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Commit 7ce3531c authored by Alexander Rose's avatar Alexander Rose
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direct-volume define cleanup

parent 11f1a7fd
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...@@ -246,7 +246,7 @@ namespace Renderer { ...@@ -246,7 +246,7 @@ namespace Renderer {
} }
if (r.values.dGeometryType.ref.value === 'directVolume') { if (r.values.dGeometryType.ref.value === 'directVolume') {
if (!variant.startsWith('color')) { if (variant !== 'colorWboit' && variant !== 'colorBlended') {
return; // only color supported return; // only color supported
} }
......
...@@ -198,7 +198,7 @@ export const MeshShaderCode = ShaderCode('mesh', mesh_vert, mesh_frag, { drawBuf ...@@ -198,7 +198,7 @@ export const MeshShaderCode = ShaderCode('mesh', mesh_vert, mesh_frag, { drawBuf
import { directVolume_vert } from './shader/direct-volume.vert'; import { directVolume_vert } from './shader/direct-volume.vert';
import { directVolume_frag } from './shader/direct-volume.frag'; import { directVolume_frag } from './shader/direct-volume.frag';
export const DirectVolumeShaderCode = ShaderCode('direct-volume', directVolume_vert, directVolume_frag, { fragDepth: 'optional', drawBuffers: 'optional' }); export const DirectVolumeShaderCode = ShaderCode('direct-volume', directVolume_vert, directVolume_frag, { fragDepth: 'optional', drawBuffers: 'optional' }, {}, ignoreDefine);
import { image_vert } from './shader/image.vert'; import { image_vert } from './shader/image.vert';
import { image_frag } from './shader/image.frag'; import { image_frag } from './shader/image.frag';
......
...@@ -101,7 +101,6 @@ uniform mat4 uCartnToUnit; ...@@ -101,7 +101,6 @@ uniform mat4 uCartnToUnit;
uniform sampler3D tGridTex; uniform sampler3D tGridTex;
#endif #endif
#if defined(dRenderVariant_color)
#if defined(dColorType_uniform) #if defined(dColorType_uniform)
uniform vec3 uColor; uniform vec3 uColor;
#elif defined(dColorType_texture) #elif defined(dColorType_texture)
...@@ -119,7 +118,6 @@ uniform mat4 uCartnToUnit; ...@@ -119,7 +118,6 @@ uniform mat4 uCartnToUnit;
#ifdef dUsePalette #ifdef dUsePalette
uniform sampler2D tPalette; uniform sampler2D tPalette;
#endif #endif
#endif
#if defined(dGridTexType_2d) #if defined(dGridTexType_2d)
vec4 textureVal(vec3 pos) { vec4 textureVal(vec3 pos) {
...@@ -168,7 +166,7 @@ vec3 v3m4(vec3 p, mat4 m) { ...@@ -168,7 +166,7 @@ vec3 v3m4(vec3 p, mat4 m) {
float preFogAlphaBlended = 0.0; float preFogAlphaBlended = 0.0;
vec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) { vec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {
#if defined(dRenderVariant_color) && !defined(dIgnoreLight) #if !defined(dIgnoreLight)
mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform))); mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));
#endif #endif
mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform); mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);
...@@ -249,7 +247,6 @@ vec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) { ...@@ -249,7 +247,6 @@ vec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {
} }
#endif #endif
#if defined(dRenderVariant_color)
vec3 vViewPosition = mvPosition.xyz; vec3 vViewPosition = mvPosition.xyz;
material.a = transferFunction(value); material.a = transferFunction(value);
...@@ -325,7 +322,6 @@ vec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) { ...@@ -325,7 +322,6 @@ vec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {
src.rgb *= src.a; src.rgb *= src.a;
} }
dst = (1.0 - dst.a) * src + dst; // standard blending dst = (1.0 - dst.a) * src + dst; // standard blending
#endif
// break if the color is opaque enough // break if the color is opaque enough
if (dst.a > 0.95) if (dst.a > 0.95)
...@@ -344,16 +340,6 @@ void main() { ...@@ -344,16 +340,6 @@ void main() {
if (gl_FrontFacing) if (gl_FrontFacing)
discard; discard;
#ifdef dRenderVariant_marking
// not supported
discard;
#endif
#if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)
// always ignore pick & depth for volume
discard;
#endif
vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho); vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);
vec3 step = rayDir * uStepScale; vec3 step = rayDir * uStepScale;
...@@ -362,11 +348,9 @@ void main() { ...@@ -362,11 +348,9 @@ void main() {
vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir); vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);
gl_FragColor = raymarch(start, step, rayDir); gl_FragColor = raymarch(start, step, rayDir);
#if defined(dRenderVariant_color)
float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz); float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);
float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0); float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);
bool interior = false; bool interior = false;
#include wboit_write #include wboit_write
#endif
} }
`; `;
\ No newline at end of file
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