Improved the isosurface shaders, and mde GLSL usage the default
This commit is contained in:
parent
d8cfc9b1f5
commit
38171cc1b9
@ -921,20 +921,6 @@ osg::Node* createShaderModel(ShadingModel shadingModel,
|
|||||||
}
|
}
|
||||||
else if (shadingModel==Isosurface)
|
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);
|
|
||||||
normalMap->setResizeNonPowerOfTwoHint(false);
|
|
||||||
normalMap->setInternalFormatMode(internalFormatMode);
|
|
||||||
normalMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
|
|
||||||
normalMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
|
||||||
normalMap->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
|
|
||||||
normalMap->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
|
|
||||||
normalMap->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
|
|
||||||
|
|
||||||
stateset->setTextureAttributeAndModes(1,normalMap,osg::StateAttribute::ON);
|
|
||||||
|
|
||||||
if (tf)
|
if (tf)
|
||||||
{
|
{
|
||||||
@ -944,7 +930,10 @@ osg::Node* createShaderModel(ShadingModel shadingModel,
|
|||||||
texture1D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
|
texture1D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
|
||||||
texture1D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
texture1D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
||||||
texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
|
texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
|
||||||
stateset->setTextureAttributeAndModes(0,texture1D,osg::StateAttribute::ON);
|
stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
|
||||||
|
|
||||||
|
osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
|
||||||
|
stateset->addUniform(tfTextureSampler);
|
||||||
|
|
||||||
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_tf_iso.frag");
|
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_tf_iso.frag");
|
||||||
if (fragmentShader)
|
if (fragmentShader)
|
||||||
@ -956,10 +945,6 @@ osg::Node* createShaderModel(ShadingModel shadingModel,
|
|||||||
#include "volume_tf_iso_frag.cpp"
|
#include "volume_tf_iso_frag.cpp"
|
||||||
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_iso_frag));
|
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_iso_frag));
|
||||||
}
|
}
|
||||||
|
|
||||||
osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",0);
|
|
||||||
stateset->addUniform(tfTextureSampler);
|
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -1769,7 +1754,10 @@ int main( int argc, char **argv )
|
|||||||
arguments.getApplicationUsage()->addCommandLineOption("-n","Create normal map for per voxel lighting.");
|
arguments.getApplicationUsage()->addCommandLineOption("-n","Create normal map for per voxel lighting.");
|
||||||
arguments.getApplicationUsage()->addCommandLineOption("-s <numSlices>","Number of slices to create.");
|
arguments.getApplicationUsage()->addCommandLineOption("-s <numSlices>","Number of slices to create.");
|
||||||
arguments.getApplicationUsage()->addCommandLineOption("--images [filenames]","Specify a stack of 2d images to build the 3d volume from.");
|
arguments.getApplicationUsage()->addCommandLineOption("--images [filenames]","Specify a stack of 2d images to build the 3d volume from.");
|
||||||
arguments.getApplicationUsage()->addCommandLineOption("--shader","Use OpenGL Shading Language.");
