@vitessce/spatial-accelerated 3.8.0

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Files changed (47) hide show
  1. package/LICENSE +21 -0
  2. package/dist/index.js +52925 -0
  3. package/dist-tsc/SpatialWrapper.d.ts +2 -0
  4. package/dist-tsc/SpatialWrapper.d.ts.map +1 -0
  5. package/dist-tsc/SpatialWrapper.js +45 -0
  6. package/dist-tsc/VolumeDataManager.d.ts +170 -0
  7. package/dist-tsc/VolumeDataManager.d.ts.map +1 -0
  8. package/dist-tsc/VolumeDataManager.js +1273 -0
  9. package/dist-tsc/VolumeDataManager.test.d.ts +2 -0
  10. package/dist-tsc/VolumeDataManager.test.d.ts.map +1 -0
  11. package/dist-tsc/VolumeDataManager.test.js +164 -0
  12. package/dist-tsc/VolumeRenderManager.d.ts +265 -0
  13. package/dist-tsc/VolumeRenderManager.d.ts.map +1 -0
  14. package/dist-tsc/VolumeRenderManager.js +396 -0
  15. package/dist-tsc/VolumeShader.d.ts +262 -0
  16. package/dist-tsc/VolumeShader.d.ts.map +1 -0
  17. package/dist-tsc/VolumeShader.js +73 -0
  18. package/dist-tsc/VolumeView.d.ts +2 -0
  19. package/dist-tsc/VolumeView.d.ts.map +1 -0
  20. package/dist-tsc/VolumeView.js +521 -0
  21. package/dist-tsc/index.d.ts +2 -0
  22. package/dist-tsc/index.d.ts.map +1 -0
  23. package/dist-tsc/index.js +1 -0
  24. package/dist-tsc/shaders/GaussianFragmentShader.d.ts +2 -0
  25. package/dist-tsc/shaders/GaussianFragmentShader.d.ts.map +1 -0
  26. package/dist-tsc/shaders/GaussianFragmentShader.js +242 -0
  27. package/dist-tsc/shaders/GaussianVertexShader.d.ts +2 -0
  28. package/dist-tsc/shaders/GaussianVertexShader.d.ts.map +1 -0
  29. package/dist-tsc/shaders/GaussianVertexShader.js +51 -0
  30. package/dist-tsc/shaders/VolumeFragmentShader.d.ts +2 -0
  31. package/dist-tsc/shaders/VolumeFragmentShader.d.ts.map +1 -0
  32. package/dist-tsc/shaders/VolumeFragmentShader.js +1817 -0
  33. package/dist-tsc/shaders/VolumeVertexShader.d.ts +2 -0
  34. package/dist-tsc/shaders/VolumeVertexShader.d.ts.map +1 -0
  35. package/dist-tsc/shaders/VolumeVertexShader.js +110 -0
  36. package/package.json +63 -0
  37. package/src/SpatialWrapper.js +60 -0
  38. package/src/VolumeDataManager.js +1515 -0
  39. package/src/VolumeDataManager.test.js +180 -0
  40. package/src/VolumeRenderManager.js +589 -0
  41. package/src/VolumeShader.js +74 -0
  42. package/src/VolumeView.js +651 -0
  43. package/src/index.js +1 -0
  44. package/src/shaders/GaussianFragmentShader.js +243 -0
  45. package/src/shaders/GaussianVertexShader.js +52 -0
  46. package/src/shaders/VolumeFragmentShader.js +1818 -0
  47. package/src/shaders/VolumeVertexShader.js +111 -0
@@ -0,0 +1,1817 @@
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+ // Attribution: Originally written by @alexandrairger
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+ // Moved from .glsl file to .js file in this commit: https://github.com/vitessce/vitessce/pull/2264/commits/7f17fc003674a4ed1a8de6140db802781871cf88
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+ /*
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+ * This shader implements ray-marching volume rendering with:
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+ * - Multi-resolution level-of-detail (LOD) support
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+ * - Brick-based caching system for large datasets
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+ * - Multi-channel rendering with independent color/opacity
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+ * - Adaptive sampling based on distance and resolution
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+ * - Support for different rendering styles (MIP, MinIP, standard)
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+ *
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+ * ========================================
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+ * BRICK CACHE AND PAGE TABLE EXPLANATION
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+ * ========================================
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+ * Volumes can be gigabytes in size, but GPU memory is limited.
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+ * We need a way to efficiently render these datasets without
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+ * loading everything into memory at once.
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+ *
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+ * SOLUTION: A two-tier caching system using a Brick Cache and a Page Table:
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+ *
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+ * 1. BRICK CACHE (The Data Storage):
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+ * - Think of the 3D dataset as a large cube divided into smaller 32x32x32
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+ * voxel "bricks"
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+ * - The Brick Cache is a 3D texture (2048x2048x128) that acts as a "cache"
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+ * or "working memory" for these bricks
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+ * - Only the most recently used bricks are kept in this cache
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+ * - When you need data from a brick that's not in the cache, it gets loaded
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+ * from disk and stored in the cache (replacing the least recently used brick)
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+ *
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+ * 2. PAGE TABLE (The Index/Map):
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+ * - The Page Table is an index that tells us where
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+ * each brick is stored in the Brick Cache
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+ * - Each entry in the Page Table corresponds to one brick in the 3D dataset
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+ * - The Page Table entry contains:
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+ * * Whether the brick is currently loaded in the cache (resident flag)
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+ * In other words, the brick is in the cache and available for immediate use.
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+ * * Whether the brick has been initialized with data (initialized flag)
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+ * In other words, the data is known to be available in the CPU, but
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+ * we still need to request this data to be loaded into the brick cache.
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+ * * The minimum and maximum values in the brick (for optimization)
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+ * * The exact coordinates where the brick is stored in the Brick Cache
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+ * - This is similar to how a library's card catalog tells you which shelf
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+ * and position a book is located
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+ *
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+ * HOW IT WORKS TOGETHER:
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+ * 1. When rendering a pixel, the shader needs to sample data from a specific
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+ * location in the 3D dataset
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+ * 2. It calculates which brick contains that location
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+ * 3. It looks up that brick in the Page Table to see if it's loaded in the cache
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+ * 4. If loaded: it uses the coordinates from the Page Table to sample from the
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+ * Brick Cache
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+ * 5. If not loaded: it requests the brick to be loaded (and continues with
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+ * lower resolution data until the brick arrives)
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+ * The request is performed by modifying the gRequest value
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+ * to append the coordinate of the brick being requested.
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+ *
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+ * MULTI-RESOLUTION ADAPTATION:
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+ * The system supports multiple levels of detail (LOD) to handle different viewing
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+ * distances and performance requirements:
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+ *
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+ * RESOLUTION LEVELS:
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+ * - Level 0: Highest detail (1:1 scale) - every voxel is represented
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+ * - Level 1: 2:1 scale - every 2x2x2 block of voxels becomes 1 voxel
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+ * - Level 2: 4:1 scale - every 4x4x4 block of voxels becomes 1 voxel
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+ * - Level 3: 8:1 scale - every 8x8x8 block of voxels becomes 1 voxel
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+ * - ...and so on up to Level 9 (512:1 scale)
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+ *
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+ * HOW BRICK CACHE HANDLES MULTIPLE RESOLUTIONS:
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+ * - Each resolution level has its own set of bricks in the same cache
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+ * - Higher resolution levels use more bricks (more detail)
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+ * - Lower resolution levels use fewer bricks (less detail)
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+ * - The cache can store bricks from different resolution levels simultaneously
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+ * - When you zoom in, the system loads higher resolution bricks
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+ * - When you zoom out, it can use lower resolution bricks (faster rendering)
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+ *
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+ * HOW PAGE TABLE HANDLES MULTIPLE RESOLUTIONS:
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+ * - Each resolution level has its own "anchor point" in the page table
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+ * - The anchor point defines where that resolution's brick entries start
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+ * - Different channels can have different resolution ranges available
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+ * - The system automatically selects the best available resolution for each channel
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+ * - If a high-resolution brick isn't loaded, it falls back to lower resolution
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+ *
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+ * ADAPTIVE RESOLUTION SELECTION:
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+ * - Distance-based: Objects far from the camera use lower resolution
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+ * - Performance-based: When rendering is slow, it uses lower resolution
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+ * - Quality-based: When high quality is needed, it requests higher resolution
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+ * - Channel-specific: Each channel can have different resolution requirements
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+ *
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+ * EXAMPLE SCENARIO:
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+ * 1. User is viewing a large dataset from far away → Uses Level 5-7 bricks
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+ * 2. User zooms in on a specific region → System requests Level 2-3 bricks
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+ * 3. User continues zooming → System loads Level 0-1 bricks for maximum detail
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+ * 4. If Level 0 bricks aren't loaded yet → Temporarily shows Level 1 bricks
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+ * 5. Once Level 0 bricks arrive → Smoothly transitions to highest detail
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+ *
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+ * Diagrams:
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+ *
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+ * 1. Ray-Marching Through Volume:
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+ * Camera
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+ * |
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+ * v
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+ * ┌─────────────────────────────────────┐
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+ * │ │
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+ * │ ┌───┐ ┌───┐ ┌───┐ ┌───┐ │
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+ * │ │B0 │ │B1 │ │B2 │ │B3 │ ... │ <- Bricks (32x32x32 voxels)
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+ * │ └───┘ └───┘ └───┘ └───┘ │
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+ * │ │
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+ * │ Ray marches through volume │
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+ * │ sampling at regular intervals │
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+ * │ │
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+ * └─────────────────────────────────────┘
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+ *
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+ * 2. Multi-Resolution LOD System:
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+ * Resolution Levels (0 = highest, 9 = lowest):
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+ *
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+ * Level 0: ████████████████████████████ (1:1 scale)
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+ * Level 1: ████████░░░░░░░░████████░░░░ (2:1 scale)
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+ * Level 2: ████░░░░░░░░░░░░████░░░░░░░░ (4:1 scale)
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+ * Level 3: ██░░░░░░░░░░░░░░██░░░░░░░░░░ (8:1 scale)
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+ * ...
