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@18
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17 #include "demo.h"
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nuclear@0
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18
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nuclear@3
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19 #define XFER_MAP_SZ 512
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nuclear@3
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20
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nuclear@11
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21 static void render_volume();
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nuclear@11
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22 static void draw_slice();
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nuclear@11
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23 static void draw_xfer_func();
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nuclear@5
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24
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nuclear@11
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25 /*
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nuclear@0
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26 void keyb(unsigned char key, int x, int y);
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nuclear@4
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27 void keyb_up(unsigned char key, int x, int y);
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nuclear@0
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28 void mouse(int bn, int state, int x, int y);
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nuclear@0
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29 void motion(int x, int y);
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nuclear@0
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30 int parse_args(int argc, char **argv);
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nuclear@11
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31 */
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nuclear@0
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32
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nuclear@11
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33 static void create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale);
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nuclear@11
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34 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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35 static int round_pow2(int x);
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nuclear@3
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36 static void create_transfer_map(float mean, float sdev);
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nuclear@0
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37
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nuclear@9
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38 static float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
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nuclear@9
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39 static float cam_x, cam_y, cam_z;
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nuclear@0
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40
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nuclear@13
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41 static Vector2 tex_scale;
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nuclear@9
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42 static unsigned int vol_sdr, slice_sdr, ray_tex;
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nuclear@9
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43 static int win_xsz, win_ysz;
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nuclear@11
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44 static bool raytex_needs_recalc = true;
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nuclear@0
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45
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nuclear@9
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46 static unsigned int xfer_tex;
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nuclear@9
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47 static float xfer_mean = 0.7, xfer_sdev = 0.1;
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nuclear@11
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48 static bool xfertex_needs_recalc = true;
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nuclear@3
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49
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nuclear@19
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50 static float cur_z = 0.5;
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nuclear@7
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51 static float ray_step = 0.01;
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nuclear@4
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52
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nuclear@18
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53 static Volume *volume;
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nuclear@9
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54
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nuclear@9
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55
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nuclear@11
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56 bool volray_init()
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nuclear@0
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57 {
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nuclear@0
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58 glewInit();
