Introduced class interfaces for FixedFunctionTechnique and ShaderTechnique volume rendering techniques.
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@ -63,6 +63,8 @@
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#include <osg/ImageUtils>
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#include <osgVolume/Volume>
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#include <osgVolume/VolumeTile>
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#include <osgVolume/ShaderTechnique>
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#include <osgVolume/FixedFunctionTechnique>
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typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
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@ -2291,10 +2293,30 @@ int main( int argc, char **argv )
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osg::ref_ptr<osgVolume::Volume> volume = new osgVolume::Volume;
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osg::ref_ptr<osgVolume::VolumeTile> tile = new osgVolume::VolumeTile;
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osg::ref_ptr<osgVolume::Layer> layer = new osgVolume::ImageLayer(image_3d);
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tile->addLayer(layer.get());
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volume->addChild(tile);
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osg::ref_ptr<osgVolume::Layer> layer = new osgVolume::ImageLayer(image_3d);
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layer->setTransferFunction(transferFunction.get());
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if (matrix)
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{
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osgVolume::Locator* locator = new osgVolume::Locator(*matrix);
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layer->setLocator(locator);
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tile->setLocator(locator);
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}
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tile->addLayer(layer.get());
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if (useShader)
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{
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tile->setVolumeTechnique(new osgVolume::ShaderTechnique);
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}
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else
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{
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tile->setVolumeTechnique(new osgVolume::FixedFunctionTechnique);
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}
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rootNode = volume.get();
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}
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51
include/osgVolume/FixedFunctionTechnique
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51
include/osgVolume/FixedFunctionTechnique
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@ -0,0 +1,51 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2008 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGVOLUME_FIXEDFUNCTIONTECHNIQUE
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#define OSGVOLUME_FIXEDFUNCTIONTECHNIQUE 1
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#include <osgVolume/VolumeTechnique>
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namespace osgVolume {
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class OSGVOLUME_EXPORT FixedFunctionTechnique : public VolumeTechnique
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{
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public:
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FixedFunctionTechnique();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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FixedFunctionTechnique(const FixedFunctionTechnique&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgVolume, FixedFunctionTechnique);
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virtual void init();
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virtual void update(osgUtil::UpdateVisitor* nv);
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virtual void cull(osgUtil::CullVisitor* nv);
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/** Clean scene graph from any terrain technique specific nodes.*/
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virtual void cleanSceneGraph();
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/** Traverse the terrain subgraph.*/
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virtual void traverse(osg::NodeVisitor& nv);
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protected:
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virtual ~FixedFunctionTechnique();
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};
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}
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#endif
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52
include/osgVolume/ShaderTechnique
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52
include/osgVolume/ShaderTechnique
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@ -0,0 +1,52 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2008 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGVOLUME_SHADERTECHNIQUE
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#define OSGVOLUME_SHADERTECHNIQUE 1
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#include <osgVolume/VolumeTechnique>
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namespace osgVolume {
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class OSGVOLUME_EXPORT ShaderTechnique : public VolumeTechnique
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{
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public:
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ShaderTechnique();
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ShaderTechnique(const ShaderTechnique&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgVolume, ShaderTechnique);
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virtual void init();
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virtual void update(osgUtil::UpdateVisitor* nv);
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virtual void cull(osgUtil::CullVisitor* nv);
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/** Clean scene graph from any terrain technique specific nodes.*/
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virtual void cleanSceneGraph();
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/** Traverse the terrain subgraph.*/
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virtual void traverse(osg::NodeVisitor& nv);
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protected:
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virtual ~ShaderTechnique();
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osg::ref_ptr<osg::Geode> _geode;
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};
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}
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#endif
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@ -137,11 +137,18 @@ class ReaderWriterDICOM : public osgDB::ReaderWriter
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osg::Vec3d scale(osg::Vec3(result.getImage()->s(),result.getImage()->t(), result.getImage()->r()));
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matrix->postMultScale(scale);
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tile->setLocator(new osgVolume::Locator(*matrix));
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osgVolume::Locator* locator = new osgVolume::Locator(*matrix);
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result.getImage()->setUserData(0);
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tile->setLocator(locator);
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layer->setLocator(locator);
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notice()<<"Locator "<<*matrix<<std::endl;
