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// compute rear segement color and blend with accumulated_color return mix( fragColor, computeRayColor(fragColor, px, py, depth_start, scene_depth), transparencyFactor); } else { return mix( fragColor, computeRayColor(fragColor, px, py, depth_start, depth_end), transparencyFactor); } #else if ((depth_end=1.0) return fragColor; // compute rear segement color and blend with accumulated_color return computeRayColor(fragColor, px, py, depth_start, scene_depth) * transparencyFactor; } else { return computeRayColor(fragColor, px, py, depth_start, depth_end) * transparencyFactor; } #endif } void main(void) { vec2 texcoord = vec2((gl_FragCoord.x-viewportDimensions[0])/viewportDimensions[2], (gl_FragCoord.y-viewportDimensions[1])/viewportDimensions[3]); vec4 color = texture2D( colorTexture, texcoord); float texture_depth = texture2D( depthTexture, texcoord).s; float back_depth = texture2D( backFaceDepthTexture, texcoord).s; float front_depth = texture2D( frontFaceDepthTexture, texcoord).s; //float ExteriorTransparencyFactorValue = 1.0; vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); // make sure the front_depth and back_depth values represent usable depths for later tests if (front_depth>back_depth) { if (front_depth==1.0) { // front face likely to have been clipped out by near plane front_depth = 0.0; } else { // front and back faces of hull are reversed so treat them as empty. front_depth = 1.0; back_depth = 1.0; } } if (back_depthgl_FragCoord.z) { fragColor = mix(color, fragColor, fragColor.a); } gl_FragColor = fragColor; gl_FragDepth = 0.0; } #version 110 uniform sampler2D colorTexture; uniform sampler2D depthTexture; uniform sampler2D frontFaceDepthTexture; uniform vec4 viewportDimensions; // declare function defined in volume_compute_ray_color.frag vec4 computeRayColor(vec4 fragColor, float px, float py, float depth_start, float depth_end); void main(void) { vec2 texcoord = vec2((gl_FragCoord.x-viewportDimensions[0])/viewportDimensions[2], (gl_FragCoord.y-viewportDimensions[1])/viewportDimensions[3]); vec4 color = texture2D( colorTexture, texcoord); float texture_depth = texture2D( depthTexture, texcoord).s; float front_depth = texture2D( frontFaceDepthTexture, texcoord).s; // if front_depth is set to the far plane then front // face has been clipped out by the near plane, so assume // front_depth is near plane and reset depth to 0.0 if (front_depth==1.0) front_depth = 0.0; if (gl_FragCoord.ztexture_depth) discard; // gl_FragDepth = texture_depth; // need to blend the object color with the ray from the object depth to the eye point vec4 ray_color = computeRayColor(vec4(0.0,0.0,0.0,0.0), gl_FragCoord.x, gl_FragCoord.y, texture_depth, front_depth); // ray_color *= vec4(1.0,1.0,0.0,1.0); gl_FragColor = mix(color, ray_color, ray_color.a); } } } #version 110 uniform sampler2D colorTexture; uniform sampler2D depthTexture; uniform vec4 viewportDimensions; // declare function defined in volume_compute_ray_color.frag vec4 computeRayColor(vec4 fragColor, float px, float py, float depth_start, float depth_end); void main(void) { vec2 texcoord = vec2((gl_FragCoord.x-viewportDimensions[0])/viewportDimensions[2], (gl_FragCoord.y-viewportDimensions[1])/viewportDimensions[3]); vec4 color = texture2D( colorTexture, texcoord); float texture_depth = texture2D( depthTexture, texcoord).s; float front_depth = 0.0; if (gl_FragCoord.ztexture_depth) discard; // gl_FragDepth = texture_depth; // need to blend the object color with the ray from the object depth to the eye point vec4 ray_color = computeRayColor(vec4(0.0,0.0,0.0,0.0), gl_FragCoord.x, gl_FragCoord.y, texture_depth, front_depth); // ray_color *= vec4(1.0,1.0,0.0,1.0); gl_FragColor = mix(color, ray_color, ray_color.a); } } } #version 110 uniform vec4 viewportDimensions; uniform sampler3D volumeTexture; uniform vec3 volumeCellSize; uniform mat4 tileToImage; uniform float SampleRatioValue; varying mat4 texgen_eyeToTile; // forward declare, probided by volume_accumulateSamples*.frag shaders vec4 accumulateSamples(vec4 fragColor, vec3 ts, vec3 te, vec3 dt, float scale, float cutoff, int num_iterations); vec4 accumulateSegment(vec4 fragColor, vec3 ts, vec3 te) { const int max_iterations = 8192; float density = volumeCellSize.x; if (volumeCellSize.ymax_iterations) { num_iterations = max_iterations; } // traverse from front to back vec3 deltaTexCoord=(ts-te).xyz/float(num_iterations-1); float stepLength = length(deltaTexCoord); //float scale = 0.5/sampleRatio; float scale = 1.73*stepLength/length(volumeCellSize); if (scale>1.0) scale = 1.0; float cutoff = 1.0-1.0/256.0; fragColor = accumulateSamples(fragColor, ts, te, deltaTexCoord, scale, cutoff, num_iterations); fragColor *= baseColor; return fragColor; } vec3 clampToUnitCube(vec3 ts, vec3 te) { if (te.x>=0.0 && te.x<=1.0 && te.y>=0.0 && te.y<=1.0 && te.z>=0.0 && te.z<=1.0) { // do nothing... te inside volume return te; } else { if (te.x<0.0) { float r = -te.x / (ts.x-te.x); te = te + (ts-te)*r; } if (te.x>1.0) { float r = (1.0-te.x) / (ts.x-te.x); te = te + (ts-te)*r; } if (te.y<0.0) { float r = -te.y / (ts.y-te.y); te = te + (ts-te)*r; } if (te.y>1.0) { float r = (1.0-te.y) / (ts.y-te.y); te = te + (ts-te)*r; } if (te.z<0.0) { float r = -te.z / (ts.z-te.z); te = te + (ts-te)*r; } if (te.z>1.0) { float r = (1.0-te.z) / (ts.z-te.z); te = te + (ts-te)*r; } } return te; } vec4 computeRayColor(vec4 fragColor, float px, float py, float depth_start, float depth_end) { float viewportWidth = viewportDimensions[2]; float viewportHeight = viewportDimensions[3]; px -= viewportDimensions.x; py -= viewportDimensions.y; // start and end clip space coords vec4 start_clip = vec4((px/viewportWidth)*2.0-1.0, (py/viewportHeight)*2.0-1.0, (depth_start)*2.0-1.0, 1.0); vec4 end_clip = vec4((px/viewportWidth)*2.0-1.0, (py/viewportHeight)*2.0-1.0, (depth_end)*2.0-1.0, 1.0); // compute the coords in tile coordinates vec4 start_tile = texgen_eyeToTile * start_clip; vec4 end_tile = texgen_eyeToTile * end_clip; start_tile.xyz = start_tile.xyz / start_tile.w; start_tile.w = 1.0; end_tile.xyz = end_tile.xyz / end_tile.w; end_tile.w = 1.0; vec4 clamped_start_tile = vec4(clampToUnitCube(end_tile.xyz, start_tile.xyz), 1.0); vec4 clamped_end_tile = vec4(clampToUnitCube(start_tile.xyz, end_tile.xyz), 1.0); // compute texcoords in image/texture coords vec4 start_texcoord = tileToImage * clamped_start_tile; vec4 end_texcoord = tileToImage * clamped_end_tile; start_texcoord.xyz = start_texcoord.xyz / start_texcoord.w; start_texcoord.w = 1.0; end_texcoord.xyz = end_texcoord.xyz / end_texcoord.w; end_texcoord.w = 1.0; vec3 clamped_start_texcoord = clampToUnitCube(end_texcoord.xyz, start_texcoord.xyz); vec3 clamped_end_texcoord = clampToUnitCube(start_texcoord.xyz, end_texcoord.xyz); return accumulateSegment(fragColor, clamped_start_texcoord, clamped_end_texcoord); } #version 110 uniform mat4 eyeToTile; uniform mat4 tileToImage; varying vec4 vertexPos; varying vec3 lightDirection; varying vec4 baseColor; varying mat4 texgen_eyeToTile; varying float near; varying float far; varying float near_mult_far; varying float far_sub_near; void main(void) { // compute near and far values from projection matrix. near = gl_ProjectionMatrix[2][3] / (gl_ProjectionMatrix[2][2]-1.0); far = gl_ProjectionMatrix[2][3] / (1.0+gl_ProjectionMatrix[2][2]); near_mult_far = near*far; far_sub_near = far-near; gl_Position = ftransform(); vertexPos = gl_Vertex; baseColor = gl_FrontMaterial.diffuse; vec4 lightPosition = gl_ModelViewMatrixInverse * gl_LightSource[0].position; if (lightPosition[3]==0.0) { // directional light source lightDirection = -normalize(lightPosition.xyz); } else { // positional light source lightDirection = normalize((lightPosition-vertexPos).xyz); } texgen_eyeToTile = eyeToTile * gl_ProjectionMatrixInverse; } #version 110 uniform sampler3D volumeTexture; uniform float TransparencyValue; uniform float AlphaFuncValue; vec4 accumulateSamples(vec4 fragColor, vec3 ts, vec3 te, vec3 dt, float scale, float cutoff, int num_iterations) { vec3 texcoord = te.xyz; float transmittance = 1.0; float t_cutoff = 1.0-cutoff; while(num_iterations>0 && transmittance>=t_cutoff) { vec4 color = texture3D( volumeTexture, texcoord); if (color.a>=AlphaFuncValue) { float ca = clamp(color.a*TransparencyValue, 0.0, 1.0); float new_transmitance = transmittance*pow(1.0-ca, scale); float r = transmittance-new_transmitance; fragColor.rgb += color.rgb*r; transmittance = new_transmitance; } texcoord += dt; --num_iterations; } fragColor.a = clamp(1.0-transmittance, 0.0, 1.0); if (num_iterations>0) fragColor.a = 1.0; return fragColor; } #version 110 uniform sampler3D volumeTexture; uniform float AlphaFuncValue; uniform float TransparencyValue; varying vec3 lightDirection; vec4 accumulateSamples(vec4 fragColor, vec3 ts, vec3 te, vec3 dt, float scale, float cutoff, int num_iterations) { vec3 texcoord = te.xyz; float normalSampleDistance = length(dt); vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0); vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0); vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance); float transmittance = 1.0; float t_cutoff = 1.0-cutoff; while(num_iterations>0 && transmittance>=t_cutoff) { vec4 color = texture3D( volumeTexture, texcoord); if (color.a>=AlphaFuncValue) { float px = texture3D( volumeTexture, texcoord + deltaX).a; float py = texture3D( volumeTexture, texcoord + deltaY).a; float pz = texture3D( volumeTexture, texcoord + deltaZ).a; float nx = texture3D( volumeTexture, texcoord - deltaX).a; float ny = texture3D( volumeTexture, texcoord - deltaY).a; float nz = texture3D( volumeTexture, texcoord - deltaZ).a; vec3 grad = vec3(px-nx, py-ny, pz-nz); if (grad.x!=0.0 || grad.y!=0.0 || grad.z!