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@21
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99 default:
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nuclear@21
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100 break;
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nuclear@21
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101 }
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nuclear@21
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102 }
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nuclear@21
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103
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nuclear@21
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104 float volray_getvalue(int which)
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nuclear@21
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105 {
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nuclear@21
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106 switch(which) {
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nuclear@21
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107 case VOLRAY_ZCURSOR:
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nuclear@21
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108 return cur_z;
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nuclear@21
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109
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nuclear@21
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110 default:
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nuclear@21
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111 break;
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nuclear@21
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112 }
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nuclear@21
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113 return 0.0;
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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@11
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116 void volray_draw(void)
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nuclear@0
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117 {
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nuclear@4
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118 /* recalculate primary ray texture if needed */
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nuclear@1
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119 if(raytex_needs_recalc) {
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nuclear@1
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120 create_ray_texture(win_xsz, win_ysz, 50.0, &tex_scale);
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nuclear@1
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121 }
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nuclear@4
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122 /* recalculate transfer function texture if needed */
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nuclear@3
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123 if(xfertex_needs_recalc) {
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nuclear@3
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124 create_transfer_map(xfer_mean, xfer_sdev);
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nuclear@3
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125 }
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nuclear@1
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126
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nuclear@18
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127 draw_demo();
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nuclear@18
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128
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nuclear@13
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129 glClear(GL_COLOR_BUFFER_BIT);
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nuclear@13
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130
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nuclear@13
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131 if(volume) {
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nuclear@13
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132 render_volume();
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nuclear@13
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133 draw_slice();
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nuclear@13
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134 draw_xfer_func();
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nuclear@13
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135 }
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nuclear@4
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136
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nuclear@4
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137 assert(glGetError() == GL_NO_ERROR);
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nuclear@4
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138 }
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nuclear@4
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139
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nuclear@11
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140 static void render_volume(void)
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nuclear@4
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141 {
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nuclear@4
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142 /* set the camera transformation */
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nuclear@0
