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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11
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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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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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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@0
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23 int init(void);
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nuclear@0
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24 void disp(void);
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nuclear@4
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25 void render_volume(void);
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nuclear@4
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26 void draw_xfer_func(void);
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nuclear@0
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27 void reshape(int x, int y);
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nuclear@0
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28 void keyb(unsigned char key, int x, int y);
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nuclear@4
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29 void keyb_up(unsigned char key, int x, int y);
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nuclear@0
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30 void mouse(int bn, int state, int x, int y);
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nuclear@0
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31 void motion(int x, int y);
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nuclear@0
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32 int parse_args(int argc, char **argv);
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nuclear@0
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33
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nuclear@1
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34 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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35 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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36 static int round_pow2(int x);
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nuclear@3
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37 static void create_transfer_map(float mean, float sdev);
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38
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39 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
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40 float cam_x, cam_y, cam_z;
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41
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42 vec2_t tex_scale;
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43 struct slice_file *flist;
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44 int nslices;
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45 unsigned int sdr, vol_tex, ray_tex;
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46 int win_xsz, win_ysz;
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nuclear@1
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47 int raytex_needs_recalc = 1;
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nuclear@0
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48
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nuclear@3
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49 unsigned int xfer_tex;
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nuclear@3
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50 float xfer_mean = 0.5, xfer_sdev = 1.0;
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nuclear@3
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51 int xfertex_needs_recalc = 1;
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nuclear@3
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52
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nuclear@4
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53 static int uimode_xfer;
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nuclear@4
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54
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nuclear@0
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55 int main(int argc, char **argv)
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nuclear@0
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56 {
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nuclear@0
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57 glutInit(&argc, argv);
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nuclear@0
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58 glutInitWindowSize(1280, 720);
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nuclear@0
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59 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
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60
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nuclear@0
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61 if(parse_args(argc, argv) == -1) {
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nuclear@0
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62 return 1;
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nuclear@0
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63 }
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nuclear@0
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64
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nuclear@0
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65 glutCreateWindow("Volume Raytracer");
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nuclear@0
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66
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nuclear@0
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67 glutDisplayFunc(disp);
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nuclear@0
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68 glutReshapeFunc(reshape);
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nuclear@0
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69 glutKeyboardFunc(keyb);
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nuclear@4
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70 glutKeyboardUpFunc(keyb_up);
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nuclear@0
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71 glutMouseFunc(mouse);
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nuclear@0
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72 glutMotionFunc(motion);
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nuclear@0
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73
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nuclear@0
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74 glewInit();
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nuclear@0
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75
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nuclear@0
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76 if(init() == -1) {
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nuclear@0
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77 return 1;
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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@0
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80 glutMainLoop();
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nuclear@0
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81 return 0;
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nuclear@0
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82 }
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nuclear@0
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83
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nuclear@0
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84 int init(void)
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nuclear@0
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85 {
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nuclear@0
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86 int i, vol_xsz, vol_ysz;
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nuclear@0
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87
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nuclear@0
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88 if(!(sdr = create_program_load("volray.v.glsl", "volray.p.glsl"))) {
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nuclear@1
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89 return -1;
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nuclear@0
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90 }
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nuclear@1
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91 set_uniform_int(sdr, "volume", 0);
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nuclear@1
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92 set_uniform_int(sdr, "ray_tex", 1);
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nuclear@3
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93 set_uniform_int(sdr, "xfer_tex", 2);
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nuclear@0
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94
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nuclear@0
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95 glGenTextures(1, &vol_tex);
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nuclear@0
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96 glBindTexture(GL_TEXTURE_3D, vol_tex);
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nuclear@0
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97 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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nuclear@0
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98 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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nuclear@4
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99 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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nuclear@4
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100 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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nuclear@4
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101 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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nuclear@0
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102
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nuclear@0
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103 for(i=0; i<nslices; i++) {
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nuclear@0
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104 int xsz, ysz;
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nuclear@0
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105 void *pix;
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nuclear@0
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106 struct slice_file *sfile = flist;
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107 flist = flist->next;
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nuclear@0
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108
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109 if(!(pix = img_load_pixels(sfile->name, &xsz, &ysz, IMG_FMT_RGBA32))) {
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nuclear@0
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110 fprintf(stderr, "failed to load image: %s\n", sfile->name);
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nuclear@0
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111 return -1;
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nuclear@0
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112 }
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nuclear@0
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113
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nuclear@0
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114 if(i == 0) {
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nuclear@0
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115 /* allocate storage for the texture */
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nuclear@0
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116 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, xsz, ysz, nslices, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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117
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118 vol_xsz = xsz;
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119 vol_ysz = ysz;
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120
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nuclear@0
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121 } else {
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nuclear@0
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122 if(xsz != vol_xsz || ysz != vol_ysz) {
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123 fprintf(stderr, "%s: inconsistent slice size: %dx%d. expected: %dx%d\n",
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124 sfile->name, xsz, ysz, vol_xsz, vol_ysz);
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125 img_free_pixels(pix);
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126 return -1;
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nuclear@0
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127 }
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nuclear@0
