glviewvol

annotate src/rend_fast.cc @ 6:f22be47a3572

moved to TransferFuncs completely
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 30 Dec 2014 06:22:54 +0200
parents 5417c25cb238
children 71b479ffb9f7
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@5 6 static inline float smoothstep(float a, float b, float x);
nuclear@5 7
nuclear@4 8 #define XFER_MAP_SZ 1024
nuclear@4 9
nuclear@4 10 static unsigned int sdr;
nuclear@4 11 static bool have_tex_float;
nuclear@0 12
nuclear@0 13 RendererFast::RendererFast()
nuclear@0 14 {
nuclear@4 15 vol_tex = xfer_tex = 0;
nuclear@4 16 vol_tex_valid = xfer_tex_valid = false;
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@0 32
nuclear@4 33 glGenTextures(1, &xfer_tex);
nuclear@4 34 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@4 35 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@4 36 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@6 37 glTexImage1D(GL_TEXTURE_1D, 0, have_tex_float ? GL_RGBA16F : GL_RGBA, XFER_MAP_SZ, 0, GL_RGB, GL_FLOAT, 0);
nuclear@4 38
nuclear@0 39 return true;
nuclear@0 40 }
nuclear@0 41
nuclear@0 42 void RendererFast::destroy()
nuclear@0 43 {
nuclear@0 44 glDeleteTextures(1, &vol_tex);
nuclear@4 45 glDeleteTextures(1, &xfer_tex);
nuclear@4 46 }
nuclear@4 47
nuclear@4 48 void RendererFast::set_volume(Volume *vol)
nuclear@4 49 {
nuclear@4 50 vol_tex_valid = false;
nuclear@4 51 Renderer::set_volume(vol);
nuclear@4 52 }
nuclear@4 53
nuclear@0 54 void RendererFast::update(unsigned int msec)
nuclear@0 55 {
nuclear@0 56 if(!vol) return;
nuclear@0 57
nuclear@0 58 // make sure the 3D volume texture is up to date
nuclear@0 59 if(!vol_tex_valid) {
nuclear@0 60 int xsz, ysz, zsz;
nuclear@0 61
nuclear@0 62 if((xsz = vol->num_samples(0)) > 0) {
nuclear@0 63 ysz = vol->num_samples(1);
nuclear@0 64 zsz = vol->num_samples(2);
nuclear@0 65 } else {
nuclear@0 66 xsz = ysz = zsz = 256;
nuclear@0 67 }
nuclear@0 68
nuclear@4 69 printf("updating 3D texture data (%dx%dx%d) ... ", xsz, ysz, zsz);
nuclear@4 70 fflush(stdout);
nuclear@4 71
nuclear@0 72 int int_fmt = GLEW_ARB_texture_float ? GL_RGBA16F_ARB : GL_RGBA;
nuclear@0 73
nuclear@0 74 glBindTexture(GL_TEXTURE_3D, vol_tex);
nuclear@0 75 glTexImage3D(GL_TEXTURE_3D, 0, int_fmt, xsz, ysz, zsz, 0, GL_RGBA, GL_FLOAT, 0);
nuclear@0 76
nuclear@0 77 float *slice = new float[xsz * ysz * 4];
nuclear@0 78
nuclear@0 79 for(int i=0; i<zsz; i++) {
nuclear@4 80 float z = (float)i;
nuclear@0 81 float *pptr = slice;
nuclear@0 82
nuclear@0 83 for(int j=0; j<ysz; j++) {
nuclear@4 84 float y = (float)j;
nuclear@0 85 for(int k=0; k<xsz; k++) {
nuclear@4 86 float x = (float)k;
nuclear@0 87
nuclear@0 88 // value in alpha channel
nuclear@0 89 pptr[3] = vol->valuef(x, y, z);
nuclear@0 90 // normal in rgb
nuclear@0 91 vol->normalf(pptr, x, y, z);
nuclear@0 92 // shift normal to the [0,1] range in case we don't have tex_float
nuclear@0 93 pptr[0] = pptr[0] * 0.5 + 0.5;
nuclear@0 94 pptr[1] = pptr[1] * 0.5 + 0.5;
nuclear@0 95 pptr[2] = pptr[2] * 0.5 + 0.5;
nuclear@4 96
nuclear@4 97 pptr += 4;
nuclear@0 98 }
nuclear@0 99 }
nuclear@0 100
nuclear@0 101 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, i, xsz, ysz, 1, GL_RGBA, GL_FLOAT, slice);
nuclear@0 102 }
nuclear@0 103
nuclear@4 104 printf("done\n");
nuclear@4 105
nuclear@0 106 delete [] slice;
nuclear@0 107
nuclear@0 108 vol_tex_valid = true;
nuclear@0 109 }
nuclear@4 110
nuclear@6 111 if(1) {//if(!xfer_tex_valid) {
nuclear@6 112 float pixels[XFER_MAP_SZ * 4];
nuclear@4 113 float *pptr = pixels;
nuclear@4 114
nuclear@4 115 for(int i=0; i<XFER_MAP_SZ; i++) {
nuclear@4 116 float x = (float)i / (float)(XFER_MAP_SZ - 1);
nuclear@5 117
nuclear@6 118 if(xfer) {
nuclear@6 119 xfer->map(x, pptr);
nuclear@6 120 } else {
nuclear@6 121 pptr[0] = pptr[1] = pptr[2] = pptr[3] = x;
nuclear@6 122 }
nuclear@6 123 pptr += 4;
nuclear@4 124 }
nuclear@4 125
nuclear@4 126 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@6 127 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_RGBA, 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 }
nuclear@5 171
nuclear@5 172 static inline float smoothstep(float a, float b, float x)
nuclear@5 173 {
nuclear@5 174 if(x < a) return 0.0;
nuclear@5 175 if(x >= b) return 1.0;
nuclear@5 176
nuclear@5 177 x = (x - a) / (b - a);
nuclear@5 178 return x * x * (3.0 - 2.0 * x);
nuclear@5 179 }