Added --isosurface and --mip paths into osgvolume example, and added associted shaders
This commit is contained in:
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90ccb05fb1
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026314bf83
@ -59,6 +59,14 @@
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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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Light,
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Isosurface,
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MaximumIntensityProjection
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};
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// example ReadOperator
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// struct ReadOperator
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// {
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@ -802,13 +810,14 @@ class FollowMouseCallback : public osgGA::GUIEventHandler, public osg::StateSet:
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};
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osg::Node* createShaderModel(osg::ref_ptr<osg::Image>& image_3d,
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osg::Node* createShaderModel(ShadingModel shadingModel,
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osg::ref_ptr<osg::Image>& image_3d,
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osg::Image* normalmap_3d,
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osg::TransferFunction1D* tf,
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osg::Texture::InternalFormatMode internalFormatMode,
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float xSize, float ySize, float zSize,
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float /*xMultiplier*/, float /*yMultiplier*/, float /*zMultiplier*/,
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unsigned int /*numSlices*/=500, float /*sliceEnd*/=1.0f, float alphaFuncValue=0.02f, bool maximumIntensityProjection = false)
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unsigned int /*numSlices*/=500, float /*sliceEnd*/=1.0f, float alphaFuncValue=0.02f)
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{
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osg::Texture::FilterMode minFilter = osg::Texture::LINEAR;
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osg::Texture::FilterMode magFilter = osg::Texture::LINEAR;
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@ -841,7 +850,6 @@ osg::Node* createShaderModel(osg::ref_ptr<osg::Image>& image_3d,
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program->addShader(new osg::Shader(osg::Shader::VERTEX, volume_vert));
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}
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if (!(normalmap_3d && tf))
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{
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// set up the 3d texture itself,
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@ -871,7 +879,88 @@ osg::Node* createShaderModel(osg::ref_ptr<osg::Image>& image_3d,
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}
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if (normalmap_3d)
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if (shadingModel==MaximumIntensityProjection)
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{
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if (tf)
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{
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osg::Texture1D* texture1D = new osg::Texture1D;
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texture1D->setImage(tf->getImage());
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stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_tf_mip.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "volume_tf_mip_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_mip_frag));
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}
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osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
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stateset->addUniform(tfTextureSampler);
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}
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else
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{
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_mip.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "volume_mip_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_mip_frag));
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}
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}
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}
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else if (shadingModel==Isosurface)
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{
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osg::Uniform* normalMapSampler = new osg::Uniform("normalMap",1);
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stateset->addUniform(normalMapSampler);
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osg::Texture3D* normalMap = new osg::Texture3D;
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normalMap->setImage(normalmap_3d);
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stateset->setTextureAttributeAndModes(1,normalMap,osg::StateAttribute::ON);
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if (tf)
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{
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osg::Texture1D* texture1D = new osg::Texture1D;
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texture1D->setImage(tf->getImage());
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stateset->setTextureAttributeAndModes(0,texture1D,osg::StateAttribute::ON);
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume-tf-iso.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "volume_tf_iso_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_iso_frag));
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}
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osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",0);
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stateset->addUniform(tfTextureSampler);
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}
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else
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{
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_iso.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "volume_iso_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_iso_frag));
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}
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}
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}
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else if (normalmap_3d)
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{
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osg::notify(osg::NOTICE)<<"Setting up normalmapping shader"<<std::endl;
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@ -1037,7 +1126,8 @@ osg::Node* createShaderModel(osg::ref_ptr<osg::Image>& image_3d,
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return root;
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}
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osg::Node* createModel(osg::ref_ptr<osg::Image>& image_3d,
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osg::Node* createModel(ShadingModel shadeModel,
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osg::ref_ptr<osg::Image>& image_3d,
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osg::ref_ptr<osg::Image>& normalmap_3d,
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osg::Texture::InternalFormatMode internalFormatMode,
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float xSize, float ySize, float zSize,
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@ -1133,7 +1223,7 @@ osg::Node* createModel(osg::ref_ptr<osg::Image>& image_3d,
