glviewvol

annotate src/rend_fast.cc @ 4:04330eb80b36

lots of stuff
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 29 Dec 2014 05:41:36 +0200
parents 7bdf40403b9c
children 5417c25cb238
rev   line source
nuclear@4 1 #include <stdio.h>
nuclear@0 2 #include "opengl.h"
nuclear@0 3 #include "rend_fast.h"
nuclear@4 4 #include "sdr.h"
nuclear@4 5
nuclear@4 6 #define XFER_MAP_SZ 1024
nuclear@4 7
nuclear@4 8 static unsigned int sdr;
nuclear@4 9 static bool have_tex_float;
nuclear@0 10
nuclear@0 11 RendererFast::RendererFast()
nuclear@0 12 {
nuclear@4 13 vol_tex = xfer_tex = 0;
nuclear@4 14 vol_tex_valid = xfer_tex_valid = false;
nuclear@0 15 }
nuclear@0 16
nuclear@0 17 bool RendererFast::init()
nuclear@0 18 {
nuclear@4 19 if(!sdr) {
nuclear@4 20 if(!(sdr = create_program_load("sdr/fast.v.glsl", "sdr/fast.p.glsl"))) {
nuclear@4 21 return false;
nuclear@4 22 }
nuclear@4 23 have_tex_float = GLEW_ARB_texture_float;
nuclear@4 24 }
nuclear@4 25
nuclear@0 26 glGenTextures(1, &vol_tex);
nuclear@0 27 glBindTexture(GL_TEXTURE_3D, vol_tex);
nuclear@0 28 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@0 29 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@0 30
nuclear@4 31 glGenTextures(1, &xfer_tex);
nuclear@4 32 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@4 33 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@4 34 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@4 35 glTexImage1D(GL_TEXTURE_1D, 0, have_tex_float ? GL_RGB16F : GL_RGB, XFER_MAP_SZ, 0, GL_RGB, GL_FLOAT, 0);
nuclear@4 36
nuclear@0 37 return true;
nuclear@0 38 }
nuclear@0 39
nuclear@0 40 void RendererFast::destroy()
nuclear@0 41 {
nuclear@0 42 glDeleteTextures(1, &vol_tex);
nuclear@4 43 glDeleteTextures(1, &xfer_tex);
nuclear@4 44 }
nuclear@4 45
nuclear@4 46 void RendererFast::set_volume(Volume *vol)
nuclear@4 47 {
nuclear@4 48 vol_tex_valid = false;
nuclear@4 49 Renderer::set_volume(vol);
nuclear@4 50 }
nuclear@4 51
nuclear@4 52 Curve &RendererFast::transfer_curve(int color)
nuclear@4 53 {
nuclear@4 54 xfer_tex_valid = false;
nuclear@4 55 return Renderer::transfer_curve(color);
nuclear@0 56 }
nuclear@0 57
nuclear@0 58 void RendererFast::update(unsigned int msec)
nuclear@0 59 {
nuclear@0 60 if(!vol) return;
nuclear@0 61
nuclear@0 62 // make sure the 3D volume texture is up to date
nuclear@0 63 if(!vol_tex_valid) {
nuclear@0 64 int xsz, ysz, zsz;
nuclear@0 65
nuclear@0 66 if((xsz = vol->num_samples(0)) > 0) {
nuclear@0 67 ysz = vol->num_samples(1);
nuclear@0 68 zsz = vol->num_samples(2);
nuclear@0 69 } else {
nuclear@0 70 xsz = ysz = zsz = 256;
nuclear@0 71 }
nuclear@0 72
nuclear@4 73 printf("updating 3D texture data (%dx%dx%d) ... ", xsz, ysz, zsz);
nuclear@4 74 fflush(stdout);
nuclear@4 75
nuclear@0 76 int int_fmt = GLEW_ARB_texture_float ? GL_RGBA16F_ARB : GL_RGBA;
nuclear@0 77
nuclear@0 78 glBindTexture(GL_TEXTURE_3D, vol_tex);
nuclear@0 79 glTexImage3D(GL_TEXTURE_3D, 0, int_fmt, xsz, ysz, zsz, 0, GL_RGBA, GL_FLOAT, 0);
nuclear@0 80
nuclear@0 81 float *slice = new float[xsz * ysz * 4];
