qvolray

annotate src/volray.cc @ 18:3d05c261a2f4

demo metaballs crash & burn
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 11 Apr 2012 06:08:59 +0300
parents 17d9dc2edc91
children 784d3d321caa
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <assert.h>
nuclear@0 4
nuclear@0 5 #include <GL/glew.h>
nuclear@0 6 #ifndef __APPLE__
nuclear@0 7 #include <GL/glut.h>
nuclear@0 8 #else
nuclear@0 9 #include <GLUT/glut.h>
nuclear@0 10 #endif
nuclear@0 11
nuclear@0 12 #include <vmath/vmath.h>
nuclear@0 13 #include <imago2.h>
nuclear@0 14 #include "sdr.h"
nuclear@9 15 #include "volume.h"
nuclear@13 16 #include "ui.h"
nuclear@18 17 #include "demo.h"
nuclear@0 18
nuclear@3 19 #define XFER_MAP_SZ 512
nuclear@3 20
nuclear@11 21 static void render_volume();
nuclear@11 22 static void draw_slice();
nuclear@11 23 static void draw_xfer_func();
nuclear@5 24
nuclear@11 25 /*
nuclear@0 26 void keyb(unsigned char key, int x, int y);
nuclear@4 27 void keyb_up(unsigned char key, int x, int y);
nuclear@0 28 void mouse(int bn, int state, int x, int y);
nuclear@0 29 void motion(int x, int y);
nuclear@0 30 int parse_args(int argc, char **argv);
nuclear@11 31 */
nuclear@0 32
nuclear@11 33 static void create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale);
nuclear@11 34 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
nuclear@0 35 static int round_pow2(int x);
nuclear@3 36 static void create_transfer_map(float mean, float sdev);
nuclear@0 37
nuclear@9 38 static float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
nuclear@9 39 static float cam_x, cam_y, cam_z;
nuclear@0 40
nuclear@13 41 static Vector2 tex_scale;
nuclear@9 42 static unsigned int vol_sdr, slice_sdr, ray_tex;
nuclear@9 43 static int win_xsz, win_ysz;
nuclear@11 44 static bool raytex_needs_recalc = true;
nuclear@0 45
nuclear@9 46 static unsigned int xfer_tex;
nuclear@9 47 static float xfer_mean = 0.7, xfer_sdev = 0.1;
nuclear@11 48 static bool xfertex_needs_recalc = true;
nuclear@3 49
nuclear@7 50 static float cur_z = 0.0;
nuclear@7 51 static float ray_step = 0.01;
nuclear@4 52
nuclear@18 53 static Volume *volume;
nuclear@9 54
nuclear@9 55
nuclear@11 56 bool volray_init()
nuclear@0 57 {
nuclear@0 58 glewInit();
nuclear@0 59
nuclear@9 60 if(!(vol_sdr = create_program_load("sdr/volray.v.glsl", "sdr/volray.p.glsl"))) {
nuclear@11 61 return false;
nuclear@0 62 }
nuclear@5 63 set_uniform_int(vol_sdr, "volume", 0);
nuclear@5 64 set_uniform_int(vol_sdr, "ray_tex", 1);
nuclear@5 65 set_uniform_int(vol_sdr, "xfer_tex", 2);
nuclear@7 66 set_uniform_float(vol_sdr, "ray_step", ray_step);
nuclear@7 67 set_uniform_float(vol_sdr, "zclip", cur_z);
nuclear@5 68
nuclear@9 69 if(!(slice_sdr = create_program_load(0, "sdr/slice.p.glsl"))) {
nuclear@11 70 return false;
nuclear@5 71 }
nuclear@5 72 set_uniform_int(slice_sdr, "volume", 0);
nuclear@5 73 set_uniform_int(slice_sdr, "xfer_tex", 1);
nuclear@0 74
