rev |
line source |
nuclear@0
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1 #include <stdio.h>
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nuclear@0
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2 #include <stdlib.h>
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nuclear@0
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3 #include <assert.h>
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nuclear@0
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4
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nuclear@0
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5 #include <GL/glew.h>
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nuclear@0
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6 #ifndef __APPLE__
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nuclear@0
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7 #include <GL/glut.h>
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nuclear@0
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8 #else
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nuclear@0
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9 #include <GLUT/glut.h>
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nuclear@0
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10 #endif
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nuclear@0
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11
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nuclear@0
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12 #include <vmath/vmath.h>
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nuclear@0
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13 #include <imago2.h>
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nuclear@0
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14 #include "sdr.h"
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nuclear@9
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15 #include "volume.h"
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nuclear@13
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16 #include "ui.h"
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nuclear@0
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17
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nuclear@3
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18 #define XFER_MAP_SZ 512
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nuclear@3
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19
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nuclear@11
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20 static void render_volume();
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nuclear@11
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21 static void draw_slice();
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nuclear@11
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22 static void draw_xfer_func();
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nuclear@5
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23
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nuclear@11
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24 /*
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nuclear@0
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25 void keyb(unsigned char key, int x, int y);
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nuclear@4
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26 void keyb_up(unsigned char key, int x, int y);
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nuclear@0
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27 void mouse(int bn, int state, int x, int y);
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nuclear@0
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28 void motion(int x, int y);
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nuclear@0
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29 int parse_args(int argc, char **argv);
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nuclear@11
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30 */
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nuclear@0
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31
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nuclear@11
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32 static void create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale);
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nuclear@11
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33 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
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nuclear@0
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34 static int round_pow2(int x);
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nuclear@3
|
35 static void create_transfer_map(float mean, float sdev);
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nuclear@0
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36
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nuclear@9
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37 static float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
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nuclear@9
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38 static float cam_x, cam_y, cam_z;
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nuclear@0
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39
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nuclear@13
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40 static Vector2 tex_scale;
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nuclear@9
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41 static unsigned int vol_sdr, slice_sdr, ray_tex;
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nuclear@9
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42 static int win_xsz, win_ysz;