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+ * Level 9: █░░░░░░░░░░░░░░░░░░░░░░░░░░░ (512:1 scale)
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+ *
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+ * 3. Brick Cache Layout:
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+ * ┌─────────────────────────────────────┐
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+ * │ 2048 x 2048 x 128 texture │
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+ * │ │
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+ * │ ┌───┐ ┌───┐ ┌───┐ ┌───┐ │
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+ * │ │B0 │ │B1 │ │B2 │ │B3 │ ... │ <- Brick cache entries
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+ * │ └───┘ └───┘ └───┘ └───┘ │
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+ * │ │
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+ * │ Each brick = 32x32x32 voxels │
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+ * │ Total: 64x64x16 = 65,536 bricks │
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+ * └─────────────────────────────────────┘
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+ *
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+ * 4. Page Table Structure:
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+ * ┌─────────────────────────────────────┐
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+ * │ 32-bit entry per brick: │
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+ * │ │
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+ * │ [31] Resident flag (1=loaded) │
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+ * │ [30] Initialized flag (1=ready) │
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+ * │ [29:23] Min value (7 bits) │
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+ * │ [22:16] Max value (7 bits) │
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+ * │ [15:10] X offset in cache (6 bits) │
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+ * │ [9:4] Y offset in cache (6 bits) │
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+ * │ [3:0] Z offset in cache (4 bits) │
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+ * └─────────────────────────────────────┘
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+ *
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+ * 5. Multi-Channel Rendering:
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+ * Channel 0: ████████████████████████████
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+ * Channel 1: ░░░░░░░░░░░░░░░░░░░░░░░░░░░░
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+ * Channel 2: ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
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+ * Channel 3: ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
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+ * Channel 4: ████████████████████████████
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+ * Channel 5: ░░░░░░░░░░░░░░░░░░░░░░░░░░░░
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+ * Channel 6: ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
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+ *
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+ * Each channel has independent:
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+ * - Color mapping
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+ * - Opacity
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+ * - Resolution range
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+ * - Contrast limits
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+ *
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+ * 6. Adaptive Sampling:
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+ * Distance-based LOD selection:
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+ *
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+ * Near: ████████████████████████████ (High res, small steps)
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+ * Medium: ████████░░░░░░░░████████░░░░ (Medium res, medium steps)
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+ * Far: ██░░░░░░░░░░░░░░██░░░░░░░░░░ (Low res, large steps)
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+ *
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+ * Other features:
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+ * - Ray-box intersection for volume bounds
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+ * - Adaptive step size based on LOD
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+ * - Trilinear interpolation for smooth sampling
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+ * - Early termination for opaque regions
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+ * - Request/usage tracking for brick loading
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+ * - Support for clipping planes
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+ * - Jittered sampling for noise reduction
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+ */
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+ // lang: glsl
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+ export const volumeFragmentShader = `//
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+ // #include <packing>
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+ precision highp float;
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+ precision highp int;
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+ precision highp sampler3D;
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+ precision highp usampler3D;
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+
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+ // ========================================
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+ // INPUT VARIABLES (from vertex shader)
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+ // ========================================
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+ // Unnormalized ray direction from camera
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+ in vec3 rayDirUnnorm;
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+ // Camera position in world space
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+ in vec3 cameraCorrected;
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+
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+ // ========================================
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+ // TEXTURE SAMPLERS
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+ // ========================================
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+ // 3D texture containing cached brick data (2048x2048x128)
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+ // (2048*2048*128)/(32*32*32) = 16,384 bricks can be stored?
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+ uniform sampler3D brickCacheTex;
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+ // 3D texture containing page table entries (brick metadata)
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+ uniform usampler3D pageTableTex;
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+
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+ // ========================================
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+ // RENDERING PARAMETERS/CONSTANTS
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+ // ========================================
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+ // Rendering style: 0=MIP, 1=MinIP, 2=standard volume rendering
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+ uniform int u_renderstyle;
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+ // Global opacity multiplier for volume rendering
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+ uniform float opacity;
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+
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+ // ========================================
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+ // CONTRAST LIMITS (per channel)
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+ // per channel min/max values for value normalization
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+ // ========================================
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+ uniform vec2 clim0;
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+ uniform vec2 clim1;
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+ uniform vec2 clim2;
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+ uniform vec2 clim3;
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+ uniform vec2 clim4;
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+ uniform vec2 clim5;
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+ uniform vec2 clim6;
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+
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+ // ========================================
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+ // CLIPPING PLANES
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+ // e.g., for X-axis clipping: (min_x, max_x) or (-1, -1) if disabled
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+ // ========================================
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+ uniform vec2 xClip;
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+ uniform vec2 yClip;
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+ uniform vec2 zClip;
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+
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+ // ========================================
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+ // CHANNEL COLORS AND OPACITIES
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+ // rgb -- color values, a -- visibility (boolean)
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+ // ========================================
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+ uniform vec4 color0;
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+ uniform vec4 color1;
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+ uniform vec4 color2;
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+ uniform vec4 color3;
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+ uniform vec4 color4;
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+ uniform vec4 color5;
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+ uniform vec4 color6;
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+
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+ // maps colors to physical spaces
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+ uniform int channelMapping[7];
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+
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+ // ========================================
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+ // VOLUME AND RESOLUTION PARAMETERS
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+ // ========================================
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+ // Volume bounding box size in world space
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+ uniform highp vec3 boxSize;
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+ // Rendering resolution level (affects step size)
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+ // stepsize, correlates with resolution
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+ uniform int renderRes;
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+ // Volume dimensions in voxels (x, y, z)
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+ // resolution 0 voxel extents
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+ uniform uvec3 voxelExtents;
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+ // Global resolution range: (min_res, max_res)
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+ // global range of requested resolutions
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+ uniform ivec2 resGlobal;
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+ // Maximum number of active channels
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+ // max number of channels (relevant for the cache statistics)
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+ // between 1 and 7
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+ uniform int maxChannels;
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+
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+ // ========================================
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+ // PER-CHANNEL RESOLUTION RANGES
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+ // per color channel resolution range
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+ // Each channel can have different available resolution levels
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+ // e.g., for Channel 0: (min_res, max_res)
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+ // ========================================
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+ uniform ivec2 res0;
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+ uniform ivec2 res1;
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+ uniform ivec2 res2;
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+ uniform ivec2 res3;
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+ uniform ivec2 res4;
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+ uniform ivec2 res5;
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+ uniform ivec2 res6;
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+ // Channel 7: unused
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+ uniform ivec2 res7;
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+
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+ // ========================================
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+ // LEVEL-OF-DETAIL PARAMETERS
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+ // controls how fast we decrease the resolution
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+ // ========================================
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+ // LOD factor for distance-based resolution selection
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+ uniform float lodFactor;
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+
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+ // ========================================
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+ // ANCHOR POINTS (per resolution level)
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+ // per resolution anchor point for pagetable
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+ // ========================================
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+ // Anchor points define the origin of page table for each resolution level
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+ // Resolution 0 anchor point (highest detail)
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+ uniform uvec3 anchor0;
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+ uniform uvec3 anchor1;
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+ uniform uvec3 anchor2;
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+ uniform uvec3 anchor3;
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+ uniform uvec3 anchor4;
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+ uniform uvec3 anchor5;
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+ uniform uvec3 anchor6;
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+ uniform uvec3 anchor7;
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+ uniform uvec3 anchor8;
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+ uniform uvec3 anchor9;
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+ // Resolution 9 anchor point (lowest detail)
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+
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+ // ========================================
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+ // SCALE FACTORS (per resolution level)
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+ // per resolution downsample factor
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+ // ========================================
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+ // Scale factors determine voxel size at each resolution level
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+ // Resolution 0 scale factors (should be 1,1,1)
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+ uniform vec3 scale0;
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+ uniform vec3 scale1;
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+ uniform vec3 scale2;
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+ uniform vec3 scale3;
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+ uniform vec3 scale4;
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+ uniform vec3 scale5;
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+ uniform vec3 scale6;
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+ uniform vec3 scale7;
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+ uniform vec3 scale8;
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+ uniform vec3 scale9;
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+ // Resolution 9 scale factors
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+
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+ // ========================================
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+ // VARYING VARIABLES (unused but required)
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+ // ========================================
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+ // Fragment position (unused)
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+ varying vec4 glPosition;
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+ // World space coordinates (used for depth only)
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+ varying vec3 worldSpaceCoords;