=0.0) { vec3 normal = normalize(grad); float lightScale = 0.1 + max(0.0, dot(normal.xyz, lightDirection))*0.9; color.r *= lightScale; color.g *= lightScale; color.b *= lightScale; } float ca = clamp(color.a*TransparencyValue, 0.0, 1.0); float new_transmitance = transmittance*pow(1.0-ca, scale); float r = transmittance-new_transmitance; fragColor.rgb += color.rgb*r; transmittance = new_transmitance; } texcoord += dt; --num_iterations; } fragColor.a = clamp(1.0-transmittance, 0.0, 1.0); if (num_iterations>0) fragColor.a = 1.0; return fragColor; } #version 110 uniform sampler3D volumeTexture; uniform float TransparencyValue; uniform float AlphaFuncValue; vec4 accumulateSamples(vec4 fragColor, vec3 ts, vec3 te, vec3 dt, float scale, float cutoff, int num_iterations) { vec3 texcoord = te.xyz; while(num_iterations>0) { vec4 color = texture3D( volumeTexture, texcoord); if (color.a>AlphaFuncValue && color.a>fragColor.a) { fragColor = color; } texcoord += dt; --num_iterations; } fragColor.a *= TransparencyValue; return fragColor; } #version 110 uniform sampler3D volumeTexture; uniform float IsoSurfaceValue; uniform float TransparencyValue; varying vec3 lightDirection; vec4 accumulateSamples(vec4 fragColor, vec3 ts, vec3 te, vec3 dt, float scale, float cutoff, int num_iterations) { vec3 texcoord = te.xyz; float normalSampleDistance = length(dt); vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0); vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0); vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance); vec4 previousColor = texture3D( volumeTexture, texcoord); float targetValue = IsoSurfaceValue; while(num_iterations>0) { vec4 color = texture3D( volumeTexture, texcoord); float m = (previousColor.a-targetValue) * (color.a-targetValue); if (m <= 0.0) { float r = (targetValue-color.a)/(previousColor.a-color.a); texcoord = texcoord - r*dt; color.rgba = vec4(1.0, 1.0, 1.0, 1.0); float px = texture3D( volumeTexture, texcoord + deltaX).a; float py = texture3D( volumeTexture, texcoord + deltaY).a; float pz = texture3D( volumeTexture, texcoord + deltaZ).a; float nx = texture3D( volumeTexture, texcoord - deltaX).a; float ny = texture3D( volumeTexture, texcoord - deltaY).a; float nz = texture3D( volumeTexture, texcoord - deltaZ).a; vec3 grad = vec3(px-nx, py-ny, pz-nz); if (grad.x!=0.0 || grad.y!=0.0 || grad.z!=0.0) { vec3 normal = normalize(grad); float lightScale = 0.1 + max(0.0, dot(normal.xyz, lightDirection))*0.9; color.r *= lightScale; color.g *= lightScale; color.b *= lightScale; } color.a = clamp(color.a*TransparencyValue, 0.0, 1.0); return color; } previousColor = color; texcoord += dt; --num_iterations; } return vec4(0.0, 0.0, 0.0, 0.0); } #version 110 uniform sampler3D volumeTexture; uniform sampler1D tfTexture; uniform float tfScale; uniform float tfOffset; uniform float TransparencyValue; uniform float AlphaFuncValue; vec4 accumulateSamples(vec4 fragColor, vec3 ts, vec3 te, vec3 dt, float scale, float cutoff, int num_iterations) { vec3 texcoord = te.xyz; float transmittance = 1.0; float t_cutoff = 1.0-cutoff; while(num_iterations>0 && transmittance>=t_cutoff) { float a = texture3D( volumeTexture, texcoord).a; float v = a * tfScale + tfOffset; vec4 color = texture1D( tfTexture, v); if (a>=AlphaFuncValue) { float ca = clamp(color.a*TransparencyValue, 0.0, 1.0); float new_transmitance = transmittance*pow(1.0-ca, scale); float r = transmittance-new_transmitance; fragColor.rgb += color.rgb*r; transmittance = new_transmitance; } texcoord += dt; --num_iterations; } fragColor.a = clamp(1.0-transmittance, 0.0, 1.0); if (num_iterations>0) fragColor.a = 1.0; return fragColor; } #version 110 uniform sampler3D volumeTexture; uniform float TransparencyValue; uniform float AlphaFuncValue; uniform sampler1D tfTexture; uniform float tfScale; uniform float tfOffset; vec4 accumulateSamples(vec4 fragColor, vec3 ts, vec3 te, vec3 dt, float scale, float cutoff, int num_iterations) { vec3 texcoord = te.xyz; float max_a = 0.0; while(num_iterations>0) { float a = texture3D( volumeTexture, texcoord).a; if (a>max_a) { float v = a * tfScale + tfOffset; vec4 color = texture1D( tfTexture, v); if (color.a>AlphaFuncValue) { fragColor = color; max_a = a; } } texcoord += dt; --num_iterations; } fragColor.a *= TransparencyValue; return fragColor; } #version 110 uniform sampler3D volumeTexture; uniform sampler1D tfTexture; uniform float tfScale; uniform float tfOffset; uniform float TransparencyValue; uniform float IsoSurfaceValue; varying vec3 lightDirection; vec4 accumulateSamples(vec4 fragColor, vec3 ts, vec3 te, vec3 dt, float scale, float cutoff, int num_iterations) { vec3 texcoord = te.xyz; float normalSampleDistance = length(dt); vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0); vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0); vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance); float previous_a = texture3D( volumeTexture, texcoord).a; float targetValue = IsoSurfaceValue; while(num_iterations>0) { float a = texture3D( volumeTexture, texcoord).a; float m = (previous_a-targetValue) * (a-targetValue); if (m <= 0.0) { float r = (targetValue-a)/(previous_a-a); texcoord = texcoord - r*dt; float v = targetValue * tfScale + tfOffset; vec4 color = texture1D( tfTexture, v); float px = texture3D( volumeTexture, texcoord + deltaX).a; float py = texture3D( volumeTexture, texcoord + deltaY).a; float pz = texture3D( volumeTexture, texcoord + deltaZ).a; float nx = texture3D( volumeTexture, texcoord - deltaX).a; float ny = texture3D( volumeTexture, texcoord - deltaY).a; float nz = texture3D( volumeTexture, texcoord - deltaZ).a; vec3 grad = vec3(px-nx, py-ny, pz-nz); if (grad.x!