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143 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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144 glPushMatrix();
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nuclear@0
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145 glLoadIdentity();
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nuclear@1
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146 glRotatef(-90, 1, 0, 0);
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nuclear@0
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147 glTranslatef(cam_x, cam_y, -cam_z);
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nuclear@0
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148 glRotatef(cam_theta, 0, 1, 0);
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nuclear@0
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149 glRotatef(cam_phi, 1, 0, 0);
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nuclear@0
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150 glTranslatef(0, 0, -cam_dist);
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nuclear@0
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151
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nuclear@4
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152 /* 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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153 glMatrixMode(GL_TEXTURE);
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nuclear@4
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154 glPushMatrix();
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nuclear@1
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155 glLoadIdentity();
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nuclear@0
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156 glScalef(tex_scale.x, tex_scale.y, 1.0);
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nuclear@0
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157
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nuclear@4
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158 /* tex unit0: volume data 3D texture */
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nuclear@0
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159 glActiveTexture(GL_TEXTURE0);
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nuclear@13
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160 glBindTexture(GL_TEXTURE_3D, volume->get_texture());
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nuclear@0
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161 glEnable(GL_TEXTURE_3D);
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nuclear@0
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162
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nuclear@4
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163 /* tex unit1: primary rays in view space */
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nuclear@0
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164 glActiveTexture(GL_TEXTURE1);
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nuclear@1
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165 glBindTexture(GL_TEXTURE_2D, ray_tex);
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nuclear@0
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166 glEnable(GL_TEXTURE_2D);
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nuclear@0
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167
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nuclear@4
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168 /* tex unit2: transfer function (1d) */
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nuclear@3
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169 glActiveTexture(GL_TEXTURE2);
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nuclear@3
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170 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@3
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171 glEnable(GL_TEXTURE_1D);
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nuclear@3
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172
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nuclear@5
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173 bind_program(vol_sdr);
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nuclear@0
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174 glBegin(GL_QUADS);
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nuclear@0
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175 glColor3f(1, 1, 1);
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nuclear@1
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176 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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nuclear@1
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177 glTexCoord2f(1, 1); glVertex2f(1, -1);
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nuclear@1
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178 glTexCoord2f(1, 0); glVertex2f(1, 1);
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nuclear@1
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179 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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nuclear@0
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180 glEnd();
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nuclear@0
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181 bind_program(0);
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nuclear@0
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182
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nuclear@3
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183 glActiveTexture(GL_TEXTURE2);
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nuclear@3
