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index.js
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const canvas = document.body.appendChild(document.createElement('canvas'));
const gl = canvas.getContext('webgl2');
const now = require('right-now');
const mat4 = require('gl-mat4');
const vec3 = require('gl-vec3');
const isosurface = require('./lib/fastIsosurface');
const shaders = require('./shaders/shaders.js');
const computeVertexNormals = require('./lib/computeVertexNormals').computeVertexNormals
var params = {
renderer: 'isosurface',
isocaps: true,
smoothing: false,
isoLevel: 0.65,
isoRange: 0.6,
raySteps: 256
};
var clipBox = {
min: [0.3, 0.3, 0.1],
max: [0.8, 0.8, 0.8]
};
var distance = 3;
var fov = 30;
var theta = 4;
var alpha = -0.5;
function ifWarn(name, str) {
if (str && /[^\s\0]/.test(str)) {
console.error(name+"\n"+str);
return str;
}
return false;
}
function createProgram(gl, vert, frag) {
var vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, vert);
gl.compileShader(vs);
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, frag);
gl.compileShader(fs);
var program = gl.createProgram();
gl.attachShader(program, vs);
gl.deleteShader(vs);
gl.attachShader(program, fs);
gl.deleteShader(fs);
gl.linkProgram(program);
var error = false;
error |= ifWarn('program', gl.getProgramInfoLog(program));
error |= ifWarn('vertex', gl.getShaderInfoLog(vs));
error |= ifWarn('fragment', gl.getShaderInfoLog(fs));
if (error) {
throw(new Error("Invalid shader"));
}
return program;
}
var rayProgram = createProgram(gl, shaders.rayMarch.vert, shaders.rayMarch.frag);
var isoProgram = createProgram(gl, shaders.isoSurface.vert, shaders.isoSurface.frag);
var isoCapProgram = createProgram(gl, shaders.isoCap.vert, shaders.isoCap.frag);
var down = false;
var downPos = [0, 0];
var pos = [0, 0];
var delta = [0, 0];
window.onmousedown = function(ev) {
if (ev.target.tagName === 'CANVAS') {
ev.preventDefault();
down = true;
downPos = [ev.clientX, ev.clientY];
}
};
window.onmousemove = function(ev) {
if (down) {
pos = [ev.clientX, ev.clientY];
delta = pos.map((v,i) => v - downPos[i]);
downPos = pos;
theta -= delta[0] * 0.01;
while (theta < 0) {
theta += Math.PI*2;
}
theta %= Math.PI*2;
alpha -= delta[1] * 0.01;
alpha = Math.max(-Math.PI/2, Math.min(Math.PI/2, alpha));
ev.preventDefault();
}
};
window.onmouseup = function(ev) {
if (down) {
ev.preventDefault();
down = false;
}
};
window.addEventListener('wheel', function(ev) {
ev.preventDefault();
var wheelDelta = ev.wheelDeltaY || ev.deltaY || ev.wheelDelta || ev.detail;
if (wheelDelta === undefined) {
wheelDelta = 0;
}
distance *= Math.pow(1.01, -wheelDelta);
distance = Math.max(0.5, Math.min(10, distance));
}, false);
var controls = document.createElement('form');
controls.className = 'controls';
controls.style.position = 'absolute';
controls.style.zIndex = 1;
controls.style.left = '10px';
controls.style.top = '10px';
controls.appendChild(createSlider('Min X', clipBox.min, 0, 0, 1));
controls.appendChild(createSlider('Min Y', clipBox.min, 1, 0, 1));
controls.appendChild(createSlider('Min Z', clipBox.min, 2, 0, 1));
controls.appendChild(createSlider('Max X', clipBox.max, 0, 0, 1));
controls.appendChild(createSlider('Max Y', clipBox.max, 1, 0, 1));
controls.appendChild(createSlider('Max Z', clipBox.max, 2, 0, 1));
controls.appendChild(createSlider('Iso level', params, 'isoLevel', 0, 1));
controls.appendChild(createSlider('Iso range', params, 'isoRange', 0, 1));
controls.appendChild(createRadioGroup('Renderer', params, 'renderer',
