glviewvol

annotate src/rend_fast.cc @ 9:931a6b35f1cd

added lighting and openmp normal calculation
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 30 Dec 2014 21:20:57 +0200
parents fb6d93471352
children 89efc666105c
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@8 6 #define XFER_MAP_SZ 512
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@8 15 proxy_count = 256;
nuclear@8 16 vbo_proxy_count = 0;
nuclear@0 17 }
nuclear@0 18
nuclear@0 19 bool RendererFast::init()
nuclear@0 20 {
nuclear@4 21 if(!sdr) {
nuclear@4 22 if(!(sdr = create_program_load("sdr/fast.v.glsl", "sdr/fast.p.glsl"))) {
nuclear@4 23 return false;
nuclear@4 24 }
nuclear@4 25 have_tex_float = GLEW_ARB_texture_float;
nuclear@4 26 }
nuclear@4 27
nuclear@0 28 glGenTextures(1, &vol_tex);
nuclear@0 29 glBindTexture(GL_TEXTURE_3D, vol_tex);
nuclear@0 30 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@0 31 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@8 32 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@8 33 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@8 34 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
nuclear@0 35
nuclear@4 36 glGenTextures(1, &xfer_tex);
nuclear@4 37 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@4 38 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@4 39 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@8 40 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@6 41 glTexImage1D(GL_TEXTURE_1D, 0, have_tex_float ? GL_RGBA16F : GL_RGBA, XFER_MAP_SZ, 0, GL_RGB, GL_FLOAT, 0);
nuclear@4 42
nuclear@8 43 glGenBuffers(1, &vbo);
nuclear@0 44 return true;
nuclear@0 45 }
nuclear@0 46
nuclear@0 47 void RendererFast::destroy()
nuclear@0 48 {
nuclear@0 49 glDeleteTextures(1, &vol_tex);
nuclear@4 50 glDeleteTextures(1, &xfer_tex);
nuclear@8 51 glDeleteBuffers(1, &vbo);
nuclear@4 52 }
nuclear@4 53
nuclear@4 54 void RendererFast::set_volume(Volume *vol)
nuclear@4 55 {
nuclear@4 56 vol_tex_valid = false;
nuclear@4 57 Renderer::set_volume(vol);
nuclear@4 58 }
nuclear@4 59
nuclear@8 60 void RendererFast::set_proxy_count(int n)
nuclear@8 61 {
nuclear@8 62 proxy_count = n;
nuclear@8 63 }
nuclear@8 64
nuclear@8 65 int RendererFast::get_proxy_count() const
nuclear@8 66 {
nuclear@8 67 return proxy_count;
nuclear@8 68 }
nuclear@8 69
nuclear@0 70 void RendererFast::update(unsigned int msec)
nuclear@0 71 {
nuclear@0 72 if(!vol) return;
nuclear@0 73
nuclear@0 74 // make sure the 3D volume texture is up to date
nuclear@0 75 if(!vol_tex_valid) {
nuclear@0 76 int xsz, ysz, zsz;
nuclear@0 77
nuclear@0 78 if((xsz = vol->num_samples(0)) > 0) {
nuclear@0 79 ysz = vol->num_samples(1);
nuclear@0 80 zsz = vol->num_samples(2);
nuclear@0 81 } else {
nuclear@0 82 xsz = ysz = zsz = 256;
nuclear@0 83 }
nuclear@0 84
nuclear@4 85 printf("updating 3D texture data (%dx%dx%d) ... ", xsz, ysz, zsz);
nuclear@4 86 fflush(stdout);
nuclear@4 87
nuclear@0 88 int int_fmt = GLEW_ARB_texture_float ? GL_RGBA16F_ARB : GL_RGBA;
nuclear@0 89
nuclear@0 90 glBindTexture(GL_TEXTURE_3D, vol_tex);
nuclear@0 91 glTexImage3D(GL_TEXTURE_3D, 0, int_fmt, xsz, ysz, zsz, 0, GL_RGBA, GL_FLOAT, 0);
nuclear@0 92
nuclear@0 93 float *slice = new float[xsz * ysz * 4];
nuclear@0 94
nuclear@0 95 for(int i=0; i<zsz; i++) {
nuclear@4 96 float z = (float)i;
nuclear@0 97
nuclear@9 98 #pragma omp parallel for schedule(dynamic)
nuclear@0 99 for(int j=0; j<ysz; j++) {
nuclear@4 100 float y = (float)j;
nuclear@9 101
nuclear@9 102 float *pptr = slice + (j * xsz) * 4;
nuclear@0 103 for(int k=0; k<xsz; k++) {
nuclear@4 104 float x = (float)k;
nuclear@0 105
nuclear@0 106 // value in alpha channel
