qvolray

annotate src/volray.cc @ 11:8990b5d2c7fe

moving to qt
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 09 Apr 2012 23:42:57 +0300
parents src/volray.c@a6765984e057
children 17d9dc2edc91
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <assert.h>
nuclear@0 4
nuclear@0 5 #include <GL/glew.h>
nuclear@0 6 #ifndef __APPLE__
nuclear@0 7 #include <GL/glut.h>
nuclear@0 8 #else
nuclear@0 9 #include <GLUT/glut.h>
nuclear@0 10 #endif
nuclear@0 11
nuclear@0 12 #include <vmath/vmath.h>
nuclear@0 13 #include <imago2.h>
nuclear@0 14 #include "sdr.h"
nuclear@9 15 #include "volume.h"
nuclear@0 16
nuclear@3 17 #define XFER_MAP_SZ 512
nuclear@3 18
nuclear@11 19 static void render_volume();
nuclear@11 20 static void draw_slice();
nuclear@11 21 static void draw_xfer_func();
nuclear@5 22
nuclear@11 23 /*
nuclear@0 24 void keyb(unsigned char key, int x, int y);
nuclear@4 25 void keyb_up(unsigned char key, int x, int y);
nuclear@0 26 void mouse(int bn, int state, int x, int y);
nuclear@0 27 void motion(int x, int y);
nuclear@0 28 int parse_args(int argc, char **argv);
nuclear@11 29 */
nuclear@0 30
nuclear@11 31 static void create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale);
nuclear@11 32 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
nuclear@0 33 static int round_pow2(int x);
nuclear@3 34 static void create_transfer_map(float mean, float sdev);
nuclear@0 35
nuclear@9 36 static float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
nuclear@9 37 static float cam_x, cam_y, cam_z;
nuclear@0 38
nuclear@9 39 static vec2_t tex_scale;
nuclear@9 40 static unsigned int vol_sdr, slice_sdr, ray_tex;
nuclear@9 41 static int win_xsz, win_ysz;
nuclear@11 42 static bool raytex_needs_recalc = true;
nuclear@0 43
nuclear@9 44 static unsigned int xfer_tex;
nuclear@9 45 static float xfer_mean = 0.7, xfer_sdev = 0.1;
nuclear@11 46 static bool xfertex_needs_recalc = true;
nuclear@3 47
nuclear@7 48 static float cur_z = 0.0;
nuclear@7 49 static float ray_step = 0.01;
nuclear@4 50
nuclear@11 51 static Volume volume;
nuclear@9 52
nuclear@9 53
nuclear@11 54 bool volray_init()
nuclear@0 55 {
nuclear@0 56 glewInit();
nuclear@0 57
nuclear@9 58 if(!(vol_sdr = create_program_load("sdr/volray.v.glsl", "sdr/volray.p.glsl"))) {
nuclear@11 59 return false;
nuclear@0 60 }
nuclear@5 61 set_uniform_int(vol_sdr, "volume", 0);
nuclear@5 62 set_uniform_int(vol_sdr, "ray_tex", 1);
nuclear@5 63 set_uniform_int(vol_sdr, "xfer_tex", 2);
nuclear@7 64 set_uniform_float(vol_sdr, "ray_step", ray_step);
nuclear@7 65 set_uniform_float(vol_sdr, "zclip", cur_z);
nuclear@5 66
nuclear@9 67 if(!(slice_sdr = create_program_load(0, "sdr/slice.p.glsl"))) {
nuclear@11 68 return false;
nuclear@5 69 }
nuclear@5 70 set_uniform_int(slice_sdr, "volume", 0);
nuclear@5 71 set_uniform_int(slice_sdr, "xfer_tex", 1);