nuclear@18 75 init_demo();
nuclear@18 76
nuclear@11 77 return true;
nuclear@0 78 }
nuclear@0 79
nuclear@18 80 void volray_setvolume(Volume *vol)
nuclear@13 81 {
nuclear@13 82 volume = vol;
nuclear@13 83 }
nuclear@13 84
nuclear@18 85 Volume *volray_getvolume()
nuclear@18 86 {
nuclear@18 87 return volume;
nuclear@18 88 }
nuclear@18 89
nuclear@11 90 void volray_draw(void)
nuclear@0 91 {
nuclear@4 92 /* recalculate primary ray texture if needed */
nuclear@1 93 if(raytex_needs_recalc) {
nuclear@1 94 create_ray_texture(win_xsz, win_ysz, 50.0, &tex_scale);
nuclear@1 95 }
nuclear@4 96 /* recalculate transfer function texture if needed */
nuclear@3 97 if(xfertex_needs_recalc) {
nuclear@3 98 create_transfer_map(xfer_mean, xfer_sdev);
nuclear@3 99 }
nuclear@1 100
nuclear@18 101 draw_demo();
nuclear@18 102
nuclear@13 103 glClear(GL_COLOR_BUFFER_BIT);
nuclear@13 104
nuclear@13 105 if(volume) {
nuclear@13 106 render_volume();
nuclear@13 107 draw_slice();
nuclear@13 108 draw_xfer_func();
nuclear@13 109 }
nuclear@4 110
nuclear@4 111 assert(glGetError() == GL_NO_ERROR);
nuclear@4 112 }
nuclear@4 113
nuclear@11 114 static void render_volume(void)
nuclear@4 115 {
nuclear@4 116 /* set the camera transformation */
nuclear@0 117 glMatrixMode(GL_MODELVIEW);
nuclear@4 118 glPushMatrix();
nuclear@0 119 glLoadIdentity();
nuclear@1 120 glRotatef(-90, 1, 0, 0);
nuclear@0 121 glTranslatef(cam_x, cam_y, -cam_z);
nuclear@0 122 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 123 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 124 glTranslatef(0, 0, -cam_dist);
nuclear@0 125
nuclear@4 126 /* setup the texture matrix to map the useful part of the ray texture to [0,1] */
nuclear@0 127 glMatrixMode(GL_TEXTURE);
nuclear@4 128 glPushMatrix();
nuclear@1 129 glLoadIdentity();
nuclear@0 130 glScalef(tex_scale.x, tex_scale.y, 1.0);
nuclear@0 131
nuclear@4 132 /* tex unit0: volume data 3D texture */
nuclear@0 133 glActiveTexture(GL_TEXTURE0);
nuclear@13 134 glBindTexture(GL_TEXTURE_3D, volume->get_texture());
nuclear@0 135 glEnable(GL_TEXTURE_3D);
nuclear@0 136
nuclear@4 137 /* tex unit1: primary rays in view space */
nuclear@0 138 glActiveTexture(GL_TEXTURE1);
nuclear@1 139 glBindTexture(GL_TEXTURE_2D, ray_tex);
nuclear@0 140 glEnable(GL_TEXTURE_2D);
nuclear@0 141
nuclear@4 142 /* tex unit2: transfer function (1d) */
nuclear@3 143 glActiveTexture(GL_TEXTURE2);
nuclear@3 144 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@3 145 glEnable(GL_TEXTURE_1D);
nuclear@3 146
nuclear@5 147 bind_program(vol_sdr);
nuclear@0 148 glBegin(GL_QUADS);
nuclear@0 149 glColor3f(1, 1, 1);
nuclear@1 150 glTexCoord2f(0, 1); glVertex2f(-1, -1);
nuclear@1 151 glTexCoord2f(1, 1); glVertex2f(1, -1);
nuclear@1 152 glTexCoord2f(1, 0); glVertex2f(1, 1);
nuclear@1 153 glTexCoord2f(0, 0); glVertex2f(-1, 1);
nuclear@0 154 glEnd();
nuclear@0 155 bind_program(0);
nuclear@0 156
