Added support for creating a 3D Image from an image list.
Added support for reading a list of images in the Present3D <volume> tag.
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@@ -70,8 +70,6 @@
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#include <osgVolume/RayTracedTechnique>
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#include <osgVolume/FixedFunctionTechnique>
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typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
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enum ShadingModel
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{
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Standard,
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@@ -86,6 +84,86 @@ struct PassThroughTransformFunction
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};
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void clampToNearestValidPowerOfTwo(int& sizeX, int& sizeY, int& sizeZ, int s_maximumTextureSize, int t_maximumTextureSize, int r_maximumTextureSize)
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{
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// compute nearest powers of two for each axis.
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int s_nearestPowerOfTwo = 1;
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while(s_nearestPowerOfTwo<sizeX && s_nearestPowerOfTwo<s_maximumTextureSize) s_nearestPowerOfTwo*=2;
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int t_nearestPowerOfTwo = 1;
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while(t_nearestPowerOfTwo<sizeY && t_nearestPowerOfTwo<t_maximumTextureSize) t_nearestPowerOfTwo*=2;
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int r_nearestPowerOfTwo = 1;
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while(r_nearestPowerOfTwo<sizeZ && r_nearestPowerOfTwo<r_maximumTextureSize) r_nearestPowerOfTwo*=2;
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sizeX = s_nearestPowerOfTwo;
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sizeY = t_nearestPowerOfTwo;
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sizeZ = r_nearestPowerOfTwo;
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}
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#if 1
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struct ModulateAlphaByLuminanceOperator
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{
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ModulateAlphaByLuminanceOperator() {}
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inline void luminance(float&) const {}
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inline void alpha(float&) const {}
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inline void luminance_alpha(float& l,float& a) const { a*= l; }
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inline void rgb(float&,float&,float&) const {}
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inline void rgba(float& r,float& g,float& b,float& a) const { float l = (r+g+b)*0.3333333; a *= l;}
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};
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osg::Image* createTexture3D(osg::ImageList& imageList,
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unsigned int numComponentsDesired,
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int s_maximumTextureSize,
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int t_maximumTextureSize,
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int r_maximumTextureSize,
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bool resizeToPowerOfTwo)
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{
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GLenum desiredPixelFormat = 0;
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bool modulateAlphaByLuminance = false;
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if (numComponentsDesired==0)
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{
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unsigned int maxNumComponents = osg::maximimNumOfComponents(imageList);
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if (maxNumComponents==3)
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{
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desiredPixelFormat = GL_RGBA;
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modulateAlphaByLuminance = true;
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}
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}
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else
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{
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switch(numComponentsDesired)
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{
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case(1) : desiredPixelFormat = GL_LUMINANCE; break;
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case(2) : desiredPixelFormat = GL_LUMINANCE_ALPHA; break;
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case(3) : desiredPixelFormat = GL_RGB; break;
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case(4) : desiredPixelFormat = GL_RGBA; break;
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}
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}
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osg::ref_ptr<osg::Image> image = osg::createImage3D(imageList,
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desiredPixelFormat,
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s_maximumTextureSize,
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t_maximumTextureSize,
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r_maximumTextureSize,
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resizeToPowerOfTwo);
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if (image.valid())
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{
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if (modulateAlphaByLuminance)
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{
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osg::modifyImage(image.get(), ModulateAlphaByLuminanceOperator());
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}
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return image.release();
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}
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else
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{
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return 0;
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}
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}
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#else
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struct ProcessRow
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{
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virtual ~ProcessRow() {}
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@@ -435,36 +513,19 @@ struct ProcessRow
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};
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void clampToNearestValidPowerOfTwo(int& sizeX, int& sizeY, int& sizeZ, int s_maximumTextureSize, int t_maximumTextureSize, int r_maximumTextureSize)
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{
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// compute nearest powers of two for each axis.
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int s_nearestPowerOfTwo = 1;
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while(s_nearestPowerOfTwo<sizeX && s_nearestPowerOfTwo<s_maximumTextureSize) s_nearestPowerOfTwo*=2;
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int t_nearestPowerOfTwo = 1;
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while(t_nearestPowerOfTwo<sizeY && t_nearestPowerOfTwo<t_maximumTextureSize) t_nearestPowerOfTwo*=2;
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int r_nearestPowerOfTwo = 1;
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while(r_nearestPowerOfTwo<sizeZ && r_nearestPowerOfTwo<r_maximumTextureSize) r_nearestPowerOfTwo*=2;
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sizeX = s_nearestPowerOfTwo;
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sizeY = t_nearestPowerOfTwo;
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sizeZ = r_nearestPowerOfTwo;
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}
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osg::Image* createTexture3D(ImageList& imageList, ProcessRow& processRow,
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osg::Image* createTexture3D(osg::ImageList& imageList,
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unsigned int numComponentsDesired,
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int s_maximumTextureSize,
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int t_maximumTextureSize,
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int r_maximumTextureSize,
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bool resizeToPowerOfTwo)
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{
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ProcessRow processRow;
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int max_s = 0;
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int max_t = 0;
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unsigned int max_components = 0;
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int total_r = 0;
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ImageList::iterator itr;
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osg::ImageList::iterator itr;
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for(itr=imageList.begin();
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itr!=imageList.end();
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++itr)
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@@ -592,7 +653,7 @@ osg::Image* createTexture3D(ImageList& imageList, ProcessRow& processRow,
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}
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return image_3d.release();
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}
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#endif
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struct ScaleOperator
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{
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@@ -769,17 +830,6 @@ enum ColourSpaceOperation
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REPLACE_RGB_WITH_LUMINANCE
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};
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struct ModulateAlphaByLuminanceOperator
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{
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ModulateAlphaByLuminanceOperator() {}
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inline void luminance(float&) const {}
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inline void alpha(float&) const {}
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inline void luminance_alpha(float& l,float& a) const { a*= l; }
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inline void rgb(float&,float&,float&) const {}
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inline void rgba(float& r,float& g,float& b,float& a) const { float l = (r+g+b)*0.3333333; a *= l;}
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};
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struct ModulateAlphaByColourOperator
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{
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ModulateAlphaByColourOperator(const osg::Vec4& colour):_colour(colour) { _lum = _colour.length(); }
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@@ -1256,7 +1306,7 @@ int main( int argc, char **argv )
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int images_pos = arguments.find("--images");
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if (images_pos>=0)
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{
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ImageList imageList;
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osg::ImageList imageList;
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int pos=images_pos+1;
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for(;pos<arguments.argc() && !arguments.isOption(pos);++pos)
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{
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@@ -1291,8 +1341,7 @@ int main( int argc, char **argv )
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arguments.remove(images_pos, pos-images_pos);
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// pack the textures into a single texture.
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ProcessRow processRow;
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osg::Image* image = createTexture3D(imageList, processRow, numComponentsDesired, s_maximumTextureSize, t_maximumTextureSize, r_maximumTextureSize, resizeToPowerOfTwo);
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osg::Image* image = createTexture3D(imageList, numComponentsDesired, s_maximumTextureSize, t_maximumTextureSize, r_maximumTextureSize, resizeToPowerOfTwo);
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if (image)
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{
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images.push_back(image);
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