  140. const float gradOffset = 0.5;
  141. vec3 v3m4(vec3 p, mat4 m) {
  142. return (m * vec4(p, 1.0)).xyz;
  143. }
  144. float preFogAlphaBlended = 0.0;
  145. vec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {
  146. #if defined(dRenderVariant_color) && !defined(dIgnoreLight)
  147. mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));
  148. #endif
  149. mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);
  150. #if defined(dClipVariant_pixel) && dClipObjectCount != 0
  151. mat4 modelTransform = uModel * vTransform * uTransform;
  152. #endif
  153. mat4 modelViewTransform = uModelView * vTransform * uTransform;
  154. vec3 scaleVol = vec3(1.0) / uGridDim;
  155. vec3 pos = startLoc;
  156. vec4 cell;
  157. float prevValue = -1.0;
  158. float value = 0.0;
  159. vec4 src = vec4(0.0);
  160. vec4 dst = vec4(0.0);
  161. bool hit = false;
  162. float fragmentDepth;
  163. vec3 posMin = vec3(0.0);
  164. vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;
  165. vec3 unitPos;
  166. vec3 isoPos;
  167. vec3 nextPos;
  168. float nextValue;
  169. vec3 color = vec3(0.45, 0.55, 0.8);
  170. vec4 overpaint = vec4(0.0);
  171. vec3 substance = vec3(0.0);
  172. float metalness = uMetalness;
  173. float roughness = uRoughness;
  174. vec3 gradient = vec3(1.0);
  175. vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);
  176. vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);
  177. vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);
  178. float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);
  179. float maxDistSq = maxDist * maxDist;
  180. for (int i = 0; i < uMaxSteps; ++i) {
  181. // break when beyond bounding-sphere or far-plane
  182. vec3 distVec = startLoc - pos;
  183. if (dot(distVec, distVec) > maxDistSq) break;
  184. unitPos = v3m4(pos, cartnToUnit);
  185. // continue when outside of grid
  186. if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||
  187. unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z
  188. ) {
  189. if (hit) break;
  190. prevValue = value;
  191. pos += step;
  192. continue;
  193. }
  194. cell = textureVal(unitPos);
  195. value = cell.a; // current voxel value
  196. if (uJumpLength > 0.0 && value < 0.01) {
  197. nextPos = pos + rayDir * uJumpLength;
  198. nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;
  199. if (nextValue < 0.01) {
  200. prevValue = nextValue;
  201. pos = nextPos;
  202. continue;
  203. }
  204. }
  205. #if defined(dRenderMode_isosurface)
  206. if (prevValue > 0.0 && ( // there was a prev Value
  207. (prevValue < uIsoValue.x && value > uIsoValue.x) || // entering isosurface
  208. (prevValue > uIsoValue.x && value < uIsoValue.x) // leaving isosurface
  209. )) {
  210. isoPos = v3m4(mix(pos - step, pos, ((prevValue - uIsoValue.x) / ((prevValue - uIsoValue.x) - (value - uIsoValue.x)))), cartnToUnit);
  211. vec4 mvPosition = modelViewTransform * vec4(isoPos * uGridDim, 1.0);
  212. #if defined(dClipVariant_pixel) && dClipObjectCount != 0
  213. vec3 vModelPosition = v3m4(isoPos * uGridDim, modelTransform);
  214. if (clipTest(vec4(vModelPosition, 0.0), 0)) {
  215. prevValue = value;
  216. pos += step;
  217. continue;
  218. }
  219. #endif
  220. float depth = calcDepth(mvPosition.xyz);
  221. if (depth > getDepth(gl_FragCoord.xy / uDrawingBufferSize))
  222. break;
  223. #ifdef enabledFragDepth
  224. if (!hit) {
  225. gl_FragDepthEXT = depth;
  226. }
  227. #endif
  228. #if defined(dRenderVariant_pick)
  229. if (uPickType == 1) {
  230. return vec4(encodeFloatRGB(float(uObjectId)), 1.0);
  231. } else if (uPickType == 2) {
  232. return vec4(encodeFloatRGB(vInstance), 1.0);
  233. } else {
  234. #ifdef dPackedGroup
  235. return vec4(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb, 1.0);
  236. #else
  237. vec3 g = floor(isoPos * uGridDim + 0.5);
  238. return vec4(encodeFloatRGB(g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y), 1.0);
  239. #endif
  240. }
