@kitware/vtk.js 26.0.0-beta.2 → 26.0.0-beta.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Common/Core/ClassHierarchy.js +6 -11
- package/Common/Core/Math/Constants.js +12 -0
- package/Common/Core/Math/index.js +48 -29
- package/Common/Core/Math.d.ts +34 -4
- package/Common/Core/Math.js +2 -1
- package/Common/Core/MatrixBuilder.d.ts +13 -2
- package/Common/Core/MatrixBuilder.js +14 -2
- package/Common/Core/ScalarsToColors.d.ts +1 -3
- package/Common/Core/ScalarsToColors.js +1 -1
- package/Common/DataModel/BoundingBox.js +7 -7
- package/Common/DataModel/EdgeLocator.d.ts +79 -0
- package/Common/DataModel/EdgeLocator.js +85 -0
- package/Common/DataModel/ImageData.js +2 -50
- package/Common/DataModel/IncrementalOctreeNode.d.ts +15 -0
- package/Common/DataModel/IncrementalOctreeNode.js +27 -8
- package/Common/DataModel/IncrementalOctreePointLocator.js +61 -5
- package/Common/DataModel/Polygon.js +2 -2
- package/Common/Transform/Transform.js +51 -0
- package/Common/Transform.js +3 -1
- package/Filters/General/ClipClosedSurface.js +21 -18
- package/Filters/General/ContourTriangulator/helper.js +1 -1
- package/Filters/General/ImageMarchingCubes.js +5 -22
- package/Filters/General/ImageMarchingSquares.js +6 -23
- package/Filters/General.js +6 -0
- package/Imaging/Core/ImageReslice.js +84 -36
- package/Rendering/Core/ColorTransferFunction.d.ts +20 -0
- package/Rendering/Core/ColorTransferFunction.js +76 -7
- package/Rendering/Core/Prop3D.js +6 -1
- package/Rendering/Core/VolumeProperty.js +3 -2
- package/Rendering/OpenGL/PolyDataMapper.js +7 -5
- package/Rendering/OpenGL/RenderWindow.d.ts +25 -1
- package/Rendering/OpenGL/Texture.js +22 -6
- package/Rendering/OpenGL/VolumeMapper.js +3 -1
- package/Rendering/OpenGL/glsl/vtkVolumeFS.glsl.js +1 -1
- package/Rendering/SceneGraph/RenderWindowViewNode.js +8 -2
- package/Rendering/SceneGraph/ViewNode.js +11 -0
- package/Widgets/Core/AbstractWidget.js +1 -1
- package/Widgets/Core/WidgetManager.js +25 -19
- package/Widgets/Representations/WidgetRepresentation.js +19 -7
- package/index.d.ts +1 -0
- package/macros.d.ts +5 -3
- package/macros.js +41 -8
- package/package.json +3 -1
- package/Filters/General/ClipClosedSurface/ccsEdgeLocator.js +0 -40
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var vtkVolumeFS = "//VTK::System::Dec\n\n/*=========================================================================\n\n Program: Visualization Toolkit\n Module: vtkVolumeFS.glsl\n\n Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen\n All rights reserved.\n See Copyright.txt or http://www.kitware.com/Copyright.htm for details.\n\n This software is distributed WITHOUT ANY WARRANTY; without even\n the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR\n PURPOSE. See the above copyright notice for more information.\n\n=========================================================================*/\n// Template for the volume mappers fragment shader\n\n// the output of this shader\n//VTK::Output::Dec\n\nvarying vec3 vertexVCVSOutput;\n\n// first declare the settings from the mapper\n// that impact the code paths in here\n\n// always set vtkNumComponents 1,2,3,4\n//VTK::NumComponents\n\n// possibly define vtkTrilinearOn\n//VTK::TrilinearOn\n\n// possibly define vtkIndependentComponents\n//VTK::IndependentComponentsOn\n\n// possibly define any \"proportional\" components\n//VTK::vtkProportionalComponents\n\n// Define the blend mode to use\n#define vtkBlendMode //VTK::BlendMode\n\n// Possibly define vtkImageLabelOutlineOn\n//VTK::ImageLabelOutlineOn\n\n#ifdef vtkImageLabelOutlineOn\nuniform int outlineThickness;\nuniform float vpWidth;\nuniform float vpHeight;\nuniform float vpOffsetX;\nuniform float vpOffsetY;\nuniform mat4 PCWCMatrix;\nuniform mat4 vWCtoIDX;\n#endif\n\n// define vtkLightComplexity\n//VTK::LightComplexity\n#if vtkLightComplexity > 0\nuniform float vSpecularPower;\nuniform float vAmbient;\nuniform float vDiffuse;\nuniform float vSpecular;\n//VTK::Light::Dec\n#endif\n\n//VTK::VolumeShadowOn\n//VTK::SurfaceShadowOn\n//VTK::localAmbientOcclusionOn\n//VTK::LAO::Dec\n//VTK::VolumeShadow::Dec\n\n// define vtkComputeNormalFromOpacity\n//VTK::vtkComputeNormalFromOpacity\n\n// possibly define vtkGradientOpacityOn\n//VTK::GradientOpacityOn\n#ifdef vtkGradientOpacityOn\nuniform float goscale0;\nuniform float goshift0;\nuniform float gomin0;\nuniform float gomax0;\n#if defined(vtkIndependentComponentsOn) && (vtkNumComponents > 1)\nuniform float goscale1;\nuniform float goshift1;\nuniform float gomin1;\nuniform float gomax1;\n#if vtkNumComponents >= 3\nuniform float goscale2;\nuniform float goshift2;\nuniform float gomin2;\nuniform float gomax2;\n#endif\n#if vtkNumComponents >= 4\nuniform float goscale3;\nuniform float goshift3;\nuniform float gomin3;\nuniform float gomax3;\n#endif\n#endif\n#endif\n\n// if you want to see the raw tiled\n// data in webgl1 uncomment the following line\n// #define debugtile\n\n// camera values\nuniform float camThick;\nuniform float camNear;\nuniform float camFar;\nuniform int cameraParallel;\n\n// values describing the volume geometry\nuniform vec3 vOriginVC;\nuniform vec3 vSpacing;\nuniform ivec3 volumeDimensions; // 3d texture dimensions\nuniform vec3 vPlaneNormal0;\nuniform float vPlaneDistance0;\nuniform vec3 vPlaneNormal1;\nuniform float vPlaneDistance1;\nuniform vec3 vPlaneNormal2;\nuniform float vPlaneDistance2;\nuniform vec3 vPlaneNormal3;\nuniform float vPlaneDistance3;\nuniform vec3 vPlaneNormal4;\nuniform float vPlaneDistance4;\nuniform vec3 vPlaneNormal5;\nuniform float vPlaneDistance5;\n\n//VTK::ClipPlane::Dec\n\n// opacity and color textures\nuniform sampler2D otexture;\nuniform float oshift0;\nuniform float oscale0;\nuniform sampler2D ctexture;\nuniform float cshift0;\nuniform float cscale0;\n\n// jitter texture\nuniform sampler2D jtexture;\n\n// some 3D texture values\nuniform float sampleDistance;\nuniform vec3 vVCToIJK;\n\n// the heights defined below are the locations\n// for the up to four components of the tfuns\n// the tfuns have a height of 2XnumComps pixels so the\n// values are computed to hit the middle of the two rows\n// for that component\n#ifdef vtkIndependentComponentsOn\n#if vtkNumComponents == 2\nuniform float mix0;\nuniform float mix1;\n#define height0 0.25\n#define height1 0.75\n#endif\n#if vtkNumComponents == 3\nuniform float mix0;\nuniform float mix1;\nuniform float mix2;\n#define height0 0.17\n#define height1 0.5\n#define height2 0.83\n#endif\n#if vtkNumComponents == 4\nuniform float mix0;\nuniform float mix1;\nuniform float mix2;\nuniform float mix3;\n#define height0 0.125\n#define height1 0.375\n#define height2 0.625\n#define height3 0.875\n#endif\n#endif\n\n#if vtkNumComponents >= 2\nuniform float oshift1;\nuniform float oscale1;\nuniform float cshift1;\nuniform float cscale1;\n#endif\n#if vtkNumComponents >= 3\nuniform float oshift2;\nuniform float oscale2;\nuniform float cshift2;\nuniform float cscale2;\n#endif\n#if vtkNumComponents >= 4\nuniform float oshift3;\nuniform float oscale3;\nuniform float cshift3;\nuniform float cscale3;\n#endif\n\nuniform vec4 ipScalarRangeMin;\nuniform vec4 ipScalarRangeMax;\n\n// declaration for intermixed geometry\n//VTK::ZBuffer::Dec\n\n//=======================================================================\n// global and custom variables (a temporary section before photorealistics rendering module is complete)\nvec3 rayDirVC;\nfloat sampleDistanceISVS;\nfloat sampleDistanceIS;\n\n#define SQRT3 1.7321\n#define INV4PI 0.0796\n#define EPSILON 0.001\n#define PI 3.1415\n#define PI2 9.8696\n\n//=======================================================================\n// Webgl2 specific version of functions\n#if __VERSION__ == 300\n\nuniform highp sampler3D texture1;\n\nvec4 getTextureValue(vec3 pos)\n{\n vec4 tmp = texture(texture1, pos);\n#if vtkNumComponents == 1\n tmp.a = tmp.r;\n#endif\n#if vtkNumComponents == 2\n tmp.a = tmp.g;\n#endif\n#if vtkNumComponents == 3\n tmp.a = length(tmp.rgb);\n#endif\n return tmp;\n}\n\n//=======================================================================\n// WebGL1 specific version of functions\n#else\n\nuniform sampler2D texture1;\n\nuniform float texWidth;\nuniform float texHeight;\nuniform int xreps;\nuniform int xstride;\nuniform int ystride;\n\n// if computing trilinear values from multiple z slices\n#ifdef vtkTrilinearOn\nvec4 getTextureValue(vec3 ijk)\n{\n float zoff = 1.0/float(volumeDimensions.z);\n vec4 val1 = getOneTextureValue(ijk);\n vec4 val2 = getOneTextureValue(vec3(ijk.xy, ijk.z + zoff));\n\n float indexZ = float(volumeDimensions)*ijk.z;\n float zmix = indexZ - floor(indexZ);\n\n return mix(val1, val2, zmix);\n}\n\nvec4 getOneTextureValue(vec3 ijk)\n#else // nearest or fast linear\nvec4 getTextureValue(vec3 ijk)\n#endif\n{\n vec3 tdims = vec3(volumeDimensions);\n\n#ifdef debugtile\n vec2 tpos = vec2(ijk.x, ijk.y);\n vec4 tmp = texture2D(texture1, tpos);\n tmp.a = 1.0;\n\n#else\n int z = int(ijk.z * tdims.z);\n int yz = z / xreps;\n int xz = z - yz*xreps;\n\n int tileWidth = volumeDimensions.x/xstride;\n int tileHeight = volumeDimensions.y/ystride;\n\n xz *= tileWidth;\n yz *= tileHeight;\n\n float ni = float(xz) + (ijk.x*float(tileWidth));\n float nj = float(yz) + (ijk.y*float(tileHeight));\n\n vec2 tpos = vec2(ni/texWidth, nj/texHeight);\n\n vec4 tmp = texture2D(texture1, tpos);\n\n#if vtkNumComponents == 1\n tmp.a = tmp.r;\n#endif\n#if vtkNumComponents == 2\n tmp.g = tmp.a;\n#endif\n#if vtkNumComponents == 3\n tmp.a = length(tmp.rgb);\n#endif\n#endif\n\n return tmp;\n}\n\n// End of Webgl1 specific code\n//=======================================================================\n#endif\n\n//=======================================================================\n// transformation between VC and IS space\n\n// convert vector position from idx to vc\n#if vtkLightComplexity > 0\nvec3 IStoVC(vec3 posIS){\n vec3 posVC = posIS / vVCToIJK;\n return posVC.x * vPlaneNormal0 + \n posVC.y * vPlaneNormal2 + \n posVC.z * vPlaneNormal4 + \n vOriginVC;\n}\n\n// convert vector position from vc to idx\nvec3 VCtoIS(vec3 posVC){\n posVC = posVC - vOriginVC;\n posVC = vec3(\n dot(posVC, vPlaneNormal0),\n dot(posVC, vPlaneNormal2),\n dot(posVC, vPlaneNormal4)); \n return posVC * vVCToIJK;\n}\n#endif\n\n//Rotate vector to view coordinate\n#if (vtkLightComplexity > 0) || (defined vtkGradientOpacityOn)\nvoid rotateToViewCoord(inout vec3 dirIS){\n dirIS.xyz =\n dirIS.x * vPlaneNormal0 +\n dirIS.y * vPlaneNormal2 +\n dirIS.z * vPlaneNormal4;\n}\n\n//Rotate vector to idx coordinate\nvec3 rotateToIDX(vec3 dirVC){\n vec3 dirIS;\n dirIS.xyz = vec3(\n dot(dirVC, vPlaneNormal0),\n dot(dirVC, vPlaneNormal2),\n dot(dirVC, vPlaneNormal4)); \n return dirIS;\n}\n#endif\n\n//=======================================================================\n// Given a normal compute the gradient opacity factors\nfloat computeGradientOpacityFactor(\n float normalMag, float goscale, float goshift, float gomin, float gomax)\n{\n#if defined(vtkGradientOpacityOn)\n return clamp(normalMag * goscale + goshift, gomin, gomax);\n#else\n return 1.0;\n#endif\n}\n\n//=======================================================================\n// compute the normal and gradient magnitude for a position, uses forward difference\n#if (vtkLightComplexity > 0) || (defined vtkGradientOpacityOn)\n #ifdef vtkComputeNormalFromOpacity\n #ifdef vtkGradientOpacityOn\n vec4 computeNormalForDensity(vec3 pos, float scalar, vec3 tstep, out mat3 scalarInterp, out vec3 secondaryGradientMag)\n {\n vec4 result;\n scalarInterp[0][0] = getTextureValue(pos + vec3(tstep.x, 0.0, 0.0)).a;\n scalarInterp[0][1] = getTextureValue(pos + vec3(0.0, tstep.y, 0.0)).a;\n scalarInterp[0][2] = getTextureValue(pos + vec3(0.0, 0.0, tstep.z)).a;\n // look up scalar values for computing secondary gradient\n scalarInterp[1][0] = getTextureValue(pos + vec3(2.0*tstep.x, 0.0, 0.0)).a;\n scalarInterp[1][1] = getTextureValue(pos + vec3(0.0, 2.0*tstep.y, 0.0)).a;\n scalarInterp[1][2] = getTextureValue(pos + vec3(0.0, 0.0, 2.0*tstep.z)).a;\n scalarInterp[2][0] = getTextureValue(pos + vec3(tstep.x, tstep.y, 0.0)).a;\n scalarInterp[2][1] = getTextureValue(pos + vec3(tstep.x, 0.0, tstep.z)).a;\n scalarInterp[2][2] = getTextureValue(pos + vec3(0.0, tstep.y, tstep.z)).a;\n result.x = scalarInterp[0][0] - scalar;\n result.y = scalarInterp[0][1] - scalar;\n result.z = scalarInterp[0][2] - scalar;\n // divide by spacing\n result.xyz /= vSpacing;\n result.w = length(result.xyz);\n rotateToViewCoord(result.xyz);\n secondaryGradientMag.x = length(vec3(scalarInterp[1][0] - scalarInterp[0][0],\n scalarInterp[2][0] - scalarInterp[0][0],\n scalarInterp[2][1] - scalarInterp[0][0]) / vSpacing);\n secondaryGradientMag.y = length(vec3(scalarInterp[2][0] - scalarInterp[0][1],\n scalarInterp[1][1] - scalarInterp[0][1],\n scalarInterp[2][2] - scalarInterp[0][1]) / vSpacing);\n secondaryGradientMag.z = length(vec3(scalarInterp[2][1] - scalarInterp[0][2],\n scalarInterp[2][2] - scalarInterp[0][2],\n scalarInterp[1][2] - scalarInterp[0][2]) / vSpacing);\n if (length(result.xyz) > 0.0) {\n return vec4(normalize(result.xyz),result.w);\n } else {\n return vec4(0.0);\n }\n }\n\n vec4 computeDensityNormal(float scalar, float gradientMag, mat3 scalarInterp, vec3 secondaryGradientMag)\n {\n vec4 opacityG;\n vec3 opacityInterp = vec3(0.0);\n float opacity = texture2D(otexture, vec2(scalar * oscale0 + oshift0, 0.5)).r;\n if (gradientMag >= 0.0){\n opacity *= computeGradientOpacityFactor(gradientMag, goscale0, goshift0, gomin0, gomax0);\n }\n opacityInterp.x = texture2D(otexture, vec2(scalarInterp[0][0] * oscale0 + oshift0, 0.5)).r; \n if (secondaryGradientMag.x >= 0.0){\n opacityInterp.x *= computeGradientOpacityFactor(secondaryGradientMag.x, goscale0, goshift0, gomin0, gomax0);\n }\n \n opacityInterp.y = texture2D(otexture, vec2(scalarInterp[0][1] * oscale0 + oshift0, 0.5)).r;\n if (secondaryGradientMag.y >= 0.0){\n opacityInterp.y *= computeGradientOpacityFactor(secondaryGradientMag.y, goscale0, goshift0, gomin0, gomax0);\n }\n\n opacityInterp.z = texture2D(otexture, vec2(scalarInterp[0][2] * oscale0 + oshift0, 0.5)).r;\n if (secondaryGradientMag.z >= 0.0){\n opacityInterp.z *= computeGradientOpacityFactor(secondaryGradientMag.z, goscale0, goshift0, gomin0, gomax0);\n }\n\n opacityG.xyz = opacityInterp - vec3(opacity,opacity,opacity);\n // divide by spacing\n opacityG.xyz /= vSpacing;\n opacityG.w = length(opacityG.xyz);\n rotateToViewCoord(opacityG.xyz);\n if (length(opacityG.xyz) > 0.0) { \n return