nuclear@0 72
nuclear@11 73 if(!volume.load(fname)) {
nuclear@11 74 return false;
nuclear@9 75 }
nuclear@11 76 return true;
nuclear@0 77 }
nuclear@0 78
nuclear@11 79 void volray_draw(void)
nuclear@0 80 {
nuclear@4 81 /* recalculate primary ray texture if needed */
nuclear@1 82 if(raytex_needs_recalc) {
nuclear@1 83 create_ray_texture(win_xsz, win_ysz, 50.0, &tex_scale);
nuclear@1 84 }
nuclear@4 85 /* recalculate transfer function texture if needed */
nuclear@3 86 if(xfertex_needs_recalc) {
nuclear@3 87 create_transfer_map(xfer_mean, xfer_sdev);
nuclear@3 88 }
nuclear@1 89
nuclear@4 90 render_volume();
nuclear@5 91 draw_slice();
nuclear@4 92 draw_xfer_func();
nuclear@4 93
nuclear@4 94 assert(glGetError() == GL_NO_ERROR);
nuclear@4 95 }
nuclear@4 96
nuclear@11 97 static void render_volume(void)
nuclear@4 98 {
nuclear@4 99 /* set the camera transformation */
nuclear@0 100 glMatrixMode(GL_MODELVIEW);
nuclear@4 101 glPushMatrix();
nuclear@0 102 glLoadIdentity();
nuclear@1 103 glRotatef(-90, 1, 0, 0);
nuclear@0 104 glTranslatef(cam_x, cam_y, -cam_z);
nuclear@0 105 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 106 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 107 glTranslatef(0, 0, -cam_dist);
nuclear@0 108
nuclear@4 109 /* setup the texture matrix to map the useful part of the ray texture to [0,1] */
nuclear@0 110 glMatrixMode(GL_TEXTURE);
nuclear@4 111 glPushMatrix();
nuclear@1 112 glLoadIdentity();
nuclear@0 113 glScalef(tex_scale.x, tex_scale.y, 1.0);
nuclear@0 114
nuclear@4 115 /* tex unit0: volume data 3D texture */
nuclear@0 116 glActiveTexture(GL_TEXTURE0);
nuclear@11 117 glBindTexture(GL_TEXTURE_3D, volume.get_texture());
nuclear@0 118 glEnable(GL_TEXTURE_3D);
nuclear@0 119
nuclear@4 120 /* tex unit1: primary rays in view space */
nuclear@0 121 glActiveTexture(GL_TEXTURE1);
nuclear@1 122 glBindTexture(GL_TEXTURE_2D, ray_tex);
nuclear@0 123 glEnable(GL_TEXTURE_2D);
nuclear@0 124
nuclear@4 125 /* tex unit2: transfer function (1d) */
nuclear@3 126 glActiveTexture(GL_TEXTURE2);
nuclear@3 127 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@3 128 glEnable(GL_TEXTURE_1D);
nuclear@3 129
nuclear@5 130 bind_program(vol_sdr);
nuclear@0 131 glBegin(GL_QUADS);
nuclear@0 132 glColor3f(1, 1, 1);
nuclear@1 133 glTexCoord2f(0, 1); glVertex2f(-1, -1);
nuclear@1 134 glTexCoord2f(1, 1); glVertex2f(1, -1);
nuclear@1 135 glTexCoord2f(1, 0); glVertex2f(1, 1);
nuclear@1 136 glTexCoord2f(0, 0); glVertex2f(-1, 1);
nuclear@0 137 glEnd();
nuclear@0 138 bind_program(0);
nuclear@0 139
nuclear@3 140 glActiveTexture(GL_TEXTURE2);
nuclear@3 141 glDisable(GL_TEXTURE_1D);
nuclear@1 142 glActiveTexture(GL_TEXTURE1);
nuclear@0 143 glDisable(GL_TEXTURE_2D);
nuclear@0 144 glActiveTexture(GL_TEXTURE0);
nuclear@0 145 glDisable(GL_TEXTURE_3D);
nuclear@0 146
nuclear@0 147 glMatrixMode(GL_TEXTURE);