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nuclear@0
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59
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nuclear@9
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60 if(!(vol_sdr = create_program_load("sdr/volray.v.glsl", "sdr/volray.p.glsl"))) {
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nuclear@11
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61 return false;
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nuclear@0
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62 }
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nuclear@5
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63 set_uniform_int(vol_sdr, "volume", 0);
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nuclear@5
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64 set_uniform_int(vol_sdr, "ray_tex", 1);
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nuclear@5
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65 set_uniform_int(vol_sdr, "xfer_tex", 2);
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nuclear@7
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66 set_uniform_float(vol_sdr, "ray_step", ray_step);
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nuclear@7
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67 set_uniform_float(vol_sdr, "zclip", cur_z);
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nuclear@5
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68
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nuclear@9
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69 if(!(slice_sdr = create_program_load(0, "sdr/slice.p.glsl"))) {
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nuclear@11
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70 return false;
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nuclear@5
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71 }
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nuclear@5
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72 set_uniform_int(slice_sdr, "volume", 0);
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nuclear@5
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73 set_uniform_int(slice_sdr, "xfer_tex", 1);
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nuclear@0
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74
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nuclear@18
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75 init_demo();
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nuclear@18
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76
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nuclear@11
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77 return true;
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nuclear@0
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78 }
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nuclear@0
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79
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nuclear@18
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80 void volray_setvolume(Volume *vol)
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nuclear@13
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81 {
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nuclear@13
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82 volume = vol;
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nuclear@13
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83 }
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nuclear@13
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84
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nuclear@18
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85 Volume *volray_getvolume()
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nuclear@18
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86 {
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nuclear@18
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87 return volume;
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nuclear@18
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88 }
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nuclear@18
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89
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nuclear@21
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90 void volray_setvalue(int which, float val)
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nuclear@21
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91 {
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nuclear@21
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92 switch(which) {
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nuclear@21
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93 case VOLRAY_ZCURSOR:
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nuclear@21
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94 cur_z = val;
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nuclear@21
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95 set_uniform_float(vol_sdr, "zclip", cur_z);
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nuclear@21
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96 post_redisplay();
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nuclear@21
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97 break;
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nuclear@21
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98
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nuclear@22
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99 case VOLRAY_ZCLIP:
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nuclear@22
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100
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nuclear@21
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101 default:
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nuclear@21