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material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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stateset->setAttributeAndModes(material);
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if (maximumIntensityProjection)
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if (shadeModel==MaximumIntensityProjection)
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{
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stateset->setAttribute(new osg::BlendFunc(osg::BlendFunc::ONE, osg::BlendFunc::ONE));
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stateset->setAttribute(new osg::BlendEquation(osg::BlendEquation::RGBA_MAX));
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@ -1214,7 +1304,6 @@ osg::Node* createModel(osg::ref_ptr<osg::Image>& image_3d,
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}
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else
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{
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osg::ref_ptr<osg::Image> normalmap_3d = createNormalMapTexture(image_3d.get());
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osg::Texture3D* bump_texture3D = new osg::Texture3D;
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bump_texture3D->setResizeNonPowerOfTwoHint(false);
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bump_texture3D->setFilter(osg::Texture3D::MIN_FILTER,minFilter);
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@ -1714,11 +1803,24 @@ int main( int argc, char **argv )
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while (arguments.read("--alphaFunc",alphaFunc)) {}
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bool createNormalMap = false;
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while (arguments.read("-n")) createNormalMap=true;
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ShadingModel shadingModel = Standard;
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bool maximumIntensityProjection = false;
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while(arguments.read("--mip")) maximumIntensityProjection = true;
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while(arguments.read("--mip")) shadingModel = MaximumIntensityProjection;
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bool createNormalMap = false;
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while (arguments.read("-n"))
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{
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shadingModel = Light;
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createNormalMap=true;
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}
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while (arguments.read("--isosurface"))
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{
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shadingModel = Isosurface;
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createNormalMap=true;
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}
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float xSize=1.0f, ySize=1.0f, zSize=1.0f;
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while (arguments.read("--xSize",xSize)) {}
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@ -2009,20 +2111,22 @@ int main( int argc, char **argv )
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if (useShader)
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{
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rootNode = createShaderModel(image_3d, normalmap_3d.get(),
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rootNode = createShaderModel(shadingModel,
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image_3d, normalmap_3d.get(),
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(gpuTransferFunction ? transferFunction.get() : 0),
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internalFormatMode,
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xSize, ySize, zSize,
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xMultiplier, yMultiplier, zMultiplier,
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numSlices, sliceEnd, alphaFunc, maximumIntensityProjection);
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numSlices, sliceEnd, alphaFunc);
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}
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else
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{
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rootNode = createModel(image_3d, normalmap_3d,
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rootNode = createModel(shadingModel,
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image_3d, normalmap_3d,
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internalFormatMode,
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xSize, ySize, zSize,
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xMultiplier, yMultiplier, zMultiplier,
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numSlices, sliceEnd, alphaFunc, maximumIntensityProjection);
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numSlices, sliceEnd, alphaFunc);
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}
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if (!outputFile.empty())
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105
examples/osgvolume/volume_iso_frag.cpp
Normal file
105
examples/osgvolume/volume_iso_frag.cpp
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@ -0,0 +1,105 @@
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char volume_iso_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 alphaCutOff;\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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" 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];\n"
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" if (r>alphaCutOff)\n"
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" {\n"
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" fragColor = vec4(lightScale, lightScale, lightScale, 1.0);\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<alphaCutOff) discard;\n"
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" gl_FragColor = fragColor;\n"
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"}\n"
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"\n";
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92
examples/osgvolume/volume_mip_frag.cpp
Normal file
92
examples/osgvolume/volume_mip_frag.cpp
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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 alphaCutOff;\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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" 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 color = texture3D( baseTexture, texcoord);\n"
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" if (fragColor.w<color.w)\n"
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" {\n"
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" fragColor = color;\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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" fragColor.w *= transparency;\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<alphaCutOff) discard;\n"
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" \n"
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" gl_FragColor = fragColor;\n"
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"}\n"
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"\n";
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91
examples/osgvolume/volume_tf_iso_frag.cpp
Normal file
91
examples/osgvolume/volume_tf_iso_frag.cpp
Normal file
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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 alphaCutOff;\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"
|
||||
"{ \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";
|
93
examples/osgvolume/volume_tf_mip_frag.cpp
Normal file
93
examples/osgvolume/volume_tf_mip_frag.cpp
Normal 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";
|
Loading…
Reference in New Issue
Block a user