nuclear@4 148 glPopMatrix();
nuclear@4 149 glMatrixMode(GL_MODELVIEW);
nuclear@4 150 glPopMatrix();
nuclear@4 151 }
nuclear@0 152
nuclear@11 153 static void draw_slice(void)
nuclear@5 154 {
nuclear@5 155 glMatrixMode(GL_MODELVIEW);
nuclear@5 156 glPushMatrix();
nuclear@5 157 glTranslatef(0.9, 0.9, 0);
nuclear@5 158 glScalef(0.3, 0.3 * ((float)win_xsz / win_ysz), 1);
nuclear@5 159 glTranslatef(-1, -1, 0);
nuclear@5 160
nuclear@5 161 glActiveTexture(GL_TEXTURE0);
nuclear@11 162 glBindTexture(GL_TEXTURE_3D, volume.get_texture());
nuclear@5 163 glEnable(GL_TEXTURE_3D);
nuclear@5 164
nuclear@5 165 glActiveTexture(GL_TEXTURE1);
nuclear@5 166 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@5 167 glEnable(GL_TEXTURE_1D);
nuclear@5 168
nuclear@5 169 bind_program(slice_sdr);
nuclear@5 170
nuclear@5 171 glBegin(GL_QUADS);
nuclear@5 172 glColor3f(1, 1, 1);
nuclear@5 173 glTexCoord3f(0, 1, cur_z); glVertex2f(-1, -1);
nuclear@5 174 glTexCoord3f(1, 1, cur_z); glVertex2f(1, -1);
nuclear@5 175 glTexCoord3f(1, 0, cur_z); glVertex2f(1, 1);
nuclear@5 176 glTexCoord3f(0, 0, cur_z); glVertex2f(-1, 1);
nuclear@5 177 glEnd();
nuclear@5 178
nuclear@5 179 bind_program(0);
nuclear@5 180
nuclear@5 181 glActiveTexture(GL_TEXTURE1);
nuclear@5 182 glDisable(GL_TEXTURE_1D);
nuclear@5 183 glActiveTexture(GL_TEXTURE0);
nuclear@5 184 glDisable(GL_TEXTURE_3D);
nuclear@5 185 glPopMatrix();
nuclear@5 186 }
nuclear@5 187
nuclear@11 188 static void draw_xfer_func(void)
nuclear@4 189 {
nuclear@4 190 glMatrixMode(GL_MODELVIEW);
nuclear@4 191 glPushMatrix();
nuclear@4 192 glTranslatef(-0.9, -0.9, 0);
nuclear@4 193 glScalef(0.5, 0.1, 1);
nuclear@4 194
nuclear@4 195 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@4 196 glEnable(GL_TEXTURE_1D);
nuclear@4 197
nuclear@4 198 glBegin(GL_QUADS);
nuclear@4 199 glColor3f(1, 1, 1);
nuclear@4 200 glTexCoord1f(1);
nuclear@4 201 glVertex2f(1, 0);
nuclear@4 202 glVertex2f(1, 1);
nuclear@4 203 glTexCoord1f(0);
nuclear@4 204 glVertex2f(0, 1);
nuclear@4 205 glVertex2f(0, 0);
nuclear@4 206 glEnd();
nuclear@4 207
nuclear@4 208 glDisable(GL_TEXTURE_1D);
nuclear@4 209
nuclear@4 210 glLineWidth(2.0);
nuclear@4 211 glBegin(GL_LINE_LOOP);
nuclear@5 212 if(uimode == UIMODE_XFER) {
nuclear@5 213 glColor3f(1, 0, 0);
nuclear@5 214 } else {
nuclear@5 215 glColor3f(0, 0, 1);
nuclear@5 216 }
nuclear@4 217 glVertex2f(0, 0);
nuclear@4 218 glVertex2f(1, 0);
nuclear@4 219 glVertex2f(1, 1);
nuclear@4 220 glVertex2f(0, 1);
nuclear@4 221 glEnd();
nuclear@4 222
nuclear@4 223 glPopMatrix();
nuclear@0 224 }
nuclear@0 225
nuclear@11 226 void volray_resize(int x, int y)
nuclear@0 227 {
nuclear@0 228 glViewport(0, 0, x, y);
nuclear@0 229
nuclear@0 230 if(x != win_xsz || y != win_ysz) {
nuclear@11 231 raytex_needs_recalc = true;
nuclear@0 232 win_xsz = x;
nuclear@0 233 win_ysz = y;
