Moved shaders into .cpp, with the shaders created by the new osg2cpp utility

This commit is contained in:
Robert Osfield
2008-09-25 14:39:08 +00:00
parent 36409f8597
commit 134a2e69a0
6 changed files with 707 additions and 313 deletions

View File

@@ -454,6 +454,10 @@ osg::Image* createTexture3D(ImageList& imageList, ProcessRow& processRow,
osg::Image* createNormalMapTexture(osg::Image* image_3d)
{
osg::notify(osg::NOTICE)<<"Computing NormalMapTexture"<<std::endl;
GLenum dataType = image_3d->getDataType();
unsigned int sourcePixelIncrement = 1;
unsigned int alphaOffset = 0;
switch(image_3d->getPixelFormat())
@@ -479,7 +483,8 @@ osg::Image* createNormalMapTexture(osg::Image* image_3d)
osg::notify(osg::NOTICE)<<"Source pixel format not support for normal map generation."<<std::endl;
return 0;
}
osg::ref_ptr<osg::Image> normalmap_3d = new osg::Image;
normalmap_3d->allocateImage(image_3d->s(),image_3d->t(),image_3d->r(),
GL_RGBA,GL_UNSIGNED_BYTE);
@@ -490,53 +495,157 @@ osg::Image* createNormalMapTexture(osg::Image* image_3d)
{
for(int t=1;t<image_3d->t()-1;++t)
{
unsigned char* ptr = image_3d->data(1,t,r)+alphaOffset;
unsigned char* left = image_3d->data(0,t,r)+alphaOffset;
unsigned char* right = image_3d->data(2,t,r)+alphaOffset;
unsigned char* above = image_3d->data(1,t+1,r)+alphaOffset;
unsigned char* below = image_3d->data(1,t-1,r)+alphaOffset;
unsigned char* in = image_3d->data(1,t,r+1)+alphaOffset;
unsigned char* out = image_3d->data(1,t,r-1)+alphaOffset;
unsigned char* destination = (unsigned char*) normalmap_3d->data(1,t,r);
if (dataType==GL_UNSIGNED_BYTE)
{
unsigned char* ptr = image_3d->data(1,t,r)+alphaOffset;
unsigned char* left = image_3d->data(0,t,r)+alphaOffset;
unsigned char* right = image_3d->data(2,t,r)+alphaOffset;
unsigned char* above = image_3d->data(1,t+1,r)+alphaOffset;
unsigned char* below = image_3d->data(1,t-1,r)+alphaOffset;
unsigned char* in = image_3d->data(1,t,r+1)+alphaOffset;
unsigned char* out = image_3d->data(1,t,r-1)+alphaOffset;
for(int s=1;s<image_3d->s()-1;++s)
unsigned char* destination = (unsigned char*) normalmap_3d->data(1,t,r);
for(int s=1;s<image_3d->s()-1;++s)
{
osg::Vec3 grad((float)(*left)-(float)(*right),
(float)(*below)-(float)(*above),
(float)(*out) -(float)(*in));
grad.normalize();
if (grad.x()==0.0f && grad.y()==0.0f && grad.z()==0.0f)
{
grad.set(128.0f,128.0f,128.0f);
}
else
{
grad.x() = osg::clampBetween((grad.x()+1.0f)*128.0f,0.0f,255.0f);
grad.y() = osg::clampBetween((grad.y()+1.0f)*128.0f,0.0f,255.0f);
grad.z() = osg::clampBetween((grad.z()+1.0f)*128.0f,0.0f,255.0f);
}
*(destination++) = (unsigned char)(grad.x()); // scale and bias X.
*(destination++) = (unsigned char)(grad.y()); // scale and bias Y.
*(destination++) = (unsigned char)(grad.z()); // scale and bias Z.
*destination++ = *ptr;
ptr += sourcePixelIncrement;
left += sourcePixelIncrement;
right += sourcePixelIncrement;
above += sourcePixelIncrement;
below += sourcePixelIncrement;
in += sourcePixelIncrement;
out += sourcePixelIncrement;
}
}
else if (dataType==GL_SHORT)
{
short* ptr = (short*)(image_3d->data(1,t,r)+alphaOffset);
short* left = (short*)(image_3d->data(0,t,r)+alphaOffset);
short* right = (short*)(image_3d->data(2,t,r)+alphaOffset);
short* above = (short*)(image_3d->data(1,t+1,r)+alphaOffset);
short* below = (short*)(image_3d->data(1,t-1,r)+alphaOffset);
short* in = (short*)(image_3d->data(1,t,r+1)+alphaOffset);
short* out = (short*)(image_3d->data(1,t,r-1)+alphaOffset);
osg::Vec3 grad((float)(*left)-(float)(*right),
(float)(*below)-(float)(*above),
(float)(*out) -(float)(*in));
unsigned char* destination = (unsigned char*) normalmap_3d->data(1,t,r);
grad.normalize();
if (grad.x()==0.0f && grad.y()==0.0f && grad.z()==0.0f)
for(int s=1;s<image_3d->s()-1;++s)
{
grad.set(128.0f,128.0f,128.0f);
osg::Vec3 grad((float)(*left)-(float)(*right),
(float)(*below)-(float)(*above),
(float)(*out) -(float)(*in));
grad.normalize();
//osg::notify(osg::NOTICE)<<"normal "<<grad<<std::endl;
if (grad.x()==0.0f && grad.y()==0.0f && grad.z()==0.0f)
{
grad.set(128.0f,128.0f,128.0f);
}
else
{
grad.x() = osg::clampBetween((grad.x()+1.0f)*128.0f,0.0f,255.0f);
grad.y() = osg::clampBetween((grad.y()+1.0f)*128.0f,0.0f,255.0f);
grad.z() = osg::clampBetween((grad.z()+1.0f)*128.0f,0.0f,255.0f);
}
*(destination++) = (unsigned char)(grad.x()); // scale and bias X.
