qvolray

annotate src/volray.cc @ 33:437e1ba9cf39

fixed on osx
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 14 Apr 2012 23:31:17 +0300
parents 40df2cdc6323
children 6ca076bf5084
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@5 22
nuclear@11 23 /*
nuclear@0 24 void keyb(unsigned char key, int x, int y);
nuclear@4 25 void keyb_up(unsigned char key, int x, int y);
nuclear@0 26 void mouse(int bn, int state, int x, int y);
nuclear@0 27 void motion(int x, int y);
nuclear@11 28 */
nuclear@0 29
nuclear@11 30 static void create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale);
nuclear@11 31 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
nuclear@0 32 static int round_pow2(int x);
nuclear@3 33 static void create_transfer_map(float mean, float sdev);
nuclear@0 34
nuclear@9 35 static float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
nuclear@9 36 static float cam_x, cam_y, cam_z;
nuclear@0 37
nuclear@13 38 static Vector2 tex_scale;
nuclear@9 39 static unsigned int vol_sdr, slice_sdr, ray_tex;
nuclear@9 40 static int win_xsz, win_ysz;
nuclear@11 41 static bool raytex_needs_recalc = true;
nuclear@0 42
nuclear@9 43 static unsigned int xfer_tex;
nuclear@9 44 static float xfer_mean = 0.7, xfer_sdev = 0.1;
nuclear@11 45 static bool xfertex_needs_recalc = true;
nuclear@3 46
nuclear@19 47 static float cur_z = 0.5;
nuclear@23 48 static bool clip_z;
nuclear@7 49 static float ray_step = 0.01;
nuclear@4 50
nuclear@18 51 static Volume *volume;
nuclear@9 52
nuclear@33 53 static bool dbg_noray;
nuclear@33 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@23 67 set_uniform_float(vol_sdr, "zclip", 0.0);
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@29 90 void volray_setvalue(VolRayOpt which, float val)
nuclear@21 91 {
nuclear@21 92 switch(which) {
nuclear@29 93 case VolRayOpt::ZCURSOR:
nuclear@21 94 cur_z = val;
nuclear@23 95 if(clip_z) {
nuclear@23 96 set_uniform_float(vol_sdr, "zclip", cur_z);
nuclear@23 97 }
nuclear@21 98 post_redisplay();
nuclear@21 99 break;
nuclear@21 100
nuclear@29 101 case VolRayOpt::ZCLIP:
nuclear@23 102 clip_z = val > 0.5;
nuclear@23 103 set_uniform_float(vol_sdr, "zclip", clip_z ? cur_z : 0.0);
nuclear@23 104 post_redisplay();
nuclear@23 105 break;
nuclear@22 106
nuclear@21 107 default:
nuclear@21 108 break;
nuclear@21 109 }
nuclear@21 110 }
nuclear@21 111
nuclear@29 112 float volray_getvalue(VolRayOpt which)
nuclear@21 113 {
nuclear@21 114 switch(which) {
nuclear@29 115 case VolRayOpt::ZCURSOR:
nuclear@21 116 return cur_z;
nuclear@21 117
nuclear@29 118 case VolRayOpt::ZCLIP:
nuclear@23 119 return clip_z > 0.5 ? 1.0 : 0.0;
nuclear@23 120 break;
nuclear@23 121
nuclear@21 122 default:
nuclear@21 123 break;
nuclear@21 124 }
nuclear@21 125 return 0.0;
nuclear@21 126 }
nuclear@21 127
nuclear@11 128 void volray_draw(void)
nuclear@0 129 {
nuclear@4 130 /* recalculate primary ray texture if needed */
nuclear@1 131 if(raytex_needs_recalc) {
nuclear@1 132 create_ray_texture(win_xsz, win_ysz, 50.0, &tex_scale);
nuclear@1 133 }
nuclear@4 134 /* recalculate transfer function texture if needed */
nuclear@3 135 if(xfertex_needs_recalc) {
nuclear@3 136 create_transfer_map(xfer_mean, xfer_sdev);
nuclear@3 137 }
nuclear@1 138
nuclear@33 139 glClear(GL_COLOR_BUFFER_BIT);
nuclear@33 140
nuclear@33 141 if(dbg_noray)
