Added support for SampleDensityProperty and TransparencyProperty
This commit is contained in:
@@ -147,6 +147,36 @@ LightingProperty::LightingProperty(const LightingProperty& isp,const osg::CopyOp
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{
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// SampleDensityProperty
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//
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SampleDensityProperty::SampleDensityProperty(float value):
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ScalarProperty("SampleDensityValue",value)
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{
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}
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SampleDensityProperty::SampleDensityProperty(const SampleDensityProperty& isp,const osg::CopyOp& copyop):
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ScalarProperty(isp, copyop)
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{
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// TransparencyProperty
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//
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TransparencyProperty::TransparencyProperty(float value):
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ScalarProperty("TransparencyValue",value)
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{
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}
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TransparencyProperty::TransparencyProperty(const TransparencyProperty& isp,const osg::CopyOp& copyop):
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ScalarProperty(isp, copyop)
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{
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// CollectPropertiesVisitor
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@@ -169,3 +199,5 @@ void CollectPropertiesVisitor::apply(IsoSurfaceProperty& iso) { _isoProperty = &
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void CollectPropertiesVisitor::apply(AlphaFuncProperty& af) { _afProperty = ⁡ }
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void CollectPropertiesVisitor::apply(MaximumIntensityProjectionProperty& mip) { _mipProperty = &mip; }
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void CollectPropertiesVisitor::apply(LightingProperty& lp) { _lightingProperty = &lp; }
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void CollectPropertiesVisitor::apply(SampleDensityProperty& sdp) { _sampleDensityProperty = &sdp; }
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void CollectPropertiesVisitor::apply(TransparencyProperty& tp) { _transparencyProperty = &tp; }
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@@ -294,16 +294,23 @@ void ShaderTechnique::init()
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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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if (cpv._sampleDensityProperty.valid())
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stateset->addUniform(cpv._sampleDensityProperty->getUniform());
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else
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stateset->addUniform(new osg::Uniform("SampleDensityValue",0.0005f));
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if (cpv._transparencyProperty.valid())
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stateset->addUniform(cpv._transparencyProperty->getUniform());
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else
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stateset->addUniform(new osg::Uniform("TransparencyValue",1.0f));
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osg::Uniform* transpancy = new osg::Uniform("transparency",0.5f);
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stateset->addUniform(transpancy);
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if (cpv._afProperty.valid())
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{
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stateset->addUniform(cpv._afProperty->getUniform());
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}
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else
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stateset->addUniform(new osg::Uniform("AlphaFuncValue",alphaFuncValue));
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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@@ -1,6 +1,6 @@
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char volume_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform float sampleDensity;\n"
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"uniform float transparency;\n"
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"uniform float SampleDensityValue;\n"
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"uniform float TransparencyValue;\n"
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"uniform float AlphaFuncValue;\n"
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"\n"
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"varying vec4 cameraPos;\n"
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@@ -58,7 +58,7 @@ char volume_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" const float max_iteratrions = 2048.0;\n"
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" float num_iterations = ceil(length(te-t0)/sampleDensity);\n"
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" float num_iterations = ceil(length(te-t0)/SampleDensityValue);\n"
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" if (num_iterations<2.0) num_iterations = 2.0;\n"
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"\n"
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" if (num_iterations>max_iteratrions) \n"
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@@ -73,7 +73,7 @@ char volume_frag[] = "uniform sampler3D baseTexture;\n"
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" while(num_iterations>0.0)\n"
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" {\n"
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" vec4 color = texture3D( baseTexture, texcoord);\n"
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" float r = color[3]*transparency;\n"
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" float r = color[3]*TransparencyValue;\n"
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" if (r>AlphaFuncValue)\n"
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" {\n"
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" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
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@@ -89,7 +89,7 @@ char volume_frag[] = "uniform sampler3D baseTexture;\n"
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" --num_iterations;\n"
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" }\n"
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"\n"
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" fragColor.w *= transparency;\n"
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" fragColor.w *= TransparencyValue;\n"
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"\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
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" if (fragColor.w<AlphaFuncValue) discard;\n"
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@@ -1,6 +1,6 @@
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char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform float sampleDensity;\n"
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"uniform float transparency;\n"
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"uniform float SampleDensityValue;\n"
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"uniform float TransparencyValue;\n"
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"uniform float IsoSurfaceValue;\n"
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"\n"
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"varying vec4 cameraPos;\n"
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@@ -61,7 +61,7 @@ char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" const float max_iteratrions = 2048.0;\n"
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" float num_iterations = ceil(length(te-t0)/sampleDensity);\n"
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" float num_iterations = ceil(length(te-t0)/SampleDensityValue);\n"
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" if (num_iterations<2.0) num_iterations = 2.0;\n"
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"\n"
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" if (num_iterations>max_iteratrions) \n"
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@@ -1,6 +1,6 @@
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char volume_mip_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform float sampleDensity;\n"
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"uniform float transparency;\n"
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"uniform float SampleDensityValue;\n"
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"uniform float TransparencyValue;\n"
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"uniform float AlphaFuncValue;\n"
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"\n"