=0.0 || grad.y!=0.0 || grad.z!=0.0) { vec3 normal = normalize(grad); float lightScale = 0.1 + max(0.0, dot(normal.xyz, lightDirection))*0.9; color.r *= lightScale; color.g *= lightScale; color.b *= lightScale; } fragColor.a = clamp(fragColor.a*TransparencyValue, 0.0, 1.0); return color; } previous_a = a; texcoord += dt; --num_iterations; } return vec4(0.0, 0.0, 0.0, 0.0); } #version 110 uniform sampler3D volumeTexture; uniform sampler1D tfTexture; uniform float tfScale; uniform float tfOffset; uniform float TransparencyValue; uniform float AlphaFuncValue; varying vec3 lightDirection; vec4 accumulateSamples(vec4 fragColor, vec3 ts, vec3 te, vec3 dt, float scale, float cutoff, int num_iterations) { vec3 texcoord = te.xyz; float normalSampleDistance = length(dt); vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0); vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0); vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance); float transmittance = 1.0; float t_cutoff = 1.0-cutoff; while(num_iterations>0 && transmittance>=t_cutoff) { float a = texture3D( volumeTexture, texcoord).a; float v = a * tfScale + tfOffset; vec4 color = texture1D( tfTexture, v); if (a>=AlphaFuncValue) { float px = texture3D( volumeTexture, texcoord + deltaX).a; float py = texture3D( volumeTexture, texcoord + deltaY).a; float pz = texture3D( volumeTexture, texcoord + deltaZ).a; float nx = texture3D( volumeTexture, texcoord - deltaX).a; float ny = texture3D( volumeTexture, texcoord - deltaY).a; float nz = texture3D( volumeTexture, texcoord - deltaZ).a; vec3 grad = vec3(px-nx, py-ny, pz-nz); if (grad.x!=0.0 || grad.y!=0.0 || grad.z!=0.0) { vec3 normal = normalize(grad); float lightScale = 0.1 + max(0.0, dot(normal.xyz, lightDirection))*0.9; color.r *= lightScale; color.g *= lightScale; color.b *= lightScale; } float ca = clamp(color.a*TransparencyValue, 0.0, 1.0); float new_transmitance = transmittance*pow(1.0-ca, scale); float r = transmittance-new_transmitance; fragColor.rgb += color.rgb*r; transmittance = new_transmitance; } texcoord += dt; --num_iterations; } fragColor.a = clamp(1.0-transmittance, 0.0, 1.0); if (num_iterations>0) fragColor.a = 1.0; return fragColor; } Warning: No program available for required shader mask ******* Doing init ***********Warning: osg::clone(const T*, osg::CopyOp&) cloned object not of type T, returning NULL.Warning: osg::clone(const T*, osg::CopyOp&) passed null object to clone, returning NULL.N3osg8CallbackEN7osgUtil10StateGraphEN9osgVolume8TileDataEN9osgVolume18MultipassTechnique17MultipassTileDataEN9osgVolume18MultipassTechniqueEN3osg18TransferFunction1DEN9osgVolume21RTTCameraCullCallbackEN9osgVolume19ShadingModelVisitorEN3osg19TemplateValueObjectINSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEEEEfrontFaceRttCamebackFaceRttCamer????????????shaders/volume_me_multipass.vertshaders/volume_compute_ray_colorultipass_cube.frultipass_hull.frultipass_cube_anbe_and_hull.fragshaders/volume_accumulateSampleses_standard.fragVolumeSceneTrave??=MaximumIntensityProjectionPropertySampleDensityWhenMovingPropertyExteriorTransparencyFactorPropertyCycleSwitchVisitor::apply(VolumeSettings&) CycleSwitchVisitor::apply(SwitchProperty&) Setting exterior transparency factor to Setting sample density when moving to N9osgVolume15PropertyVisitorEN9osgVolume8PropertyEN9osgVolume14SwitchPropertyEN9osgVolume24TransferFunctionPropertyEN9osgVolume14ScalarPropertyEN9osgVolume18IsoSurfacePropertyEN9osgVolume17AlphaFuncPropertyEN9osgVolume34MaximumIntensityProjectionPropertyEN9osgVolume16LightingPropertyEN9osgVolume21SampleDensityPropertyEN9osgVolume31SampleDensityWhenMovingPropertyEN9osgVolume19SampleRatioPropertyEN9osgVolume29SampleRatioWhenMovingPropertyEN9osgVolume20TransparencyPropertyEN9osgVolume34ExteriorTransparencyFactorPropertyEN9osgVolume24CollectPropertiesVisitorEN9osgVolume26PropertyAdjustmentCallbackE18CycleSwitchVisitor?@@SampleDensityValSampleRatioValueTransparencyValuExteriorTransparrencyFactorValuevVty?