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+
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+ // ========================================
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+ // OUTPUT VARIABLES (multiple render targets)
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+ // output buffers
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+ // ========================================
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+ // Final rendered color (sRGB)
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+ layout(location = 0) out vec4 gColor;
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+ // Brick loading requests (packed coordinates)
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+ layout(location = 1) out vec4 gRequest;
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+ // Brick usage tracking (for cache management)
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+ layout(location = 2) out vec4 gUsage;
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+
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+ // ========================================
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+ // CONSTANTS
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+ // ========================================
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+ // Size of each brick in voxels (32x32x32)
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+ const float BRICK_SIZE = 32.0;
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+ // Brick cache texture width
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+ const float BRICK_CACHE_SIZE_X = 2048.0;
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+ // Brick cache texture height
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+ const float BRICK_CACHE_SIZE_Y = 2048.0;
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+ // Brick cache texture depth
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+ const float BRICK_CACHE_SIZE_Z = 128.0;
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+ // Number of bricks in X (64)
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+ const float BRICK_CACHE_BRICKS_X = BRICK_CACHE_SIZE_X / BRICK_SIZE;
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+ // Number of bricks in Y (64)
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+ const float BRICK_CACHE_BRICKS_Y = BRICK_CACHE_SIZE_Y / BRICK_SIZE;
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+ // Number of bricks in Z (4)
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+ const float BRICK_CACHE_BRICKS_Z = BRICK_CACHE_SIZE_Z / BRICK_SIZE;
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+
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+ // ========================================
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+ // RAY-VOLUME INTERSECTION
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+ // calculating the intersection of the ray with the bounding box
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+ // ========================================
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+ // Calculates the intersection of a ray with the volume's bounding box
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+ // Returns (entry_time, exit_time) for the ray-box intersection
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+ // Handles clipping planes by adjusting the bounding box
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+ //
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+ // Parameters:
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+ // orig - vec3: Ray origin point in world space
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+ // dir - vec3: Ray direction vector (should be normalized)
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+ //
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+ // Returns:
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+ // vec2: (entry_time, exit_time) where:
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+ // - entry_time: Distance along ray to enter the volume
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+ // - exit_time: Distance along ray to exit the volume
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+ // - If no intersection: entry_time > exit_time
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+ vec2 intersect_hit(vec3 orig, vec3 dir) {
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+ // Start with full volume bounds
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+ vec3 boxMin = vec3(-0.5) * boxSize;
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+ vec3 boxMax = vec3(0.5) * boxSize;
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+
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+ // Apply clipping planes if they're active (xClip.x > -1.0 means active)
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+ if (xClip.x > -1.0) {
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+ boxMin.x = xClip.x - (boxSize.x / 2.0);
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+ if (xClip.y < boxSize.x)
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+ boxMax.x = xClip.y - (boxSize.x / 2.0);
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+ }
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+ if (yClip.x > -1.0) {
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+ boxMin.y = yClip.x - (boxSize.y / 2.0);
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+ if (yClip.y < boxSize.y)
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+ boxMax.y = yClip.y - (boxSize.y / 2.0);
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+ }
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+ if (zClip.x > -1.0) {
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+ boxMin.z = zClip.x - (boxSize.z / 2.0);
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+ if (zClip.y < boxSize.z)
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+ boxMax.z = zClip.y - (boxSize.z / 2.0);
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+ }
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+
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+ // Standard ray-box intersection algorithm
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+ vec3 invDir = 1.0 / dir;
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+ vec3 tmin0 = (boxMin - orig) * invDir;
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+ vec3 tmax0 = (boxMax - orig) * invDir;
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+ vec3 tmin = min(tmin0, tmax0);
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+ vec3 tmax = max(tmin0, tmax0);
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+ float t0 = max(tmin.x, max(tmin.y, tmin.z)); // Entry time
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+ float t1 = min(tmax.x, min(tmax.y, tmax.z)); // Exit time
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+ return vec2(t0, t1);
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+ }
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+
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+ // ========================================
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+ // UTILITY FUNCTIONS
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+ // ========================================
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+
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+ // Pseudo-random number generator for jittered sampling
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+ // random number generator based on the uv coordinate
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+ // Author @patriciogv - 2015
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+ // http://patriciogonzalezvivo.com
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+ //
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+ // Parameters:
421
+ // None (uses gl_FragCoord.xy as input)
422
+ //
423
+ // Returns:
424
+ // float: Random value between 0.0 and 1.0 based on fragment coordinates
425
+ float random() {
426
+ return fract(sin(dot(gl_FragCoord.xy, vec2(12.9898,78.233)))* 43758.5453123);
427
+ }
428
+
429
+ // Convert from linear RGB to sRGB color space
430
+ // Implements the standard sRGB transfer function for gamma correction
431
+ //
432
+ // Parameters:
433
+ // x - float: Linear RGB value between 0.0 and 1.0
434
+ //
435
+ // Returns:
436
+ // float: sRGB value between 0.0 and 1.0
437
+ float linear_to_srgb(float x) {
438
+ if (x <= 0.0031308f) {
439
+ return 12.92f * x;
440
+ }
441
+ return 1.055f * pow(x, 1.f / 2.4f) - 0.055f;
442
+ }
443
+
444
+ // Convert from linear RGB to sRGB color space (vector version)
445
+ // Applies sRGB conversion to each RGB component while preserving alpha
446
+ //
447
+ // Parameters:
448
+ // x - vec4: Linear RGBA color with components between 0.0 and 1.0
449
+ //
450
+ // Returns:
451
+ // vec4: sRGB RGBA color with components between 0.0 and 1.0
452
+ vec4 linear_to_srgb(vec4 x) {
453
+ return vec4(linear_to_srgb(x.r), linear_to_srgb(x.g), linear_to_srgb(x.b), x.a);
454
+ }
455
+
456
+ // ========================================
457
+ // PAGE TABLE COORDINATE PACKING
458
+ // transform the pagetable coordinate into a RGBA8 value
459
+ // ========================================
460
+ // Packs 3D page table coordinates into RGBA8 texture format
461
+ // Uses 10 bits for X, 10 bits for Y, 12 bits for Z
462
+ //
463
+ // Parameters:
464
+ // coord - uvec3: 3D coordinates to pack (X, Y, Z components)
465
+ // - X coordinate: 10-bit unsigned integer (0-1023)
466
+ // - Y coordinate: 10-bit unsigned integer (0-1023)
467
+ // - Z coordinate: 12-bit unsigned integer (0-4095)
468
+ //
469
+ // Returns:
470
+ // vec4: RGBA8 encoded coordinates with components between 0.0 and 1.0
471
+ // - R: Upper 8 bits of packed 32-bit value
472
+ // - G: Middle-upper 8 bits of packed 32-bit value
473
+ // - B: Middle-lower 8 bits of packed 32-bit value
474
+ // - A: Lower 8 bits of packed 32-bit value
475
+ vec4 packPTCoordToRGBA8(uvec3 coord) {
476
+
477
+ uint x = coord.x & 0x3FFu; // 10 bits for X coordinate
478
+ uint y = coord.y & 0x3FFu; // 10 bits for Y coordinate
479
+ uint z = coord.z & 0xFFFu; // 12 bits for Z coordinate
480
+
481
+ // Pack into 32-bit integer
482
+ uint packed =
483
+ (x << 22u) |
484
+ (y << 12u) |
485
+ (z);
486
+
487
+ // Decompose into RGBA8 format
488
+ return vec4(
489
+ float((packed >> 24u) & 0xFFu) / 255.0,
490
+ float((packed >> 16u) & 0xFFu) / 255.0,
491
+ float((packed >> 8u) & 0xFFu) / 255.0,
492
+ float(packed & 0xFFu) / 255.0
493
+ );
494
+ }
495
+
496
+ // ========================================
497
+ // RESOLUTION AND ANCHOR POINT ACCESSORS
498
+ // ========================================
499
+
500
+ // Get anchor point for a specific resolution level
501
+ // Anchor points define the origin of the page table for each resolution
502
+ //
503
+ // Parameters:
504
+ // index - int: Resolution level index (0-9, where 0 is highest resolution)
505
+ //
506
+ // Returns:
507
+ // uvec3: 3D anchor point coordinates in the page table, or (-1, -1, -1) if invalid
508
+ uvec3 getAnchorPoint(int index) {
509
+ if (index == 0) return anchor0;
510
+ if (index == 1) return anchor1;
511
+ if (index == 2) return anchor2;
512
+ if (index == 3) return anchor3;
513
+ if (index == 4) return anchor4;
514
+ if (index == 5) return anchor5;
515
+ if (index == 6) return anchor6;
516
+ if (index == 7) return anchor7;
517
+ if (index == 8) return anchor8;
518
+ if (index == 9) return anchor9;
519
+ return uvec3(-1, -1, -1);
520
+ }
521
+
522
+ // Find the lowest available resolution level
523
+ // Returns the highest resolution index that has valid data
524
+ //
525
+ // Parameters:
526
+ // None
527
+ //
528
+ // Returns:
529
+ // int: Highest resolution level index (0-9) that has valid anchor point data
530
+ // Returns 9 if no valid resolution levels are found
531
+ int getLowestRes() {
532
+ for (int i = 0; i < 10; i++) {
533
+ if (getAnchorPoint(i) == uvec3(0,0,0)) {
534
+ return i - 1;
535
+ }
536
+ }
537
+ return 9;
538
+ }
539
+
540
+ // Get the downsample factor for a resolution level
541
+ // Scale factors determine the voxel size at each resolution
542
+ //
543
+ // Parameters:
544
+ // index - int: Resolution level index (0-9, where 0 is highest resolution)
545
+ //
546
+ // Returns:
547
+ // vec3: Scale factors (x, y, z) for the resolution level, or (-1, -1, -1) if invalid
548
+ // Higher scale factors indicate larger voxels (lower resolution)
549
+ vec3 getScale(int index) {
550
+ if (index == 0) return scale0;
551
+ if (index == 1) return scale1;
552
+ if (index == 2) return scale2;
553
+ if (index == 3) return scale3;
554
+ if (index == 4) return scale4;
555
+ if (index == 5) return scale5;
556
+ if (index == 6) return scale6;
557
+ if (index == 7) return scale7;
558
+ if (index == 8) return scale8;
559
+ if (index == 9) return scale9;
560
+ return vec3(-1.0, -1.0, -1.0);
561
+ }
562
+
563
+ // Get the resolution range for a color channel
564
+ // Returns (min_res, max_res) for the channel
565
+ //
566
+ // Parameters:
567
+ // index - int: Channel index (0-6)
568
+ //
569
+ // Returns:
570
+ // ivec2: Resolution range as (min_resolution_level, max_resolution_level)
571
+ // Returns (-1, -1) if channel index is invalid
572
+ ivec2 getRes(int index) {
573
+ if (index == 0) return res0;
574
+ if (index == 1) return res1;
575
+ if (index == 2) return res2;
576
+ if (index == 3) return res3;
577
+ if (index == 4) return res4;
578
+ if (index == 5) return res5;
579
+ if (index == 6) return res6;
580
+ return ivec2(-1, -1);
581
+ }
582
+
583
+ // Get the min/max values (contrast limits) for a color channel
584
+ // Returns (min_value, max_value) for normalization
585
+ //
586
+ // Parameters:
587
+ // index - int: Channel index (0-6)
588
+ //
589
+ // Returns:
590
+ // vec2: Contrast limits as (min_value, max_value) for data normalization
591
+ // Returns (-1.0, -1.0) if channel index is invalid
592
+ vec2 getClim(int index) {
593
+ if (index == 0) return clim0;
594
+ if (index == 1) return clim1;
595
+ if (index == 2) return clim2;
596
+ if (index == 3) return clim3;
597
+ if (index == 4) return clim4;
598
+ if (index == 5) return clim5;
599
+ if (index == 6) return clim6;
600
+ return vec2(-1.0, -1.0);
601
+ }
602
+
603
+ // ========================================
604
+ // COORDINATE TRANSFORMATIONS
605
+ // ========================================
606
+
607
+ // Convert normalized coordinates (0-1) to voxel coordinates.
608
+ // get the voxel coordinate in the specified resolution from the normalized coordinate
609
+ //
610
+ // Parameters:
611
+ // normalized - vec3: Normalized coordinates in range [0,1] for each axis
612
+ // res - int: Resolution level (0=highest detail, 9=lowest detail)
613
+ //
614
+ // Returns:
615
+ // vec3: Voxel coordinates in the volume space at the specified resolution
616
+ vec3 getVoxelFromNormalized(vec3 normalized, int res) {
617
+ vec3 extents = (vec3(voxelExtents) / getScale(res)); // Voxel extents at this resolution
618
+ vec3 voxel = normalized * extents;
619
+ return voxel;
620
+ }
621
+
622
+ // Convert voxel coordinates to normalized coordinates (0-1)
623
+ // get the normalized coordinate based on the voxel coordinate in the specified resolution
624
+ //
625
+ // Parameters:
626
+ // voxel - vec3: Voxel coordinates in the volume space
627
+ // res - int: Resolution level (0=highest detail, 9=lowest detail)
628
+ //
629
+ // Returns:
630
+ // vec3: Normalized coordinates in range [0,1] for each axis
631
+ vec3 getNormalizedFromVoxel(vec3 voxel, int res) {
632
+ vec3 extents = (vec3(voxelExtents) / getScale(res)); // Voxel extents at this resolution
633
+ vec3 normalized = voxel / extents;
634
+ return normalized;
635
+ }
636
+
637
+ // Convert normalized coordinates to brick coordinates.
638
+ // get the brick coordinate in the specified resolution based on the normalized coordinate
639
+ // needed for pagetable calculations
640
+ //
641
+ // Parameters:
642
+ // normalized - vec3: Normalized coordinates in range [0,1] for each axis
643
+ // res - int: Resolution level (0=highest detail, 9=lowest detail)
644
+ //
645
+ // Returns:
646
+ // vec3: Brick coordinates (each brick is 32x32x32 voxels)
647
+ vec3 getBrickFromNormalized(vec3 normalized, int res) {
648
+ vec3 voxel = getVoxelFromNormalized(normalized, res);
649
+ vec3 brick = floor(voxel / 32.0); // Each brick is 32x32x32 voxels
650
+ return brick;
651
+ }
652
+
653
+ // Convert voxel coordinates to brick coordinates.
654
+ // get the brick coordinate in the specified resolution based on the voxel coordinate
655
+ //
656
+ // Parameters:
657
+ // voxel - vec3: Voxel coordinates in the volume space
658
+ // res - int: Resolution level (0=highest detail, 9=lowest detail)
659
+ //
660
+ // Returns:
661
+ // vec3: Brick coordinates (each brick is 32x32x32 voxels)
662
+ vec3 getBrickFromVoxel(vec3 voxel, int res) {
663
+ vec3 brick = floor(voxel / 32.0); // Each brick is 32x32x32 voxels
664
+ return brick;
665
+ }
666
+
667
+ // ========================================
668
+ // CHANNEL-SPECIFIC ACCESSORS
669
+ // ========================================
670
+
671
+ // Get channel offset in page table.
672
+ // get the vector for the specified channel slot in the pagetable
673
+ // Different channels are stored at different Z-offsets in the page table
674
+ //
675
+ // Parameters:
676
+ // index - int: Channel index (0-6)
677
+ //
678
+ // Returns:
679
+ // uvec3: 3D offset coordinates for the channel in the page table
680
+ uvec3 getChannelOffset(int index) {
681
+ if (index == 0) return uvec3(0, 0, 1);
682
+ if (index == 1) return uvec3(0, 1, 0);
683
+ if (index == 2) return uvec3(0, 1, 1);
684
+ if (index == 3) return uvec3(1, 0, 0);
685
+ if (index == 4) return uvec3(1, 0, 1);
686
+ if (index == 5) return uvec3(1, 1, 0);
687
+ if (index == 6) return uvec3(1, 1, 1);
688
+ return uvec3(0, 0, 0);
689
+ }
690
+
691
+ // Get color for a channel.