*(destination++) = (unsigned char)(grad.y()); // scale and bias Y.
*(destination++) = (unsigned char)(grad.z()); // scale and bias Z.
*destination++ = *ptr/128;
ptr += sourcePixelIncrement;
left += sourcePixelIncrement;
right += sourcePixelIncrement;
above += sourcePixelIncrement;
below += sourcePixelIncrement;
in += sourcePixelIncrement;
out += sourcePixelIncrement;
}
else
}
else if (dataType==GL_UNSIGNED_SHORT)
{
unsigned short* ptr = (unsigned short*)(image_3d->data(1,t,r)+alphaOffset);
unsigned short* left = (unsigned short*)(image_3d->data(0,t,r)+alphaOffset);
unsigned short* right = (unsigned short*)(image_3d->data(2,t,r)+alphaOffset);
unsigned short* above = (unsigned short*)(image_3d->data(1,t+1,r)+alphaOffset);
unsigned short* below = (unsigned short*)(image_3d->data(1,t-1,r)+alphaOffset);
unsigned short* in = (unsigned short*)(image_3d->data(1,t,r+1)+alphaOffset);
unsigned short* out = (unsigned short*)(image_3d->data(1,t,r-1)+alphaOffset);
unsigned char* destination = (unsigned char*) normalmap_3d->data(1,t,r);
for(int s=1;s<image_3d->s()-1;++s)
{
grad.x() = osg::clampBetween((grad.x()+1.0f)*128.0f,0.0f,255.0f);
grad.y() = osg::clampBetween((grad.y()+1.0f)*128.0f,0.0f,255.0f);
grad.z() = osg::clampBetween((grad.z()+1.0f)*128.0f,0.0f,255.0f);
osg::Vec3 grad((float)(*left)-(float)(*right),
(float)(*below)-(float)(*above),
(float)(*out) -(float)(*in));
grad.normalize();
if (grad.x()==0.0f && grad.y()==0.0f && grad.z()==0.0f)
{
grad.set(128.0f,128.0f,128.0f);
}
else
{
grad.x() = osg::clampBetween((grad.x()+1.0f)*128.0f,0.0f,255.0f);
grad.y() = osg::clampBetween((grad.y()+1.0f)*128.0f,0.0f,255.0f);
grad.z() = osg::clampBetween((grad.z()+1.0f)*128.0f,0.0f,255.0f);
}
*(destination++) = (unsigned char)(grad.x()); // scale and bias X.
*(destination++) = (unsigned char)(grad.y()); // scale and bias Y.
*(destination++) = (unsigned char)(grad.z()); // scale and bias Z.
*destination++ = *ptr/256;
ptr += sourcePixelIncrement;
left += sourcePixelIncrement;
right += sourcePixelIncrement;
above += sourcePixelIncrement;
below += sourcePixelIncrement;
in += sourcePixelIncrement;
out += sourcePixelIncrement;
}
*(destination++) = (unsigned char)(grad.x()); // scale and bias X.
*(destination++) = (unsigned char)(grad.y()); // scale and bias Y.
*(destination++) = (unsigned char)(grad.z()); // scale and bias Z.