`?adbasic_string: construction from null is not validRayTracedTechnique::cleanSceneGraph()******* Doing init ***********RayTracedTechnique::init(), error no volume tile assigned.RayTracedTechnique::init(), error no layer assigend to volume tile.RayTracedTechnique::init(), error no image assigned to layer.RayTracedTechnique::init() : geometryMatrix = RayTracedTechnique::init() : imageMatrix = #version 110 varying vec4 cameraPos; varying vec4 vertexPos; varying vec3 lightDirection; varying mat4 texgen; varying vec4 baseColor; void main(void) { gl_Position = ftransform(); cameraPos = gl_ModelViewMatrixInverse * vec4(0,0,0,1); vertexPos = gl_Vertex; baseColor = gl_FrontMaterial.diffuse; vec4 lightPosition = gl_ModelViewMatrixInverse * gl_LightSource[0].position; if (lightPosition[3]==0.0) { // directional light source lightDirection = -normalize(lightPosition.xyz); } else { // positional light source lightDirection = normalize((lightPosition-vertexPos).xyz); } texgen = mat4(gl_ObjectPlaneS[0], gl_ObjectPlaneT[0], gl_ObjectPlaneR[0], gl_ObjectPlaneQ[0]); } #version 110 #pragma import_defines(NVIDIA_Corporation) uniform sampler3D baseTexture; uniform float SampleDensityValue; uniform float TransparencyValue; uniform float AlphaFuncValue; varying vec4 cameraPos; varying vec4 vertexPos; varying mat4 texgen; varying vec4 baseColor; void main(void) { vec4 t0 = vertexPos; vec4 te = cameraPos; if (te.x>=0.0 && te.x<=1.0 && te.y>=0.0 && te.y<=1.0 && te.z>=0.0 && te.z<=1.0) { // do nothing... te inside volume } else { if (te.x<0.0) { float r = -te.x / (t0.x-te.x); te = te + (t0-te)*r; } if (te.x>1.0) { float r = (1.0-te.x) / (t0.x-te.x); te = te + (t0-te)*r; } if (te.y<0.0) { float r = -te.y / (t0.y-te.y); te = te + (t0-te)*r; } if (te.y>1.0) { float r = (1.0-te.y) / (t0.y-te.y); te = te + (t0-te)*r; } if (te.z<0.0) { float r = -te.z / (t0.z-te.z); te = te + (t0-te)*r; } if (te.z>1.0) { float r = (1.0-te.z) / (t0.z-te.z); te = te + (t0-te)*r; } } t0 = t0 * texgen; te = te * texgen; const float min_iteratrions = 2.0; const float max_iteratrions = 2048.0; float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue); if (num_iterationsmax_iteratrions) num_iterations = max_iteratrions; #ifdef NVIDIA_Corporation // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these else if (num_iterations!=num_iterations) num_iterations = max_iteratrions; #endif vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-1.0); vec3 texcoord = t0.xyz; vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); while(num_iterations>0.0) { vec4 color = texture3D( baseTexture, texcoord); if (fragColor.w1.0) fragColor.w = 1.0; fragColor *= baseColor; if (fragColor.w=0.0 && te.x<=1.0 && te.y>=0.0 && te.y<=1.0 && te.z>=0.0 && te.z<=1.0) { // do nothing... te inside volume } else { if (te.x<0.0) { float r = -te.x / (t0.x-te.x); te = te + (t0-te)*r; } if (te.x>1.0) { float r = (1.0-te.x) / (t0.x-te.x); te = te + (t0-te)*r; } if (te.y<0.0) { float r = -te.y / (t0.y-te.y); te = te + (t0-te)*r; } if (te.y>1.0) { float r = (1.0-te.y) / (t0.y-te.y); te = te + (t0-te)*r; } if (te.z<0.0) { float r = -te.z / (t0.z-te.z); te = te + (t0-te)*r; } if (te.z>1.0) { float r = (1.0-te.z) / (t0.z-te.z); te = te + (t0-te)*r; } } t0 = t0 * texgen; te = te * texgen; const float min_iteratrions = 2.0; const float max_iteratrions = 2048.0; float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue); if (num_iterationsmax_iteratrions) num_iterations = max_iteratrions; #ifdef NVIDIA_Corporation // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these else if (num_iterations!=num_iterations) num_iterations = max_iteratrions; #endif vec3 deltaTexCoord=(te-t0).xyz/(num_iterations-1.0); vec3 texcoord = t0.xyz; vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); while(num_iterations>0.0) { vec4 color = texture3D( baseTexture, texcoord); float r = color[3]*TransparencyValue; if (r>AlphaFuncValue) { fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r; fragColor.w += r; } if (fragColor.w1.0) fragColor.w = 1.0; fragColor *= baseColor; if (fragColor.w=0.0 && te.x<=1.0 && te.y>=0.0 && te.y<=1.0 && te.z>=0.0 && te.z<=1.0) { // do nothing... te inside volume } else { if (te.x<0.0) { float r = -te.x / (t0.x-te.x); te = te + (t0-te)*r; } if (te.x>1.0) { float r = (1.0-te.x) / (t0.x-te.x); te = te + (t0-te)*r; } if (te.y<0.0) { float r = -te.y / (t0.y-te.y); te = te + (t0-te)*r; } if (te.y>1.0) { float r = (1.0-te.y) / (t0.y-te.y); te = te + (t0-te)*r; } if (te.z<0.0) { float r = -te.z / (t0.z-te.z); te = te + (t0-te)*r; } if (te.z>1.0) { float r = (1.0-te.z) / (t0.z-te.z); te = te + (t0-te)*r; } } t0 = t0 * texgen; te = te * texgen; const float min_iteratrions = 2.0; const float max_iteratrions = 2048.0; float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue); if (num_iterationsmax_iteratrions) num_iterations = max_iteratrions; #ifdef NVIDIA_Corporation // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these else if (num_iterations!