692
+ // get the color per color channel
693
+ //
694
+ // Parameters:
695
+ // index - int: Channel index (0-6)
696
+ //
697
+ // Returns:
698
+ // vec3: RGB color values for the specified channel
699
+ vec3 getChannelColor(int index) {
700
+ if (index == 0) return color0.xyz;
701
+ if (index == 1) return color1.xyz;
702
+ if (index == 2) return color2.xyz;
703
+ if (index == 3) return color3.xyz;
704
+ if (index == 4) return color4.xyz;
705
+ if (index == 5) return color5.xyz;
706
+ if (index == 6) return color6.xyz;
707
+ return vec3(0.0, 0.0, 0.0);
708
+ }
709
+
710
+ // Get opacity for a channel
711
+ // get the opacity (used as visibility) per color channel
712
+ //
713
+ // Parameters:
714
+ // index - int: Channel index (0-6)
715
+ //
716
+ // Returns:
717
+ // float: Opacity value (0.0-1.0) for the specified channel
718
+ float getChannelOpacity(int index) {
719
+ if (index == 0) return color0.w;
720
+ if (index == 1) return color1.w;
721
+ if (index == 2) return color2.w;
722
+ if (index == 3) return color3.w;
723
+ if (index == 4) return color4.w;
724
+ if (index == 5) return color5.w;
725
+ if (index == 6) return color6.w;
726
+ return 0.0;
727
+ }
728
+
729
+ // ========================================
730
+ // PAGE TABLE DECODING
731
+ // ========================================
732
+
733
+ /**
734
+ * retrieving the brick based on:
735
+ * location -- normalized coordinate
736
+ * targetRes -- target resolution
737
+ * channel -- physical channel slot
738
+ * rnd -- random number for jittering requests
739
+ * query -- whether to query the brick (we dont query for interblock interpolation)
740
+ * colorIndex -- color index for querying the min max values
741
+ *
742
+ * returns:
743
+ * w >= 0 -- xyz contains brick cache coordinate, w stores resolution
744
+ * w == -1 -- not resident in any resolution, should be treated as empty
745
+ * w == -2 -- empty (with respect to current transfer function)
746
+ * w == -3 -- constant full (with respect to current transfer function)
747
+ * w == -4 -- constant value within range, x stores that value
748
+ *
749
+ * bit layout:
750
+ * [1] 31 | 0 — flag resident
751
+ * [1] 30 | 1 — flag init
752
+ * [7] 23…29 | 2…8 — min → 128
753
+ * [7] 16…22 | 9…15 — max → 128
754
+ * [6] 10…15 | 16…21 — x offset in brick cache → max 64
755
+ * [6] 4…9 | 22…27 — y offset in brick cache → max 64
756
+ * [4] 0…3 | 28…31 — z offset in brick cache → max 16, effectively 4
757
+ */
758
+
759
+ /*
760
+ Page table entry format (32 bits):
761
+ [31] | 0 — flag resident (1=loaded in cache)
762
+ [30] | 1 — flag init (1=initialized)
763
+ [29:23] | 2…8 — min value (7 bits) → 128 levels
764
+ [22:16] | 9…15 — max value (7 bits) → 128 levels
765
+ [15:10] | 16…21 — x offset in brick cache (6 bits) → 64 bricks
766
+ [9:4] | 22…27 — y offset in brick cache (6 bits) → 64 bricks
767
+ [3:0] | 28…31 — z offset in brick cache (4 bits) → 16 bricks
768
+ */
769
+
770
+ // Query page table to find brick location and status
771
+ // Searches for a brick at the specified location across multiple resolution levels
772
+ // and returns its cache coordinates and status information
773
+ //
774
+ // Parameters:
775
+ // location - vec3: Normalized coordinates (0-1) within the volume
776
+ // targetRes - int: Target resolution level to start searching from
777
+ // channel - int: Channel index (0-6) to query
778
+ // rnd - float: Random value (0-1) used for brick loading request selection
779
+ // query - bool: Whether to allow brick loading requests (true) or just query (false)
780
+ // colorIndex - int
781
+ //
782
+ // Returns:
783
+ // ivec4: (x_offset, y_offset, z_offset, status) where:
784
+ // - x_offset, y_offset, z_offset: Brick cache coordinates if found
785
+ // - status: Resolution level (>=0) if found, or status code:
786
+ // * -1: Not found at any resolution level
787
+ // * -2: Empty brick (all values below threshold)
788
+ // * -3: Constant full brick (all values above threshold)
789
+ // * -4: Constant value brick (uniform value)
790
+ // add maxres here
791
+ ivec4 getBrickLocation(vec3 location, int targetRes, int channel, float rnd, bool query, int colorIndex) {
792
+
793
+ // min max for current color
794
+ vec2 clim = getClim(colorIndex);
795
+
796
+ // resolution ranges, TODO: connect this back to color
797
+ int channelMin = getRes(channel).x;
798
+ int channelMax = getRes(channel).y;
799
+
800
+ // Clamp resolution to channel's available range
801
+ int currentRes = clamp(targetRes, channelMin, channelMax);
802
+ currentRes = clamp(currentRes, resGlobal.x, resGlobal.y);
803
+ int lowestRes = clamp(resGlobal.y, channelMin, channelMax);
804
+
805
+ // Determine if this channel should request brick loading.
806
+ // request the current channel based on probability
807
+ bool requestChannel = false;
808
+ if (int(floor(rnd * float(maxChannels))) == colorIndex) {
809
+ requestChannel = true;
810
+ }
811
+
812
+ // Try progressively lower resolutions until we find data.
813
+ // loop through resolutions
814
+ while (currentRes <= lowestRes) {
815
+
816
+ // Calculate page table coordinates for this brick
817
+ uvec3 anchorPoint = getAnchorPoint(currentRes);
818
+ vec3 brickLocation = getBrickFromNormalized(location, currentRes);
819
+ uvec3 channelOffset = getChannelOffset(channel);
820
+ vec3 coordinate = floor(vec3(anchorPoint * channelOffset)) + brickLocation;
821
+
822
+ // Special handling for resolution 0 (highest detail)
823
+ if (currentRes == 0) {
824
+ int zExtent = int(ceil(float(voxelExtents.z) / 32.0));
825
+ coordinate = vec3(anchorPoint) + vec3(0.0, 0.0, zExtent * channel) + brickLocation;
826
+ }
827
+
828
+ // Query the page table.
829
+ // get PT entry
830
+ uint ptEntry = texelFetch(pageTableTex, ivec3(coordinate), 0).r;
831
+
832
+ // Check if brick is initialized.
833
+ // check if the PT entry is initialized
834
+ uint isInit = (ptEntry >> 30u) & 1u;
835
+ if (isInit == 0u) {
836
+ currentRes++;
837
+ // Request brick loading if needed
838
+ if (requestChannel == true && (gRequest.a + gRequest.b + gRequest.g + gRequest.r == 0.0) && query == true) {
839
+ gRequest = packPTCoordToRGBA8(uvec3(coordinate));
840
+ }
841
+ continue;
842
+ }
843
+
844
+ // Extract min/max values from page table entry.
845
+ // get the min max values of the brick
846
+ uint umin = ((ptEntry >> 23u) & 0x7Fu);
847
+ uint umax = ((ptEntry >> 16u) & 0x7Fu);
848
+ float min = float(int(umin)) / 127.0;
849
+ float max = float(int(umax)) / 127.0;
850
+
851
+ // Check if brick is empty (all values below threshold).
852
+ // exit early if brick is constant
853
+ if (float(max) <= clim.x) {
854
+ return ivec4(0,0,0,-2);
855
+ // EMPTY
856
+ } else if (float(min) >= clim.y) {
857
+ return ivec4(0,0,0,-3); // CONSTANT FULL
858
+ } else if ((umax - umin) < 2u) {
859
+ return ivec4(min,0,0,-4); // CONSTANT OTHER VALUE
860
+ }
861
+
862
+ // Check if brick is resident in cache.
863
+ // return brick cache location if resident
864
+ // continue to next resolution if not resident
865
+ uint isResident = (ptEntry >> 31u) & 1u;
866
+ if (isResident == 0u) {
867
+ currentRes++;
868
+ // Request brick loading if needed
869
+ if (requestChannel == true && (gRequest.a + gRequest.b + gRequest.g + gRequest.r == 0.0) && query == true) {
870
+ gRequest = packPTCoordToRGBA8(uvec3(coordinate));
871
+ }
872
+ continue;
873
+ } else {
874
+ // Extract brick cache coordinates
875
+ uint xBrickCache = (ptEntry >> 10u) & 0x3Fu;
876
+ uint yBrickCache = (ptEntry >> 4u) & 0x3Fu;
877
+ uint zBrickCache = ptEntry & 0xFu;
878
+ uvec3 brickCacheCoord = uvec3(xBrickCache, yBrickCache, zBrickCache);
879
+
880
+ return ivec4(brickCacheCoord, currentRes);
881
+ }
882
+ }
883
+
884
+ // not resident in any resolution, should be treated as empty
885
+ return ivec4(0,0,0,-1); // Not found
886
+ }
887
+
888
+ // Request brick loading for a specific location and resolution.
889
+ // Initiates a request to load a brick from disk into the brick cache.
890
+ // set the brick request for the specified slot channel
891
+ //
892
+ // Parameters:
893
+ // location - vec3: Normalized world space coordinates (0.0 to 1.0) where the brick is needed
894
+ // targetRes - int: Target resolution level (0-9, where 0 is highest resolution)
895
+ // channel - int: Channel index (0-6) for multi-channel datasets
896
+ // rnd - float: Random value between 0.0 and 1.0 used for load balancing across channels
897
+ //
898
+ // Returns:
899
+ // void: No return value, but sets gRequest output variable if conditions are met
900
+ void setBrickRequest(vec3 location, int targetRes, int channel, float rnd) {
901
+ uvec3 anchorPoint = getAnchorPoint(targetRes);
902
+ vec3 brickLocation = getBrickFromNormalized(location, targetRes);
903
+ uvec3 channelOffset = getChannelOffset(channel);
904
+ vec3 coordinate = floor(vec3(anchorPoint * channelOffset)) + brickLocation;
905
+
906
+ // Special handling for resolution 0
907
+ if (targetRes == 0) {
908
+ int zExtent = int(ceil(float(voxelExtents.z) / 32.0));
909
+ coordinate = vec3(anchorPoint) + vec3(0.0, 0.0, zExtent * channel) + brickLocation;
910
+ }
911
+
912
+ // Pack coordinates and set request
913
+ if (int(floor(rnd * float(maxChannels))) == channel) {
914
+ gRequest = packPTCoordToRGBA8(uvec3(coordinate));
915
+ }
916
+ }
917
+
918
+ // Track brick usage for cache management.
919
+ // Records which brick in the cache is being accessed for LRU (Least Recently Used) eviction.
920
+ // set the usage for the specified brick
921
+ //
922
+ // Parameters:
923
+ // brickCacheOffset - ivec3: 3D coordinates of the brick within the brick cache texture
924
+ // t_hit_min_os - float: Ray entry time in object space (start of ray-volume intersection)
925
+ // t_hit_max_os - float: Ray exit time in object space (end of ray-volume intersection)
926
+ // t_os - float: Current sampling position along the ray in object space
927
+ // rnd - float: Random value between 0.0 and 1.0 used for probabilistic usage tracking
928
+ //
929
+ // Returns:
930
+ // void: No return value, but sets gUsage output variable to track cache access patterns
931
+ void setUsage(ivec3 brickCacheOffset, float t_hit_min_os, float t_hit_max_os, float t_os, float rnd) {
932
+ float normalized_t_os = (t_os - t_hit_min_os) / (t_hit_max_os - t_hit_min_os); // Normalize to 0-1
933
+ if (normalized_t_os <= rnd || gUsage == vec4(0.0, 0.0, 0.0, 0.0)) {
934
+ gUsage = vec4(vec3(brickCacheOffset) / 255.0, 1.0);
935
+ }
936
+ }
937
+
938
+ // ========================================
939
+ // UTILITY FUNCTIONS
940
+ // ========================================
941
+
942
+ // Get maximum component of a 3D vector.
