Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Volume Rendering : can not mix shader based volume with legacy opengl polygons #221

Open
jzy3d opened this issue Dec 13, 2021 · 2 comments
Labels

Comments

@jzy3d
Copy link
Owner

jzy3d commented Dec 13, 2021

One can't mix colored polygons with volume properly

  • Polygon render black
  • Polygon are not visible behind the translucent parts of the volume

macOS 10.12

Capture d’écran 2021-12-13 à 16 05 58

Ubuntu 20.04 and macOS 11.4 on Silicon

Capture d’écran du 2021-12-13 17-03-32

Whereas the polygon have the following colors

Capture d’écran 2021-12-13 à 16 07 13

Can be reproduced with 2.0.1-SNAPSHOT and the following program

import java.nio.ByteBuffer;
import org.jzy3d.analysis.AWTAbstractAnalysis;
import org.jzy3d.analysis.AnalysisLauncher;
import org.jzy3d.chart.factories.AWTChartFactory;
import org.jzy3d.chart.factories.AWTPainterFactory;
import org.jzy3d.chart.factories.ChartFactory;
import org.jzy3d.chart.factories.IPainterFactory;
import org.jzy3d.colors.Color;
import org.jzy3d.colors.ColorMapper;
import org.jzy3d.colors.colormaps.ColorMapRainbow;
import org.jzy3d.maths.BoundingBox3d;
import org.jzy3d.plot3d.primitives.Polygon;
import org.jzy3d.plot3d.primitives.RandomGeom;
import org.jzy3d.plot3d.primitives.volume.Texture3D;
import org.jzy3d.plot3d.rendering.canvas.Quality;
import com.jogamp.opengl.util.GLBuffers;

public class VolumeDemo_Shaders extends AWTAbstractAnalysis {
  public static void main(String[] args) throws Exception {
    AnalysisLauncher.open(new VolumeDemo_Shaders());
  }

  @Override
  public void init() {

    ColorMapper colorMapper = new ColorMapper(new ColorMapRainbow(), 0, 1, new Color(1, 1, 1, 1.5f));

    ByteBuffer buffer = GLBuffers.newDirectByteBuffer(10 * 10 * 10 * 4);
    // make some kind of volume
    for (float x = 0; x < 2; x += 0.2) {
      for (float y = 0; y < 2; y += 0.2) {
        for (float z = 0; z < 2; z += 0.2) {
          buffer.putFloat((float) Math.sin(x * y * z));
        }
      }
    }

    Texture3D volume = new Texture3D(buffer, new int[] {10, 10, 10}, (float) 0, (float) 1,
        colorMapper, new BoundingBox3d(1, 10, 1, 10, 1, 10));
    
    RandomGeom rg= new RandomGeom();
    Polygon p1 = rg.poly(0, 0, 2, 10, 10, true, Color.RED);
    Polygon p2 = rg.poly(0, 0, 4, 10, 10, true, Color.GREEN);
    Polygon p3 = rg.poly(0, 0, 6, 10, 10, true, Color.BLUE);

    // Create a chart
    IPainterFactory p = new AWTPainterFactory();
    //p.setDebugGL(true);
    ChartFactory f = new AWTChartFactory(p);
    chart = f.newChart(Quality.Intermediate());
    chart.add(volume);
    chart.add(p1);
    chart.add(p2);
    chart.add(p3);
  }
}
@jzy3d
Copy link
Owner Author

jzy3d commented Dec 13, 2021

"Polygon are not visible behind the translucent parts of the volume" : this can be fixed by rendering the polygon first AND then the volume, which can be done by adding the volume last in the scene graph :

chart.add(p1);
chart.add(p2);
chart.add(p3);
chart.add(volume);

Capture d’écran 2021-12-13 à 18 28 49

This raises the need for an order independent transparency renderer. This is currently in progress (in module jzy3d-depthpeeling, on this branch). Trying to apply it to this scene involving Texture3D

DepthPeelingPainterFactory p = new DepthPeelingPainterFactory();
p.setPeelingMethod(PeelingMethod.WEIGHTED_AVERAGE_MODE);
ChartFactory f = new AWTChartFactory(p);

lead to better rendering of the R,G,B planes but a volume coloring mess

Capture d’écran 2021-12-13 à 18 23 19

Which renders quite the same when planes are removed

Capture d’écran 2021-12-13 à 18 31 47

The depth peeling implementation used in this example is here :

@jacobfilik

@jzy3d
Copy link
Owner Author

jzy3d commented Feb 5, 2022

See here an example of mixing volume and legacy polygons

https://forum.jogamp.org/TextRender-only-work-after-reshape-with-GL-TEXTURE2-binding-td4041609.html#a4041621

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

1 participant