Added --isosurface and --mip paths into osgvolume example, and added associted shaders

This commit is contained in:
Robert Osfield 2008-09-26 11:29:00 +00:00
parent 90ccb05fb1
commit 026314bf83
5 changed files with 499 additions and 14 deletions

View File

@ -59,6 +59,14 @@
typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
enum ShadingModel
{
Standard,
Light,
Isosurface,
MaximumIntensityProjection
};
// example ReadOperator
// struct ReadOperator
// {
@ -802,13 +810,14 @@ class FollowMouseCallback : public osgGA::GUIEventHandler, public osg::StateSet:
};
osg::Node* createShaderModel(osg::ref_ptr<osg::Image>& image_3d,
osg::Node* createShaderModel(ShadingModel shadingModel,
osg::ref_ptr<osg::Image>& image_3d,
osg::Image* normalmap_3d,
osg::TransferFunction1D* tf,
osg::Texture::InternalFormatMode internalFormatMode,
float xSize, float ySize, float zSize,
float /*xMultiplier*/, float /*yMultiplier*/, float /*zMultiplier*/,
unsigned int /*numSlices*/=500, float /*sliceEnd*/=1.0f, float alphaFuncValue=0.02f, bool maximumIntensityProjection = false)
unsigned int /*numSlices*/=500, float /*sliceEnd*/=1.0f, float alphaFuncValue=0.02f)
{
osg::Texture::FilterMode minFilter = osg::Texture::LINEAR;
osg::Texture::FilterMode magFilter = osg::Texture::LINEAR;
@ -841,7 +850,6 @@ osg::Node* createShaderModel(osg::ref_ptr<osg::Image>& image_3d,
program->addShader(new osg::Shader(osg::Shader::VERTEX, volume_vert));
}
if (!(normalmap_3d && tf))
{
// set up the 3d texture itself,
@ -871,7 +879,88 @@ osg::Node* createShaderModel(osg::ref_ptr<osg::Image>& image_3d,
}
if (normalmap_3d)
if (shadingModel==MaximumIntensityProjection)
{
if (tf)
{
osg::Texture1D* texture1D = new osg::Texture1D;
texture1D->setImage(tf->getImage());
stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_tf_mip.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "volume_tf_mip_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_mip_frag));
}
osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
stateset->addUniform(tfTextureSampler);
}
else
{
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_mip.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "volume_mip_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_mip_frag));
}
}
}
else if (shadingModel==Isosurface)
{
osg::Uniform* normalMapSampler = new osg::Uniform("normalMap",1);
stateset->addUniform(normalMapSampler);
osg::Texture3D* normalMap = new osg::Texture3D;
normalMap->setImage(normalmap_3d);
stateset->setTextureAttributeAndModes(1,normalMap,osg::StateAttribute::ON);
if (tf)
{
osg::Texture1D* texture1D = new osg::Texture1D;
texture1D->setImage(tf->getImage());
stateset->setTextureAttributeAndModes(0,texture1D,osg::StateAttribute::ON);
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume-tf-iso.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "volume_tf_iso_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_iso_frag));
}
osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",0);
stateset->addUniform(tfTextureSampler);
}
else
{
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_iso.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
}
else
{
#include "volume_iso_frag.cpp"
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_iso_frag));
}
}
}
else if (normalmap_3d)
{
osg::notify(osg::NOTICE)<<"Setting up normalmapping shader"<<std::endl;
@ -1037,7 +1126,8 @@ osg::Node* createShaderModel(osg::ref_ptr<osg::Image>& image_3d,
return root;
}
osg::Node* createModel(osg::ref_ptr<osg::Image>& image_3d,
osg::Node* createModel(ShadingModel shadeModel,
osg::ref_ptr<osg::Image>& image_3d,
osg::ref_ptr<osg::Image>& normalmap_3d,
osg::Texture::InternalFormatMode internalFormatMode,
float xSize, float ySize, float zSize,
@ -1133,7 +1223,7 @@ osg::Node* createModel(osg::ref_ptr<osg::Image>& image_3d,
material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
stateset->setAttributeAndModes(material);
if (maximumIntensityProjection)
if (shadeModel==MaximumIntensityProjection)
{
stateset->setAttribute(new osg::BlendFunc(osg::BlendFunc::ONE, osg::BlendFunc::ONE));
stateset->setAttribute(new osg::BlendEquation(osg::BlendEquation::RGBA_MAX));
@ -1214,7 +1304,6 @@ osg::Node* createModel(osg::ref_ptr<osg::Image>& image_3d,
}
else
{
osg::ref_ptr<osg::Image> normalmap_3d = createNormalMapTexture(image_3d.get());
osg::Texture3D* bump_texture3D = new osg::Texture3D;
bump_texture3D->setResizeNonPowerOfTwoHint(false);
bump_texture3D->setFilter(osg::Texture3D::MIN_FILTER,minFilter);
@ -1714,11 +1803,24 @@ int main( int argc, char **argv )
while (arguments.read("--alphaFunc",alphaFunc)) {}
bool createNormalMap = false;
while (arguments.read("-n")) createNormalMap=true;
ShadingModel shadingModel = Standard;
bool maximumIntensityProjection = false;
while(arguments.read("--mip")) maximumIntensityProjection = true;
while(arguments.read("--mip")) shadingModel = MaximumIntensityProjection;
bool createNormalMap = false;
while (arguments.read("-n"))
{
shadingModel = Light;
createNormalMap=true;
}
while (arguments.read("--isosurface"))
{
shadingModel = Isosurface;
createNormalMap=true;
}
float xSize=1.0f, ySize=1.0f, zSize=1.0f;
while (arguments.read("--xSize",xSize)) {}
@ -2009,20 +2111,22 @@ int main( int argc, char **argv )
if (useShader)
{
rootNode = createShaderModel(image_3d, normalmap_3d.get(),
rootNode = createShaderModel(shadingModel,
image_3d, normalmap_3d.get(),
(gpuTransferFunction ? transferFunction.get() : 0),
internalFormatMode,
xSize, ySize, zSize,
xMultiplier, yMultiplier, zMultiplier,
numSlices, sliceEnd, alphaFunc, maximumIntensityProjection);
numSlices, sliceEnd, alphaFunc);
}
else
{
rootNode = createModel(image_3d, normalmap_3d,
rootNode = createModel(shadingModel,
image_3d, normalmap_3d,
internalFormatMode,
xSize, ySize, zSize,
xMultiplier, yMultiplier, zMultiplier,
numSlices, sliceEnd, alphaFunc, maximumIntensityProjection);
numSlices, sliceEnd, alphaFunc);
}
if (!outputFile.empty())