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"varying vec4 cameraPos;\n"
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@@ -58,7 +58,7 @@ char volume_mip_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" const float max_iteratrions = 2048.0;\n"
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" float num_iterations = ceil(length(te-t0)/sampleDensity);\n"
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" float num_iterations = ceil(length(te-t0)/SampleDensityValue);\n"
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" if (num_iterations<2.0) num_iterations = 2.0;\n"
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"\n"
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" if (num_iterations>max_iteratrions) \n"
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@@ -82,7 +82,7 @@ char volume_mip_frag[] = "uniform sampler3D baseTexture;\n"
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" --num_iterations;\n"
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" }\n"
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"\n"
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" fragColor.w *= transparency;\n"
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" fragColor.w *= TransparencyValue;\n"
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"\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
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" if (fragColor.w<AlphaFuncValue) discard;\n"
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@@ -1,120 +0,0 @@
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char volume_n_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform sampler3D normalMap;\n"
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"uniform float sampleDensity;\n"
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"uniform float transparency;\n"
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"uniform float AlphaFuncValue;\n"
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"\n"
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"varying vec4 cameraPos;\n"
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"varying vec4 vertexPos;\n"
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"varying mat4 texgen;\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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"\n"
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" vec3 t0 = (texgen * vertexPos).xyz;\n"
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" vec3 te = (texgen * cameraPos).xyz;\n"
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"\n"
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" vec3 eyeDirection = normalize(te-t0);\n"
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"\n"
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" if (te.x>=0.0 && te.x<=1.0 &&\n"
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" te.y>=0.0 && te.y<=1.0 &&\n"
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" te.z>=0.0 && te.z<=1.0)\n"
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" {\n"
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" // do nothing... te inside volume\n"
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" }\n"
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" else\n"
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" {\n"
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" if (te.x<0.0)\n"
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" {\n"
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" float r = -te.x / (t0.x-te.x);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.x>1.0)\n"
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" {\n"
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" float r = (1.0-te.x) / (t0.x-te.x);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.y<0.0)\n"
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" {\n"
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" float r = -te.y / (t0.y-te.y);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.y>1.0)\n"
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" {\n"
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" float r = (1.0-te.y) / (t0.y-te.y);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.z<0.0)\n"
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" {\n"
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" float r = -te.z / (t0.z-te.z);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.z>1.0)\n"
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" {\n"
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" float r = (1.0-te.z) / (t0.z-te.z);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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" }\n"
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"\n"
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" const float max_iteratrions = 2048.0;\n"
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" float num_iterations = ceil(length(te-t0)/sampleDensity);\n"
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" if (num_iterations<2.0) num_iterations = 2.0;\n"
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"\n"
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" if (num_iterations>max_iteratrions) \n"
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" {\n"
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" num_iterations = max_iteratrions;\n"
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" }\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0)/float(num_iterations-1.0);\n"
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" vec3 texcoord = t0;\n"
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"\n"
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" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
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" while(num_iterations>0.0)\n"
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" {\n"
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" vec4 normal = texture3D( normalMap, texcoord);\n"
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"#if 1\n"
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" vec4 color = texture3D( baseTexture, texcoord);\n"
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"\n"
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" normal.x = normal.x*2.0-1.0;\n"
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" normal.y = normal.y*2.0-1.0;\n"
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" normal.z = normal.z*2.0-1.0;\n"
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" \n"
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" float lightScale = 0.1 + max(dot(normal.xyz, eyeDirection), 0.0);\n"
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" color.x *= lightScale;\n"
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" color.y *= lightScale;\n"
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" color.z *= lightScale;\n"
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"\n"
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" float r = normal[3]*transparency;\n"
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"#else\n"
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" vec4 color = texture3D( normalMap, texcoord);\n"
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" color.x = color.x*2.0 - 1.0;\n"
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" color.y = color.y*2.0 - 1.0;\n"
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" color.z = color.z*2.0 - 1.0;\n"
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" \n"
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" float lightScale = 0.1 + max(dot(color.xyz, eyeDirection), 0.0);\n"
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" color.x = lightScale;\n"
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" color.y = lightScale;\n"
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" color.z = lightScale;\n"
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"\n"
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" float r = color[3]*transparency;\n"
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"#endif \n"
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" if (r>AlphaFuncValue)\n"
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" {\n"
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" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
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" fragColor.w += r;\n"
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" }\n"
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" texcoord += deltaTexCoord; \n"
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"\n"
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" --num_iterations;\n"
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" }\n"
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"\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
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" if (fragColor.w==0.0) discard;\n"
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" gl_FragColor = fragColor;\n"
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"}\n"
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"\n";
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@@ -1,7 +1,7 @@
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char volume_tf_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform sampler1D tfTexture;\n"
