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