*destination++ = *ptr;
ptr += sourcePixelIncrement;
left += sourcePixelIncrement;
right += sourcePixelIncrement;
above += sourcePixelIncrement;
below += sourcePixelIncrement;
in += sourcePixelIncrement;
out += sourcePixelIncrement;
}
}
}
osg::notify(osg::NOTICE)<<"Created NormalMapTexture"<<std::endl;
return normalmap_3d.release();
}
@@ -636,7 +745,12 @@ class FollowMouseCallback : public osgGA::GUIEventHandler, public osg::StateSet:
osg::Uniform* uniform = 0;
if (_updateTransparency && (uniform = stateset->getUniform("transparency"))) uniform->set(v);
if (_updateAlphaCutOff && (uniform = stateset->getUniform("alphaCutOff"))) uniform->set(v);
if (_updateSampleDensity && (uniform = stateset->getUniform("sampleDensity"))) uniform->set(powf(v,5));
if (_updateSampleDensity && (uniform = stateset->getUniform("sampleDensity")))
{
float value = powf(v,5);
osg::notify(osg::NOTICE)<<"sampleDensity = "<<value<<std::endl;
uniform->set(value);
}
}
else
{
@@ -689,13 +803,15 @@ class FollowMouseCallback : public osgGA::GUIEventHandler, public osg::StateSet:
};
osg::Node* createShaderModel(osg::ref_ptr<osg::Image>& image_3d,
osg::ref_ptr<osg::Image>& /*normalmap_3d*/,
osg::Image* normalmap_3d,
osg::TransferFunction1D* tf,
osg::Texture::InternalFormatMode internalFormatMode,
float xSize, float ySize, float zSize,
float /*xMultiplier*/, float /*yMultiplier*/, float /*zMultiplier*/,
unsigned int /*numSlices*/=500, float /*sliceEnd*/=1.0f, float alphaFuncValue=0.02f, bool maximumIntensityProjection = false)
{
osg::Texture::FilterMode minFilter = osg::Texture::LINEAR;
osg::Texture::FilterMode magFilter = osg::Texture::LINEAR;
osg::Group* root = new osg::Group;
@@ -708,180 +824,113 @@ osg::Node* createShaderModel(osg::ref_ptr<osg::Image>& image_3d,
stateset->setMode(GL_ALPHA_TEST,osg::StateAttribute::ON);
// set up the 3d texture itself,
// note, well set the filtering up so that mip mapping is disabled,
// gluBuild3DMipsmaps doesn't do a very good job of handled the
// imbalanced dimensions of the 256x256x4 texture.
osg::Texture3D* texture3D = new osg::Texture3D;
texture3D->setResizeNonPowerOfTwoHint(false);
texture3D->setFilter(osg::Texture3D::MIN_FILTER,osg::Texture3D::LINEAR);
texture3D->setFilter(osg::Texture3D::MAG_FILTER,osg::Texture3D::LINEAR);
texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP);
texture3D->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP);
texture3D->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP);
if (image_3d->getPixelFormat()==GL_ALPHA ||
image_3d->getPixelFormat()==GL_LUMINANCE)
{
texture3D->setInternalFormatMode(osg::Texture3D::USE_USER_DEFINED_FORMAT);
texture3D->setInternalFormat(GL_INTENSITY);
}
else
{
texture3D->setInternalFormatMode(internalFormatMode);
}
texture3D->setImage(image_3d.get());
stateset->setTextureAttributeAndModes(0,texture3D,osg::StateAttribute::ON);
if (tf)
{
osg::Texture1D* texture1D = new osg::Texture1D;
texture1D->setImage(tf->getImage());
stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
}
osg::Program* program = new osg::Program;
stateset->setAttribute(program);
// get shaders from source
std::string vertexShaderFile = osgDB::findDataFile("volume.vert");
if (!vertexShaderFile.empty())
osg::Shader* vertexShader = osgDB::readShaderFile(osg::Shader::VERTEX, "volume.vert");
if (vertexShader)
{
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, vertexShaderFile));
program->addShader(vertexShader);
}
else
{
char vertexShaderSource[] =
"#version 110\n"
"varying vec4 cameraPos;\n"
"varying vec4 vertexPos;\n"
"varying mat4 texgen;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
"\n"
" cameraPos = gl_ModelViewMatrixInverse*vec4(0,0,0,1);\n"
" vertexPos = gl_Vertex;\n"
"\n"
" texgen = mat4(gl_ObjectPlaneS[0], \n"
" gl_ObjectPlaneT[0],\n"
" gl_ObjectPlaneR[0],\n"
" gl_ObjectPlaneQ[0]);\n"
"}\n";
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
program->addShader(vertex_shader);
#include "volume_vert.cpp"
program->addShader(new osg::Shader(osg::Shader::VERTEX, volume_vert));
}
if (tf)
if (!(normalmap_3d && tf))
{
std::string fragmentShaderFile = osgDB::findDataFile("volume-tf.frag");
if (!fragmentShaderFile.empty())
// set up the 3d texture itself,
// note, well set the filtering up so that mip mapping is disabled,
// gluBuild3DMipsmaps doesn't do a very good job of handled the
// imbalanced dimensions of the 256x256x4 texture.