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184 glDisable(GL_TEXTURE_1D);
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nuclear@1
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185 glActiveTexture(GL_TEXTURE1);
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nuclear@0
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186 glDisable(GL_TEXTURE_2D);
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nuclear@0
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187 glActiveTexture(GL_TEXTURE0);
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nuclear@0
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188 glDisable(GL_TEXTURE_3D);
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nuclear@0
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189
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nuclear@0
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190 glMatrixMode(GL_TEXTURE);
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nuclear@4
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191 glPopMatrix();
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nuclear@4
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192 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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193 glPopMatrix();
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nuclear@4
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194 }
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nuclear@0
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195
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nuclear@11
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196 static void draw_slice(void)
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nuclear@5
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197 {
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nuclear@5
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198 glMatrixMode(GL_MODELVIEW);
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nuclear@5
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199 glPushMatrix();
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nuclear@5
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200 glTranslatef(0.9, 0.9, 0);
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nuclear@5
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201 glScalef(0.3, 0.3 * ((float)win_xsz / win_ysz), 1);
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nuclear@5
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202 glTranslatef(-1, -1, 0);
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nuclear@5
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203
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nuclear@5
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204 glActiveTexture(GL_TEXTURE0);
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nuclear@13
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205 glBindTexture(GL_TEXTURE_3D, volume->get_texture());
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nuclear@5
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206 glEnable(GL_TEXTURE_3D);
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nuclear@5
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207
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nuclear@5
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208 glActiveTexture(GL_TEXTURE1);
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nuclear@5
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209 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@5
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210 glEnable(GL_TEXTURE_1D);
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nuclear@5
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211
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nuclear@5
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212 bind_program(slice_sdr);
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nuclear@5
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213
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nuclear@5
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214 glBegin(GL_QUADS);
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nuclear@5
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215 glColor3f(1, 1, 1);
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nuclear@5
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216 glTexCoord3f(0, 1, cur_z); glVertex2f(-1, -1);
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nuclear@5
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217 glTexCoord3f(1, 1, cur_z); glVertex2f(1, -1);
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nuclear@5
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218 glTexCoord3f(1, 0, cur_z); glVertex2f(1, 1);
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nuclear@5
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219 glTexCoord3f(0, 0, cur_z); glVertex2f(-1, 1);
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nuclear@5
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220 glEnd();
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nuclear@5
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221
|
nuclear@5
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222 bind_program(0);
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nuclear@5
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223
|
nuclear@5
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224 glActiveTexture(GL_TEXTURE1);
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nuclear@5
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225 glDisable(GL_TEXTURE_1D);
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nuclear@5
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226 glActiveTexture(GL_TEXTURE0);