vec4(normalize(opacityG.xyz),opacityG.w);\n } else {\n return vec4(0.0);\n }\n } \n\n #else\n //if gradient opacity not on but using density gradient\n vec4 computeDensityNormal(float scalar, vec3 scalarInterp) \n { \n vec4 opacityG; \n float opacity = texture2D(otexture, vec2(scalar * oscale0 + oshift0, 0.5)).r; \n opacityG.x = texture2D(otexture, vec2(scalarInterp.x * oscale0 + oshift0, 0.5)).r - opacity; \n opacityG.y = texture2D(otexture, vec2(scalarInterp.y * oscale0 + oshift0, 0.5)).r - opacity; \n opacityG.z = texture2D(otexture, vec2(scalarInterp.z * oscale0 + oshift0, 0.5)).r - opacity; \n // divide by spacing \n opacityG.xyz /= vSpacing; \n opacityG.w = length(opacityG.xyz); \n // rotate to View Coords \n rotateToViewCoord(opacityG.xyz);\n if (length(opacityG.xyz) > 0.0) { \n return vec4(normalize(opacityG.xyz),opacityG.w); \n } else { \n return vec4(0.0); \n } \n } \n vec4 computeNormalForDensity(vec3 pos, float scalar, vec3 tstep, out vec3 scalarInterp) \n { \n vec4 result; \n scalarInterp.x = getTextureValue(pos + vec3(tstep.x, 0.0, 0.0)).a; \n scalarInterp.y = getTextureValue(pos + vec3(0.0, tstep.y, 0.0)).a; \n scalarInterp.z = getTextureValue(pos + vec3(0.0, 0.0, tstep.z)).a; \n result.x = scalarInterp.x - scalar; \n result.y = scalarInterp.y - scalar; \n result.z = scalarInterp.z - scalar; \n // divide by spacing\n result.xyz /= vSpacing;\n result.w = length(result.xyz); \n // rotate to View Coords \n rotateToViewCoord(result.xyz); \n if (length(result.xyz) > 0.0) { \n return vec4(normalize(result.xyz),result.w); \n } else { \n return vec4(0.0); \n } \n } \n #endif\n #endif\n // compute scalar density\n vec4 computeNormal(vec3 pos, float scalar, vec3 tstep) \n { \n vec4 result; \n result.x = getTextureValue(pos + vec3(tstep.x, 0.0, 0.0)).a - scalar; \n result.y = getTextureValue(pos + vec3(0.0, tstep.y, 0.0)).a - scalar; \n result.z = getTextureValue(pos + vec3(0.0, 0.0, tstep.z)).a - scalar; \n // divide by spacing \n result.xyz /= vSpacing; \n result.w = length(result.xyz);\n if (result.w > 0.0){\n // rotate to View Coords \n rotateToViewCoord(result.xyz);\n return vec4(normalize(result.xyz),result.w); \n } else {\n return vec4(0.0);\n }\n } \n#endif\n\n#ifdef vtkImageLabelOutlineOn\nvec3 fragCoordToIndexSpace(vec4 fragCoord) {\n vec4 pcPos = vec4(\n (fragCoord.x / vpWidth - vpOffsetX - 0.5) * 2.0,\n (fragCoord.y / vpHeight - vpOffsetY - 0.5) * 2.0,\n (fragCoord.z - 0.5) * 2.0,\n 1.0);\n\n vec4 worldCoord = PCWCMatrix * pcPos;\n vec4 vertex = (worldCoord/worldCoord.w);\n\n vec3 index = (vWCtoIDX * vertex).xyz;\n\n // half voxel fix for labelmapOutline \n return (index + vec3(0.5)) / vec3(volumeDimensions);\n}\n#endif\n\n//=======================================================================\n// compute the normals and gradient magnitudes for a position\n// for independent components\nmat4 computeMat4Normal(vec3 pos, vec4 tValue, vec3 tstep)\n{\n mat4 result;\n vec4 distX = getTextureValue(pos + vec3(tstep.x, 0.0, 0.0)) - tValue;\n vec4 distY = getTextureValue(pos + vec3(0.0, tstep.y, 0.0)) - tValue;\n vec4 distZ = getTextureValue(pos + vec3(0.0, 0.0, tstep.z)) - tValue;\n\n // divide by spacing\n distX /= vSpacing.x;\n distY /= vSpacing.y;\n distZ /= vSpacing.z;\n\n mat3 rot;\n rot[0] = vPlaneNormal0;\n rot[1] = vPlaneNormal2;\n rot[2] = vPlaneNormal4;\n\n#if !defined(vtkComponent0Proportional)\n result[0].xyz = vec3(distX.r, distY.r, distZ.r);\n result[0].a = length(result[0].xyz);\n result[0].xyz *= rot;\n if (result[0].w > 0.0)\n {\n result[0].xyz /= result[0].w;\n }\n#endif\n\n// optionally compute the 2nd component\n#if vtkNumComponents >= 2 && !defined(vtkComponent1Proportional)\n result[1].xyz = vec3(distX.g, distY.g, distZ.g);\n result[1].a = length(result[1].xyz);\n result[1].xyz *= rot;\n if (result[1].w > 0.0)\n {\n result[1].xyz /= result[1].w;\n }\n#endif\n\n// optionally compute the 3rd component\n#if vtkNumComponents >= 3 && !defined(vtkComponent2Proportional)\n result[2].xyz = vec3(distX.b, distY.b, distZ.b);\n result[2].a = length(result[2].xyz);\n result[2].xyz *= rot;\n if (result[2].w > 0.0)\n {\n result[2].xyz /= result[2].w;\n }\n#endif\n\n// optionally compute the 4th component\n#if vtkNumComponents >= 4 && !defined(vtkComponent3Proportional)\n result[3].xyz = vec3(distX.a, distY.a, distZ.a);\n result[3].a = length(result[3].xyz);\n result[3].xyz *= rot;\n if (result[3].w > 0.0)\n {\n result[3].xyz /= result[3].w;\n }\n#endif\n\n return result;\n}\n\n//=======================================================================\n// global shadow - secondary ray\n#if defined(VolumeShadowOn) || defined(localAmbientOcclusionOn)\nfloat random()\n{ \n float rand = fract(sin(dot(gl_FragCoord.xy,vec2(12.9898,78.233)))*43758.5453123);\n float jitter=texture2D(jtexture,gl_FragCoord.xy/32.).r;\n uint pcg_state = floatBitsToUint(jitter);\n uint state = pcg_state;\n pcg_state = pcg_state * uint(747796405) + uint(2891336453);\n uint word = ((state >> ((state >> uint(28)) + uint(4))) ^ state) * uint(277803737);\n return (float((((word >> uint(22)) ^ word) >> 1 ))/float(2147483647) + rand)/2.0;\n}\n#endif\n\n#ifdef VolumeShadowOn\n// henyey greenstein phase function\nfloat phase_function(float cos_angle)\n{\n // divide by 2.0 instead of 4pi to increase intensity\n return ((1.0-anisotropy2)/pow(1.0+anisotropy2-2.0*anisotropy*cos_angle, 1.5))/2.0;\n}\n\n// Computes the intersection between a ray and a box\nstruct Hit\n{\n float tmin;\n float tmax;\n};\n\nstruct Ray\n{\n vec3 origin;\n vec3 dir;\n vec3 invDir;\n};\n\nbool BBoxIntersect(vec3 boundMin, vec3 boundMax, const Ray r, out Hit hit)\n{\n vec3 tbot = r.invDir * (boundMin - r.origin);\n vec3 ttop = r.invDir * (boundMax - r.origin);\n vec3 tmin = min(ttop, tbot);\n vec3 tmax = max(ttop, tbot);\n vec2 t = max(tmin.xx, tmin.yz);\n float t0 = max(t.x, t.y);\n t = min(tmax.xx, tmax.yz);\n float t1 = min(t.x, t.y);\n hit.tmin = t0;\n hit.tmax = t1;\n return t1 > max(t0,0.0);\n}\n\n// As BBoxIntersect requires the inverse of the ray coords,\n// this function is used to avoid numerical issues\nvoid safe_0_vector(inout Ray ray)\n{\n if(abs(ray.dir.x) < EPSILON) ray.dir.x = sign(ray.dir.x) * EPSILON;\n if(abs(ray.dir.y) < EPSILON) ray.dir.y = sign(ray.dir.y) * EPSILON;\n if(abs(ray.dir.z) < EPSILON) ray.dir.z = sign(ray.dir.z) * EPSILON;\n}\n\nfloat volume_shadow(vec3 posIS, vec3 lightDirNormIS)\n{\n float shadow = 1.0;\n float opacity = 0.0;\n\n // modify sample distance with a random number between 0.8 and 1.0\n float sampleDistanceISVS_jitter = sampleDistanceISVS * mix(0.8, 1.0, random());\n float opacityPrev = texture2D(otexture, vec2(getTextureValue(posIS).r * oscale0 + oshift0, 0.5)).r;\n \n // in case the first sample near surface has a very tiled light ray, we need to offset start position \n posIS += sampleDistanceISVS_jitter * lightDirNormIS; \n\n // compute the start and end points for the ray\n Ray ray;\n Hit hit; \n ray.origin = posIS;\n ray.dir = lightDirNormIS;\n safe_0_vector(ray);\n ray.invDir = 1.0/ray.dir;\n \n if(!BBoxIntersect(vec3(0.0),vec3(1.0), ray, hit))\n {\n return 1.0;\n }\n vec4 scalar = vec4(0.0);\n float maxdist = hit.tmax;\n if(maxdist < EPSILON) {\n return 1.0;\n }\n\n // interpolate shadow ray length between: 1 unit of sample distance in IS to SQRT3, based on globalIlluminationReach\n float maxgi = mix(sampleDistanceISVS_jitter,SQRT3,giReach);\n maxdist = min(maxdist,maxgi);\n\n // support gradient opacity\n #ifdef vtkGradientOpacityOn\n vec4 normal;\n #endif\n\n vec3 current_step = sampleDistanceISVS_jitter * lightDirNormIS;\n float maxSteps = ceil(maxdist/sampleDistanceISVS_jitter);\n float opacityDelta = 0.0;\n\n for (float i = 0.0; i < maxSteps; i++)\n {\n scalar = getTextureValue(posIS);\n opacity = texture2D(otexture, vec2(scalar.r * oscale0 + oshift0, 0.5)).r;\n #ifdef vtkGradientOpacityOn \n normal = computeNormal(posIS, scalar.a, vec3(1.0/vec3(volumeDimensions))); \n opacity *= computeGradientOpacityFactor(normal.w, goscale0, goshift0, gomin0, gomax0);\n #endif \n shadow *= 1.0 - opacity;\n\n // optimization: early termination\n if (shadow < EPSILON){\n return 0.0;\n }\n\n // optimization: increase/decrease sample distance based on changed in opacity value\n opacityDelta = opacityPrev - opacity;\n opacityPrev = opacity;\n if (opacityDelta > 0.0){\n current_step *= 0.9;\n } else if (opacityDelta < 0.0){\n current_step *= 1.1;\n }\n posIS += current_step;\n }\n\n return shadow; \n}\n\nvec3 applyShadowRay(vec3 tColor, vec3 posIS, vec3 viewDirectionVC)\n{\n vec3 vertLight = vec3(0.0);\n vec3 secondary_contrib = vec3(0.0);\n // here we assume only positional light, no effect of cones\n for (int i = 0; i < lightNum; i++)\n {\n #if(vtkLightComplexity==3)\n if (lightPositional[i] == 1){\n vertLight = lightPositionVC[i] - IStoVC(posIS);\n }else{\n vertLight = - lightDirectionVC[i];\n }\n #else\n vertLight = - lightDirectionVC[i];\n #endif\n // here we assume achromatic light, only intensity\n float dDotL = dot(viewDirectionVC, normalize(vertLight));\n // isotropic scatter returns 0.5 instead of 1/4pi to increase intensity\n float phase_attenuation = 0.5;\n if (abs(anisotropy) > EPSILON){\n phase_attenuation = phase_function(dDotL);\n }\n float vol_shadow = volume_shadow(posIS, normalize(rotateToIDX(vertLight)));\n secondary_contrib += tColor * vDiffuse * lightColor[i] * vol_shadow * phase_attenuation; \n secondary_contrib += tColor * vAmbient;\n } \n return secondary_contrib;\n}\n#endif\n\n//=======================================================================\n// local ambient occlusion\n#ifdef localAmbientOcclusionOn\nvec3 sample_direction_uniform(int i)\n{\n float rand = random() * 0.5;\n float theta = PI2 * (kernelSample[i][0] + rand);\n float phi = acos(2.0 * (kernelSample[i][1] + rand) -1.0) / 2.5;\n return normalize(vec3(cos(theta)*sin(phi), sin(theta)*sin(phi), cos(phi)));\n}\n\n// return a matrix that transform startDir into z axis; startDir should be normalized\nmat3 zBaseRotationalMatrix(vec3 startDir){\n vec3 axis = cross(startDir, vec3(0.0,0.0,1.0));\n float cosA = startDir.z;\n float k = 1.0 / (1.0 + cosA);\n mat3 matrix = mat3((axis.x * axis.x * k) + cosA, (axis.y * axis.x * k) - axis.z, (axis.z * axis.x * k) + axis.y,\n (axis.x * axis.y * k) + axis.z, (axis.y * axis.y * k) + cosA, (axis.z * axis.y * k) - axis.x,\n (axis.x * axis.z * k) - axis.y, (axis.y * axis.z * k) + axis.x, (axis.z * axis.z * k) + cosA);\n return matrix;\n}\n\nfloat computeLAO(vec3 posIS, float opacity, vec3 lightDir, vec4 normal){\n // apply LAO only at selected locations, otherwise return full brightness\n if (normal.w > 0.0 && opacity > 0.05){\n float total_transmittance = 0.0;\n mat3 inverseRotateBasis = inverse(zBaseRotationalMatrix(normalize(-normal.xyz)));\n vec3 currPos, randomDirStep;\n float weight, transmittance, opacity;\n for (int i = 0; i < kernelSize; i++)\n {\n randomDirStep = inverseRotateBasis * sample_direction_uniform(i) * sampleDistanceIS;\n weight = 1.0 - dot(normalize(lightDir), normalize(randomDirStep));\n currPos = posIS;\n transmittance = 1.0;\n for (int j = 0; j < kernelRadius ; j++){\n currPos += randomDirStep;\n // check if it's at clipping plane, if so return full brightness\n if (all(greaterThan(currPos, vec3(EPSILON))) && all(lessThan(currPos,vec3(1.0-EPSILON)))){\n opacity = texture2D(otexture, vec2(getTextureValue(currPos).r * oscale0 + oshift0, 0.5)).r;\n #ifdef vtkGradientOpacityOn\n opacity *= computeGradientOpacityFactor(normal.w, goscale0, goshift0, gomin0, gomax0);\n #endif\n transmittance *= 1.0 - opacity;\n }\n else{\n break;\n }\n }\n total_transmittance += transmittance / float(kernelRadius) * weight;\n\n // early termination if fully translucent\n if (total_transmittance > 1.0 - EPSILON){\n return 1.0;\n }\n }\n // average transmittance and reduce variance\n return clamp(total_transmittance / float(kernelSize), 0.3, 1.0); \n } else {\n return 1.0;\n }\n}\n#endif\n\n//=======================================================================\n// surface light contribution\n#if vtkLightComplexity > 0\n void applyLighting(inout vec3 tColor, vec4 normal)\n {\n vec3 diffuse = vec3(0.0, 0.0, 0.0);\n vec3 specular = vec3(0.0, 0.0, 0.0);\n float df, sf = 0.0;\n for (int i = 0; i < lightNum; i++){\n df = abs(dot(normal.rgb, -lightDirectionVC[i]));\n diffuse += df * lightColor[i];\n sf = pow( abs(dot(lightHalfAngleVC[i],normal.rgb)), vSpecularPower);\n specular += sf * lightColor[i];\n }\n tColor.rgb = tColor.rgb*(diffuse*vDiffuse + vAmbient) + specular*vSpecular;\n }\n #ifdef SurfaceShadowOn\n #if vtkLightComplexity < 3\n vec3 applyLightingDirectional(vec3 posIS, vec4 tColor, vec4 normal)\n {\n // everything in VC\n vec3 diffuse = vec3(0.0);\n vec3 specular = vec3(0.0);\n #ifdef localAmbientOcclusionOn\n vec3 ambient = vec3(0.0);\n #endif \n vec3 vertLightDirection;\n for (int i = 0; i < lightNum; i++){\n float ndotL,vdotR;\n vertLightDirection = lightDirectionVC[i];\n ndotL = dot(normal.xyz, vertLightDirection);\n if (ndotL < 0.0 && twoSidedLighting)\n {\n ndotL = -ndotL;\n }\n if (ndotL > 0.0)\n {\n diffuse += ndotL * lightColor[i];\n //specular\n vdotR = dot(-rayDirVC, normalize(2.0 * ndotL * -normal.xyz + vertLightDirection));\n if (vdotR > 0.0)\n {\n specular += pow(vdotR, vSpecularPower) * lightColor[i];\n }\n }\n #ifdef localAmbientOcclusionOn\n ambient += computeLAO(posIS, tColor.a, vertLightDirection, normal);\n #endif\n } \n #ifdef localAmbientOcclusionOn\n return tColor.rgb * (diffuse * vDiffuse + vAmbient * ambient) + specular*vSpecular;\n #else \n return tColor.rgb * (diffuse * vDiffuse + vAmbient) + specular*vSpecular;\n #endif \n }\n #else\n vec3 applyLightingPositional(vec3 posIS, vec4 tColor, vec4 normal, vec3 posVC)\n {\n // everything in VC\n vec3 diffuse = vec3(0.0);\n vec3 specular = vec3(0.0);\n #ifdef localAmbientOcclusionOn\n vec3 ambient = vec3(0.0);\n #endif \n vec3 vertLightDirection;\n for (int i = 0; i < lightNum; i++){\n float distance,attenuation,ndotL,vdotR;\n vec3 lightDir;\n if (lightPositional[i] == 1){\n lightDir = lightDirectionVC[i];\n vertLightDirection = posVC - lightPositionVC[i]; \n distance = length(vertLightDirection);\n vertLightDirection = normalize(vertLightDirection);\n attenuation = 1.0 / (lightAttenuation[i].x\n + lightAttenuation[i].y * distance\n + lightAttenuation[i].z * distance * distance);\n // per OpenGL standard cone angle is 90 or less for a spot light\n if (lightConeAngle[i] <= 90.0){\n float coneDot = dot(vertLightDirection, lightDir);\n if (coneDot >= cos(radians(lightConeAngle[i]))){ // if inside cone\n attenuation = attenuation * pow(coneDot, lightExponent[i]);\n }\n else {\n attenuation = 0.0;\n }\n }\n ndotL = dot(normal.xyz, vertLightDirection);\n if (ndotL < 0.0 && twoSidedLighting)\n {\n ndotL = -ndotL;\n }\n if (ndotL > 0.0)\n {\n diffuse += ndotL * attenuation * lightColor[i];\n //specular\n vdotR = dot(-rayDirVC, normalize(2.0 * ndotL * -normal.xyz + vertLightDirection));\n if (vdotR > 0.0)\n {\n specular += pow(vdotR, vSpecularPower) * attenuation * lightColor[i];\n }\n }\n #ifdef localAmbientOcclusionOn\n ambient += computeLAO(posIS, tColor.a, vertLightDirection, normal);\n #endif \n } else {\n vertLightDirection = lightDirectionVC[i];\n ndotL = dot(normal.xyz, vertLightDirection);\n if (ndotL < 0.0 && twoSidedLighting)\n {\n ndotL = -ndotL;\n }\n if (ndotL > 0.0)\n {\n diffuse += ndotL * lightColor[i];\n //specular\n vdotR = dot(-rayDirVC, normalize(2.0 * ndotL * -normal.xyz + vertLightDirection));\n if (vdotR > 0.0)\n {\n specular += pow(vdotR, vSpecularPower) * lightColor[i];\n }\n }\n #ifdef localAmbientOcclusionOn\n ambient += computeLAO(posIS, tColor.a, vertLightDirection, normal);\n #endif \n }\n }\n #ifdef localAmbientOcclusionOn\n return tColor.rgb * (diffuse * vDiffuse + vAmbient * ambient) + specular*vSpecular;\n #else \n return tColor.rgb * (diffuse * vDiffuse + vAmbient) + specular*vSpecular;\n #endif\n }\n #endif \n #endif\n#endif\n\n//=======================================================================\n// Given a texture value compute the color and opacity\n//\nvec4 getColorForValue(vec4 tValue, vec3 posIS, vec3 tstep)\n{\n#ifdef vtkImageLabelOutlineOn\n vec3 centerPosIS = fragCoordToIndexSpace(gl_FragCoord); // pos in texture space\n vec4 centerValue = getTextureValue(centerPosIS);\n bool pixelOnBorder = false;\n vec4 tColor = texture2D(ctexture, vec2(centerValue.r * cscale0 + cshift0, 0.5));\n\n // Get alpha of segment from opacity function.