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nuclear@11
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43 static bool raytex_needs_recalc = true;
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nuclear@0
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44
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nuclear@9
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45 static unsigned int xfer_tex;
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nuclear@9
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46 static float xfer_mean = 0.7, xfer_sdev = 0.1;
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nuclear@11
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47 static bool xfertex_needs_recalc = true;
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nuclear@3
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48
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nuclear@7
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49 static float cur_z = 0.0;
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nuclear@7
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50 static float ray_step = 0.01;
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nuclear@4
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51
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nuclear@13
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52 static const Volume *volume;
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nuclear@9
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53
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nuclear@9
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54
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nuclear@11
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55 bool volray_init()
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nuclear@0
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56 {
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nuclear@0
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57 glewInit();
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nuclear@0
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58
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nuclear@9
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59 if(!(vol_sdr = create_program_load("sdr/volray.v.glsl", "sdr/volray.p.glsl"))) {
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nuclear@11
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60 return false;
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nuclear@0
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61 }
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nuclear@5
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62 set_uniform_int(vol_sdr, "volume", 0);
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nuclear@5
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63 set_uniform_int(vol_sdr, "ray_tex", 1);
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nuclear@5
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64 set_uniform_int(vol_sdr, "xfer_tex", 2);
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nuclear@7
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65 set_uniform_float(vol_sdr, "ray_step", ray_step);
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nuclear@7
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66 set_uniform_float(vol_sdr, "zclip", cur_z);
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nuclear@5
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67
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nuclear@9
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68 if(!(slice_sdr = create_program_load(0, "sdr/slice.p.glsl"))) {
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nuclear@11
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69 return false;
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nuclear@5
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70 }
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nuclear@5
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71 set_uniform_int(slice_sdr, "volume", 0);
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nuclear@5
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72 set_uniform_int(slice_sdr, "xfer_tex", 1);
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nuclear@0
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73
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nuclear@11
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74 return true;
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nuclear@0
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75 }
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nuclear@0
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76
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nuclear@13
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77 void volray_setvolume(const Volume *vol)
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nuclear@13
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78 {
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nuclear@13
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79 volume = vol;
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nuclear@13
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80 }
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nuclear@13
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81
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nuclear@11
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82 void volray_draw(void)
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nuclear@0
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83 {
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nuclear@4
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84 /* recalculate primary ray texture if needed */