943
+ // get the max value of a vec3
944
+ //
945
+ // Parameters:
946
+ // v - vec3: Input 3D vector
947
+ //
948
+ // Returns:
949
+ // float: The maximum value among the x, y, and z components
950
+ float vec3_max(vec3 v) {
951
+ return max(v.x, max(v.y, v.z));
952
+ }
953
+
954
+ // Get minimum component of a 3D vector.
955
+ // get the min value of a vec3
956
+ //
957
+ // Parameters:
958
+ // v - vec3: Input 3D vector
959
+ //
960
+ // Returns:
961
+ // float: The minimum value among the x, y, and z components
962
+ float vec3_min(vec3 v) {
963
+ return min(v.x, min(v.y, v.z));
964
+ }
965
+
966
+ // Calculate level-of-detail based on distance.
967
+ // Uses logarithmic scaling to determine appropriate resolution level.
968
+ // get the LOD based on the distance to the camera
969
+ //
970
+ // Parameters:
971
+ // distance - float: Distance from camera to sampling point
972
+ // highestRes - int: Highest available resolution level (typically 0)
973
+ // lowestRes - int: Lowest available resolution level (typically 9)
974
+ // lodFactor - float: Scaling factor that controls LOD sensitivity
975
+ //
976
+ // Returns:
977
+ // int: Resolution level index (0-9) where 0 is highest resolution
978
+ int getLOD(float distance, int highestRes, int lowestRes, float lodFactor) {
979
+ int lod = int(log2(distance * lodFactor));
980
+ return clamp(lod, highestRes, lowestRes);
981
+ }
982
+
983
+ // Calculate step size for ray marching at a given resolution.
984
+ // Determines optimal sampling step size based on voxel dimensions and ray direction.
985
+ // get the voxel step in object space
986
+ //
987
+ // Parameters:
988
+ // res - int: Resolution level index (0-9, where 0 is highest resolution)
989
+ // osDir - vec3: Ray direction vector in object space (should be normalized)
990
+ //
991
+ // Returns:
992
+ // float: Optimal step size in object space units for stable ray marching
993
+ float voxelStepOS(int res, vec3 osDir) {
994
+ vec3 voxelSize = getScale(res) / vec3(voxelExtents);
995
+ vec3 dt_vec = voxelSize / abs(osDir);
996
+ return min(dt_vec.x, min(dt_vec.y, dt_vec.z));
997
+ }
998
+
999
+ // ========================================
1000
+ // INTERPOLATION FUNCTIONS
1001
+ // ========================================
1002
+
1003
+ // Linear interpolation between two values.
1004
+ // Performs smooth interpolation between two scalar values.
1005
+ //
1006
+ // Parameters:
1007
+ // v0 - float: First value to interpolate from
1008
+ // v1 - float: Second value to interpolate to
1009
+ // fx - float: Interpolation factor between 0.0 and 1.0
1010
+ //
1011
+ // Returns:
1012
+ // float: Interpolated value between v0 and v1 based on fx
1013
+ float lerp(float v0, float v1, float fx) {
1014
+ return mix(v0, v1, fx); // (1-fx)·v0 + fx·v1
1015
+ }
1016
+
1017
+ // Bilinear interpolation between four values
1018
+ // Performs 2D interpolation using four corner values arranged in a square
1019
+ //
1020
+ // Parameters:
1021
+ // v00 - float: Bottom-left corner value
1022
+ // v10 - float: Bottom-right corner value
1023
+ // v01 - float: Top-left corner value
1024
+ // v11 - float: Top-right corner value
1025
+ // f - vec2: 2D interpolation factors (x, y) between 0.0 and 1.0
1026
+ //
1027
+ // Returns:
1028
+ // float: Interpolated value from the four corner values
1029
+ float bilerp(float v00, float v10, float v01, float v11, vec2 f) {
1030
+ float c0 = mix(v00, v10, f.x); // Interpolate in X on bottom row
1031
+ float c1 = mix(v01, v11, f.x); // Interpolate in X on top row
1032
+ return mix(c0, c1, f.y); // Now interpolate those in Y
1033
+ }
1034
+
1035
+ // Trilinear interpolation between eight values
1036
+ // Performs 3D interpolation using eight corner values arranged in a cube
1037
+ //
1038
+ // Parameters:
1039
+ // v000 - float: Bottom-left-back corner value
1040
+ // v100 - float: Bottom-right-back corner value
1041
+ // v010 - float: Bottom-left-front corner value
1042
+ // v110 - float: Bottom-right-front corner value
1043
+ // v001 - float: Top-left-back corner value
1044
+ // v101 - float: Top-right-back corner value
1045
+ // v011 - float: Top-left-front corner value
1046
+ // v111 - float: Top-right-front corner value
1047
+ // f - vec3: 3D interpolation factors (x, y, z) between 0.0 and 1.0
1048
+ //
1049
+ // Returns:
1050
+ // float: Interpolated value from the eight corner values
1051
+ float trilerp(
1052
+ float v000, float v100, float v010, float v110,
1053
+ float v001, float v101, float v011, float v111,
1054
+ vec3 f) { // f = fract(coord)
1055
+ // Interpolate along X for each of the four bottom-face voxels
1056
+ float c00 = mix(v000, v100, f.x);
1057
+ float c10 = mix(v010, v110, f.x);
1058
+ float c01 = mix(v001, v101, f.x);
1059
+ float c11 = mix(v011, v111, f.x);
1060
+
1061
+ // Interpolate those along Y
1062
+ float c0 = mix(c00, c10, f.y);
1063
+ float c1 = mix(c01, c11, f.y);
1064
+
1065
+ // Final interpolation along Z
1066
+ return mix(c0, c1, f.z);
1067
+ }
1068
+
1069
+ // ========================================
1070
+ // BRICK CACHE SAMPLING
1071
+ // ========================================
1072
+
1073
+ // Sample a value from the brick cache texture.
1074
+ // Converts brick coordinates and voxel position to texture coordinates for sampling.
1075
+ // sample the brick cache based on the brick cache coordinate and the in-brick coordinate
1076
+ //
1077
+ // Parameters:
1078
+ // brickCacheCoord - vec3: 3D coordinates of the brick within the brick cache
1079
+ // voxelInBrick - vec3: 3D coordinates of the voxel within the brick (0-31 in each dimension)
1080
+ //
1081
+ // Returns:
1082
+ // float: Sampled voxel value from the brick cache texture (typically normalized 0.0-1.0)
1083
+ float sampleBrick(vec3 brickCacheCoord, vec3 voxelInBrick) {
1084
+ vec3 brickCacheCoordNormalized = vec3(
1085
+ (float(brickCacheCoord.x) * BRICK_SIZE + float(voxelInBrick.x)) / BRICK_CACHE_SIZE_X,
1086
+ (float(brickCacheCoord.y) * BRICK_SIZE + float(voxelInBrick.y)) / BRICK_CACHE_SIZE_Y,
1087
+ (float(brickCacheCoord.z) * BRICK_SIZE + float(voxelInBrick.z)) / BRICK_CACHE_SIZE_Z
1088
+ );
1089
+ return texture(brickCacheTex, brickCacheCoordNormalized).r;
1090
+ }
1091
+
1092
+ /**
1093
+ * main renderloop
1094
+ */
1095
+ void main(void) {
1096
+
1097
+ // ========================================
1098
+ // INITIALIZATION
1099
+ // ========================================
1100
+
1101
+ // Initialize all render targets (multiple output textures)
1102
+ gRequest = vec4(0,0,0,0); // Brick loading requests
1103
+ gUsage = vec4(0,0,0,0); // Brick usage tracking
1104
+ gColor = vec4(0.0, 0.0, 0.0, 0.0); // Final color output
1105
+
1106
+ // out color sums up our accumulated value before writing it into the gColor buffer
1107
+ vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0); // Accumulated color
1108
+
1109
+ // Generate random number for jittered sampling (reduces artifacts)
1110
+ float rnd = random();
1111
+
1112
+ // Get the lowest available resolution level
1113
+ int lowestDataRes = getLowestRes();
1114
+
1115
+ // ========================================
1116
+ // RAY-VOLUME INTERSECTION
1117
+ // ========================================
1118
+
1119
+ // Normalize the view ray direction
1120
+ vec3 ws_rayDir = normalize(rayDirUnnorm);
1121
+
1122
+ // Calculate intersection with volume bounding box
1123
+ // Returns (entry_time, exit_time) for the ray-box intersection
1124
+ vec2 t_hit = intersect_hit(cameraCorrected, ws_rayDir);
1125
+ if (t_hit.x >= t_hit.y) { discard; } // Ray misses volume entirely
1126
+
1127
+ t_hit.x = max(t_hit.x, 0.0); // Clamp entry to 0 (no negative distances)
1128
+ float t = t_hit.x;
1129
+
1130
+ // Calculate distance from camera for LOD selection
1131
+ float distance = abs((cameraCorrected / boxSize).z + (ws_rayDir / boxSize).z * t );
1132
+
1133
+ // ========================================
1134
+ // COORDINATE SPACE CONVERSION
1135
+ // ========================================
1136
+
1137
+ // Convert from world space to object space (normalized 0-1 coordinates)
1138
+ float ws2os = length(ws_rayDir / boxSize); // Scale factor for conversion
1139
+ float t_hit_min_os = t_hit.x * ws2os; // Entry point in object space
1140
+ float t_hit_max_os = t_hit.y * ws2os; // Exit point in object space
1141
+ float t_os = t_hit_min_os; // Current position in object space
1142
+
1143
+ // Calculate effective LOD factor based on volume size.
1144
+ // voxel edge is the max extent of the volume
1145
+ float voxelEdge = float(max(voxelExtents.x, max(voxelExtents.y, voxelExtents.z)));
1146
+
1147
+ // calculate LOD factor based on the voxel edge
1148
+ float lodFactorEffective = lodFactor * voxelEdge / 256.0;
1149
+
1150
+ // ========================================
1151
+ // RESOLUTION AND SAMPLING SETUP
1152
+ // ========================================
1153
+
1154
+ // Determine target resolution based on distance (LOD)
1155
+ int targetRes = getLOD(t, 0, 9, lodFactorEffective);
1156
+
1157
+ // Set adaptive stepping resolution
1158
+ int stepResAdaptive = renderRes;
1159
+ int stepResEffective = clamp(stepResAdaptive, 0, lowestDataRes);
1160
+
1161
+ // Convert ray to object space coordinates
1162
+ vec3 os_rayDir = normalize(ws_rayDir / boxSize);
1163
+ vec3 os_rayOrigin = cameraCorrected / boxSize + vec3(0.5);
1164
+
1165
+ // Calculate step size based on current resolution
1166
+ float dt = voxelStepOS(stepResEffective, os_rayDir);
1167
+
1168
+ // ========================================
1169
+ // SAMPLING POSITION INITIALIZATION
1170
+ // ========================================
1171
+
1172
+ // Convert to normalized sampling coordinates (0-1 range)
1173
+ vec3 p = cameraCorrected + t_hit.x * ws_rayDir;
1174
+ p = p / boxSize + vec3(0.5); // Transform to 0-1 range
1175
+
1176
+ // Calculate step vector in normalized space
1177
+ vec3 dp = (os_rayDir * dt);
1178
+
1179
+ // Apply jittered sampling to reduce artifacts
1180
+ p += dp * (rnd);
1181
+ // Avoid boundary issues
1182
+ p = clamp(p, 0.0 + 0.0000028, 1.0 - 0.0000028);
1183
+
1184
+ // ========================================
1185
+ // RENDERING VARIABLES
1186
+ // ========================================
1187
+
1188
+ // Color accumulation for front-to-back compositing.