\n tColor.a = texture2D(otexture, vec2(centerValue.r * oscale0 + oshift0, 0.5)).r;\n\n // Only perform outline check on fragments rendering voxels that aren't invisible.\n // Saves a bunch of needless checks on the background.\n // TODO define epsilon when building shader?\n if (float(tColor.a) > 0.01) {\n for (int i = -outlineThickness; i <= outlineThickness; i++) {\n for (int j = -outlineThickness; j <= outlineThickness; j++) {\n if (i == 0 || j == 0) {\n continue;\n }\n\n vec4 neighborPixelCoord = vec4(gl_FragCoord.x + float(i),\n gl_FragCoord.y + float(j),\n gl_FragCoord.z, gl_FragCoord.w);\n\n vec3 neighborPosIS = fragCoordToIndexSpace(neighborPixelCoord);\n vec4 value = getTextureValue(neighborPosIS);\n\n // If any of my neighbours are not the same value as I\n // am, this means I am on the border of the segment.\n // We can break the loops\n if (any(notEqual(value, centerValue))) {\n pixelOnBorder = true;\n break;\n }\n }\n\n if (pixelOnBorder == true) {\n break;\n }\n }\n\n // If I am on the border, I am displayed at full opacity\n if (pixelOnBorder == true) {\n tColor.a = 1.0;\n }\n }\n\n#else\n // compute the normal and gradient magnitude if needed\n // We compute it as a vec4 if possible otherwise a mat4\n //\n vec4 goFactor = vec4(1.0,1.0,1.0,1.0);\n\n // compute the normal vectors as needed\n #if (vtkLightComplexity > 0) || defined(vtkGradientOpacityOn)\n #if defined(vtkIndependentComponentsOn) && (vtkNumComponents > 1)\n mat4 normalMat = computeMat4Normal(posIS, tValue, tstep);\n #if !defined(vtkComponent0Proportional)\n vec4 normal0 = normalMat[0];\n #endif\n #if !defined(vtkComponent1Proportional)\n vec4 normal1 = normalMat[1];\n #endif\n #if vtkNumComponents > 2\n #if !defined(vtkComponent2Proportional)\n vec4 normal2 = normalMat[2];\n #endif\n #if vtkNumComponents > 3\n #if !defined(vtkComponent3Proportional)\n vec4 normal3 = normalMat[3];\n #endif\n #endif\n #endif\n #else\n vec4 normalLight;\n #ifdef vtkComputeNormalFromOpacity\n #ifdef vtkGradientOpacityOn\n mat3 scalarInterp; \n vec3 secondaryGradientMag; \n vec4 normal0 = computeNormalForDensity(posIS, tValue.a, tstep, scalarInterp, secondaryGradientMag); \n normalLight = computeDensityNormal(tValue.a, normal0.w, scalarInterp,secondaryGradientMag); \n if (length(normalLight) == 0.0){ \n normalLight = normal0; \n } \n #else\n vec3 scalarInterp; \n vec4 normal0 = computeNormalForDensity(posIS, tValue.a, tstep, scalarInterp); \n if (length(normal0)>0.0){ \n normalLight = computeDensityNormal(tValue.a,scalarInterp); \n if (length(normalLight)==0.0){ \n normalLight = normal0; \n } \n } \n #endif\n #else \n vec4 normal0 = computeNormal(posIS, tValue.a, tstep); \n normalLight = normal0; \n #endif\n #endif\n #endif\n\n // compute gradient opacity factors as needed\n #if defined(vtkGradientOpacityOn)\n #if !defined(vtkComponent0Proportional)\n goFactor.x =\n computeGradientOpacityFactor(normal0.a, goscale0, goshift0, gomin0, gomax0);\n #endif\n #if defined(vtkIndependentComponentsOn) && (vtkNumComponents > 1)\n #if !defined(vtkComponent1Proportional)\n goFactor.y =\n computeGradientOpacityFactor(normal1.a, goscale1, goshift1, gomin1, gomax1);\n #endif\n #if vtkNumComponents > 2\n #if !defined(vtkComponent2Proportional)\n goFactor.z =\n computeGradientOpacityFactor(normal2.a, goscale2, goshift2, gomin2, gomax2);\n #endif\n #if vtkNumComponents > 3\n #if !defined(vtkComponent3Proportional)\n goFactor.w =\n computeGradientOpacityFactor(normal3.a, goscale3, goshift3, gomin3, gomax3);\n #endif\n #endif\n #endif\n #endif\n #endif\n\n // single component is always independent\n #if vtkNumComponents == 1\n vec4 tColor = texture2D(ctexture, vec2(tValue.r * cscale0 + cshift0, 0.5));\n tColor.a = goFactor.x*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n if (tColor.a < EPSILON){\n return vec4(0.0);\n } \n #endif\n\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 2\n vec4 tColor = mix0*texture2D(ctexture, vec2(tValue.r * cscale0 + cshift0, height0));\n #if !defined(vtkComponent0Proportional)\n tColor.a = goFactor.x*mix0*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, height0)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, height0)).r;\n tColor *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix0));\n #endif\n\n vec3 tColor1 = mix1*texture2D(ctexture, vec2(tValue.g * cscale1 + cshift1, height1)).rgb;\n #if !defined(vtkComponent1Proportional)\n tColor.a += goFactor.y*mix1*texture2D(otexture, vec2(tValue.g * oscale1 + oshift1, height1)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.g * oscale1 + oshift1, height1)).r;\n tColor1 *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix1));\n #endif\n\n #if vtkNumComponents >= 3\n vec3 tColor2 = mix2*texture2D(ctexture, vec2(tValue.b * cscale2 + cshift2, height2)).rgb;\n #if !defined(vtkComponent2Proportional)\n tColor.a += goFactor.z*mix2*texture2D(otexture, vec2(tValue.b * oscale2 + oshift2, height2)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.b * oscale2 + oshift2, height2)).r;\n tColor2 *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix2));\n #endif\n\n #if vtkNumComponents >= 4\n vec3 tColor3 = mix3*texture2D(ctexture, vec2(tValue.a * cscale3 + cshift3, height3)).rgb;\n #if !defined(vtkComponent3Proportional)\n tColor.a += goFactor.w*mix3*texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, height3)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, height3)).r;\n tColor3 *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix3));\n #endif\n #endif\n #endif\n #else // then not independent\n\n #if vtkNumComponents == 2\n float lum = tValue.r * cscale0 + cshift0;\n float alpha = goFactor.x*texture2D(otexture, vec2(tValue.a * oscale1 + oshift1, 0.5)).r;\n vec4 tColor = vec4(lum, lum, lum, alpha);\n #endif\n #if vtkNumComponents == 3\n vec4 tColor;\n tColor.r = tValue.r * cscale0 + cshift0;\n tColor.g = tValue.g * cscale1 + cshift1;\n tColor.b = tValue.b * cscale2 + cshift2;\n tColor.a = goFactor.x*texture2D(otexture, vec2(tValue.a * oscale0 + oshift0, 0.5)).r;\n #endif\n #if vtkNumComponents == 4\n vec4 tColor;\n tColor.r = tValue.r * cscale0 + cshift0;\n tColor.g = tValue.g * cscale1 + cshift1;\n tColor.b = tValue.b * cscale2 + cshift2;\n tColor.a = goFactor.x*texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, 0.5)).r;\n #endif\n #endif // dependent\n\n // apply lighting if requested as appropriate\n #if vtkLightComplexity > 0\n #if !defined(vtkComponent0Proportional) \n #if vtkNumComponents == 1\n \n #ifdef SurfaceShadowOn\n #if vtkLightComplexity < 3\n vec3 tColorS = applyLightingDirectional(posIS, tColor, normalLight);\n #else\n vec3 tColorS = applyLightingPositional(posIS, tColor, normalLight, IStoVC(posIS));\n #endif\n #endif\n\n #ifdef VolumeShadowOn\n vec3 tColorVS = applyShadowRay(tColor.rgb, posIS, rayDirVC);\n #ifdef SurfaceShadowOn\n float vol_coef = volumetricScatteringBlending * (1.0 - tColor.a / 2.0) * (1.0 - atan(normalLight.w) * INV4PI);\n tColor.rgb = (1.0-vol_coef) * tColorS + vol_coef * tColorVS;\n #else\n tColor.rgb = tColorVS;\n #endif\n #else\n tColor.rgb = tColorS;\n #endif\n \n #else\n applyLighting(tColor.rgb, normal0);\n #endif\n #endif\n\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 2\n #if !defined(vtkComponent1Proportional)\n applyLighting(tColor1, normal1);\n #endif\n #if vtkNumComponents >= 3\n #if !defined(vtkComponent2Proportional)\n applyLighting(tColor2, normal2);\n #endif\n #if vtkNumComponents >= 4\n #if !defined(vtkComponent3Proportional)\n applyLighting(tColor3, normal3);\n #endif\n #endif\n #endif\n #endif\n #endif\n\n// perform final independent blend as needed\n#if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 2\n tColor.rgb += tColor1;\n#if vtkNumComponents >= 3\n tColor.rgb += tColor2;\n#if vtkNumComponents >= 4\n tColor.rgb += tColor3;\n#endif\n#endif\n#endif\n\n#endif\n\n\n\n\n\n\n\nreturn tColor;\n}\n\nbool valueWithinScalarRange(vec4 val, vec4 min, vec4 max) {\n bool withinRange = false;\n #if vtkNumComponents == 1\n if (val.r >= min.r && val.r <= max.r) {\n withinRange = true;\n }\n #endif\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents == 2\n if (val.r >= min.r && val.r <= max.r &&\n val.g >= min.g && val.g <= max.g) {\n withinRange = true;\n }\n #endif\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 3\n if (all(greaterThanEqual(val, ipScalarRangeMin)) &&\n all(lessThanEqual(val, ipScalarRangeMax))) {\n withinRange = true;\n }\n #endif\n return withinRange;\n}\n\n//=======================================================================\n// Apply the specified blend mode operation along the ray's path.\n//\nvoid applyBlend(vec3 posIS, vec3 endIS, vec3 tdims)\n{\n vec3 tstep = 1.0/tdims;\n\n // start slightly inside and apply some jitter\n vec3 delta = endIS - posIS;\n vec3 stepIS = normalize(delta)*sampleDistanceIS;\n float raySteps = length(delta)/sampleDistanceIS;\n\n // avoid 0.0 jitter\n float jitter = 0.01 + 0.99*texture2D(jtexture, gl_FragCoord.xy/32.0).r;\n float stepsTraveled = jitter;\n\n // local vars for the loop\n vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n vec4 tValue;\n vec4 tColor;\n\n // if we have less than one step then pick the middle point\n // as our value\n // if (raySteps <= 1.0)\n // {\n // posIS = (posIS + endIS)*0.5;\n // }\n\n // Perform initial step at the volume boundary\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n #if vtkBlendMode == 0 // COMPOSITE_BLEND\n // now map through opacity and color\n tColor = getColorForValue(tValue, posIS, tstep);\n\n // handle very thin volumes\n if (raySteps <= 1.0)\n {\n tColor.a = 1.0 - pow(1.0 - tColor.a, raySteps);\n gl_FragData[0] = tColor;\n return;\n }\n\n tColor.a = 1.0 - pow(1.0 - tColor.a, jitter);\n color = vec4(tColor.rgb*tColor.a, tColor.a);\n posIS += (jitter*stepIS);\n\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // now map through opacity and color\n tColor = getColorForValue(tValue, posIS, tstep);\n\n float mix = (1.0 - color.a);\n\n // this line should not be needed but nvidia seems to not handle\n // the break correctly on windows/chrome 58 angle\n //mix = mix * sign(max(raySteps - stepsTraveled - 1.0, 0.0));\n\n color = color + vec4(tColor.rgb*tColor.a, tColor.a)*mix;\n stepsTraveled++;\n posIS += stepIS;\n if (color.a > 0.99) { color.a = 1.0; break; }\n }\n\n if (color.a < 0.99 && (raySteps - stepsTraveled) > 0.0)\n {\n posIS = endIS;\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // now map through opacity and color\n tColor = getColorForValue(tValue, posIS, tstep);\n tColor.a = 1.0 - pow(1.0 - tColor.a, raySteps - stepsTraveled);\n\n float mix = (1.0 - color.a);\n color = color + vec4(tColor.rgb*tColor.a, tColor.a)*mix;\n }\n\n gl_FragData[0] = vec4(color.rgb/color.a, color.a);\n #endif\n #if vtkBlendMode == 1 || vtkBlendMode == 2\n // MAXIMUM_INTENSITY_BLEND || MINIMUM_INTENSITY_BLEND\n // Find maximum/minimum intensity along the ray.\n\n // Define the operation we will use (min or max)\n #if vtkBlendMode == 1\n #define OP max\n #else\n #define OP min\n #endif\n\n // If the clipping range is shorter than the sample distance\n // we can skip the sampling loop along the ray.\n if (raySteps <= 1.0)\n {\n gl_FragData[0] = getColorForValue(tValue, posIS, tstep);\n return;\n }\n\n vec4 value = tValue;\n posIS += (jitter*stepIS);\n\n // Sample along the ray until MaximumSamplesValue,\n // ending slightly inside the total distance\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n // If we have reached the last step, break\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // Update the maximum value if necessary\n value = OP(tValue, value);\n\n // Otherwise, continue along the ray\n stepsTraveled++;\n posIS += stepIS;\n }\n\n // Perform the last step along the ray using the\n // residual distance\n posIS = endIS;\n tValue = getTextureValue(posIS);\n value = OP(tValue, value);\n\n // Now map through opacity and color\n gl_FragData[0] = getColorForValue(value, posIS, tstep);\n #endif\n #if vtkBlendMode == 3 || vtkBlendMode == 4 //AVERAGE_INTENSITY_BLEND || ADDITIVE_BLEND\n vec4 sum = vec4(0.);\n\n if (valueWithinScalarRange(tValue, ipScalarRangeMin, ipScalarRangeMax)) {\n sum += tValue;\n }\n\n if (raySteps <= 1.0) {\n gl_FragData[0] = getColorForValue(sum, posIS, tstep);\n return;\n }\n\n posIS += (jitter*stepIS);\n\n // Sample along the ray until MaximumSamplesValue,\n // ending slightly inside the total distance\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n // If we have reached the last step, break\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // One can control the scalar range by setting the AverageIPScalarRange to disregard scalar values, not in the range of interest, from the average computation.