From a358bd7370f55b206727354397f627db9331fdf2 Mon Sep 17 00:00:00 2001 From: Robert Osfield Date: Fri, 30 Jan 2009 17:10:27 +0000 Subject: [PATCH] Updated iso surface shaders --- src/osgVolume/RayTracedTechnique.cpp | 18 +- src/osgVolume/Shaders/volume_iso_frag.cpp | 2 - src/osgVolume/Shaders/volume_tf_iso_frag.cpp | 191 ++++++++++--------- 3 files changed, 107 insertions(+), 104 deletions(-) diff --git a/src/osgVolume/RayTracedTechnique.cpp b/src/osgVolume/RayTracedTechnique.cpp index a7a8e6943..3d0fcd2c2 100644 --- a/src/osgVolume/RayTracedTechnique.cpp +++ b/src/osgVolume/RayTracedTechnique.cpp @@ -131,7 +131,7 @@ void RayTracedTechnique::init() // get shaders from source - osg::Shader* vertexShader = osgDB::readShaderFile(osg::Shader::VERTEX, "volume.vert"); + osg::Shader* vertexShader = osgDB::readShaderFile(osg::Shader::VERTEX, "shaders/volume.vert"); if (vertexShader) { program->addShader(vertexShader); @@ -181,7 +181,7 @@ void RayTracedTechnique::init() texture1D->setImage(tf->getImage()); stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON); - osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_tf_mip.frag"); + osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "shaders/volume_tf_mip.frag"); if (fragmentShader) { program->addShader(fragmentShader); @@ -198,7 +198,7 @@ void RayTracedTechnique::init() } else { - osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_mip.frag"); + osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "shaders/volume_mip.frag"); if (fragmentShader) { program->addShader(fragmentShader); @@ -228,7 +228,7 @@ void RayTracedTechnique::init() osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1); stateset->addUniform(tfTextureSampler); - osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_tf_iso.frag"); + osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "shaders/volume_tf_iso.frag"); if (fragmentShader) { program->addShader(fragmentShader); @@ -241,13 +241,17 @@ void RayTracedTechnique::init() } else { - osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_iso.frag"); + osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "shaders/volume_iso.frag"); if (fragmentShader) { + osg::notify(osg::NOTICE)<<"Shader found"<addShader(fragmentShader); } else { + osg::notify(osg::NOTICE)<<"No Shader found"<addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_iso_frag)); } @@ -312,7 +316,7 @@ void RayTracedTechnique::init() osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1); stateset->addUniform(tfTextureSampler); - osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_tf.frag"); + osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "shaders/volume_tf.frag"); if (fragmentShader) { program->addShader(fragmentShader); @@ -327,7 +331,7 @@ void RayTracedTechnique::init() else { - osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume.frag"); + osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "shaders/volume.frag"); if (fragmentShader) { program->addShader(fragmentShader); diff --git a/src/osgVolume/Shaders/volume_iso_frag.cpp b/src/osgVolume/Shaders/volume_iso_frag.cpp index 7f0084b87..154439192 100644 --- a/src/osgVolume/Shaders/volume_iso_frag.cpp +++ b/src/osgVolume/Shaders/volume_iso_frag.cpp @@ -132,7 +132,5 @@ char volume_iso_frag[] = "uniform sampler3D baseTexture;\n" "\n" " // we didn't find an intersection so just discard fragment\n" " discard;\n" - "\n" "}\n" - ";\n" "\n"; diff --git a/src/osgVolume/Shaders/volume_tf_iso_frag.cpp b/src/osgVolume/Shaders/volume_tf_iso_frag.cpp index 367c141e1..016694a6f 100644 --- a/src/osgVolume/Shaders/volume_tf_iso_frag.cpp +++ b/src/osgVolume/Shaders/volume_tf_iso_frag.cpp @@ -10,120 +10,121 @@ char volume_tf_iso_frag[] = "uniform sampler3D baseTexture;\n" "\n" "void main(void)\n" "{ \n" - " vec3 t0 = (texgen * vertexPos).xyz;\n" - " vec3 te = (texgen * cameraPos).xyz;\n" + " vec3 t0 = (texgen * vertexPos).xyz;\n" + " vec3 te = (texgen * cameraPos).xyz;\n" "\n" - " vec3 eyeDirection = normalize(te-t0);\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" + " 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" + " 