1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | /* |
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3 | * Copyright (c) 2004-2013 HUBzero Foundation, LLC |
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4 | * |
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5 | * Authors: |
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6 | * Wei Qiao <qiaow@purdue.edu> |
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7 | */ |
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8 | #ifndef NV_VOLUME_RENDERER_H |
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9 | #define NV_VOLUME_RENDERER_H |
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10 | |
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11 | #include <vrmath/Matrix4x4d.h> |
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12 | |
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13 | #include "Volume.h" |
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14 | #include "VolumeInterpolator.h" |
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15 | #include "RegularVolumeShader.h" |
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16 | #include "ZincBlendeVolumeShader.h" |
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17 | #include "StdVertexShader.h" |
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18 | |
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19 | namespace nv { |
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20 | |
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21 | class VolumeRenderer |
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22 | { |
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23 | public: |
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24 | VolumeRenderer(); |
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25 | |
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26 | ~VolumeRenderer(); |
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27 | |
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28 | /// render all enabled volumes |
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29 | void renderAll(); |
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30 | |
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31 | void specular(float val); |
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32 | |
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33 | void diffuse(float val); |
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34 | |
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35 | void clearAnimatedVolumeInfo() |
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36 | { |
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37 | _volumeInterpolator->clearAll(); |
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38 | } |
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39 | |
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40 | void addAnimatedVolume(Volume* volume) |
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41 | { |
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42 | _volumeInterpolator->addVolume(volume); |
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43 | } |
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44 | |
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45 | void startVolumeAnimation() |
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46 | { |
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47 | _volumeInterpolator->start(); |
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48 | } |
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49 | |
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50 | void stopVolumeAnimation() |
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51 | { |
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52 | _volumeInterpolator->stop(); |
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53 | } |
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54 | |
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55 | VolumeInterpolator* getVolumeInterpolator() |
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56 | { |
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57 | return _volumeInterpolator; |
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58 | } |
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59 | |
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60 | private: |
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61 | void initShaders(); |
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62 | |
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63 | void activateVolumeShader(Volume *vol, bool sliceMode, float sampleRatio); |
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64 | |
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65 | void deactivateVolumeShader(); |
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66 | |
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67 | void drawBoundingBox(float x0, float y0, float z0, |
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68 | float x1, float y1, float z1, |
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69 | float r, float g, float b, float line_width); |
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70 | |
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71 | void getEyeSpaceBounds(const vrmath::Matrix4x4d& mv, |
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72 | double& xMin, double& xMax, |
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73 | double& yMin, double& yMax, |
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74 | double& zNear, double& zFar); |
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75 | |
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76 | VolumeInterpolator *_volumeInterpolator; |
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77 | |
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78 | /** |
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79 | * Shader for single slice cutplane render |
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80 | */ |
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81 | Shader *_cutplaneShader; |
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82 | |
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83 | /** |
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84 | * Shader for rendering a single cubic volume |
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85 | */ |
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86 | RegularVolumeShader *_regularVolumeShader; |
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87 | |
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88 | /** |
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89 | * Shader for rendering a single zincblende orbital. A |
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90 | * simulation contains S, P, D and SS, total of 4 orbitals. A full |
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91 | * rendering requires 4 zincblende orbital volumes. A zincblende orbital |
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92 | * volume is decomposed into two "interlocking" cubic volumes and passed |
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93 | * to the shader. We render each orbital with its own independent |
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94 | * transfer functions then blend the result. |
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95 | * |
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96 | * The engine is already capable of rendering multiple volumes and combine |
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97 | * them. Thus, we just invoke this shader on S, P, D and SS orbitals with |
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98 | * different transfor functions. The result is a multi-orbital rendering. |
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99 | * This is equivalent to rendering 4 unrelated data sets occupying the |
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100 | * same space. |
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101 | */ |
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102 | ZincBlendeVolumeShader *_zincBlendeShader; |
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103 | |
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104 | /** |
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105 | * standard vertex shader |
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106 | */ |
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107 | StdVertexShader *_stdVertexShader; |
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108 | }; |
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109 | |
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110 | } |
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111 | |
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112 | #endif |
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