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102 break;
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nuclear@21
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103 }
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nuclear@21
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104 }
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nuclear@21
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105
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nuclear@21
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106 float volray_getvalue(int which)
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nuclear@21
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107 {
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nuclear@21
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108 switch(which) {
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nuclear@21
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109 case VOLRAY_ZCURSOR:
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nuclear@21
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110 return cur_z;
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nuclear@21
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111
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nuclear@21
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112 default:
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nuclear@21
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113 break;
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nuclear@21
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114 }
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nuclear@21
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115 return 0.0;
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nuclear@21
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116 }
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nuclear@21
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117
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nuclear@11
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118 void volray_draw(void)
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nuclear@0
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119 {
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nuclear@4
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120 /* recalculate primary ray texture if needed */
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nuclear@1
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121 if(raytex_needs_recalc) {
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nuclear@1
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122 create_ray_texture(win_xsz, win_ysz, 50.0, &tex_scale);
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nuclear@1
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123 }
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nuclear@4
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124 /* recalculate transfer function texture if needed */
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nuclear@3
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125 if(xfertex_needs_recalc) {
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nuclear@3
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126 create_transfer_map(xfer_mean, xfer_sdev);
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nuclear@3
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127 }
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nuclear@1
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128
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nuclear@18
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129 draw_demo();
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nuclear@18
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130
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nuclear@13
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131 glClear(GL_COLOR_BUFFER_BIT);
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nuclear@13
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132
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nuclear@13
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133 if(volume) {
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nuclear@13
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134 render_volume();
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nuclear@13
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135 draw_slice();
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nuclear@13
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136 draw_xfer_func();
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nuclear@13
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137 }
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nuclear@4
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138
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nuclear@4
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139 assert(glGetError() == GL_NO_ERROR);
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nuclear@4
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140 }
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nuclear@4
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141
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nuclear@11
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142 static void render_volume(void)
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nuclear@4
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143 {
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nuclear@4
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144 /* set the camera transformation */
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nuclear@0
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145 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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146 glPushMatrix();