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nuclear@1
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85 if(raytex_needs_recalc) {
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nuclear@1
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86 create_ray_texture(win_xsz, win_ysz, 50.0, &tex_scale);
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nuclear@1
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87 }
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nuclear@4
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88 /* recalculate transfer function texture if needed */
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nuclear@3
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89 if(xfertex_needs_recalc) {
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nuclear@3
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90 create_transfer_map(xfer_mean, xfer_sdev);
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nuclear@3
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91 }
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nuclear@1
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92
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nuclear@13
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93 glClear(GL_COLOR_BUFFER_BIT);
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nuclear@13
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94
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nuclear@13
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95 if(volume) {
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nuclear@13
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96 render_volume();
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nuclear@13
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97 draw_slice();
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nuclear@13
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98 draw_xfer_func();
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nuclear@13
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99 }
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nuclear@4
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100
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nuclear@4
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101 assert(glGetError() == GL_NO_ERROR);
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nuclear@4
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102 }
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nuclear@4
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103
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nuclear@11
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104 static void render_volume(void)
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nuclear@4
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105 {
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nuclear@4
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106 /* set the camera transformation */
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nuclear@0
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107 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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108 glPushMatrix();
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nuclear@0
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109 glLoadIdentity();
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nuclear@1
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110 glRotatef(-90, 1, 0, 0);
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nuclear@0
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111 glTranslatef(cam_x, cam_y, -cam_z);
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nuclear@0
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112 glRotatef(cam_theta, 0, 1, 0);
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nuclear@0
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113 glRotatef(cam_phi, 1, 0, 0);
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nuclear@0
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114 glTranslatef(0, 0, -cam_dist);
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nuclear@0
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115
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nuclear@4
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116 /* setup the texture matrix to map the useful part of the ray texture to [0,1] */
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nuclear@0
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117 glMatrixMode(GL_TEXTURE);
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nuclear@4
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118 glPushMatrix();
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nuclear@1
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119 glLoadIdentity();
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nuclear@0
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120 glScalef(tex_scale.x, tex_scale.y, 1.0);
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nuclear@0
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121
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nuclear@4
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122 /* tex unit0: volume data 3D texture */
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nuclear@0
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123 glActiveTexture(GL_TEXTURE0);
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nuclear@13
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124 glBindTexture(GL_TEXTURE_3D, volume->get_texture());
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nuclear@0
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125 glEnable(GL_TEXTURE_3D);