View File

@ -0,0 +1,105 @@
char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
"uniform sampler3D normalMap;\n"
"uniform float sampleDensity;\n"
"uniform float transparency;\n"
"uniform float alphaCutOff;\n"
"\n"
"varying vec4 cameraPos;\n"
"varying vec4 vertexPos;\n"
"varying mat4 texgen;\n"
"\n"
"void main(void)\n"
"{ \n"
"\n"
" vec3 t0 = (texgen * vertexPos).xyz;\n"
" vec3 te = (texgen * cameraPos).xyz;\n"
"\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"
"\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"
"\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"
"\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"
" vec4 color = texture3D( baseTexture, texcoord);\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];\n"
" if (r>alphaCutOff)\n"
" {\n"
" fragColor = vec4(lightScale, lightScale, lightScale, 1.0);\n"
" }\n"
" texcoord += deltaTexCoord; \n"
"\n"
" --num_iterations;\n"
" }\n"
"\n"
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
" //if (fragColor.w<alphaCutOff) discard;\n"
" gl_FragColor = fragColor;\n"
"}\n"
"\n";

View File

@ -0,0 +1,92 @@
char volume_mip_frag[] = "uniform sampler3D baseTexture;\n"
"uniform float sampleDensity;\n"
"uniform float transparency;\n"
"uniform float alphaCutOff;\n"
"\n"
"varying vec4 cameraPos;\n"
"varying vec4 vertexPos;\n"
"varying mat4 texgen;\n"
"\n"
"void main(void)\n"
"{ \n"
" vec3 t0 = (texgen * vertexPos).xyz;\n"
" vec3 te = (texgen * cameraPos).xyz;\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"
"\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"
"\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 color = texture3D( baseTexture, texcoord);\n"
" if (fragColor.w<color.w)\n"
" {\n"
" fragColor = color;\n"
" }\n"
" texcoord += deltaTexCoord; \n"
"\n"
" --num_iterations;\n"
" }\n"
"\n"
" fragColor.w *= transparency;\n"
"\n"
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
" if (fragColor.w<alphaCutOff) discard;\n"
" \n"
" gl_FragColor = fragColor;\n"
"}\n"
"\n";

View File

@ -0,0 +1,91 @@
char volume_tf_iso_frag[] = "uniform sampler3D baseTexture;\n"
"uniform sampler1D tfTexture;\n"
"uniform float sampleDensity;\n"
"uniform float transparency;\n"
"uniform float alphaCutOff;\n"
"\n"
"varying vec4 cameraPos;\n"
"varying vec4 vertexPos;\n"
"varying mat4 texgen;\n"
"\n"
"void main(void)\n"
"{ \n"
" vec3 t0 = (texgen * vertexPos).xyz;\n"
" vec3 te = (texgen * cameraPos).xyz;\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"
"\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"
"\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"
" float v = texture3D( baseTexture, texcoord).s;\n"
" vec4 color = texture1D( tfTexture, v);\n"
" if (alphaCutOff<color.w)\n"
" {\n"
" fragColor = color;\n"
" }\n"
" texcoord += deltaTexCoord; \n"
"\n"
" --num_iterations;\n"
" }\n"
"\n"
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
" if (fragColor.w<alphaCutOff) discard;\n"
" gl_FragColor = fragColor;\n"
"}\n"
"\n";

View File

@ -0,0 +1,93 @@
char volume_tf_mip_frag[] = "uniform sampler3D baseTexture;\n"
"uniform sampler1D tfTexture;\n"
"uniform float sampleDensity;\n"
"uniform float transparency;\n"
"uniform float alphaCutOff;\n"
"\n"
"varying vec4 cameraPos;\n"
"varying vec4 vertexPos;\n"
"varying mat4 texgen;\n"
"\n"
"void main(void)\n"
"{ \n"
" vec3 t0 = (texgen * vertexPos).xyz;\n"
" vec3 te = (texgen * cameraPos).xyz;\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"
"\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"
"\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"
" float v = texture3D( baseTexture, texcoord).s;\n"
" vec4 color = texture1D( tfTexture, v);\n"
" if (fragColor.w<color.w)\n"
" {\n"
" fragColor = color;\n"
" }\n"
" texcoord += deltaTexCoord; \n"
"\n"
" --num_iterations;\n"
" }\n"
"\n"
" fragColor.w *= transparency;\n"
"\n"
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
" if (fragColor.w<alphaCutOff) discard;\n"
" gl_FragColor = fragColor;\n"
"}\n"
"\n";