1189
+ // color accumulation variables, are calculated per 'slice'
1190
+ vec3 rgbCombo = vec3(0.0);
1191
+ float total = 0.0;
1192
+
1193
+ // For alpha blending.
1194
+ // alpha accumulation variable runs globally
1195
+ float alphaMultiplicator = 1.0;
1196
+
1197
+ // Request tracking (for brick loading).
1198
+ // if we have a request for a brick which not visible in lower
1199
+ // resolutions, we can overwrite it once
1200
+ bool overWrittenRequest = false;
1201
+
1202
+ // Current state tracking
1203
+ vec3 currentTargetResPTCoord = vec3(0,0,0);
1204
+ int currentLOD = targetRes;
1205
+
1206
+ // ========================================
1207
+ // CHANNEL-SPECIFIC CONSTANTS
1208
+ // ========================================
1209
+
1210
+ // Pre-compute channel properties for efficiency.
1211
+ // constants per color channel
1212
+ vec3 [] c_color = vec3[7](getChannelColor(0), getChannelColor(1), getChannelColor(2), getChannelColor(3), getChannelColor(4), getChannelColor(5), getChannelColor(6));
1213
+ float [] c_opacity = float[7](getChannelOpacity(0), getChannelOpacity(1), getChannelOpacity(2), getChannelOpacity(3), getChannelOpacity(4), getChannelOpacity(5), getChannelOpacity(6));
1214
+ // resolution ranges (currently) per color channel
1215
+ // TODO: figure out how to hook it up with frontend
1216
+ int [] c_res_min = int[7](getRes(0).x, getRes(1).x, getRes(2).x, getRes(3).x, getRes(4).x, getRes(5).x, getRes(6).x);
1217
+ int [] c_res_max = int[7](getRes(0).y, getRes(1).y, getRes(2).y, getRes(3).y, getRes(4).y, getRes(5).y, getRes(6).y);
1218
+
1219
+ // ========================================
1220
+ // PER-CHANNEL STATE ARRAYS
1221
+ // ========================================
1222
+
1223
+ // Current state for each channel.
1224
+ // current state variables per color channel
1225
+
1226
+ // current resolution
1227
+ int [] c_res_current = int[7](0,0,0,0,0,0,0);
1228
+ // current value
1229
+ float [] c_val_current = float[7](0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
1230
+ // current brick cache coordinate
1231
+ vec3 [] c_brickCacheCoord_current = vec3[7](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
1232
+ // current voxel in current resolution
1233
+ vec3 [] c_voxel_current = vec3[7](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
1234
+ // current pagetable coordinate
1235
+ vec3 [] c_ptCoord_current = vec3[7](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
1236
+ // current render mode -- 0: empty (add 0), 1: constant (add current val), 2: voxel (query new voxel)
1237
+ // upon change of PT we re-query anyways
1238
+ int [] c_renderMode_current = int[7](-1, -1, -1, -1, -1, -1, -1);
1239
+
1240
+ // Adjacent brick caching for interpolation
1241
+ // current pagetable coordinate of the adjacent bricks in X, Y, Z or diagonal direction
1242
+ vec3 [] c_PT_X_adjacent = vec3[7](vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0));
1243
+ vec3 [] c_PT_Y_adjacent = vec3[7](vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0));
1244
+ vec3 [] c_PT_Z_adjacent = vec3[7](vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0));
1245
+ vec3 [] c_PT_XYZ_adjacent = vec3[7](vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0));
1246
+ // corresponding brick coordinates of the adjacent bricks in X, Y, Z or diagonal direction
1247
+ vec4 [] c_brick_X_adjacent = vec4[7](vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0));
1248
+ vec4 [] c_brick_Y_adjacent = vec4[7](vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0));
1249
+ vec4 [] c_brick_Z_adjacent = vec4[7](vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0));
1250
+ vec4 [] c_brick_XYZ_adjacent = vec4[7](vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0), vec4(-1.0));
1251
+
1252
+ // Min/max tracking for MIP/MinIP rendering.
1253
+ // min and max values of the current color
1254
+ // used for minimum/maximum intensity projection
1255
+ float [] c_minVal = float[7](-1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0);
1256
+ float [] c_maxVal = float[7](0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
1257
+
1258
+ // Per-resolution coordinate tracking
1259
+ vec3 [] r_ptCoord = vec3[10](vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0));
1260
+ vec3 [] r_voxel = vec3[10](vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0));
1261
+ vec3 [] r_prevPTCoord = vec3[10](vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0));
1262
+ vec3 [] r_prevVoxel = vec3[10](vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0), vec3(-1.0));
1263
+
1264
+ // resolution changed flag
1265
+ bool resolutionChanged = false;
1266
+ // number of repetitions (for debugging purposes)
1267
+ int reps = 0;
1268
+
1269
+ // ========================================
1270
+ // MAIN RAY-MARCHING LOOP
1271
+ // ========================================
1272
+
1273
+ // while we are 'in' the volume.
1274
+ // Continue marching until we exit the volume or reach maximum opacity.
1275
+ while (t_os < t_hit_max_os && t_os >= t_hit_min_os
1276
+ && vec3_max(p) < 1.0 && vec3_min(p) >= 0.0
1277
+ ) {
1278
+
1279
+ // Reset per-sample accumulation.
1280
+ // initialize slice values
1281
+ vec3 rgbCombo = vec3(0.0);
1282
+ float total = 0.0;
1283
+
1284
+ // Update target resolution based on current distance (with jitter).
1285
+ // calculate target resolution based on distance and lod factor
1286
+ targetRes = getLOD(t, 0, 9, lodFactorEffective * (0.999 + 0.002 * rnd));
1287
+
1288
+ // ========================================
1289
+ // RESOLUTION CHANGE HANDLING
1290
+ // ========================================
1291
+
1292
+ // if target resolution changed, update the current resolution and stepsize
1293
+ if (targetRes != currentLOD) {
1294
+ currentLOD = targetRes;
1295
+ stepResAdaptive++;
1296
+ stepResEffective = clamp(stepResAdaptive, 0, lowestDataRes);
1297
+
1298
+ // Adjust sampling position for new resolution
1299
+ p -= dp * rnd;
1300
+ dt = voxelStepOS(stepResEffective, os_rayDir);
1301
+ dp = os_rayDir * dt;
1302
+ p += dp * rnd;
1303
+ resolutionChanged = true;
1304
+
1305
+ // Check bounds after resolution change
1306
+ if (p.x < 0.0 || p.x >= 1.0 || p.y < 0.0 || p.y >= 1.0 || p.z < 0.0 || p.z >= 1.0) {
1307
+ break;
1308
+ }
1309
+ } else {
1310
+ resolutionChanged = false;
1311
+ }
1312
+
1313
+ // ========================================
1314
+ // UPDATE COORDINATES FOR ALL RESOLUTIONS
1315
+ // ========================================
1316
+
1317
+ // Calculate page table coordinates and voxel positions for all resolution levels
1318
+ for (int r = 0; r < 10; r++) {
1319
+ r_prevPTCoord[r] = r_ptCoord[r];
1320
+ r_prevVoxel[r] = r_voxel[r];
1321
+ r_ptCoord[r] = getBrickFromNormalized(p, r);
1322
+ r_voxel[r] = getVoxelFromNormalized(p, r);
1323
+ }
1324
+
1325
+ // ========================================
1326
+ // RENDER MODE DEFINITIONS
1327
+ // ========================================
1328
+ // 0: empty brick (no data)
1329
+ // 1: constant brick (uniform value)
1330
+ // 2: voxel brick (variable data)
1331
+
1332
+ // initialize the per channel slice values
1333
+ vec3 sliceColor = vec3(0.0);
1334
+ float sliceAlpha = 0.0;
1335
+
1336
+ // ========================================
1337
+ // MULTI-CHANNEL SAMPLING
1338
+ // ========================================
1339
+
1340
+ // Process each channel independently.
1341
+ // iterate over up to 7 channels by color
1342
+ for (int c = 0; c < 7; c++) {
1343
+ // Skip channels with zero opacity.
1344
+ // skip if opacity is 0 or if color is not mapped to a physical slot
1345
+ if (c_opacity[c] <= 0.000001) {
1346
+ continue;
1347
+ } else if (channelMapping[c] == -1) {
1348
+ continue;
1349
+ }
1350
+
1351
+ // physical slot in pagetable
1352
+ int slot = channelMapping[c];
1353
+
1354
+ // keep track of status
1355
+ bool newBrick = false;
1356
+ bool newVoxel = false;
1357
+ // best possible resolution
1358
+ int bestRes = clamp(targetRes, c_res_min[c], c_res_max[c]);
1359
+
1360
+ // Check if we need to load a new brick at a better resolution.
1361
+ // check if any new better resolution could be available, if so, we need to re-query the brick
1362
+ bool betterResChanged = false;
1363
+ for (int r = bestRes; r <= c_res_current[c]; r++ ) {
1364
+ if (r_ptCoord[r] != r_prevPTCoord[r]) {
1365
+ betterResChanged = true;
1366
+ break;
1367
+ }
1368
+ }
1369
+
1370
+ // Determine if we need to load new brick data.
1371
+ // check if we need to re-query the brick / voxel or reuse past 'val'
1372
+ if (r_ptCoord[bestRes] != r_prevPTCoord[bestRes]
1373
+ || c_renderMode_current[c] == -1
1374
+ || resolutionChanged == true
1375
+ || betterResChanged
1376
+ ) {
1377
+ newBrick = true;
1378
+ newVoxel = true;
1379
+ } else if (c_renderMode_current[c] == 2) {
1380
+ newVoxel = true;
1381
+ } else if (c_renderMode_current[c] == 0) {
1382
+ continue; // Skip empty bricks
1383
+ }
1384
+
1385
+ // ========================================
1386
+ // BRICK LOADING AND CACHING
1387
+ // ========================================
1388
+
1389
+ // check if a new brick is available in the best possible resolution
1390
+ if (newBrick) {
1391
+ // Query page table for brick location and status
1392
+ ivec4 brickCacheInfo = getBrickLocation(p, bestRes, slot, rnd, true, c);
1393
+ // check information about the newly queried brick
1394
+ // if the res is not at best res, possibly the same as previous brick
1395
+ if (brickCacheInfo.w == -1 || brickCacheInfo.w == -2) {
1396
+ // Empty brick - no data available.
1397
+ // we can skip the rest of the loop
1398
+ c_val_current[c] = 0.0;
1399
+ c_renderMode_current[c] = 0;
1400
+ c_minVal[c] = 0.0;
1401
+ continue;
1402
+ } else if (brickCacheInfo.w == -3) {
1403
+ // Solid brick - constant maximum value.
1404
+ // we set the value and do not need to query a voxel
1405
+ c_val_current[c] = 1.0;
1406
+ c_renderMode_current[c] = 1;
1407
+ c_maxVal[c] = 1.0;
1408
+ newVoxel = false;
1409
+ } else if (brickCacheInfo.w == -4) {
1410
+ // Constant brick - uniform value.
1411
+ // static value -- we set the value and do not need to query a voxel
1412
+ float val = float(brickCacheInfo.x);
1413
+ c_val_current[c] = max(0.0, (val - getClim(c).x) / (getClim(c).y - getClim(c).x));
1414
+ c_renderMode_current[c] = 1;
1415
+ newVoxel = false;
1416
+ } else if (brickCacheInfo.w >= 0) {
1417
+ // Voxel brick - variable data, load from cache.