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"uniform float sampleDensity;\n"
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"uniform float transparency;\n"
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"uniform float SampleDensityValue;\n"
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"uniform float TransparencyValue;\n"
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"uniform float AlphaFuncValue;\n"
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"\n"
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"varying vec4 cameraPos;\n"
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@@ -59,7 +59,7 @@ char volume_tf_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" const float max_iteratrions = 2048.0;\n"
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" float num_iterations = ceil(length(te-t0)/sampleDensity);\n"
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" float num_iterations = ceil(length(te-t0)/SampleDensityValue);\n"
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" if (num_iterations<2.0) num_iterations = 2.0;\n"
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"\n"
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" if (num_iterations>max_iteratrions) \n"
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@@ -76,7 +76,7 @@ char volume_tf_frag[] = "uniform sampler3D baseTexture;\n"
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" float v = texture3D( baseTexture, texcoord).a;\n"
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" vec4 color = texture1D( tfTexture, v);\n"
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"\n"
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" float r = color[3]*transparency;\n"
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" float r = color[3]*TransparencyValue;\n"
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" if (r>AlphaFuncValue)\n"
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" {\n"
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" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
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@@ -92,7 +92,7 @@ char volume_tf_frag[] = "uniform sampler3D baseTexture;\n"
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" --num_iterations;\n"
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" }\n"
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"\n"
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" fragColor.w *= transparency;\n"
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" fragColor.w *= TransparencyValue;\n"
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"\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
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" if (fragColor.w<AlphaFuncValue) discard;\n"
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@@ -1,7 +1,7 @@
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char volume_tf_iso_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform sampler1D tfTexture;\n"
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"uniform float sampleDensity;\n"
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"uniform float transparency;\n"
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"uniform float SampleDensityValue;\n"
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"uniform float TransparencyValue;\n"
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"uniform float IsoSurfaceValue;\n"
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"\n"
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"varying vec4 cameraPos;\n"
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@@ -61,7 +61,7 @@ char volume_tf_iso_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" const float max_iteratrions = 2048.0;\n"
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" float num_iterations = ceil(length(te-t0)/sampleDensity);\n"
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" float num_iterations = ceil(length(te-t0)/SampleDensityValue);\n"
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" if (num_iterations<2.0) num_iterations = 2.0;\n"
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" \n"
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" if (num_iterations>max_iteratrions) \n"
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@@ -1,7 +1,7 @@
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char volume_tf_mip_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform sampler1D tfTexture;\n"
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"uniform float sampleDensity;\n"
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"uniform float transparency;\n"
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"uniform float SampleDensityValue;\n"
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"uniform float TransparencyValue;\n"
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"uniform float AlphaFuncValue;\n"
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"\n"
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"varying vec4 cameraPos;\n"
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@@ -59,7 +59,7 @@ char volume_tf_mip_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" const float max_iteratrions = 2048.0;\n"
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" float num_iterations = ceil(length(te-t0)/sampleDensity);\n"
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" float num_iterations = ceil(length(te-t0)/SampleDensityValue);\n"
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" if (num_iterations<2.0) num_iterations = 2.0;\n"
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" \n"
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" if (num_iterations>max_iteratrions) \n"
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@@ -84,7 +84,7 @@ char volume_tf_mip_frag[] = "uniform sampler3D baseTexture;\n"
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" --num_iterations;\n"
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" }\n"
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"\n"
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" fragColor.w *= transparency;\n"
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" fragColor.w *= TransparencyValue;\n"
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"\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
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" if (fragColor.w<AlphaFuncValue) discard;\n"
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@@ -1,107 +0,0 @@
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char volume_tf_n_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform sampler3D normalMap;\n"
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"uniform sampler1D tfTexture;\n"
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"uniform float sampleDensity;\n"
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"uniform float transparency;\n"
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"uniform float AlphaFuncValue;\n"
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"\n"
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"varying vec4 cameraPos;\n"
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"varying vec4 vertexPos;\n"
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"varying mat4 texgen;\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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" vec3 t0 = (texgen * vertexPos).xyz;\n"
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" vec3 te = (texgen * cameraPos).xyz;\n"
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"\n"
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" vec3 eyeDirection = normalize(te-t0);\n"
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"\n"
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" if (te.x>=0.0 && te.x<=1.0 &&\n"
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" te.y>=0.0 && te.y<=1.0 &&\n"
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" te.z>=0.0 && te.z<=1.0)\n"
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" {\n"
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" // do nothing... te inside volume\n"
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" }\n"
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" else\n"
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" {\n"
|
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" if (te.x<0.0)\n"
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" {\n"
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" float r = -te.x / (t0.x-te.x);\n"
|
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
|
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" if (te.x>1.0)\n"
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" {\n"
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" float r = (1.0-te.x) / (t0.x-te.x);\n"
|
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.y<0.0)\n"
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" {\n"
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" float r = -te.y / (t0.y-te.y);\n"
|
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" 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>AlphaFuncValue)\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";
|
||||
Reference in New Issue
Block a user