2013-06-25 19:13:50 +08:00
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/*
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* 3D Heat map using vertex displacement mapping
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* Rendered using depth peeling in fragment shader.
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*/
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Vec3>
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#include <osg/MatrixTransform>
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#include <osg/PositionAttitudeTransform>
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#include <osg/LightModel>
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#include <osg/io_utils>
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#include <osg/Material>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <osgGA/TrackballManipulator>
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#include <osgViewer/Viewer>
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#include <osg/Math>
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#include <iostream>
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include <osg/TexEnv>
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#include <osg/TexMat>
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#include <osg/Depth>
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#include <osg/ShapeDrawable>
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#include <osg/Texture1D>
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#include <osg/Texture2D>
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#include <osg/PolygonMode>
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#include <osg/PolygonOffset>
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#include "HeatMap.h"
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#include "DepthPeeling.h"
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///////////////////////////////////////////////////////////////////////////
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// in-line GLSL source code
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static const char *VertexShader = {
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"#version 120\n"
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"uniform float maximum;\n"
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"uniform float maxheight;\n"
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"uniform float transparency;\n"
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"uniform sampler1D colortex;\n"
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"uniform sampler2D datatex;\n"
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"in vec2 xypos;\n"
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"void main(void)\n"
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"{\n"
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" float foo;\n"
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" float tmp = min(texture2D(datatex, xypos).x / maximum, 1.0);\n"
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" gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + vec4(0.0, 0.0, maxheight * tmp, 0.0));\n"
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" vec4 color = texture1D(colortex, tmp);\n"
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" color.w = color.w * transparency;\n"
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" gl_FrontColor = color;\n"
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" gl_BackColor = color;\n"
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"}\n"
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};
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static const char *FragmentShader =
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{
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"#version 120\n"
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"bool depthpeeling();\n"
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"void main(void)\n"
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"{\n"
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" if( depthpeeling() ) discard;\n"
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" gl_FragColor = gl_Color;\n"
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"}\n"
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};
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/**
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* Overloaded Geometry class to return predefined bounds
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*/
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class MyGeometry : public osg::Geometry
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{
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public:
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MyGeometry(osg::BoundingBox bounds)
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{
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m_bounds = bounds;
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m_bsphere = osg::BoundingSphere(bounds);
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}
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// an attempt to return a reasonable bounding box. Still does not prevent clipping of the heat map.
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virtual const osg::BoundingBox& getBoundingBox() const {return m_bounds;}
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2014-05-14 18:19:43 +08:00
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virtual osg::BoundingBox computeBoundingBox() const {return m_bounds;}
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2014-05-15 00:01:40 +08:00
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#ifdef OSG_USE_BOUND
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virtual osg::Bound getBound() const { return osg::Bound(m_bounds, m_bounds); }
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#else
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2013-06-25 19:13:50 +08:00
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virtual const osg::BoundingSphere& getBound() const {return m_bsphere;}
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2014-05-15 00:01:40 +08:00
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#endif
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2013-06-25 19:13:50 +08:00
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protected:
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osg::BoundingBox m_bounds;
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osg::BoundingSphere m_bsphere;
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};
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Heatmap::Heatmap(float width, float depth, float maxheight, unsigned int K, unsigned int N, float maximum, float transparency)
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{
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m_K = K;
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m_N = N;
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const int O = 4;
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// create Geometry object to store all the vertices primitives.
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osg::Geometry *meshGeom = new MyGeometry(osg::BoundingBox(osg::Vec3(-width/2, -depth/2, 0), osg::Vec3(width/2, depth/2, maxheight)));
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// we use a float attribute array storing texcoords
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osg::Vec2Array* xypositions = new osg::Vec2Array();
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xypositions->setName("xypos");
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// create vertex coordinates
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osg::Vec3Array* vertices = new osg::Vec3Array();
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osg::Vec3 off(-width/2, -depth/2, 0);
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for (unsigned int y=0; y < O*N; y++) {
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if (y % 2 == 0)
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{
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for (unsigned int x=0; x < O*K; x++) {
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vertices->push_back(osg::Vec3(width*x/(O*K-1), depth*y/(O*N-1), 0.0)+off);
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xypositions->push_back(osg::Vec2(((float)x+0.5f)/(O*K),((float)y+0.5f)/(O*N)));
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}
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}
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else
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{
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vertices->push_back(osg::Vec3(0, depth*y/(O*N-1), 0.0)+off);
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xypositions->push_back(osg::Vec2(0.5f/(O*K),((float)y+0.5f)/(O*N)));
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for (unsigned int x=0; x < O*K-1; x++) {
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vertices->push_back(osg::Vec3(width*(0.5+x)/(O*K-1), depth*y/(O*N-1), 0.0)+off);
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xypositions->push_back(osg::Vec2(((float)(x+0.5f)+0.5f)/(O*K),((float)y+0.5f)/(O*N)));
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}
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vertices->push_back(osg::Vec3(width, depth*y/(O*N-1), 0.0)+off);
