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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@0
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15
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nuclear@3
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16 #define XFER_MAP_SZ 512
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nuclear@3
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17
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nuclear@0
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18 struct slice_file {
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nuclear@0
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19 char *name;
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nuclear@0
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20 struct slice_file *next;
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nuclear@0
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21 };
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nuclear@0
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22
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nuclear@5
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23 enum {
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nuclear@5
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24 UIMODE_DEFAULT,
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nuclear@5
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25 UIMODE_XFER,
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nuclear@5
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26 UIMODE_CURSOR
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nuclear@5
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27 };
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nuclear@5
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28
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nuclear@0
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29 int init(void);
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nuclear@0
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30 void disp(void);
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nuclear@4
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31 void render_volume(void);
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nuclear@5
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32 void draw_slice(void);
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nuclear@4
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33 void draw_xfer_func(void);
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nuclear@0
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34 void reshape(int x, int y);
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nuclear@0
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35 void keyb(unsigned char key, int x, int y);
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nuclear@4
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36 void keyb_up(unsigned char key, int x, int y);
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nuclear@0
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37 void mouse(int bn, int state, int x, int y);
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nuclear@0
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38 void motion(int x, int y);
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nuclear@0
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39 int parse_args(int argc, char **argv);
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nuclear@0
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40
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nuclear@1
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41 static void create_ray_texture(int xsz, int ysz, float vfov, vec2_t *tex_scale);
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nuclear@0
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42 static vec3_t 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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43 static int round_pow2(int x);
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nuclear@3
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44 static void create_transfer_map(float mean, float sdev);
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nuclear@0
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45
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nuclear@0
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46 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
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nuclear@0
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47 float cam_x, cam_y, cam_z;
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nuclear@0
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48
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nuclear@0
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49 vec2_t tex_scale;
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nuclear@0
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50 struct slice_file *flist;
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nuclear@0
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51 int nslices;
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nuclear@5
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52 unsigned int vol_sdr, slice_sdr, vol_tex, ray_tex;
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nuclear@0
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53 int win_xsz, win_ysz;