=num_iterations) num_iterations = max_iteratrions; #endif vec3 deltaTexCoord=(t0-te).xyz/float(num_iterations-1.0); vec3 texcoord = te.xyz; float previousV = texture3D( baseTexture, texcoord).a; float normalSampleDistance = 1.0/512.0; vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0); vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0); vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance); while(num_iterations>0.0) { float v = texture3D( baseTexture, texcoord).a; float m = (previousV-IsoSurfaceValue) * (v-IsoSurfaceValue); if (m <= 0.0) { float r = (IsoSurfaceValue-v)/(previousV-v); texcoord = texcoord - r*deltaTexCoord; v = texture3D( baseTexture, texcoord).a * tfScale + tfOffset; vec4 color = texture1D( tfTexture, v); float px = texture3D( baseTexture, texcoord + deltaX).a; float py = texture3D( baseTexture, texcoord + deltaY).a; float pz = texture3D( baseTexture, texcoord + deltaZ).a; float nx = texture3D( baseTexture, texcoord - deltaX).a; float ny = texture3D( baseTexture, texcoord - deltaY).a; float nz = texture3D( baseTexture, texcoord - deltaZ).a; vec3 grad = vec3(px-nx, py-ny, pz-nz); if (grad.x!=0.0 || grad.y!=0.0 || grad.z!=0.0) { vec3 normal = normalize(grad); float lightScale = 0.1 + max(0.0, dot(normal.xyz, lightDirection))*0.9; color.x *= lightScale; color.y *= lightScale; color.z *= lightScale; } color *= baseColor; gl_FragColor = color; return; } previousV = v; texcoord += deltaTexCoord; --num_iterations; } // we didn't find an intersection so just discard fragment discard; } #version 110 #pragma import_defines(NVIDIA_Corporation) uniform sampler3D baseTexture; uniform sampler1D tfTexture; uniform float tfScale; uniform float tfOffset; uniform float SampleDensityValue; uniform float TransparencyValue; uniform float AlphaFuncValue; varying vec4 cameraPos; varying vec4 vertexPos; varying mat4 texgen; varying vec4 baseColor; void main(void) { vec4 t0 = vertexPos; vec4 te = cameraPos; if (te.x>=0.0 && te.x<=1.0 && te.y>=0.0 && te.y<=1.0 && te.z>=0.0 && te.z<=1.0) { // do nothing... te inside volume } else { if (te.x<0.0) { float r = -te.x / (t0.x-te.x); te = te + (t0-te)*r; } if (te.x>1.0) { float r = (1.0-te.x) / (t0.x-te.x); te = te + (t0-te)*r; } if (te.y<0.0) { float r = -te.y / (t0.y-te.y); te = te + (t0-te)*r; } if (te.y>1.0) { float r = (1.0-te.y) / (t0.y-te.y); te = te + (t0-te)*r; } if (te.z<0.0) { float r = -te.z / (t0.z-te.z); te = te + (t0-te)*r; } if (te.z>1.0) { float r = (1.0-te.z) / (t0.z-te.z); te = te + (t0-te)*r; } } t0 = t0 * texgen; te = te * texgen; const float min_iteratrions = 2.0; const float max_iteratrions = 2048.0; float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue); if (num_iterationsmax_iteratrions) num_iterations = max_iteratrions; #ifdef NVIDIA_Corporation // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these else if (num_iterations!=num_iterations) num_iterations = max_iteratrions; #endif vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-1.0); vec3 texcoord = t0.xyz; vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); while(num_iterations>0.0) { float v = texture3D( baseTexture, texcoord).a * tfScale + tfOffset; vec4 color = texture1D( tfTexture, v); float r = color[3]*TransparencyValue; if (r>AlphaFuncValue) { fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r; fragColor.w += r; } if (fragColor.w1.0) fragColor.w = 1.0; fragColor *= baseColor; if (fragColor.w=0.0 && te.x<=1.0 && te.y>=0.0 && te.y<=1.0 && te.z>=0.0 && te.z<=1.0) { // do nothing... te inside volume } else { if (te.x<0.0) { float r = -te.x / (t0.x-te.x); te = te + (t0-te)*r; } if (te.x>1.0) { float r = (1.0-te.x) / (t0.x-te.x); te = te + (t0-te)*r; } if (te.y<0.0) { float r = -te.y / (t0.y-te.y); te = te + (t0-te)*r; } if (te.y>1.0) { float r = (1.0-te.y) / (t0.y-te.y); te = te + (t0-te)*r; } if (te.z<0.0) { float r = -te.z / (t0.z-te.z); te = te + (t0-te)*r; } if (te.z>1.0) { float r = (1.0-te.z) / (t0.z-te.z); te = te + (t0-te)*r; } } t0 = t0 * texgen; te = te * texgen; const float min_iteratrions = 2.0; const float max_iteratrions = 2048.0; float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue); if (num_iterationsmax_iteratrions) num_iterations = max_iteratrions; #ifdef NVIDIA_Corporation // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these else if (num_iterations!=num_iterations) num_iterations = max_iteratrions; #endif vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-1.0); vec3 texcoord = t0.xyz; vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); while(num_iterations>0.0) { float v = texture3D( baseTexture, texcoord).s * tfScale + tfOffset; vec4 color = texture1D( tfTexture, v); if (fragColor.w1.0) fragColor.w = 1.0; fragColor *= baseColor; if (fragColor.w=0.0 && te.x<=1.0 && te.y>=0.0 && te.y<=1.0 && te.z>=0.0 && te.z<=1.0) { // do nothing... te inside volume } else { if (te.x<0.0) { float r = -te.x / (t0.x-te.x); te = te + (t0-te)*r; } if (te.x>1.0) { float r = (1.0-te.x) / (t0.x-te.x); te = te + (t0-te)*r; } if (te.y<0.0) { float r = -te.y / (t0.y-te.y); te = te + (t0-te)*r; } if (te.y>1.0) { float r = (1.0-te.y) / (t0.y-te.y); te = te + (t0-te)*r; } if (te.z<0.0) { float r = -te.z / (t0.z-te.z); te = te + (t0-te)*r; } if (te.z>1.0) { float r = (1.0-te.z) / (t0.z-te.z); te = te + (t0-te)*r; } } t0 = t0 * texgen; te = te * texgen; vec3 eyeDirection = normalize((te-t0).xyz); const float min_iteratrions = 2.0; const float max_iteratrions = 2048.0; float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue); if (num_iterationsmax_iteratrions) num_iterations = max_iteratrions; #ifdef NVIDIA_Corporation // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these else if (num_iterations!