nuclear@0 234 }
nuclear@0 235 }
nuclear@0 236
nuclear@11 237 #if 0
nuclear@0 238 void keyb(unsigned char key, int x, int y)
nuclear@0 239 {
nuclear@0 240 switch(key) {
nuclear@0 241 case 27:
nuclear@0 242 exit(0);
nuclear@4 243
nuclear@4 244 case 'x':
nuclear@5 245 uimode = UIMODE_XFER;
nuclear@4 246 glutPostRedisplay();
nuclear@4 247 break;
nuclear@5 248
nuclear@5 249 case 'c':
nuclear@5 250 uimode = UIMODE_CURSOR;
nuclear@5 251 glutPostRedisplay();
nuclear@5 252 break;
nuclear@5 253
nuclear@5 254 default:
nuclear@5 255 break;
nuclear@4 256 }
nuclear@4 257 }
nuclear@4 258
nuclear@4 259 void keyb_up(unsigned char key, int x, int y)
nuclear@4 260 {
nuclear@4 261 switch(key) {
nuclear@4 262 case 'x':
nuclear@5 263 if(uimode == UIMODE_XFER) {
nuclear@5 264 uimode = UIMODE_DEFAULT;
nuclear@5 265 glutPostRedisplay();
nuclear@5 266 }
nuclear@5 267 break;
nuclear@5 268
nuclear@5 269 case 'c':
nuclear@5 270 if(uimode == UIMODE_CURSOR) {
nuclear@5 271 uimode = UIMODE_DEFAULT;
nuclear@5 272 glutPostRedisplay();
nuclear@5 273 }
nuclear@5 274 break;
nuclear@5 275
nuclear@5 276 default:
nuclear@4 277 break;
nuclear@0 278 }
nuclear@0 279 }
nuclear@0 280
nuclear@0 281 static int bnstate[32];
nuclear@0 282 static int prev_x, prev_y;
nuclear@0 283
nuclear@0 284 void mouse(int bn, int state, int x, int y)
nuclear@0 285 {
nuclear@0 286 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN;
nuclear@0 287 prev_x = x;
nuclear@0 288 prev_y = y;
nuclear@0 289 }
nuclear@0 290
nuclear@0 291 void motion(int x, int y)
nuclear@0 292 {
nuclear@0 293 int dx = x - prev_x;
nuclear@0 294 int dy = y - prev_y;
nuclear@0 295 prev_x = x;
nuclear@0 296 prev_y = y;
nuclear@0 297
nuclear@5 298 switch(uimode) {
nuclear@5 299 case UIMODE_XFER:
nuclear@4 300 if(dx || dy) {
nuclear@4 301 xfer_mean += dx / (float)win_xsz;
nuclear@4 302 xfer_sdev += 0.5 * dy / (float)win_ysz;
nuclear@0 303
nuclear@4 304 xfer_mean = xfer_mean < 0.0 ? 0.0 : (xfer_mean > 1.0 ? 1.0 : xfer_mean);
nuclear@4 305 xfer_sdev = xfer_sdev < 0.0 ? 0.0 : (xfer_sdev > 1.0 ? 1.0 : xfer_sdev);
nuclear@0 306
nuclear@11 307 xfertex_needs_recalc = true;
nuclear@4 308 glutPostRedisplay();
nuclear@4 309 }
nuclear@5 310 break;
nuclear@0 311
nuclear@5 312 case UIMODE_CURSOR:
nuclear@5 313 cur_z += 0.5 * dy / (float)win_ysz;
nuclear@5 314
nuclear@5 315 if(cur_z < 0.0)
nuclear@5 316 cur_z = 0.0;
nuclear@5 317 if(cur_z > 1.0)
nuclear@5 318 cur_z = 1.0;
nuclear@7 319
nuclear@7 320 set_uniform_float(vol_sdr, "zclip", cur_z);
nuclear@5 321 glutPostRedisplay();
nuclear@5 322 break;
nuclear@5 323
nuclear@5 324 default:
nuclear@5 325 /* view control */
nuclear@4 326 if(bnstate[0]) {
nuclear@4 327 cam_theta += dx * 0.5;
nuclear@4 328 cam_phi += dy * 0.5;
nuclear@0 329
nuclear@4 330 if(cam_phi <= -90) cam_phi = -89;
nuclear@4 331 if(cam_phi >= 90) cam_phi = 89;