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nuclear@1
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54 int raytex_needs_recalc = 1;
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nuclear@0
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55
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nuclear@3
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56 unsigned int xfer_tex;
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nuclear@3
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57 float xfer_mean = 0.5, xfer_sdev = 1.0;
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nuclear@3
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58 int xfertex_needs_recalc = 1;
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nuclear@3
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59
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nuclear@5
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60 static int uimode;
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nuclear@5
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61 static float cur_z = 0.5;
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nuclear@4
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62
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nuclear@0
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63 int main(int argc, char **argv)
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nuclear@0
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64 {
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nuclear@0
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65 glutInit(&argc, argv);
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nuclear@0
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66 glutInitWindowSize(1280, 720);
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nuclear@0
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67 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
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nuclear@0
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68
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nuclear@0
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69 if(parse_args(argc, argv) == -1) {
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nuclear@0
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70 return 1;
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nuclear@0
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71 }
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nuclear@0
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72
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nuclear@0
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73 glutCreateWindow("Volume Raytracer");
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nuclear@0
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74
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nuclear@0
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75 glutDisplayFunc(disp);
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nuclear@0
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76 glutReshapeFunc(reshape);
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nuclear@0
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77 glutKeyboardFunc(keyb);
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nuclear@4
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78 glutKeyboardUpFunc(keyb_up);
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nuclear@0
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79 glutMouseFunc(mouse);
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nuclear@0
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80 glutMotionFunc(motion);
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nuclear@0
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81
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nuclear@0
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82 glewInit();
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nuclear@0
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83
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nuclear@0
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84 if(init() == -1) {
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nuclear@0
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85 return 1;
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nuclear@0
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86 }
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nuclear@0
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87
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nuclear@0
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88 glutMainLoop();
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nuclear@0
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89 return 0;
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nuclear@0
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90 }
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nuclear@0
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91
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nuclear@0
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92 int init(void)
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nuclear@0
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93 {
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nuclear@0
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94 int i, vol_xsz, vol_ysz;