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// result.getImage()->setUserData(0);
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osg::notify(osg::NOTICE)<<"Locator "<<*matrix<<std::endl;
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}
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else
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{
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osg::notify(osg::NOTICE)<<"No Locator found on osg::Image"<<std::endl;
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}
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volume->addChild(tile.get());
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@ -9,10 +9,12 @@ SET(LIB_NAME osgVolume)
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SET(HEADER_PATH ${OpenSceneGraph_SOURCE_DIR}/include/${LIB_NAME})
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SET(LIB_PUBLIC_HEADERS
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${HEADER_PATH}/Export
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${HEADER_PATH}/FixedFunctionTechnique
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${HEADER_PATH}/Layer
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${HEADER_PATH}/Locator
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${HEADER_PATH}/ShaderTechnique
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${HEADER_PATH}/Version
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${HEADER_PATH}/Volume
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${HEADER_PATH}/Locator
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${HEADER_PATH}/Layer
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${HEADER_PATH}/VolumeTechnique
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${HEADER_PATH}/VolumeTile
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)
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@ -21,11 +23,13 @@ SET(LIB_PUBLIC_HEADERS
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ADD_LIBRARY(${LIB_NAME}
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${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC}
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${LIB_PUBLIC_HEADERS}
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FixedFunctionTechnique.cpp
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Layer.cpp
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Locator.cpp
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ShaderTechnique.cpp
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Version.cpp
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Volume.cpp
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VolumeTechnique.cpp
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Layer.cpp
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Locator.cpp
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VolumeTile.cpp
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)
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55
src/osgVolume/FixedFunctionTechnique.cpp
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55
src/osgVolume/FixedFunctionTechnique.cpp
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@ -0,0 +1,55 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2009 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osgVolume/FixedFunctionTechnique>
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using namespace osgVolume;
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FixedFunctionTechnique::FixedFunctionTechnique()
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{
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}
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FixedFunctionTechnique::FixedFunctionTechnique(const FixedFunctionTechnique& fft,const osg::CopyOp& copyop):
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VolumeTechnique(fft,copyop)
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{
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}
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FixedFunctionTechnique::~FixedFunctionTechnique()
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{
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}
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void FixedFunctionTechnique::init()
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{
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osg::notify(osg::NOTICE)<<"FixedFunctionTechnique::init()"<<std::endl;
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}
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void FixedFunctionTechnique::update(osgUtil::UpdateVisitor* nv)
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{
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osg::notify(osg::NOTICE)<<"FixedFunctionTechnique:update(osgUtil::UpdateVisitor* nv):"<<std::endl;
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}
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void FixedFunctionTechnique::cull(osgUtil::CullVisitor* nv)
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{
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osg::notify(osg::NOTICE)<<"FixedFunctionTechnique::cull(osgUtil::CullVisitor* nv)"<<std::endl;
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}
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void FixedFunctionTechnique::cleanSceneGraph()
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{
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osg::notify(osg::NOTICE)<<"FixedFunctionTechnique::cleanSceneGraph()"<<std::endl;
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}
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void FixedFunctionTechnique::traverse(osg::NodeVisitor& nv)
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{
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osg::notify(osg::NOTICE)<<"FixedFunctionTechnique::traverse(osg::NodeVisitor& nv)"<<std::endl;
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}
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@ -13,6 +13,9 @@
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#include <osgVolume/Layer>
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#include <osg/Notify>
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#include <osg/io_utils>
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using namespace osgVolume;
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Layer::Layer():
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@ -40,6 +43,9 @@ osg::BoundingSphere Layer::computeBound() const
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osg::Vec3d left, right;
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getLocator()->computeLocalBounds(left, right);
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osg::notify(osg::NOTICE)<<"left = "<<left<<std::endl;
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osg::notify(osg::NOTICE)<<"right = "<<right<<std::endl;
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return osg::BoundingSphere((left+right)*0.5, (right-left).length()*0.5);
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}
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181
src/osgVolume/ShaderTechnique.cpp
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181
src/osgVolume/ShaderTechnique.cpp
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@ -0,0 +1,181 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2009 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osgVolume/ShaderTechnique>
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#include <osgVolume/VolumeTile>
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#include <osg/Geometry>
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#include <osg/io_utils>
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using namespace osgVolume;
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ShaderTechnique::ShaderTechnique()
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{
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}
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ShaderTechnique::ShaderTechnique(const ShaderTechnique& fft,const osg::CopyOp& copyop):