\n // Notes:\n // - We are comparing all values in the texture to see if any of them\n // are outside of the scalar range. In the future we might want to allow\n // scalar ranges for each component.\n if (valueWithinScalarRange(tValue, ipScalarRangeMin, ipScalarRangeMax)) {\n // Sum the values across each step in the path\n sum += tValue;\n }\n stepsTraveled++;\n posIS += stepIS;\n }\n\n // Perform the last step along the ray using the\n // residual distance\n posIS = endIS;\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // One can control the scalar range by setting the IPScalarRange to disregard scalar values, not in the range of interest, from the average computation\n if (valueWithinScalarRange(tValue, ipScalarRangeMin, ipScalarRangeMax)) {\n sum += tValue;\n\n stepsTraveled++;\n }\n\n #if vtkBlendMode == 3 // Average\n sum /= vec4(stepsTraveled, stepsTraveled, stepsTraveled, 1.0);\n #endif\n\n gl_FragData[0] = getColorForValue(sum, posIS, tstep);\n #endif\n #if vtkBlendMode == 5 // RADON\n float normalizedRayIntensity = 1.0;\n\n // handle very thin volumes\n if (raySteps <= 1.0)\n {\n tValue = getTextureValue(posIS);\n normalizedRayIntensity = normalizedRayIntensity - sampleDistance*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n gl_FragData[0] = texture2D(ctexture, vec2(normalizedRayIntensity * cscale0 + cshift0, 0.5));\n return;\n }\n\n posIS += (jitter*stepIS);\n\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar value\n tValue = getTextureValue(posIS);\n\n // Convert scalar value to normalizedRayIntensity coefficient and accumulate normalizedRayIntensity\n normalizedRayIntensity = normalizedRayIntensity - sampleDistance*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n\n posIS += stepIS;\n stepsTraveled++;\n }\n\n // map normalizedRayIntensity to color\n gl_FragData[0] = texture2D(ctexture, vec2(normalizedRayIntensity * cscale0 + cshift0, 0.5));\n\n #endif\n}\n\n//=======================================================================\n// Compute a new start and end point for a given ray based\n// on the provided bounded clipping plane (aka a rectangle)\nvoid getRayPointIntersectionBounds(\n vec3 rayPos, vec3 rayDir,\n vec3 planeDir, float planeDist,\n inout vec2 tbounds, vec3 vPlaneX, vec3 vPlaneY,\n float vSize1, float vSize2)\n{\n float result = dot(rayDir, planeDir);\n if (abs(result) < 1e-6)\n {\n return;\n }\n result = -1.0 * (dot(rayPos, planeDir) + planeDist) / result;\n vec3 xposVC = rayPos + rayDir*result;\n vec3 vxpos = xposVC - vOriginVC;\n vec2 vpos = vec2(\n dot(vxpos, vPlaneX),\n dot(vxpos, vPlaneY));\n\n // on some apple nvidia systems this does not work\n // if (vpos.x < 0.0 || vpos.x > vSize1 ||\n // vpos.y < 0.0 || vpos.y > vSize2)\n // even just\n // if (vpos.x < 0.0 || vpos.y < 0.0)\n // fails\n // so instead we compute a value that represents in and out\n //and then compute the return using this value\n float xcheck = max(0.0, vpos.x * (vpos.x - vSize1)); // 0 means in bounds\n float check = sign(max(xcheck, vpos.y * (vpos.y - vSize2))); // 0 means in bounds, 1 = out\n\n tbounds = mix(\n vec2(min(tbounds.x, result), max(tbounds.y, result)), // in value\n tbounds, // out value\n check); // 0 in 1 out\n}\n\n//=======================================================================\n// given a\n// - ray direction (rayDir)\n// - starting point (vertexVCVSOutput)\n// - bounding planes of the volume\n// - optionally depth buffer values\n// - far clipping plane\n// compute the start/end distances of the ray we need to cast\nvec2 computeRayDistances(vec3 rayDir, vec3 tdims)\n{\n vec2 dists = vec2(100.0*camFar, -1.0);\n\n vec3 vSize = vSpacing*tdims;\n\n // all this is in View Coordinates\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal0, vPlaneDistance0, dists, vPlaneNormal2, vPlaneNormal4,\n vSize.y, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal1, vPlaneDistance1, dists, vPlaneNormal2, vPlaneNormal4,\n vSize.y, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal2, vPlaneDistance2, dists, vPlaneNormal0, vPlaneNormal4,\n vSize.x, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal3, vPlaneDistance3, dists, vPlaneNormal0, vPlaneNormal4,\n vSize.x, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal4, vPlaneDistance4, dists, vPlaneNormal0, vPlaneNormal2,\n vSize.x, vSize.y);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal5, vPlaneDistance5, dists, vPlaneNormal0, vPlaneNormal2,\n vSize.x, vSize.y);\n\n //VTK::ClipPlane::Impl\n\n // do not go behind front clipping plane\n dists.x = max(0.0,dists.x);\n\n // do not go PAST far clipping plane\n float farDist = -camThick/rayDir.z;\n dists.y = min(farDist,dists.y);\n\n // Do not go past the zbuffer value if set\n // This is used for intermixing opaque geometry\n //VTK::ZBuffer::Impl\n\n return dists;\n}\n\n//=======================================================================\n// Compute the index space starting position (pos) and end\n// position\n//\nvoid computeIndexSpaceValues(out vec3 pos, out vec3 endPos, vec3 rayDir, vec2 dists)\n{\n // compute starting and ending values in volume space\n pos = vertexVCVSOutput + dists.x*rayDir;\n pos = pos - vOriginVC;\n // convert to volume basis and origin\n pos = vec3(\n dot(pos, vPlaneNormal0),\n dot(pos, vPlaneNormal2),\n dot(pos, vPlaneNormal4));\n\n endPos = vertexVCVSOutput + dists.y*rayDir;\n endPos = endPos - vOriginVC;\n endPos = vec3(\n dot(endPos, vPlaneNormal0),\n dot(endPos, vPlaneNormal2),\n dot(endPos, vPlaneNormal4));\n\n float delta = length(endPos - pos);\n\n pos *= vVCToIJK;\n endPos *= vVCToIJK;\n\n float delta2 = length(endPos - pos);\n sampleDistanceIS = sampleDistance*delta2/delta;\n #ifdef VolumeShadowOn\n sampleDistanceISVS = sampleDistanceIS * volumeShadowSamplingDistFactor;\n #endif\n}\n\nvoid main()\n{\n\n if (cameraParallel == 1)\n {\n // Camera is parallel, so the rayDir is just the direction of the camera.\n rayDirVC = vec3(0.0, 0.0, -1.0);\n } else {\n // camera is at 0,0,0 so rayDir for perspective is just the vc coord\n rayDirVC = normalize(vertexVCVSOutput);\n }\n\n vec3 tdims = vec3(volumeDimensions);\n\n // compute the start and end points for the ray\n vec2 rayStartEndDistancesVC = computeRayDistances(rayDirVC, tdims);\n\n // do we need to composite? aka does the ray have any length\n // If not, bail out early\n if (rayStartEndDistancesVC.y <= rayStartEndDistancesVC.x)\n {\n discard;\n }\n\n // IS = Index Space\n vec3 posIS;\n vec3 endIS;\n computeIndexSpaceValues(posIS, endIS, rayDirVC, rayStartEndDistancesVC);\n\n // Perform the blending operation along the ray\n applyBlend(posIS, endIS, tdims);\n}\n";
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var vtkVolumeFS = "//VTK::System::Dec\n\n/*=========================================================================\n\n Program: Visualization Toolkit\n Module: vtkVolumeFS.glsl\n\n Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen\n All rights reserved.\n See Copyright.txt or http://www.kitware.com/Copyright.htm for details.\n\n This software is distributed WITHOUT ANY WARRANTY; without even\n the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR\n PURPOSE. See the above copyright notice for more information.\n\n=========================================================================*/\n// Template for the volume mappers fragment shader\n\n// the output of this shader\n//VTK::Output::Dec\n\nvarying vec3 vertexVCVSOutput;\n\n// first declare the settings from the mapper\n// that impact the code paths in here\n\n// always set vtkNumComponents 1,2,3,4\n//VTK::NumComponents\n\n// possibly define vtkTrilinearOn\n//VTK::TrilinearOn\n\n// possibly define vtkIndependentComponents\n//VTK::IndependentComponentsOn\n\n// possibly define any \"proportional\" components\n//VTK::vtkProportionalComponents\n\n// Define the blend mode to use\n#define vtkBlendMode //VTK::BlendMode\n\n// Possibly define vtkImageLabelOutlineOn\n//VTK::ImageLabelOutlineOn\n\n#ifdef vtkImageLabelOutlineOn\nuniform int outlineThickness;\nuniform float outlineOpacity;\nuniform float vpWidth;\nuniform float vpHeight;\nuniform float vpOffsetX;\nuniform float vpOffsetY;\nuniform mat4 PCWCMatrix;\nuniform mat4 vWCtoIDX;\n#endif\n\n// define vtkLightComplexity\n//VTK::LightComplexity\n#if vtkLightComplexity > 0\nuniform float vSpecularPower;\nuniform float vAmbient;\nuniform float vDiffuse;\nuniform float vSpecular;\n//VTK::Light::Dec\n#endif\n\n//VTK::VolumeShadowOn\n//VTK::SurfaceShadowOn\n//VTK::localAmbientOcclusionOn\n//VTK::LAO::Dec\n//VTK::VolumeShadow::Dec\n\n// define vtkComputeNormalFromOpacity\n//VTK::vtkComputeNormalFromOpacity\n\n// possibly define vtkGradientOpacityOn\n//VTK::GradientOpacityOn\n#ifdef vtkGradientOpacityOn\nuniform float goscale0;\nuniform float goshift0;\nuniform float gomin0;\nuniform float gomax0;\n#if defined(vtkIndependentComponentsOn) && (vtkNumComponents > 1)\nuniform float goscale1;\nuniform float goshift1;\nuniform float gomin1;\nuniform float gomax1;\n#if vtkNumComponents >= 3\nuniform float goscale2;\nuniform float goshift2;\nuniform float gomin2;\nuniform float gomax2;\n#endif\n#if vtkNumComponents >= 4\nuniform float goscale3;\nuniform float goshift3;\nuniform float gomin3;\nuniform float gomax3;\n#endif\n#endif\n#endif\n\n// if you want to see the raw tiled\n// data in webgl1 uncomment the following line\n// #define debugtile\n\n// camera values\nuniform float camThick;\nuniform float camNear;\nuniform float camFar;\nuniform int cameraParallel;\n\n// values describing the volume geometry\nuniform vec3 vOriginVC;\nuniform vec3 vSpacing;\nuniform ivec3 volumeDimensions; // 3d texture dimensions\nuniform vec3 vPlaneNormal0;\nuniform float vPlaneDistance0;\nuniform vec3 vPlaneNormal1;\nuniform float vPlaneDistance1;\nuniform vec3 vPlaneNormal2;\nuniform float vPlaneDistance2;\nuniform vec3 vPlaneNormal3;\nuniform float vPlaneDistance3;\nuniform vec3 vPlaneNormal4;\nuniform float vPlaneDistance4;\nuniform vec3 vPlaneNormal5;\nuniform float vPlaneDistance5;\n\n//VTK::ClipPlane::Dec\n\n// opacity and color textures\nuniform sampler2D otexture;\nuniform float oshift0;\nuniform float oscale0;\nuniform sampler2D ctexture;\nuniform float cshift0;\nuniform float cscale0;\n\n// jitter texture\nuniform sampler2D jtexture;\n\n// some 3D texture values\nuniform float sampleDistance;\nuniform vec3 vVCToIJK;\n\n// the heights defined below are the locations\n// for the up to four components of the tfuns\n// the tfuns have a height of 2XnumComps pixels so the\n// values are computed to hit the middle of the two rows\n// for that component\n#ifdef vtkIndependentComponentsOn\n#if vtkNumComponents == 2\nuniform float mix0;\nuniform float mix1;\n#define height0 0.25\n#define height1 0.75\n#endif\n#if vtkNumComponents == 3\nuniform float mix0;\nuniform float mix1;\nuniform float mix2;\n#define height0 0.17\n#define height1 0.5\n#define height2 0.83\n#endif\n#if vtkNumComponents == 4\nuniform float mix0;\nuniform float mix1;\nuniform float mix2;\nuniform float mix3;\n#define height0 0.125\n#define height1 0.375\n#define height2 0.625\n#define height3 0.875\n#endif\n#endif\n\n#if vtkNumComponents >= 2\nuniform float oshift1;\nuniform float oscale1;\nuniform float cshift1;\nuniform float cscale1;\n#endif\n#if vtkNumComponents >= 3\nuniform float oshift2;\nuniform float oscale2;\nuniform float cshift2;\nuniform float cscale2;\n#endif\n#if vtkNumComponents >= 4\nuniform float oshift3;\nuniform float oscale3;\nuniform float cshift3;\nuniform float cscale3;\n#endif\n\nuniform vec4 ipScalarRangeMin;\nuniform vec4 ipScalarRangeMax;\n\n// declaration for intermixed geometry\n//VTK::ZBuffer::Dec\n\n//=======================================================================\n// global and custom variables (a temporary section before photorealistics rendering module is complete)\nvec3 rayDirVC;\nfloat sampleDistanceISVS;\nfloat sampleDistanceIS;\n\n#define SQRT3 1.7321\n#define INV4PI 0.0796\n#define EPSILON 0.001\n#define PI 3.1415\n#define PI2 9.8696\n\n//=======================================================================\n// Webgl2 specific version of functions\n#if __VERSION__ == 300\n\nuniform highp sampler3D texture1;\n\nvec4 getTextureValue(vec3 pos)\n{\n vec4 tmp = texture(texture1, pos);\n#if vtkNumComponents == 1\n tmp.a = tmp.r;\n#endif\n#if vtkNumComponents == 2\n tmp.a = tmp.g;\n#endif\n#if vtkNumComponents == 3\n tmp.a = length(tmp.rgb);\n#endif\n return tmp;\n}\n\n//=======================================================================\n// WebGL1 specific version of functions\n#else\n\nuniform sampler2D texture1;\n\nuniform float texWidth;\nuniform float texHeight;\nuniform int xreps;\nuniform int xstride;\nuniform int ystride;\n\n// if computing trilinear values from multiple z slices\n#ifdef vtkTrilinearOn\nvec4 getTextureValue(vec3 ijk)\n{\n float zoff = 1.0/float(volumeDimensions.z);\n vec4 val1 = getOneTextureValue(ijk);\n vec4 val2 = getOneTextureValue(vec3(ijk.xy, ijk.z + zoff));\n\n float indexZ = float(volumeDimensions)*ijk.z;\n float zmix = indexZ - floor(indexZ);\n\n return mix(val1, val2, zmix);\n}\n\nvec4 getOneTextureValue(vec3 ijk)\n#else // nearest or fast linear\nvec4 getTextureValue(vec3 ijk)\n#endif\n{\n vec3 tdims = vec3(volumeDimensions);\n\n#ifdef debugtile\n vec2 tpos = vec2(ijk.x, ijk.y);\n vec4 tmp = texture2D(texture1, tpos);\n tmp.a = 1.0;\n\n#else\n int z = int(ijk.z * tdims.z);\n int yz = z / xreps;\n int xz = z - yz*xreps;\n\n int tileWidth = volumeDimensions.x/xstride;\n int tileHeight = volumeDimensions.y/ystride;\n\n xz *= tileWidth;\n yz *= tileHeight;\n\n float ni = float(xz) + (ijk.x*float(tileWidth));\n float nj = float(yz) + (ijk.y*float(tileHeight));\n\n vec2 tpos = vec2(ni/texWidth, nj/texHeight);\n\n vec4 tmp = texture2D(texture1, tpos);\n\n#if vtkNumComponents == 1\n tmp.a = tmp.r;\n#endif\n#if vtkNumComponents == 2\n tmp.g = tmp.a;\n#endif\n#if vtkNumComponents == 3\n tmp.a = length(tmp.rgb);\n#endif\n#endif\n\n return tmp;\n}\n\n// End of Webgl1 specific code\n//=======================================================================\n#endif\n\n//=======================================================================\n// transformation between VC and IS space\n\n// convert vector position from idx to vc\n#if vtkLightComplexity > 0\nvec3 IStoVC(vec3 posIS){\n vec3 posVC = posIS / vVCToIJK;\n return posVC.x * vPlaneNormal0 + \n posVC.y * vPlaneNormal2 + \n posVC.z * vPlaneNormal4 + \n