nuclear@3 157 glActiveTexture(GL_TEXTURE2);
nuclear@3 158 glDisable(GL_TEXTURE_1D);
nuclear@1 159 glActiveTexture(GL_TEXTURE1);
nuclear@0 160 glDisable(GL_TEXTURE_2D);
nuclear@0 161 glActiveTexture(GL_TEXTURE0);
nuclear@0 162 glDisable(GL_TEXTURE_3D);
nuclear@0 163
nuclear@0 164 glMatrixMode(GL_TEXTURE);
nuclear@4 165 glPopMatrix();
nuclear@4 166 glMatrixMode(GL_MODELVIEW);
nuclear@4 167 glPopMatrix();
nuclear@4 168 }
nuclear@0 169
nuclear@11 170 static void draw_slice(void)
nuclear@5 171 {
nuclear@5 172 glMatrixMode(GL_MODELVIEW);
nuclear@5 173 glPushMatrix();
nuclear@5 174 glTranslatef(0.9, 0.9, 0);
nuclear@5 175 glScalef(0.3, 0.3 * ((float)win_xsz / win_ysz), 1);
nuclear@5 176 glTranslatef(-1, -1, 0);
nuclear@5 177
nuclear@5 178 glActiveTexture(GL_TEXTURE0);
nuclear@13 179 glBindTexture(GL_TEXTURE_3D, volume->get_texture());
nuclear@5 180 glEnable(GL_TEXTURE_3D);
nuclear@5 181
nuclear@5 182 glActiveTexture(GL_TEXTURE1);
nuclear@5 183 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@5 184 glEnable(GL_TEXTURE_1D);
nuclear@5 185
nuclear@5 186 bind_program(slice_sdr);
nuclear@5 187
nuclear@5 188 glBegin(GL_QUADS);
nuclear@5 189 glColor3f(1, 1, 1);
nuclear@5 190 glTexCoord3f(0, 1, cur_z); glVertex2f(-1, -1);
nuclear@5 191 glTexCoord3f(1, 1, cur_z); glVertex2f(1, -1);
nuclear@5 192 glTexCoord3f(1, 0, cur_z); glVertex2f(1, 1);
nuclear@5 193 glTexCoord3f(0, 0, cur_z); glVertex2f(-1, 1);
nuclear@5 194 glEnd();
nuclear@5 195
nuclear@5 196 bind_program(0);
nuclear@5 197
nuclear@5 198 glActiveTexture(GL_TEXTURE1);
nuclear@5 199 glDisable(GL_TEXTURE_1D);
nuclear@5 200 glActiveTexture(GL_TEXTURE0);
nuclear@5 201 glDisable(GL_TEXTURE_3D);
nuclear@5 202 glPopMatrix();
nuclear@5 203 }
nuclear@5 204
nuclear@11 205 static void draw_xfer_func(void)
nuclear@4 206 {
nuclear@4 207 glMatrixMode(GL_MODELVIEW);
nuclear@4 208 glPushMatrix();
nuclear@4 209 glTranslatef(-0.9, -0.9, 0);
nuclear@4 210 glScalef(0.5, 0.1, 1);
nuclear@4 211
nuclear@4 212 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@4 213 glEnable(GL_TEXTURE_1D);
nuclear@4 214
nuclear@4 215 glBegin(GL_QUADS);
nuclear@4 216 glColor3f(1, 1, 1);
nuclear@4 217 glTexCoord1f(1);
nuclear@4 218 glVertex2f(1, 0);
nuclear@4 219 glVertex2f(1, 1);
nuclear@4 220 glTexCoord1f(0);
nuclear@4 221 glVertex2f(0, 1);
nuclear@4 222 glVertex2f(0, 0);
nuclear@4 223 glEnd();
nuclear@4 224
nuclear@4 225 glDisable(GL_TEXTURE_1D);
nuclear@4 226
nuclear@4 227 glLineWidth(2.0);
nuclear@4 228 glBegin(GL_LINE_LOOP);
nuclear@13 229 /*if(uimode == UIMODE_XFER) {
nuclear@5 230 glColor3f(1, 0, 0);
nuclear@13 231 } else {*/
nuclear@5 232 glColor3f(0, 0, 1);
nuclear@13 233 //}
nuclear@4 234 glVertex2f(0, 0);
nuclear@4 235 glVertex2f(1, 0);
nuclear@4 236 glVertex2f(1, 1);
nuclear@4 237 glVertex2f(0, 1);
nuclear@4 238 glEnd();
nuclear@4 239
nuclear@4 240 glPopMatrix();
nuclear@0 241 }
nuclear@0 242
nuclear@11 243 void volray_resize(int x, int y)
