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GL3_VolumetricRaycasting_VolumeTexture.java
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GL3_VolumetricRaycasting_VolumeTexture.java
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package jogamp.routine.jogl.programmablepipeline;
/**
** __ __|_ ___________________________________________________________________________ ___|__ __
** // /\ _ /\ \\
** //____/ \__ __ _____ _____ _____ _____ _____ | | __ _____ _____ __ __/ \____\\
** \ \ / / __| | | __| _ | | _ | | | __| | | __| | /\ \ / /
** \____\/_/ | | | | | | | | | | | __| | | | | | | | | | |__ " \_\/____/
** /\ \ |_____|_____|_____|__|__|_|_|_|__| | | |_____|_____|_____|_____| _ / /\
** / \____\ http://jogamp.org |_| /____/ \
** \ / "' _________________________________________________________________________ `" \ /
** \/____. .____\/
**
** Basic volume raycasting routine rendering a 3D volume texture inside a unit cube. For an
** impression how this routine looks like see here: http://www.youtube.com/watch?v=wcEe2YZV1GE
**
**/
import framework.base.*;
import framework.util.*;
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import java.awt.image.*;
import java.nio.*;
import com.jogamp.common.nio.*;
import com.jogamp.opengl.util.*;
import com.jogamp.opengl.util.gl2.*;
import static javax.media.opengl.GL2.*;
public class GL3_VolumetricRaycasting_VolumeTexture extends BaseRoutineAdapter implements BaseRoutineInterface {
private int mPositionShader;
private int mVolumeShader;
private int mVertexArrayObject;
private int mVertexBufferObject;
private int mIndexBufferObject;
private int mBackFacePositionTexture;
private int mFrameBufferObject;
private int mVolume3DTexture;
private FloatBuffer mVertices;
private IntBuffer mIndices;
private double[] mOffsetSinTable;
private static final int OFFSETSINTABLE_SIZE = 1800;
private FloatBuffer mScreenDimensionUniform2fv;
public void initRoutine(GL2 inGL,GLU inGLU,GLUT inGLUT) {
mScreenDimensionUniform2fv = DirectBufferUtils.createDirectFloatBuffer(new float[] {(float)BaseGlobalEnvironment.getInstance().getScreenWidth(), (float)BaseGlobalEnvironment.getInstance().getScreenHeight()});
mOffsetSinTable = OffsetTableUtils.cosaque_DoublePrecision(OFFSETSINTABLE_SIZE,360,true,OffsetTableUtils.TRIGONOMETRIC_FUNCTION.SIN);
int tVertexShader = ShaderUtils.loadVertexShaderFromFile(inGL,"/shaders/volumeraycasting/position.vs");
int tFragmentShader = ShaderUtils.loadFragmentShaderFromFile(inGL,"/shaders/volumeraycasting/position.fs");
mPositionShader = ShaderUtils.generateSimple_1xVS_1xFS_ShaderProgramm(inGL,tVertexShader,tFragmentShader);
tVertexShader = ShaderUtils.loadVertexShaderFromFile(inGL,"/shaders/volumeraycasting/position.vs");
tFragmentShader = ShaderUtils.loadFragmentShaderFromFile(inGL,"/shaders/volumeraycasting/volume.fs");
mVolumeShader = ShaderUtils.generateSimple_1xVS_1xFS_ShaderProgramm(inGL,tVertexShader,tFragmentShader);
//create vertex array buffer object ...
mVertices = GLBuffers.newDirectFloatBuffer(8*3);
mVertices.put(new float[]{0.0f, 0.0f, 0.0f});
mVertices.put(new float[]{0.0f, 0.0f, 1.0f});
mVertices.put(new float[]{1.0f, 0.0f, 0.0f});
mVertices.put(new float[]{1.0f, 0.0f, 1.0f});
mVertices.put(new float[]{0.0f, 1.0f, 0.0f});
mVertices.put(new float[]{0.0f, 1.0f, 1.0f});
mVertices.put(new float[]{1.0f, 1.0f, 0.0f});
mVertices.put(new float[]{1.0f, 1.0f, 1.0f});
mVertices.rewind();
mVertexBufferObject = GeometryUtils.generateBufferID(inGL);
inGL.glBindBuffer(GL_ARRAY_BUFFER, mVertexBufferObject);
inGL.glBufferData(GL_ARRAY_BUFFER, 8*3*GLBuffers.SIZEOF_FLOAT, mVertices, GL_STATIC_DRAW);
//create index buffer object ...