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VolumeTechnique(fft,copyop)
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{
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}
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ShaderTechnique::~ShaderTechnique()
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{
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}
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void ShaderTechnique::init()
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{
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osg::notify(osg::NOTICE)<<"ShaderTechnique::init()"<<std::endl;
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if (!_volumeTile) return;
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_geode = new osg::Geode;
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osgVolume::Locator* masterLocator = _volumeTile->getLocator();
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for(unsigned int i = 0;
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i < _volumeTile->getNumLayers() && !masterLocator;
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++i)
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{
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if (_volumeTile->getLayer(i))
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{
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masterLocator = _volumeTile->getLayer(i)->getLocator();
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osg::notify(osg::NOTICE)<<"assigning locator = "<<masterLocator<<std::endl;
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}
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}
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osg::Matrix matrix;
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if (masterLocator)
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{
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matrix = masterLocator->getTransform();
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}
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osg::notify(osg::NOTICE)<<"Matrix = "<<matrix<<std::endl;
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{
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osg::Geometry* geom = new osg::Geometry;
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osg::Vec3Array* coords = new osg::Vec3Array(8);
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(*coords)[0] = osg::Vec3d(0.0,0.0,0.0) * matrix;
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(*coords)[1] = osg::Vec3d(1.0,0.0,0.0) * matrix;
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(*coords)[2] = osg::Vec3d(1.0,1.0,0.0) * matrix;
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(*coords)[3] = osg::Vec3d(0.0,1.0,0.0) * matrix;
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(*coords)[4] = osg::Vec3d(0.0,0.0,1.0) * matrix;
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(*coords)[5] = osg::Vec3d(1.0,0.0,1.0) * matrix;
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(*coords)[6] = osg::Vec3d(1.0,1.0,1.0) * matrix;
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(*coords)[7] = osg::Vec3d(0.0,1.0,1.0) * matrix;
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geom->setVertexArray(coords);
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osg::Vec4Array* colours = new osg::Vec4Array(1);
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(*colours)[0].set(1.0f,1.0f,1.0,1.0f);
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geom->setColorArray(colours);
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geom->setColorBinding(osg::Geometry::BIND_OVERALL);
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osg::DrawElementsUShort* drawElements = new osg::DrawElementsUShort(GL_QUADS);
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// bottom
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drawElements->push_back(0);
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drawElements->push_back(1);
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drawElements->push_back(2);
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drawElements->push_back(3);
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// bottom
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drawElements->push_back(3);
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drawElements->push_back(2);
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drawElements->push_back(6);
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drawElements->push_back(7);
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// left
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drawElements->push_back(0);
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drawElements->push_back(3);
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drawElements->push_back(7);
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drawElements->push_back(4);
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// right
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drawElements->push_back(5);
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drawElements->push_back(6);
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drawElements->push_back(2);
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drawElements->push_back(1);
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// front
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drawElements->push_back(1);
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drawElements->push_back(0);
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drawElements->push_back(4);
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drawElements->push_back(5);
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// top
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drawElements->push_back(7);
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drawElements->push_back(6);
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drawElements->push_back(5);
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drawElements->push_back(4);
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geom->addPrimitiveSet(drawElements);
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_geode->addDrawable(geom);
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}
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}
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void ShaderTechnique::update(osgUtil::UpdateVisitor* uv)
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{
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// osg::notify(osg::NOTICE)<<"ShaderTechnique:update(osgUtil::UpdateVisitor* nv):"<<std::endl;
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}
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void ShaderTechnique::cull(osgUtil::CullVisitor* cv)
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{
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// osg::notify(osg::NOTICE)<<"ShaderTechnique::cull(osgUtil::CullVisitor* nv)"<<std::endl;
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if (_geode.valid())
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{
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_geode->accept(*cv);
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}
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}
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void ShaderTechnique::cleanSceneGraph()
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{
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osg::notify(osg::NOTICE)<<"ShaderTechnique::cleanSceneGraph()"<<std::endl;
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}
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void ShaderTechnique::traverse(osg::NodeVisitor& nv)
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{
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// osg::notify(osg::NOTICE)<<"ShaderTechnique::traverse(osg::NodeVisitor& nv)"<<std::endl;
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if (!_volumeTile) return;
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// if app traversal update the frame count.