nuclear@33 142 return;
nuclear@33 143
nuclear@18 144 draw_demo();
nuclear@18 145
nuclear@13 146 if(volume) {
nuclear@13 147 render_volume();
nuclear@13 148 }
nuclear@4 149
nuclear@4 150 assert(glGetError() == GL_NO_ERROR);
nuclear@4 151 }
nuclear@4 152
nuclear@11 153 static void render_volume(void)
nuclear@4 154 {
nuclear@4 155 /* set the camera transformation */
nuclear@0 156 glMatrixMode(GL_MODELVIEW);
nuclear@4 157 glPushMatrix();
nuclear@0 158 glLoadIdentity();
nuclear@1 159 glRotatef(-90, 1, 0, 0);
nuclear@0 160 glTranslatef(cam_x, cam_y, -cam_z);
nuclear@0 161 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 162 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 163 glTranslatef(0, 0, -cam_dist);
nuclear@0 164
nuclear@4 165 /* setup the texture matrix to map the useful part of the ray texture to [0,1] */
nuclear@0 166 glMatrixMode(GL_TEXTURE);
nuclear@4 167 glPushMatrix();
nuclear@1 168 glLoadIdentity();
nuclear@0 169 glScalef(tex_scale.x, tex_scale.y, 1.0);
nuclear@0 170
nuclear@4 171 /* tex unit0: volume data 3D texture */
nuclear@0 172 glActiveTexture(GL_TEXTURE0);
nuclear@13 173 glBindTexture(GL_TEXTURE_3D, volume->get_texture());
nuclear@0 174 glEnable(GL_TEXTURE_3D);
nuclear@0 175
nuclear@4 176 /* tex unit1: primary rays in view space */
nuclear@0 177 glActiveTexture(GL_TEXTURE1);
nuclear@1 178 glBindTexture(GL_TEXTURE_2D, ray_tex);
nuclear@0 179 glEnable(GL_TEXTURE_2D);
nuclear@0 180
nuclear@4 181 /* tex unit2: transfer function (1d) */
nuclear@3 182 glActiveTexture(GL_TEXTURE2);
nuclear@3 183 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@3 184 glEnable(GL_TEXTURE_1D);
nuclear@3 185
nuclear@5 186 bind_program(vol_sdr);
nuclear@0 187 glBegin(GL_QUADS);
nuclear@0 188 glColor3f(1, 1, 1);
nuclear@1 189 glTexCoord2f(0, 1); glVertex2f(-1, -1);
nuclear@1 190 glTexCoord2f(1, 1); glVertex2f(1, -1);
nuclear@1 191 glTexCoord2f(1, 0); glVertex2f(1, 1);
nuclear@1 192 glTexCoord2f(0, 0); glVertex2f(-1, 1);
nuclear@0 193 glEnd();
nuclear@0 194 bind_program(0);
nuclear@0 195
nuclear@3 196 glActiveTexture(GL_TEXTURE2);
nuclear@3 197 glDisable(GL_TEXTURE_1D);
nuclear@1 198 glActiveTexture(GL_TEXTURE1);
nuclear@0 199 glDisable(GL_TEXTURE_2D);
nuclear@0 200 glActiveTexture(GL_TEXTURE0);
nuclear@0 201 glDisable(GL_TEXTURE_3D);
nuclear@0 202
nuclear@0 203 glMatrixMode(GL_TEXTURE);
nuclear@4 204 glPopMatrix();
nuclear@4 205 glMatrixMode(GL_MODELVIEW);
nuclear@4 206 glPopMatrix();
nuclear@4 207 }
nuclear@0 208
nuclear@28 209 void volray_draw_slice(void)
nuclear@5 210 {
nuclear@33 211 glClear(GL_COLOR_BUFFER_BIT);
nuclear@33 212
nuclear@5 213 glActiveTexture(GL_TEXTURE0);
nuclear@13 214 glBindTexture(GL_TEXTURE_3D, volume->get_texture());
nuclear@5 215 glEnable(GL_TEXTURE_3D);
nuclear@5 216
nuclear@5 217 glActiveTexture(GL_TEXTURE1);
nuclear@5 218 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@5 219 glEnable(GL_TEXTURE_1D);
nuclear@5 220
nuclear@5 221 bind_program(slice_sdr);
nuclear@5 222
nuclear@5 223 glBegin(GL_QUADS);
nuclear@5 224 glColor3f(1, 1, 1);
nuclear@5 225 glTexCoord3f(0, 1, cur_z); glVertex2f(-1, -1);
nuclear@5 226 glTexCoord3f(1, 1, cur_z); glVertex2f(1, -1);
nuclear@5 227 glTexCoord3f(1, 0, cur_z); glVertex2f(1, 1);
nuclear@5 228 glTexCoord3f(0, 0, cur_z); glVertex2f(-1, 1);
nuclear@5 229 glEnd();
nuclear@5 230
nuclear@5 231 bind_program(0);