|
arguments.getApplicationUsage()->addCommandLineOption("--shader","Use OpenGL Shading Language. (default)");
|
||||||
|
arguments.getApplicationUsage()->addCommandLineOption("--no-shader","Disable use of OpenGL Shading Language.");
|
||||||
|
arguments.getApplicationUsage()->addCommandLineOption("--gpu-tf","Aply the transfer function on the GPU. (default)");
|
||||||
|
arguments.getApplicationUsage()->addCommandLineOption("--cpu-tf","Apply the transfer function on the CPU.");
|
||||||
arguments.getApplicationUsage()->addCommandLineOption("--mip","Use Maximum Intensity Projection (MIP) filtering.");
|
arguments.getApplicationUsage()->addCommandLineOption("--mip","Use Maximum Intensity Projection (MIP) filtering.");
|
||||||
arguments.getApplicationUsage()->addCommandLineOption("--xSize <size>","Relative width of rendered brick.");
|
arguments.getApplicationUsage()->addCommandLineOption("--xSize <size>","Relative width of rendered brick.");
|
||||||
arguments.getApplicationUsage()->addCommandLineOption("--ySize <size>","Relative length of rendered brick.");
|
arguments.getApplicationUsage()->addCommandLineOption("--ySize <size>","Relative length of rendered brick.");
|
||||||
@ -1849,7 +1837,6 @@ int main( int argc, char **argv )
|
|||||||
while (arguments.read("--isosurface"))
|
while (arguments.read("--isosurface"))
|
||||||
{
|
{
|
||||||
shadingModel = Isosurface;
|
shadingModel = Isosurface;
|
||||||
createNormalMap=true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
float xSize=1.0f, ySize=1.0f, zSize=1.0f;
|
float xSize=1.0f, ySize=1.0f, zSize=1.0f;
|
||||||
@ -1901,11 +1888,13 @@ int main( int argc, char **argv )
|
|||||||
unsigned int numComponentsDesired = 0;
|
unsigned int numComponentsDesired = 0;
|
||||||
while(arguments.read("--num-components", numComponentsDesired)) {}
|
while(arguments.read("--num-components", numComponentsDesired)) {}
|
||||||
|
|
||||||
bool useShader = false;
|
bool useShader = true;
|
||||||
while(arguments.read("--shader")) { useShader = true; }
|
while(arguments.read("--shader")) { useShader = true; }
|
||||||
|
while(arguments.read("--no-shader")) { useShader = true; }
|
||||||
|
|
||||||
bool gpuTransferFunction = false;
|
bool gpuTransferFunction = true;
|
||||||
while(arguments.read("--gpu-tf")) { gpuTransferFunction = true; }
|
while(arguments.read("--gpu-tf")) { gpuTransferFunction = true; }
|
||||||
|
while(arguments.read("--cpu-tf")) { gpuTransferFunction = false; }
|
||||||
|
|
||||||
osg::ref_ptr<osg::Image> image_3d;
|
osg::ref_ptr<osg::Image> image_3d;
|
||||||
|
|
||||||
|
@ -1,5 +1,4 @@
|
|||||||
char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
|
char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
|
||||||
"uniform sampler3D normalMap;\n"
|
|
||||||
"uniform float sampleDensity;\n"
|
"uniform float sampleDensity;\n"
|
||||||
"uniform float transparency;\n"
|
"uniform float transparency;\n"
|
||||||
"uniform float alphaCutOff;\n"
|
"uniform float alphaCutOff;\n"
|
||||||
@ -70,29 +69,59 @@ char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
|
|||||||
" num_iterations = max_iteratrions;\n"
|
" num_iterations = max_iteratrions;\n"
|
||||||
" }\n"
|
" }\n"
|
||||||
"\n"
|
"\n"
|
||||||