nuclear@0 82
nuclear@0 83 for(int i=0; i<zsz; i++) {
nuclear@4 84 float z = (float)i;
nuclear@0 85 float *pptr = slice;
nuclear@0 86
nuclear@0 87 for(int j=0; j<ysz; j++) {
nuclear@4 88 float y = (float)j;
nuclear@0 89 for(int k=0; k<xsz; k++) {
nuclear@4 90 float x = (float)k;
nuclear@0 91
nuclear@0 92 // value in alpha channel
nuclear@0 93 pptr[3] = vol->valuef(x, y, z);
nuclear@0 94 // normal in rgb
nuclear@0 95 vol->normalf(pptr, x, y, z);
nuclear@0 96 // shift normal to the [0,1] range in case we don't have tex_float
nuclear@0 97 pptr[0] = pptr[0] * 0.5 + 0.5;
nuclear@0 98 pptr[1] = pptr[1] * 0.5 + 0.5;
nuclear@0 99 pptr[2] = pptr[2] * 0.5 + 0.5;
nuclear@4 100
nuclear@4 101 pptr += 4;
nuclear@0 102 }
nuclear@0 103 }
nuclear@0 104
nuclear@0 105 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, i, xsz, ysz, 1, GL_RGBA, GL_FLOAT, slice);
nuclear@0 106 }
nuclear@0 107
nuclear@4 108 printf("done\n");
nuclear@4 109
nuclear@0 110 delete [] slice;
nuclear@0 111
nuclear@0 112 vol_tex_valid = true;
nuclear@0 113 }
nuclear@4 114
nuclear@4 115 if(!xfer_tex_valid) {
nuclear@4 116 float pixels[XFER_MAP_SZ * 3];
nuclear@4 117 float *pptr = pixels;
nuclear@4 118
nuclear@4 119 for(int i=0; i<XFER_MAP_SZ; i++) {
nuclear@4 120 float x = (float)i / (float)(XFER_MAP_SZ - 1);
nuclear@4 121 *pptr++ = xfer[0].value(x);
nuclear@4 122 *pptr++ = xfer[1].value(x);
nuclear@4 123 *pptr++ = xfer[2].value(x);
nuclear@4 124 }
nuclear@4 125
nuclear@4 126 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@4 127 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_RGB, GL_FLOAT, pixels);
nuclear@4 128
nuclear@4 129 xfer_tex_valid = true;
nuclear@4 130 }
nuclear@0 131 }
nuclear@0 132
nuclear@0 133 void RendererFast::render() const
nuclear@0 134 {
nuclear@0 135 if(!vol) return;
nuclear@0 136
nuclear@0 137 glClear(GL_COLOR_BUFFER_BIT);
nuclear@0 138
nuclear@0 139 glMatrixMode(GL_PROJECTION);
nuclear@0 140 glPushMatrix();
nuclear@0 141 glLoadIdentity();
nuclear@0 142
nuclear@0 143 glMatrixMode(GL_MODELVIEW);
nuclear@0 144 glPushMatrix();
nuclear@0 145 glLoadIdentity();
nuclear@0 146
nuclear@4 147 glUseProgram(sdr);
nuclear@4 148
nuclear@4 149 glActiveTexture(GL_TEXTURE0);
nuclear@0 150 glBindTexture(GL_TEXTURE_3D, vol_tex);
nuclear@4 151 glActiveTexture(GL_TEXTURE1);
nuclear@4 152 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@4 153
nuclear@4 154 set_uniform_int(sdr, "vol_tex", 0);
nuclear@4 155 set_uniform_int(sdr, "xfer_tex", 1);
nuclear@4 156
nuclear@0 157 glBegin(GL_QUADS);
nuclear@4 158 glTexCoord3f(0, 0, 0.5); glVertex2f(-1, -1);
nuclear@4 159 glTexCoord3f(1, 0, 0.5); glVertex2f(1, -1);
nuclear@4 160 glTexCoord3f(1, 1, 0.5); glVertex2f(1, 1);
nuclear@4 161 glTexCoord3f(0, 1, 0.5); glVertex2f(-1, 1);
nuclear@0 162 glEnd();
nuclear@0 163
nuclear@4 164 glUseProgram(0);
nuclear@4 165
nuclear@0 166 glMatrixMode(GL_PROJECTION);
nuclear@0 167 glPopMatrix();
nuclear@0 168 glMatrixMode(GL_MODELVIEW);
nuclear@0 169 glPopMatrix();
nuclear@0 170 }