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if (nv.getVisitorType()==osg::NodeVisitor::UPDATE_VISITOR)
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{
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if (_volumeTile->getDirty()) _volumeTile->init();
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osgUtil::UpdateVisitor* uv = dynamic_cast<osgUtil::UpdateVisitor*>(&nv);
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if (uv)
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{
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update(uv);
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return;
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}
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}
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else if (nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR)
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(&nv);
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if (cv)
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{
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cull(cv);
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return;
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}
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}
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if (_volumeTile->getDirty())
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{
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osg::notify(osg::INFO)<<"******* Doing init ***********"<<std::endl;
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_volumeTile->init();
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}
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}
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99
src/osgVolume/Shaders/volume_frag.cpp
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99
src/osgVolume/Shaders/volume_frag.cpp
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char volume_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"
|
||||
" {\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"
|
||||
" float r = color[3]*transparency;\n"
|
||||
" if (r>alphaCutOff)\n"
|
||||
" {\n"
|
||||
" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
|
||||
" fragColor.w += r;\n"
|
||||
" }\n"
|
||||
"\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";
|
134
src/osgVolume/Shaders/volume_iso_frag.cpp
Normal file
134
src/osgVolume/Shaders/volume_iso_frag.cpp
Normal file
@ -0,0 +1,134 @@
|
||||
char volume_iso_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"
|
||||
"\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=(t0-te)/float(num_iterations-1.0);\n"
|
||||
" vec3 texcoord = te;\n"
|
||||
"\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"
|
||||
" {\n"
|
||||
" vec4 color = texture3D( baseTexture, texcoord);\n"
|
||||
"\n"
|
||||
" float m = (previousColor.a-alphaCutOff) * (color.a-alphaCutOff);\n"
|
||||
" if (m <= 0.0)\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))*0.9;\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"
|
||||
" \n"
|
||||
" break;\n"
|
||||
" }\n"
|
||||
" \n"
|
||||
" previousColor = 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";
|
92
src/osgVolume/Shaders/volume_mip_frag.cpp
Normal file
92
src/osgVolume/Shaders/volume_mip_frag.cpp
Normal 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";
|
120
src/osgVolume/Shaders/volume_n_frag.cpp
Normal file
120
src/osgVolume/Shaders/volume_n_frag.cpp
Normal file
@ -0,0 +1,120 @@
|
||||
char volume_n_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"
|
||||
"#if 1\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]*transparency;\n"
|
||||
"#else\n"
|
||||
" vec4 color = texture3D( normalMap, texcoord);\n"
|
||||
" color.x = color.x*2.0 - 1.0;\n"
|
||||
" color.y = color.y*2.0 - 1.0;\n"
|
||||
" color.z = color.z*2.0 - 1.0;\n"
|
||||
" \n"
|
||||
" float lightScale = 0.1 + max(dot(color.xyz, eyeDirection), 0.0);\n"
|
||||
" color.x = lightScale;\n"
|
||||
" color.y = lightScale;\n"
|
||||
" color.z = lightScale;\n"
|
||||
"\n"
|
||||
" float r = color[3]*transparency;\n"
|
||||
"#endif \n"
|
||||
" if (r>alphaCutOff)\n"
|
||||
" {\n"
|
||||
" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
|
||||
" fragColor.w += r;\n"
|
||||
" }\n"
|
||||
" texcoord += deltaTexCoord; \n"
|
||||
"\n"
|
||||
" --num_iterations;\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
|
||||
" if (fragColor.w==0.0) discard;\n"
|
||||
" gl_FragColor = fragColor;\n"
|
||||
"}\n"
|
||||
"\n";
|
102
src/osgVolume/Shaders/volume_tf_frag.cpp
Normal file
102
src/osgVolume/Shaders/volume_tf_frag.cpp
Normal file
@ -0,0 +1,102 @@
|
||||
char volume_tf_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).a;\n"
|
||||
" vec4 color = texture1D( tfTexture, v);\n"
|
||||
"\n"
|
||||
" float r = color[3]*transparency;\n"
|
||||
" if (r>alphaCutOff)\n"
|
||||
" {\n"
|
||||
" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
|
||||
" fragColor.w += r;\n"
|
||||
" }\n"
|
||||
"\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";
|
129
src/osgVolume/Shaders/volume_tf_iso_frag.cpp
Normal file
129
src/osgVolume/Shaders/volume_tf_iso_frag.cpp
Normal file
@ -0,0 +1,129 @@
|
||||
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"
|
||||
" 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=(t0-te)/float(num_iterations-1.0);\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"
|
||||
" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
|
||||
" while(num_iterations>0.0)\n"
|
||||
" {\n"
|
||||
"\n"
|
||||
" float v = texture3D( baseTexture, texcoord).a;\n"
|
||||
"\n"
|
||||
" float m = (previousV-alphaCutOff) * (v-alphaCutOff);\n"
|
||||
" if (m <= 0.0)\n"
|
||||
" {\n"
|
||||
" float r = (alphaCutOff-v)/(previousV-v);\n"
|
||||
" texcoord = texcoord - r*deltaTexCoord;\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))*0.9;\n"
|
||||
" \n"
|
||||
" color.x *= lightScale;\n"
|
||||
" color.y *= lightScale;\n"
|
||||
" color.z *= lightScale;\n"
|
||||
"\n"
|
||||
" fragColor = color;\n"
|
||||
" \n"
|
||||
" break;\n"
|
||||
" }\n"
|
||||
" \n"
|
||||
" previousV = v;\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
src/osgVolume/Shaders/volume_tf_mip_frag.cpp
Normal file
93
src/osgVolume/Shaders/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";
|
107
src/osgVolume/Shaders/volume_tf_n_frag.cpp
Normal file
107
src/osgVolume/Shaders/volume_tf_n_frag.cpp
Normal file
@ -0,0 +1,107 @@
|
||||
char volume_tf_n_frag[] = "uniform sampler3D baseTexture;\n"
|
||||
"uniform sampler3D normalMap;\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"
|
||||
" 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"
|
||||
" float v = normal.a; // texture3D( baseTexture, texcoord).s;\n"
|
||||
" vec4 color = texture1D( tfTexture, v);\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]*transparency;\n"
|
||||
" if (r>alphaCutOff)\n"
|
||||
" {\n"
|
||||
" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
|
||||
" fragColor.w += r;\n"
|
||||
" }\n"
|
||||
" texcoord += deltaTexCoord; \n"
|
||||
"\n"
|
||||
" --num_iterations;\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
|
||||
" if (fragColor.w==0.0) discard;\n"
|
||||
" gl_FragColor = fragColor;\n"
|
||||
"}\n"
|
||||
"\n";
|
17
src/osgVolume/Shaders/volume_vert.cpp
Normal file
17
src/osgVolume/Shaders/volume_vert.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
char volume_vert[] = "#version 110\n"
|
||||
"varying vec4 cameraPos;\n"
|
||||
"varying vec4 vertexPos;\n"
|
||||
"varying mat4 texgen;\n"
|
||||
"\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" gl_Position = ftransform();\n"
|
||||
"\n"
|
||||
" cameraPos = gl_ModelViewMatrixInverse*vec4(0,0,0,1);\n"
|
||||
" vertexPos = gl_Vertex;\n"
|
||||
"\n"
|
||||
" texgen = mat4(gl_ObjectPlaneS[0], \n"
|
||||
" gl_ObjectPlaneT[0],\n"
|
||||
" gl_ObjectPlaneR[0],\n"
|
||||
" gl_ObjectPlaneQ[0]);\n"
|
||||
"}\n";
|
@ -167,7 +167,14 @@ osg::BoundingSphere VolumeTile::computeBound() const
|
||||
{
|
||||
osg::BoundingSphere bs;
|
||||
|
||||
osg::notify(osg::NOTICE)<<"TODO VolumeTile::computeBound()"<<std::endl;
|
||||
for(Layers::const_iterator itr = _layers.begin();
|
||||
itr != _layers.end();
|
||||
++itr)
|
||||
{
|
||||
if (itr->valid()) bs.expandBy((*itr)->computeBound());
|
||||
}
|
||||
|
||||
return bs;
|
||||
|
||||
return bs;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user