nuclear@5 232
nuclear@5 233 glActiveTexture(GL_TEXTURE1);
nuclear@5 234 glDisable(GL_TEXTURE_1D);
nuclear@5 235 glActiveTexture(GL_TEXTURE0);
nuclear@5 236 glDisable(GL_TEXTURE_3D);
nuclear@5 237 }
nuclear@5 238
nuclear@29 239 void volray_draw_xfer(void)
nuclear@4 240 {
nuclear@33 241 glClear(GL_COLOR_BUFFER_BIT);
nuclear@33 242
nuclear@4 243 glMatrixMode(GL_MODELVIEW);
nuclear@4 244 glPushMatrix();
nuclear@30 245 glTranslatef(-1, -1, 0);
nuclear@30 246 glScalef(2, 2, 1);
nuclear@4 247
nuclear@4 248 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@4 249 glEnable(GL_TEXTURE_1D);
nuclear@4 250
nuclear@4 251 glBegin(GL_QUADS);
nuclear@4 252 glColor3f(1, 1, 1);
nuclear@4 253 glTexCoord1f(1);
nuclear@4 254 glVertex2f(1, 0);
nuclear@4 255 glVertex2f(1, 1);
nuclear@4 256 glTexCoord1f(0);
nuclear@4 257 glVertex2f(0, 1);
nuclear@4 258 glVertex2f(0, 0);
nuclear@4 259 glEnd();
nuclear@4 260
nuclear@4 261 glDisable(GL_TEXTURE_1D);
nuclear@4 262
nuclear@4 263 glLineWidth(2.0);
nuclear@4 264 glBegin(GL_LINE_LOOP);
nuclear@13 265 /*if(uimode == UIMODE_XFER) {
nuclear@5 266 glColor3f(1, 0, 0);
nuclear@13 267 } else {*/
nuclear@5 268 glColor3f(0, 0, 1);
nuclear@13 269 //}
nuclear@4 270 glVertex2f(0, 0);
nuclear@4 271 glVertex2f(1, 0);
nuclear@4 272 glVertex2f(1, 1);
nuclear@4 273 glVertex2f(0, 1);
nuclear@4 274 glEnd();
nuclear@4 275
nuclear@4 276 glPopMatrix();
nuclear@0 277 }
nuclear@0 278
nuclear@11 279 void volray_resize(int x, int y)
nuclear@0 280 {
nuclear@0 281 glViewport(0, 0, x, y);
nuclear@0 282
nuclear@0 283 if(x != win_xsz || y != win_ysz) {
nuclear@11 284 raytex_needs_recalc = true;
nuclear@0 285 win_xsz = x;
nuclear@0 286 win_ysz = y;
nuclear@0 287 }
nuclear@0 288 }
nuclear@0 289
nuclear@11 290 #if 0
nuclear@0 291 void keyb(unsigned char key, int x, int y)
nuclear@0 292 {
nuclear@0 293 switch(key) {
nuclear@0 294 case 27:
nuclear@0 295 exit(0);
nuclear@4 296
nuclear@4 297 case 'x':
nuclear@5 298 uimode = UIMODE_XFER;
nuclear@13 299 post_redisplay();
nuclear@4 300 break;
nuclear@5 301
nuclear@5 302 case 'c':
nuclear@5 303 uimode = UIMODE_CURSOR;
nuclear@13 304 post_redisplay();
nuclear@5 305 break;
nuclear@5 306
nuclear@5 307 default:
nuclear@5 308 break;
nuclear@4 309 }
nuclear@4 310 }
nuclear@4 311
nuclear@4 312 void keyb_up(unsigned char key, int x, int y)
nuclear@4 313 {
nuclear@4 314 switch(key) {
nuclear@4 315 case 'x':
nuclear@5 316 if(uimode == UIMODE_XFER) {
nuclear@5 317 uimode = UIMODE_DEFAULT;
nuclear@13 318 post_redisplay();
nuclear@5 319 }
nuclear@5 320 break;
nuclear@5 321
nuclear@5 322 case 'c':
nuclear@5 323 if(uimode == UIMODE_CURSOR) {
nuclear@5 324 uimode = UIMODE_DEFAULT;
nuclear@13 325 post_redisplay();
nuclear@5 326 }
nuclear@5 327 break;
nuclear@5 328
nuclear@5 329 default:
nuclear@4 330 break;
nuclear@0 331 }
nuclear@0 332 }
nuclear@13 333 #endif
nuclear@0 334
nuclear@0 335 static int bnstate[32];
nuclear@0 336 static int prev_x, prev_y;
nuclear@0 337
nuclear@13 338 void volray_mouse(int bn, int state, int x, int y)
nuclear@0 339 {
nuclear@13 340 bnstate[bn] = state;
nuclear@0 341 prev_x = x;
nuclear@0 342 prev_y = y;
nuclear@0 343 }
nuclear@0 344
nuclear@13 345 void volray_motion(int x, int y)
nuclear@0 346 {
nuclear@0 347 int dx = x - prev_x;
nuclear@0 348 int dy = y - prev_y;
nuclear@0 349 prev_x = x;
nuclear@0 350 prev_y = y;