nuclear@0 107 pptr[3] = vol->valuef(x, y, z);
nuclear@0 108 // normal in rgb
nuclear@0 109 vol->normalf(pptr, x, y, z);
nuclear@0 110 // shift normal to the [0,1] range in case we don't have tex_float
nuclear@0 111 pptr[0] = pptr[0] * 0.5 + 0.5;
nuclear@0 112 pptr[1] = pptr[1] * 0.5 + 0.5;
nuclear@0 113 pptr[2] = pptr[2] * 0.5 + 0.5;
nuclear@4 114
nuclear@4 115 pptr += 4;
nuclear@0 116 }
nuclear@0 117 }
nuclear@0 118
nuclear@0 119 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, i, xsz, ysz, 1, GL_RGBA, GL_FLOAT, slice);
nuclear@0 120 }
nuclear@0 121
nuclear@4 122 printf("done\n");
nuclear@4 123
nuclear@0 124 delete [] slice;
nuclear@0 125
nuclear@0 126 vol_tex_valid = true;
nuclear@0 127 }
nuclear@4 128
nuclear@6 129 if(1) {//if(!xfer_tex_valid) {
nuclear@6 130 float pixels[XFER_MAP_SZ * 4];
nuclear@4 131 float *pptr = pixels;
nuclear@4 132
nuclear@4 133 for(int i=0; i<XFER_MAP_SZ; i++) {
nuclear@4 134 float x = (float)i / (float)(XFER_MAP_SZ - 1);
nuclear@5 135
nuclear@6 136 if(xfer) {
nuclear@6 137 xfer->map(x, pptr);
nuclear@7 138 pptr[3] = std::max(pptr[0], std::max(pptr[1], pptr[2]));
nuclear@6 139 } else {
nuclear@6 140 pptr[0] = pptr[1] = pptr[2] = pptr[3] = x;
nuclear@6 141 }
nuclear@6 142 pptr += 4;
nuclear@4 143 }
nuclear@4 144
nuclear@4 145 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@6 146 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_RGBA, GL_FLOAT, pixels);
nuclear@4 147
nuclear@4 148 xfer_tex_valid = true;
nuclear@4 149 }
nuclear@8 150
nuclear@8 151 // make sure the proxy object is up to date
nuclear@8 152 if(proxy_count != vbo_proxy_count) {
nuclear@8 153 static const float pat[][3] = {{-1, -1}, {1, -1}, {1, 1}, {-1, 1}};
nuclear@8 154
nuclear@8 155 int nverts = proxy_count * 4;
nuclear@8 156 float *verts = new float[nverts * 3];
nuclear@8 157 float *vptr = verts;
nuclear@8 158
nuclear@8 159 for(int i=0; i<proxy_count; i++) {
nuclear@8 160 float z = 2.0 * (float)i / (float)(proxy_count - 1) - 1.0;
nuclear@8 161
nuclear@8 162 for(int j=0; j<4; j++) {
nuclear@8 163 *vptr++ = pat[j][0];
nuclear@8 164 *vptr++ = pat[j][1];
nuclear@8 165 *vptr++ = z;
nuclear@8 166 }
nuclear@8 167 }
nuclear@8 168
nuclear@8 169 glBindBuffer(GL_ARRAY_BUFFER, vbo);
nuclear@8 170 glBufferData(GL_ARRAY_BUFFER, nverts * 3 * sizeof(float), verts, GL_STATIC_DRAW);
nuclear@8 171 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@8 172
nuclear@8 173 delete [] verts;
nuclear@8 174 vbo_proxy_count = proxy_count;
nuclear@8 175 }
nuclear@0 176 }
nuclear@0 177
nuclear@0 178 void RendererFast::render() const
nuclear@0 179 {
nuclear@0 180 if(!vol) return;
nuclear@0 181
nuclear@0 182 glClear(GL_COLOR_BUFFER_BIT);
nuclear@0 183
nuclear@4 184 glUseProgram(sdr);
nuclear@4 185
nuclear@4 186 glActiveTexture(GL_TEXTURE0);
nuclear@0 187 glBindTexture(GL_TEXTURE_3D, vol_tex);
nuclear@4 188 glActiveTexture(GL_TEXTURE1);
nuclear@4 189 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@4 190
nuclear@4 191 set_uniform_int(sdr, "vol_tex", 0);
nuclear@4 192 set_uniform_int(sdr, "xfer_tex", 1);
nuclear@4 193
nuclear@8 194 glEnable(GL_BLEND);
nuclear@8 195 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
nuclear@8 196
nuclear@8 197 glBindBuffer(GL_ARRAY_BUFFER, vbo);
nuclear@8 198 glVertexPointer(3, GL_FLOAT, 0, 0);
nuclear@8 199 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@8 200
nuclear@8 201 glEnableClientState(GL_VERTEX_ARRAY);
nuclear@8 202 glDrawArrays(GL_QUADS, 0, vbo_proxy_count * 4);
nuclear@8 203 glDisableClientState(GL_VERTEX_ARRAY);
nuclear@8 204
nuclear@8 205 glDisable(GL_BLEND);
nuclear@0 206
nuclear@4 207 glUseProgram(0);
nuclear@0 208 }