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nuclear@0
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95
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nuclear@5
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96 if(!(vol_sdr = create_program_load("volray.v.glsl", "volray.p.glsl"))) {
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nuclear@1
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97 return -1;
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nuclear@0
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98 }
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nuclear@5
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99 set_uniform_int(vol_sdr, "volume", 0);
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nuclear@5
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100 set_uniform_int(vol_sdr, "ray_tex", 1);
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nuclear@5
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101 set_uniform_int(vol_sdr, "xfer_tex", 2);
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nuclear@5
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102
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nuclear@5
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103 if(!(slice_sdr = create_program_load(0, "slice.p.glsl"))) {
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nuclear@5
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104 return -1;
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nuclear@5
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105 }
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nuclear@5
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106 set_uniform_int(slice_sdr, "volume", 0);
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nuclear@5
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107 set_uniform_int(slice_sdr, "xfer_tex", 1);
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nuclear@0
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108
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nuclear@0
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109 glGenTextures(1, &vol_tex);
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nuclear@0
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110 glBindTexture(GL_TEXTURE_3D, vol_tex);
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nuclear@0
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111 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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nuclear@0
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112 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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nuclear@4
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113 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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nuclear@4
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114 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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nuclear@4
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115 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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nuclear@0
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116
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nuclear@0
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117 for(i=0; i<nslices; i++) {
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nuclear@0
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118 int xsz, ysz;
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nuclear@0
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119 void *pix;
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nuclear@0
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120 struct slice_file *sfile = flist;
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nuclear@0
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121 flist = flist->next;
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nuclear@0
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122
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nuclear@0
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123 if(!(pix = img_load_pixels(sfile->name, &xsz, &ysz, IMG_FMT_RGBA32))) {
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nuclear@0
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124 fprintf(stderr, "failed to load image: %s\n", sfile->name);
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nuclear@0
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125 return -1;
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nuclear@0
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126 }
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nuclear@0
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127
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nuclear@0
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128 if(i == 0) {
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nuclear@0
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129 /* allocate storage for the texture */
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nuclear@0
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130 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, xsz, ysz, nslices, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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nuclear@0
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131