=num_iterations) num_iterations = max_iteratrions; #endif vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-1.0); vec3 texcoord = t0.xyz; float normalSampleDistance = 1.0/512.0; vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0); vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0); vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance); vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); while(num_iterations>0.0) { float v = texture3D( baseTexture, texcoord).a * tfScale + tfOffset; vec4 color = texture1D( tfTexture, v); float a = v; float px = texture3D( baseTexture, texcoord + deltaX).a; float py = texture3D( baseTexture, texcoord + deltaY).a; float pz = texture3D( baseTexture, texcoord + deltaZ).a; float nx = texture3D( baseTexture, texcoord - deltaX).a; float ny = texture3D( baseTexture, texcoord - deltaY).a; float nz = texture3D( baseTexture, texcoord - deltaZ).a; vec3 grad = vec3(px-nx, py-ny, pz-nz); if (grad.x!=0.0 || grad.y!=0.0 || grad.z!=0.0) { vec3 normal = normalize(grad); float lightScale = 0.1 + max(0.0, dot(normal.xyz, lightDirection))*0.9; color.x *= lightScale; color.y *= lightScale; color.z *= lightScale; } float r = color[3]*TransparencyValue; if (r>AlphaFuncValue) { fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r; fragColor.w += r; } if (fragColor.w1.0) fragColor.w = 1.0; if (fragColor.w=0.0 && te.x<=1.0 && te.y>=0.0 && te.y<=1.0 && te.z>=0.0 && te.z<=1.0) { // do nothing... te inside volume } else { if (te.x<0.0) { float r = -te.x / (t0.x-te.x); te = te + (t0-te)*r; } if (te.x>1.0) { float r = (1.0-te.x) / (t0.x-te.x); te = te + (t0-te)*r; } if (te.y<0.0) { float r = -te.y / (t0.y-te.y); te = te + (t0-te)*r; } if (te.y>1.0) { float r = (1.0-te.y) / (t0.y-te.y); te = te + (t0-te)*r; } if (te.z<0.0) { float r = -te.z / (t0.z-te.z); te = te + (t0-te)*r; } if (te.z>1.0) { float r = (1.0-te.z) / (t0.z-te.z); te = te + (t0-te)*r; } } t0 = t0 * texgen; te = te * texgen; const float min_iteratrions = 2.0; const float max_iteratrions = 2048.0; float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue); if (num_iterationsmax_iteratrions) num_iterations = max_iteratrions; #ifdef NVIDIA_Corporation // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these else if (num_iterations!=num_iterations) num_iterations = max_iteratrions; #endif vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-1.0); vec3 texcoord = t0.xyz; float normalSampleDistance = 1.0/512.0; vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0); vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0); vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance); vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); while(num_iterations>0.0) { vec4 color = texture3D( baseTexture, texcoord); float a = color.a; float px = texture3D( baseTexture, texcoord + deltaX).a; float py = texture3D( baseTexture, texcoord + deltaY).a; float pz = texture3D( baseTexture, texcoord + deltaZ).a; float nx = texture3D( baseTexture, texcoord - deltaX).a; float ny = texture3D( baseTexture, texcoord - deltaY).a; float nz = texture3D( baseTexture, texcoord - deltaZ).a; vec3 grad = vec3(px-nx, py-ny, pz-nz); if (grad.x!=0.0 || grad.y!=0.0 || grad.z!=0.0) { vec3 normal = normalize(grad); float lightScale = 0.1 + max(0.0, dot(normal.xyz, lightDirection))*0.9; color.x *= lightScale; color.y *= lightScale; color.z *= lightScale; } float r = color[3]*TransparencyValue; if (r>AlphaFuncValue) { fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r; fragColor.w += r; } if (fragColor.w1.0) fragColor.w = 1.0; fragColor *= baseColor; if (fragColor.w=0.0 && te.x<=1.0 && te.y>=0.0 && te.y<=1.0 && te.z>=0.0 && te.z<=1.0) { // do nothing... te inside volume } else { if (te.x<0.0) { float r = -te.x / (t0.x-te.x); te = te + (t0-te)*r; } if (te.x>1.0) { float r = (1.0-te.x) / (t0.x-te.x); te = te + (t0-te)*r; } if (te.y<0.0) { float r = -te.y / (t0.y-te.y); te = te + (t0-te)*r; } if (te.y>1.0) { float r = (1.0-te.y) / (t0.y-te.y); te = te + (t0-te)*r; } if (te.z<0.0) { float r = -te.z / (t0.z-te.z); te = te + (t0-te)*r; } if (te.z>1.0) { float r = (1.0-te.z) / (t0.z-te.z); te = te + (t0-te)*r; } } t0 = t0 * texgen; te = te * texgen; const float min_iteratrions = 2.0; const float max_iteratrions = 2048.0; float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue); if (num_iterationsmax_iteratrions) num_iterations = max_iteratrions; #ifdef NVIDIA_Corporation // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these else if (num_iterations!