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nuclear@0
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126
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nuclear@4
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127 /* tex unit1: primary rays in view space */
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nuclear@0
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128 glActiveTexture(GL_TEXTURE1);
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nuclear@1
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129 glBindTexture(GL_TEXTURE_2D, ray_tex);
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nuclear@0
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130 glEnable(GL_TEXTURE_2D);
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nuclear@0
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131
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nuclear@4
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132 /* tex unit2: transfer function (1d) */
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nuclear@3
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133 glActiveTexture(GL_TEXTURE2);
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nuclear@3
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134 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@3
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135 glEnable(GL_TEXTURE_1D);
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nuclear@3
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136
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nuclear@5
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137 bind_program(vol_sdr);
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nuclear@0
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138 glBegin(GL_QUADS);
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nuclear@0
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139 glColor3f(1, 1, 1);
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nuclear@1
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140 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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nuclear@1
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141 glTexCoord2f(1, 1); glVertex2f(1, -1);
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nuclear@1
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142 glTexCoord2f(1, 0); glVertex2f(1, 1);
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nuclear@1
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143 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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nuclear@0
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144 glEnd();
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nuclear@0
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145 bind_program(0);
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nuclear@0
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146
|
nuclear@3
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147 glActiveTexture(GL_TEXTURE2);
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nuclear@3
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148 glDisable(GL_TEXTURE_1D);
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nuclear@1
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149 glActiveTexture(GL_TEXTURE1);
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nuclear@0
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150 glDisable(GL_TEXTURE_2D);
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nuclear@0
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151 glActiveTexture(GL_TEXTURE0);
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nuclear@0
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152 glDisable(GL_TEXTURE_3D);
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nuclear@0
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153
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nuclear@0
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154 glMatrixMode(GL_TEXTURE);
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nuclear@4
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155 glPopMatrix();
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nuclear@4
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156 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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157 glPopMatrix();
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nuclear@4
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158 }
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nuclear@0
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159
|
nuclear@11
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160 static void draw_slice(void)
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nuclear@5
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161 {
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nuclear@5
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162 glMatrixMode(GL_MODELVIEW);
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nuclear@5
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163 glPushMatrix();
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nuclear@5
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164 glTranslatef(0.9, 0.9, 0);
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nuclear@5
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165 glScalef(0.3, 0.3 * ((float)win_xsz / win_ysz), 1);
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nuclear@5
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166 glTranslatef(-1, -1, 0);
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nuclear@5
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167
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nuclear@5