mIndices = GLBuffers.newDirectIntBuffer(new int[] {
2, 3, 0, 0, 3, 1, //bottom
0, 1, 4, 4, 1, 5, //left
6, 2, 4, 4, 2, 0, //rear
6, 7, 2, 2, 7, 3, //right
3, 7, 1, 1, 7, 5, //front
4, 5, 6, 6, 5, 7, //top
});
mIndexBufferObject = GeometryUtils.generateBufferID(inGL);
inGL.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBufferObject);
inGL.glBufferData(GL_ELEMENT_ARRAY_BUFFER, 36*GLBuffers.SIZEOF_INT, mIndices, GL_STATIC_DRAW);
//create vertex array object ...
mVertexArrayObject = GeometryUtils.generateVertexArrayID(inGL);
inGL.glBindVertexArray(mVertexArrayObject);
inGL.glBindBuffer(GL_ARRAY_BUFFER, mVertexBufferObject);
inGL.glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
inGL.glEnableVertexAttribArray(0);
inGL.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBufferObject);
//create back face texture for positions ...
mBackFacePositionTexture = TextureUtils.generateTextureID(inGL);
inGL.glActiveTexture(GL_TEXTURE0);
inGL.glBindTexture(GL_TEXTURE_2D, mBackFacePositionTexture);
inGL.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
inGL.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
inGL.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
inGL.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
inGL.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, BaseGlobalEnvironment.getInstance().getScreenWidth(), BaseGlobalEnvironment.getInstance().getScreenHeight(), 0, GL_RGBA, GL_FLOAT, null);
inGL.glBindTexture(GL_TEXTURE_2D, 0);
//create framebuffer object ...
mFrameBufferObject = FrameBufferObjectUtils.generateFrameBufferObjectID(inGL);
inGL.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFrameBufferObject);
inGL.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mBackFacePositionTexture, 0);
inGL.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
inGL.glEnable(GL_DEPTH_TEST);
inGL.glEnable(GL_CULL_FACE);
//upload volume data ...
ByteBuffer tVolumeData = GLBuffers.newDirectByteBuffer(512*512*384);
BufferedImage[] tVolumeSlices = TextureUtils.loadARGBImageSequence("/binaries/textures/Alligator_Mississippiensis_VolumeScan.zip");
for (int i=0; i<tVolumeSlices.length; i++) {
ByteBuffer tByteBuffer = TextureUtils.convertARGBBufferedImageToJOGLRDirectByteBuffer(tVolumeSlices[i]);
tVolumeData.put(tByteBuffer);
}
tVolumeData.rewind();
mVolume3DTexture = TextureUtils.generateTextureID(inGL);
inGL.glActiveTexture(GL_TEXTURE1);
inGL.glBindTexture(GL_TEXTURE_3D, mVolume3DTexture);
inGL.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
//inGL.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
inGL.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
inGL.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
inGL.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
inGL.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
inGL.glTexImage3D(GL_TEXTURE_3D, 0, GL_COMPRESSED_LUMINANCE, 512, 512, 384, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, tVolumeData);
inGL.glGenerateMipmap(GL_TEXTURE_3D);
inGL.glBindTexture(GL_TEXTURE_3D, 0);
}
private void setupMatrices(GL2 inGL,GLU inGLU) {
inGL.glMatrixMode(GL_PROJECTION);
inGL.glLoadIdentity();
inGLU.gluPerspective(45.0f,(((float)BaseGlobalEnvironment.getInstance().getScreenWidth())/((float)BaseGlobalEnvironment.getInstance().getScreenHeight())),0.01f, 10.0f);
inGL.glMatrixMode(GL_MODELVIEW);
inGL.glLoadIdentity();
inGLU.gluLookAt(0.0f, 0.0f, 1.0f+BaseGlobalEnvironment.getInstance().getParameterKey_FLOAT_LÖ(),0.0f, 0.0f, 0.0f,0,1,0);
}
public void mainLoop(int inFrameNumber,GL2 inGL,GLU inGLU,GLUT inGLUT) {
inGL.glPushAttrib(GL_ALL_ATTRIB_BITS);
setupMatrices(inGL,inGLU);
double tYRotation = mOffsetSinTable[(inFrameNumber)%OFFSETSINTABLE_SIZE];
double tXRotation = mOffsetSinTable[(int)(inFrameNumber*1.5f)%OFFSETSINTABLE_SIZE];
inGL.glRotatef((float)tYRotation, 0.25f, 1.0f, 0.5f);
inGL.glRotatef((float)tXRotation, 0.75f, 0.3f, 0.1f);
//render position back faces to the texture ...