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xypositions->push_back(osg::Vec2(1.0f-0.5f/(O*K),((float)y+0.5f)/(O*N)));
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}
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}
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2013-06-27 17:54:12 +08:00
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xypositions->setBinding(osg::Array::BIND_PER_VERTEX);
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xypositions->setNormalize(false);
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2013-06-25 19:13:50 +08:00
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meshGeom->setVertexAttribArray(6, xypositions);
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meshGeom->setVertexArray(vertices);
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// generate several tri strips to form a mesh
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GLuint *indices = new GLuint[4*O*K];
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for (unsigned int y=0; y < O*N-1; y++) {
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if (y % 2 == 0)
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{
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int base = (y/2) * (O*K+O*K+1);
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int base2 = (y/2) * (O*K+O*K+1) + O*K;
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int i=0; for (unsigned int x=0; x < O*K; x++) { indices[i++] = base2+x; indices[i++] = base+x;}
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indices[i++] = base2+O*K;
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meshGeom->addPrimitiveSet(new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLE_STRIP, i, indices));
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}
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else
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{
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int base = (y/2) * (O*K+O*K+1) + O*K;
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int base2 = (y/2) * (O*K+O*K+1) + O*K + O*K+1;
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int i=0; for (unsigned int x=0; x < O*K; x++) { indices[i++] = base+x; indices[i++] = base2+x;}
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indices[i++] = base+O*K;
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meshGeom->addPrimitiveSet(new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLE_STRIP, i, indices));
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}
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}
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delete[] indices;
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// create vertex and fragment shader
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osg::Program* program = new osg::Program;
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program->setName( "mesh" );
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program->addBindAttribLocation("xypos", 6);
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program->addShader( new osg::Shader( osg::Shader::VERTEX, VertexShader ) );
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program->addShader( new osg::Shader( osg::Shader::FRAGMENT, DepthPeeling::PeelingShader ) );
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program->addShader( new osg::Shader( osg::Shader::FRAGMENT, FragmentShader ) );
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// create a 1D texture for color lookups
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colorimg = new osg::Image();
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colorimg->allocateImage(5, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE);
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unsigned char *data = colorimg->data();
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*data++ = 0; *data++ = 0; *data++ = 255; *data++ = 0; // fully transparent blue
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*data++ = 0; *data++ = 255; *data++ = 255; *data++ = 255; // turquoise
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*data++ = 0; *data++ = 255; *data++ = 0; *data++ = 255; // green
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*data++ = 255; *data++ = 255; *data++ = 0; *data++ = 255; // yellow
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*data++ = 255; *data++ = 0; *data++ = 0; *data++ = 255; // red
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colortex = new osg::Texture1D(colorimg.get());
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colortex->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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colortex->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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colortex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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colortex->setResizeNonPowerOfTwoHint(false);
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// create a 2D texture for data lookups
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m_img2 = new osg::Image();
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m_img2->allocateImage(K, N, 1, GL_LUMINANCE, GL_FLOAT);
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m_img2->setInternalTextureFormat(GL_RGB32F_ARB);
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m_data = (float*)m_img2.get()->data();
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m_tex2 = new osg::Texture2D(m_img2.get());
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m_tex2.get()->setResizeNonPowerOfTwoHint(false);
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m_tex2.get()->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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m_tex2.get()->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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m_tex2.get()->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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m_tex2.get()->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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// set render states
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osg::StateSet *meshstate = meshGeom->getOrCreateStateSet();
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meshstate->setMode(GL_BLEND, osg::StateAttribute::ON);
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meshstate->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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meshstate->setAttributeAndModes(program, osg::StateAttribute::ON);
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meshstate->setTextureAttributeAndModes(0,colortex.get(),osg::StateAttribute::ON);
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meshstate->setTextureAttributeAndModes(1,m_tex2.get(),osg::StateAttribute::ON);
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// uniforms for height and color scaling
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maximumUniform = new osg::Uniform( "maximum", (float)maximum );
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maxheightUniform = new osg::Uniform( "maxheight", (float)maxheight );
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transparencyUniform = new osg::Uniform( "transparency", (float)transparency);
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osg::Uniform* texUniform = new osg::Uniform(osg::Uniform::SAMPLER_1D, "colortex");
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texUniform->set(0);
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osg::Uniform* texUniform2 = new osg::Uniform(osg::Uniform::SAMPLER_2D, "datatex");
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texUniform2->set(1);
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meshstate->addUniform(texUniform);
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meshstate->addUniform(texUniform2);
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meshstate->addUniform(maximumUniform);
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meshstate->addUniform(maxheightUniform);
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meshstate->addUniform(transparencyUniform);
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// add the geometries to the geode.
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meshGeom->setUseDisplayList(false);
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addDrawable(meshGeom);
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}
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void Heatmap::setData(float *buffer, float maxheight, float maximum, float transparency)
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{
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memcpy(m_data, buffer, m_N*m_K*sizeof(float));
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maximumUniform->set( maximum );
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maxheightUniform->set( maxheight );
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transparencyUniform->set ( transparency );
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m_img2.get()->dirty();
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}
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Heatmap::~Heatmap()
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{
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}
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