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168 glActiveTexture(GL_TEXTURE0);
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nuclear@13
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169 glBindTexture(GL_TEXTURE_3D, volume->get_texture());
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nuclear@5
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170 glEnable(GL_TEXTURE_3D);
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nuclear@5
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171
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nuclear@5
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172 glActiveTexture(GL_TEXTURE1);
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nuclear@5
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173 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@5
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174 glEnable(GL_TEXTURE_1D);
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nuclear@5
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175
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nuclear@5
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176 bind_program(slice_sdr);
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nuclear@5
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177
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nuclear@5
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178 glBegin(GL_QUADS);
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nuclear@5
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179 glColor3f(1, 1, 1);
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nuclear@5
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180 glTexCoord3f(0, 1, cur_z); glVertex2f(-1, -1);
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nuclear@5
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181 glTexCoord3f(1, 1, cur_z); glVertex2f(1, -1);
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nuclear@5
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182 glTexCoord3f(1, 0, cur_z); glVertex2f(1, 1);
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nuclear@5
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183 glTexCoord3f(0, 0, cur_z); glVertex2f(-1, 1);
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nuclear@5
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184 glEnd();
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nuclear@5
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185
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nuclear@5
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186 bind_program(0);
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nuclear@5
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187
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nuclear@5
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188 glActiveTexture(GL_TEXTURE1);
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nuclear@5
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189 glDisable(GL_TEXTURE_1D);
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nuclear@5
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190 glActiveTexture(GL_TEXTURE0);
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nuclear@5
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191 glDisable(GL_TEXTURE_3D);
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nuclear@5
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192 glPopMatrix();
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nuclear@5
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193 }
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nuclear@5
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194
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nuclear@11
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195 static void draw_xfer_func(void)
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nuclear@4
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196 {
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nuclear@4
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197 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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198 glPushMatrix();
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nuclear@4
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199 glTranslatef(-0.9, -0.9, 0);
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nuclear@4
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200 glScalef(0.5, 0.1, 1);
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nuclear@4
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201
|
nuclear@4
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202 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@4
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203 glEnable(GL_TEXTURE_1D);
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nuclear@4
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204
|
nuclear@4
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205 glBegin(GL_QUADS);
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nuclear@4
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206 glColor3f(1, 1, 1);
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nuclear@4
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207 glTexCoord1f(1);
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nuclear@4
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208 glVertex2f(1, 0);
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nuclear@4
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209 glVertex2f(1, 1);
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nuclear@4
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210 glTexCoord1f(0);
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nuclear@4
