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