nuclear@0 351
nuclear@13 352 /*switch(uimode) {
nuclear@5 353 case UIMODE_XFER:
nuclear@4 354 if(dx || dy) {
nuclear@4 355 xfer_mean += dx / (float)win_xsz;
nuclear@4 356 xfer_sdev += 0.5 * dy / (float)win_ysz;
nuclear@0 357
nuclear@4 358 xfer_mean = xfer_mean < 0.0 ? 0.0 : (xfer_mean > 1.0 ? 1.0 : xfer_mean);
nuclear@4 359 xfer_sdev = xfer_sdev < 0.0 ? 0.0 : (xfer_sdev > 1.0 ? 1.0 : xfer_sdev);
nuclear@0 360
nuclear@11 361 xfertex_needs_recalc = true;
nuclear@13 362 post_redisplay();
nuclear@4 363 }
nuclear@5 364 break;
nuclear@0 365
nuclear@5 366 case UIMODE_CURSOR:
nuclear@5 367 cur_z += 0.5 * dy / (float)win_ysz;
nuclear@5 368
nuclear@5 369 if(cur_z < 0.0)
nuclear@5 370 cur_z = 0.0;
nuclear@5 371 if(cur_z > 1.0)
nuclear@5 372 cur_z = 1.0;
nuclear@7 373
nuclear@7 374 set_uniform_float(vol_sdr, "zclip", cur_z);
nuclear@13 375 post_redisplay();
nuclear@5 376 break;
nuclear@5 377
nuclear@13 378 default:*/
nuclear@5 379 /* view control */
nuclear@4 380 if(bnstate[0]) {
nuclear@4 381 cam_theta += dx * 0.5;
nuclear@4 382 cam_phi += dy * 0.5;
nuclear@0 383
nuclear@4 384 if(cam_phi <= -90) cam_phi = -89;
nuclear@4 385 if(cam_phi >= 90) cam_phi = 89;
nuclear@13 386 post_redisplay();
nuclear@4 387 }
nuclear@4 388
nuclear@4 389 if(bnstate[1]) {
nuclear@4 390 cam_x += dx * 0.025;
nuclear@4 391 cam_y += dy * 0.025;
nuclear@13 392 post_redisplay();
nuclear@4 393 }
nuclear@4 394
nuclear@4 395 if(bnstate[2]) {
nuclear@4 396 cam_dist += dy * 0.025;
nuclear@4 397 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@13 398 post_redisplay();
nuclear@4 399 }
nuclear@13 400 //}
nuclear@0 401 }
nuclear@0 402
nuclear@0 403 int parse_args(int argc, char **argv)
nuclear@0 404 {
nuclear@0 405 int i;
nuclear@3 406 char *endp;
nuclear@0 407
nuclear@0 408 for(i=1; i<argc; i++) {
nuclear@2 409 if(argv[i][0] == '-' && argv[i][2] == 0) {
nuclear@2 410 switch(argv[i][1]) {
nuclear@3 411 case 'm':
nuclear@3 412 xfer_mean = strtod(argv[++i], &endp);
nuclear@3 413 if(endp == argv[i]) {
nuclear@3 414 fprintf(stderr, "-m must be followed by the transfer function mean\n");
nuclear@3 415 return -1;
nuclear@3 416 }
nuclear@2 417 break;
nuclear@3 418
nuclear@4 419 case 'd':
nuclear@3 420 xfer_sdev = strtod(argv[++i], &endp);
nuclear@3 421 if(endp == argv[i]) {
nuclear@4 422 fprintf(stderr, "-d must be followed by the transfer function std.deviation\n");
nuclear@3 423 return -1;
nuclear@3 424 }
nuclear@3 425 break;
nuclear@3 426
nuclear@3 427 default:
nuclear@3 428 fprintf(stderr, "unrecognized option: %s\n", argv[i]);
nuclear@3 429 return -1;
nuclear@2 430 }
nuclear@2 431 } else {
nuclear@29 432 fprintf(stderr, "unexpected argument: %s\n", argv[i]);
nuclear@0 433 }
nuclear@0 434 }
nuclear@0 435
nuclear@33 436 if(getenv("DBG_NORAY")) {
nuclear@33 437 dbg_noray = true;
nuclear@33 438 }
nuclear@0 439 return 0;
nuclear@0 440 }
nuclear@0 441
nuclear@0 442
nuclear@11 443 static void create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
nuclear@0 444 {
nuclear@1 445 int cur_tex_xsz, cur_tex_ysz;
nuclear@0 446 int tex_xsz = round_pow2(xsz);
nuclear@0 447 int tex_ysz = round_pow2(ysz);
nuclear@0 448 float *teximg, *dir;
nuclear@0 449
nuclear@11 450 teximg = new float[3 * xsz * ysz];
nuclear@0 451 dir = teximg;
nuclear@0 452
nuclear@11 453 for(int i=0; i<ysz; i++) {