1418
+ // new brick -- we set the coordinate and resolution and need to query a voxel
1419
+ c_res_current[c] = brickCacheInfo.w;
1420
+ c_ptCoord_current[c] = r_ptCoord[c_res_current[c]];
1421
+ c_brickCacheCoord_current[c] = vec3(brickCacheInfo.xyz);
1422
+ c_renderMode_current[c] = 2;
1423
+ newVoxel = true;
1424
+
1425
+ // Track brick usage for cache management.
1426
+ // we set the usage of the brick based on the channel and the relative distance into the cube
1427
+ if (int(floor(rnd * float(maxChannels))) == c) {
1428
+ setUsage(brickCacheInfo.xyz, t_hit_min_os, t_hit_max_os, t_os, rnd);
1429
+ }
1430
+ }
1431
+ }
1432
+
1433
+ // ========================================
1434
+ // VOXEL SAMPLING WITH INTERPOLATION
1435
+ // ========================================
1436
+
1437
+ // we need to query a new voxel e.g. sample the brick cache
1438
+ if (newVoxel) {
1439
+ c_voxel_current[c] = r_voxel[c_res_current[c]];
1440
+
1441
+ // we clamp the coordinate to be inside the brick and sample the volume
1442
+ reps++;
1443
+
1444
+ // Calculate position within the brick (0-31 range)
1445
+ vec3 voxelInBrick = mod(c_voxel_current[c], 32.0);
1446
+ vec3 clampedVoxelInBrick = clamp(voxelInBrick, 0.5, 31.5);
1447
+ // Sample the brick cache texture
1448
+ float val = sampleBrick(c_brickCacheCoord_current[c].xyz, clampedVoxelInBrick);
1449
+
1450
+ // ========================================
1451
+ // HIGH-QUALITY INTERPOLATION (renderRes == 0)
1452
+ // ========================================
1453
+
1454
+ // interblock interpolation
1455
+ if (renderRes == 0) {
1456
+ // calculate what axis we need to interpolate
1457
+
1458
+ // Check if we're near brick boundaries (need interpolation)
1459
+ bvec3 clampedMin = lessThan(voxelInBrick, clampedVoxelInBrick);
1460
+ bvec3 clampedMax = greaterThan(voxelInBrick, clampedVoxelInBrick);
1461
+ bvec3 clamped = bvec3(clampedMin.x || clampedMax.x, clampedMin.y || clampedMax.y, clampedMin.z || clampedMax.z);
1462
+ vec3 diff = voxelInBrick - clampedVoxelInBrick;
1463
+
1464
+ if (any(clampedMin) || any(clampedMax)) {
1465
+ int boundaryAxes = int(clamped.x) + int(clamped.y) + int(clamped.z);
1466
+ float f = 0.0;
1467
+
1468
+ if (boundaryAxes == 1) {
1469
+ // Linear interpolation across one boundary
1470
+ vec3 otherGlobalVoxelPos = vec3(0,0,0);
1471
+ vec3 otherP = vec3(0,0,0);
1472
+ float otherVoxelVal = 0.0;
1473
+
1474
+ // Determine which axis we're interpolating across
1475
+ if (clampedMin.x) {
1476
+ otherGlobalVoxelPos = c_voxel_current[c] - vec3(1.0, 0.0, 0.0);
1477
+ otherP = getNormalizedFromVoxel(otherGlobalVoxelPos, c_res_current[c]);
1478
+ f = abs(diff.x);
1479
+ } else if (clampedMax.x) {
1480
+ otherGlobalVoxelPos = c_voxel_current[c] + vec3(1.0, 0.0, 0.0);
1481
+ otherP = getNormalizedFromVoxel(otherGlobalVoxelPos, c_res_current[c]);
1482
+ f = abs(diff.x);
1483
+ } else if (clampedMin.y) {
1484
+ otherGlobalVoxelPos = c_voxel_current[c] - vec3(0.0, 1.0, 0.0);
1485
+ otherP = getNormalizedFromVoxel(otherGlobalVoxelPos, c_res_current[c]);
1486
+ f = abs(diff.y);
1487
+ } else if (clampedMax.y) {
1488
+ otherGlobalVoxelPos = c_voxel_current[c] + vec3(0.0, 1.0, 0.0);
1489
+ otherP = getNormalizedFromVoxel(otherGlobalVoxelPos, c_res_current[c]);
1490
+ f = abs(diff.y);
1491
+ } else if (clampedMin.z) {
1492
+ otherGlobalVoxelPos = c_voxel_current[c] - vec3(0.0, 0.0, 1.0);
1493
+ otherP = getNormalizedFromVoxel(otherGlobalVoxelPos, c_res_current[c]);
1494
+ f = abs(diff.z);
1495
+ } else if (clampedMax.z) {
1496
+ otherGlobalVoxelPos = c_voxel_current[c] + vec3(0.0, 0.0, 1.0);
1497
+ otherP = getNormalizedFromVoxel(otherGlobalVoxelPos, c_res_current[c]);
1498
+ f = abs(diff.z);
1499
+ }
1500
+
1501
+ // Sample the neighboring voxel
1502
+ vec3 otherPTcoord = getBrickFromNormalized(otherP, c_res_current[c]);
1503
+ otherPTcoord = getBrickFromVoxel(otherGlobalVoxelPos, c_res_current[c]);
1504
+ vec3 otherVoxelInBrick = mod(otherGlobalVoxelPos, 32.0);
1505
+ otherVoxelInBrick -= diff;
1506
+
1507
+ // Check if neighbor is outside volume bounds
1508
+ if (otherP.x < 0.0 || otherP.x >= 1.0 || otherP.y < 0.0 || otherP.y >= 1.0 || otherP.z < 0.0 || otherP.z >= 1.0) {
1509
+ otherVoxelVal = val;
1510
+ } else if (otherPTcoord == c_PT_XYZ_adjacent[c].xyz && c_brick_XYZ_adjacent[c].w >= 0.0) {
1511
+ // Use cached adjacent brick
1512
+ otherVoxelVal = sampleBrick(c_brick_XYZ_adjacent[c].xyz, otherVoxelInBrick);
1513
+ } else {
1514
+ // Load new adjacent brick
1515
+ ivec4 otherBrickCacheInfo = ivec4(-1);
1516
+ if (otherPTcoord == c_PT_XYZ_adjacent[c].xyz) {
1517
+ otherBrickCacheInfo = ivec4(c_brick_XYZ_adjacent[c]);
1518
+ } else {
1519
+ otherBrickCacheInfo = getBrickLocation(otherP, c_res_current[c], slot, rnd, false, c);
1520
+ }
1521
+ if (otherBrickCacheInfo.w == -1 || otherBrickCacheInfo.w == -2) {
1522
+ otherVoxelVal = val;
1523
+ } else if (otherBrickCacheInfo.w == -3) {
1524
+ otherVoxelVal = 1.0;
1525
+ } else if (otherBrickCacheInfo.w == -4) {
1526
+ otherVoxelVal = float(otherBrickCacheInfo.x);
1527
+ } else {
1528
+ // TODO: we do not recalculate the voxelInBrick based on the resolution
1529
+ otherVoxelVal = sampleBrick(vec3(otherBrickCacheInfo.xyz), otherVoxelInBrick);
1530
+ }
1531
+ c_PT_XYZ_adjacent[c] = getBrickFromVoxel(otherGlobalVoxelPos, c_res_current[c]);
1532
+ c_brick_XYZ_adjacent[c] = vec4(otherBrickCacheInfo);
1533
+ }
1534
+
1535
+ // Perform linear interpolation
1536
+ float originalVal = val;
1537
+ val = lerp(originalVal, otherVoxelVal, f);
1538
+ } else if (boundaryAxes == 2) {
1539
+ // Bilinear interpolation across two boundaries
1540
+ vec3 offA = vec3(0.0);
1541
+ vec3 offB = vec3(0.0);
1542
+ vec2 f = vec2(0.0);
1543
+
1544
+ // Determine which two axes we're interpolating across
1545
+ if (clamped.x && clamped.y) {
1546
+ offA.x = clampedMin.x ? -1.0 : 1.0;
1547
+ offB.y = clampedMin.y ? -1.0 : 1.0;
1548
+ f = vec2(abs(diff.x), abs(diff.y));
1549
+ } else if (clamped.x && clamped.z) {
1550
+ offA.x = clampedMin.x ? -1.0 : 1.0;
1551
+ offB.z = clampedMin.z ? -1.0 : 1.0;
1552
+ f = vec2(abs(diff.x), abs(diff.z));
1553
+ } else if (clamped.y && clamped.z) {
1554
+ offA.y = clampedMin.y ? -1.0 : 1.0;
1555
+ offB.z = clampedMin.z ? -1.0 : 1.0;
1556
+ f = vec2(abs(diff.y), abs(diff.z));
1557
+ }
1558
+
1559
+ // Macro for sampling at offset positions
1560
+ #define SAMPLE_AT_OFFSET(OFF, DEST) \
1561
+ { \
1562
+ vec3 otherGlobalVoxelPos = c_voxel_current[c] + (OFF); \
1563
+ vec3 otherP = getNormalizedFromVoxel( \
1564
+ otherGlobalVoxelPos, c_res_current[c]); \
1565
+ \
1566
+ if ( any(lessThan(otherP, vec3(0.0))) \
1567
+ || any(greaterThanEqual(otherP, vec3(1.0))) ) { \
1568
+ DEST = val; \
1569
+ } else { \
1570
+ vec3 otherPTcoord = getBrickFromNormalized( \
1571
+ otherP, c_res_current[c]); \
1572
+ vec3 otherVoxelInBrick = mod(otherGlobalVoxelPos, 32.0) - diff; \
1573
+ \
1574
+ bool matched = false; \
1575
+ if (otherPTcoord == c_PT_X_adjacent[c].xyz && c_brick_X_adjacent[c].w >= 0.0) { \
1576
+ DEST = sampleBrick(c_brick_X_adjacent[c].xyz, otherVoxelInBrick); \
1577
+ matched = true; \
1578
+ } else if (otherPTcoord == c_PT_Y_adjacent[c].xyz && c_brick_Y_adjacent[c].w >= 0.0) { \
1579
+ DEST = sampleBrick(c_brick_Y_adjacent[c].xyz, otherVoxelInBrick); \
1580
+ matched = true; \
1581
+ } else if (otherPTcoord == c_PT_Z_adjacent[c].xyz && c_brick_Z_adjacent[c].w >= 0.0) { \
1582
+ DEST = sampleBrick(c_brick_Z_adjacent[c].xyz, otherVoxelInBrick); \
1583
+ matched = true; \
1584
+ } else if (otherPTcoord == c_PT_XYZ_adjacent[c].xyz && c_brick_XYZ_adjacent[c].w >= 0.0) { \
1585
+ DEST = sampleBrick(c_brick_XYZ_adjacent[c].xyz, otherVoxelInBrick); \
1586
+ matched = true; \
1587
+ } \
1588
+ ivec4 info = ivec4(-1); \
1589
+ if (otherPTcoord == c_PT_X_adjacent[c].xyz) { info = ivec4(c_brick_X_adjacent[c]); } \
1590
+ else if (otherPTcoord == c_PT_Y_adjacent[c].xyz) { info = ivec4(c_brick_Y_adjacent[c]); } \
1591
+ else if (otherPTcoord == c_PT_Z_adjacent[c].xyz) { info = ivec4(c_brick_Z_adjacent[c]); } \
1592
+ else if (otherPTcoord == c_PT_XYZ_adjacent[c].xyz) { info = ivec4(c_brick_XYZ_adjacent[c]); } \
1593
+ else { info = getBrickLocation(otherP, c_res_current[c], slot, rnd, false, c); } \
1594
+ \
1595
+ if (!matched) { \
1596
+ if (info.w == -1 || info.w == -2) { \
1597
+ DEST = val; \
1598
+ } else if (info.w == -3) { \
1599
+ DEST = 1.0; \
1600