osg::Texture3D* texture3D = new osg::Texture3D;
texture3D->setResizeNonPowerOfTwoHint(false);
texture3D->setFilter(osg::Texture3D::MIN_FILTER,minFilter);
texture3D->setFilter(osg::Texture3D::MAG_FILTER, magFilter);
texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP_TO_EDGE);
texture3D->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP_TO_EDGE);
texture3D->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP_TO_EDGE);
if (image_3d->getPixelFormat()==GL_ALPHA ||
image_3d->getPixelFormat()==GL_LUMINANCE)
{
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, fragmentShaderFile));
texture3D->setInternalFormatMode(osg::Texture3D::USE_USER_DEFINED_FORMAT);
texture3D->setInternalFormat(GL_INTENSITY);
}
else
{
//////////////////////////////////////////////////////////////////
// fragment shader
//
char fragmentShaderSource[] =
"uniform sampler3D baseTexture;\n"
"uniform sampler1D tfTexture;\n"
"uniform float sampleDensity;\n"
"uniform float transparency;\n"
"uniform float alphaCutOff;\n"
"\n"
"varying vec4 cameraPos;\n"
"varying vec4 vertexPos;\n"
"varying mat4 texgen;\n"
"\n"
"void main(void)\n"
"{ \n"
" vec3 t0 = (texgen * vertexPos).xyz;\n"
" vec3 te = (texgen * cameraPos).xyz;\n"
"\n"
" if (te.x>=0.0 && te.x<=1.0 &&\n"
" te.y>=0.0 && te.y<=1.0 &&\n"
" te.z>=0.0 && te.z<=1.0)\n"
" {\n"
" // do nothing... te inside volume\n"
" }\n"
" else\n"
" {\n"
" if (te.x<0.0)\n"
" {\n"
" float r = -te.x / (t0.x-te.x);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.x>1.0)\n"
" {\n"
" float r = (1.0-te.x) / (t0.x-te.x);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.y<0.0)\n"
" {\n"
" float r = -te.y / (t0.y-te.y);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.y>1.0)\n"
" {\n"
" float r = (1.0-te.y) / (t0.y-te.y);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.z<0.0)\n"
" {\n"
" float r = -te.z / (t0.z-te.z);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.z>1.0)\n"
" {\n"
" float r = (1.0-te.z) / (t0.z-te.z);\n"
" te = te + (t0-te)*r;\n"
" }\n"
" }\n"
"\n"
" const float max_iteratrions = 2048.0;\n"
" float num_iterations = length(te-t0)/sampleDensity;\n"
" if (num_iterations>max_iteratrions) \n"
" {\n"
" num_iterations = max_iteratrions;\n"
" }\n"
"\n"
" vec3 deltaTexCoord=(te-t0)/float(num_iterations-1.0);\n"
" vec3 texcoord = t0;\n"
"\n"
" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
" while(num_iterations>0.0)\n"
" {\n"
" float v = texture3D( baseTexture, texcoord).s;\n"
" vec4 color = texture1D( tfTexture, v);\n"
" float r = color[3]*transparency;\n"
" if (r>alphaCutOff)\n"
" {\n"
" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
" fragColor.w += r;\n"
" }\n"
" texcoord += deltaTexCoord; \n"
"\n"
" --num_iterations;\n"
" }\n"
"\n"
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
" if (fragColor.w==0.0) discard;\n"
" gl_FragColor = fragColor;\n"
"}\n";
texture3D->setInternalFormatMode(internalFormatMode);
}
texture3D->setImage(image_3d.get());
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
program->addShader(fragment_shader);
stateset->setTextureAttributeAndModes(0,texture3D,osg::StateAttribute::ON);
}
if (normalmap_3d)
{
osg::notify(osg::NOTICE)<<"Setting up normalmapping shader"<<std::endl;
osg::Uniform* normalMapSampler = new osg::Uniform("normalMap",1);
stateset->addUniform(normalMapSampler);
osg::Texture3D* normalMap = new osg::Texture3D;
normalMap->setImage(normalmap_3d);
stateset->setTextureAttributeAndModes(1,normalMap,osg::StateAttribute::ON);
if (tf)
{
osg::Texture1D* texture1D = new osg::Texture1D;
texture1D->setImage(tf->getImage());
stateset->setTextureAttributeAndModes(0,texture1D,osg::StateAttribute::ON);
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume-tf-n.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "volume_tf_n_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_n_frag));
}
osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",0);
stateset->addUniform(tfTextureSampler);
}
else
{
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume-n.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "volume_n_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_n_frag));
}
}
}
else if (tf)
{
osg::Texture1D* texture1D = new osg::Texture1D;
texture1D->setImage(tf->getImage());
stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume-tf.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "volume_tf_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_frag));
}
osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
@@ -890,108 +939,15 @@ osg::Node* createShaderModel(osg::ref_ptr<osg::Image>& image_3d,
}
else
{
std::string fragmentShaderFile = osgDB::findDataFile("volume.frag");
if (!fragmentShaderFile.empty())
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume.frag");
if (fragmentShader)
{
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, fragmentShaderFile));
program->addShader(fragmentShader);
}
else
{
//////////////////////////////////////////////////////////////////
// fragment shader
//
char fragmentShaderSource[] =
"uniform sampler3D baseTexture;\n"
"uniform float sampleDensity;\n"
"uniform float transparency;\n"
"uniform float alphaCutOff;\n"
"\n"
"varying vec4 cameraPos;\n"
"varying vec4 vertexPos;\n"
"varying mat4 texgen;\n"
"\n"
"void main(void)\n"
"{ \n"
" vec3 t0 = (texgen * vertexPos).xyz;\n"
" vec3 te = (texgen * cameraPos).xyz;\n"
"\n"
" if (te.x>=0.0 && te.x<=1.0 &&\n"