" vec3 deltaTexCoord=(te-t0)/float(num_iterations-1.0);\n"
|
" vec3 deltaTexCoord=(t0-te)/float(num_iterations-1.0);\n"
|
||||||
" vec3 texcoord = t0;\n"
|
" vec3 texcoord = te;\n"
|
||||||
"\n"
|
"\n"
|
||||||
" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
|
" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
|
||||||
|
" vec4 previousColor = texture3D( baseTexture, texcoord);\n"
|
||||||
|
" \n"
|
||||||
|
" float normalSampleDistance = 1.0/512.0;\n"
|
||||||
|
" vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0);\n"
|
||||||
|
" vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0);\n"
|
||||||
|
" vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance);\n"
|
||||||
|
" \n"
|
||||||
" while(num_iterations>0.0)\n"
|
" while(num_iterations>0.0)\n"
|
||||||
" {\n"
|
" {\n"
|
||||||
" vec4 normal = texture3D( normalMap, texcoord);\n"
|
|
||||||
" vec4 color = texture3D( baseTexture, texcoord);\n"
|
" vec4 color = texture3D( baseTexture, texcoord);\n"
|
||||||
"\n"
|
"\n"
|
||||||
" normal.x = normal.x*2.0-1.0;\n"
|
" float m = (previousColor.a-alphaCutOff) * (color.a-alphaCutOff);\n"
|
||||||
" normal.y = normal.y*2.0-1.0;\n"
|
" if (m <= 0.0)\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"
|
" {\n"
|
||||||
|
" float r = (alphaCutOff-color.a)/(previousColor.a-color.a);\n"
|
||||||
|
" texcoord = texcoord - r*deltaTexCoord;\n"
|
||||||
|
" \n"
|
||||||
|
" float a = color.a;\n"
|
||||||
|
" float px = texture3D( baseTexture, texcoord + deltaX).a;\n"
|
||||||
|
" float py = texture3D( baseTexture, texcoord + deltaY).a;\n"
|
||||||
|
" float pz = texture3D( baseTexture, texcoord + deltaZ).a;\n"
|
||||||
|
"\n"
|
||||||
|
" float nx = texture3D( baseTexture, texcoord - deltaX).a;\n"
|
||||||
|
" float ny = texture3D( baseTexture, texcoord - deltaY).a;\n"
|
||||||
|
" float nz = texture3D( baseTexture, texcoord - deltaZ).a;\n"
|
||||||
|
" \n"
|
||||||
|
" vec3 grad = vec3(px-nx, py-ny, pz-nz);\n"
|
||||||
|
" vec3 normal = normalize(grad);\n"
|
||||||
|
"\n"
|
||||||
|
" float lightScale = 0.1 + abs(dot(normal.xyz, eyeDirection));\n"
|
||||||
|
" \n"
|
||||||
|
" \n"
|
||||||
|
"#if 0\n"
|
||||||
|
" color.x *= lightScale;\n"
|
||||||
|
" color.y *= lightScale;\n"
|
||||||
|
" color.z *= lightScale;\n"
|
||||||
|
"#else\n"
|
||||||
|
" color.x = lightScale;\n"
|
||||||
|
" color.y = lightScale;\n"
|
||||||
|
" color.z = lightScale;\n"
|
||||||
|
"#endif\n"
|
||||||
|
"\n"
|
||||||
" fragColor = vec4(lightScale, lightScale, lightScale, 1.0);\n"
|
" fragColor = vec4(lightScale, lightScale, lightScale, 1.0);\n"
|
||||||
|
" \n"
|
||||||
|
" break;\n"
|
||||||
" }\n"
|
" }\n"
|
||||||
|
" \n"
|
||||||
|
" previousColor = color;\n"
|
||||||
|
" \n"
|
||||||
" texcoord += deltaTexCoord; \n"
|
" texcoord += deltaTexCoord; \n"
|
||||||
"\n"
|
"\n"
|
||||||
" --num_iterations;\n"
|
" --num_iterations;\n"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
char volume_tf_iso_frag[] = "uniform sampler3D normalMap;\n"
|
char volume_tf_iso_frag[] = "uniform sampler3D baseTexture;\n"
|
||||||
"uniform sampler1D tfTexture;\n"
|
"uniform sampler1D tfTexture;\n"
|
||||||
"uniform float sampleDensity;\n"
|
"uniform float sampleDensity;\n"
|
||||||
"uniform float transparency;\n"
|
"uniform float transparency;\n"
|
||||||