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nuclear@0
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132 vol_xsz = xsz;
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nuclear@0
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133 vol_ysz = ysz;
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nuclear@0
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134
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nuclear@0
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135 } else {
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nuclear@0
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136 if(xsz != vol_xsz || ysz != vol_ysz) {
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nuclear@0
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137 fprintf(stderr, "%s: inconsistent slice size: %dx%d. expected: %dx%d\n",
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nuclear@0
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138 sfile->name, xsz, ysz, vol_xsz, vol_ysz);
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nuclear@0
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139 img_free_pixels(pix);
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nuclear@0
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140 return -1;
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nuclear@0
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141 }
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nuclear@0
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142 }
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nuclear@0
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143 free(sfile);
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nuclear@0
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144
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nuclear@0
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145 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, i, xsz, ysz, 1, GL_RGBA, GL_UNSIGNED_BYTE, pix);
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nuclear@0
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146 img_free_pixels(pix);
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nuclear@0
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147 }
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nuclear@0
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148 return 0;
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nuclear@0
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149 }
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nuclear@0
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150
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nuclear@0
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151 void disp(void)
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nuclear@0
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152 {
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nuclear@4
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153 /* recalculate primary ray texture if needed */
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nuclear@1
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154 if(raytex_needs_recalc) {
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nuclear@1
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155 create_ray_texture(win_xsz, win_ysz, 50.0, &tex_scale);
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nuclear@1
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156 }
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nuclear@4
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157 /* recalculate transfer function texture if needed */
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nuclear@3
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158 if(xfertex_needs_recalc) {
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nuclear@3
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159 create_transfer_map(xfer_mean, xfer_sdev);
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nuclear@3
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160 }
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nuclear@1
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161
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nuclear@4
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162 render_volume();
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nuclear@5
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163 draw_slice();
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nuclear@4
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164 draw_xfer_func();
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nuclear@4
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165
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nuclear@4
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166 glutSwapBuffers();
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nuclear@4
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167 assert(glGetError() == GL_NO_ERROR);
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nuclear@4
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168 }
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nuclear@4
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169
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nuclear@4
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170 void render_volume(void)
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nuclear@4
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171 {