nuclear@4 332
nuclear@4 333 glutPostRedisplay();
nuclear@4 334 }
nuclear@4 335
nuclear@4 336 if(bnstate[1]) {
nuclear@4 337 cam_x += dx * 0.025;
nuclear@4 338 cam_y += dy * 0.025;
nuclear@4 339 glutPostRedisplay();
nuclear@4 340 }
nuclear@4 341
nuclear@4 342 if(bnstate[2]) {
nuclear@4 343 cam_dist += dy * 0.025;
nuclear@4 344 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@4 345 glutPostRedisplay();
nuclear@4 346 }
nuclear@0 347 }
nuclear@0 348 }
nuclear@0 349
nuclear@0 350
nuclear@0 351 int parse_args(int argc, char **argv)
nuclear@0 352 {
nuclear@0 353 int i;
nuclear@3 354 char *endp;
nuclear@0 355
nuclear@0 356 for(i=1; i<argc; i++) {
nuclear@2 357 if(argv[i][0] == '-' && argv[i][2] == 0) {
nuclear@2 358 switch(argv[i][1]) {
nuclear@3 359 case 'm':
nuclear@3 360 xfer_mean = strtod(argv[++i], &endp);
nuclear@3 361 if(endp == argv[i]) {
nuclear@3 362 fprintf(stderr, "-m must be followed by the transfer function mean\n");
nuclear@3 363 return -1;
nuclear@3 364 }
nuclear@2 365 break;
nuclear@3 366
nuclear@4 367 case 'd':
nuclear@3 368 xfer_sdev = strtod(argv[++i], &endp);
nuclear@3 369 if(endp == argv[i]) {
nuclear@4 370 fprintf(stderr, "-d must be followed by the transfer function std.deviation\n");
nuclear@3 371 return -1;
nuclear@3 372 }
nuclear@3 373 break;
nuclear@3 374
nuclear@3 375 default:
nuclear@3 376 fprintf(stderr, "unrecognized option: %s\n", argv[i]);
nuclear@3 377 return -1;
nuclear@2 378 }
nuclear@2 379 } else {
nuclear@9 380 if(fname) {
nuclear@9 381 fprintf(stderr, "unexpected argument: %s\n", argv[i]);
nuclear@2 382 return -1;
nuclear@2 383 }
nuclear@9 384 fname = argv[i];
nuclear@0 385 }
nuclear@0 386 }
nuclear@0 387
nuclear@9 388 if(!fname) {
nuclear@9 389 fprintf(stderr, "pass the volume descriptor filename\n");
nuclear@0 390 return -1;
nuclear@0 391 }
nuclear@0 392 return 0;
nuclear@0 393 }
nuclear@11 394 #endif
nuclear@0 395
nuclear@0 396
nuclear@11 397 static void create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
nuclear@0 398 {
nuclear@1 399 int cur_tex_xsz, cur_tex_ysz;
nuclear@0 400 int tex_xsz = round_pow2(xsz);
nuclear@0 401 int tex_ysz = round_pow2(ysz);
nuclear@0 402 float *teximg, *dir;
nuclear@0 403
nuclear@11 404 teximg = new float[3 * xsz * ysz];
nuclear@0 405 dir = teximg;
nuclear@0 406
nuclear@11 407 for(int i=0; i<ysz; i++) {
nuclear@11 408 for(int j=0; j<xsz; j++) {
nuclear@11 409 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
nuclear@1 410 *dir++ = rdir.x;
nuclear@1 411 *dir++ = rdir.y;
nuclear@1 412 *dir++ = rdir.z;
nuclear@0 413 }
nuclear@0 414 }
nuclear@0 415
nuclear@1 416 if(!ray_tex) {
nuclear@1 417 glGenTextures(1, &ray_tex);
nuclear@1 418 }
nuclear@1 419
nuclear@1 420 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &cur_tex_xsz);
nuclear@1 421 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &cur_tex_ysz);