vOriginVC;\n}\n\n// convert vector position from vc to idx\nvec3 VCtoIS(vec3 posVC){\n posVC = posVC - vOriginVC;\n posVC = vec3(\n dot(posVC, vPlaneNormal0),\n dot(posVC, vPlaneNormal2),\n dot(posVC, vPlaneNormal4)); \n return posVC * vVCToIJK;\n}\n#endif\n\n//Rotate vector to view coordinate\n#if (vtkLightComplexity > 0) || (defined vtkGradientOpacityOn)\nvoid rotateToViewCoord(inout vec3 dirIS){\n dirIS.xyz =\n dirIS.x * vPlaneNormal0 +\n dirIS.y * vPlaneNormal2 +\n dirIS.z * vPlaneNormal4;\n}\n\n//Rotate vector to idx coordinate\nvec3 rotateToIDX(vec3 dirVC){\n vec3 dirIS;\n dirIS.xyz = vec3(\n dot(dirVC, vPlaneNormal0),\n dot(dirVC, vPlaneNormal2),\n dot(dirVC, vPlaneNormal4)); \n return dirIS;\n}\n#endif\n\n//=======================================================================\n// Given a normal compute the gradient opacity factors\nfloat computeGradientOpacityFactor(\n float normalMag, float goscale, float goshift, float gomin, float gomax)\n{\n#if defined(vtkGradientOpacityOn)\n return clamp(normalMag * goscale + goshift, gomin, gomax);\n#else\n return 1.0;\n#endif\n}\n\n//=======================================================================\n// compute the normal and gradient magnitude for a position, uses forward difference\n#if (vtkLightComplexity > 0) || (defined vtkGradientOpacityOn)\n #ifdef vtkComputeNormalFromOpacity\n #ifdef vtkGradientOpacityOn\n vec4 computeNormalForDensity(vec3 pos, float scalar, vec3 tstep, out mat3 scalarInterp, out vec3 secondaryGradientMag)\n {\n vec4 result;\n scalarInterp[0][0] = getTextureValue(pos + vec3(tstep.x, 0.0, 0.0)).a;\n scalarInterp[0][1] = getTextureValue(pos + vec3(0.0, tstep.y, 0.0)).a;\n scalarInterp[0][2] = getTextureValue(pos + vec3(0.0, 0.0, tstep.z)).a;\n // look up scalar values for computing secondary gradient\n scalarInterp[1][0] = getTextureValue(pos + vec3(2.0*tstep.x, 0.0, 0.0)).a;\n scalarInterp[1][1] = getTextureValue(pos + vec3(0.0, 2.0*tstep.y, 0.0)).a;\n scalarInterp[1][2] = getTextureValue(pos + vec3(0.0, 0.0, 2.0*tstep.z)).a;\n scalarInterp[2][0] = getTextureValue(pos + vec3(tstep.x, tstep.y, 0.0)).a;\n scalarInterp[2][1] = getTextureValue(pos + vec3(tstep.x, 0.0, tstep.z)).a;\n scalarInterp[2][2] = getTextureValue(pos + vec3(0.0, tstep.y, tstep.z)).a;\n result.x = scalarInterp[0][0] - scalar;\n result.y = scalarInterp[0][1] - scalar;\n result.z = scalarInterp[0][2] - scalar;\n // divide by spacing\n result.xyz /= vSpacing;\n result.w = length(result.xyz);\n rotateToViewCoord(result.xyz);\n secondaryGradientMag.x = length(vec3(scalarInterp[1][0] - scalarInterp[0][0],\n scalarInterp[2][0] - scalarInterp[0][0],\n scalarInterp[2][1] - scalarInterp[0][0]) / vSpacing);\n secondaryGradientMag.y = length(vec3(scalarInterp[2][0] - scalarInterp[0][1],\n scalarInterp[1][1] - scalarInterp[0][1],\n scalarInterp[2][2] - scalarInterp[0][1]) / vSpacing);\n secondaryGradientMag.z = length(vec3(scalarInterp[2][1] - scalarInterp[0][2],\n scalarInterp[2][2] - scalarInterp[0][2],\n scalarInterp[1][2] - scalarInterp[0][2]) / vSpacing);\n if (length(result.xyz) > 0.0) {\n return vec4(normalize(result.xyz),result.w);\n } else {\n return vec4(0.0);\n }\n }\n\n vec4 computeDensityNormal(float scalar, float gradientMag, mat3 scalarInterp, vec3 secondaryGradientMag)\n {\n vec4 opacityG;\n vec3 opacityInterp = vec3(0.0);\n float opacity = texture2D(otexture, vec2(scalar * oscale0 + oshift0, 0.5)).r;\n if (gradientMag >= 0.0){\n opacity *= computeGradientOpacityFactor(gradientMag, goscale0, goshift0, gomin0, gomax0);\n }\n opacityInterp.x = texture2D(otexture, vec2(scalarInterp[0][0] * oscale0 + oshift0, 0.5)).r; \n if (secondaryGradientMag.x >= 0.0){\n opacityInterp.x *= computeGradientOpacityFactor(secondaryGradientMag.x, goscale0, goshift0, gomin0, gomax0);\n }\n \n opacityInterp.y = texture2D(otexture, vec2(scalarInterp[0][1] * oscale0 + oshift0, 0.5)).r;\n if (secondaryGradientMag.y >= 0.0){\n opacityInterp.y *= computeGradientOpacityFactor(secondaryGradientMag.y, goscale0, goshift0, gomin0, gomax0);\n }\n\n opacityInterp.z = texture2D(otexture, vec2(scalarInterp[0][2] * oscale0 + oshift0, 0.5)).r;\n if (secondaryGradientMag.z >= 0.0){\n opacityInterp.z *= computeGradientOpacityFactor(secondaryGradientMag.z, goscale0, goshift0, gomin0, gomax0);\n }\n\n opacityG.xyz = opacityInterp - vec3(opacity,opacity,opacity);\n // divide by spacing\n opacityG.xyz /= vSpacing;\n opacityG.w = length(opacityG.xyz);\n rotateToViewCoord(opacityG.xyz);\n if (length(opacityG.xyz) > 0.0) { \n return vec4(normalize(opacityG.xyz),opacityG.w);\n } else {\n return vec4(0.0);\n }\n } \n\n #else\n //if gradient opacity not on but using density gradient\n vec4 computeDensityNormal(float scalar, vec3 scalarInterp) \n { \n vec4 opacityG; \n float opacity = texture2D(otexture, vec2(scalar * oscale0 + oshift0, 0.5)).r; \n opacityG.x = texture2D(otexture, vec2(scalarInterp.x * oscale0 + oshift0, 0.5)).r - opacity; \n opacityG.y = texture2D(otexture, vec2(scalarInterp.y * oscale0 + oshift0, 0.5)).r - opacity; \n opacityG.z = texture2D(otexture, vec2(scalarInterp.z * oscale0 + oshift0, 0.5)).r - opacity; \n // divide by spacing \n opacityG.xyz /= vSpacing; \n opacityG.w = length(opacityG.xyz); \n // rotate to View Coords \n rotateToViewCoord(opacityG.xyz);\n if (length(opacityG.xyz) > 0.0) { \n return vec4(normalize(opacityG.xyz),opacityG.w); \n } else { \n return vec4(0.0); \n } \n } \n vec4 computeNormalForDensity(vec3 pos, float scalar, vec3 tstep, out vec3 scalarInterp) \n { \n vec4 result; \n scalarInterp.x = getTextureValue(pos + vec3(tstep.x, 0.0, 0.0)).a; \n scalarInterp.y = getTextureValue(pos + vec3(0.0, tstep.y, 0.0)).a; \n scalarInterp.z = getTextureValue(pos + vec3(0.0, 0.0, tstep.z)).a; \n result.x = scalarInterp.x - scalar; \n result.y = scalarInterp.y - scalar; \n result.z = scalarInterp.z - scalar; \n // divide by spacing\n result.xyz /= vSpacing;\n result.w = length(result.xyz); \n // rotate to View Coords \n rotateToViewCoord(result.xyz); \n if (length(result.xyz) > 0.0) { \n return vec4(normalize(result.xyz),result.w); \n } else { \n return vec4(0.0); \n } \n } \n #endif\n #endif\n // compute scalar density\n vec4 computeNormal(vec3 pos, float scalar, vec3 tstep) \n { \n vec4 result; \n result.x = getTextureValue(pos + vec3(tstep.x, 0.0, 0.0)).a - scalar; \n result.y = getTextureValue(pos + vec3(0.0, tstep.y, 0.0)).a - scalar; \n result.z = getTextureValue(pos + vec3(0.0, 0.0, tstep.z)).a - scalar; \n // divide by spacing \n result.xyz /= vSpacing; \n result.w = length(result.xyz);\n if (result.w > 0.0){\n // rotate to View Coords \n rotateToViewCoord(result.xyz);\n return vec4(normalize(result.xyz),result.w); \n } else {\n return vec4(0.0);\n }\n } \n#endif\n\n#ifdef vtkImageLabelOutlineOn\nvec3 fragCoordToIndexSpace(vec4 fragCoord) {\n vec4 pcPos = vec4(\n (fragCoord.x / vpWidth - vpOffsetX - 0.5) * 2.0,\n (fragCoord.y / vpHeight - vpOffsetY - 0.5) * 2.0,\n (fragCoord.z - 0.5) * 2.0,\n 1.0);\n\n vec4 worldCoord = PCWCMatrix * pcPos;\n vec4 vertex = (worldCoord/worldCoord.w);\n\n vec3 index = (vWCtoIDX * vertex).xyz;\n\n // half voxel fix for labelmapOutline \n return (index + vec3(0.5)) / vec3(volumeDimensions);\n}\n#endif\n\n//=======================================================================\n// compute the normals and gradient magnitudes for a position\n// for independent components\nmat4 computeMat4Normal(vec3 pos, vec4 tValue, vec3 tstep)\n{\n mat4 result;\n vec4 distX = getTextureValue(pos + vec3(tstep.x, 0.0, 0.0)) - tValue;\n vec4 distY = getTextureValue(pos + vec3(0.0, tstep.y, 0.0)) - tValue;\n vec4 distZ = getTextureValue(pos + vec3(0.0, 0.0, tstep.z)) - tValue;\n\n // divide by spacing\n distX /= vSpacing.x;\n distY /= vSpacing.y;\n distZ /= vSpacing.z;\n\n mat3 rot;\n rot[0] = vPlaneNormal0;\n rot[1] = vPlaneNormal2;\n rot[2] = vPlaneNormal4;\n\n#if !defined(vtkComponent0Proportional)\n result[0].xyz = vec3(distX.r, distY.r, distZ.r);\n result[0].a = length(result[0].xyz);\n result[0].xyz *= rot;\n if (result[0].w > 0.0)\n {\n result[0].xyz /= result[0].w;\n }\n#endif\n\n// optionally compute the 2nd component\n#if vtkNumComponents >= 2 && !defined(vtkComponent1Proportional)\n result[1].xyz = vec3(distX.g, distY.g, distZ.g);\n result[1].a = length(result[1].xyz);\n result[1].xyz *= rot;\n if (result[1].w > 0.0)\n {\n result[1].xyz /= result[1].w;\n }\n#endif\n\n// optionally compute the 3rd component\n#if vtkNumComponents >= 3 && !defined(vtkComponent2Proportional)\n result[2].xyz = vec3(distX.b, distY.b, distZ.b);\n result[2].a = length(result[2].xyz);\n result[2].xyz *= rot;\n if (result[2].w > 0.0)\n {\n result[2].xyz /= result[2].w;\n }\n#endif\n\n// optionally compute the 4th component\n#if vtkNumComponents >= 4 && !defined(vtkComponent3Proportional)\n result[3].xyz = vec3(distX.a, distY.a, distZ.a);\n result[3].a = length(result[3].xyz);\n result[3].xyz *= rot;\n if (result[3].w > 0.0)\n {\n result[3].xyz /= result[3].w;\n }\n#endif\n\n return result;\n}\n\n//=======================================================================\n// global shadow - secondary ray\n#if defined(VolumeShadowOn) || defined(localAmbientOcclusionOn)\nfloat random()\n{ \n float rand = fract(sin(dot(gl_FragCoord.xy,vec2(12.9898,78.233)))*43758.5453123);\n float jitter=texture2D(jtexture,gl_FragCoord.xy/32.).r;\n uint pcg_state = floatBitsToUint(jitter);\n uint state = pcg_state;\n pcg_state = pcg_state * uint(747796405) + uint(2891336453);\n uint word = ((state >> ((state >> uint(28)) + uint(4))) ^ state) * uint(277803737);\n return (float((((word >> uint(22)) ^ word) >> 1 ))/float(2147483647) + rand)/2.0;\n}\n#endif\n\n#ifdef VolumeShadowOn\n// henyey greenstein phase function\nfloat phase_function(float cos_angle)\n{\n // divide by 2.0 instead of 4pi to increase intensity\n return ((1.0-anisotropy2)/pow(1.0+anisotropy2-2.0*anisotropy*cos_angle, 1.5))/2.0;\n}\n\n// Computes the intersection between a ray and a box\nstruct Hit\n{\n float tmin;\n float tmax;\n};\n\nstruct Ray\n{\n vec3 origin;\n vec3 dir;\n vec3 invDir;\n};\n\nbool BBoxIntersect(vec3 boundMin, vec3 boundMax, const Ray r, out Hit hit)\n{\n vec3 tbot = r.invDir * (boundMin - r.origin);\n vec3 ttop = r.invDir * (boundMax - r.origin);\n vec3 tmin = min(ttop, tbot);\n vec3 tmax = max(ttop, tbot);\n vec2 t = max(tmin.xx, tmin.yz);\n float t0 = max(t.x, t.y);\n t = min(tmax.xx, tmax.yz);\n float t1 = min(t.x, t.y);\n hit.tmin = t0;\n hit.tmax = t1;\n return t1 > max(t0,0.0);\n}\n\n// As BBoxIntersect requires the inverse of the ray coords,\n// this function is used to avoid numerical issues\nvoid safe_0_vector(inout Ray ray)\n{\n if(abs(ray.dir.x) < EPSILON) ray.dir.x = sign(ray.dir.x) * EPSILON;\n if(abs(ray.dir.y) < EPSILON) ray.dir.y = sign(ray.dir.y) * EPSILON;\n if(abs(ray.dir.z) < EPSILON) ray.dir.z = sign(ray.dir.z) * EPSILON;\n}\n\nfloat volume_shadow(vec3 posIS, vec3 lightDirNormIS)\n{\n float shadow = 1.0;\n float opacity = 0.0;\n\n // modify sample distance with a random number between 0.8 and 1.0\n float sampleDistanceISVS_jitter = sampleDistanceISVS * mix(0.8, 1.0, random());\n float opacityPrev = texture2D(otexture, vec2(getTextureValue(posIS).r * oscale0 + oshift0, 0.5)).r;\n \n // in case the first sample near surface has a very tiled light ray, we need to offset start position \n posIS += sampleDistanceISVS_jitter * lightDirNormIS; \n\n // compute the start and end points for the ray\n Ray ray;\n Hit hit; \n ray.origin = posIS;\n ray.dir = lightDirNormIS;\n safe_0_vector(ray);\n ray.invDir = 1.0/ray.dir;\n \n if(!BBoxIntersect(vec3(0.0),vec3(1.0), ray, hit))\n {\n return 1.0;\n }\n vec4 scalar = vec4(0.0);\n float maxdist = hit.tmax;\n if(maxdist < EPSILON) {\n return 1.0;\n }\n\n // interpolate shadow ray length between: 1 unit of sample distance in IS to SQRT3, based on globalIlluminationReach\n float maxgi = mix(sampleDistanceISVS_jitter,SQRT3,giReach);\n maxdist = min(maxdist,maxgi);\n\n // support gradient opacity\n #ifdef vtkGradientOpacityOn\n vec4 normal;\n #endif\n\n vec3 current_step = sampleDistanceISVS_jitter * lightDirNormIS;\n float maxSteps = ceil(maxdist/sampleDistanceISVS_jitter);\n float opacityDelta = 0.0;\n\n for (float i = 0.0; i < maxSteps; i++)\n {\n scalar = getTextureValue(posIS);\n opacity = texture2D(otexture, vec2(scalar.r * oscale0 + oshift0, 0.5)).r;\n #ifdef vtkGradientOpacityOn \n normal = computeNormal(posIS, scalar.a, vec3(1.0/vec3(volumeDimensions))); \n opacity *= computeGradientOpacityFactor(normal.w, goscale0, goshift0, gomin0, gomax0);\n #endif \n shadow *= 1.0 - opacity;\n\n // optimization: early termination\n if (shadow < EPSILON){\n return 0.0;\n }\n\n // optimization: increase/decrease sample distance based on changed in opacity value\n opacityDelta = opacityPrev - opacity;\n opacityPrev = opacity;\n if (opacityDelta > 0.0){\n current_step *= 0.9;\n } else if (opacityDelta < 0.0){\n current_step *= 1.1;\n }\n posIS += current_step;\n }\n\n return shadow; \n}\n\nvec3 applyShadowRay(vec3 tColor, vec3 posIS, vec3 viewDirectionVC)\n{\n vec3 vertLight = vec3(0.0);\n vec3 secondary_contrib = vec3(0.0);\n // here we assume only positional light, no effect of cones\n for (int i = 0; i < lightNum; i++)\n {\n #if(vtkLightComplexity==3)\n if (lightPositional[i] == 1){\n vertLight = lightPositionVC[i] - IStoVC(posIS);\n }else{\n vertLight = - lightDirectionVC[i];\n }\n #else\n vertLight = - lightDirectionVC[i];\n #endif\n // here we assume achromatic light, only intensity\n float dDotL = dot(viewDirectionVC, normalize(vertLight));\n // isotropic scatter returns 0.5 instead of 1/4pi to increase intensity\n float phase_attenuation = 0.5;\n if (abs(anisotropy) > EPSILON){\n phase_attenuation = phase_function(dDotL);\n }\n float vol_shadow = volume_shadow(posIS, normalize(rotateToIDX(vertLight)));\n secondary_contrib += tColor * vDiffuse * lightColor[i] * vol_shadow * phase_attenuation; \n secondary_contrib += tColor * vAmbient;\n } \n return secondary_contrib;\n}\n#endif\n\n//=======================================================================\n// local ambient occlusion\n#ifdef localAmbientOcclusionOn\nvec3 sample_direction_uniform(int i)\n{\n float rand = random() * 0.5;\n float theta = PI2 * (kernelSample[i][0] + rand);\n float phi = acos(2.0 * (kernelSample[i][1] + rand) -1.0) / 2.5;\n return normalize(vec3(cos(theta)*sin(phi), sin(theta)*sin(phi), cos(phi)));\n}\n\n// return a matrix that transform startDir into z axis; startDir should be normalized\nmat3 zBaseRotationalMatrix(vec3 startDir){\n vec3 axis = cross(startDir, vec3(0.0,0.0,1.0));\n float cosA = startDir.z;\n float k = 1.0 / (1.0 + cosA);\n mat3 matrix = mat3((axis.x * axis.x * k) + cosA, (axis.y * axis.x * k) - axis.z, (axis.z * axis.x * k) + axis.y,\n (axis.x * axis.y * k) + axis.z, (axis.y * axis.y * k) + cosA, (axis.z * axis.y * k) - axis.x,\n (axis.x * axis.z * k) - axis.y, (axis.y * axis.z * k) + axis.x, (axis.z * axis.z * k) + cosA);\n return matrix;\n}\n\nfloat computeLAO(vec3 posIS, float opacity, vec3 lightDir, vec4 normal){\n // apply LAO only at selected locations, otherwise return full brightness\n if (normal.w > 0.0 && opacity > 0.05){\n float total_transmittance = 0.0;\n mat3 inverseRotateBasis = inverse(zBaseRotationalMatrix(normalize(-normal.xyz)));\n vec3 currPos, randomDirStep;\n float weight, transmittance, opacity;\n for (int i = 0; i < kernelSize; i++)\n {\n randomDirStep = inverseRotateBasis * sample_direction_uniform(i) * sampleDistanceIS;\n weight = 1.0 - dot(normalize(lightDir), normalize(randomDirStep));\n currPos = posIS;\n transmittance = 1.0;\n for (int j = 0; j < kernelRadius ; j++){\n currPos += randomDirStep;\n // check if it's at clipping plane, if so return full brightness\n if (all(greaterThan(currPos, vec3(EPSILON))) && all(lessThan(currPos,vec3(1.0-EPSILON)))){\n opacity = texture2D(otexture, vec2(getTextureValue(currPos).r * oscale0 + oshift0, 0.5)).r;\n #ifdef vtkGradientOpacityOn\n opacity *= computeGradientOpacityFactor(normal.w, goscale0, goshift0, gomin0, gomax0);\n #endif\n transmittance *= 1.0 - opacity;\n }\n else{\n break;\n }\n }\n total_transmittance += transmittance / float(kernelRadius) * weight;\n\n // early termination if fully translucent\n if (total_transmittance > 1.0 - EPSILON){\n return 1.0;\n }\n }\n // average transmittance and reduce variance\n return clamp(total_transmittance / float(kernelSize), 0.3, 1.0); \n } else {\n return 1.0;\n }\n}\n#endif\n\n//=======================================================================\n// surface light contribution\n#if vtkLightComplexity > 0\n void applyLighting(inout vec3 tColor, vec4 normal)\n {\n vec3 diffuse = vec3(0.0, 0.0, 0.0);\n vec3 specular = vec3(0.0, 0.0, 0.0);\n float df, sf = 0.0;\n for (int i = 0; i < lightNum; i++){\n df = abs(dot(normal.rgb, -lightDirectionVC[i]));\n diffuse += df * lightColor[i];\n sf = pow( abs(dot(lightHalfAngleVC[i],normal.rgb)), vSpecularPower);\n specular += sf * lightColor[i];\n }\n tColor.rgb = tColor.rgb*(diffuse*vDiffuse + vAmbient) + specular*vSpecular;\n }\n #ifdef SurfaceShadowOn\n #if vtkLightComplexity < 3\n vec3 applyLightingDirectional(vec3 posIS, vec4 tColor, vec4 normal)\n {\n // everything in VC\n vec3 diffuse = vec3(0.0);\n vec3 specular = vec3(0.0);\n #ifdef localAmbientOcclusionOn\n vec3 ambient = vec3(0.0);\n #endif \n vec3 vertLightDirection;\n for (int i = 0; i < lightNum; i++){\n float ndotL,vdotR;\n vertLightDirection = lightDirectionVC[i];\n ndotL = dot(normal.xyz, vertLightDirection);\n if (ndotL < 0.0 && twoSidedLighting)\n {\n ndotL = -ndotL;\n }\n if (ndotL > 0.0)\n {\n diffuse += ndotL * lightColor[i];\n //specular\n vdotR = dot(-rayDirVC, normalize(2.0 * ndotL * -normal.xyz + vertLightDirection));\n if (vdotR > 0.0)\n {\n specular += pow(vdotR, vSpecularPower) * lightColor[i];\n }\n }\n #ifdef localAmbientOcclusionOn\n ambient += computeLAO(posIS, tColor.a, vertLightDirection, normal);\n #endif\n } \n #ifdef localAmbientOcclusionOn\n return tColor.rgb * (diffuse * vDiffuse + vAmbient * ambient) + specular*vSpecular;\n #else \n return tColor.rgb * (diffuse * vDiffuse + vAmbient) + specular*vSpecular;\n #endif \n }\n #else\n vec3 applyLightingPositional(vec3 posIS, vec4 tColor, vec4 normal, vec3 posVC)\n {\n // everything in VC\n vec3 diffuse = vec3(0.0);\n vec3 specular = vec3(0.0);\n #ifdef localAmbientOcclusionOn\n vec3 ambient = vec3(0.0);\n #endif \n vec3 vertLightDirection;\n for (int i = 0; i < lightNum; i++){\n float distance,attenuation,ndotL,vdotR;\n vec3 lightDir;\n if (lightPositional[i] == 1){\n lightDir = lightDirectionVC[i];\n vertLightDirection = posVC - lightPositionVC[i]; \n distance = length(vertLightDirection);\n vertLightDirection = normalize(vertLightDirection);\n attenuation = 1.0 / (lightAttenuation[i].x\n + lightAttenuation[i].y * distance\n + lightAttenuation[i].z * distance * distance);\n // per OpenGL standard cone angle is 90 or less for a spot light\n if (lightConeAngle[i] <= 90.0){\n float coneDot = dot(vertLightDirection, lightDir);\n if (coneDot >= cos(radians(lightConeAngle[i]))){ // if inside cone\n attenuation = attenuation * pow(coneDot, lightExponent[i]);\n }\n else {\n attenuation = 0.0;\n }\n }\n ndotL = dot(normal.xyz, vertLightDirection);\n if (ndotL < 0.0 && twoSidedLighting)\n {\n ndotL = -ndotL;\n }\n if (ndotL > 0.0)\n {\n diffuse += ndotL * attenuation * lightColor[i];\n //specular\n vdotR = dot(-rayDirVC, normalize(2.0 * ndotL * -normal.xyz + vertLightDirection));\n if (vdotR > 0.0)\n {\n specular += pow(vdotR, vSpecularPower) * attenuation * lightColor[i];\n }\n }\n #ifdef localAmbientOcclusionOn\n ambient += computeLAO(posIS, tColor.a, vertLightDirection, normal);\n #endif \n } else {\n vertLightDirection = lightDirectionVC[i];\n ndotL = dot(normal.xyz, vertLightDirection);\n if (ndotL < 0.0 && twoSidedLighting)\n {\n ndotL = -ndotL;\n }\n if (ndotL > 0.0)\n {\n diffuse += ndotL * lightColor[i];\n //specular\n vdotR = dot(-rayDirVC, normalize(2.0 * ndotL * -normal.xyz + vertLightDirection));\n if (vdotR > 0.0)\n {\n specular += pow(vdotR, vSpecularPower) * lightColor[i];\n }\n }\n #ifdef localAmbientOcclusionOn\n ambient += computeLAO(posIS, tColor.a, vertLightDirection, normal);\n #endif \n }\n }\n #ifdef localAmbientOcclusionOn\n return tColor.rgb * (diffuse * vDiffuse + vAmbient * ambient) + specular*vSpecular;\n #else \n return tColor.rgb * (diffuse * vDiffuse + vAmbient) + specular*vSpecular;\n #endif\n }\n #endif \n #endif\n#endif\n\n//=======================================================================\n// Given a texture value compute the color and opacity\n//\nvec4 getColorForValue(vec4 tValue, vec3 posIS, vec3 tstep)\n{\n#ifdef vtkImageLabelOutlineOn\n vec3 centerPosIS = fragCoordToIndexSpace(gl_FragCoord); // pos in texture space\n vec4 centerValue = getTextureValue(centerPosIS);\n bool pixelOnBorder = false;\n vec4 tColor = texture2D(ctexture, vec2(centerValue.r * cscale0 + cshift0, 0.5));\n\n // Get alpha of segment from opacity function.\n tColor.a = texture2D(otexture, vec2(centerValue.r * oscale0 + oshift0, 0.5)).r;\n\n // Only perform outline check on fragments rendering voxels that aren't invisible.\n // Saves a bunch of needless checks on the background.\n // TODO define epsilon when building shader?\n if (float(tColor.a) > 0.01) {\n for (int i = -outlineThickness; i <= outlineThickness; i++) {\n for (int j = -outlineThickness; j <= outlineThickness; j++) {\n if (i == 0 || j == 0) {\n continue;\n }\n\n vec4 neighborPixelCoord = vec4(gl_FragCoord.x + float(i),\n gl_FragCoord.y + float(j),\n gl_FragCoord.z, gl_FragCoord.w);\n\n vec3 neighborPosIS = fragCoordToIndexSpace(neighborPixelCoord);\n vec4 value = getTextureValue(neighborPosIS);\n\n // If any of my neighbours are not the same value as I\n // am, this means I am on the border of the segment.\n // We can break the loops\n if (any(notEqual(value, centerValue))) {\n pixelOnBorder = true;\n break;\n }\n }\n\n if (pixelOnBorder == true) {\n break;\n }\n }\n\n // If I am on the border, I am displayed at full opacity\n if (pixelOnBorder == true) {\n tColor.a = outlineOpacity;\n }\n }\n\n#else\n // compute the normal and gradient magnitude if needed\n // We compute it as a vec4 if possible otherwise a mat4\n //\n vec4 goFactor = vec4(1.0,1.0,1.0,1.0);\n\n // compute the normal vectors as needed\n #if (vtkLightComplexity > 0) || defined(vtkGradientOpacityOn)\n #if defined(vtkIndependentComponentsOn) && (vtkNumComponents > 1)\n mat4 normalMat = computeMat4Normal(posIS, tValue, tstep);\n #if !defined(vtkComponent0Proportional)\n vec4 normal0 = normalMat[0];\n #endif\n #if !defined(vtkComponent1Proportional)\n vec4 normal1 = normalMat[1];\n #endif\n #if vtkNumComponents > 2\n #if !defined(vtkComponent2Proportional)\n vec4 normal2 = normalMat[2];\n #endif\n #if vtkNumComponents > 3\n #if !defined(vtkComponent3Proportional)\n vec4 normal3 = normalMat[3];\n #endif\n #endif\n #endif\n #else\n vec4 normalLight;\n #ifdef vtkComputeNormalFromOpacity\n #ifdef vtkGradientOpacityOn\n mat3 scalarInterp; \n vec3 secondaryGradientMag; \n vec4 normal0 = computeNormalForDensity(posIS, tValue.a, tstep, scalarInterp, secondaryGradientMag); \n normalLight = computeDensityNormal(tValue.a, normal0.w, scalarInterp,secondaryGradientMag); \n if (length(normalLight) == 0.0){ \n normalLight = normal0; \n } \n #else\n vec3 scalarInterp; \n vec4 normal0 = computeNormalForDensity(posIS, tValue.a, tstep, scalarInterp); \n if (length(normal0)>0.0){ \n normalLight = computeDensityNormal(tValue.a,scalarInterp); \n if (length(normalLight)==0.0){ \n normalLight = normal0; \n } \n } \n #endif\n #else \n vec4 normal0 = computeNormal(posIS, tValue.a, tstep); \n normalLight = normal0; \n #endif\n #endif\n #endif\n\n // compute gradient opacity factors as needed\n #if defined(vtkGradientOpacityOn)\n #if !defined(vtkComponent0Proportional)\n goFactor.x =\n computeGradientOpacityFactor(normal0.a, goscale0, goshift0, gomin0, gomax0);\n #endif\n #if defined(vtkIndependentComponentsOn) && (vtkNumComponents > 1)\n #if !defined(vtkComponent1Proportional)\n goFactor.y =\n computeGradientOpacityFactor(normal1.a, goscale1, goshift1, gomin1, gomax1);\n #endif\n #if vtkNumComponents > 2\n #if !defined(vtkComponent2Proportional)\n goFactor.z =\n computeGradientOpacityFactor(normal2.a, goscale2, goshift2, gomin2, gomax2);\n #endif\n #if vtkNumComponents > 3\n #if !defined(vtkComponent3Proportional)\n goFactor.w =\n computeGradientOpacityFactor(normal3.a, goscale3, goshift3, gomin3, gomax3);\n #endif\n #endif\n #endif\n #endif\n #endif\n\n // single component is always independent\n #if vtkNumComponents == 1\n vec4 tColor = texture2D(ctexture, vec2(tValue.r * cscale0 + cshift0, 0.5));\n tColor.a = goFactor.x*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n if (tColor.a < EPSILON){\n return vec4(0.0);\n } \n #endif\n\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 2\n vec4 tColor = mix0*texture2D(ctexture, vec2(tValue.r * cscale0 + cshift0, height0));\n #if !defined(vtkComponent0Proportional)\n tColor.a = goFactor.x*mix0*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, height0)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, height0)).r;\n tColor *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix0));\n #endif\n\n vec3 tColor1 = mix1*texture2D(ctexture, vec2(tValue.g * cscale1 + cshift1, height1)).rgb;\n #if !defined(vtkComponent1Proportional)\n tColor.a += goFactor.y*mix1*texture2D(otexture, vec2(tValue.g * oscale1 + oshift1, height1)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.g * oscale1 + oshift1, height1)).r;\n tColor1 *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix1));\n #endif\n\n #if vtkNumComponents >= 3\n vec3 tColor2 = mix2*texture2D(ctexture, vec2(tValue.b * cscale2 + cshift2, height2)).rgb;\n #if !defined(vtkComponent2Proportional)\n tColor.a += goFactor.z*mix2*texture2D(otexture, vec2(tValue.b * oscale2 + oshift2, height2)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.b * oscale2 + oshift2, height2)).r;\n tColor2 *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix2));\n #endif\n\n #if vtkNumComponents >= 4\n vec3 tColor3 = mix3*texture2D(ctexture, vec2(tValue.a * cscale3 + cshift3, height3)).rgb;\n #if !defined(vtkComponent3Proportional)\n tColor.a += goFactor.w*mix3*texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, height3)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, height3)).r;\n tColor3 *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix3));\n #endif\n #endif\n #endif\n #else // then not independent\n\n #if vtkNumComponents == 2\n float lum = tValue.r * cscale0 + cshift0;\n float alpha = goFactor.x*texture2D(otexture, vec2(tValue.a * oscale1 + oshift1, 0.5)).r;\n vec4 tColor = vec4(lum, lum, lum, alpha);\n #endif\n #if vtkNumComponents == 3\n vec4 tColor;\n tColor.r = tValue.r * cscale0 + cshift0;\n tColor.g = tValue.g * cscale1 + cshift1;\n tColor.b = tValue.b * cscale2 + cshift2;\n tColor.a = goFactor.x*texture2D(otexture, vec2(tValue.a * oscale0 + oshift0, 0.5)).r;\n #endif\n #if vtkNumComponents == 4\n vec4 tColor;\n tColor.r = tValue.r * cscale0 + cshift0;\n tColor.g = tValue.g * cscale1 + cshift1;\n tColor.b = tValue.b * cscale2 + cshift2;\n tColor.a = goFactor.x*texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, 0.5)).r;\n #endif\n #endif // dependent\n\n // apply lighting if requested as appropriate\n #if vtkLightComplexity > 0\n #if !defined(vtkComponent0Proportional) \n #if vtkNumComponents == 1\n \n #ifdef SurfaceShadowOn\n #if vtkLightComplexity < 3\n vec3 tColorS = applyLightingDirectional(posIS, tColor, normalLight);\n #else\n vec3 tColorS = applyLightingPositional(posIS, tColor, normalLight, IStoVC(posIS));\n #endif\n #endif\n\n #ifdef VolumeShadowOn\n vec3 tColorVS = applyShadowRay(tColor.rgb, posIS, rayDirVC);\n #ifdef SurfaceShadowOn\n float vol_coef = volumetricScatteringBlending * (1.0 - tColor.a / 2.0) * (1.0 - atan(normalLight.w) * INV4PI);\n tColor.rgb = (1.0-vol_coef) * tColorS + vol_coef * tColorVS;\n #else\n tColor.rgb = tColorVS;\n #endif\n #else\n tColor.rgb = tColorS;\n #endif\n \n #else\n applyLighting(tColor.rgb, normal0);\n #endif\n #endif\n\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 2\n #if !defined(vtkComponent1Proportional)\n applyLighting(tColor1, normal1);\n #endif\n #if vtkNumComponents >= 3\n #if !defined(vtkComponent2Proportional)\n applyLighting(tColor2, normal2);\n #endif\n #if vtkNumComponents >= 4\n #if !defined(vtkComponent3Proportional)\n applyLighting(tColor3, normal3);\n #endif\n #endif\n #endif\n #endif\n #endif\n\n// perform final independent blend as needed\n#if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 2\n tColor.rgb += tColor1;\n#if vtkNumComponents >= 3\n tColor.rgb += tColor2;\n#if vtkNumComponents >= 4\n tColor.rgb += tColor3;\n#endif\n#endif\n#endif\n\n#endif\n\n\n\n\n\n\n\nreturn tColor;\n}\n\nbool valueWithinScalarRange(vec4 val, vec4 min, vec4 max) {\n bool withinRange = false;\n #if vtkNumComponents == 1\n if (val.r >= min.r && val.r <= max.r) {\n withinRange = true;\n }\n #endif\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents == 2\n if (val.r >= min.r && val.r <= max.r &&\n val.g >= min.g && val.g <= max.g) {\n withinRange = true;\n }\n #endif\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 3\n if (all(greaterThanEqual(val, ipScalarRangeMin)) &&\n all(lessThanEqual(val, ipScalarRangeMax))) {\n withinRange = true;\n }\n #endif\n return withinRange;\n}\n\n//=======================================================================\n// Apply the specified blend mode operation along the ray's path.