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211 glVertex2f(0, 1);
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nuclear@4
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212 glVertex2f(0, 0);
|
nuclear@4
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213 glEnd();
|
nuclear@4
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214
|
nuclear@4
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215 glDisable(GL_TEXTURE_1D);
|
nuclear@4
|
216
|
nuclear@4
|
217 glLineWidth(2.0);
|
nuclear@4
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218 glBegin(GL_LINE_LOOP);
|
nuclear@13
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219 /*if(uimode == UIMODE_XFER) {
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nuclear@5
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220 glColor3f(1, 0, 0);
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nuclear@13
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221 } else {*/
|
nuclear@5
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222 glColor3f(0, 0, 1);
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nuclear@13
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223 //}
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nuclear@4
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224 glVertex2f(0, 0);
|
nuclear@4
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225 glVertex2f(1, 0);
|
nuclear@4
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226 glVertex2f(1, 1);
|
nuclear@4
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227 glVertex2f(0, 1);
|
nuclear@4
|
228 glEnd();
|
nuclear@4
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229
|
nuclear@4
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230 glPopMatrix();
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nuclear@0
|
231 }
|
nuclear@0
|
232
|
nuclear@11
|
233 void volray_resize(int x, int y)
|
nuclear@0
|
234 {
|
nuclear@0
|
235 glViewport(0, 0, x, y);
|
nuclear@0
|
236
|
nuclear@0
|
237 if(x != win_xsz || y != win_ysz) {
|
nuclear@11
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238 raytex_needs_recalc = true;
|
nuclear@0
|
239 win_xsz = x;
|
nuclear@0
|
240 win_ysz = y;
|
nuclear@0
|
241 }
|
nuclear@0
|
242 }
|
nuclear@0
|
243
|
nuclear@11
|
244 #if 0
|
nuclear@0
|
245 void keyb(unsigned char key, int x, int y)
|
nuclear@0
|
246 {
|
nuclear@0
|
247 switch(key) {
|
nuclear@0
|
248 case 27:
|
nuclear@0
|
249 exit(0);
|
nuclear@4
|
250
|
nuclear@4
|
251 case 'x':
|
nuclear@5
|
252 uimode = UIMODE_XFER;
|
nuclear@13
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253 post_redisplay();
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nuclear@4
|
254 break;
|
nuclear@5
|
255
|
nuclear@5
|
256 case 'c':
|
nuclear@5
|
257 uimode = UIMODE_CURSOR;
|
nuclear@13
|
258 post_redisplay();
|
nuclear@5
|
259 break;
|
nuclear@5
|
260
|
nuclear@5
|
261 default:
|
nuclear@5
|
262 break;
|
nuclear@4
|
263 }
|
nuclear@4
|
264 }
|
nuclear@4
|
265
|
nuclear@4
|
266 void keyb_up(unsigned char key, int x, int y)
|
nuclear@4
|
267 {
|
nuclear@4
|
268 switch(key) {
|
nuclear@4
|
269 case 'x':
|
nuclear@5
|
270 if(uimode == UIMODE_XFER) {
|
nuclear@5
|
271 uimode = UIMODE_DEFAULT;
|
nuclear@13
|
272 post_redisplay();
|
nuclear@5
|
273 }
|
nuclear@5
|
274 break;
|
nuclear@5
|
275
|
nuclear@5
|
276 case 'c':
|
nuclear@5
|
277 if(uimode == UIMODE_CURSOR) {
|
nuclear@5
|
278 uimode = UIMODE_DEFAULT;
|
nuclear@13
|
279 post_redisplay();
|
nuclear@5
|
280 }
|
nuclear@5
|
281 break;
|
nuclear@5
|
282
|
nuclear@5
|
283 default:
|
nuclear@4
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284 break;
|
nuclear@0
|
285 }
|
nuclear@0
|
286 }
|
nuclear@13
|
287 #endif
|
nuclear@0
|
288
|
nuclear@0
|
289 static int bnstate[32];
|
nuclear@0
|
290 static int prev_x, prev_y;
|
nuclear@0
|
291
|
nuclear@13
|
292 void volray_mouse(int bn, int state, int x, int y)
|
nuclear@0
|
293 {
|
nuclear@13
|
294 bnstate[bn] = state;
|
nuclear@0
|
295 prev_x = x;
|
nuclear@0
|
296 prev_y = y;
|
nuclear@0
|
297 }
|
nuclear@0
|
298
|
nuclear@13
|
299 void volray_motion(int x, int y)
|
nuclear@0
|
300 {
|
nuclear@0
|
301 int dx = x - prev_x;
|
nuclear@0
|
302 int dy = y - prev_y;
|
nuclear@0
|
303 prev_x = x;
|
nuclear@0
|
304 prev_y = y;
|
nuclear@0
|
305
|
nuclear@13
|
306 /*switch(uimode) {
|
nuclear@5
|
307 case UIMODE_XFER:
|
nuclear@4
|
308 if(dx || dy) {
|
nuclear@4
|
309 xfer_mean += dx / (float)win_xsz;
|
nuclear@4
|
310 xfer_sdev += 0.5 * dy / (float)win_ysz;
|
nuclear@0
|
311
|
nuclear@4
|
312 xfer_mean = xfer_mean < 0.0 ? 0.0 : (xfer_mean > 1.0 ? 1.0 : xfer_mean);
|
nuclear@4
|
313 xfer_sdev = xfer_sdev < 0.0 ? 0.0 : (xfer_sdev > 1.0 ? 1.0 : xfer_sdev);
|
nuclear@0
|
314
|
nuclear@11
|
315 xfertex_needs_recalc = true;
|
nuclear@13
|
316 post_redisplay();
|
nuclear@4
|
317 }
|
nuclear@5
|
318 break;
|
nuclear@0
|
319
|
nuclear@5
|
320 case UIMODE_CURSOR:
|
nuclear@5
|
321 cur_z += 0.5 * dy / (float)win_ysz;
|
nuclear@5
|
322
|
nuclear@5
|
323 if(cur_z < 0.0)
|
nuclear@5
|
324 cur_z = 0.0;
|
nuclear@5
|
325 if(cur_z > 1.0)
|
nuclear@5
|
326 cur_z = 1.0;
|
nuclear@7
|
327
|
nuclear@7
|
328 set_uniform_float(vol_sdr, "zclip", cur_z);
|
nuclear@13
|
329 post_redisplay();
|
nuclear@5
|
330 break;
|
nuclear@5
|
331
|
nuclear@13
|
332 default:*/
|
nuclear@5
|
333 /* view control */
|
nuclear@4
|
334 if(bnstate[0]) {
|
nuclear@4
|
335 cam_theta += dx * 0.5;
|
nuclear@4
|
336 cam_phi += dy * 0.5;
|
nuclear@0
|
337
|
nuclear@4
|
338 if(cam_phi <= -90) cam_phi = -89;
|
nuclear@4
|
339 if(cam_phi >= 90) cam_phi = 89;
|
nuclear@13
|
340 post_redisplay();
|
nuclear@4
|
341 }
|
nuclear@4
|
342
|
nuclear@4
|
343 if(bnstate[1]) {
|
nuclear@4
|
344 cam_x += dx * 0.025;
|
nuclear@4
|
345 cam_y += dy * 0.025;
|
nuclear@13
|
346 post_redisplay();
|
nuclear@4
|
347 }
|
nuclear@4
|
348
|
nuclear@4
|
349 if(bnstate[2]) {
|
nuclear@4
|
350 cam_dist += dy * 0.025;
|
nuclear@4