nuclear@0 244 {
nuclear@0 245 glViewport(0, 0, x, y);
nuclear@0 246
nuclear@0 247 if(x != win_xsz || y != win_ysz) {
nuclear@11 248 raytex_needs_recalc = true;
nuclear@0 249 win_xsz = x;
nuclear@0 250 win_ysz = y;
nuclear@0 251 }
nuclear@0 252 }
nuclear@0 253
nuclear@11 254 #if 0
nuclear@0 255 void keyb(unsigned char key, int x, int y)
nuclear@0 256 {
nuclear@0 257 switch(key) {
nuclear@0 258 case 27:
nuclear@0 259 exit(0);
nuclear@4 260
nuclear@4 261 case 'x':
nuclear@5 262 uimode = UIMODE_XFER;
nuclear@13 263 post_redisplay();
nuclear@4 264 break;
nuclear@5 265
nuclear@5 266 case 'c':
nuclear@5 267 uimode = UIMODE_CURSOR;
nuclear@13 268 post_redisplay();
nuclear@5 269 break;
nuclear@5 270
nuclear@5 271 default:
nuclear@5 272 break;
nuclear@4 273 }
nuclear@4 274 }
nuclear@4 275
nuclear@4 276 void keyb_up(unsigned char key, int x, int y)
nuclear@4 277 {
nuclear@4 278 switch(key) {
nuclear@4 279 case 'x':
nuclear@5 280 if(uimode == UIMODE_XFER) {
nuclear@5 281 uimode = UIMODE_DEFAULT;
nuclear@13 282 post_redisplay();
nuclear@5 283 }
nuclear@5 284 break;
nuclear@5 285
nuclear@5 286 case 'c':
nuclear@5 287 if(uimode == UIMODE_CURSOR) {
nuclear@5 288 uimode = UIMODE_DEFAULT;
nuclear@13 289 post_redisplay();
nuclear@5 290 }
nuclear@5 291 break;
nuclear@5 292
nuclear@5 293 default:
nuclear@4 294 break;
nuclear@0 295 }
nuclear@0 296 }
nuclear@13 297 #endif
nuclear@0 298
nuclear@0 299 static int bnstate[32];
nuclear@0 300 static int prev_x, prev_y;
nuclear@0 301
nuclear@13 302 void volray_mouse(int bn, int state, int x, int y)
nuclear@0 303 {
nuclear@13 304 bnstate[bn] = state;
nuclear@0 305 prev_x = x;
nuclear@0 306 prev_y = y;
nuclear@0 307 }
nuclear@0 308
nuclear@13 309 void volray_motion(int x, int y)
nuclear@0 310 {
nuclear@0 311 int dx = x - prev_x;
nuclear@0 312 int dy = y - prev_y;
nuclear@0 313 prev_x = x;
nuclear@0 314 prev_y = y;
nuclear@0 315
nuclear@13 316 /*switch(uimode) {
nuclear@5 317 case UIMODE_XFER:
nuclear@4 318 if(dx || dy) {
nuclear@4 319 xfer_mean += dx / (float)win_xsz;
nuclear@4 320 xfer_sdev += 0.5 * dy / (float)win_ysz;
nuclear@0 321
nuclear@4 322 xfer_mean = xfer_mean < 0.0 ? 0.0 : (xfer_mean > 1.0 ? 1.0 : xfer_mean);
nuclear@4 323 xfer_sdev = xfer_sdev < 0.0 ? 0.0 : (xfer_sdev > 1.0 ? 1.0 : xfer_sdev);
nuclear@0 324
nuclear@11 325 xfertex_needs_recalc = true;
nuclear@13 326 post_redisplay();
nuclear@4 327 }
nuclear@5 328 break;
nuclear@0 329
nuclear@5 330 case UIMODE_CURSOR:
nuclear@5 331 cur_z += 0.5 * dy / (float)win_ysz;
nuclear@5 332
nuclear@5 333 if(cur_z < 0.0)
nuclear@5 334 cur_z = 0.0;
nuclear@5 335 if(cur_z > 1.0)
nuclear@5 336 cur_z = 1.0;
nuclear@7 337
nuclear@7 338 set_uniform_float(vol_sdr, "zclip", cur_z);
nuclear@13 339 post_redisplay();
nuclear@5 340 break;
nuclear@5 341
nuclear@13 342 default:*/
nuclear@5 343 /* view control */
nuclear@4 344 if(bnstate[0]) {
nuclear@4 345 cam_theta += dx * 0.5;