[
['Isosurface', 'isosurface'],
['Volume', 'volume']
]
));
controls.appendChild(createCheckbox('Smoothing', params, 'smoothing'));
controls.appendChild(createCheckbox('Isocaps', params, 'isocaps'));
controls.appendChild(createSlider('Raymarch steps', params, 'raySteps', 32, 384));
document.body.appendChild(controls);
function createSlider(name, targetObj, targetValue, minValue, maxValue) {
var reader = (x) => parseFloat(x.value);
return createInput(name, targetObj, targetValue, 'range', reader, {
min: minValue,
max: maxValue,
step: 0.001,
value: targetObj[targetValue]
});
}
function createCheckbox(name, targetObj, targetValue) {
var reader = (x) => x.checked;
return createInput(name, targetObj, targetValue, 'checkbox', reader, {
checked: targetObj[targetValue]
});
}
function createRadioGroup(name, targetObj, targetValue, options) {
var div = document.createElement('div');
var title = document.createElement('h4');
title.textContent = name;
div.appendChild(title);
options.forEach(function(opt) {
var [oname, ovalue] = opt;
var inputContainer = document.createElement('div');
var label = document.createElement('label');
label.textContent = ' ' + oname;
var input = document.createElement('input');
input.name = name;
input.type = 'radio';
input.value = ovalue;
input.checked = targetObj[targetValue] === ovalue;
input.oninput = input.onchange = function(ev) {
targetObj[targetValue] = this.form[name].value;
};
inputContainer.appendChild(input);
inputContainer.appendChild(label);
div.appendChild(inputContainer);
});
return div;
}
function createInput(name, targetObj, targetValue, type, reader, params) {
var inputContainer = document.createElement('div');
var label = document.createElement('label');
label.for = name;
label.textContent = name;
var input = document.createElement('input');
input.id = name;
input.type = type;
for (var i in params) {
input[i] = params[i];
}
input.oninput = input.onchange = function(ev) {
targetObj[targetValue] = reader(this);
};
inputContainer.appendChild(label);
inputContainer.appendChild(input);
return inputContainer;
}
var getData = function(fn, responseType, callback) {
if (!callback) {
callback = responseType;
responseType = 'text';
}
var xhr = new XMLHttpRequest;
xhr.responseType = responseType;
xhr.onload = function() {
callback(xhr.response);
};
xhr.open('GET', fn, true);
xhr.send();
};
var getDataMulti = function(fns, responseType, callback) {
if (!callback) {
callback = responseType;
responseType = 'text';
}
var todo = fns.length;
var results = [];
var handle = function(idx) {
return function(data) {
results[idx] = data;
todo--;
if (todo === 0) {
callback(results);
}
};
};
fns.forEach(function(fn, idx) { getData(fn, responseType, handle(idx)); });
};
var parseCSV = function(str) {
return str.replace(/^\s+|\s+$/g, '').split(/\r?\n/g).map(function(x) { return x.split(',').map(parseFloat) });
};
getData('data/MRbrain.txt', 'arraybuffer', function(mriBuffer) {
const dims = [256, 256, 109];
const [dataWidth, dataHeight, dataDepth] = dims;
const mri = new Uint16Array(mriBuffer);
for (var i=0; i<mri.length; i++) {
mri[i] = ((mri[i] << 8) & 0xff00) | (mri[i] >> 8);
}
var triangleMatrix = mat4.create()
var projectionMatrix = mat4.create()
// ISOSURFACE TODO
/*
[x] Isosurface using marching cubes
[x] Caps with alpha mask and clip box test
- looks bad, doesn't seal the volume
[x] Update isosurface on params changes
- it's very slow
[ ] Generate cap geometry
- Generate isosurface
- Raycast along clip plane and count intersections
