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vvizfnc_vert.h
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1/*=======================================================================
2 *** THE CONTENT OF THIS WORK IS PROPRIETARY TO FEI S.A.S, (FEI S.A.S.), ***
3 *** AND IS DISTRIBUTED UNDER A LICENSE AGREEMENT. ***
4 *** ***
5 *** REPRODUCTION, DISCLOSURE, OR USE, IN WHOLE OR IN PART, OTHER THAN AS ***
6 *** SPECIFIED IN THE LICENSE ARE NOT TO BE UNDERTAKEN EXCEPT WITH PRIOR ***
7 *** WRITTEN AUTHORIZATION OF FEI S.A.S. ***
8 *** ***
9 *** RESTRICTED RIGHTS LEGEND ***
10 *** USE, DUPLICATION, OR DISCLOSURE BY THE GOVERNMENT OF THE CONTENT OF THIS ***
11 *** WORK OR RELATED DOCUMENTATION IS SUBJECT TO RESTRICTIONS AS SET FORTH IN ***
12 *** SUBPARAGRAPH (C)(1) OF THE COMMERCIAL COMPUTER SOFTWARE RESTRICTED RIGHT ***
13 *** CLAUSE AT FAR 52.227-19 OR SUBPARAGRAPH (C)(1)(II) OF THE RIGHTS IN ***
14 *** TECHNICAL DATA AND COMPUTER SOFTWARE CLAUSE AT DFARS 52.227-7013. ***
15 *** ***
16 *** COPYRIGHT (C) 1996-2014 BY FEI S.A.S, ***
17 *** BORDEAUX, FRANCE ***
18 *** ALL RIGHTS RESERVED ***
19**=======================================================================*/
20/*=======================================================================
21** Author : VSG (MMM YYYY)
22**=======================================================================*/
23
24#ifndef VVIZFNC_VERT_H
25#define VVIZFNC_VERT_H
26
32
33
39
40
47vec3 VVizTexGen(vec4 vert);
48
57vec3 VVizTexGenVol(vec4 vert);
58
61
66
76
82
83//Compute lighting vector when multivolume is off.
85
86//Compute lighting vector when multivolume is on.
87//Vertices are in view space and must be transformed back to object space
89
91
92//Compute lighting vector when multivolume is off.
94
95//Compute lighting vector when multivolume is on.
96//Vertices are in view space and must be transformed back to object space
98
99
106
111
120
122vec4 VVizTextureLod(sampler3D tex, vec3 tcoord, float mipLevel);
123
125vec4 VVizTextureLod(sampler2D tex, vec2 tcoord, float mipLevel);
126
133float VVizGetLuminance(VVIZ_DATATYPE data);
134
135#endif
136
137
float VVizGetLuminance(VVIZ_DATATYPE data)
Compute the luminance of a voxel value.
void VVizComputeLightingVectorsOrtho()
Same as VVizComputeLightingVectors but with an orthographic camera.
void VVizComputeBackSliceTexCoordPerspective()
vec4 VVizTextureLod(sampler3D tex, vec3 tcoord, float mipLevel)
Helper function to fetch a texel at a specific LOD.
void VVizComputeFrontSliceTexCoord()
Puts the texture coordinates of the front slice into gl_TexCoord[0].
void VVizComputeBackSliceTexCoordOrtho()
Same as VVizComputeBackSliceTexCoord but with an orthographic camera.
void VVizComputeLightingVectors()
Computes the following lighting vectors:
void VVizComputeLightingVectorsOrthoNoMultiVolume()
void VVizComputeBackSliceTexCoord()
Puts the texture coordinates of the back slice into gl_TexCoord[1].
void VVizComputeLightingVectorsOrthoMultiVolume()
vec3 VVizTexGenVol(vec4 vert)
Computes object linear texture coordinates using planes defined by VolumeViz in texture unit 1.
void VVizComputeTangentToEyeSpaceMatrix()
This function must be called in your vertex main function if you are using bump mapping node.
void VVizComputeLightingVectorsMultiVolume()
void VVizComputeLightingVectorsNoMultiVolume()
void VVizOIV6VertexCompatibility()
Set VVizVertex to gl_Vertex for compatibility with OIV6.
vec4 VVizGenerateVertex()
Returns the current vertex being processed.
void VVizComputeLightingVectorsPerspective()
vec3 VVizTexGen(vec4 vert)
Computes object linear texture coordinates using planes defined by VolumeViz in texture unit 0.
vec3 VVizComputeViewDir()