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1 /*
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2 glviewvol is an OpenGL 3D volume data viewer
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3 Copyright (C) 2014 John Tsiombikas <nuclear@member.fsf.org>
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4
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5 This program is free software: you can redistribute it and/or modify
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6 it under the terms of the GNU General Public License as published by
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7 the Free Software Foundation, either version 3 of the License, or
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8 (at your option) any later version.
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9
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU General Public License for more details.
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14
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15 You should have received a copy of the GNU General Public License
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16 along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18 #include <stdio.h>
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19 #include "opengl.h"
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20 #include "rend_fast.h"
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21 #include "sdr.h"
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22
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23 #define DEF_PROXY_COUNT 512
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24 #define XFER_MAP_SZ 512
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25
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26 static unsigned int sdr;
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27 static bool have_tex_float;
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28
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29 RendererFast::RendererFast()
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30 {
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31 vol_tex = xfer_tex = 0;
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32 vol_tex_valid = xfer_tex_valid = false;
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33 proxy_count = DEF_PROXY_COUNT;
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34 vbo_proxy_count = 0;
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35 }
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36
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37 bool RendererFast::init()
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38 {
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39 if(!sdr) {
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40 if(!(sdr = create_program_load("sdr/fast.v.glsl", "sdr/fast.p.glsl"))) {
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41 return false;
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42 }
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43 have_tex_float = GLEW_ARB_texture_float;
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44 }
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45
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46 glGenTextures(1, &vol_tex);
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47 glBindTexture(GL_TEXTURE_3D, vol_tex);
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48 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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49 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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50 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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51 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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52 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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53
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54 glGenTextures(1, &xfer_tex);
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55 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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56 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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57 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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58 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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59 glTexImage1D(GL_TEXTURE_1D, 0, have_tex_float ? GL_RGBA16F : GL_RGBA, XFER_MAP_SZ, 0, GL_RGB, GL_FLOAT, 0);
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60
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61 glGenBuffers(1, &vbo);
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62 return true;
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63 }
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64
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65 void RendererFast::destroy()
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66 {
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67 glDeleteTextures(1, &vol_tex);
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68 glDeleteTextures(1, &xfer_tex);
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69 glDeleteBuffers(1, &vbo);
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70 }
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71
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72 void RendererFast::set_volume(Volume *vol)
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73 {
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74 vol_tex_valid = false;
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75 Renderer::set_volume(vol);
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76 }
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77
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78 void RendererFast::set_proxy_count(int n)
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79 {
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80 proxy_count = n;
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81 }
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82
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83 int RendererFast::get_proxy_count() const
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84 {
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85 return proxy_count;
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86 }
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87
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88 void RendererFast::update(unsigned int msec)
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89 {
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90 if(!vol) return;
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91
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92 // make sure the 3D volume texture is up to date
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93 if(!vol_tex_valid) {
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94 int xsz, ysz, zsz;
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95
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96 if((xsz = vol->num_samples(0)) > 0) {
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97 ysz = vol->num_samples(1);
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98 zsz = vol->num_samples(2);
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99 } else {
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100 xsz = ysz = zsz = 256;
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101 }
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102
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103 printf("updating 3D texture data (%dx%dx%d) ... ", xsz, ysz, zsz);
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104 fflush(stdout);
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105
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106 int int_fmt = GLEW_ARB_texture_float ? GL_RGBA16F_ARB : GL_RGBA;
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107
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108 glBindTexture(GL_TEXTURE_3D, vol_tex);
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109 glTexImage3D(GL_TEXTURE_3D, 0, int_fmt, xsz, ysz, zsz, 0, GL_RGBA, GL_FLOAT, 0);
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110
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111 float *slice = new float[xsz * ysz * 4];
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112
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113 for(int i=0; i<zsz; i++) {
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114 float z = (float)i;
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115
