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Kai Westerkamp
GraPa
Commits
9fa4f133
Commit
9fa4f133
authored
Dec 06, 2015
by
Kai Westerkamp
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parent
4fe659ca
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5 changed files
with
115 additions
and
19 deletions
+115
-19
controler.cpp
A3/controler.cpp
+5
-1
display.frag
A3/display.frag
+55
-13
display.vert
A3/display.vert
+3
-0
glview.cpp
A3/glview.cpp
+47
-4
glview.h
A3/glview.h
+5
-1
No files found.
A3/controler.cpp
View file @
9fa4f133
...
@@ -200,8 +200,12 @@ void Controler::addVolume(QString filePath){
...
@@ -200,8 +200,12 @@ void Controler::addVolume(QString filePath){
}
}
//qDebug()<<file.readData(data,file.size()-file.pos());
//qDebug()<<file.readData(data,file.size()-file.pos());
int
type
=
GL_UNSIGNED_BYTE
;
if
(
rawdata
.
size
()
>
x
*
y
*
z
)
type
=
GL_UNSIGNED_SHORT
;
for
(
int
i
=
0
;
i
<
4
;
i
++
)
for
(
int
i
=
0
;
i
<
4
;
i
++
)
mainwindow
->
getViews
()[
i
]
->
loadData
(
x
,
y
,
z
,
rawdata
.
data
());
mainwindow
->
getViews
()[
i
]
->
loadData
(
x
,
y
,
z
,
rawdata
.
data
()
,
type
);
SceneVolume
*
volume
=
new
SceneVolume
(
x
,
y
,
z
,
dx
,
dy
,
dz
);
SceneVolume
*
volume
=
new
SceneVolume
(
x
,
y
,
z
,
dx
,
dy
,
dz
);
...
...
A3/display.frag
View file @
9fa4f133
...
@@ -4,39 +4,71 @@ uniform sampler2D PickID;
...
@@ -4,39 +4,71 @@ uniform sampler2D PickID;
uniform
sampler2D
StartRay
;
uniform
sampler2D
StartRay
;
uniform
sampler2D
StopRay
;
uniform
sampler2D
StopRay
;
uniform
sampler3D
volumeData
;
uniform
sampler3D
volumeData
;
uniform
sampler1D
transferData
;
uniform
mat4x4
NormalMatrix
;
uniform
bool
MIP
;
uniform
bool
MIP
;
varying
vec3
position
;
float
stepsize
=
0
.
001
;
vec4
transfer
(
float
scalar
){
vec4
transfer
(
float
scalar
){
float
pos
=
(
scalar
*
255
.
0
/
256
.
0
+
0
.
5
*
256
.
0
);
return
vec4
(
scalar
);
return
vec4
(
scalar
);
//return texture1D(transferData,pos);
}
}
void
main
(
void
)
vec3
phong
(
vec3
color
,
vec3
normal
){
{
vec3
V
=
normalize
(
-
position
);
// gl_FragColor = vec4(gl_TexCoord[0].st,0,1);
vec3
N
=
normalize
(
normal
);
//gl_FragColor = texture2D(PickID,gl_TexCoord[0].st);
vec3
L
=
normalize
(
gl_LightSource
[
0
].
position
.
xyz
-
position
);
//gl_FragColor = texture2D(StartRay,gl_TexCoord[0].st);
vec3
R
=
normalize
(
reflect
(
-
L
,
N
));
gl_FragColor
=
vec4
(
texture2D
(
StopRay
,
gl_TexCoord
[
0
].
st
).
xyz
,
1
);
vec4
diffuse
=
vec4
(
max
(
dot
(
L
,
N
),
0
.
0
));
float
specular
=
pow
(
max
(
dot
(
R
,
V
),
0
.
0
),
16
);
return
(
color
*
diffuse
+
color
*
specular
);
}
vec3
volumeNormal
(
vec3
uvw
){
float
stepsize
=
0
.
