Updated shaders
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c03b64731b
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66c857b645
@ -760,7 +760,7 @@ class FollowMouseCallback : public osgGA::GUIEventHandler, public osg::StateSet:
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if (_updateSampleDensity && (uniform = stateset->getUniform("sampleDensity")))
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{
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float value = powf(v,5);
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osg::notify(osg::NOTICE)<<"sampleDensity = "<<value<<std::endl;
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osg::notify(osg::INFO)<<"sampleDensity = "<<value<<std::endl;
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uniform->set(value);
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}
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}
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@ -1061,7 +1061,7 @@ osg::Node* createShaderModel(ShadingModel shadingModel,
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}
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}
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osg::Uniform* sampleDensity = new osg::Uniform("sampleDensity", 0.01f);
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osg::Uniform* sampleDensity = new osg::Uniform("sampleDensity", 0.005f);
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stateset->addUniform(sampleDensity);
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osg::Uniform* transpancy = new osg::Uniform("transparency",0.5f);
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@ -1794,7 +1794,10 @@ int main( int argc, char **argv )
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osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator;
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keyswitchManipulator->addMatrixManipulator( '1', "Trackball", new osgGA::TrackballManipulator() );
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keyswitchManipulator->addMatrixManipulator( '2', "Flight", new osgGA::FlightManipulator() );
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osgGA::FlightManipulator* flightManipulator = new osgGA::FlightManipulator();
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flightManipulator->setYawControlMode(osgGA::FlightManipulator::NO_AUTOMATIC_YAW);
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keyswitchManipulator->addMatrixManipulator( '2', "Flight", flightManipulator );
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viewer.setCameraManipulator( keyswitchManipulator.get() );
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}
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@ -2082,6 +2085,7 @@ int main( int argc, char **argv )
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ySize = (*sizeItr)->t();
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zSize = (*sizeItr)->r();
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++sizeItr;
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for(;sizeItr != images.end(); ++sizeItr)
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{
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if ((*sizeItr)->s() != xSize ||
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@ -2094,25 +2098,30 @@ int main( int argc, char **argv )
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}
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#if 0
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osg::RefMatrix* matrix = dynamic_cast<osg::RefMatrix*>(image_3d->getUserData());
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#if 1
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osg::RefMatrix* matrix = dynamic_cast<osg::RefMatrix*>(images.front()->getUserData());
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if (matrix)
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{
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osg::notify(osg::NOTICE)<<"Image has Matrix = "<<*matrix<<std::endl;
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xSize = image_3d->s() * (*matrix)(0,0);
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ySize = image_3d->t() * (*matrix)(1,1);
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zSize = image_3d->r() * (*matrix)(2,2);
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xSize = xSize * (*matrix)(0,0);
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ySize = ySize * (*matrix)(1,1);
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zSize = zSize * (*matrix)(2,2);
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}
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#else
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#endif
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osg::Vec4 minValue, maxValue;
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bool computeMinMax = false;
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for(Images::iterator itr = images.begin();
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itr != images.end();
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++itr)
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{
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#if 0
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osg::RefMatrix* matrix = dynamic_cast<osg::RefMatrix*>((*itr)->getUserData());
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if (matrix)
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{
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std::cout<<"matrix = "<<*matrix<<std::endl;
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}
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#endif
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if (osgVolume::computeMinMax(itr->get(), minValue, maxValue)) computeMinMax = true;
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}
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@ -59,7 +59,7 @@ char volume_frag[] = "uniform sampler3D baseTexture;\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) num_iterations = 2.0;\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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@ -79,13 +79,21 @@ char volume_frag[] = "uniform sampler3D baseTexture;\n"
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" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
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" fragColor.w += r;\n"
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" }\n"
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"\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==0.0) discard;\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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@ -60,34 +60,43 @@ char volume_tf_frag[] = "uniform sampler3D baseTexture;\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) num_iterations = 2.0;\n"
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" \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);\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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" float v = texture3D( baseTexture, texcoord).s;\n"
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" float 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 r = color[3]*transparency;\n"
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" if (r>alphaCutOff)\n"
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" {\n"
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" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
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" fragColor.w += r;\n"
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" }\n"
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"\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==0.0) discard;\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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@ -106,16 +106,9 @@ char volume_tf_iso_frag[] = "uniform sampler3D baseTexture;\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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