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nuclear@5
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227 glDisable(GL_TEXTURE_3D);
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nuclear@5
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228 glPopMatrix();
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nuclear@5
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229 }
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nuclear@5
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230
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nuclear@11
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231 static void draw_xfer_func(void)
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nuclear@4
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232 {
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nuclear@4
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233 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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234 glPushMatrix();
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nuclear@4
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235 glTranslatef(-0.9, -0.9, 0);
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nuclear@4
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236 glScalef(0.5, 0.1, 1);
|
nuclear@4
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237
|
nuclear@4
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238 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@4
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239 glEnable(GL_TEXTURE_1D);
|
nuclear@4
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240
|
nuclear@4
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241 glBegin(GL_QUADS);
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nuclear@4
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242 glColor3f(1, 1, 1);
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nuclear@4
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243 glTexCoord1f(1);
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nuclear@4
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244 glVertex2f(1, 0);
|
nuclear@4
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245 glVertex2f(1, 1);
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nuclear@4
|
246 glTexCoord1f(0);
|
nuclear@4
|
247 glVertex2f(0, 1);
|
nuclear@4
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248 glVertex2f(0, 0);
|
nuclear@4
|
249 glEnd();
|
nuclear@4
|
250
|
nuclear@4
|
251 glDisable(GL_TEXTURE_1D);
|
nuclear@4
|
252
|
nuclear@4
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253 glLineWidth(2.0);
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nuclear@4
|
254 glBegin(GL_LINE_LOOP);
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nuclear@13
|
255 /*if(uimode == UIMODE_XFER) {
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nuclear@5
|
256 glColor3f(1, 0, 0);
|
nuclear@13
|
257 } else {*/
|
nuclear@5
|
258 glColor3f(0, 0, 1);
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nuclear@13
|
259 //}
|
nuclear@4
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260 glVertex2f(0, 0);
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nuclear@4
|
261 glVertex2f(1, 0);
|
nuclear@4
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262 glVertex2f(1, 1);
|
nuclear@4
|
263 glVertex2f(0, 1);
|
nuclear@4
|
264 glEnd();
|
nuclear@4
|
265
|
nuclear@4
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266 glPopMatrix();
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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
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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) {
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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();
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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@13
|
335 void volray_motion(int x, int y)
|
nuclear@0
|
336 {
|
nuclear@0
|
337 int dx = x - prev_x;
|
nuclear@0
|
338 int dy = y - prev_y;
|
nuclear@0
|
339 prev_x = x;
|
nuclear@0
|
340 prev_y = y;
|
nuclear@0
|
341
|
nuclear@13
|
342 /*switch(uimode) {
|
nuclear@5
|
343 case UIMODE_XFER:
|
nuclear@4
|
344 if(dx || dy) {
|
nuclear@4
|
345 xfer_mean += dx / (float)win_xsz;
|
nuclear@4
|
346 xfer_sdev += 0.5 * dy / (float)win_ysz;
|
nuclear@0
|
347
|
nuclear@4
|
348 xfer_mean = xfer_mean < 0.0 ? 0.0 : (xfer_mean > 1.0 ? 1.0 : xfer_mean);
|
nuclear@4
|
349 xfer_sdev = xfer_sdev < 0.0 ? 0.0 : (xfer_sdev > 1.0 ? 1.0 : xfer_sdev);
|
nuclear@0
|
350
|
nuclear@11
|
351 xfertex_needs_recalc = true;
|
nuclear@13
|
352 post_redisplay();
|
nuclear@4
|
353 }
|
nuclear@5
|
354 break;
|
nuclear@0
|
355
|
nuclear@5
|
356 case UIMODE_CURSOR:
|
nuclear@5
|
357 cur_z += 0.5 * dy / (float)win_ysz;
|
nuclear@5
|
358
|
nuclear@5
|
359 if(cur_z < 0.0)
|
nuclear@5
|
360 cur_z = 0.0;
|
nuclear@5
|
361 if(cur_z > 1.0)
|
nuclear@5
|
362 cur_z = 1.0;
|
nuclear@7
|
363
|
nuclear@7
|
364 set_uniform_float(vol_sdr, "zclip", cur_z);
|
nuclear@13
|
365 post_redisplay();
|
nuclear@5
|
366 break;
|
nuclear@5
|
367
|
nuclear@13
|
368 default:*/
|
nuclear@5
|
369 /* view control */
|
nuclear@4
|
370 if(bnstate[0]) {
|
nuclear@4
|
371 cam_theta += dx * 0.5;
|
nuclear@4
|
372 cam_phi += dy * 0.5;
|
nuclear@0
|
373
|
nuclear@4
|
374 if(cam_phi <= -90) cam_phi = -89;
|
nuclear@4
|
375 if(cam_phi >= 90) cam_phi = 89;
|
nuclear@13
|
376 post_redisplay();
|
nuclear@4
|
377 }
|
nuclear@4
|
378
|
nuclear@4
|
379 if(bnstate[1]) {
|
nuclear@4
|
380 cam_x += dx * 0.025;
|
nuclear@4
|
381 cam_y += dy * 0.025;
|
nuclear@13
|
382 post_redisplay();
|
nuclear@4
|
383 }
|
nuclear@4
|
384
|
nuclear@4
|
385 if(bnstate[2]) {
|
nuclear@4
|
386 cam_dist += dy * 0.025;
|
nuclear@4
|
387 if(cam_dist < 0.0) cam_dist = 0.0;