01
;
vec4
res
=
vec4
(
texture3D
(
volumeData
,
uvw
-
vec3
(
stepsize
,
0
,
0
)).
r
-
texture3D
(
volumeData
,
uvw
+
vec3
(
stepsize
,
0
,
0
)).
r
,
texture3D
(
volumeData
,
uvw
-
vec3
(
0
,
stepsize
,
0
)).
r
-
texture3D
(
volumeData
,
uvw
+
vec3
(
0
,
stepsize
,
0
)).
r
,
// gl_FragColor = vec4(gl_TexCoord[0].st,0,1);
texture3D
(
volumeData
,
uvw
-
vec3
(
0
,
0
,
stepsize
)).
r
-
texture3D
(
volumeData
,
uvw
+
vec3
(
0
,
0
,
stepsize
)).
r
,
0
);
res
=
NormalMatrix
*
res
;
//TODO Normal Matrix
return
normalize
(
res
.
xyz
);
}
void
main
(
void
)
{
vec3
front
=
texture2D
(
StartRay
,
gl_TexCoord
[
0
].
st
).
xyz
;
vec3
front
=
texture2D
(
StartRay
,
gl_TexCoord
[
0
].
st
).
xyz
;
vec3
back
=
texture2D
(
StopRay
,
gl_TexCoord
[
0
].
st
).
xyz
;
vec3
back
=
texture2D
(
StopRay
,
gl_TexCoord
[
0
].
st
).
xyz
;
if
(
front
==
back
){
if
(
front
==
back
){
gl_FragColor
=
vec4
(
texture2D
(
Texture
,
gl_TexCoord
[
0
].
st
).
xyz
,
1
);
gl_FragColor
=
vec4
(
texture2D
(
Texture
,
gl_TexCoord
[
0
].
st
).
xyz
,
1
);
}
else
{
}
else
{
vec3
ray
=
back
-
front
;
vec3
ray
=
back
-
front
;
// vec3 ray = front-back;
float
rayLength
=
length
(
ray
);
float
rayLength
=
length
(
ray
);
vec3
stepVector
=
0
.
01
*
ray
/
rayLength
;
vec3
stepVector
=
stepsize
*
ray
/
rayLength
;
vec3
pos
=
front
;
vec3
pos
=
front
;
vec4
dst
=
vec4
(
0
);
vec4
dst
=
vec4
(
0
);
float
maxfloat
=
0
;
float
maxfloat
=
0
;
vec3
normalMax
=
vec3
(
0
);
while
(
dst
.
a
<
1
&&
rayLength
>
0
)
{
while
(
dst
.
a
<
1
&&
rayLength
>
0
)
{
...
@@ -44,16 +76,26 @@ void main(void)
...
@@ -44,16 +76,26 @@ void main(void)
maxfloat
=
max
(
density
,
maxfloat
);
maxfloat
=
max
(
density
,
maxfloat
);
vec4
src
=
transfer
(
density
);
vec4
src
=
transfer
(
density
);
vec3
normal
=
volumeNormal
(
pos
);
src
.
xyz
=
phong
(
src
.
xyz
,
normal
);
src
.
rgb
*=
src
.
a
;
src
.
rgb
*=
src
.
a
;
dst
=
(
1
.
0
-
dst
.
a
)
*
src
+
dst
;
// dst = dst * (1.0f - src.a) + src;// * src.a;
// dst = (1.0 - dst.a) * src + dst ;
dst
=
src
+
dst
*
src
.
a
;
if
(
density
>
maxfloat
){
maxfloat
=
density
;
normalMax
=
normal
;
}
pos
+=
stepVector
;
pos
+=
stepVector
;
rayLength
-=
0
.
01
;
rayLength
-=
stepsize
;
}
}
if
(
MIP
)
{
if
(
MIP
)
{
gl_FragColor
=
transfer
(
maxfloat
)
;
gl_FragColor
=
vec4
(
phong
(
transfer
(
maxfloat
).
xyz
,
normalMax
),
1
)
;
}
else
{
}
else
{
gl_FragColor
=
dst
;
gl_FragColor
=
dst
;
}
}
...
...