" te.y>=0.0 && te.y<=1.0 &&\n"
" te.z>=0.0 && te.z<=1.0)\n"
" {\n"
" // do nothing... te inside volume\n"
" }\n"
" else\n"
" {\n"
" if (te.x<0.0)\n"
" {\n"
" float r = -te.x / (t0.x-te.x);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.x>1.0)\n"
" {\n"
" float r = (1.0-te.x) / (t0.x-te.x);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.y<0.0)\n"
" {\n"
" float r = -te.y / (t0.y-te.y);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.y>1.0)\n"
" {\n"
" float r = (1.0-te.y) / (t0.y-te.y);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.z<0.0)\n"
" {\n"
" float r = -te.z / (t0.z-te.z);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.z>1.0)\n"
" {\n"
" float r = (1.0-te.z) / (t0.z-te.z);\n"
" te = te + (t0-te)*r;\n"
" }\n"
" }\n"
"\n"
" const float max_iteratrions = 2048.0;\n"
" float num_iterations = length(te-t0)/sampleDensity;\n"
" if (num_iterations>max_iteratrions) \n"
" {\n"
" num_iterations = max_iteratrions;\n"
" }\n"
"\n"
" vec3 deltaTexCoord=(te-t0)/float(num_iterations-1.0);\n"
" vec3 texcoord = t0;\n"
"\n"
" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
" while(num_iterations>0.0)\n"
" {\n"
" vec4 color = texture3D( baseTexture, texcoord);\n"
" float r = color[3]*transparency;\n"
" if (r>alphaCutOff)\n"
" {\n"
" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
" fragColor.w += r;\n"
" }\n"
" texcoord += deltaTexCoord; \n"
"\n"
" --num_iterations;\n"
" }\n"
"\n"
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
" if (fragColor.w==0.0) discard;\n"
" gl_FragColor = fragColor;\n"
"}\n";
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
program->addShader(fragment_shader);
#include "volume_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_frag));
}
}
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
@@ -1092,6 +1048,10 @@ osg::Node* createModel(osg::ref_ptr<osg::Image>& image_3d,
osg::BoundingBox bb(-xSize*0.5f,-ySize*0.5f,-zSize*0.5f,xSize*0.5f,ySize*0.5f,zSize*0.5f);
osg::Texture::FilterMode minFilter = osg::Texture::NEAREST;
osg::Texture::FilterMode magFilter = osg::Texture::NEAREST;
float maxAxis = xSize;
if (ySize > maxAxis) maxAxis = ySize;
if (zSize > maxAxis) maxAxis = zSize;
@@ -1189,11 +1149,11 @@ osg::Node* createModel(osg::ref_ptr<osg::Image>& image_3d,
// set up normal texture
osg::Texture3D* bump_texture3D = new osg::Texture3D;
bump_texture3D->setFilter(osg::Texture3D::MIN_FILTER,osg::Texture3D::LINEAR);
bump_texture3D->setFilter(osg::Texture3D::MAG_FILTER,osg::Texture3D::LINEAR);
bump_texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP);
bump_texture3D->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP);
bump_texture3D->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP);
bump_texture3D->setFilter(osg::Texture3D::MIN_FILTER,minFilter);
bump_texture3D->setFilter(osg::Texture3D::MAG_FILTER, magFilter);
bump_texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP_TO_EDGE);
bump_texture3D->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP_TO_EDGE);
bump_texture3D->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP_TO_EDGE);
bump_texture3D->setImage(normalmap_3d.get());
bump_texture3D->setInternalFormatMode(internalFormatMode);
@@ -1226,11 +1186,11 @@ osg::Node* createModel(osg::ref_ptr<osg::Image>& image_3d,
// set up color texture
osg::Texture3D* texture3D = new osg::Texture3D;
texture3D->setResizeNonPowerOfTwoHint(false);
texture3D->setFilter(osg::Texture3D::MIN_FILTER,osg::Texture3D::LINEAR);
texture3D->setFilter(osg::Texture3D::MAG_FILTER,osg::Texture3D::LINEAR);
texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP);
texture3D->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP);
texture3D->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP);
texture3D->setFilter(osg::Texture3D::MIN_FILTER,minFilter);
texture3D->setFilter(osg::Texture3D::MAG_FILTER, magFilter);
texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP_TO_EDGE);
texture3D->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP_TO_EDGE);
texture3D->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP_TO_EDGE);
if (image_3d->getPixelFormat()==GL_ALPHA ||
image_3d->getPixelFormat()==GL_LUMINANCE)
{
@@ -1257,11 +1217,11 @@ osg::Node* createModel(osg::ref_ptr<osg::Image>& image_3d,
osg::ref_ptr<osg::Image> normalmap_3d = createNormalMapTexture(image_3d.get());
osg::Texture3D* bump_texture3D = new osg::Texture3D;
bump_texture3D->setResizeNonPowerOfTwoHint(false);
bump_texture3D->setFilter(osg::Texture3D::MIN_FILTER,osg::Texture3D::LINEAR);
bump_texture3D->setFilter(osg::Texture3D::MAG_FILTER,osg::Texture3D::LINEAR);
bump_texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP);
bump_texture3D->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP);
bump_texture3D->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP);
bump_texture3D->setFilter(osg::Texture3D::MIN_FILTER,minFilter);
bump_texture3D->setFilter(osg::Texture3D::MAG_FILTER, magFilter);
bump_texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP_TO_EDGE);
bump_texture3D->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP_TO_EDGE);
bump_texture3D->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP_TO_EDGE);
bump_texture3D->setImage(normalmap_3d.get());
bump_texture3D->setInternalFormatMode(internalFormatMode);
@@ -1300,11 +1260,11 @@ osg::Node* createModel(osg::ref_ptr<osg::Image>& image_3d,
// imbalanced dimensions of the 256x256x4 texture.