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" + " 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" + " 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" + " 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" + " 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)/SampleDensityValue);\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" + " const float max_iteratrions = 2048.0;\n" + " float num_iterations = ceil(length(te-t0)/SampleDensityValue);\n" + " if (num_iterations<2.0) num_iterations = 2.0;\n" "\n" - " vec3 deltaTexCoord=(t0-te)/float(num_iterations-1.0);\n" - " vec3 texcoord = te;\n" - " float previousV = texture3D( baseTexture, texcoord).a;\n" + " if (num_iterations>max_iteratrions) \n" + " {\n" + " num_iterations = max_iteratrions;\n" + " }\n" "\n" - " float normalSampleDistance = 1.0/512.0;\n" - " vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0);\n" - " vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0);\n" - " vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance);\n" + " vec3 deltaTexCoord=(t0-te)/float(num_iterations-1.0);\n" + " vec3 texcoord = te;\n" + " float previousV = texture3D( baseTexture, texcoord).a;\n" "\n" - " vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n" - " while(num_iterations>0.0)\n" - " {\n" + " float normalSampleDistance = 1.0/512.0;\n" + " vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0);\n" + " vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0);\n" + " vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance);\n" "\n" - " float v = texture3D( baseTexture, texcoord).a;\n" + " while(num_iterations>0.0)\n" + " {\n" "\n" - " float m = (previousV-IsoSurfaceValue) * (v-IsoSurfaceValue);\n" - " if (m <= 0.0)\n" - " {\n" - " float r = (IsoSurfaceValue-v)/(previousV-v);\n" - " texcoord = texcoord - r*deltaTexCoord;\n" + " float v = texture3D( baseTexture, texcoord).a;\n" "\n" - " v = texture3D( baseTexture, texcoord).a;\n" - " vec4 color = texture1D( tfTexture, v);\n" + " float m = (previousV-IsoSurfaceValue) * (v-IsoSurfaceValue);\n" + " if (m <= 0.0)\n" + " {\n" + " float r = (IsoSurfaceValue-v)/(previousV-v);\n" + " texcoord = texcoord - r*deltaTexCoord;\n" "\n" - " float px = texture3D( baseTexture, texcoord + deltaX).a;\n" - " float py = texture3D( baseTexture, texcoord + deltaY).a;\n" - " float pz = texture3D( baseTexture, texcoord + deltaZ).a;\n" + " v = texture3D( baseTexture, texcoord).a;\n" + " vec4 color = texture1D( tfTexture, v);\n" "\n" - " float nx = texture3D( baseTexture, texcoord - deltaX).a;\n" - " float ny = texture3D( baseTexture, texcoord - deltaY).a;\n" - " float nz = texture3D( baseTexture, texcoord - deltaZ).a;\n" - " \n" - " vec3 grad = vec3(px-nx, py-ny, pz-nz);\n" - " vec3 normal = normalize(grad);\n" + " float px = texture3D( baseTexture, texcoord + deltaX).a;\n" + " float py = texture3D( baseTexture, texcoord + deltaY).a;\n" + " float pz = texture3D( baseTexture, texcoord + deltaZ).a;\n" "\n" - " float lightScale = 0.1 + abs(dot(normal.xyz, eyeDirection))*0.9;\n" - " \n" - " color.x *= lightScale;\n" - " color.y *= lightScale;\n" - " color.z *= lightScale;\n" + " float nx = texture3D( baseTexture, texcoord - deltaX).a;\n" + " float ny = texture3D( baseTexture, texcoord - deltaY).a;\n" + " float nz = texture3D( baseTexture, texcoord - deltaZ).a;\n" "\n" - " fragColor = color;\n" - " \n" - " break;\n" - " }\n" - " \n" - " previousV = v;\n" - " \n" - " texcoord += deltaTexCoord; \n" + " vec3 grad = vec3(px-nx, py-ny, pz-nz);\n" + " if (grad.x!=0.0 || grad.y!=0.0 || grad.z!=0.0)\n" + " {\n" + " vec3 normal = normalize(grad);\n" + " float lightScale = 0.1 + abs(dot(normal.xyz, eyeDirection))*0.9;\n" "\n" - " --num_iterations;\n" - " }\n" + " color.x *= lightScale;\n" + " color.y *= lightScale;\n" + " color.z *= lightScale;\n" + " }\n" + "\n" + " gl_FragColor = color;\n" + "\n" + " return;\n" + " }\n" + "\n" + " previousV = v;\n" + "\n" + " texcoord += deltaTexCoord; \n" + "\n" + " --num_iterations;\n" + " }\n" + "\n" + " // we didn't find an intersection so just discard fragment\n" + " discard;\n" "\n" - " if (fragColor.w>1.0) fragColor.w = 1.0; \n" - " if (fragColor.w