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nuclear@0
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147 glLoadIdentity();
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nuclear@1
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148 glRotatef(-90, 1, 0, 0);
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nuclear@0
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149 glTranslatef(cam_x, cam_y, -cam_z);
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nuclear@0
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150 glRotatef(cam_theta, 0, 1, 0);
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nuclear@0
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151 glRotatef(cam_phi, 1, 0, 0);
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nuclear@0
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152 glTranslatef(0, 0, -cam_dist);
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nuclear@0
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153
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nuclear@4
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154 /* 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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155 glMatrixMode(GL_TEXTURE);
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nuclear@4
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156 glPushMatrix();
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nuclear@1
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157 glLoadIdentity();
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nuclear@0
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158 glScalef(tex_scale.x, tex_scale.y, 1.0);
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nuclear@0
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159
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nuclear@4
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160 /* tex unit0: volume data 3D texture */
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nuclear@0
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161 glActiveTexture(GL_TEXTURE0);
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nuclear@13
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162 glBindTexture(GL_TEXTURE_3D, volume->get_texture());
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nuclear@0
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163 glEnable(GL_TEXTURE_3D);
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nuclear@0
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164
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nuclear@4
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165 /* tex unit1: primary rays in view space */
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nuclear@0
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166 glActiveTexture(GL_TEXTURE1);
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nuclear@1
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167 glBindTexture(GL_TEXTURE_2D, ray_tex);
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nuclear@0
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168 glEnable(GL_TEXTURE_2D);
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nuclear@0
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169
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nuclear@4
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170 /* tex unit2: transfer function (1d) */
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nuclear@3
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171 glActiveTexture(GL_TEXTURE2);
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nuclear@3
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172 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@3
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173 glEnable(GL_TEXTURE_1D);
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nuclear@3
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174
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nuclear@5
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175 bind_program(vol_sdr);
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nuclear@0
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176 glBegin(GL_QUADS);
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nuclear@0
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177 glColor3f(1, 1, 1);
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nuclear@1
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178 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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nuclear@1
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179 glTexCoord2f(1, 1); glVertex2f(1, -1);
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nuclear@1
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180 glTexCoord2f(1, 0); glVertex2f(1, 1);
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nuclear@1
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181 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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nuclear@0
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182 glEnd();
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nuclear@0
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183 bind_program(0);
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nuclear@0
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184
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nuclear@3
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185 glActiveTexture(GL_TEXTURE2);
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nuclear@3
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186 glDisable(GL_TEXTURE_1D);
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nuclear@1
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187 glActiveTexture(GL_TEXTURE1);
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nuclear@0