=num_iterations) num_iterations = max_iteratrions; #endif vec3 deltaTexCoord=(t0-te).xyz/float(num_iterations-1.0); vec3 texcoord = te.xyz; vec4 previousColor = texture3D( baseTexture, texcoord); float normalSampleDistance = 1.0/512.0; vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0); vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0); vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance); while(num_iterations>0.0) { vec4 color = texture3D( baseTexture, texcoord); float m = (previousColor.a-IsoSurfaceValue) * (color.a-IsoSurfaceValue); if (m <= 0.0) { float r = (IsoSurfaceValue-color.a)/(previousColor.a-color.a); texcoord = texcoord - r*deltaTexCoord; float a = color.a; float px = texture3D( baseTexture, texcoord + deltaX).a; float py = texture3D( baseTexture, texcoord + deltaY).a; float pz = texture3D( baseTexture, texcoord + deltaZ).a; float nx = texture3D( baseTexture, texcoord - deltaX).a; float ny = texture3D( baseTexture, texcoord - deltaY).a; float nz = texture3D( baseTexture, texcoord - deltaZ).a; vec3 grad = vec3(px-nx, py-ny, pz-nz); if (grad.x!=0.0 || grad.y!=0.0 || grad.z!=0.0) { vec3 normal = normalize(grad); float lightScale = 0.1 + max(0.0, dot(normal.xyz, lightDirection))*0.9; color.x = lightScale; color.y = lightScale; color.z = lightScale; } color.a = 1.0; color *= baseColor; gl_FragColor = color; return; } previousColor = color; texcoord += deltaTexCoord; --num_iterations; } // we didn't find an intersection so just discard fragment discard; } N9osgVolume18RayTracedTechniqueE?=o:?????????shaders/volume.vshaders/volume_tlume_tf_mip.fragshaders/volume_mlume_tf_iso.fragshaders/volume_ishaders/volume_llume_lit_tf.fragshaders/volume.fN9osgVolume6VolumeENeed to change texture size to Skipping TileData that is inactive : N3osg11ValueObjectEN3osg11MixinVectorINS_5Vec2fEEEN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE27ELi2ELi5126EEEN9osgVolume11VolumeScene8ViewDataEN9osgVolume11VolumeSceneE21RTTCameraCullCallbackN3osg19TemplateValueObjectIdEE??CalculatedNearPlCalculatedFarPla????DDviewData->_rttCashaders/volume_ccolor_depth.vertcolor_depth.fragVolumeSceneTraveWarning: osg::clone(const T*, osg::CopyOp&) cloned object not of type T, returning NULL.Warning: osg::clone(const T*, osg::CopyOp&) passed null object to clone, returning NULL.N9osgVolume14VolumeSettingsE?::cleanSceneGraph(..) not implemented yet::initialize(..) not implemented yet::update(..) not implemented yet::cull(..) not implemented yetN9osgVolume15VolumeTechniqueEWarning: osg::clone(const T*, osg::CopyOp&) cloned object not of type T, returning NULL.Warning: osg::clone(const T*, osg::CopyOp&) passed null object to clone, returning NULL.N9osgVolume10VolumeTileE????]?SampleRatioWhenMovingPropertyOpenSceneGraph Volume LibrarySetting IsoSurface value to Need to handle odd image rowSetting up TransferFunctionLocator::computeLocalBoundsSetting sample density to RayTracedTechnique::init()PropertyAdjustmentCallbackComputing NormalMapTextureApplying transfer functionvector::_M_realloc_insertTransferFunctionPropertySetting transparency to Setting sample ratio to Created NormalMapTextureAssigning volume system createDownsampledImage(Setting isoProperty to vector::_M_fill_insertSetting afProperty to FixedFunctionTechniquefrontFaceDepthTextureSampleDensityPropertyDrawableEventCallbackbackFaceDepthTextureassigning locator = TransparencyPropertyTexture Dimensions SampleRatioPropertyviewportDimensionsSampleDensityValueNew RayTracedTechniqueMultipassTechniqueIsoSurfacePropertyTransparencyValueStringValueObjectCreating ViewDataCompositePropertyAlphaFuncPropertySampleRatioValueLightingProperty offset VolumeTechniqueRenderToTextureLocatorCallbackIsoSurfaceValue scale volumeCellSizeVolumeSettingsSwitchPropertyCompositeLayerAlphaFuncValuevolumeTexturedepthTexturecolorTextureNo Shader foundImageDetailsGUIEventHandlertileToImagebaseTextureVolumeSceneDoubleValueObject t_base = s_base = r_base = VolumeTileStateGraph, t_odd = , s_odd = , r_odd = tfTextureeyeToTileMatrix = tfOffsetScalarPropertyNodeCallbacktfScaleosgUtilLocatorosgVolumeosgGAImageLayer, t=, s=, r=osg}{MultipassTechnique::init(),   '' $7 )<OW!, q          &{========= =!=#=$=&='='='=)=))=)=*=*>*=*>*=,>,=1T2>=2=34=3$4=7=7;m=<$<*==== $7 )<O $7   )<O &9 )<O $7 )<O-LkAA)d*A>?AA "  'Q=iM)' 4C Q >Zy)Ea 4Ct!9 R 4!]K{& j|-YB"$~I-8G k~ 3 )<O )<O  @]''   k~98G8GGcGc+)')"%0{s 1 $7 1 )<O )\# UI   ]     9C$ )<O/5Fu#6/5Fu#6:h[  f{{{{{{{{{}{}{ } {}{ށ !"#b$$$~$${%%%%%|&|'|'|(|(|)|*|+z+{+|+|,|,{,\|-|.|.z.{/{/ւ/Ƃ/΂0cƂ11222}2}3}3}3}33C}44}5{5}5}6}6}78$8<}<ց=Ɓ=΁?}?z?@B}BzBzCzD}EE{E{G}G|H|HzJ}JJ{KM}M}M}M}O}OO!}R$SSS}ST~TTUUހUUVV{Y5Z}ZS{^__z`z`~`~a|aab|bbƀc|c΀cdddeGfS{g$g{kkl~l~l~m{m~m~n~nn}o~o~o΁o~ozp~pvzvvvwzwwwx}xx~xzy{y~yyրyyzz{*+* + **++**+*/+* *# *#*#*&0*'*** 8G8G8G k~3 k~9 @]@]@]8G8G8G8G8G8G@]@]GcGcGcGcGcGc      GdEdGdEdGdGd $7 )<O $7 )<O $7 )<O &9 )<O0;z& $78V&4F& )<OG{  ,? )<ON 7 ,?2C' )<O $7 )<O $7 )<O 2n  ,? )<O 2n  ,? )<O 2e  ,? )<O 2e  ,? )<O 2i  ,? )<O 2q  (; 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