- Generate triangles for rays with odd number of intersections
[x] Generate smooth vertex normals for the isosurface
- Find the faces that share the vertex
- Average the face normals
[ ] Experiment with marching cubes in the ray marcher
*/
var bounds = [
[0,0,0],
[dataWidth, dataHeight, dataDepth]
];
function updateIsosurface(gl, isoBuffer, isoNormalBuffer, dims, mri, clipBox) {
var isoLevel = ((params.isoLevel * 2000)+1300)|0;
var isoRange = (params.isoRange * 2000)|0;
var ibounds = [[0,0,0], dims];
var iso = isosurface.marchingCubes(dims, mri, isoLevel-isoRange, isoLevel+isoRange, ibounds);
if (params.smoothing) {
computeVertexNormals(iso.vertices, iso.normals, iso.normals);
}
gl.bindBuffer(gl.ARRAY_BUFFER, isoBuffer);
gl.bufferData(gl.ARRAY_BUFFER, iso.vertices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, isoNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, iso.normals, gl.STATIC_DRAW);
return iso.vertices.length / 3;
}
function updateIsoCaps(gl, isoCapBuffer, isoCapNormalBuffer, dims, mri, clipBox) {
var isoLevel = ((params.isoLevel * 2000)+1300)|0;
var isoRange = (params.isoRange * 2000)|0;
var ibounds = [
clipBox.min.map((v,i) => Math.floor(v * dims[i])),
clipBox.max.map((v,i) => Math.ceil(v * dims[i])),
];
var cap = isosurface.marchingCubesCaps(dims, mri, isoLevel-isoRange, isoLevel+isoRange, ibounds);
gl.bindBuffer(gl.ARRAY_BUFFER, isoCapBuffer);
gl.bufferData(gl.ARRAY_BUFFER, cap.vertices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, isoCapNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, cap.normals, gl.STATIC_DRAW);
return cap.vertices.length / 3;
}
var data = new Uint8Array(dataWidth*dataHeight*dataDepth*4);
var mriMin = 1/0;
var mriMax = -1/0;
for (var i=0; i<mri.length; i++) {
var v = mri[i];
if (v < mriMin) mriMin = v;
if (v > mriMax) mriMax = v;
}
for (var i=0; i<mri.length; i++) {
var v = Math.max(0, Math.min(1, (mri[i]-1300)/2000)) * 255;
data[i*4] = v;
data[i*4+1] = v;
data[i*4+2] = v;
data[i*4+3] = v > 0 ? 255 : 0;
}
var texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_3D, texture);
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.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAX_LEVEL, Math.log2(dataWidth));
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); //_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texImage3D(
gl.TEXTURE_3D, // target
0, // level
gl.RGBA, // internalformat
dataWidth, // width
dataHeight, // height
dataDepth, // depth
0, // border
gl.RGBA, // format
gl.UNSIGNED_BYTE, // type
data // pixel
);
//gl.generateMipmap(gl.TEXTURE_3D);
var triangleBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1.0, +1.0, +0.0,
-1.0, -1.0, +0.0,
+1.0, -1.0, +0.0,
-1.0, +1.0, +0.0,
+1.0, -1.0, +0.0,
+1.0, +1.0, +0.0
]), gl.STATIC_DRAW);
var isoBuffer = gl.createBuffer();
var isoNormalBuffer = gl.createBuffer();
var isoCapBuffer = gl.createBuffer();
var isoCapNormalBuffer = gl.createBuffer();
var isoVerticeCount = 0;
var isoCapVerticeCount = 0;
var currentIsoLevel;
var currentIsoRange;
var currentSmoothing;
var currentBounds;
gl.getCachedUniformLocation = function(program, name) {
if (!program.uniformLocations) {
program.uniformLocations = {};
}
if (!program.uniformLocations[name]) {
program.uniformLocations[name] = this.getUniformLocation(program, name);
}
return program.uniformLocations[name];
};
function setUniforms(gl, program, width, height) {
gl.useProgram(program);
gl.uniform1i(gl.getCachedUniformLocation(program, 'uTexture'), 0);
gl.uniform1i(gl.getCachedUniformLocation(program, 'uIsocaps'), params.isocaps ? 1 : 0);