  241. #elif defined(dRenderVariant_depth)
  242. #ifdef enabledFragDepth
  243. return packDepthToRGBA(gl_FragDepthEXT);
  244. #else
  245. return packDepthToRGBA(depth);
  246. #endif
  247. #elif defined(dRenderVariant_color)
  248. #ifdef dPackedGroup
  249. float group = decodeFloatRGB(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb);
  250. #else
  251. vec3 g = floor(isoPos * uGridDim + 0.5);
  252. float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;
  253. #endif
  254. #if defined(dColorType_uniform)
  255. color = uColor;
  256. #elif defined(dColorType_instance)
  257. color = readFromTexture(tColor, vInstance, uColorTexDim).rgb;
  258. #elif defined(dColorType_group)
  259. color = readFromTexture(tColor, group, uColorTexDim).rgb;
  260. #elif defined(dColorType_groupInstance)
  261. color = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;
  262. #elif defined(dColorType_vertex)
  263. color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;
  264. #elif defined(dColorType_vertexInstance)
  265. color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;
  266. #endif
  267. #ifdef dOverpaint
  268. #if defined(dOverpaintType_groupInstance)
  269. overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);
  270. #elif defined(dOverpaintType_vertexInstance)
  271. overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));
  272. #endif
  273. color = mix(color, overpaint.rgb, overpaint.a);
  274. #endif
  275. // handle flipping and negative isosurfaces
  276. #ifdef dFlipSided
  277. bool flipped = value < uIsoValue.y; // flipped
  278. #else
  279. bool flipped = value > uIsoValue.y;
  280. #endif
  281. interior = value < uIsoValue.x && flipped;
  282. if (uDoubleSided) {
  283. if (interior) {
  284. prevValue = value;
  285. pos += step;
  286. continue;
  287. }
  288. }
  289. vec3 vViewPosition = mvPosition.xyz;
  290. vec4 material = vec4(color, uAlpha);
  291. #ifdef dIgnoreLight
  292. gl_FragColor = material;
  293. #else
  294. #if defined(dFlatShaded)
  295. // nearest grid point
  296. isoPos = floor(isoPos * uGridDim + 0.5) / uGridDim;
  297. #endif
  298. #ifdef dPackedGroup
  299. // compute gradient by central differences
  300. gradient.x = textureVal(isoPos - dx).a - textureVal(isoPos + dx).a;
  301. gradient.y = textureVal(isoPos - dy).a - textureVal(isoPos + dy).a;
  302. gradient.z = textureVal(isoPos - dz).a - textureVal(isoPos + dz).a;
  303. #else
  304. gradient = textureVal(isoPos).xyz * 2.0 - 1.0;
  305. #endif
  306. vec3 normal = -normalize(normalMatrix * normalize(gradient));
  307. normal = normal * (float(flipped) * 2.0 - 1.0);
  308. normal = normal * -(float(interior) * 2.0 - 1.0);
  309. #ifdef dSubstance
  310. #if defined(dSubstanceType_groupInstance)
  311. substance = readFromTexture(tSubstance, vInstance * float(uGroupCount) + group, uSubstanceTexDim).rgb;
  312. #elif defined(dSubstanceType_vertexInstance)
  313. substance = texture3dFrom1dTrilinear(tSubstance, isoPos, uGridDim, uSubstanceTexDim, vInstance * float(uVertexCount)).rgb;
  314. #endif
  315. metalness = mix(metalness, substance.r, substance.b);
  316. roughness = mix(roughness, substance.g, substance.b);
  317. #endif
  318. #include apply_light_color
  319. #endif
  320. float marker = uMarker;
  321. if (uMarker == -1.0) {
  322. marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;
  323. marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win
  324. }
  325. #include apply_interior_color
  326. #include apply_marker_color
  327. preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;
  328. fragmentDepth = depth;
  329. #include apply_fog
  330. src = gl_FragColor;
  331. if (!uTransparentBackground) {
  332. // done in 'apply_fog' otherwise
  333. src.rgb *= src.a;
  334. }
  335. dst = (1.0 - dst.a) * src + dst; // standard blending
  336. #endif
  337. #ifdef dSingleLayer
  338. break;
  339. #endif
  340. hit = true;
  341. }
  342. prevValue = value;