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nuclear@4
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172 /* set the camera transformation */
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nuclear@0
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173 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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174 glPushMatrix();
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nuclear@0
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175 glLoadIdentity();
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nuclear@1
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176 glRotatef(-90, 1, 0, 0);
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nuclear@0
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177 glTranslatef(cam_x, cam_y, -cam_z);
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nuclear@0
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178 glRotatef(cam_theta, 0, 1, 0);
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nuclear@0
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179 glRotatef(cam_phi, 1, 0, 0);
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nuclear@0
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180 glTranslatef(0, 0, -cam_dist);
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nuclear@0
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181
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nuclear@4
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182 /* 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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183 glMatrixMode(GL_TEXTURE);
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nuclear@4
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184 glPushMatrix();
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nuclear@1
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185 glLoadIdentity();
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nuclear@0
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186 glScalef(tex_scale.x, tex_scale.y, 1.0);
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nuclear@0
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187
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nuclear@4
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188 /* tex unit0: volume data 3D texture */
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nuclear@0
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189 glActiveTexture(GL_TEXTURE0);
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nuclear@1
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190 glBindTexture(GL_TEXTURE_3D, vol_tex);
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nuclear@0
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191 glEnable(GL_TEXTURE_3D);
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nuclear@0
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192
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nuclear@4
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193 /* tex unit1: primary rays in view space */
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nuclear@0
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194 glActiveTexture(GL_TEXTURE1);
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nuclear@1
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195 glBindTexture(GL_TEXTURE_2D, ray_tex);
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nuclear@0
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196 glEnable(GL_TEXTURE_2D);
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nuclear@0
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197
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nuclear@4
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198 /* tex unit2: transfer function (1d) */
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nuclear@3
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199 glActiveTexture(GL_TEXTURE2);
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nuclear@3
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200 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@3
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201 glEnable(GL_TEXTURE_1D);
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nuclear@3
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202
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nuclear@5
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203 bind_program(vol_sdr);
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nuclear@0
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204 glBegin(GL_QUADS);
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nuclear@0
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205 glColor3f(1, 1, 1);
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nuclear@1
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206 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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nuclear@1
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207 glTexCoord2f(1, 1); glVertex2f(1, -1);
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nuclear@1
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208 glTexCoord2f(1, 0); glVertex2f(1, 1);
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nuclear@1
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209 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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nuclear@0
