Integrated state setup code from osgvolume.cpp example into ShaderTechnique path.
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@@ -17,6 +17,15 @@
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#include <osg/Geometry>
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#include <osg/io_utils>
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#include <osg/Program>
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#include <osg/TexGen>
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#include <osg/Texture1D>
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#include <osg/Texture2D>
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#include <osg/Texture3D>
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#include <osg/TransferFunction>
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#include <osgDB/ReadFile>
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using namespace osgVolume;
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ShaderTechnique::ShaderTechnique()
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@@ -32,24 +41,44 @@ ShaderTechnique::~ShaderTechnique()
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{
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}
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enum ShadingModel
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{
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Standard,
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Light,
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Isosurface,
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MaximumIntensityProjection
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};
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void ShaderTechnique::init()
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{
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osg::notify(osg::NOTICE)<<"ShaderTechnique::init()"<<std::endl;
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if (!_volumeTile) return;
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ShadingModel shadingModel = Isosurface;
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float alphaFuncValue = 0.1;
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_geode = new osg::Geode;
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osg::Image* image_3d = 0;
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osg::TransferFunction1D* tf = 0;
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osgVolume::Locator* masterLocator = _volumeTile->getLocator();
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for(unsigned int i = 0;
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i < _volumeTile->getNumLayers() && !masterLocator;
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i < _volumeTile->getNumLayers();
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++i)
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{
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if (_volumeTile->getLayer(i))
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if (_volumeTile->getLayer(i) && !masterLocator)
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{
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masterLocator = _volumeTile->getLayer(i)->getLocator();
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osg::notify(osg::NOTICE)<<"assigning locator = "<<masterLocator<<std::endl;
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}
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if (_volumeTile->getLayer(i)->getImage())
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{
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osg::notify(osg::NOTICE)<<"assigning image = "<<std::endl;
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image_3d = _volumeTile->getLayer(i)->getImage();
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tf = dynamic_cast<osg::TransferFunction1D*>(_volumeTile->getLayer(i)->getTransferFunction());
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}
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}
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osg::Matrix matrix;
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@@ -59,7 +88,267 @@ void ShaderTechnique::init()
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}
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osg::notify(osg::NOTICE)<<"Matrix = "<<matrix<<std::endl;
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osg::Image* normalmap_3d = 0;
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osg::Texture::InternalFormatMode internalFormatMode = osg::Texture::USE_IMAGE_DATA_FORMAT;
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float xSize = (matrix)(0,0);
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float ySize = (matrix)(1,1);
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float zSize = (matrix)(2,2);
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{
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osg::Texture::FilterMode minFilter = osg::Texture::LINEAR;
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osg::Texture::FilterMode magFilter = osg::Texture::LINEAR;
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osg::StateSet* stateset = _geode->getOrCreateStateSet();
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stateset->setMode(GL_ALPHA_TEST,osg::StateAttribute::ON);
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osg::Program* program = new osg::Program;
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stateset->setAttribute(program);
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// get shaders from source
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osg::Shader* vertexShader = osgDB::readShaderFile(osg::Shader::VERTEX, "volume.vert");
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if (vertexShader)
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{
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program->addShader(vertexShader);
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}
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else
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{
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#include "Shaders/volume_vert.cpp"
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program->addShader(new osg::Shader(osg::Shader::VERTEX, volume_vert));
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}
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if (!(normalmap_3d && tf))
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{
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// set up the 3d texture itself,
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// note, well set the filtering up so that mip mapping is disabled,
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// gluBuild3DMipsmaps doesn't do a very good job of handled the
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// imbalanced dimensions of the 256x256x4 texture.
