advancedusfusion.frag 5.77 KB
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// ================================================================================================
// 
// This file is part of the CAMPVis Software Framework.
// 
// If not explicitly stated otherwise: Copyright (C) 2012, all rights reserved,
//      Christian Schulte zu Berge <christian.szb@in.tum.de>
//      Chair for Computer Aided Medical Procedures
//      Technische Universitt Mnchen
//      Boltzmannstr. 3, 85748 Garching b. Mnchen, Germany
// For a full list of authors and contributors, please refer to the file "AUTHORS.txt".
// 
// The licensing of this softare is not yet resolved. Until then, redistribution in source or
// binary forms outside the CAMP chair is not permitted, unless explicitly stated in legal form.
// However, the names of the original authors and the above copyright notice must retain in its
// original state in any case.
// 
// Legal disclaimer provided by the BSD license:
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY 
// AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR 
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR 
// OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
// 
// ================================================================================================

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#version 330
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in vec3 ex_TexCoord;
out vec4 out_Color;
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#include "tools/colorspace.frag"
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#include "tools/texture2d.frag"
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#include "tools/texture3d.frag"
#include "tools/transferfunction.frag"
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#ifdef USE_3D_TEX
#define SAMPLER_TYPE sampler3D
#define TEXPARAMS_TYPE TextureParameters3D
#define TEXTURE_LOOKUP_FUNC getElement3DNormalized
#else
#define SAMPLER_TYPE sampler2D
#define TEXPARAMS_TYPE TextureParameters2D
#define TEXTURE_LOOKUP_FUNC getElement2DNormalized
#endif
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uniform SAMPLER_TYPE _usImage;
uniform TEXPARAMS_TYPE _usTextureParams;
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uniform SAMPLER_TYPE _blurredImage;
uniform TEXPARAMS_TYPE _blurredTextureParams;

uniform SAMPLER_TYPE _confidenceMap;
uniform TEXPARAMS_TYPE _confidenceTextureParams;
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uniform sampler1D _transferFunction;
uniform TFParameters1D _transferFunctionParams;
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uniform int _sliceNumber;
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uniform int _viewIndex;
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uniform float _confidenceScaling;
uniform float _hue;

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void main() {
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#ifdef USE_3D_TEX
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    vec3 texCoord = vec3(ex_TexCoord.xy, _usTextureParams._sizeRCP.z * (_sliceNumber + 0.5));
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#else
    vec2 texCoord = ex_TexCoord.xy;
#endif
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    vec4 texel = TEXTURE_LOOKUP_FUNC(_usImage, _usTextureParams, texCoord);
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    vec4 blurred = TEXTURE_LOOKUP_FUNC(_blurredImage, _blurredTextureParams, texCoord);
    float confidence = clamp(TEXTURE_LOOKUP_FUNC(_confidenceMap, _confidenceTextureParams, texCoord).a * _confidenceScaling, 0.0, 1.0);
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    switch (_viewIndex) {
        case 0:
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            out_Color = lookupTF(_transferFunction, _transferFunctionParams, texel.a);
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            break;
        case 1:
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            out_Color = lookupTF(_transferFunction, _transferFunctionParams, blurred.a);
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            break;
        case 2:
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            out_Color = lookupTF(_transferFunction, _transferFunctionParams, texel.a + texel.a - blurred.a);
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            break;
        case 3:
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            out_Color = lookupTF(_transferFunction, _transferFunctionParams, texel.a);
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            vec3 hsv = rgb2hsv(out_Color.xyz);
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            hsv.x = _hue;
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            hsv.y = 1.0 - confidence;
            out_Color.xyz = hsv2rgb(hsv);
            break;
        case 4:
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            out_Color = lookupTF(_transferFunction, _transferFunctionParams, texel.a);
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            vec3 hsl = rgb2hsl(out_Color.xyz);
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            hsl.x = _hue;
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            hsl.y = 1.0 - confidence;
            out_Color.xyz = hsl2rgb(hsl);
            break;
        case 5:
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            out_Color = lookupTF(_transferFunction, _transferFunctionParams, texel.a);
            vec3 tsl = rgb2tsl(out_Color.xyz);
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            //tsl.x = _hue;
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            //tsl.y = 1.0 - confidence;
            out_Color.xyz = tsl2rgb(tsl);
            break;
        case 6:
            out_Color = lookupTF(_transferFunction, _transferFunctionParams, texel.a);
            vec3 hcl = rgb2hcl(out_Color.xyz);
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            hcl.x = _hue;
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            hcl.y = 1.0 - confidence;
            out_Color.xyz = hcl2rgb(hcl);
            break;
        case 7:
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            out_Color = lookupTF(_transferFunction, _transferFunctionParams, texel.a);
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            vec3 hcy = rgb2hcy(out_Color.xyz);
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            hcy.x = _hue;
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            hcy.y = 1.0 - confidence;
            out_Color.xyz = hcy2rgb(hcy);
            break;
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        case 8:
            out_Color = lookupTF(_transferFunction, _transferFunctionParams, texel.a);
            vec3 lab = rgb2lab(out_Color.xyz);
            lab.y = (1.0 - confidence);
            //lab.z = 50.0 * (1.0 - confidence);
            out_Color.xyz = lab2rgb(lab);
            break;
        case 9:
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            float intensity = mix(blurred.a, (2.0 * texel.a - blurred.a), confidence);
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            out_Color = lookupTF(_transferFunction, _transferFunctionParams, intensity);
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            break;
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        case 10:
            float lod = max(floor((1.0 - confidence) * 8.0), 0.0);

            vec4 lodTexel = texture(_usImage, texCoord, lod);
            out_Color = lookupTF(_transferFunction, _transferFunctionParams, lodTexel.a);
            break;
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    }
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}