inGL.glUseProgram(mPositionShader);
inGL.glCullFace(GL_FRONT);
inGL.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFrameBufferObject);
inGL.glClear(GL_COLOR_BUFFER_BIT);
inGL.glBindVertexArray(mVertexArrayObject);
inGL.glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
//render volume data to cube ...
inGL.glUseProgram(mVolumeShader);
ShaderUtils.setUniform2fv(inGL,mVolumeShader,"resolution",mScreenDimensionUniform2fv);
ShaderUtils.setUniform1f(inGL,mVolumeShader,"stepsize",0.002f+(BaseGlobalEnvironment.getInstance().getParameterKey_FLOAT_AS()/100.0f));
ShaderUtils.setUniform1f(inGL,mVolumeShader,"alphafactor",0.3f+BaseGlobalEnvironment.getInstance().getParameterKey_FLOAT_DF());
ShaderUtils.setUniform1f(inGL,mVolumeShader,"iterations",1000.0f+(BaseGlobalEnvironment.getInstance().getParameterKey_FLOAT_GH()*100.0f));
ShaderUtils.setUniform1f(inGL,mVolumeShader,"brightness",1.1f+BaseGlobalEnvironment.getInstance().getParameterKey_FLOAT_JK());
ShaderUtils.setUniform1f(inGL,mVolumeShader,"skipfactor",0.95f+(BaseGlobalEnvironment.getInstance().getParameterKey_FLOAT_YX()/10.0f));
inGL.glCullFace(GL_BACK);
inGL.glActiveTexture(GL_TEXTURE0);
inGL.glBindTexture(GL_TEXTURE_2D, mBackFacePositionTexture);
inGL.glActiveTexture(GL_TEXTURE1);
inGL.glBindTexture(GL_TEXTURE_3D, mVolume3DTexture);
ShaderUtils.setUniform1i(inGL,mVolumeShader,"positiontexture",0);
ShaderUtils.setUniform1i(inGL,mVolumeShader,"volumetexture",1);
inGL.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
inGL.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
inGL.glBindVertexArray(mVertexArrayObject);
inGL.glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
//recover state machine ...
inGL.glUseProgram(0);
inGL.glBindVertexArray(0);
inGL.glPopAttrib();
inGL.glActiveTexture(GL_TEXTURE0);
}
public void cleanupRoutine(GL2 inGL,GLU inGLU,GLUT inGLUT) {
inGL.glDeleteTextures(1,Buffers.newDirectIntBuffer(mVolume3DTexture));
inGL.glDeleteFramebuffers(1,Buffers.newDirectIntBuffer(mFrameBufferObject));
inGL.glDeleteTextures(1,Buffers.newDirectIntBuffer(mBackFacePositionTexture));
inGL.glDeleteBuffers(1,Buffers.newDirectIntBuffer(mIndexBufferObject));
inGL.glDeleteBuffers(1,Buffers.newDirectIntBuffer(mVertexBufferObject));
inGL.glDeleteVertexArrays(1,Buffers.newDirectIntBuffer(mVertexArrayObject));
inGL.glDeleteProgram(mVolumeShader);
inGL.glDeleteProgram(mPositionShader);
}
}