|
nuclear@13
|
388 post_redisplay();
|
nuclear@4
|
389 }
|
nuclear@13
|
390 //}
|
nuclear@0
|
391 }
|
nuclear@0
|
392
|
nuclear@13
|
393 #if 0
|
nuclear@0
|
394 int parse_args(int argc, char **argv)
|
nuclear@0
|
395 {
|
nuclear@0
|
396 int i;
|
nuclear@3
|
397 char *endp;
|
nuclear@0
|
398
|
nuclear@0
|
399 for(i=1; i<argc; i++) {
|
nuclear@2
|
400 if(argv[i][0] == '-' && argv[i][2] == 0) {
|
nuclear@2
|
401 switch(argv[i][1]) {
|
nuclear@3
|
402 case 'm':
|
nuclear@3
|
403 xfer_mean = strtod(argv[++i], &endp);
|
nuclear@3
|
404 if(endp == argv[i]) {
|
nuclear@3
|
405 fprintf(stderr, "-m must be followed by the transfer function mean\n");
|
nuclear@3
|
406 return -1;
|
nuclear@3
|
407 }
|
nuclear@2
|
408 break;
|
nuclear@3
|
409
|
nuclear@4
|
410 case 'd':
|
nuclear@3
|
411 xfer_sdev = strtod(argv[++i], &endp);
|
nuclear@3
|
412 if(endp == argv[i]) {
|
nuclear@4
|
413 fprintf(stderr, "-d must be followed by the transfer function std.deviation\n");
|
nuclear@3
|
414 return -1;
|
nuclear@3
|
415 }
|
nuclear@3
|
416 break;
|
nuclear@3
|
417
|
nuclear@3
|
418 default:
|
nuclear@3
|
419 fprintf(stderr, "unrecognized option: %s\n", argv[i]);
|
nuclear@3
|
420 return -1;
|
nuclear@2
|
421 }
|
nuclear@2
|
422 } else {
|
nuclear@9
|
423 if(fname) {
|
nuclear@9
|
424 fprintf(stderr, "unexpected argument: %s\n", argv[i]);
|
nuclear@2
|
425 return -1;
|
nuclear@2
|
426 }
|
nuclear@9
|
427 fname = argv[i];
|
nuclear@0
|
428 }
|
nuclear@0
|
429 }
|
nuclear@0
|
430
|
nuclear@9
|
431 if(!fname) {
|
nuclear@9
|
432 fprintf(stderr, "pass the volume descriptor filename\n");
|
nuclear@0
|
433 return -1;
|
nuclear@0
|
434 }
|
nuclear@0
|
435 return 0;
|
nuclear@0
|
436 }
|
nuclear@11
|
437 #endif
|
nuclear@0
|
438
|
nuclear@0
|
439
|
nuclear@11
|
440 static void create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
|
nuclear@0
|
441 {
|
nuclear@1
|
442 int cur_tex_xsz, cur_tex_ysz;
|
nuclear@0
|
443 int tex_xsz = round_pow2(xsz);
|
nuclear@0
|
444 int tex_ysz = round_pow2(ysz);
|
nuclear@0
|
445 float *teximg, *dir;
|
nuclear@0
|
446
|
nuclear@11
|
447 teximg = new float[3 * xsz * ysz];
|
nuclear@0
|
448 dir = teximg;
|
nuclear@0
|
449
|
nuclear@11
|
450 for(int i=0; i<ysz; i++) {
|
nuclear@11
|
451 for(int j=0; j<xsz; j++) {
|
nuclear@11
|
452 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
|
nuclear@1
|
453 *dir++ = rdir.x;
|
nuclear@1
|
454 *dir++ = rdir.y;
|
nuclear@1
|
455 *dir++ = rdir.z;
|
nuclear@0
|
456 }
|
nuclear@0
|
457 }
|
nuclear@0
|
458
|
nuclear@1
|
459 if(!ray_tex) {
|
nuclear@1
|
460 glGenTextures(1, &ray_tex);
|
nuclear@1
|
461 }
|
nuclear@1
|
462
|
nuclear@1
|
463 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &cur_tex_xsz);
|
nuclear@1
|
464 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &cur_tex_ysz);
|
nuclear@1
|
465
|
nuclear@1
|
466 if(tex_xsz > cur_tex_xsz || tex_ysz > cur_tex_ysz) {
|
nuclear@1
|
467 glBindTexture(GL_TEXTURE_2D, ray_tex);
|
nuclear@1
|
468 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@1
|
469 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@1
|
470 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
nuclear@1
|
471 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
nuclear@1
|
472 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, 0);
|
nuclear@1
|
473 }
|
nuclear@1
|
474
|
nuclear@1
|
475 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsz, ysz, GL_RGB, GL_FLOAT, teximg);
|
nuclear@11
|
476 delete [] teximg;
|
nuclear@0
|
477
|
nuclear@0
|
478 if(tex_scale) {
|
nuclear@0
|
479 tex_scale->x = (float)xsz / (float)tex_xsz;
|
nuclear@0
|
480 tex_scale->y = (float)ysz / (float)tex_ysz;
|
nuclear@0
|
481 }
|
nuclear@11
|
482 raytex_needs_recalc = false;
|
nuclear@0
|
483 }
|
nuclear@0
|
484
|
nuclear@11
|
485 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
|
nuclear@0
|
486 {
|
nuclear@0
|
487 float vfov = M_PI * vfov_deg / 180.0;
|
nuclear@0
|
488 float aspect = (float)w / (float)h;
|
nuclear@0
|
489
|
nuclear@0
|
490 float ysz = 2.0;
|
nuclear@0
|
491 float xsz = aspect * ysz;
|
nuclear@0
|
492
|
nuclear@0
|
493 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
|
nuclear@0
|
494 float py = 1.0 - ((float)y / (float)h) * ysz;
|
nuclear@0
|
495 float pz = 1.0 / tan(0.5 * vfov);
|
nuclear@0
|
496
|
nuclear@0
|
497 float mag = sqrt(px * px + py * py + pz * pz);
|
nuclear@11
|
498 return Vector3(px / mag, py / mag, pz / mag);
|
nuclear@0
|
499 }
|
nuclear@0
|
500
|
nuclear@0
|
501 static int round_pow2(int x)
|
nuclear@0
|
502 {
|
nuclear@0
|
503 x--;
|
nuclear@0
|
504 x = (x >> 1) | x;
|
nuclear@0
|
505 x = (x >> 2) | x;
|
nuclear@0
|
506 x = (x >> 4) | x;
|
nuclear@0
|
507 x = (x >> 8) | x;
|
nuclear@0
|
508 x = (x >> 16) | x;
|
nuclear@0
|
509 return x + 1;
|
nuclear@0
|
510 }
|
nuclear@0
|
511
|
nuclear@3
|
512 static void create_transfer_map(float mean, float sdev)
|
nuclear@3
|
513 {
|
nuclear@3
|
514 static float map[XFER_MAP_SZ];
|
nuclear@3
|
515
|
nuclear@3
|
516 if(!xfer_tex) {
|
nuclear@3
|
517 glGenTextures(1, &xfer_tex);
|
nuclear@3
|
518 glBindTexture(GL_TEXTURE_1D, xfer_tex);
|
nuclear@3
|
519 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@3
|
520 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@3
|
521 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
522 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
523 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, XFER_MAP_SZ, 0, GL_LUMINANCE, GL_FLOAT, 0);
|
nuclear@3
|
524 }
|
nuclear@3
|
525
|
nuclear@11
|
526 for(int i=0; i<XFER_MAP_SZ; i++) {
|
nuclear@4
|
527 float x = (float)i / (float)(XFER_MAP_SZ - 1);
|
nuclear@4
|
528 map[i] = gaussian(x, mean, sdev) - 1.0;
|
nuclear@3
|
529 }
|
nuclear@3
|
530
|
nuclear@4
|
531 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_LUMINANCE, GL_FLOAT, map);
|
nuclear@11
|
532 xfertex_needs_recalc = false;
|
nuclear@3
|
533 }
|