Moved shaders into .cpp, with the shaders created by the new osg2cpp utility
This commit is contained in:
@@ -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,
|
||||
|
||||
91
examples/osgvolume/volume_frag.cpp
Normal file
91
examples/osgvolume/volume_frag.cpp
Normal 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";
|
||||
120
examples/osgvolume/volume_n_frag.cpp
Normal file
120
examples/osgvolume/volume_n_frag.cpp
Normal 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";
|
||||
93
examples/osgvolume/volume_tf_frag.cpp
Normal file
93
examples/osgvolume/volume_tf_frag.cpp
Normal 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";
|
||||
107
examples/osgvolume/volume_tf_n_frag.cpp
Normal file
107
examples/osgvolume/volume_tf_n_frag.cpp
Normal 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";
|
||||
17
examples/osgvolume/volume_vert.cpp
Normal file
17
examples/osgvolume/volume_vert.cpp
Normal 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";
|
||||
Reference in New Issue
Block a user