nuclear@4 346 cam_phi += dy * 0.5;
nuclear@0 347
nuclear@4 348 if(cam_phi <= -90) cam_phi = -89;
nuclear@4 349 if(cam_phi >= 90) cam_phi = 89;
nuclear@13 350 post_redisplay();
nuclear@4 351 }
nuclear@4 352
nuclear@4 353 if(bnstate[1]) {
nuclear@4 354 cam_x += dx * 0.025;
nuclear@4 355 cam_y += dy * 0.025;
nuclear@13 356 post_redisplay();
nuclear@4 357 }
nuclear@4 358
nuclear@4 359 if(bnstate[2]) {
nuclear@4 360 cam_dist += dy * 0.025;
nuclear@4 361 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@13 362 post_redisplay();
nuclear@4 363 }
nuclear@13 364 //}
nuclear@0 365 }
nuclear@0 366
nuclear@13 367 #if 0
nuclear@0 368 int parse_args(int argc, char **argv)
nuclear@0 369 {
nuclear@0 370 int i;
nuclear@3 371 char *endp;
nuclear@0 372
nuclear@0 373 for(i=1; i<argc; i++) {
nuclear@2 374 if(argv[i][0] == '-' && argv[i][2] == 0) {
nuclear@2 375 switch(argv[i][1]) {
nuclear@3 376 case 'm':
nuclear@3 377 xfer_mean = strtod(argv[++i], &endp);
nuclear@3 378 if(endp == argv[i]) {
nuclear@3 379 fprintf(stderr, "-m must be followed by the transfer function mean\n");
nuclear@3 380 return -1;
nuclear@3 381 }
nuclear@2 382 break;
nuclear@3 383
nuclear@4 384 case 'd':
nuclear@3 385 xfer_sdev = strtod(argv[++i], &endp);
nuclear@3 386 if(endp == argv[i]) {
nuclear@4 387 fprintf(stderr, "-d must be followed by the transfer function std.deviation\n");
nuclear@3 388 return -1;
nuclear@3 389 }
nuclear@3 390 break;
nuclear@3 391
nuclear@3 392 default:
nuclear@3 393 fprintf(stderr, "unrecognized option: %s\n", argv[i]);
nuclear@3 394 return -1;
nuclear@2 395 }
nuclear@2 396 } else {
nuclear@9 397 if(fname) {
nuclear@9 398 fprintf(stderr, "unexpected argument: %s\n", argv[i]);
nuclear@2 399 return -1;
nuclear@2 400 }
nuclear@9 401 fname = argv[i];
nuclear@0 402 }
nuclear@0 403 }
nuclear@0 404
nuclear@9 405 if(!fname) {
nuclear@9 406 fprintf(stderr, "pass the volume descriptor filename\n");
nuclear@0 407 return -1;
nuclear@0 408 }
nuclear@0 409 return 0;
nuclear@0 410 }
nuclear@11 411 #endif
nuclear@0 412
nuclear@0 413
nuclear@11 414 static void create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
nuclear@0 415 {
nuclear@1 416 int cur_tex_xsz, cur_tex_ysz;
nuclear@0 417 int tex_xsz = round_pow2(xsz);
nuclear@0 418 int tex_ysz = round_pow2(ysz);
nuclear@0 419 float *teximg, *dir;
nuclear@0 420
nuclear@11 421 teximg = new float[3 * xsz * ysz];
nuclear@0 422 dir = teximg;
nuclear@0 423
nuclear@11 424 for(int i=0; i<ysz; i++) {
nuclear@11 425 for(int j=0; j<xsz; j++) {
nuclear@11 426 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
nuclear@1 427 *dir++ = rdir.x;
nuclear@1 428 *dir++ = rdir.y;
nuclear@1 429 *dir++ = rdir.z;
nuclear@0 430 }
nuclear@0 431 }
nuclear@0 432
nuclear@1 433 if(!ray_tex) {
nuclear@1 434 glGenTextures(1, &ray_tex);
nuclear@1 435 }
nuclear@1 436
nuclear@1 437 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &cur_tex_xsz);