osg::Texture3D* texture3D = new osg::Texture3D;
texture3D->setResizeNonPowerOfTwoHint(false);
texture3D->setFilter(osg::Texture3D::MIN_FILTER,osg::Texture3D::LINEAR);
texture3D->setFilter(osg::Texture3D::MAG_FILTER,osg::Texture3D::LINEAR);
texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP);
texture3D->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP);
texture3D->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP);
texture3D->setFilter(osg::Texture3D::MIN_FILTER,minFilter);
texture3D->setFilter(osg::Texture3D::MAG_FILTER, magFilter);
texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP_TO_EDGE);
texture3D->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP_TO_EDGE);
texture3D->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP_TO_EDGE);
if (image_3d->getPixelFormat()==GL_ALPHA ||
image_3d->getPixelFormat()==GL_LUMINANCE)
{
@@ -1979,6 +1939,7 @@ int main( int argc, char **argv )
return 1;
}
#if 0
osg::RefMatrix* matrix = dynamic_cast<osg::RefMatrix*>(image_3d->getUserData());
if (matrix)
{
@@ -1987,6 +1948,11 @@ int main( int argc, char **argv )
ySize = image_3d->t() * (*matrix)(1,1);
zSize = image_3d->r() * (*matrix)(2,2);
}
#else
xSize = image_3d->s();
ySize = image_3d->t();
zSize = image_3d->r();
#endif
osg::Vec4 minValue, maxValue;
@@ -2043,7 +2009,7 @@ int main( int argc, char **argv )
if (useShader)
{
rootNode = createShaderModel(image_3d, normalmap_3d,
rootNode = createShaderModel(image_3d, normalmap_3d.get(),
(gpuTransferFunction ? transferFunction.get() : 0),
internalFormatMode,
xSize, ySize, zSize,

View File

@@ -0,0 +1,91 @@
char volume_frag[] = "uniform sampler3D baseTexture;\n"
"uniform float sampleDensity;\n"
"uniform float transparency;\n"
"uniform float alphaCutOff;\n"
"\n"
"varying vec4 cameraPos;\n"
"varying vec4 vertexPos;\n"
"varying mat4 texgen;\n"
"\n"
"void main(void)\n"
"{ \n"
" vec3 t0 = (texgen * vertexPos).xyz;\n"
" vec3 te = (texgen * cameraPos).xyz;\n"
"\n"
" if (te.x>=0.0 && te.x<=1.0 &&\n"
" te.y>=0.0 && te.y<=1.0 &&\n"
" te.z>=0.0 && te.z<=1.0)\n"
" {\n"
" // do nothing... te inside volume\n"
" }\n"
" else\n"
" {\n"
" if (te.x<0.0)\n"
" {\n"
" float r = -te.x / (t0.x-te.x);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.x>1.0)\n"
" {\n"
" float r = (1.0-te.x) / (t0.x-te.x);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.y<0.0)\n"
" {\n"
" float r = -te.y / (t0.y-te.y);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.y>1.0)\n"
" {\n"
" float r = (1.0-te.y) / (t0.y-te.y);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.z<0.0)\n"
" {\n"
" float r = -te.z / (t0.z-te.z);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.z>1.0)\n"
" {\n"
" float r = (1.0-te.z) / (t0.z-te.z);\n"
" te = te + (t0-te)*r;\n"
" }\n"
" }\n"
"\n"
" const float max_iteratrions = 2048.0;\n"
" float num_iterations = ceil(length(te-t0)/sampleDensity);\n"
" if (num_iterations<2) num_iterations = 2.0;\n"
"\n"
" if (num_iterations>max_iteratrions) \n"
" {\n"
" num_iterations = max_iteratrions;\n"
" }\n"
"\n"
" vec3 deltaTexCoord=(te-t0)/float(num_iterations-1.0);\n"
" vec3 texcoord = t0;\n"
"\n"
" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
" while(num_iterations>0.0)\n"
" {\n"
" vec4 color = texture3D( baseTexture, texcoord);\n"
" float r = color[3]*transparency;\n"
" if (r>alphaCutOff)\n"
" {\n"
" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
" fragColor.w += r;\n"
" }\n"
" texcoord += deltaTexCoord; \n"
"\n"
" --num_iterations;\n"
" }\n"
"\n"
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
" if (fragColor.w==0.0) discard;\n"
" gl_FragColor = fragColor;\n"
"}\n"
"\n";

View File

@@ -0,0 +1,120 @@
char volume_n_frag[] = "uniform sampler3D baseTexture;\n"
"uniform sampler3D normalMap;\n"
"uniform float sampleDensity;\n"
"uniform float transparency;\n"
"uniform float alphaCutOff;\n"
"\n"
"varying vec4 cameraPos;\n"