|
351 if(cam_dist < 0.0) cam_dist = 0.0;
|
nuclear@13
|
352 post_redisplay();
|
nuclear@4
|
353 }
|
nuclear@13
|
354 //}
|
nuclear@0
|
355 }
|
nuclear@0
|
356
|
nuclear@13
|
357 #if 0
|
nuclear@0
|
358 int parse_args(int argc, char **argv)
|
nuclear@0
|
359 {
|
nuclear@0
|
360 int i;
|
nuclear@3
|
361 char *endp;
|
nuclear@0
|
362
|
nuclear@0
|
363 for(i=1; i<argc; i++) {
|
nuclear@2
|
364 if(argv[i][0] == '-' && argv[i][2] == 0) {
|
nuclear@2
|
365 switch(argv[i][1]) {
|
nuclear@3
|
366 case 'm':
|
nuclear@3
|
367 xfer_mean = strtod(argv[++i], &endp);
|
nuclear@3
|
368 if(endp == argv[i]) {
|
nuclear@3
|
369 fprintf(stderr, "-m must be followed by the transfer function mean\n");
|
nuclear@3
|
370 return -1;
|
nuclear@3
|
371 }
|
nuclear@2
|
372 break;
|
nuclear@3
|
373
|
nuclear@4
|
374 case 'd':
|
nuclear@3
|
375 xfer_sdev = strtod(argv[++i], &endp);
|
nuclear@3
|
376 if(endp == argv[i]) {
|
nuclear@4
|
377 fprintf(stderr, "-d must be followed by the transfer function std.deviation\n");
|
nuclear@3
|
378 return -1;
|
nuclear@3
|
379 }
|
nuclear@3
|
380 break;
|
nuclear@3
|
381
|
nuclear@3
|
382 default:
|
nuclear@3
|
383 fprintf(stderr, "unrecognized option: %s\n", argv[i]);
|
nuclear@3
|
384 return -1;
|
nuclear@2
|
385 }
|
nuclear@2
|
386 } else {
|
nuclear@9
|
387 if(fname) {
|
nuclear@9
|
388 fprintf(stderr, "unexpected argument: %s\n", argv[i]);
|
nuclear@2
|
389 return -1;
|
nuclear@2
|
390 }
|
nuclear@9
|
391 fname = argv[i];
|
nuclear@0
|
392 }
|
nuclear@0
|
393 }
|
nuclear@0
|
394
|
nuclear@9
|
395 if(!fname) {
|
nuclear@9
|
396 fprintf(stderr, "pass the volume descriptor filename\n");
|
nuclear@0
|
397 return -1;
|
nuclear@0
|
398 }
|
nuclear@0
|
399 return 0;
|
nuclear@0
|
400 }
|
nuclear@11
|
401 #endif
|
nuclear@0
|
402
|
nuclear@0
|
403
|
nuclear@11
|
404 static void create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
|
nuclear@0
|
405 {
|
nuclear@1
|
406 int cur_tex_xsz, cur_tex_ysz;
|
nuclear@0
|
407 int tex_xsz = round_pow2(xsz);
|
nuclear@0
|
408 int tex_ysz = round_pow2(ysz);
|
nuclear@0
|
409 float *teximg, *dir;
|
nuclear@0
|
410
|
nuclear@11
|
411 teximg = new float[3 * xsz * ysz];
|
nuclear@0
|
412 dir = teximg;
|
nuclear@0
|
413
|
nuclear@11
|
414 for(int i=0; i<ysz; i++) {
|
nuclear@11
|
415 for(int j=0; j<xsz; j++) {
|
nuclear@11
|
416 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
|
nuclear@1
|
417 *dir++ = rdir.x;
|
nuclear@1
|
418 *dir++ = rdir.y;
|
nuclear@1
|
419 *dir++ = rdir.z;
|
nuclear@0
|
420 }
|
nuclear@0
|
421 }
|
nuclear@0
|
422
|
nuclear@1
|
423 if(!ray_tex) {
|
nuclear@1
|
424 glGenTextures(1, &ray_tex);
|
nuclear@1
|
425 }
|
nuclear@1
|
426
|
nuclear@1
|
427 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &cur_tex_xsz);
|
nuclear@1
|
428 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &cur_tex_ysz);
|
nuclear@1
|
429
|
nuclear@1
|
430 if(tex_xsz > cur_tex_xsz || tex_ysz > cur_tex_ysz) {
|
nuclear@1
|
431 glBindTexture(GL_TEXTURE_2D, ray_tex);
|
nuclear@1
|
432 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@1
|
433 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@1
|
434 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
nuclear@1
|
435 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
nuclear@1
|
436 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, 0);
|
nuclear@1
|
437 }
|
nuclear@1
|
438
|
nuclear@1
|
439 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsz, ysz, GL_RGB, GL_FLOAT, teximg);
|
nuclear@11
|
440 delete [] teximg;
|
nuclear@0
|
441
|
nuclear@0
|
442 if(tex_scale) {
|
nuclear@0
|
443 tex_scale->x = (float)xsz / (float)tex_xsz;
|
nuclear@0
|
444 tex_scale->y = (float)ysz / (float)tex_ysz;
|
nuclear@0
|
445 }
|
nuclear@11
|
446 raytex_needs_recalc = false;
|
nuclear@0
|
447 }
|
nuclear@0
|
448
|
nuclear@11
|
449 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
|
nuclear@0
|
450 {
|
nuclear@0
|
451 float vfov = M_PI * vfov_deg / 180.0;
|
nuclear@0
|
452 float aspect = (float)w / (float)h;
|
nuclear@0
|
453
|
nuclear@0
|
454 float ysz = 2.0;
|
nuclear@0
|
455 float xsz = aspect * ysz;
|
nuclear@0
|
456
|
nuclear@0
|
457 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
|
nuclear@0
|
458 float py = 1.0 - ((float)y / (float)h) * ysz;
|
nuclear@0
|
459 float pz = 1.0 / tan(0.5 * vfov);
|
nuclear@0
|
460
|
nuclear@0
|
461 float mag = sqrt(px * px + py * py + pz * pz);
|
nuclear@11
|
462 return Vector3(px / mag, py / mag, pz / mag);
|
nuclear@0
|
463 }
|
nuclear@0
|
464
|
nuclear@0
|
465 static int round_pow2(int x)
|
nuclear@0
|
466 {
|
nuclear@0
|
467 x--;
|
nuclear@0
|
468 x = (x >> 1) | x;
|
nuclear@0
|
469 x = (x >> 2) | x;
|
nuclear@0
|
470 x = (x >> 4) | x;
|
nuclear@0
|
471 x = (x >> 8) | x;
|
nuclear@0
|
472 x = (x >> 16) | x;
|
nuclear@0
|
473 return x + 1;
|
nuclear@0
|
474 }
|
nuclear@0
|
475
|
nuclear@3
|
476 static void create_transfer_map(float mean, float sdev)
|
nuclear@3
|
477 {
|
nuclear@3
|
478 static float map[XFER_MAP_SZ];
|
nuclear@3
|
479
|
nuclear@3
|
480 if(!xfer_tex) {
|
nuclear@3
|
481 glGenTextures(1, &xfer_tex);
|
nuclear@3
|
482 glBindTexture(GL_TEXTURE_1D, xfer_tex);
|
nuclear@3
|
483 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@3
|
484 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@3
|
485 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
486 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
487 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, XFER_MAP_SZ, 0, GL_LUMINANCE, GL_FLOAT, 0);
|
nuclear@3
|
488 }
|
nuclear@3
|
489
|
nuclear@11
|
490 for(int i=0; i<XFER_MAP_SZ; i++) {
|
nuclear@4
|
491 float x = (float)i / (float)(XFER_MAP_SZ - 1);
|
nuclear@4
|
492 map[i] = gaussian(x, mean, sdev) - 1.0;
|
nuclear@3
|
493 }
|
nuclear@3
|
494
|
nuclear@4
|
495 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_LUMINANCE, GL_FLOAT, map);
|
nuclear@11
|
496 xfertex_needs_recalc = false;
|
nuclear@3
|
497 }
|