Integrated state setup code from osgvolume.cpp example into ShaderTechnique path.

This commit is contained in:
Robert Osfield
2009-01-13 17:51:45 +00:00
parent f260737cd8
commit 2efce3965a

View File

@@ -17,6 +17,15 @@
#include <osg/Geometry>
#include <osg/io_utils>
#include <osg/Program>
#include <osg/TexGen>
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/Texture3D>
#include <osg/TransferFunction>
#include <osgDB/ReadFile>
using namespace osgVolume;
ShaderTechnique::ShaderTechnique()
@@ -32,24 +41,44 @@ ShaderTechnique::~ShaderTechnique()
{
}
enum ShadingModel
{
Standard,
Light,
Isosurface,
MaximumIntensityProjection
};
void ShaderTechnique::init()
{
osg::notify(osg::NOTICE)<<"ShaderTechnique::init()"<<std::endl;
if (!_volumeTile) return;
ShadingModel shadingModel = Isosurface;
float alphaFuncValue = 0.1;
_geode = new osg::Geode;
osg::Image* image_3d = 0;
osg::TransferFunction1D* tf = 0;
osgVolume::Locator* masterLocator = _volumeTile->getLocator();
for(unsigned int i = 0;
i < _volumeTile->getNumLayers() && !masterLocator;
i < _volumeTile->getNumLayers();
++i)
{
if (_volumeTile->getLayer(i))
if (_volumeTile->getLayer(i) && !masterLocator)
{
masterLocator = _volumeTile->getLayer(i)->getLocator();
osg::notify(osg::NOTICE)<<"assigning locator = "<<masterLocator<<std::endl;
}
if (_volumeTile->getLayer(i)->getImage())
{
osg::notify(osg::NOTICE)<<"assigning image = "<<std::endl;
image_3d = _volumeTile->getLayer(i)->getImage();
tf = dynamic_cast<osg::TransferFunction1D*>(_volumeTile->getLayer(i)->getTransferFunction());
}
}
osg::Matrix matrix;
@@ -59,7 +88,267 @@ void ShaderTechnique::init()
}
osg::notify(osg::NOTICE)<<"Matrix = "<<matrix<<std::endl;
osg::Image* normalmap_3d = 0;
osg::Texture::InternalFormatMode internalFormatMode = osg::Texture::USE_IMAGE_DATA_FORMAT;
float xSize = (matrix)(0,0);
float ySize = (matrix)(1,1);
float zSize = (matrix)(2,2);
{
osg::Texture::FilterMode minFilter = osg::Texture::LINEAR;
osg::Texture::FilterMode magFilter = osg::Texture::LINEAR;
osg::StateSet* stateset = _geode->getOrCreateStateSet();
stateset->setMode(GL_ALPHA_TEST,osg::StateAttribute::ON);
osg::Program* program = new osg::Program;
stateset->setAttribute(program);
// get shaders from source
osg::Shader* vertexShader = osgDB::readShaderFile(osg::Shader::VERTEX, "volume.vert");
if (vertexShader)
{
program->addShader(vertexShader);
}
else
{
#include "Shaders/volume_vert.cpp"
program->addShader(new osg::Shader(osg::Shader::VERTEX, volume_vert));
}
if (!(normalmap_3d && tf))
{
// 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)
{
texture3D->setInternalFormatMode(osg::Texture3D::USE_USER_DEFINED_FORMAT);
texture3D->setInternalFormat(GL_INTENSITY);
}
else
{
texture3D->setInternalFormatMode(internalFormatMode);
}
texture3D->setImage(image_3d);
stateset->setTextureAttributeAndModes(0,texture3D,osg::StateAttribute::ON);
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
stateset->addUniform(baseTextureSampler);
}
if (shadingModel==MaximumIntensityProjection)
{
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_mip.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "Shaders/volume_tf_mip_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_mip_frag));
}
osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
stateset->addUniform(tfTextureSampler);
}
else
{
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_mip.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "Shaders/volume_mip_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_mip_frag));
}
}
}
else if (shadingModel==Isosurface)
{
if (tf)
{
osg::Texture1D* texture1D = new osg::Texture1D;
texture1D->setImage(tf->getImage());
texture1D->setResizeNonPowerOfTwoHint(false);
texture1D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture1D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
stateset->addUniform(tfTextureSampler);
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_tf_iso.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "Shaders/volume_tf_iso_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_iso_frag));
}
}
else
{
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_iso.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "Shaders/volume_iso_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_iso_frag));
}
}
}
else 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);
normalMap->setResizeNonPowerOfTwoHint(false);
normalMap->setInternalFormatMode(internalFormatMode);
normalMap->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture::LINEAR);
normalMap->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture::LINEAR);
normalMap->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP_TO_EDGE);
normalMap->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP_TO_EDGE);
normalMap->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP_TO_EDGE);
stateset->setTextureAttributeAndModes(1,normalMap,osg::StateAttribute::ON);
if (tf)
{
osg::Texture1D* texture1D = new osg::Texture1D;
texture1D->setImage(tf->getImage());
texture1D->setResizeNonPowerOfTwoHint(false);
texture1D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture1D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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 "Shaders/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 "Shaders/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());
texture1D->setResizeNonPowerOfTwoHint(false);
texture1D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture1D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
stateset->addUniform(tfTextureSampler);
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume-tf.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "Shaders/volume_tf_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_frag));
}
}
else
{
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "Shaders/volume_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_frag));
}
}
osg::Uniform* sampleDensity = new osg::Uniform("sampleDensity", 0.005f);
stateset->addUniform(sampleDensity);
osg::Uniform* transpancy = new osg::Uniform("transparency",0.5f);
stateset->addUniform(transpancy);
osg::Uniform* alphaCutOff = new osg::Uniform("alphaCutOff",alphaFuncValue);
stateset->addUniform(alphaCutOff);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
osg::TexGen* texgen = new osg::TexGen;
texgen->setMode(osg::TexGen::OBJECT_LINEAR);
texgen->setPlane(osg::TexGen::S, osg::Plane(1.0f/xSize,0.0f,0.0f,0.0f));
texgen->setPlane(osg::TexGen::T, osg::Plane(0.0f,1.0f/ySize,0.0f,0.0f));
texgen->setPlane(osg::TexGen::R, osg::Plane(0.0f,0.0f,1.0f/zSize,0.0f));
texgen->setPlane(osg::TexGen::Q, osg::Plane(0.0f,0.0f,0.0f,1.0f));
stateset->setTextureAttributeAndModes(0, texgen, osg::StateAttribute::ON);
}
{
osg::Geometry* geom = new osg::Geometry;