"varying vec4 vertexPos;\n"
"varying mat4 texgen;\n"
"\n"
"void main(void)\n"
"{ \n"
"\n"
" vec3 t0 = (texgen * vertexPos).xyz;\n"
" vec3 te = (texgen * cameraPos).xyz;\n"
"\n"
" vec3 eyeDirection = normalize(te-t0);\n"
"\n"
" if (te.x>=0.0 && te.x<=1.0 &&\n"
" te.y>=0.0 && te.y<=1.0 &&\n"
" te.z>=0.0 && te.z<=1.0)\n"
" {\n"
" // do nothing... te inside volume\n"
" }\n"
" else\n"
" {\n"
" if (te.x<0.0)\n"
" {\n"
" float r = -te.x / (t0.x-te.x);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.x>1.0)\n"
" {\n"
" float r = (1.0-te.x) / (t0.x-te.x);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.y<0.0)\n"
" {\n"
" float r = -te.y / (t0.y-te.y);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.y>1.0)\n"
" {\n"
" float r = (1.0-te.y) / (t0.y-te.y);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.z<0.0)\n"
" {\n"
" float r = -te.z / (t0.z-te.z);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.z>1.0)\n"
" {\n"
" float r = (1.0-te.z) / (t0.z-te.z);\n"
" te = te + (t0-te)*r;\n"
" }\n"
" }\n"
"\n"
" const float max_iteratrions = 2048.0;\n"
" float num_iterations = ceil(length(te-t0)/sampleDensity);\n"
" if (num_iterations<2.0) num_iterations = 2.0;\n"
"\n"
" if (num_iterations>max_iteratrions) \n"
" {\n"
" num_iterations = max_iteratrions;\n"
" }\n"
"\n"
" vec3 deltaTexCoord=(te-t0)/float(num_iterations-1.0);\n"
" vec3 texcoord = t0;\n"
"\n"
" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
" while(num_iterations>0.0)\n"
" {\n"
" vec4 normal = texture3D( normalMap, texcoord);\n"
"#if 1\n"
" vec4 color = texture3D( baseTexture, texcoord);\n"
"\n"
" normal.x = normal.x*2.0-1.0;\n"
" normal.y = normal.y*2.0-1.0;\n"
" normal.z = normal.z*2.0-1.0;\n"
" \n"
" float lightScale = 0.1 + max(dot(normal.xyz, eyeDirection), 0.0);\n"
" color.x *= lightScale;\n"
" color.y *= lightScale;\n"
" color.z *= lightScale;\n"
"\n"
" float r = normal[3]*transparency;\n"
"#else\n"
" vec4 color = texture3D( normalMap, texcoord);\n"
" color.x = color.x*2.0 - 1.0;\n"
" color.y = color.y*2.0 - 1.0;\n"
" color.z = color.z*2.0 - 1.0;\n"
" \n"
" float lightScale = 0.1 + max(dot(color.xyz, eyeDirection), 0.0);\n"
" color.x = lightScale;\n"
" color.y = lightScale;\n"
" color.z = lightScale;\n"
"\n"
" float r = color[3]*transparency;\n"
"#endif \n"
" if (r>alphaCutOff)\n"
" {\n"
" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
" fragColor.w += r;\n"
" }\n"
" texcoord += deltaTexCoord; \n"
"\n"
" --num_iterations;\n"
" }\n"
"\n"
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
" if (fragColor.w==0.0) discard;\n"
" gl_FragColor = fragColor;\n"
"}\n"
"\n";

View File

@@ -0,0 +1,93 @@
char volume_tf_frag[] = "uniform sampler3D baseTexture;\n"
"uniform sampler1D tfTexture;\n"
"uniform float sampleDensity;\n"
"uniform float transparency;\n"
"uniform float alphaCutOff;\n"
"\n"
"varying vec4 cameraPos;\n"
"varying vec4 vertexPos;\n"
"varying mat4 texgen;\n"
"\n"
"void main(void)\n"
"{ \n"
" vec3 t0 = (texgen * vertexPos).xyz;\n"
" vec3 te = (texgen * cameraPos).xyz;\n"
"\n"
" if (te.x>=0.0 && te.x<=1.0 &&\n"
" te.y>=0.0 && te.y<=1.0 &&\n"
" te.z>=0.0 && te.z<=1.0)\n"
" {\n"
" // do nothing... te inside volume\n"
" }\n"
" else\n"
" {\n"
" if (te.x<0.0)\n"
" {\n"
" float r = -te.x / (t0.x-te.x);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.x>1.0)\n"
" {\n"
" float r = (1.0-te.x) / (t0.x-te.x);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.y<0.0)\n"
" {\n"
" float r = -te.y / (t0.y-te.y);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.y>1.0)\n"
" {\n"
" float r = (1.0-te.y) / (t0.y-te.y);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.z<0.0)\n"
" {\n"
" float r = -te.z / (t0.z-te.z);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.z>1.0)\n"
" {\n"
" float r = (1.0-te.z) / (t0.z-te.z);\n"
" te = te + (t0-te)*r;\n"
" }\n"
" }\n"
"\n"