@ -69,31 +69,61 @@ char volume_tf_iso_frag[] = "uniform sampler3D normalMap;\n"
|
|||||||
" num_iterations = max_iteratrions;\n"
|
" num_iterations = max_iteratrions;\n"
|
||||||
" }\n"
|
" }\n"
|
||||||
"\n"
|
"\n"
|
||||||
" vec3 deltaTexCoord=(te-t0)/float(num_iterations-1.0);\n"
|
" vec3 deltaTexCoord=(t0-te)/float(num_iterations-1.0);\n"
|
||||||
" vec3 texcoord = t0;\n"
|
" vec3 texcoord = te;\n"
|
||||||
|
" float previousV = texture3D( baseTexture, texcoord).a;\n"
|
||||||
|
"\n"
|
||||||
|
" float normalSampleDistance = 1.0/512.0;\n"
|
||||||
|
" vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0);\n"
|
||||||
|
" vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0);\n"
|
||||||
|
" vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance);\n"
|
||||||
"\n"
|
"\n"
|
||||||
" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
|
" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
|
||||||
" while(num_iterations>0.0)\n"
|
" while(num_iterations>0.0)\n"
|
||||||
" {\n"
|
" {\n"
|
||||||
" vec4 normal = texture3D( normalMap, texcoord);\n"
|
|
||||||
" float v = normal.w;\n"
|
|
||||||
" vec4 color = texture1D( tfTexture, v);\n"
|
|
||||||
"\n"
|
"\n"
|
||||||
" normal.x = normal.x*2.0-1.0;\n"
|
" float v = texture3D( baseTexture, texcoord).a;\n"
|
||||||
" normal.y = normal.y*2.0-1.0;\n"
|
"\n"
|
||||||
" normal.z = normal.z*2.0-1.0;\n"
|
" float m = (previousV-alphaCutOff) * (v-alphaCutOff);\n"
|
||||||
" \n"
|
" if (m <= 0.0)\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"
|
|
||||||
" color.w = 1.0;\n"
|
|
||||||
" \n"
|
|
||||||
" if (v>=alphaCutOff)\n"
|
|
||||||
" {\n"
|
" {\n"
|
||||||
" fragColor = color;\n"
|
" float r = (alphaCutOff-v)/(previousV-v);\n"
|
||||||
" }\n"
|
" texcoord = texcoord - r*deltaTexCoord;\n"
|
||||||
"\n"
|
"\n"
|
||||||
|
" v = texture3D( baseTexture, texcoord).a;\n"
|
||||||
|
" vec4 color = texture1D( tfTexture, v);\n"
|
||||||
|
"\n"
|
||||||
|
" float px = texture3D( baseTexture, texcoord + deltaX).a;\n"
|
||||||
|
" float py = texture3D( baseTexture, texcoord + deltaY).a;\n"
|
||||||
|
" float pz = texture3D( baseTexture, texcoord + deltaZ).a;\n"
|
||||||
|
"\n"
|
||||||
|
" float nx = texture3D( baseTexture, texcoord - deltaX).a;\n"
|
||||||
|
" float ny = texture3D( baseTexture, texcoord - deltaY).a;\n"
|
||||||
|
" float nz = texture3D( baseTexture, texcoord - deltaZ).a;\n"
|
||||||
|
" \n"
|
||||||
|
" vec3 grad = vec3(px-nx, py-ny, pz-nz);\n"
|
||||||
|
" vec3 normal = normalize(grad);\n"
|
||||||
|
"\n"
|
||||||
|
" float lightScale = 0.1 + abs(dot(normal.xyz, eyeDirection));\n"
|
||||||
|
" \n"
|
||||||
|
" \n"
|
||||||
|
"#if 0\n"
|
||||||
|
" color.x *= lightScale;\n"
|
||||||
|
" color.y *= lightScale;\n"
|
||||||
|
" color.z *= lightScale;\n"
|
||||||
|
"#else\n"
|
||||||
|
" color.x = lightScale;\n"
|
||||||
|
" color.y = lightScale;\n"
|
||||||
|
" color.z = lightScale;\n"
|
||||||
|
"#endif\n"
|
||||||
|
"\n"
|
||||||
|
" fragColor = color;\n"
|
||||||
|
" \n"
|
||||||
|
" break;\n"
|
||||||
|
" }\n"
|
||||||
|
" \n"
|
||||||
|
" previousV = v;\n"
|
||||||
|
" \n"
|
||||||
" texcoord += deltaTexCoord; \n"
|
" texcoord += deltaTexCoord; \n"
|
||||||
"\n"
|
"\n"
|
||||||
" --num_iterations;\n"
|
" --num_iterations;\n"
|
||||||
|
Loading…
Reference in New Issue
Block a user