nuclear@1 422
nuclear@1 423 if(tex_xsz > cur_tex_xsz || tex_ysz > cur_tex_ysz) {
nuclear@1 424 glBindTexture(GL_TEXTURE_2D, ray_tex);
nuclear@1 425 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@1 426 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@1 427 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
nuclear@1 428 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
nuclear@1 429 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, 0);
nuclear@1 430 }
nuclear@1 431
nuclear@1 432 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsz, ysz, GL_RGB, GL_FLOAT, teximg);
nuclear@11 433 delete [] teximg;
nuclear@0 434
nuclear@0 435 if(tex_scale) {
nuclear@0 436 tex_scale->x = (float)xsz / (float)tex_xsz;
nuclear@0 437 tex_scale->y = (float)ysz / (float)tex_ysz;
nuclear@0 438 }
nuclear@11 439 raytex_needs_recalc = false;
nuclear@0 440 }
nuclear@0 441
nuclear@11 442 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
nuclear@0 443 {
nuclear@0 444 float vfov = M_PI * vfov_deg / 180.0;
nuclear@0 445 float aspect = (float)w / (float)h;
nuclear@0 446
nuclear@0 447 float ysz = 2.0;
nuclear@0 448 float xsz = aspect * ysz;
nuclear@0 449
nuclear@0 450 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
nuclear@0 451 float py = 1.0 - ((float)y / (float)h) * ysz;
nuclear@0 452 float pz = 1.0 / tan(0.5 * vfov);
nuclear@0 453
nuclear@0 454 float mag = sqrt(px * px + py * py + pz * pz);
nuclear@11 455 return Vector3(px / mag, py / mag, pz / mag);
nuclear@0 456 }
nuclear@0 457
nuclear@0 458 static int round_pow2(int x)
nuclear@0 459 {
nuclear@0 460 x--;
nuclear@0 461 x = (x >> 1) | x;
nuclear@0 462 x = (x >> 2) | x;
nuclear@0 463 x = (x >> 4) | x;
nuclear@0 464 x = (x >> 8) | x;
nuclear@0 465 x = (x >> 16) | x;
nuclear@0 466 return x + 1;
nuclear@0 467 }
nuclear@0 468
nuclear@3 469 static void create_transfer_map(float mean, float sdev)
nuclear@3 470 {
nuclear@3 471 static float map[XFER_MAP_SZ];
nuclear@3 472
nuclear@3 473 if(!xfer_tex) {
nuclear@3 474 glGenTextures(1, &xfer_tex);
nuclear@3 475 glBindTexture(GL_TEXTURE_1D, xfer_tex);
nuclear@3 476 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@3 477 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@3 478 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@3 479 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@3 480 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, XFER_MAP_SZ, 0, GL_LUMINANCE, GL_FLOAT, 0);
nuclear@3 481 }
nuclear@3 482
nuclear@11 483 for(int i=0; i<XFER_MAP_SZ; i++) {
nuclear@4 484 float x = (float)i / (float)(XFER_MAP_SZ - 1);
nuclear@4 485 map[i] = gaussian(x, mean, sdev) - 1.0;
nuclear@3 486 }
nuclear@3 487
nuclear@4 488 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_LUMINANCE, GL_FLOAT, map);
nuclear@11 489 xfertex_needs_recalc = false;
nuclear@3 490 }