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188 glDisable(GL_TEXTURE_2D);
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nuclear@0
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189 glActiveTexture(GL_TEXTURE0);
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nuclear@0
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190 glDisable(GL_TEXTURE_3D);
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nuclear@0
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191
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nuclear@0
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192 glMatrixMode(GL_TEXTURE);
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nuclear@4
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193 glPopMatrix();
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nuclear@4
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194 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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195 glPopMatrix();
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nuclear@4
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196 }
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nuclear@0
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197
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nuclear@11
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198 static void draw_slice(void)
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nuclear@5
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199 {
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nuclear@5
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200 glMatrixMode(GL_MODELVIEW);
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nuclear@5
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201 glPushMatrix();
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nuclear@5
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202 glTranslatef(0.9, 0.9, 0);
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nuclear@5
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203 glScalef(0.3, 0.3 * ((float)win_xsz / win_ysz), 1);
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nuclear@5
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204 glTranslatef(-1, -1, 0);
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nuclear@5
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205
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nuclear@5
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206 glActiveTexture(GL_TEXTURE0);
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nuclear@13
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207 glBindTexture(GL_TEXTURE_3D, volume->get_texture());
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nuclear@5
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208 glEnable(GL_TEXTURE_3D);
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nuclear@5
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209
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nuclear@5
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210 glActiveTexture(GL_TEXTURE1);
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nuclear@5
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211 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@5
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212 glEnable(GL_TEXTURE_1D);
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nuclear@5
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213
|
nuclear@5
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214 bind_program(slice_sdr);
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nuclear@5
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215
|
nuclear@5
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216 glBegin(GL_QUADS);
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nuclear@5
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217 glColor3f(1, 1, 1);
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nuclear@5
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218 glTexCoord3f(0, 1, cur_z); glVertex2f(-1, -1);
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nuclear@5
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219 glTexCoord3f(1, 1, cur_z); glVertex2f(1, -1);
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nuclear@5
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220 glTexCoord3f(1, 0, cur_z); glVertex2f(1, 1);
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nuclear@5
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221 glTexCoord3f(0, 0, cur_z); glVertex2f(-1, 1);
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nuclear@5
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222 glEnd();
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nuclear@5
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223
|
nuclear@5
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224 bind_program(0);
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nuclear@5
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225
|
nuclear@5
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226 glActiveTexture(GL_TEXTURE1);
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nuclear@5
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227 glDisable(GL_TEXTURE_1D);
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nuclear@5
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228 glActiveTexture(GL_TEXTURE0);
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nuclear@5
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229 glDisable(GL_TEXTURE_3D);
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nuclear@5
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230 glPopMatrix();
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nuclear@5
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231 }
|
nuclear@5
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232
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nuclear@11