+ } else if (info.w == -4) { \
1601
+ DEST = float(info.x); \
1602
+ } else { \
1603
+ DEST = sampleBrick(vec3(info.xyz), otherVoxelInBrick); \
1604
+ } \
1605
+ if (abs((OFF).x) > 0.5 && abs((OFF).y) < 0.5 && abs((OFF).z) < 0.5) { \
1606
+ c_PT_X_adjacent[c] = otherPTcoord; \
1607
+ c_brick_X_adjacent[c] = vec4(info); \
1608
+ } else if (abs((OFF).y) > 0.5 && abs((OFF).x) < 0.5 && abs((OFF).z) < 0.5) { \
1609
+ c_PT_Y_adjacent[c] = otherPTcoord; \
1610
+ c_brick_Y_adjacent[c] = vec4(info); \
1611
+ } else if (abs((OFF).z) > 0.5 && abs((OFF).x) < 0.5 && abs((OFF).y) < 0.5) { \
1612
+ c_PT_Z_adjacent[c] = otherPTcoord; \
1613
+ c_brick_Z_adjacent[c] = vec4(info); \
1614
+ } else { \
1615
+ c_PT_XYZ_adjacent[c] = otherPTcoord; \
1616
+ c_brick_XYZ_adjacent[c] = vec4(info); \
1617
+ } \
1618
+ } \
1619
+ } \
1620
+ }
1621
+
1622
+ // Sample the four corners for bilinear interpolation
1623
+ float v00 = val;
1624
+ float v10; float v01; float v11;
1625
+ SAMPLE_AT_OFFSET(offA, v10);
1626
+ SAMPLE_AT_OFFSET(offB, v01);
1627
+ SAMPLE_AT_OFFSET(offA + offB, v11);
1628
+
1629
+ val = bilerp(v00, v10, v01, v11, f);
1630
+
1631
+ #undef SAMPLE_AT_OFFSET
1632
+
1633
+ } else if (boundaryAxes == 3) {
1634
+ // Trilinear interpolation across all three boundaries
1635
+
1636
+ vec3 offA = vec3(0.0);
1637
+ vec3 offB = vec3(0.0);
1638
+ vec3 offC = vec3(0.0);
1639
+ vec3 f = vec3(0.0);
1640
+
1641
+ offA.x = clampedMin.x ? -1.0 : 1.0;
1642
+ offB.y = clampedMin.y ? -1.0 : 1.0;
1643
+ offC.z = clampedMin.z ? -1.0 : 1.0;
1644
+
1645
+ f = vec3(abs(diff.x), abs(diff.y), abs(diff.z));
1646
+
1647
+ // Macro for sampling at offset positions
1648
+ #define SAMPLE_AT_OFFSET(OFF, DEST) \
1649
+ { \
1650
+ vec3 otherGlobalVoxelPos = c_voxel_current[c] + (OFF); \
1651
+ vec3 otherP = getNormalizedFromVoxel(otherGlobalVoxelPos, c_res_current[c]); \
1652
+ if (any(lessThan(otherP, vec3(0.0))) || any(greaterThanEqual(otherP, vec3(1.0)))) { \
1653
+ DEST = val; \
1654
+ } else { \
1655
+ vec3 otherPTcoord = getBrickFromNormalized(otherP, c_res_current[c]); \
1656
+ vec3 otherVoxelInBrick = mod(otherGlobalVoxelPos, 32.0) - diff; \
1657
+ if (otherPTcoord == c_PT_X_adjacent[c] && c_brick_X_adjacent[c].w >= 0.0) { \
1658
+ DEST = sampleBrick(c_brick_X_adjacent[c].xyz, otherVoxelInBrick); \
1659
+ } else if (otherPTcoord == c_PT_Y_adjacent[c].xyz && c_brick_Y_adjacent[c].w >= 0.0) { \
1660
+ DEST = sampleBrick(c_brick_Y_adjacent[c].xyz, otherVoxelInBrick); \
1661
+ } else if (otherPTcoord == c_PT_Z_adjacent[c].xyz && c_brick_Z_adjacent[c].w >= 0.0) { \
1662
+ DEST = sampleBrick(c_brick_Z_adjacent[c].xyz, otherVoxelInBrick); \
1663
+ } else if (otherPTcoord == c_PT_XYZ_adjacent[c].xyz && c_brick_XYZ_adjacent[c].w >= 0.0) { \
1664
+ DEST = sampleBrick(c_brick_XYZ_adjacent[c].xyz, otherVoxelInBrick); \
1665
+ } else { \
1666
+ ivec4 otherBrickCacheInfo = getBrickLocation(otherP, c_res_current[c], slot, rnd, false, c); \
1667
+ vec3 otherVoxelInBrick = mod(otherGlobalVoxelPos, 32.0) - diff; \
1668
+ if (otherBrickCacheInfo.w == -1 || otherBrickCacheInfo.w == -2) { \
1669
+ DEST = val; \
1670
+ } else if (otherBrickCacheInfo.w == -3) { \
1671
+ DEST = 1.0; \
1672
+ } else if (otherBrickCacheInfo.w == -4) { \
1673
+ DEST = float(otherBrickCacheInfo.x); \
1674
+ } else { \
1675
+ DEST = sampleBrick(vec3(otherBrickCacheInfo.xyz), otherVoxelInBrick); \
1676
+ } \
1677
+ } \
1678
+ } \
1679
+ }
1680
+
1681
+ // Sample all eight corners for trilinear interpolation
1682
+ float v000 = val;
1683
+ float v100; float v010; float v001; float v110; float v101; float v011; float v111;
1684
+ SAMPLE_AT_OFFSET(offA, v100);
1685
+ SAMPLE_AT_OFFSET(offB, v010);
1686
+ SAMPLE_AT_OFFSET(offC, v001);
1687
+ SAMPLE_AT_OFFSET(offA + offB, v110);
1688
+ SAMPLE_AT_OFFSET(offA + offC, v101);
1689
+ SAMPLE_AT_OFFSET(offB + offC, v011);
1690
+ SAMPLE_AT_OFFSET(offA + offB + offC, v111);
1691
+
1692
+ val = trilerp(v000, v100, v010, v001, v110, v101, v011, v111, f);
1693
+
1694
+ #undef SAMPLE_AT_OFFSET
1695
+
1696
+ }
1697
+
1698
+ } else {
1699
+ // No boundary interpolation needed - clear adjacent brick cache.
1700
+ // no adjacent bricks -> reset the adjacent trackers
1701
+ c_PT_X_adjacent[c] = c_PT_Y_adjacent[c] = c_PT_Z_adjacent[c] = c_PT_XYZ_adjacent[c] = vec3(-1.0);
1702
+ c_brick_X_adjacent[c] = c_brick_Y_adjacent[c] = c_brick_Z_adjacent[c] = c_brick_XYZ_adjacent[c] = vec4(-1.0);
1703
+ }
1704
+ }
1705
+
1706
+ // ========================================
1707
+ // VALUE NORMALIZATION AND TRACKING
1708
+ // ========================================
1709
+
1710
+ // Normalize value to 0-1 range using channel-specific contrast limits.
1711
+ // we normalize the (accumulated) value to the range of the color channel
1712
+ c_val_current[c] = max(0.0, (val - getClim(c).x) / (getClim(c).y - getClim(c).x));
1713
+
1714
+ // Track min/max values for MIP/MinIP rendering.
1715
+ // update the min and max values for the min/max projection
1716
+ if (c_minVal[c] == -1.0) {
1717
+ c_minVal[c] = c_val_current[c];
1718
+ } else {
1719
+ c_minVal[c] = min(c_minVal[c], c_val_current[c]);
1720
+ }
1721
+ c_maxVal[c] = max(c_maxVal[c], c_val_current[c]);
1722
+
1723
+ }
1724
+
1725
+ // ========================================
1726
+ // BRICK REQUEST GENERATION
1727
+ // ========================================
1728
+
1729
+ // Request higher resolution bricks if we're using lower resolution than optimal.
1730
+ // potentially overwrite brick request
1731
+ if (!overWrittenRequest
1732
+ && c_res_current[c] != bestRes
1733
+ && c_val_current[c] > 0.0
1734
+ && c_renderMode_current[c] == 2
1735
+ && int(floor(rnd * float(maxChannels))) == c) {
1736
+ setBrickRequest(p, bestRes, slot, rnd);
1737
+ overWrittenRequest = true;
1738
+ }
1739
+
1740
+ // ========================================
1741
+ // CHANNEL COMPOSITING
1742
+ // ========================================
1743
+
1744
+ // Accumulate this channel's contribution.
1745
+ // sum up the values onto the slice values
1746
+ total += c_val_current[c];
1747
+ rgbCombo += c_val_current[c] * c_color[c];
1748
+
1749
+ }
1750
+
1751
+ // ========================================
1752
+ // FRONT-TO-BACK COMPOSITING
1753
+ // ========================================
1754
+
1755
+ // Clamp total intensity and calculate alpha.
1756
+ // add the calculated slice to the total color
1757
+ total = clamp(total, 0.0, 1.0);
1758
+ sliceAlpha = total * opacity * dt * 32.0; // Scale by step size and brick size
1759
+ sliceColor = rgbCombo;
1760
+
1761
+ // Front-to-back alpha blending
1762
+ outColor.rgb += sliceAlpha * alphaMultiplicator * sliceColor;
1763
+ outColor.a += sliceAlpha * alphaMultiplicator;
1764
+ alphaMultiplicator *= (1.0 - sliceAlpha);
1765
+
1766
+ // Early termination for opaque regions (standard rendering only).
1767
+ // check if we can exit early
1768
+ if (outColor.a > 0.99 && u_renderstyle == 0) { break; }
1769
+
1770
+ // ========================================
1771
+ // ADVANCE RAY POSITION
1772
+ // ========================================
1773
+
1774
+ // Move to next sample position
1775
+ t += dt;
1776
+ p += dp;
1777
+ t_os += dt;
1778
+ }
1779
+
1780
+ // ========================================
1781
+ // RENDERING STYLE POST-PROCESSING
1782
+ // ========================================
1783
+
1784
+ if (u_renderstyle == 1) {
1785
+ // Minimum Intensity Projection (MinIP)
1786
+ // Shows the minimum value encountered along each ray
1787
+ outColor = vec4(0.0);
1788
+ for (int c = 0; c < 7; c++) {
1789
+ if (c_color[c] != vec3(0.0, 0.0, 0.0)) {
1790
+ outColor.rgb += c_minVal[c] * c_color[c];
1791
+ outColor.a += c_minVal[c];
1792
+ }
1793
+ }
1794
+ } else if (u_renderstyle == 0) {
1795
+ // Maximum Intensity Projection (MIP)
1796
+ // Shows the maximum value encountered along each ray
1797
+ outColor = vec4(0.0);
1798
+ for (int c = 0; c < 7; c++) {
1799
+ if (c_color[c] != vec3(0.0, 0.0, 0.0)) {
1800
+ outColor.rgb += c_maxVal[c] * c_color[c];
1801
+ }
1802
+ }
1803
+ outColor.a = 1.0;
1804
+ }
1805
+
1806
+ // ========================================
1807
+ // FINAL OUTPUT
1808
+ // ========================================
1809
+
1810
+ // Convert from linear to sRGB color space and set all render targets
1811
+ gColor = vec4(linear_to_srgb(outColor.r),
1812
+ linear_to_srgb(outColor.g),
1813
+ linear_to_srgb(outColor.b),
1814
+ outColor.a);
1815
+
1816
+ }
1817
+ `;