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210 glEnd();
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nuclear@0
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211 bind_program(0);
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nuclear@0
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212
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nuclear@3
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213 glActiveTexture(GL_TEXTURE2);
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nuclear@3
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214 glDisable(GL_TEXTURE_1D);
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nuclear@1
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215 glActiveTexture(GL_TEXTURE1);
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nuclear@0
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216 glDisable(GL_TEXTURE_2D);
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nuclear@0
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217 glActiveTexture(GL_TEXTURE0);
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nuclear@0
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218 glDisable(GL_TEXTURE_3D);
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nuclear@0
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219
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nuclear@0
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220 glMatrixMode(GL_TEXTURE);
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nuclear@4
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221 glPopMatrix();
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nuclear@4
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222 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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223 glPopMatrix();
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nuclear@4
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224 }
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nuclear@0
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225
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nuclear@5
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226 void draw_slice(void)
|
nuclear@5
|
227 {
|
nuclear@5
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228 glMatrixMode(GL_MODELVIEW);
|
nuclear@5
|
229 glPushMatrix();
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nuclear@5
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230 glTranslatef(0.9, 0.9, 0);
|
nuclear@5
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231 glScalef(0.3, 0.3 * ((float)win_xsz / win_ysz), 1);
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nuclear@5
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232 glTranslatef(-1, -1, 0);
|
nuclear@5
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233
|
nuclear@5
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234 glActiveTexture(GL_TEXTURE0);
|
nuclear@5
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235 glBindTexture(GL_TEXTURE_3D, vol_tex);
|
nuclear@5
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236 glEnable(GL_TEXTURE_3D);
|
nuclear@5
|
237
|
nuclear@5
|
238 glActiveTexture(GL_TEXTURE1);
|
nuclear@5
|
239 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@5
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240 glEnable(GL_TEXTURE_1D);
|
nuclear@5
|
241
|
nuclear@5
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242 bind_program(slice_sdr);
|
nuclear@5
|
243
|
nuclear@5
|
244 glBegin(GL_QUADS);
|
nuclear@5
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245 glColor3f(1, 1, 1);
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nuclear@5
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246 glTexCoord3f(0, 1, cur_z); glVertex2f(-1, -1);
|
nuclear@5
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247 glTexCoord3f(1, 1, cur_z); glVertex2f(1, -1);
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nuclear@5
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248 glTexCoord3f(1, 0, cur_z); glVertex2f(1, 1);
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nuclear@5
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249 glTexCoord3f(0, 0, cur_z); glVertex2f(-1, 1);
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nuclear@5
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250 glEnd();
|
nuclear@5
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251
|
nuclear@5
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252 bind_program(0);
|
nuclear@5
|
253
|
nuclear@5
|
254 glActiveTexture(GL_TEXTURE1);
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nuclear@5
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255 glDisable(GL_TEXTURE_1D);
|
nuclear@5
|
256 glActiveTexture(GL_TEXTURE0);
|
nuclear@5
|
257 glDisable(GL_TEXTURE_3D);
|
nuclear@5
|
258 glPopMatrix();
|
nuclear@5
|
259 }
|
nuclear@5
|
260
|
nuclear@4
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261 void draw_xfer_func(void)
|
nuclear@4
|
262 {
|
nuclear@4
|
263 glMatrixMode(GL_MODELVIEW);
|
nuclear@4
|
264 glPushMatrix();
|
nuclear@4
|
265 glTranslatef(-0.9, -0.9, 0);
|
nuclear@4
|
266 glScalef(0.5, 0.1, 1);
|
nuclear@4
|
267
|
nuclear@4
|
268 glBindTexture(GL_TEXTURE_1D, xfer_tex);
|
nuclear@4
|
269 glEnable(GL_TEXTURE_1D);
|
nuclear@4
|
270
|
nuclear@4
|
271 glBegin(GL_QUADS);
|
nuclear@4
|
272 glColor3f(1, 1, 1);
|
nuclear@4
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273 glTexCoord1f(1);
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nuclear@4