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osg::Texture3D* texture3D = new osg::Texture3D;
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texture3D->setResizeNonPowerOfTwoHint(false);
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texture3D->setFilter(osg::Texture3D::MIN_FILTER,minFilter);
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texture3D->setFilter(osg::Texture3D::MAG_FILTER, magFilter);
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texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP_TO_EDGE);
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texture3D->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP_TO_EDGE);
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texture3D->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP_TO_EDGE);
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if (image_3d->getPixelFormat()==GL_ALPHA ||
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image_3d->getPixelFormat()==GL_LUMINANCE)
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{
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texture3D->setInternalFormatMode(osg::Texture3D::USE_USER_DEFINED_FORMAT);
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texture3D->setInternalFormat(GL_INTENSITY);
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}
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else
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{
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texture3D->setInternalFormatMode(internalFormatMode);
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}
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texture3D->setImage(image_3d);
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stateset->setTextureAttributeAndModes(0,texture3D,osg::StateAttribute::ON);
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
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stateset->addUniform(baseTextureSampler);
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}
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if (shadingModel==MaximumIntensityProjection)
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{
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if (tf)
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{
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osg::Texture1D* texture1D = new osg::Texture1D;
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texture1D->setImage(tf->getImage());
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stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_tf_mip.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "Shaders/volume_tf_mip_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_mip_frag));
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}
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osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
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stateset->addUniform(tfTextureSampler);
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}
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else
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{
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_mip.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "Shaders/volume_mip_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_mip_frag));
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}
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}
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}
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else if (shadingModel==Isosurface)
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{
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if (tf)
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{
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osg::Texture1D* texture1D = new osg::Texture1D;
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texture1D->setImage(tf->getImage());
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texture1D->setResizeNonPowerOfTwoHint(false);
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texture1D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture1D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
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osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
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stateset->addUniform(tfTextureSampler);
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_tf_iso.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "Shaders/volume_tf_iso_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_iso_frag));
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}
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}
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else
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{
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_iso.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "Shaders/volume_iso_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_iso_frag));
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}
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}
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}
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else if (normalmap_3d)
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{
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osg::notify(osg::NOTICE)<<"Setting up normalmapping shader"<<std::endl;
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osg::Uniform* normalMapSampler = new osg::Uniform("normalMap",1);
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stateset->addUniform(normalMapSampler);
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osg::Texture3D* normalMap = new osg::Texture3D;
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normalMap->setImage(normalmap_3d);
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normalMap->setResizeNonPowerOfTwoHint(false);
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normalMap->setInternalFormatMode(internalFormatMode);
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normalMap->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture::LINEAR);
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normalMap->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture::LINEAR);
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normalMap->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::CLAMP_TO_EDGE);
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normalMap->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::CLAMP_TO_EDGE);
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normalMap->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::CLAMP_TO_EDGE);
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stateset->setTextureAttributeAndModes(1,normalMap,osg::StateAttribute::ON);
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if (tf)
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{
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osg::Texture1D* texture1D = new osg::Texture1D;
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texture1D->setImage(tf->getImage());
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texture1D->setResizeNonPowerOfTwoHint(false);
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texture1D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture1D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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stateset->setTextureAttributeAndModes(0,texture1D,osg::StateAttribute::ON);
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume-tf-n.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "Shaders/volume_tf_n_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_n_frag));
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}
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osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",0);
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stateset->addUniform(tfTextureSampler);
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}
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else
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{
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume-n.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "Shaders/volume_n_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_n_frag));
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}
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}
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}
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else if (tf)
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{
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osg::Texture1D* texture1D = new osg::Texture1D;
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texture1D->setImage(tf->getImage());
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texture1D->setResizeNonPowerOfTwoHint(false);
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texture1D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture1D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
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osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
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stateset->addUniform(tfTextureSampler);
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume-tf.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "Shaders/volume_tf_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_frag));
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}
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}
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else
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{
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "Shaders/volume_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_frag));
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}
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}
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osg::Uniform* sampleDensity = new osg::Uniform("sampleDensity", 0.005f);
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stateset->addUniform(sampleDensity);
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osg::Uniform* transpancy = new osg::Uniform("transparency",0.5f);
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stateset->addUniform(transpancy);
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osg::Uniform* alphaCutOff = new osg::Uniform("alphaCutOff",alphaFuncValue);
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stateset->addUniform(alphaCutOff);
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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osg::TexGen* texgen = new osg::TexGen;
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texgen->setMode(osg::TexGen::OBJECT_LINEAR);
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texgen->setPlane(osg::TexGen::S, osg::Plane(1.0f/xSize,0.0f,0.0f,0.0f));
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texgen->setPlane(osg::TexGen::T, osg::Plane(0.0f,1.0f/ySize,0.0f,0.0f));
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texgen->setPlane(osg::TexGen::R, osg::Plane(0.0f,0.0f,1.0f/zSize,0.0f));
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texgen->setPlane(osg::TexGen::Q, osg::Plane(0.0f,0.0f,0.0f,1.0f));
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stateset->setTextureAttributeAndModes(0, texgen, osg::StateAttribute::ON);
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}
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{
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osg::Geometry* geom = new osg::Geometry;
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