nuclear@11 454 for(int j=0; j<xsz; j++) {
nuclear@11 455 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
nuclear@1 456 *dir++ = rdir.x;
nuclear@1 457 *dir++ = rdir.y;
nuclear@1 458 *dir++ = rdir.z;
nuclear@0 459 }
nuclear@0 460 }
nuclear@0 461
nuclear@1 462 if(!ray_tex) {
nuclear@1 463 glGenTextures(1, &ray_tex);
nuclear@1 464 }
nuclear@1 465
nuclear@1 466 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &cur_tex_xsz);
nuclear@1 467 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &cur_tex_ysz);
nuclear@1 468
nuclear@1 469 if(tex_xsz > cur_tex_xsz || tex_ysz > cur_tex_ysz) {
nuclear@1 470 glBindTexture(GL_TEXTURE_2D, ray_tex);
nuclear@1 471 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@1 472 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@1 473 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
nuclear@1 474 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
nuclear@1 475 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, 0);
nuclear@1 476 }
nuclear@1 477
nuclear@1 478 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsz, ysz, GL_RGB, GL_FLOAT, teximg);
nuclear@11 479 delete [] teximg;
nuclear@0 480
nuclear@0 481 if(tex_scale) {
nuclear@0 482 tex_scale->x = (float)xsz / (float)tex_xsz;
nuclear@0 483 tex_scale->y = (float)ysz / (float)tex_ysz;
nuclear@0 484 }
nuclear@11 485 raytex_needs_recalc = false;
nuclear@0 486 }
nuclear@0 487
nuclear@11 488 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
nuclear@0 489 {
nuclear@0 490 float vfov = M_PI * vfov_deg / 180.0;
nuclear@0 491 float aspect = (float)w / (float)h;
nuclear@0 492
nuclear@0 493 float ysz = 2.0;
nuclear@0 494 float xsz = aspect * ysz;
nuclear@0 495
nuclear@0 496 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
nuclear@0 497 float py = 1.0 - ((float)y / (float)h) * ysz;
nuclear@0 498 float pz = 1.0 / tan(0.5 * vfov);
nuclear@0 499
nuclear@0 500 float mag = sqrt(px * px + py * py + pz * pz);
nuclear@11 501 return Vector3(px / mag, py / mag, pz / mag);
nuclear@0 502 }
nuclear@0 503
nuclear@0 504 static int round_pow2(int x)
nuclear@0 505 {
nuclear@0 506 x--;
nuclear@0 507 x = (x >> 1) | x;
nuclear@0 508 x = (x >> 2) | x;
nuclear@0 509 x = (x >> 4) | x;
nuclear@0 510 x = (x >> 8) | x;
nuclear@0 511 x = (x >> 16) | x;
nuclear@0 512 return x + 1;
nuclear@0 513 }
nuclear@0 514
nuclear@3 515 static void create_transfer_map(float mean, float sdev)
nuclear@3 516 {
nuclear@3 517 static float map[XFER_MAP_SZ];
nuclear@3 518
nuclear@3 519 if(!xfer_tex) {
nuclear@3 520 glGenTextures(1, &xfer_tex);
nuclear@3 521 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@3 522 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@3 523 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@3 524 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@3 525 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@3 526 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, XFER_MAP_SZ, 0, GL_LUMINANCE, GL_FLOAT, 0);
nuclear@3 527 }
nuclear@3 528
nuclear@11 529 for(int i=0; i<XFER_MAP_SZ; i++) {
nuclear@4 530 float x = (float)i / (float)(XFER_MAP_SZ - 1);
nuclear@4 531 map[i] = gaussian(x, mean, sdev) - 1.0;
nuclear@3 532 }
nuclear@3 533
nuclear@4 534 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_LUMINANCE, GL_FLOAT, map);
nuclear@11 535 xfertex_needs_recalc = false;
nuclear@3 536 }