\n//\nvoid applyBlend(vec3 posIS, vec3 endIS, vec3 tdims)\n{\n vec3 tstep = 1.0/tdims;\n\n // start slightly inside and apply some jitter\n vec3 delta = endIS - posIS;\n vec3 stepIS = normalize(delta)*sampleDistanceIS;\n float raySteps = length(delta)/sampleDistanceIS;\n\n // avoid 0.0 jitter\n float jitter = 0.01 + 0.99*texture2D(jtexture, gl_FragCoord.xy/32.0).r;\n float stepsTraveled = jitter;\n\n // local vars for the loop\n vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n vec4 tValue;\n vec4 tColor;\n\n // if we have less than one step then pick the middle point\n // as our value\n // if (raySteps <= 1.0)\n // {\n // posIS = (posIS + endIS)*0.5;\n // }\n\n // Perform initial step at the volume boundary\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n #if vtkBlendMode == 0 // COMPOSITE_BLEND\n // now map through opacity and color\n tColor = getColorForValue(tValue, posIS, tstep);\n\n // handle very thin volumes\n if (raySteps <= 1.0)\n {\n tColor.a = 1.0 - pow(1.0 - tColor.a, raySteps);\n gl_FragData[0] = tColor;\n return;\n }\n\n tColor.a = 1.0 - pow(1.0 - tColor.a, jitter);\n color = vec4(tColor.rgb*tColor.a, tColor.a);\n posIS += (jitter*stepIS);\n\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // now map through opacity and color\n tColor = getColorForValue(tValue, posIS, tstep);\n\n float mix = (1.0 - color.a);\n\n // this line should not be needed but nvidia seems to not handle\n // the break correctly on windows/chrome 58 angle\n //mix = mix * sign(max(raySteps - stepsTraveled - 1.0, 0.0));\n\n color = color + vec4(tColor.rgb*tColor.a, tColor.a)*mix;\n stepsTraveled++;\n posIS += stepIS;\n if (color.a > 0.99) { color.a = 1.0; break; }\n }\n\n if (color.a < 0.99 && (raySteps - stepsTraveled) > 0.0)\n {\n posIS = endIS;\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // now map through opacity and color\n tColor = getColorForValue(tValue, posIS, tstep);\n tColor.a = 1.0 - pow(1.0 - tColor.a, raySteps - stepsTraveled);\n\n float mix = (1.0 - color.a);\n color = color + vec4(tColor.rgb*tColor.a, tColor.a)*mix;\n }\n\n gl_FragData[0] = vec4(color.rgb/color.a, color.a);\n #endif\n #if vtkBlendMode == 1 || vtkBlendMode == 2\n // MAXIMUM_INTENSITY_BLEND || MINIMUM_INTENSITY_BLEND\n // Find maximum/minimum intensity along the ray.\n\n // Define the operation we will use (min or max)\n #if vtkBlendMode == 1\n #define OP max\n #else\n #define OP min\n #endif\n\n // If the clipping range is shorter than the sample distance\n // we can skip the sampling loop along the ray.\n if (raySteps <= 1.0)\n {\n gl_FragData[0] = getColorForValue(tValue, posIS, tstep);\n return;\n }\n\n vec4 value = tValue;\n posIS += (jitter*stepIS);\n\n // Sample along the ray until MaximumSamplesValue,\n // ending slightly inside the total distance\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n // If we have reached the last step, break\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // Update the maximum value if necessary\n value = OP(tValue, value);\n\n // Otherwise, continue along the ray\n stepsTraveled++;\n posIS += stepIS;\n }\n\n // Perform the last step along the ray using the\n // residual distance\n posIS = endIS;\n tValue = getTextureValue(posIS);\n value = OP(tValue, value);\n\n // Now map through opacity and color\n gl_FragData[0] = getColorForValue(value, posIS, tstep);\n #endif\n #if vtkBlendMode == 3 || vtkBlendMode == 4 //AVERAGE_INTENSITY_BLEND || ADDITIVE_BLEND\n vec4 sum = vec4(0.);\n\n if (valueWithinScalarRange(tValue, ipScalarRangeMin, ipScalarRangeMax)) {\n sum += tValue;\n }\n\n if (raySteps <= 1.0) {\n gl_FragData[0] = getColorForValue(sum, posIS, tstep);\n return;\n }\n\n posIS += (jitter*stepIS);\n\n // Sample along the ray until MaximumSamplesValue,\n // ending slightly inside the total distance\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n // If we have reached the last step, break\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // One can control the scalar range by setting the AverageIPScalarRange to disregard scalar values, not in the range of interest, from the average computation.\n // Notes:\n // - We are comparing all values in the texture to see if any of them\n // are outside of the scalar range. In the future we might want to allow\n // scalar ranges for each component.\n if (valueWithinScalarRange(tValue, ipScalarRangeMin, ipScalarRangeMax)) {\n // Sum the values across each step in the path\n sum += tValue;\n }\n stepsTraveled++;\n posIS += stepIS;\n }\n\n // Perform the last step along the ray using the\n // residual distance\n posIS = endIS;\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // One can control the scalar range by setting the IPScalarRange to disregard scalar values, not in the range of interest, from the average computation\n if (valueWithinScalarRange(tValue, ipScalarRangeMin, ipScalarRangeMax)) {\n sum += tValue;\n\n stepsTraveled++;\n }\n\n #if vtkBlendMode == 3 // Average\n sum /= vec4(stepsTraveled, stepsTraveled, stepsTraveled, 1.0);\n #endif\n\n gl_FragData[0] = getColorForValue(sum, posIS, tstep);\n #endif\n #if vtkBlendMode == 5 // RADON\n float normalizedRayIntensity = 1.0;\n\n // handle very thin volumes\n if (raySteps <= 1.0)\n {\n tValue = getTextureValue(posIS);\n normalizedRayIntensity = normalizedRayIntensity - sampleDistance*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n gl_FragData[0] = texture2D(ctexture, vec2(normalizedRayIntensity * cscale0 + cshift0, 0.5));\n return;\n }\n\n posIS += (jitter*stepIS);\n\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar value\n tValue = getTextureValue(posIS);\n\n // Convert scalar value to normalizedRayIntensity coefficient and accumulate normalizedRayIntensity\n normalizedRayIntensity = normalizedRayIntensity - sampleDistance*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n\n posIS += stepIS;\n stepsTraveled++;\n }\n\n // map normalizedRayIntensity to color\n gl_FragData[0] = texture2D(ctexture, vec2(normalizedRayIntensity * cscale0 + cshift0, 0.5));\n\n #endif\n}\n\n//=======================================================================\n// Compute a new start and end point for a given ray based\n// on the provided bounded clipping plane (aka a rectangle)\nvoid getRayPointIntersectionBounds(\n vec3 rayPos, vec3 rayDir,\n vec3 planeDir, float planeDist,\n inout vec2 tbounds, vec3 vPlaneX, vec3 vPlaneY,\n float vSize1, float vSize2)\n{\n float result = dot(rayDir, planeDir);\n if (abs(result) < 1e-6)\n {\n return;\n }\n result = -1.0 * (dot(rayPos, planeDir) + planeDist) / result;\n vec3 xposVC = rayPos + rayDir*result;\n vec3 vxpos = xposVC - vOriginVC;\n vec2 vpos = vec2(\n dot(vxpos, vPlaneX),\n dot(vxpos, vPlaneY));\n\n // on some apple nvidia systems this does not work\n // if (vpos.x < 0.0 || vpos.x > vSize1 ||\n // vpos.y < 0.0 || vpos.y > vSize2)\n // even just\n // if (vpos.x < 0.0 || vpos.y < 0.0)\n // fails\n // so instead we compute a value that represents in and out\n //and then compute the return using this value\n float xcheck = max(0.0, vpos.x * (vpos.x - vSize1)); // 0 means in bounds\n float check = sign(max(xcheck, vpos.y * (vpos.y - vSize2))); // 0 means in bounds, 1 = out\n\n tbounds = mix(\n vec2(min(tbounds.x, result), max(tbounds.y, result)), // in value\n tbounds, // out value\n check); // 0 in 1 out\n}\n\n//=======================================================================\n// given a\n// - ray direction (rayDir)\n// - starting point (vertexVCVSOutput)\n// - bounding planes of the volume\n// - optionally depth buffer values\n// - far clipping plane\n// compute the start/end distances of the ray we need to cast\nvec2 computeRayDistances(vec3 rayDir, vec3 tdims)\n{\n vec2 dists = vec2(100.0*camFar, -1.0);\n\n vec3 vSize = vSpacing*tdims;\n\n // all this is in View Coordinates\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal0, vPlaneDistance0, dists, vPlaneNormal2, vPlaneNormal4,\n vSize.y, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal1, vPlaneDistance1, dists, vPlaneNormal2, vPlaneNormal4,\n vSize.y, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal2, vPlaneDistance2, dists, vPlaneNormal0, vPlaneNormal4,\n vSize.x, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal3, vPlaneDistance3, dists, vPlaneNormal0, vPlaneNormal4,\n vSize.x, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal4, vPlaneDistance4, dists, vPlaneNormal0, vPlaneNormal2,\n vSize.x, vSize.y);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal5, vPlaneDistance5, dists, vPlaneNormal0, vPlaneNormal2,\n vSize.x, vSize.y);\n\n //VTK::ClipPlane::Impl\n\n // do not go behind front clipping plane\n dists.x = max(0.0,dists.x);\n\n // do not go PAST far clipping plane\n float farDist = -camThick/rayDir.z;\n dists.y = min(farDist,dists.y);\n\n // Do not go past the zbuffer value if set\n // This is used for intermixing opaque geometry\n //VTK::ZBuffer::Impl\n\n return dists;\n}\n\n//=======================================================================\n// Compute the index space starting position (pos) and end\n// position\n//\nvoid computeIndexSpaceValues(out vec3 pos, out vec3 endPos, vec3 rayDir, vec2 dists)\n{\n // compute starting and ending values in volume space\n pos = vertexVCVSOutput + dists.x*rayDir;\n pos = pos - vOriginVC;\n // convert to volume basis and origin\n pos = vec3(\n dot(pos, vPlaneNormal0),\n dot(pos, vPlaneNormal2),\n dot(pos, vPlaneNormal4));\n\n endPos = vertexVCVSOutput + dists.y*rayDir;\n endPos = endPos - vOriginVC;\n endPos = vec3(\n dot(endPos, vPlaneNormal0),\n dot(endPos, vPlaneNormal2),\n dot(endPos, vPlaneNormal4));\n\n float delta = length(endPos - pos);\n\n pos *= vVCToIJK;\n endPos *= vVCToIJK;\n\n float delta2 = length(endPos - pos);\n sampleDistanceIS = sampleDistance*delta2/delta;\n #ifdef VolumeShadowOn\n sampleDistanceISVS = sampleDistanceIS * volumeShadowSamplingDistFactor;\n #endif\n}\n\nvoid main()\n{\n\n if (cameraParallel == 1)\n {\n // Camera is parallel, so the rayDir is just the direction of the camera.\n rayDirVC = vec3(0.0, 0.0, -1.0);\n } else {\n // camera is at 0,0,0 so rayDir for perspective is just the vc coord\n rayDirVC = normalize(vertexVCVSOutput);\n }\n\n vec3 tdims = vec3(volumeDimensions);\n\n // compute the start and end points for the ray\n vec2 rayStartEndDistancesVC = computeRayDistances(rayDirVC, tdims);\n\n // do we need to composite? aka does the ray have any length\n // If not, bail out early\n if (rayStartEndDistancesVC.y <= rayStartEndDistancesVC.x)\n {\n discard;\n }\n\n // IS = Index Space\n vec3 posIS;\n vec3 endIS;\n computeIndexSpaceValues(posIS, endIS, rayDirVC, rayStartEndDistancesVC);\n\n // Perform the blending operation along the ray\n applyBlend(posIS, endIS, tdims);\n}\n";
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export { vtkVolumeFS as v };
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vymax = _renderer$getViewport2[3];
|
|
90
90
|
|
|
91
|
-
var
|
|
91
|
+
var pixelRatio = _apiSpecificRenderWindow.getComputedDevicePixelRatio();
|
|
92
|
+
|
|
93
|
+
var rendererPixelDims = [rwW * (vxmax - vxmin) / pixelRatio, rwH * (vymax - vymin) / pixelRatio];
|
|
92
94
|
|
|
93
95
|
var cameraPosition = _camera.getPosition();
|
|
94
96
|
|
|
@@ -122,7 +124,7 @@ function vtkWidgetManager(publicAPI, model) {
|
|
|
122
124
|
|
|
123
125
|
function _updateSelection() {
|
|
124
126
|
_updateSelection = _asyncToGenerator( /*#__PURE__*/_regeneratorRuntime.mark(function _callee3(callData, fromTouchEvent, callID) {
|
|
125
|
-
var position, _yield$publicAPI$getS, requestCount, selectedState, representation, widget, activateHandle, i, w;
|
|
127
|
+
var position, _yield$publicAPI$getS, requestCount, selectedState, representation, widget, activateHandle, wantRender, i, w;
|
|
126
128
|
|
|
127
129
|
return _regeneratorRuntime.wrap(function _callee3$(_context3) {
|
|
128
130
|
while (1) {
|
|
@@ -167,12 +169,11 @@ function vtkWidgetManager(publicAPI, model) {
|
|
|
167
169
|
// Default cursor behavior
|
|
168
170
|
model._apiSpecificRenderWindow.setCursor(widget ? 'pointer' : 'default');
|
|
169
171
|
|
|
170
|
-
|
|
171
|
-
activateHandle(widget); // Ken FIXME
|
|
172
|
+
wantRender = false;
|
|
172
173
|
|
|
173
|
-
|
|
174
|
-
|
|
175
|
-
|
|
174
|
+
if (model.widgetInFocus === widget && widget.hasFocus()) {
|
|
175
|
+
activateHandle(widget);
|
|
176
|
+
wantRender = true;
|
|
176
177
|
} else {
|
|
177
178
|
for (i = 0; i < model.widgets.length; i++) {
|
|
178
179
|
w = model.widgets[i];
|
|
@@ -180,18 +181,19 @@ function vtkWidgetManager(publicAPI, model) {
|
|
|
180
181
|
if (w === widget && w.getNestedPickable()) {
|
|
181
182
|
activateHandle(w);
|
|
182
183
|
model.activeWidget = w;
|
|
184
|
+
wantRender = true;
|
|
183
185
|
} else {
|
|
186
|
+
wantRender || (wantRender = !!w.getActiveState());
|
|
184
187
|
w.deactivateAllHandles();
|
|
185
188
|
}
|
|
186
|
-
}
|
|
187
|
-
|
|
188
|
-
|
|
189
|
-
model._interactor.render();
|
|
189
|
+
}
|
|
190
|
+
}
|
|
190
191
|
|
|
192
|
+
if (wantRender) {
|
|
191
193
|
model._interactor.render();
|
|
192
194
|
}
|
|
193
195
|
|
|
194
|
-
case
|
|
196
|
+
case 15:
|
|
195
197
|
case "end":
|
|
196
198
|
return _context3.stop();
|
|
197
199
|
}
|
|
@@ -435,12 +437,12 @@ function vtkWidgetManager(publicAPI, model) {
|
|
|
435
437
|
model.selections = null;
|
|
436
438
|
|
|
437
439
|
if (!model.pickingEnabled) {
|
|
438
|
-
_context2.next =
|
|
440
|
+
_context2.next = 12;
|
|
439
441
|
break;
|
|
440
442
|
}
|
|
441
443
|
|
|
442
444
|
if (!(!model._capturedBuffers || model.captureOn === CaptureOn.MOUSE_MOVE)) {
|
|
443
|
-
_context2.next =
|
|
445
|
+
_context2.next = 7;
|
|
444
446
|
break;
|
|
445
447
|
}
|
|
446
448
|
|
|
@@ -448,24 +450,28 @@ function vtkWidgetManager(publicAPI, model) {
|
|
|
448
450
|
return captureBuffers(x, y, x, y);
|
|
449
451
|
|
|
450
452
|
case 5:
|
|
453
|
+
_context2.next = 11;
|
|
454
|
+
break;
|
|
455
|
+
|
|
456
|
+
case 7:
|
|
451
457
|
// or do we need a pixel that is outside the last capture?