gl.uniform1f(gl.getCachedUniformLocation(program, 'uTime'), now() / 1000.0);
gl.uniform1f(gl.getCachedUniformLocation(program, 'uIsoLevel'), params.isoLevel);
gl.uniform1f(gl.getCachedUniformLocation(program, 'uIsoRange'), params.isoRange);
gl.uniform1f(gl.getCachedUniformLocation(program, 'uRaySteps'), params.raySteps);
gl.uniform2f(gl.getCachedUniformLocation(program, 'uResolution'), width, height);
gl.uniform3fv(gl.getCachedUniformLocation(program, 'uDimensions'), dims);
gl.uniform3fv(gl.getCachedUniformLocation(program, 'uClipBoxMin'), clipBox.min);
gl.uniform3fv(gl.getCachedUniformLocation(program, 'uClipBoxMax'), clipBox.max);
gl.uniform3fv(gl.getCachedUniformLocation(program, 'uLightPosition'), [1,1,1]);
gl.uniform4fv(gl.getCachedUniformLocation(program, 'uLightColor'), [1,1,1,1]);
gl.uniformMatrix4fv(gl.getCachedUniformLocation(program, 'uProjection'), false, projectionMatrix);
gl.uniformMatrix4fv(gl.getCachedUniformLocation(program, 'uModelView'), false, triangleMatrix);
}
function setBuffer(gl, location, buffer, a,b,c,d,e) {
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.enableVertexAttribArray(location);
gl.vertexAttribPointer(location, a, b, c, d, e);
}
function render() {
if (params.renderer === 'isosurface') {
var needIsosurfaceUpdate = (
params.smoothing !== currentSmoothing ||
params.isoLevel !== currentIsoLevel ||
params.isoRange !== currentIsoRange
);
var needIsoCapsUpdate = (
needIsosurfaceUpdate ||
JSON.stringify(clipBox) !== currentBounds
);
if (needIsosurfaceUpdate) {
isoVerticeCount = updateIsosurface(gl, isoBuffer, isoNormalBuffer, dims, mri, clipBox);
currentIsoLevel = params.isoLevel;
currentIsoRange = params.isoRange;
currentSmoothing = params.smoothing;
}
if (needIsoCapsUpdate) {
isoCapVerticeCount = updateIsoCaps(gl, isoCapBuffer, isoCapNormalBuffer, dims, mri, clipBox);
currentBounds = JSON.stringify(clipBox);
}
}
var width = gl.drawingBufferWidth;
var height = gl.drawingBufferHeight;
// Clear the screen and set the viewport before
// drawing anything
gl.clearColor(1,1,1,1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
gl.viewport(0, 0, width, height);
gl.enable(gl.DEPTH_TEST);
gl.depthMask(true);
// Calculate projection matrix
mat4.perspective(projectionMatrix, fov / 180 * Math.PI, width / height, 0.1, 100);
var pos = [
Math.cos(theta) * Math.cos(alpha) * distance,
Math.sin(alpha) * distance,
Math.sin(theta) * Math.cos(alpha) * distance
];
mat4.lookAt(triangleMatrix, pos, [0,0,0], [0,-1,0]);
mat4.translate(triangleMatrix, triangleMatrix, [-0.5, -0.5, -0.275]);
mat4.scale(triangleMatrix, triangleMatrix, [1, 1, 0.55]);
if (params.renderer === 'volume') {
setUniforms(gl, rayProgram, width, height);
setBuffer(gl, 0, triangleBuffer, 3, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
if (params.renderer === 'isosurface') {
setUniforms(gl, isoProgram, width, height);
setBuffer(gl, 0, isoBuffer, 3, gl.FLOAT, false, 0, 0);
setBuffer(gl, 1, isoNormalBuffer, 3, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, isoVerticeCount);
if (params.isocaps && isoCapVerticeCount > 0) {
setUniforms(gl, isoCapProgram, width, height);
setBuffer(gl, 0, isoCapBuffer, 3, gl.FLOAT, false, 0, 0);
setBuffer(gl, 1, isoCapNormalBuffer, 3, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, isoCapVerticeCount);
}
}
}
// Resize the canvas to fit the screen
window.addEventListener('resize'
, require('canvas-fit')(canvas)
, false
)
function tick() {
render();
requestAnimationFrame(tick);
}
requestAnimationFrame(tick);
})