Equalizer
1.2.1
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00001 00002 /* Copyright (c) 2007-2011, Maxim Makhinya <maxmah@gmail.com> 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( 00069 const VolumeInfo& volumeInfo, 00070 const float sliceDistance, 00071 const eq::Matrix4f& invRotationM, 00072 const eq::Vector4f& taintColor, 00073 const int normalsQuality ) 00074 { 00075 EQASSERT( _glewContext ); 00076 00077 GLhandleARB shader = _shaders.getProgram(); 00078 EQASSERT( shader ); 00079 00080 const DataInTextureDimensions& TD = volumeInfo.TD; 00081 00082 GLint tParamNameGL; 00083 00084 // Put texture coordinates modifyers to the shader 00085 tParamNameGL = glGetUniformLocationARB( shader, "W" ); 00086 glUniform1fARB( tParamNameGL, TD.W ); 00087 00088 tParamNameGL = glGetUniformLocationARB( shader, "H" ); 00089 glUniform1fARB( tParamNameGL, TD.H ); 00090 00091 tParamNameGL = glGetUniformLocationARB( shader, "D" ); 00092 glUniform1fARB( tParamNameGL, TD.D ); 00093 00094 tParamNameGL = glGetUniformLocationARB( shader, "Do" ); 00095 glUniform1fARB( tParamNameGL, TD.Do ); 00096 00097 tParamNameGL = glGetUniformLocationARB( shader, "Db" ); 00098 glUniform1fARB( tParamNameGL, TD.Db ); 00099 00100 // Put Volume data to the shader 00101 glActiveTextureARB( GL_TEXTURE1 ); 00102 glBindTexture( GL_TEXTURE_2D, volumeInfo.preint ); //preintegrated values 00103 tParamNameGL = glGetUniformLocationARB( shader, "preInt" ); 00104 glUniform1iARB( tParamNameGL, 1 ); //f-shader 00105 00106 // Activate last because it has to be the active texture 00107 glActiveTextureARB( GL_TEXTURE0 ); 00108 glBindTexture( GL_TEXTURE_3D, volumeInfo.volume ); //gx, gy, gz, val 00109 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER,GL_LINEAR ); 00110 00111 tParamNameGL = glGetUniformLocationARB( shader, "volume" ); 00112 glUniform1iARB( tParamNameGL , 0 ); //f-shader 00113 00114 tParamNameGL = glGetUniformLocationARB( shader, "sliceDistance" ); 00115 glUniform1fARB( tParamNameGL, sliceDistance ); //v-shader 00116 00117 tParamNameGL = glGetUniformLocationARB( shader, "perspProj" ); 00118 glUniform1fARB( tParamNameGL, _ortho ? 0.0f : 1.0f ); //v-shader 00119 00120 tParamNameGL = glGetUniformLocationARB( shader, "shininess" ); 00121 glUniform1fARB( tParamNameGL, 8.0f ); //f-shader 00122 00123 tParamNameGL = glGetUniformLocationARB( shader, "taint" ); 00124 glUniform4fARB( tParamNameGL, taintColor.r(), 00125 taintColor.g(), 00126 taintColor.b(), 00127 taintColor.a() ); //f-shader 00128 00129 tParamNameGL = glGetUniformLocationARB( shader, "sizeVec" ); 00130 glUniform3fARB( tParamNameGL, volumeInfo.voxelSize.W, 00131 volumeInfo.voxelSize.H, 00132 volumeInfo.voxelSize.D ); //f-shader 00133 00134 tParamNameGL = glGetUniformLocationARB( shader, "normalsQuality"); 00135 glUniform1iARB( tParamNameGL, normalsQuality ); //f-shader 00136 00137 // rotate viewPosition in the opposite direction of model rotation 00138 // to keep light position constant but not recalculate normals 00139 // in the fragment shader 00140 // viewPosition = invRotationM * eq::Vector4f( 0, 0, 1, 0 ); 00141 tParamNameGL = glGetUniformLocationARB( shader, "viewVec" ); 00142 glUniform3fARB( tParamNameGL, invRotationM.array[8], 00143 invRotationM.array[9], 00144 invRotationM.array[10] ); //f-shader 00145 } 00146 00147 00148 bool RawVolumeModelRenderer::render 00149 ( 00150 const eq::Range& range, 00151 const eq::Matrix4d& modelviewM, 00152 const eq::Matrix3d& modelviewITM, 00153 const eq::Matrix4f& invRotationM, 00154 const eq::Vector4f& taintColor, 00155 const int normalsQuality 00156 ) 00157 { 00158 VolumeInfo volumeInfo; 00159 00160 if( !_rawModel.getVolumeInfo( volumeInfo, range )) 00161 { 00162 EQERROR << "Can't get volume data" << std::endl; 00163 return false; 00164 } 00165 00166 glScalef( volumeInfo.volScaling.W, 00167 volumeInfo.volScaling.H, 00168 volumeInfo.volScaling.D ); 00169 00170 // Enable shaders 00171 glUseProgramObjectARB( _shaders.getProgram( )); 00172 00173 // Calculate and put necessary data to shaders 00174 00175 const uint32_t resolution = _rawModel.getResolution(); 00176 const double sliceDistance = 3.6 / ( resolution * _precision ); 00177 00178 _putVolumeDataToShader( volumeInfo, float( sliceDistance ), 00179 invRotationM, taintColor, normalsQuality ); 00180 00181 _sliceClipper.updatePerFrameInfo( modelviewM, modelviewITM, 00182 sliceDistance, range ); 00183 00184 //Render slices 00185 glEnable( GL_BLEND ); 00186 glBlendFuncSeparateEXT( GL_ONE, GL_SRC_ALPHA, GL_ZERO, GL_SRC_ALPHA ); 00187 00188 renderSlices( _sliceClipper ); 00189 00190 glDisable( GL_BLEND ); 00191 00192 // Disable shader 00193 glUseProgramObjectARB( 0 ); 00194 00195 return true; 00196 } 00197 00198 00199 bool RawVolumeModelRenderer::loadShaders() 00200 { 00201 if( !_shaders.loadShaders( vertexShader_glsl, fragmentShader_glsl, 00202 _glewContext )) 00203 { 00204 EQERROR << "Can't load glsl shaders" << std::endl; 00205 return false; 00206 } 00207 00208 EQLOG( eq::LOG_CUSTOM ) << "glsl shaders loaded" << std::endl; 00209 return true; 00210 } 00211 } 00212 00213