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274 glVertex2f(1, 0);
|
nuclear@4
|
275 glVertex2f(1, 1);
|
nuclear@4
|
276 glTexCoord1f(0);
|
nuclear@4
|
277 glVertex2f(0, 1);
|
nuclear@4
|
278 glVertex2f(0, 0);
|
nuclear@4
|
279 glEnd();
|
nuclear@4
|
280
|
nuclear@4
|
281 glDisable(GL_TEXTURE_1D);
|
nuclear@4
|
282
|
nuclear@4
|
283 glLineWidth(2.0);
|
nuclear@4
|
284 glBegin(GL_LINE_LOOP);
|
nuclear@5
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285 if(uimode == UIMODE_XFER) {
|
nuclear@5
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286 glColor3f(1, 0, 0);
|
nuclear@5
|
287 } else {
|
nuclear@5
|
288 glColor3f(0, 0, 1);
|
nuclear@5
|
289 }
|
nuclear@4
|
290 glVertex2f(0, 0);
|
nuclear@4
|
291 glVertex2f(1, 0);
|
nuclear@4
|
292 glVertex2f(1, 1);
|
nuclear@4
|
293 glVertex2f(0, 1);
|
nuclear@4
|
294 glEnd();
|
nuclear@4
|
295
|
nuclear@4
|
296 glPopMatrix();
|
nuclear@0
|
297 }
|
nuclear@0
|
298
|
nuclear@0
|
299 void reshape(int x, int y)
|
nuclear@0
|
300 {
|
nuclear@0
|
301 glViewport(0, 0, x, y);
|
nuclear@0
|
302
|
nuclear@0
|
303 if(x != win_xsz || y != win_ysz) {
|
nuclear@1
|
304 raytex_needs_recalc = 1;
|
nuclear@0
|
305 win_xsz = x;
|
nuclear@0
|
306 win_ysz = y;
|
nuclear@0
|
307 }
|
nuclear@0
|
308 }
|
nuclear@0
|
309
|
nuclear@0
|
310 void keyb(unsigned char key, int x, int y)
|
nuclear@0
|
311 {
|
nuclear@0
|
312 switch(key) {
|
nuclear@0
|
313 case 27:
|
nuclear@0
|
314 exit(0);
|
nuclear@4
|
315
|
nuclear@4
|
316 case 'x':
|
nuclear@5
|
317 uimode = UIMODE_XFER;
|
nuclear@4
|
318 glutPostRedisplay();
|
nuclear@4
|
319 break;
|
nuclear@5
|
320
|
nuclear@5
|
321 case 'c':
|
nuclear@5
|
322 uimode = UIMODE_CURSOR;
|
nuclear@5
|
323 glutPostRedisplay();
|
nuclear@5
|
324 break;
|
nuclear@5
|
325
|
nuclear@5
|
326 default:
|
nuclear@5
|
327 break;
|
nuclear@4
|
328 }
|
nuclear@4
|
329 }
|
nuclear@4
|
330
|
nuclear@4
|
331 void keyb_up(unsigned char key, int x, int y)
|
nuclear@4
|
332 {
|
nuclear@4
|
333 switch(key) {
|
nuclear@4
|
334 case 'x':
|
nuclear@5
|
335 if(uimode == UIMODE_XFER) {
|
nuclear@5
|
336 uimode = UIMODE_DEFAULT;
|
nuclear@5
|
337 glutPostRedisplay();
|
nuclear@5
|
338 }
|
nuclear@5
|
339 break;
|
nuclear@5
|
340
|
nuclear@5
|
341 case 'c':
|
nuclear@5
|
342 if(uimode == UIMODE_CURSOR) {
|
nuclear@5
|
343 uimode = UIMODE_DEFAULT;
|
nuclear@5
|
344 glutPostRedisplay();
|
nuclear@5
|
345 }
|
nuclear@5
|
346 break;
|
nuclear@5
|
347
|
nuclear@5
|
348 default:
|
nuclear@4
|
349 break;
|
nuclear@0
|
350 }
|
nuclear@0
|
351 }
|
nuclear@0
|
352
|
nuclear@0
|
353 static int bnstate[32];
|
nuclear@0
|
354 static int prev_x, prev_y;
|
nuclear@0
|
355
|
nuclear@0
|
356 void mouse(int bn, int state, int x, int y)
|
nuclear@0
|
357 {
|
nuclear@0
|
358 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN;
|
nuclear@0
|
359 prev_x = x;
|
nuclear@0
|
360 prev_y = y;
|
nuclear@0
|
361 }
|
nuclear@0
|
362
|
nuclear@0
|
363 void motion(int x, int y)
|
nuclear@0
|
364 {
|
nuclear@0
|
365 int dx = x - prev_x;
|
nuclear@0
|
366 int dy = y - prev_y;
|
nuclear@0
|
367 prev_x = x;
|
nuclear@0
|
368 prev_y = y;
|
nuclear@0
|
369
|
nuclear@5
|
370 switch(uimode) {
|
nuclear@5
|
371 case UIMODE_XFER:
|
nuclear@4
|
372 if(dx || dy) {
|
nuclear@4
|
373 xfer_mean += dx / (float)win_xsz;
|
nuclear@4
|
374 xfer_sdev += 0.5 * dy / (float)win_ysz;
|
nuclear@0
|
375
|
nuclear@4
|
376 xfer_mean = xfer_mean < 0.0 ? 0.0 : (xfer_mean > 1.0 ? 1.0 : xfer_mean);
|
nuclear@4
|
377 xfer_sdev = xfer_sdev < 0.0 ? 0.0 : (xfer_sdev > 1.0 ? 1.0 : xfer_sdev);
|
nuclear@0
|
378
|
nuclear@4
|
379 xfertex_needs_recalc = 1;
|
nuclear@4
|
380 glutPostRedisplay();
|
nuclear@4
|
381 }
|
nuclear@5
|
382 break;
|
nuclear@0
|
383
|
nuclear@5
|
384 case UIMODE_CURSOR:
|
nuclear@5
|
385 cur_z += 0.5 * dy / (float)win_ysz;
|
nuclear@5
|
386
|
nuclear@5
|
387 if(cur_z < 0.0)
|
nuclear@5
|
388 cur_z = 0.0;
|
nuclear@5
|
389 if(cur_z > 1.0)
|
nuclear@5
|
390 cur_z = 1.0;
|
nuclear@5
|
391 glutPostRedisplay();
|
nuclear@5
|
392 break;
|
nuclear@5
|
393
|
nuclear@5
|
394 default:
|
nuclear@5
|
395 /* view control */
|
nuclear@4
|
396 if(bnstate[0]) {
|
nuclear@4
|
397 cam_theta += dx * 0.5;
|
nuclear@4
|
398 cam_phi += dy * 0.5;
|
nuclear@0
|
399
|
nuclear@4
|
400 if(cam_phi <= -90) cam_phi = -89;
|
nuclear@4
|
401 if(cam_phi >= 90) cam_phi = 89;
|
nuclear@4
|
402
|
nuclear@4
|
403 glutPostRedisplay();
|
nuclear@4
|
404 }
|
nuclear@4
|
405
|
nuclear@4
|
406 if(bnstate[1]) {
|
nuclear@4
|
407 cam_x += dx * 0.025;
|
nuclear@4
|
408 cam_y += dy * 0.025;
|
nuclear@4
|
409 glutPostRedisplay();
|
nuclear@4
|
410 }
|
nuclear@4
|
411
|
nuclear@4
|
412 if(bnstate[2]) {
|
nuclear@4
|
413 cam_dist += dy * 0.025;
|
nuclear@4
|
414 if(cam_dist < 0.0) cam_dist = 0.0;
|
nuclear@4
|
415 glutPostRedisplay();
|
nuclear@4
|
416 }
|
nuclear@0
|
417 }
|
nuclear@0
|
418 }
|
nuclear@0
|
419
|
nuclear@0
|
420
|
nuclear@0
|
421 int parse_args(int argc, char **argv)
|
nuclear@0
|
422 {
|
nuclear@0
|
423 int i;
|
nuclear@0
|
424 struct slice_file *tail;
|
nuclear@3
|
425 char *endp;
|
nuclear@0
|
426
|
nuclear@0
|
427 for(i=1; i<argc; i++) {
|
nuclear@2
|
428 if(argv[i][0] == '-' && argv[i][2] == 0) {
|
nuclear@2
|
429 switch(argv[i][1]) {
|
nuclear@3
|
430 case 'm':
|
nuclear@3
|
431 xfer_mean = strtod(argv[++i], &endp);
|
nuclear@3
|
432 if(endp == argv[i]) {
|
nuclear@3
|
433 fprintf(stderr, "-m must be followed by the transfer function mean\n");
|
nuclear@3
|
434 return -1;
|
nuclear@3
|
435 }
|
nuclear@2
|
436 break;
|
nuclear@3
|
437
|
nuclear@4
|
438 case 'd':
|