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116 #pragma omp parallel for schedule(dynamic)
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117 for(int j=0; j<ysz; j++) {
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118 float y = (float)j;
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119
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120 float *pptr = slice + (j * xsz) * 4;
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121 for(int k=0; k<xsz; k++) {
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122 float x = (float)k;
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123
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124 // value in alpha channel
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125 pptr[3] = vol->valuef(x, y, z);
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126 // normal in rgb
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127 vol->normalf(pptr, x, y, z);
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128 // shift normal to the [0,1] range in case we don't have tex_float
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129 pptr[0] = pptr[0] * 0.5 + 0.5;
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130 pptr[1] = pptr[1] * 0.5 + 0.5;
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131 pptr[2] = pptr[2] * 0.5 + 0.5;
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132
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133 pptr += 4;
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134 }
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135 }
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136
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137 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, i, xsz, ysz, 1, GL_RGBA, GL_FLOAT, slice);
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138 }
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139
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140 printf("done\n");
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141
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142 delete [] slice;
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143
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144 vol_tex_valid = true;
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145 }
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146
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147 if(1) {//if(!xfer_tex_valid) {
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148 float pixels[XFER_MAP_SZ * 4];
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149 float *pptr = pixels;
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150
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151 for(int i=0; i<XFER_MAP_SZ; i++) {
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152 float x = (float)i / (float)(XFER_MAP_SZ - 1);
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153
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154 if(xfer) {
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155 xfer->map(x, pptr);
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156 pptr[3] = std::max(pptr[0], std::max(pptr[1], pptr[2]));
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157 } else {
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158 pptr[0] = pptr[1] = pptr[2] = pptr[3] = x;
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159 }
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160 pptr += 4;
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161 }
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162
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163 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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164 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_RGBA, GL_FLOAT, pixels);
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165
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166 xfer_tex_valid = true;
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167 }
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168
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169 // make sure the proxy object is up to date
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170 if(proxy_count != vbo_proxy_count) {
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171 static const float pat[][3] = {{-1, -1}, {1, -1}, {1, 1}, {-1, 1}};
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172
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173 int nverts = proxy_count * 4;
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174 float *verts = new float[nverts * 3];
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175 float *vptr = verts;
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176
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177 for(int i=0; i<proxy_count; i++) {
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178 float z = 2.0 * (float)i / (float)(proxy_count - 1) - 1.0;
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179
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180 for(int j=0; j<4; j++) {
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181 *vptr++ = pat[j][0];
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182 *vptr++ = pat[j][1];
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183 *vptr++ = z;
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184 }
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185 }
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186
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187 glBindBuffer(GL_ARRAY_BUFFER, vbo);
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188 glBufferData(GL_ARRAY_BUFFER, nverts * 3 * sizeof(float), verts, GL_STATIC_DRAW);
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189 glBindBuffer(GL_ARRAY_BUFFER, 0);
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190
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191 delete [] verts;
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192 vbo_proxy_count = proxy_count;
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193 }
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194 }
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195
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196 void RendererFast::render() const
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197 {
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198 if(!vol) return;
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199
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200 glClear(GL_COLOR_BUFFER_BIT);
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201
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202 glUseProgram(sdr);
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203
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204 glActiveTexture(GL_TEXTURE0);
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205 glBindTexture(GL_TEXTURE_3D, vol_tex);
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206 glActiveTexture(GL_TEXTURE1);
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207 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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208
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209 set_uniform_int(sdr, "vol_tex", 0);
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210 set_uniform_int(sdr, "xfer_tex", 1);
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211 set_uniform_float(sdr, "zscale", zscale);
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212
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213 glEnable(GL_BLEND);
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214 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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215
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216 glBindBuffer(GL_ARRAY_BUFFER, vbo);
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217 glVertexPointer(3, GL_FLOAT, 0, 0);
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218 glBindBuffer(GL_ARRAY_BUFFER, 0);
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219
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220 glEnableClientState(GL_VERTEX_ARRAY);
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221 glDrawArrays(GL_QUADS, 0, vbo_proxy_count * 4);
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222 glDisableClientState(GL_VERTEX_ARRAY);
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223
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224 glDisable(GL_BLEND);
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225
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226 glUseProgram(0);
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227 }
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