|
|
452
458
|
capturedRegion = model._capturedBuffers.area;
|
|
453
459
|
|
|
454
460
|
if (!(x < capturedRegion[0] || x > capturedRegion[2] || y < capturedRegion[1] || y > capturedRegion[3])) {
|
|
455
|
-
_context2.next =
|
|
461
|
+
_context2.next = 11;
|
|
456
462
|
break;
|
|
457
463
|
}
|
|
458
464
|
|
|
459
|
-
_context2.next =
|
|
465
|
+
_context2.next = 11;
|
|
460
466
|
return captureBuffers(x, y, x, y);
|
|
461
467
|
|
|
462
|
-
case
|
|
468
|
+
case 11:
|
|
463
469
|
model.selections = model._capturedBuffers.generateSelection(x, y, x, y);
|
|
464
470
|
|
|
465
|
-
case
|
|
471
|
+
case 12:
|
|
466
472
|
return _context2.abrupt("return", publicAPI.getSelectedData());
|
|
467
473
|
|
|
468
|
-
case
|
|
474
|
+
case 13:
|
|
469
475
|
case "end":
|
|
470
476
|
return _context2.stop();
|
|
471
477
|
}
|
|
@@ -173,7 +173,10 @@ function allocateArray(polyData, name, numberOfTuples, dataType, numberOfCompone
|
|
|
173
173
|
|
|
174
174
|
function vtkWidgetRepresentation(publicAPI, model) {
|
|
175
175
|
// Set our className
|
|
176
|
-
model.classHierarchy.push('vtkWidgetRepresentation');
|
|
176
|
+
model.classHierarchy.push('vtkWidgetRepresentation');
|
|
177
|
+
|
|
178
|
+
var superclass = _objectSpread({}, publicAPI); // Internal cache
|
|
179
|
+
|
|
177
180
|
|
|
178
181
|
var cache = {
|
|
179
182
|
mtimes: {},
|
|
@@ -303,10 +306,13 @@ function vtkWidgetRepresentation(publicAPI, model) {
|
|
|
303
306
|
};
|
|
304
307
|
|
|
305
308
|
publicAPI.setCoincidentTopologyParameters = function (parameters) {
|
|
306
|
-
|
|
307
|
-
|
|
308
|
-
|
|
309
|
-
|
|
309
|
+
var modified = superclass.setCoincidentTopologyParameters(parameters);
|
|
310
|
+
|
|
311
|
+
if (modified) {
|
|
312
|
+
publicAPI.getActors().forEach(function (actor) {
|
|
313
|
+
applyCoincidentTopologyParametersToMapper(actor.getMapper(), model.coincidentTopologyParameters);
|
|
314
|
+
});
|
|
315
|
+
}
|
|
310
316
|
}; // Make sure setting the labels at build time works with string/array...
|
|
311
317
|
|
|
312
318
|
|
|
@@ -356,8 +362,14 @@ function extend(publicAPI, model) {
|
|
|
356
362
|
// Object methods
|
|
357
363
|
vtkProp.extend(publicAPI, model, defaultValues(initialValues));
|
|
358
364
|
macro.algo(publicAPI, model, 1, 1);
|
|
359
|
-
macro.get(publicAPI, model, ['labels'
|
|
360
|
-
macro.set(publicAPI, model, [
|
|
365
|
+
macro.get(publicAPI, model, ['labels']);
|
|
366
|
+
macro.set(publicAPI, model, [{
|
|
367
|
+
type: 'object',
|
|
368
|
+
name: 'displayScaleParams'
|
|
369
|
+
}, {
|
|
370
|
+
type: 'object',
|
|
371
|
+
name: 'coincidentTopologyParameters'
|
|
372
|
+
}]);
|
|
361
373
|
macro.setGet(publicAPI, model, ['scaleInPixels', 'activeScaleFactor', 'activeColor', 'useActiveColor']); // Object specific methods
|
|
362
374
|
|
|
363
375
|
vtkWidgetRepresentation(publicAPI, model);
|
package/index.d.ts
CHANGED
|
@@ -26,6 +26,7 @@
|
|
|
26
26
|
/// <reference path="./Common/DataModel/DataSet.d.ts" />
|
|
27
27
|
/// <reference path="./Common/DataModel/DataSetAttributes/FieldData.d.ts" />
|
|
28
28
|
/// <reference path="./Common/DataModel/DataSetAttributes.d.ts" />
|
|
29
|
+
/// <reference path="./Common/DataModel/EdgeLocator.d.ts" />
|
|
29
30
|
/// <reference path="./Common/DataModel/ITKHelper.d.ts" />
|
|
30
31
|
/// <reference path="./Common/DataModel/ImageData.d.ts" />
|
|
31
32
|
/// <reference path="./Common/DataModel/IncrementalOctreeNode.d.ts" />
|
package/macros.d.ts
CHANGED
|
@@ -172,17 +172,19 @@ export function get(publicAPI: object, model: object, fieldNames: Array<string>)
|
|
|
172
172
|
* @param publicAPI object on which public methods get attached to
|
|
173
173
|
* @param model object on which protected fields are stored
|
|
174
174
|
* @param fieldNames list of fields available in model that we want to expose as set{FieldName} methods on the publicAPI
|
|
175
|
+
* * Can be a string (the name of the field to expose) or an object (e.g. {type:enum, name: {FieldName}, enum: FieldEnum}).
|
|
175
176
|
*/
|
|
176
|
-
export function set(publicAPI: object, model: object, fields: Array<string>): void;
|
|
177
|
+
export function set(publicAPI: object, model: object, fields: Array<string|object>): void;
|
|
177
178
|
|
|
178
179
|
/**
|
|
179
180
|
* Add setter+getter methods to the provided publicAPI
|
|
180
181
|
*
|
|
181
182
|
* @param publicAPI object on which public methods get attached to
|
|
182
183
|
* @param model object on which protected fields are stored
|
|
183
|
-
* @param fieldNames list of fields available in model that we want to expose as set{FieldName}+get{FieldName} methods on the publicAPI
|
|
184
|
+
* @param fieldNames list of fields available in model that we want to expose as set{FieldName}+get{FieldName} methods on the publicAPI.
|
|
185
|
+
* Can be a string (the name of the field to expose) or an object (e.g. {type:enum, name: {FieldName}, enum: FieldEnum}).
|
|
184
186
|
*/
|
|
185
|
-
export function setGet(publicAPI: object, model: object, fields: Array<string>): void;
|
|
187
|
+
export function setGet(publicAPI: object, model: object, fields: Array<string|object>): void;
|
|
186
188
|
|
|
187
189
|
/**
|
|
188
190
|
* Add getter methods to the provided publicAPI for arrays.
|
package/macros.js
CHANGED
|
@@ -3,6 +3,7 @@ import _typeof from '@babel/runtime/helpers/typeof';
|
|
|
3
3
|
import _defineProperty from '@babel/runtime/helpers/defineProperty';
|
|
4
4
|
import _toConsumableArray from '@babel/runtime/helpers/toConsumableArray';
|
|
5
5
|
import _construct from '@babel/runtime/helpers/construct';
|
|
6
|
+
import DeepEqual from 'fast-deep-equal';
|
|
6
7
|
import vtk, { vtkGlobal } from './vtk.js';
|
|
7
8
|
import ClassHierarchy from './Common/Core/ClassHierarchy.js';
|
|
8
9
|
|
|
@@ -233,7 +234,13 @@ function obj() {
|
|
|
233
234
|
if (!('classHierarchy' in model)) {
|
|
234
235
|
model.classHierarchy = new ClassHierarchy('vtkObject');
|
|
235
236
|
} else if (!(model.classHierarchy instanceof ClassHierarchy)) {
|
|
236
|
-
|
|
237
|
+
var hierarchy = new ClassHierarchy();
|
|
238
|
+
|
|
239
|
+
for (var i = 0; i < model.classHierarchy.length; i++) {
|
|
240
|
+
hierarchy.push(model.classHierarchy[i]);
|
|
241
|
+
}
|
|
242
|
+
|
|
243
|
+
model.classHierarchy = hierarchy;
|
|
237
244
|
}
|
|
238
245
|
|
|
239
246
|
function off(index) {
|
|
@@ -437,12 +444,25 @@ function obj() {
|
|
|
437
444
|
// getXXX: add getters
|
|
438
445
|
// ----------------------------------------------------------------------------
|
|
439
446
|
|
|
447
|
+
var objectGetterMap = {
|
|
448
|
+
object: function object(publicAPI, model, field) {
|
|
449
|
+
return function getter() {
|
|
450
|
+
return _objectSpread({}, model[field.name]);
|
|
451
|
+
};
|
|
452
|
+
}
|
|
453
|
+
};
|
|
440
454
|
function get(publicAPI, model, fieldNames) {
|
|
441
455
|
fieldNames.forEach(function (field) {
|
|
442
456
|
if (_typeof(field) === 'object') {
|
|
443
|
-
|
|
444
|
-
|
|
445
|
-
|
|
457
|
+
var getter = objectGetterMap[field.type];
|
|
458
|
+
|
|
459
|
+
if (getter) {
|
|
460
|
+
publicAPI["get".concat(_capitalize(field.name))] = getter(publicAPI, model, field);
|
|
461
|
+
} else {
|
|
462
|
+
publicAPI["get".concat(_capitalize(field.name))] = function () {
|
|
463
|
+
return model[field.name];
|
|
464
|
+
};
|
|
465
|
+
}
|
|
446
466
|
} else {
|
|
447
467
|
publicAPI["get".concat(_capitalize(field))] = function () {
|
|
448
468
|
return model[field];
|
|
@@ -491,6 +511,17 @@ var objectSetterMap = {
|
|
|
491
511
|
vtkErrorMacro("Set Enum with invalid argument (String/Number) ".concat(field, ", ").concat(value));
|
|
492
512
|
throw new TypeError('Set Enum with invalid argument (String/Number)');
|
|
493
513
|
};
|
|
514
|
+
},
|
|
515
|
+
object: function object(publicAPI, model, field) {
|
|
516
|
+
return function (value) {
|
|
517
|
+
if (!DeepEqual(model[field.name], value)) {
|
|
518
|
+
model[field.name] = value;
|
|
519
|
+
publicAPI.modified();
|
|
520
|
+
return true;
|
|
521
|
+
}
|
|
522
|
+
|
|
523
|
+
return false;
|
|
524
|
+
};
|
|
494
525
|
}
|
|
495
526
|
};
|
|
496
527
|
|
|
@@ -549,7 +580,7 @@ function setGet(publicAPI, model, fieldNames) {
|
|
|
549
580
|
function getArray(publicAPI, model, fieldNames) {
|
|
550
581
|
fieldNames.forEach(function (field) {
|
|
551
582
|
publicAPI["get".concat(_capitalize(field))] = function () {
|
|
552
|
-
return model[field] ?
|
|
583
|
+
return model[field] ? Array.from(model[field]) : model[field];
|
|
553
584
|
};
|
|
554
585
|
|
|
555
586
|
publicAPI["get".concat(_capitalize(field), "ByReference")] = function () {
|
|
@@ -607,9 +638,11 @@ function setArray(publicAPI, model, fieldNames, size) {
|
|
|
607
638
|
}
|
|
608
639
|
}
|
|
609
640
|
|
|
610
|
-
changeDetected = model[field] == null || model[field].
|
|
611
|
-
|
|
612
|
-
|
|
641
|
+
changeDetected = model[field] == null || model[field].length !== array.length;
|
|
642
|
+
|
|
643
|
+
for (var i = 0; !changeDetected && i < array.length; ++i) {
|
|
644
|
+
changeDetected = model[field][i] !== array[i];
|
|
645
|
+
}
|
|
613
646
|
|
|
614
647
|
if (changeDetected && needCopy) {
|
|
615
648
|
array = Array.from(array);
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@kitware/vtk.js",
|
|
3
|
-
"version": "26.0.0-beta.
|
|
3
|
+
"version": "26.0.0-beta.3",
|
|
4
4
|
"description": "Visualization Toolkit for the Web",
|
|
5
5
|
"keywords": [
|
|
6
6
|
"3d",
|
|
@@ -33,6 +33,7 @@
|
|
|
33
33
|
"@babel/runtime": "7.17.9",
|
|
34
34
|
"commander": "9.2.0",
|
|
35
35
|
"d3-scale": "4.0.2",
|
|
36
|
+
"fast-deep-equal": "^3.1.3",
|
|
36
37
|
"fflate": "0.7.3",
|
|
37
38
|
"gl-matrix": "3.4.3",
|
|
38
39
|
"globalthis": "1.0.3",
|
|
@@ -141,6 +142,7 @@
|
|
|
141
142
|
"doc:publish": "kw-doc -c ./Documentation/config.js -mp",
|
|
142
143
|
"doc:generate-api": "node ./Documentation/generate-api-docs.js",
|
|
143
144
|
"example": "node ./Utilities/ExampleRunner/example-runner-cli.js -c ./Documentation/config.js",
|
|
145
|
+
"example:webgpu": "cross-env WEBGPU=1 NO_WEBGL=1 node ./Utilities/ExampleRunner/example-runner-cli.js -c ./Documentation/config.js",
|
|
144
146
|
"dev:esm": "npm run build:esm -- -w",
|
|
145
147
|
"dev:umd": "webpack --watch --config webpack.dev.js --progress",
|
|
146
148
|
"build": "npm run build:release",
|