nuclear@3
|
439 xfer_sdev = strtod(argv[++i], &endp);
|
nuclear@3
|
440 if(endp == argv[i]) {
|
nuclear@4
|
441 fprintf(stderr, "-d must be followed by the transfer function std.deviation\n");
|
nuclear@3
|
442 return -1;
|
nuclear@3
|
443 }
|
nuclear@3
|
444 break;
|
nuclear@3
|
445
|
nuclear@3
|
446 default:
|
nuclear@3
|
447 fprintf(stderr, "unrecognized option: %s\n", argv[i]);
|
nuclear@3
|
448 return -1;
|
nuclear@2
|
449 }
|
nuclear@2
|
450 } else {
|
nuclear@2
|
451 struct slice_file *sfile;
|
nuclear@0
|
452
|
nuclear@2
|
453 if(!(sfile = malloc(sizeof *sfile))) {
|
nuclear@2
|
454 perror("failed to allocate memory");
|
nuclear@2
|
455 return -1;
|
nuclear@2
|
456 }
|
nuclear@2
|
457 sfile->name = argv[i];
|
nuclear@2
|
458 sfile->next = 0;
|
nuclear@2
|
459
|
nuclear@2
|
460 if(!flist) {
|
nuclear@2
|
461 flist = tail = sfile;
|
nuclear@2
|
462 } else {
|
nuclear@2
|
463 tail->next = sfile;
|
nuclear@2
|
464 tail = sfile;
|
nuclear@2
|
465 }
|
nuclear@2
|
466 nslices++;
|
nuclear@0
|
467 }
|
nuclear@0
|
468 }
|
nuclear@0
|
469
|
nuclear@0
|
470 if(!nslices) {
|
nuclear@0
|
471 fprintf(stderr, "pass the slice filenames\n");
|
nuclear@0
|
472 return -1;
|
nuclear@0
|
473 }
|
nuclear@0
|
474 return 0;
|
nuclear@0
|
475 }
|
nuclear@0
|
476
|
nuclear@0
|
477
|
nuclear@1
|
478 static void create_ray_texture(int xsz, int ysz, float vfov, vec2_t *tex_scale)
|
nuclear@0
|
479 {
|
nuclear@0
|
480 int i, j;
|
nuclear@1
|
481 int cur_tex_xsz, cur_tex_ysz;
|
nuclear@0
|
482 int tex_xsz = round_pow2(xsz);
|
nuclear@0
|
483 int tex_ysz = round_pow2(ysz);
|
nuclear@0
|
484 float *teximg, *dir;
|
nuclear@0
|
485
|
nuclear@1
|
486 if(!(teximg = malloc(3 * xsz * ysz * sizeof *teximg))) {
|
nuclear@1
|
487 return;
|
nuclear@0
|
488 }
|
nuclear@0
|
489 dir = teximg;
|
nuclear@0
|
490
|
nuclear@1
|
491 for(i=0; i<ysz; i++) {
|
nuclear@1
|
492 for(j=0; j<xsz; j++) {
|
nuclear@1
|
493 vec3_t rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
|
nuclear@1
|
494 *dir++ = rdir.x;
|
nuclear@1
|
495 *dir++ = rdir.y;
|
nuclear@1
|
496 *dir++ = rdir.z;
|
nuclear@0
|
497 }
|
nuclear@0
|
498 }
|
nuclear@0
|
499
|
nuclear@1
|
500 if(!ray_tex) {
|
nuclear@1
|
501 glGenTextures(1, &ray_tex);
|
nuclear@1
|
502 }
|
nuclear@1
|
503
|
nuclear@1
|
504 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &cur_tex_xsz);
|
nuclear@1
|
505 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &cur_tex_ysz);
|
nuclear@1
|
506
|
nuclear@1
|
507 if(tex_xsz > cur_tex_xsz || tex_ysz > cur_tex_ysz) {
|
nuclear@1
|
508 glBindTexture(GL_TEXTURE_2D, ray_tex);
|
nuclear@1
|
509 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@1
|
510 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@1
|
511 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
nuclear@1
|
512 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
nuclear@1
|
513 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, 0);
|
nuclear@1
|
514 }
|
nuclear@1
|
515
|
nuclear@1
|
516 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsz, ysz, GL_RGB, GL_FLOAT, teximg);
|
nuclear@0
|
517 free(teximg);
|
nuclear@0
|
518
|
nuclear@0
|
519 if(tex_scale) {
|
nuclear@0
|
520 tex_scale->x = (float)xsz / (float)tex_xsz;
|
nuclear@0
|
521 tex_scale->y = (float)ysz / (float)tex_ysz;
|
nuclear@0
|
522 }
|
nuclear@1
|
523 raytex_needs_recalc = 0;
|
nuclear@0
|
524 }
|
nuclear@0
|
525
|
nuclear@0
|
526 static vec3_t get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
|
nuclear@0
|
527 {
|
nuclear@0
|
528 float vfov = M_PI * vfov_deg / 180.0;
|
nuclear@0
|
529 float aspect = (float)w / (float)h;
|
nuclear@0
|
530
|
nuclear@0
|
531 float ysz = 2.0;
|
nuclear@0
|
532 float xsz = aspect * ysz;
|
nuclear@0
|
533
|
nuclear@0
|
534 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
|
nuclear@0
|
535 float py = 1.0 - ((float)y / (float)h) * ysz;
|
nuclear@0
|
536 float pz = 1.0 / tan(0.5 * vfov);
|
nuclear@0
|
537
|
nuclear@0
|
538 float mag = sqrt(px * px + py * py + pz * pz);
|
nuclear@0
|
539
|
nuclear@0
|
540 return v3_cons(px / mag, py / mag, pz / mag);
|
nuclear@0
|
541 }
|
nuclear@0
|
542
|
nuclear@0
|
543 static int round_pow2(int x)
|
nuclear@0
|
544 {
|
nuclear@0
|
545 x--;
|
nuclear@0
|
546 x = (x >> 1) | x;
|
nuclear@0
|
547 x = (x >> 2) | x;
|
nuclear@0
|
548 x = (x >> 4) | x;
|
nuclear@0
|
549 x = (x >> 8) | x;
|
nuclear@0
|
550 x = (x >> 16) | x;
|
nuclear@0
|
551 return x + 1;
|
nuclear@0
|
552 }
|
nuclear@0
|
553
|
nuclear@3
|
554 static void create_transfer_map(float mean, float sdev)
|
nuclear@3
|
555 {
|
nuclear@3
|
556 static float map[XFER_MAP_SZ];
|
nuclear@3
|
557 int i;
|
nuclear@3
|
558
|
nuclear@3
|
559 if(!xfer_tex) {
|
nuclear@3
|
560 glGenTextures(1, &xfer_tex);
|
nuclear@3
|
561 glBindTexture(GL_TEXTURE_1D, xfer_tex);
|
nuclear@3
|
562 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@3
|
563 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@3
|
564 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
565 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
566 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, XFER_MAP_SZ, 0, GL_LUMINANCE, GL_FLOAT, 0);
|
nuclear@3
|
567 }
|
nuclear@3
|
568
|
nuclear@3
|
569 for(i=0; i<XFER_MAP_SZ; i++) {
|
nuclear@4
|
570 float x = (float)i / (float)(XFER_MAP_SZ - 1);
|
nuclear@4
|
571 map[i] = gaussian(x, mean, sdev) - 1.0;
|
nuclear@3
|
572 }
|
nuclear@4
|
573 putchar('\n');
|
nuclear@3
|
574
|
nuclear@4
|
575 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_LUMINANCE, GL_FLOAT, map);
|
nuclear@3
|
576 xfertex_needs_recalc = 0;
|
nuclear@3
|
577 }
|