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vtkProjectedAAHexahedraMapper_GS.glsl
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vtkProjectedAAHexahedraMapper_GS.glsl
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/*=========================================================================
Program: Visualization Toolkit
Module: vtkGPUVolumeRayCastMapper_HeaderFS.glsl
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
// High quality volume renderer for axis-aligned hexahedra
// Implementation by Stephane Marchesin (stephane.marchesin@gmail.com)
// CEA/DIF - Commissariat a l'Energie Atomique, Centre DAM Ile-De-France
// BP12, F-91297 Arpajon, France.
//
// This file implements the paper
// "High-Quality, Semi-Analytical Volume Rendering for AMR Data",
// Stephane Marchesin and Guillaume Colin de Verdiere, IEEE Vis 2009.
#version 120
#extension GL_EXT_geometry_shader4 : enable
// inputs of GS
// vertexpos.xyz : cell position (xmin,ymin,zmin)
// texcoord0.xyz : cell position (xmax,ymax,zmax)
// texcoord1.xyzw: node data 0,1,2,3
// texcoord2.xyzw: ode data 4,5,6,7
void draw_cell(vec4 scalars0, vec4 scalars1, vec3 m, vec3 M);
// ----------------------------------------------------------------------------
void main()
{
draw_cell(gl_TexCoordIn[0][1],gl_TexCoordIn[0][2],gl_PositionIn[0].xyz,
gl_TexCoordIn[0][0].xyz);
}
// ----------------------------------------------------------------------------
void draw_cell(vec4 scalars0, vec4 scalars1, vec3 m, vec3 M)
{
// common node data
gl_TexCoord[2].xyzw = scalars0;
gl_TexCoord[3].xyzw = scalars1;
float cs = M.x - m.x;
vec4 p0 = vec4(m.x,m.y,m.z,1.0);
vec4 p1 = vec4(m.x,m.y,M.z,1.0);
vec4 p2 = vec4(m.x,M.y,m.z,1.0);
vec4 p3 = vec4(m.x,M.y,M.z,1.0);
vec4 p4 = vec4(M.x,m.y,m.z,1.0);
vec4 p5 = vec4(M.x,m.y,M.z,1.0);
vec4 p6 = vec4(M.x,M.y,m.z,1.0);
vec4 p7 = vec4(M.x,M.y,M.z,1.0);
vec4 t0 = gl_ModelViewProjectionMatrix * p0;
vec4 t1 = gl_ModelViewProjectionMatrix * p1;
vec4 t2 = gl_ModelViewProjectionMatrix * p2;
vec4 t3 = gl_ModelViewProjectionMatrix * p3;
vec4 t4 = gl_ModelViewProjectionMatrix * p4;
vec4 t5 = gl_ModelViewProjectionMatrix * p5;
vec4 t6 = gl_ModelViewProjectionMatrix * p6;
vec4 t7 = gl_ModelViewProjectionMatrix * p7;
// face 0
gl_TexCoord[0] = vec4(1.0,0.0,0.0,cs);
gl_TexCoord[1] = p4;
gl_Position = t4;
EmitVertex();
gl_TexCoord[0] = vec4(1.0,0.0,1.0,cs);
gl_TexCoord[1] = p5;
gl_Position = t5;
EmitVertex();
gl_TexCoord[0] = vec4(1.0,1.0,0.0,cs);
gl_TexCoord[1] = p6;
gl_Position = t6;
EmitVertex();
gl_TexCoord[0] = vec4(1.0,1.0,1.0,cs);
gl_TexCoord[1] = p7;
gl_Position = t7;
EmitVertex();
EndPrimitive();
// face 1
gl_TexCoord[0] = vec4(0.0,1.0,0.0,cs);
gl_TexCoord[1] = p2;
gl_Position = t2;
EmitVertex();
gl_TexCoord[0] = vec4(1.0,1.0,0.0,cs);
gl_TexCoord[1] = p6;
gl_Position = t6;
EmitVertex();
gl_TexCoord[0] = vec4(0.0,1.0,1.0,cs);
gl_TexCoord[1] = p3;
gl_Position = t3;
EmitVertex();
gl_TexCoord[0] = vec4(1.0,1.0,1.0,cs);
gl_TexCoord[1] = p7;
gl_Position = t7;
EmitVertex();
EndPrimitive();
// face 2
gl_TexCoord[0] = vec4(0.0,1.0,1.0,cs);
gl_TexCoord[1] = p3;
gl_Position = t3;
EmitVertex();
gl_TexCoord[0] = vec4(1.0,1.0,1.0,cs);
gl_TexCoord[1] = p7;
gl_Position = t7;
EmitVertex();
gl_TexCoord[0] = vec4(0.0,0.0,1.0,cs);
gl_TexCoord[1] = p1;
gl_Position = t1;
EmitVertex();
gl_TexCoord[0] = vec4(1.0,0.0,1.0,cs);
gl_TexCoord[1] = p5;
gl_Position = t5;
EmitVertex();
EndPrimitive();
// face 3
gl_TexCoord[0] = vec4(0.0,1.0,0.0,cs);
gl_TexCoord[1] = p2;
gl_Position = t2;
EmitVertex();
gl_TexCoord[0] = vec4(0.0,1.0,1.0,cs);
gl_TexCoord[1] = p3;
gl_Position = t3;
EmitVertex();
gl_TexCoord[0] = vec4(0.0,0.0,0.0,cs);
gl_TexCoord[1] = p0;
gl_Position = t0;
EmitVertex();
gl_TexCoord[0] = vec4(0.0,0.0,1.0,cs);
gl_TexCoord[1] = p1;
gl_Position = t1;
EmitVertex();
EndPrimitive();
// face 4
gl_TexCoord[0] = vec4(0.0,0.0,0.0,cs);
gl_TexCoord[1] = p0;
gl_Position = t0;
EmitVertex();
gl_TexCoord[0] = vec4(0.0,0.0,1.0,cs);
gl_TexCoord[1] = p1;
gl_Position = t1;
EmitVertex();
gl_TexCoord[0] = vec4(1.0,0.0,0.0,cs);
gl_TexCoord[1] = p4;
gl_Position = t4;
EmitVertex();
gl_TexCoord[0] = vec4(1.0,0.0,1.0,cs);
gl_TexCoord[1] = p5;
gl_Position = t5;
EmitVertex();
EndPrimitive();
// face 5
gl_TexCoord[0] = vec4(0.0,1.0,0.0,cs);
gl_TexCoord[1] = p2;
gl_Position = t2;
EmitVertex();
gl_TexCoord[0] = vec4(0.0,0.0,0.0,cs);
gl_TexCoord[1] = p0;
gl_Position = t0;
EmitVertex();
gl_TexCoord[0] = vec4(1.0,1.0,0.0,cs);
gl_TexCoord[1] = p6;
gl_Position = t6;
EmitVertex();
gl_TexCoord[0] = vec4(1.0,0.0,0.0,cs);
gl_TexCoord[1] = p4;
gl_Position = t4;
EmitVertex();
EndPrimitive();
}