A3/display.vert
View file @
9fa4f133
attribute
vec4
gl_Vertex
;
attribute
vec4
gl_Vertex
;
uniform
mat4
gl_ModelViewProjectionMatrix
;
uniform
mat4
gl_ModelViewProjectionMatrix
;
varying
vec3
position
;
void
main
(
void
)
void
main
(
void
)
{
{
gl_Position
=
gl_ModelViewProjectionMatrix
*
gl_Vertex
;
gl_Position
=
gl_ModelViewProjectionMatrix
*
gl_Vertex
;
position
=
vec3
(
gl_ModelViewMatrix
*
gl_Vertex
);
gl_TexCoord
[
0
]
=
gl_MultiTexCoord0
;
gl_TexCoord
[
0
]
=
gl_MultiTexCoord0
;
}
}
A3/glview.cpp
View file @
9fa4f133
#include "glview.h"
#include "glview.h"
#include <QMatrix4x4>
...
@@ -10,6 +11,7 @@ GLView::GLView(Scene *scene,Camera * camera,Controler *controler )
...
@@ -10,6 +11,7 @@ GLView::GLView(Scene *scene,Camera * camera,Controler *controler )
gridSize
=
5
;
gridSize
=
5
;
gridStepSize
=
1
;
gridStepSize
=
1
;
isGridEnabled
=
false
;
isGridEnabled
=
false
;
MIP
=
false
;
}
}
QSize
GLView
::
minimumSizeHint
()
const
QSize
GLView
::
minimumSizeHint
()
const
...
@@ -36,6 +38,17 @@ void GLView::initializeGL ( ) {
...
@@ -36,6 +38,17 @@ void GLView::initializeGL ( ) {
glLightfv
(
GL_LIGHT0
,
GL_POSITION
,
lightPosition
);
glLightfv
(
GL_LIGHT0
,
GL_POSITION
,
lightPosition
);
uchar
*
trans
=
new
uchar
[
4
*
256
];
for
(
int
i
=
0
;
i
<
256
;
i
+=
1
){
int
index
=
i
*
4
;
trans
[
index
]
=
i
;
trans
[
index
+
1
]
=
i
;
trans
[
index
+
2
]
=
i
;
trans
[
index
+
3
]
=
i
;
}
loadTransfer
(
trans
);
//Shader Setup
//Shader Setup
initShader
();
initShader
();
...
@@ -84,6 +97,10 @@ void GLView::home(){
...
@@ -84,6 +97,10 @@ void GLView::home(){
updateGL
();
updateGL
();
}
}
void
GLView
::
setMIP
(
bool
mip
){
this
->
MIP
=
mip
;
}
void
GLView
::
paintGL
()
void
GLView
::
paintGL
()
...
@@ -118,6 +135,7 @@ void GLView::paintGL ()
...
@@ -118,6 +135,7 @@ void GLView::paintGL ()
shader
->
setUniformValue
(
"shaded"
,
true
);
shader
->
setUniformValue
(
"shaded"
,
true
);
//set Projection and Camera Rotation
//set Projection and Camera Rotation
camera
->
setupCamera
(
aspect
);
camera
->
setupCamera
(
aspect
);
...
@@ -157,6 +175,11 @@ void GLView::paintGL ()
...
@@ -157,6 +175,11 @@ void GLView::paintGL ()
shader
->
release
();
shader
->
release
();
if
(
useFBO
){
if
(
useFBO
){
displayShader
->
bind
();
displayShader
->
bind
();
displayShader
->
setUniformValue
(
"MIP"
,
MIP
);
QMatrix4x4
mat
=
QMatrix4x4
();
mat
.
rotate
(
*
camera
->
rotation
);
displayShader
->
setUniformValue
(
"NormalMatrix"
,
mat
.
inverted
().
transposed
());
//
//
glBindFramebuffer
(
GL_FRAMEBUFFER
,
0
);
glBindFramebuffer
(
GL_FRAMEBUFFER
,
0
);
...
@@ -188,6 +211,10 @@ void GLView::paintGL ()
...