" const float max_iteratrions = 2048.0;\n"
" float num_iterations = ceil(length(te-t0)/sampleDensity);\n"
" if (num_iterations<2) num_iterations = 2.0;\n"
" \n"
" if (num_iterations>max_iteratrions) \n"
" {\n"
" num_iterations = max_iteratrions;\n"
" }\n"
"\n"
" vec3 deltaTexCoord=(te-t0)/float(num_iterations-1);\n"
" vec3 texcoord = t0;\n"
"\n"
" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
" while(num_iterations>0.0)\n"
" {\n"
" float v = texture3D( baseTexture, texcoord).s;\n"
" vec4 color = texture1D( tfTexture, v);\n"
" float r = color[3]*transparency;\n"
" if (r>alphaCutOff)\n"
" {\n"
" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
" fragColor.w += r;\n"
" }\n"
" texcoord += deltaTexCoord; \n"
"\n"
" --num_iterations;\n"
" }\n"
"\n"
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
" if (fragColor.w==0.0) discard;\n"
" gl_FragColor = fragColor;\n"
"}\n"
"\n";

View File

@@ -0,0 +1,107 @@
char volume_tf_n_frag[] = "uniform sampler3D baseTexture;\n"
"uniform sampler3D normalMap;\n"
"uniform sampler1D tfTexture;\n"
"uniform float sampleDensity;\n"
"uniform float transparency;\n"
"uniform float alphaCutOff;\n"
"\n"
"varying vec4 cameraPos;\n"
"varying vec4 vertexPos;\n"
"varying mat4 texgen;\n"
"\n"
"void main(void)\n"
"{ \n"
" vec3 t0 = (texgen * vertexPos).xyz;\n"
" vec3 te = (texgen * cameraPos).xyz;\n"
"\n"
" vec3 eyeDirection = normalize(te-t0);\n"
"\n"
" if (te.x>=0.0 && te.x<=1.0 &&\n"
" te.y>=0.0 && te.y<=1.0 &&\n"
" te.z>=0.0 && te.z<=1.0)\n"
" {\n"
" // do nothing... te inside volume\n"
" }\n"
" else\n"
" {\n"
" if (te.x<0.0)\n"
" {\n"
" float r = -te.x / (t0.x-te.x);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.x>1.0)\n"
" {\n"
" float r = (1.0-te.x) / (t0.x-te.x);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.y<0.0)\n"
" {\n"
" float r = -te.y / (t0.y-te.y);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.y>1.0)\n"
" {\n"
" float r = (1.0-te.y) / (t0.y-te.y);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.z<0.0)\n"
" {\n"
" float r = -te.z / (t0.z-te.z);\n"
" te = te + (t0-te)*r;\n"
" }\n"
"\n"
" if (te.z>1.0)\n"
" {\n"
" float r = (1.0-te.z) / (t0.z-te.z);\n"
" te = te + (t0-te)*r;\n"
" }\n"
" }\n"
"\n"
" const float max_iteratrions = 2048.0;\n"
" float num_iterations = ceil(length(te-t0)/sampleDensity);\n"
" if (num_iterations<2.0) num_iterations = 2.0;\n"
" \n"
" if (num_iterations>max_iteratrions) \n"
" {\n"
" num_iterations = max_iteratrions;\n"
" }\n"
"\n"
" vec3 deltaTexCoord=(te-t0)/float(num_iterations-1.0);\n"
" vec3 texcoord = t0;\n"
"\n"
" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
" while(num_iterations>0.0)\n"
" {\n"
" vec4 normal = texture3D( normalMap, texcoord);\n"
" float v = normal.a; // texture3D( baseTexture, texcoord).s;\n"
" vec4 color = texture1D( tfTexture, v);\n"
"\n"
" normal.x = normal.x*2.0-1.0;\n"
" normal.y = normal.y*2.0-1.0;\n"
" normal.z = normal.z*2.0-1.0;\n"
" \n"
" float lightScale = 0.1 + max(dot(normal.xyz, eyeDirection), 0.0);\n"
" color.x *= lightScale;\n"
" color.y *= lightScale;\n"
" color.z *= lightScale;\n"
"\n"
" float r = normal[3]*transparency;\n"
" if (r>alphaCutOff)\n"
" {\n"
" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
" fragColor.w += r;\n"
" }\n"
" texcoord += deltaTexCoord; \n"
"\n"
" --num_iterations;\n"
" }\n"
"\n"
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
" if (fragColor.w==0.0) discard;\n"
" gl_FragColor = fragColor;\n"
"}\n"
"\n";

View File

@@ -0,0 +1,17 @@
char volume_vert[] = "#version 110\n"
"varying vec4 cameraPos;\n"
"varying vec4 vertexPos;\n"
"varying mat4 texgen;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
"\n"
" cameraPos = gl_ModelViewMatrixInverse*vec4(0,0,0,1);\n"
" vertexPos = gl_Vertex;\n"
"\n"
" texgen = mat4(gl_ObjectPlaneS[0], \n"
" gl_ObjectPlaneT[0],\n"
" gl_ObjectPlaneR[0],\n"
" gl_ObjectPlaneQ[0]);\n"
"}\n";