  343. #elif defined(dRenderMode_volume)
  344. vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);
  345. if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))
  346. break;
  347. #if defined(dClipVariant_pixel) && dClipObjectCount != 0
  348. vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);
  349. if (clipTest(vec4(vModelPosition, 0.0), 0)) {
  350. prevValue = value;
  351. pos += step;
  352. continue;
  353. }
  354. #endif
  355. #if defined(dRenderVariant_color)
  356. vec3 vViewPosition = mvPosition.xyz;
  357. vec4 material = transferFunction(value);
  358. #ifdef dIgnoreLight
  359. gl_FragColor.rgb = material.rgb;
  360. #else
  361. if (material.a >= 0.01) {
  362. #ifdef dPackedGroup
  363. // compute gradient by central differences
  364. gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;
  365. gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;
  366. gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;
  367. #else
  368. gradient = cell.xyz * 2.0 - 1.0;
  369. #endif
  370. vec3 normal = -normalize(normalMatrix * normalize(gradient));
  371. #include apply_light_color
  372. } else {
  373. gl_FragColor.rgb = material.rgb;
  374. }
  375. #endif
  376. gl_FragColor.a = material.a * uAlpha * uTransferScale;
  377. float marker = uMarker;
  378. if (uMarker == -1.0) {
  379. #ifdef dPackedGroup
  380. float group = decodeFloatRGB(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);
  381. #else
  382. vec3 g = floor(unitPos * uGridDim + 0.5);
  383. float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;
  384. #endif
  385. marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;
  386. marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win
  387. }
  388. #include apply_marker_color
  389. preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;
  390. fragmentDepth = calcDepth(mvPosition.xyz);
  391. #include apply_fog
  392. src = gl_FragColor;
  393. if (!uTransparentBackground) {
  394. // done in 'apply_fog' otherwise
  395. src.rgb *= src.a;
  396. }
  397. dst = (1.0 - dst.a) * src + dst; // standard blending
  398. #endif
  399. #endif
  400. // break if the color is opaque enough
  401. if (dst.a > 0.95)
  402. break;
  403. pos += step;
  404. }
  405. #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)
  406. // ensure depth is written everywhere
  407. if (!hit)
  408. gl_FragDepthEXT = 1.0;
  409. #endif
  410. return dst;
  411. }
  412. // TODO: support float texture for higher precision values???
  413. // TODO: support clipping exclusion texture support
  414. void main() {
  415. if (gl_FrontFacing)
  416. discard;
  417. #ifdef dRenderVariant_marking
  418. // not supported
  419. discard;
  420. #endif
  421. #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)
  422. #if defined(dRenderMode_volume)
  423. // always ignore pick & depth for volume
  424. discard;
  425. #elif defined(dRenderMode_isosurface)
  426. if (uAlpha < uPickingAlphaThreshold)
  427. discard; // ignore so the element below can be picked
  428. #endif
  429. #endif
  430. vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);
  431. vec3 step = rayDir * uStepScale;
  432. float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;
  433. float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);
  434. vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);
  435. gl_FragColor = raymarch(start, step, rayDir);
  436. #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)
  437. // discard when nothing was hit
  438. if (gl_FragColor == vec4(0.0))
  439. discard;
  440. #endif
  441. #if defined(dRenderVariant_color)
  442. #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)
  443. float fragmentDepth = gl_FragDepthEXT;
  444. #else
  445. float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);
  446. #endif
  447. float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);
  448. interior = false;
  449. #include wboit_write
  450. #endif
  451. }
  452. `;