@@ -188,6 +211,10 @@ void GLView::paintGL ()
glBindTexture
(
GL_TEXTURE_3D
,
texture3D
);
glBindTexture
(
GL_TEXTURE_3D
,
texture3D
);
displayShader
->
setUniformValue
(
"volumeData"
,
4
);
displayShader
->
setUniformValue
(
"volumeData"
,
4
);
glActiveTexture
(
GL_TEXTURE5
);
glBindTexture
(
GL_TEXTURE_1D
,
transferFunction
);
displayShader
->
setUniformValue
(
"transferData"
,
5
);
//displayShader->setUniformValue("active",scene->getActive()->getID());
//displayShader->setUniformValue("active",scene->getActive()->getID());
glBegin
(
GL_QUADS
);
glBegin
(
GL_QUADS
);
...
@@ -382,8 +409,8 @@ void GLView::resizeGL(int width , int height )
...
@@ -382,8 +409,8 @@ void GLView::resizeGL(int width , int height )
}
}
void
GLView
::
loadData
(
int
width
,
int
height
,
int
depth
,
char
*
data
)
void
GLView
::
loadData
(
int
width
,
int
height
,
int
depth
,
char
*
data
,
int
type
)
{
{
glEnable
(
GL_TEXTURE_3D
);
glEnable
(
GL_TEXTURE_3D
);
glGenTextures
(
1
,
&
texture3D
);
glGenTextures
(
1
,
&
texture3D
);
...
@@ -400,8 +427,24 @@ void GLView::loadData(int width, int height, int depth, char* data )
...
@@ -400,8 +427,24 @@ void GLView::loadData(int width, int height, int depth, char* data )
glTexImage3D
(
GL_TEXTURE_3D
,
0
,
GL_R8
,
//
glTexImage3D
(
GL_TEXTURE_3D
,
0
,
GL_R8
,
//
width
,
height
,
depth
,
0
,
width
,
height
,
depth
,
0
,
GL_RED
,
GL_UNSIGNED_BYTE
,
data
);
// Imagedata as ByteBuffer
GL_RED
,
type
,
data
);
// Imagedata as ByteBuffer
}
}
void
GLView
::
loadTransfer
(
uchar
*
data
)
{
glGenTextures
(
1
,
&
transferFunction
);
glBindTexture
(
GL_TEXTURE_1D
,
transferFunction
);
// Filtering
glTexParameteri
(
GL_TEXTURE_1D
,
GL_TEXTURE_MIN_FILTER
,
GL_LINEAR
);
glTexParameteri
(
GL_TEXTURE_1D
,
GL_TEXTURE_MAG_FILTER
,
GL_LINEAR
);
// Wrap
glTexParameteri
(
GL_TEXTURE_1D
,
GL_TEXTURE_WRAP_S
,
GL_CLAMP
);
glTexImage1D
(
GL_TEXTURE_1D
,
0
,
GL_RGBA
,
256
,
0
,
GL_RGBA
,
GL_UNSIGNED_BYTE
,
data
);
}
...
...
A3/glview.h
View file @
9fa4f133
...
@@ -27,7 +27,9 @@ public slots:
...
@@ -27,7 +27,9 @@ public slots:
void
setGridSize
(
int
size
){
gridSize
=
size
;}
void
setGridSize
(
int
size
){
gridSize
=
size
;}
void
setGridStepSize
(
int
size
){
gridStepSize
=
size
;}
void
setGridStepSize
(
int
size
){
gridStepSize
=
size
;}
void
showGrid
(
bool
bo
){
isGridEnabled
=
bo
;}
void
showGrid
(
bool
bo
){
isGridEnabled
=
bo
;}
void
loadData
(
int
width
,
int
height
,
int
depth
,
char
*
data
);
void
loadData
(
int
width
,
int
height
,
int
depth
,
char
*
data
,
int
type
);
void
loadTransfer
(
uchar
*
data
);
void
setMIP
(
bool
mip
);
public
:
public
:
GLView
(
Scene
*
scene
,
Camera
*
camera
,
Controler
*
controler
);
GLView
(
Scene
*
scene
,
Camera
*
camera
,
Controler
*
controler
);
...
@@ -62,6 +64,8 @@ private:
...
@@ -62,6 +64,8 @@ private:
GLuint
stopRay
;
GLuint
stopRay
;
GLuint
texture3D
;
GLuint
texture3D
;
GLuint
transferFunction
;
bool
MIP
;
void
drawGrid
();
void
drawGrid
();
...
...
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