Equalizer 1.0
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00001 00002 /* Copyright (c) 2007 Maxim Makhinya 00003 * 00004 * Redistribution and use in source and binary forms, with or without 00005 * modification, are permitted provided that the following conditions are met: 00006 * 00007 * - Redistributions of source code must retain the above copyright notice, this 00008 * list of conditions and the following disclaimer. 00009 * - Redistributions in binary form must reproduce the above copyright notice, 00010 * this list of conditions and the following disclaimer in the documentation 00011 * and/or other materials provided with the distribution. 00012 * - Neither the name of Eyescale Software GmbH nor the names of its 00013 * contributors may be used to endorse or promote products derived from this 00014 * software without specific prior written permission. 00015 * 00016 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 00017 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 00018 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 00019 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE 00020 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 00021 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 00022 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 00023 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 00024 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 00025 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 00026 * POSSIBILITY OF SUCH DAMAGE. 00027 */ 00028 00029 #include "rawVolModelRenderer.h" 00030 00031 #include "fragmentShader.glsl.h" 00032 #include "vertexShader.glsl.h" 00033 00034 00035 namespace eVolve 00036 { 00037 00038 00039 RawVolumeModelRenderer::RawVolumeModelRenderer( const std::string& filename, 00040 const uint32_t precision ) 00041 : _rawModel( filename ) 00042 , _precision( precision ) 00043 , _glewContext( 0 ) 00044 , _ortho( false ) 00045 { 00046 } 00047 00048 00049 static void renderSlices( const SliceClipper& sliceClipper ) 00050 { 00051 int numberOfSlices = static_cast<int>( 3.6 / sliceClipper.sliceDistance ); 00052 00053 for( int s = 0; s < numberOfSlices; ++s ) 00054 { 00055 glBegin( GL_POLYGON ); 00056 for( int i = 0; i < 6; ++i ) 00057 { 00058 eq::Vector3f pos = 00059 sliceClipper.getPosition( i, numberOfSlices-1-s ); 00060 00061 glVertex4f( pos.x(), pos.y(), pos.z(), 1.0 ); 00062 } 00063 glEnd(); 00064 } 00065 } 00066 00067 00068 void RawVolumeModelRenderer::_putVolumeDataToShader( const VolumeInfo& volumeInfo, const float sliceDistance, const eq::Matrix4f& invRotationM ) 00069 { 00070 EQASSERT( _glewContext ); 00071 00072 GLhandleARB shader = _shaders.getProgram(); 00073 EQASSERT( shader ); 00074 00075 const DataInTextureDimensions& TD = volumeInfo.TD; 00076 00077 GLint tParamNameGL; 00078 00079 // Put texture coordinates modifyers to the shader 00080 tParamNameGL = glGetUniformLocationARB( shader, "W" ); 00081 glUniform1fARB( tParamNameGL, TD.W ); 00082 00083 tParamNameGL = glGetUniformLocationARB( shader, "H" ); 00084 glUniform1fARB( tParamNameGL, TD.H ); 00085 00086 tParamNameGL = glGetUniformLocationARB( shader, "D" ); 00087 glUniform1fARB( tParamNameGL, TD.D ); 00088 00089 tParamNameGL = glGetUniformLocationARB( shader, "Do" ); 00090 glUniform1fARB( tParamNameGL, TD.Do ); 00091 00092 tParamNameGL = glGetUniformLocationARB( shader, "Db" ); 00093 glUniform1fARB( tParamNameGL, TD.Db ); 00094 00095 // Put Volume data to the shader 00096 glActiveTextureARB( GL_TEXTURE1 ); 00097 glBindTexture( GL_TEXTURE_2D, volumeInfo.preint ); //preintegrated values 00098 tParamNameGL = glGetUniformLocationARB( shader, "preInt" ); 00099 glUniform1iARB( tParamNameGL, 1 ); //f-shader 00100 00101 // Activate last because it has to be the active texture 00102 glActiveTextureARB( GL_TEXTURE0 ); 00103 glBindTexture( GL_TEXTURE_3D, volumeInfo.volume ); //gx, gy, gz, val 00104 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER,GL_LINEAR ); 00105 00106 tParamNameGL = glGetUniformLocationARB( shader, "volume" ); 00107 glUniform1iARB( tParamNameGL , 0 ); //f-shader 00108 00109 tParamNameGL = glGetUniformLocationARB( shader, "sliceDistance" ); 00110 glUniform1fARB( tParamNameGL, sliceDistance ); //v-shader 00111 00112 tParamNameGL = glGetUniformLocationARB( shader, "perspProj" ); 00113 glUniform1fARB( tParamNameGL, _ortho ? 0.0f : 1.0f ); //v-shader 00114 00115 tParamNameGL = glGetUniformLocationARB( shader, "shininess" ); 00116 glUniform1fARB( tParamNameGL, 8.0f ); //f-shader 00117 00118 // rotate viewPosition in the opposite direction of model rotation 00119 // to keep light position constant but not recalculate normals 00120 // in the fragment shader 00121 // viewPosition = invRotationM * eq::Vector4f( 0, 0, 1, 0 ); 00122 tParamNameGL = glGetUniformLocationARB( shader, "viewVec" ); 00123 glUniform3fARB( tParamNameGL, invRotationM.array[8], 00124 invRotationM.array[9], 00125 invRotationM.array[10] ); //f-shader 00126 } 00127 00128 00129 bool RawVolumeModelRenderer::render 00130 ( 00131 const eq::Range& range, 00132 const eq::Matrix4d& modelviewM, 00133 const eq::Matrix3d& modelviewITM, 00134 const eq::Matrix4f& invRotationM 00135 ) 00136 { 00137 VolumeInfo volumeInfo; 00138 00139 if( !_rawModel.getVolumeInfo( volumeInfo, range )) 00140 { 00141 EQERROR << "Can't get volume data" << std::endl; 00142 return false; 00143 } 00144 00145 glScalef( volumeInfo.volScaling.W, 00146 volumeInfo.volScaling.H, 00147 volumeInfo.volScaling.D ); 00148 00149 // Enable shaders 00150 glUseProgramObjectARB( _shaders.getProgram( )); 00151 00152 // Calculate and put necessary data to shaders 00153 00154 const uint32_t resolution = _rawModel.getResolution(); 00155 const double sliceDistance = 3.6 / ( resolution * _precision ); 00156 00157 _putVolumeDataToShader( volumeInfo, float( sliceDistance ), invRotationM ); 00158 00159 _sliceClipper.updatePerFrameInfo( modelviewM, modelviewITM, 00160 sliceDistance, range ); 00161 00162 //Render slices 00163 glEnable( GL_BLEND ); 00164 glBlendFuncSeparateEXT( GL_ONE, GL_SRC_ALPHA, GL_ZERO, GL_SRC_ALPHA ); 00165 00166 renderSlices( _sliceClipper ); 00167 00168 glDisable( GL_BLEND ); 00169 00170 // Disable shader 00171 glUseProgramObjectARB( 0 ); 00172 00173 return true; 00174 } 00175 00176 00177 bool RawVolumeModelRenderer::loadShaders() 00178 { 00179 if( !_shaders.loadShaders( vertexShader_glsl, fragmentShader_glsl, 00180 _glewContext )) 00181 { 00182 EQERROR << "Can't load glsl shaders" << std::endl; 00183 return false; 00184 } 00185 00186 EQLOG( eq::LOG_CUSTOM ) << "glsl shaders loaded" << std::endl; 00187 return true; 00188 } 00189 } 00190 00191