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233 static void draw_xfer_func(void)
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nuclear@4
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234 {
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nuclear@4
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235 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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236 glPushMatrix();
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nuclear@4
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237 glTranslatef(-0.9, -0.9, 0);
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nuclear@4
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238 glScalef(0.5, 0.1, 1);
|
nuclear@4
|
239
|
nuclear@4
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240 glBindTexture(GL_TEXTURE_1D, xfer_tex);
|
nuclear@4
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241 glEnable(GL_TEXTURE_1D);
|
nuclear@4
|
242
|
nuclear@4
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243 glBegin(GL_QUADS);
|
nuclear@4
|
244 glColor3f(1, 1, 1);
|
nuclear@4
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245 glTexCoord1f(1);
|
nuclear@4
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246 glVertex2f(1, 0);
|
nuclear@4
|
247 glVertex2f(1, 1);
|
nuclear@4
|
248 glTexCoord1f(0);
|
nuclear@4
|
249 glVertex2f(0, 1);
|
nuclear@4
|
250 glVertex2f(0, 0);
|
nuclear@4
|
251 glEnd();
|
nuclear@4
|
252
|
nuclear@4
|
253 glDisable(GL_TEXTURE_1D);
|
nuclear@4
|
254
|
nuclear@4
|
255 glLineWidth(2.0);
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nuclear@4
|
256 glBegin(GL_LINE_LOOP);
|
nuclear@13
|
257 /*if(uimode == UIMODE_XFER) {
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nuclear@5
|
258 glColor3f(1, 0, 0);
|
nuclear@13
|
259 } else {*/
|
nuclear@5
|
260 glColor3f(0, 0, 1);
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nuclear@13
|
261 //}
|
nuclear@4
|
262 glVertex2f(0, 0);
|
nuclear@4
|
263 glVertex2f(1, 0);
|
nuclear@4
|
264 glVertex2f(1, 1);
|
nuclear@4
|
265 glVertex2f(0, 1);
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nuclear@4
|
266 glEnd();
|
nuclear@4
|
267
|
nuclear@4
|
268 glPopMatrix();
|
nuclear@0
|
269 }
|
nuclear@0
|
270
|
nuclear@11
|
271 void volray_resize(int x, int y)
|
nuclear@0
|
272 {
|
nuclear@0
|
273 glViewport(0, 0, x, y);
|
nuclear@0
|
274
|
nuclear@0
|
275 if(x != win_xsz || y != win_ysz) {
|
nuclear@11
|
276 raytex_needs_recalc = true;
|
nuclear@0
|
277 win_xsz = x;
|
nuclear@0
|
278 win_ysz = y;
|
nuclear@0
|
279 }
|
nuclear@0
|
280 }
|
nuclear@0
|
281
|
nuclear@11
|
282 #if 0
|
nuclear@0
|
283 void keyb(unsigned char key, int x, int y)
|
nuclear@0
|
284 {
|
nuclear@0
|
285 switch(key) {
|
nuclear@0
|
286 case 27:
|
nuclear@0
|
287 exit(0);
|
nuclear@4
|
288
|
nuclear@4
|
289 case 'x':
|
nuclear@5
|
290 uimode = UIMODE_XFER;
|
nuclear@13
|
291 post_redisplay();
|
nuclear@4
|
292 break;
|
nuclear@5
|
293
|
nuclear@5
|
294 case 'c':
|
nuclear@5
|
295 uimode = UIMODE_CURSOR;
|
nuclear@13
|
296 post_redisplay();
|
nuclear@5
|
297 break;
|
nuclear@5
|
298
|
nuclear@5
|
299 default:
|
nuclear@5
|
300 break;
|
nuclear@4
|
301 }
|
nuclear@4
|
302 }
|
nuclear@4
|
303
|
nuclear@4
|
304 void keyb_up(unsigned char key, int x, int y)
|
nuclear@4
|
305 {
|
nuclear@4
|
306 switch(key) {
|
nuclear@4
|
307 case 'x':
|
nuclear@5
|
308 if(uimode == UIMODE_XFER) {
|
nuclear@5
|
309 uimode = UIMODE_DEFAULT;
|
nuclear@13
|
310 post_redisplay();
|
nuclear@5
|
311 }
|
nuclear@5
|
312 break;
|
nuclear@5
|
313
|
nuclear@5
|
314 case 'c':
|
nuclear@5
|
315 if(uimode == UIMODE_CURSOR) {
|
nuclear@5
|
316 uimode = UIMODE_DEFAULT;
|
nuclear@13
|
317 post_redisplay();
|
nuclear@5
|
318 }
|
nuclear@5
|
319 break;
|
nuclear@5
|
320
|
nuclear@5
|
321 default:
|
nuclear@4
|
322 break;
|
nuclear@0
|
323 }
|
nuclear@0
|
324 }
|
nuclear@13
|
325 #endif
|
nuclear@0
|
326
|
nuclear@0
|
327 static int bnstate[32];
|
nuclear@0
|
328 static int prev_x, prev_y;
|
nuclear@0
|
329
|
nuclear@13
|
330 void volray_mouse(int bn, int state, int x, int y)
|
nuclear@0
|
331 {
|
nuclear@13
|
332 bnstate[bn] = state;
|
nuclear@0
|
333 prev_x = x;
|
nuclear@0
|
334 prev_y = y;
|
nuclear@0
|
335 }
|
nuclear@0
|
336
|
nuclear@13
|
337 void volray_motion(int x, int y)
|
nuclear@0
|
338 {
|
nuclear@0
|
339 int dx = x - prev_x;
|
nuclear@0
|
340 int dy = y - prev_y;
|
nuclear@0
|
341 prev_x = x;
|
nuclear@0
|
342 prev_y = y;
|
nuclear@0
|
343
|
nuclear@13
|
344 /*switch(uimode) {
|
nuclear@5
|
345 case UIMODE_XFER:
|
nuclear@4
|
346 if(dx || dy) {
|
nuclear@4
|
347 xfer_mean += dx / (float)win_xsz;
|
nuclear@4
|
348 xfer_sdev += 0.5 * dy / (float)win_ysz;
|
nuclear@0
|
349
|
nuclear@4
|
350 xfer_mean = xfer_mean < 0.0 ? 0.0 : (xfer_mean > 1.0 ? 1.0 : xfer_mean);
|
nuclear@4
|
351 xfer_sdev = xfer_sdev < 0.0 ? 0.0 : (xfer_sdev > 1.0 ? 1.0 : xfer_sdev);
|
nuclear@0
|
352
|
nuclear@11
|
353 xfertex_needs_recalc = true;
|
nuclear@13
|
354 post_redisplay();
|
nuclear@4
|
355 }
|
nuclear@5
|
356 break;
|
nuclear@0
|
357
|
nuclear@5
|
358 case UIMODE_CURSOR:
|
nuclear@5
|
359 cur_z += 0.5 * dy / (float)win_ysz;
|
nuclear@5
|
360
|
nuclear@5
|
361 if(cur_z < 0.0)
|
nuclear@5
|
362 cur_z = 0.0;
|
nuclear@5
|
363 if(cur_z > 1.0)
|
nuclear@5
|
364 cur_z = 1.0;
|
nuclear@7
|
365
|
nuclear@7
|
366 set_uniform_float(vol_sdr, "zclip", cur_z);
|
nuclear@13
|
367 post_redisplay();
|
nuclear@5
|
368 break;
|
nuclear@5
|
369
|
nuclear@13
|
370 default:*/
|
nuclear@5
|
371 /* view control */
|
nuclear@4
|
372 if(bnstate[0]) {
|
nuclear@4
|
373 cam_theta += dx * 0.5;
|
nuclear@4
|
374 cam_phi += dy * 0.5;
|
nuclear@0
|
375
|
nuclear@4
|
376 if(cam_phi <= -90) cam_phi = -89;
|
nuclear@4
|
377 if(cam_phi >= 90) cam_phi = 89;
|
nuclear@13
|
378 post_redisplay();
|
nuclear@4
|
379 }
|
nuclear@4
|
380
|
nuclear@4
|
381 if(bnstate[1]) {
|
nuclear@4
|
382 cam_x += dx * 0.025;
|
nuclear@4
|
383 cam_y += dy * 0.025;
|
nuclear@13
|
384 post_redisplay();
|
nuclear@4
|