nuclear@1 438 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &cur_tex_ysz);
nuclear@1 439
nuclear@1 440 if(tex_xsz > cur_tex_xsz || tex_ysz > cur_tex_ysz) {
nuclear@1 441 glBindTexture(GL_TEXTURE_2D, ray_tex);
nuclear@1 442 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@1 443 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@1 444 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
nuclear@1 445 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
nuclear@1 446 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, 0);
nuclear@1 447 }
nuclear@1 448
nuclear@1 449 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsz, ysz, GL_RGB, GL_FLOAT, teximg);
nuclear@11 450 delete [] teximg;
nuclear@0 451
nuclear@0 452 if(tex_scale) {
nuclear@0 453 tex_scale->x = (float)xsz / (float)tex_xsz;
nuclear@0 454 tex_scale->y = (float)ysz / (float)tex_ysz;
nuclear@0 455 }
nuclear@11 456 raytex_needs_recalc = false;
nuclear@0 457 }
nuclear@0 458
nuclear@11 459 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
nuclear@0 460 {
nuclear@0 461 float vfov = M_PI * vfov_deg / 180.0;
nuclear@0 462 float aspect = (float)w / (float)h;
nuclear@0 463
nuclear@0 464 float ysz = 2.0;
nuclear@0 465 float xsz = aspect * ysz;
nuclear@0 466
nuclear@0 467 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
nuclear@0 468 float py = 1.0 - ((float)y / (float)h) * ysz;
nuclear@0 469 float pz = 1.0 / tan(0.5 * vfov);
nuclear@0 470
nuclear@0 471 float mag = sqrt(px * px + py * py + pz * pz);
nuclear@11 472 return Vector3(px / mag, py / mag, pz / mag);
nuclear@0 473 }
nuclear@0 474
nuclear@0 475 static int round_pow2(int x)
nuclear@0 476 {
nuclear@0 477 x--;
nuclear@0 478 x = (x >> 1) | x;
nuclear@0 479 x = (x >> 2) | x;
nuclear@0 480 x = (x >> 4) | x;
nuclear@0 481 x = (x >> 8) | x;
nuclear@0 482 x = (x >> 16) | x;
nuclear@0 483 return x + 1;
nuclear@0 484 }
nuclear@0 485
nuclear@3 486 static void create_transfer_map(float mean, float sdev)
nuclear@3 487 {
nuclear@3 488 static float map[XFER_MAP_SZ];
nuclear@3 489
nuclear@3 490 if(!xfer_tex) {
nuclear@3 491 glGenTextures(1, &xfer_tex);
nuclear@3 492 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@3 493 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@3 494 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@3 495 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@3 496 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@3 497 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, XFER_MAP_SZ, 0, GL_LUMINANCE, GL_FLOAT, 0);
nuclear@3 498 }
nuclear@3 499
nuclear@11 500 for(int i=0; i<XFER_MAP_SZ; i++) {
nuclear@4 501 float x = (float)i / (float)(XFER_MAP_SZ - 1);
nuclear@4 502 map[i] = gaussian(x, mean, sdev) - 1.0;
nuclear@3 503 }
nuclear@3 504
nuclear@4 505 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_LUMINANCE, GL_FLOAT, map);
nuclear@11 506 xfertex_needs_recalc = false;
nuclear@3 507 }