Improved the isosurface shaders, and mde GLSL usage the default
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d8cfc9b1f5
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38171cc1b9
@ -921,20 +921,6 @@ osg::Node* createShaderModel(ShadingModel shadingModel,
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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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normalMap->setResizeNonPowerOfTwoHint(false);
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normalMap->setInternalFormatMode(internalFormatMode);
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normalMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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normalMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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normalMap->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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normalMap->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
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normalMap->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
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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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@ -944,7 +930,10 @@ osg::Node* createShaderModel(ShadingModel shadingModel,
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texture1D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture1D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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stateset->setTextureAttributeAndModes(0,texture1D,osg::StateAttribute::ON);
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stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
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osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
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stateset->addUniform(tfTextureSampler);
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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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@ -956,10 +945,6 @@ osg::Node* createShaderModel(ShadingModel shadingModel,
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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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@ -1769,7 +1754,10 @@ int main( int argc, char **argv )
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arguments.getApplicationUsage()->addCommandLineOption("-n","Create normal map for per voxel lighting.");
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arguments.getApplicationUsage()->addCommandLineOption("-s <numSlices>","Number of slices to create.");
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arguments.getApplicationUsage()->addCommandLineOption("--images [filenames]","Specify a stack of 2d images to build the 3d volume from.");
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arguments.getApplicationUsage()->addCommandLineOption("--shader","Use OpenGL Shading Language.");
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arguments.getApplicationUsage()->addCommandLineOption("--shader","Use OpenGL Shading Language. (default)");
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arguments.getApplicationUsage()->addCommandLineOption("--no-shader","Disable use of OpenGL Shading Language.");
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arguments.getApplicationUsage()->addCommandLineOption("--gpu-tf","Aply the transfer function on the GPU. (default)");
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arguments.getApplicationUsage()->addCommandLineOption("--cpu-tf","Apply the transfer function on the CPU.");
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arguments.getApplicationUsage()->addCommandLineOption("--mip","Use Maximum Intensity Projection (MIP) filtering.");
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arguments.getApplicationUsage()->addCommandLineOption("--xSize <size>","Relative width of rendered brick.");
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arguments.getApplicationUsage()->addCommandLineOption("--ySize <size>","Relative length of rendered brick.");
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@ -1849,7 +1837,6 @@ int main( int argc, char **argv )
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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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@ -1901,11 +1888,13 @@ int main( int argc, char **argv )
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unsigned int numComponentsDesired = 0;
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while(arguments.read("--num-components", numComponentsDesired)) {}
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bool useShader = false;
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bool useShader = true;
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while(arguments.read("--shader")) { useShader = true; }
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while(arguments.read("--no-shader")) { useShader = true; }
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bool gpuTransferFunction = false;
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bool gpuTransferFunction = true;
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while(arguments.read("--gpu-tf")) { gpuTransferFunction = true; }
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while(arguments.read("--cpu-tf")) { gpuTransferFunction = false; }
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osg::ref_ptr<osg::Image> image_3d;
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@ -1,5 +1,4 @@
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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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@ -70,29 +69,59 @@ char volume_iso_frag[] = "uniform sampler3D baseTexture;\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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" vec3 deltaTexCoord=(t0-te)/float(num_iterations-1.0);\n"
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" vec3 texcoord = te;\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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" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
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" vec4 previousColor = texture3D( baseTexture, texcoord);\n"
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" \n"
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" float normalSampleDistance = 1.0/512.0;\n"
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" vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0);\n"
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" vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0);\n"
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" vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance);\n"
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" \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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" float m = (previousColor.a-alphaCutOff) * (color.a-alphaCutOff);\n"
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" if (m <= 0.0)\n"
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" {\n"
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" float r = (alphaCutOff-color.a)/(previousColor.a-color.a);\n"
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" texcoord = texcoord - r*deltaTexCoord;\n"
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" \n"
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" float a = color.a;\n"
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" float px = texture3D( baseTexture, texcoord + deltaX).a;\n"
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" float py = texture3D( baseTexture, texcoord + deltaY).a;\n"
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" float pz = texture3D( baseTexture, texcoord + deltaZ).a;\n"
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"\n"
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" float nx = texture3D( baseTexture, texcoord - deltaX).a;\n"
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" float ny = texture3D( baseTexture, texcoord - deltaY).a;\n"
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" float nz = texture3D( baseTexture, texcoord - deltaZ).a;\n"
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" \n"
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" vec3 grad = vec3(px-nx, py-ny, pz-nz);\n"
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" vec3 normal = normalize(grad);\n"
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"\n"
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" float lightScale = 0.1 + abs(dot(normal.xyz, eyeDirection));\n"
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" \n"
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" \n"
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"#if 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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"#else\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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"#endif\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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" break;\n"
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" }\n"
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" \n"
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" previousColor = 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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@ -1,4 +1,4 @@
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char volume_tf_iso_frag[] = "uniform sampler3D normalMap;\n"
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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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@ -69,31 +69,61 @@ char volume_tf_iso_frag[] = "uniform sampler3D normalMap;\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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" vec3 deltaTexCoord=(t0-te)/float(num_iterations-1.0);\n"
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" vec3 texcoord = te;\n"
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" float previousV = texture3D( baseTexture, texcoord).a;\n"
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"\n"
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" float normalSampleDistance = 1.0/512.0;\n"
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" vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0);\n"
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" vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0);\n"
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" vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance);\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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" float v = normal.w;\n"
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" vec4 color = texture1D( tfTexture, v);\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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" color.w = 1.0;\n"
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" \n"
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" if (v>=alphaCutOff)\n"
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" float v = texture3D( baseTexture, texcoord).a;\n"
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"\n"
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" float m = (previousV-alphaCutOff) * (v-alphaCutOff);\n"
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" if (m <= 0.0)\n"
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" {\n"
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" fragColor = color;\n"
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" }\n"
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" float r = (alphaCutOff-v)/(previousV-v);\n"
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" texcoord = texcoord - r*deltaTexCoord;\n"
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"\n"
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" 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 px = texture3D( baseTexture, texcoord + deltaX).a;\n"
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" float py = texture3D( baseTexture, texcoord + deltaY).a;\n"
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" float pz = texture3D( baseTexture, texcoord + deltaZ).a;\n"
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"\n"
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" float nx = texture3D( baseTexture, texcoord - deltaX).a;\n"
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" float ny = texture3D( baseTexture, texcoord - deltaY).a;\n"
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" float nz = texture3D( baseTexture, texcoord - deltaZ).a;\n"
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" \n"
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" vec3 grad = vec3(px-nx, py-ny, pz-nz);\n"
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" vec3 normal = normalize(grad);\n"
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"\n"
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" float lightScale = 0.1 + abs(dot(normal.xyz, eyeDirection));\n"
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" \n"
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" \n"
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"#if 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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"#else\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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"#endif\n"
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"\n"
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" fragColor = color;\n"
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" \n"
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" break;\n"
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" }\n"
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" \n"
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" previousV = v;\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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