385 }
|
nuclear@4
|
386
|
nuclear@4
|
387 if(bnstate[2]) {
|
nuclear@4
|
388 cam_dist += dy * 0.025;
|
nuclear@4
|
389 if(cam_dist < 0.0) cam_dist = 0.0;
|
nuclear@13
|
390 post_redisplay();
|
nuclear@4
|
391 }
|
nuclear@13
|
392 //}
|
nuclear@0
|
393 }
|
nuclear@0
|
394
|
nuclear@13
|
395 #if 0
|
nuclear@0
|
396 int parse_args(int argc, char **argv)
|
nuclear@0
|
397 {
|
nuclear@0
|
398 int i;
|
nuclear@3
|
399 char *endp;
|
nuclear@0
|
400
|
nuclear@0
|
401 for(i=1; i<argc; i++) {
|
nuclear@2
|
402 if(argv[i][0] == '-' && argv[i][2] == 0) {
|
nuclear@2
|
403 switch(argv[i][1]) {
|
nuclear@3
|
404 case 'm':
|
nuclear@3
|
405 xfer_mean = strtod(argv[++i], &endp);
|
nuclear@3
|
406 if(endp == argv[i]) {
|
nuclear@3
|
407 fprintf(stderr, "-m must be followed by the transfer function mean\n");
|
nuclear@3
|
408 return -1;
|
nuclear@3
|
409 }
|
nuclear@2
|
410 break;
|
nuclear@3
|
411
|
nuclear@4
|
412 case 'd':
|
nuclear@3
|
413 xfer_sdev = strtod(argv[++i], &endp);
|
nuclear@3
|
414 if(endp == argv[i]) {
|
nuclear@4
|
415 fprintf(stderr, "-d must be followed by the transfer function std.deviation\n");
|
nuclear@3
|
416 return -1;
|
nuclear@3
|
417 }
|
nuclear@3
|
418 break;
|
nuclear@3
|
419
|
nuclear@3
|
420 default:
|
nuclear@3
|
421 fprintf(stderr, "unrecognized option: %s\n", argv[i]);
|
nuclear@3
|
422 return -1;
|
nuclear@2
|
423 }
|
nuclear@2
|
424 } else {
|
nuclear@9
|
425 if(fname) {
|
nuclear@9
|
426 fprintf(stderr, "unexpected argument: %s\n", argv[i]);
|
nuclear@2
|
427 return -1;
|
nuclear@2
|
428 }
|
nuclear@9
|
429 fname = argv[i];
|
nuclear@0
|
430 }
|
nuclear@0
|
431 }
|
nuclear@0
|
432
|
nuclear@9
|
433 if(!fname) {
|
nuclear@9
|
434 fprintf(stderr, "pass the volume descriptor filename\n");
|
nuclear@0
|
435 return -1;
|
nuclear@0
|
436 }
|
nuclear@0
|
437 return 0;
|
nuclear@0
|
438 }
|
nuclear@11
|
439 #endif
|
nuclear@0
|
440
|
nuclear@0
|
441
|
nuclear@11
|
442 static void create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
|
nuclear@0
|
443 {
|
nuclear@1
|
444 int cur_tex_xsz, cur_tex_ysz;
|
nuclear@0
|
445 int tex_xsz = round_pow2(xsz);
|
nuclear@0
|
446 int tex_ysz = round_pow2(ysz);
|
nuclear@0
|
447 float *teximg, *dir;
|
nuclear@0
|
448
|
nuclear@11
|
449 teximg = new float[3 * xsz * ysz];
|
nuclear@0
|
450 dir = teximg;
|
nuclear@0
|
451
|
nuclear@11
|
452 for(int i=0; i<ysz; i++) {
|
nuclear@11
|
453 for(int j=0; j<xsz; j++) {
|
nuclear@11
|
454 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
|
nuclear@1
|
455 *dir++ = rdir.x;
|
nuclear@1
|
456 *dir++ = rdir.y;
|
nuclear@1
|
457 *dir++ = rdir.z;
|
nuclear@0
|
458 }
|
nuclear@0
|
459 }
|
nuclear@0
|
460
|
nuclear@1
|
461 if(!ray_tex) {
|
nuclear@1
|
462 glGenTextures(1, &ray_tex);
|
nuclear@1
|
463 }
|
nuclear@1
|
464
|
nuclear@1
|
465 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &cur_tex_xsz);
|
nuclear@1
|
466 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &cur_tex_ysz);
|
nuclear@1
|
467
|
nuclear@1
|
468 if(tex_xsz > cur_tex_xsz || tex_ysz > cur_tex_ysz) {
|
nuclear@1
|
469 glBindTexture(GL_TEXTURE_2D, ray_tex);
|
nuclear@1
|
470 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@1
|
471 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@1
|
472 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
nuclear@1
|
473 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
nuclear@1
|
474 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, 0);
|
nuclear@1
|
475 }
|
nuclear@1
|
476
|
nuclear@1
|
477 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsz, ysz, GL_RGB, GL_FLOAT, teximg);
|
nuclear@11
|
478 delete [] teximg;
|
nuclear@0
|
479
|
nuclear@0
|
480 if(tex_scale) {
|
nuclear@0
|
481 tex_scale->x = (float)xsz / (float)tex_xsz;
|
nuclear@0
|
482 tex_scale->y = (float)ysz / (float)tex_ysz;
|
nuclear@0
|
483 }
|
nuclear@11
|
484 raytex_needs_recalc = false;
|
nuclear@0
|
485 }
|
nuclear@0
|
486
|
nuclear@11
|
487 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
|
nuclear@0
|
488 {
|
nuclear@0
|
489 float vfov = M_PI * vfov_deg / 180.0;
|
nuclear@0
|
490 float aspect = (float)w / (float)h;
|
nuclear@0
|
491
|
nuclear@0
|
492 float ysz = 2.0;
|
nuclear@0
|
493 float xsz = aspect * ysz;
|
nuclear@0
|
494
|
nuclear@0
|
495 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
|
nuclear@0
|
496 float py = 1.0 - ((float)y / (float)h) * ysz;
|
nuclear@0
|
497 float pz = 1.0 / tan(0.5 * vfov);
|
nuclear@0
|
498
|
nuclear@0
|
499 float mag = sqrt(px * px + py * py + pz * pz);
|
nuclear@11
|
500 return Vector3(px / mag, py / mag, pz / mag);
|
nuclear@0
|
501 }
|
nuclear@0
|
502
|
nuclear@0
|
503 static int round_pow2(int x)
|
nuclear@0
|
504 {
|
nuclear@0
|
505 x--;
|
nuclear@0
|
506 x = (x >> 1) | x;
|
nuclear@0
|
507 x = (x >> 2) | x;
|
nuclear@0
|
508 x = (x >> 4) | x;
|
nuclear@0
|
509 x = (x >> 8) | x;
|
nuclear@0
|
510 x = (x >> 16) | x;
|
nuclear@0
|
511 return x + 1;
|
nuclear@0
|
512 }
|
nuclear@0
|
513
|
nuclear@3
|
514 static void create_transfer_map(float mean, float sdev)
|
nuclear@3
|
515 {
|
nuclear@3
|
516 static float map[XFER_MAP_SZ];
|
nuclear@3
|
517
|
nuclear@3
|
518 if(!xfer_tex) {
|
nuclear@3
|
519 glGenTextures(1, &xfer_tex);
|
nuclear@3
|
520 glBindTexture(GL_TEXTURE_1D, xfer_tex);
|
nuclear@3
|
521 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@3
|
522 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@3
|
523 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
524 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
525 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, XFER_MAP_SZ, 0, GL_LUMINANCE, GL_FLOAT, 0);
|
nuclear@3
|
526 }
|
nuclear@3
|
527
|
nuclear@11
|
528 for(int i=0; i<XFER_MAP_SZ; i++) {
|
nuclear@4
|
529 float x = (float)i / (float)(XFER_MAP_SZ - 1);
|
nuclear@4
|
530 map[i] = gaussian(x, mean, sdev) - 1.0;
|
nuclear@3
|
531 }
|
nuclear@3
|
532
|
nuclear@4
|
533 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_LUMINANCE, GL_FLOAT, map);
|
nuclear@11
|
534 xfertex_needs_recalc = false;
|
nuclear@3
|
535 }
|