1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
---|
2 | /* |
---|
3 | * Copyright (c) 2004-2013 HUBzero Foundation, LLC |
---|
4 | * |
---|
5 | * Authors: |
---|
6 | * Wei Qiao <qiaow@purdue.edu> |
---|
7 | */ |
---|
8 | #ifndef NV_VOLUME_RENDERER_H |
---|
9 | #define NV_VOLUME_RENDERER_H |
---|
10 | |
---|
11 | #include <vrmath/Vector3f.h> |
---|
12 | #include <vrmath/Vector4f.h> |
---|
13 | #include <vrmath/Matrix4x4d.h> |
---|
14 | |
---|
15 | #include "Volume.h" |
---|
16 | #include "VolumeInterpolator.h" |
---|
17 | #include "RegularVolumeShader.h" |
---|
18 | #include "ZincBlendeVolumeShader.h" |
---|
19 | #include "StdVertexShader.h" |
---|
20 | |
---|
21 | namespace nv { |
---|
22 | |
---|
23 | class VolumeRenderer |
---|
24 | { |
---|
25 | public: |
---|
26 | VolumeRenderer(); |
---|
27 | |
---|
28 | ~VolumeRenderer(); |
---|
29 | |
---|
30 | /// render all enabled volumes |
---|
31 | void renderAll(); |
---|
32 | |
---|
33 | void specular(float val); |
---|
34 | |
---|
35 | void diffuse(float val); |
---|
36 | |
---|
37 | void clearAnimatedVolumeInfo() |
---|
38 | { |
---|
39 | _volumeInterpolator->clearAll(); |
---|
40 | } |
---|
41 | |
---|
42 | void addAnimatedVolume(Volume* volume) |
---|
43 | { |
---|
44 | _volumeInterpolator->addVolume(volume); |
---|
45 | } |
---|
46 | |
---|
47 | void startVolumeAnimation() |
---|
48 | { |
---|
49 | _volumeInterpolator->start(); |
---|
50 | } |
---|
51 | |
---|
52 | void stopVolumeAnimation() |
---|
53 | { |
---|
54 | _volumeInterpolator->stop(); |
---|
55 | } |
---|
56 | |
---|
57 | VolumeInterpolator* getVolumeInterpolator() |
---|
58 | { |
---|
59 | return _volumeInterpolator; |
---|
60 | } |
---|
61 | |
---|
62 | private: |
---|
63 | void initShaders(); |
---|
64 | |
---|
65 | void activateVolumeShader(Volume *vol, |
---|
66 | vrmath::Vector4f& objPlaneS, |
---|
67 | vrmath::Vector4f& objPlaneT, |
---|
68 | vrmath::Vector4f& objPlaneR, |
---|
69 | bool sliceMode, float sampleRatio); |
---|
70 | |
---|
71 | void deactivateVolumeShader(); |
---|
72 | |
---|
73 | static void drawBoundingBox(float x0, float y0, float z0, |
---|
74 | float x1, float y1, float z1, |
---|
75 | float r, float g, float b, float line_width); |
---|
76 | |
---|
77 | static void getEyeSpaceBounds(const vrmath::Vector3f& worldMin, |
---|
78 | const vrmath::Vector3f& worldMax, |
---|
79 | const vrmath::Matrix4x4d& mv, |
---|
80 | vrmath::Vector3f& eyeMin, |
---|
81 | vrmath::Vector3f& eyeMax); |
---|
82 | |
---|
83 | VolumeInterpolator *_volumeInterpolator; |
---|
84 | |
---|
85 | /** |
---|
86 | * Shader for single slice cutplane render |
---|
87 | */ |
---|
88 | Shader *_cutplaneShader; |
---|
89 | |
---|
90 | /** |
---|
91 | * Shader for rendering a single cubic volume |
---|
92 | */ |
---|
93 | RegularVolumeShader *_regularVolumeShader; |
---|
94 | |
---|
95 | /** |
---|
96 | * Shader for rendering a single zincblende orbital. A |
---|
97 | * simulation contains S, P, D and SS, total of 4 orbitals. A full |
---|
98 | * rendering requires 4 zincblende orbital volumes. A zincblende orbital |
---|
99 | * volume is decomposed into two "interlocking" cubic volumes and passed |
---|
100 | * to the shader. We render each orbital with its own independent |
---|
101 | * transfer functions then blend the result. |
---|
102 | * |
---|
103 | * The engine is already capable of rendering multiple volumes and combine |
---|
104 | * them. Thus, we just invoke this shader on S, P, D and SS orbitals with |
---|
105 | * different transfor functions. The result is a multi-orbital rendering. |
---|
106 | * This is equivalent to rendering 4 unrelated data sets occupying the |
---|
107 | * same space. |
---|
108 | */ |
---|
109 | ZincBlendeVolumeShader *_zincBlendeShader; |
---|
110 | |
---|
111 | /** |
---|
112 | * standard vertex shader |
---|
113 | */ |
---|
114 | StdVertexShader *_stdVertexShader; |
---|
115 | }; |
---|
116 | |
---|
117 | } |
---|
118 | |
---|
119 | #endif |
---|