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128 }
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nuclear@0
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129 free(sfile);
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130
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nuclear@0
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131 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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132 img_free_pixels(pix);
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nuclear@0
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133 }
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nuclear@0
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134 return 0;
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nuclear@0
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135 }
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nuclear@0
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136
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nuclear@0
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137 void disp(void)
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nuclear@0
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138 {
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nuclear@4
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139 /* recalculate primary ray texture if needed */
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nuclear@1
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140 if(raytex_needs_recalc) {
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nuclear@1
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141 create_ray_texture(win_xsz, win_ysz, 50.0, &tex_scale);
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nuclear@1
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142 }
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nuclear@4
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143 /* recalculate transfer function texture if needed */
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nuclear@3
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144 if(xfertex_needs_recalc) {
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nuclear@3
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145 create_transfer_map(xfer_mean, xfer_sdev);
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nuclear@3
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146 }
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nuclear@1
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147
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nuclear@4
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148 render_volume();
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nuclear@4
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149 draw_xfer_func();
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nuclear@4
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150
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nuclear@4
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151 glutSwapBuffers();
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nuclear@4
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152 assert(glGetError() == GL_NO_ERROR);
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nuclear@4
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153 }
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nuclear@4
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154
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nuclear@4
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155 void render_volume(void)
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nuclear@4
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156 {
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nuclear@4
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157 /* set the camera transformation */
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nuclear@0
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158 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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159 glPushMatrix();
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nuclear@0
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160 glLoadIdentity();
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nuclear@1
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161 glRotatef(-90, 1, 0, 0);
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nuclear@0
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162 glTranslatef(cam_x, cam_y, -cam_z);
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163 glRotatef(cam_theta, 0, 1, 0);
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164 glRotatef(cam_phi, 1, 0, 0);
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165 glTranslatef(0, 0, -cam_dist);
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166
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nuclear@4
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167 /* 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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168 glMatrixMode(GL_TEXTURE);
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nuclear@4
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169 glPushMatrix();
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nuclear@1
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170 glLoadIdentity();
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nuclear@0
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171 glScalef(tex_scale.x, tex_scale.y, 1.0);
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nuclear@0
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172
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nuclear@4
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173 /* tex unit0: volume data 3D texture */
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174 glActiveTexture(GL_TEXTURE0);
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nuclear@1
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175 glBindTexture(GL_TEXTURE_3D, vol_tex);
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nuclear@0
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176 glEnable(GL_TEXTURE_3D);
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177
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178 /* tex unit1: primary rays in view space */
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179 glActiveTexture(GL_TEXTURE1);
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nuclear@1
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180 glBindTexture(GL_TEXTURE_2D, ray_tex);
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nuclear@0
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181 glEnable(GL_TEXTURE_2D);
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182
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183 /* tex unit2: transfer function (1d) */
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nuclear@3
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184 glActiveTexture(GL_TEXTURE2);
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185 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@3
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186 glEnable(GL_TEXTURE_1D);
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nuclear@3
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187
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nuclear@0
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188 bind_program(sdr);
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nuclear@0
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189 glBegin(GL_QUADS);
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nuclear@0
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190 glColor3f(1, 1, 1);
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nuclear@1
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191 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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nuclear@1
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192 glTexCoord2f(1, 1); glVertex2f(1, -1);
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nuclear@1
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193 glTexCoord2f(1, 0); glVertex2f(1, 1);
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nuclear@1
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194 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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nuclear@0
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195 glEnd();
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196 bind_program(0);
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nuclear@0
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197
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nuclear@3
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198 glActiveTexture(GL_TEXTURE2);
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nuclear@3
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199 glDisable(GL_TEXTURE_1D);
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nuclear@1
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200 glActiveTexture(GL_TEXTURE1);
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nuclear@0
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201 glDisable(GL_TEXTURE_2D);
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nuclear@0
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202 glActiveTexture(GL_TEXTURE0);
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nuclear@0
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203 glDisable(GL_TEXTURE_3D);
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nuclear@0
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204
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nuclear@0
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205 glMatrixMode(GL_TEXTURE);
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nuclear@4
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206 glPopMatrix();
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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 glPopMatrix();
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nuclear@4
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209 }
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nuclear@0
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210
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nuclear@4
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211 void draw_xfer_func(void)
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nuclear@4
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212 {
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nuclear@4
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213 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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214 glPushMatrix();
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nuclear@4
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215 glTranslatef(-0.9, -0.9, 0);
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nuclear@4
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216 glScalef(0.5, 0.1, 1);
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nuclear@4
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217
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nuclear@4
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218 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@4
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219 glEnable(GL_TEXTURE_1D);
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nuclear@4
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220
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nuclear@4
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221 glBegin(GL_QUADS);
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nuclear@4
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222 glColor3f(1, 1, 1);
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nuclear@4
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223 glTexCoord1f(1);
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nuclear@4
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224 glVertex2f(1, 0);
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nuclear@4
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225 glVertex2f(1, 1);
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nuclear@4
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226 glTexCoord1f(0);
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nuclear@4
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227 glVertex2f(0, 1);
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nuclear@4
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228 glVertex2f(0, 0);
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nuclear@4
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229 glEnd();
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nuclear@4
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230
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nuclear@4
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231 glDisable(GL_TEXTURE_1D);
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nuclear@4
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232
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nuclear@4
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233 glLineWidth(2.0);
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nuclear@4
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234 glBegin(GL_LINE_LOOP);
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nuclear@4
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235 glColor3f(uimode_xfer ? 1 : 0, 0, uimode_xfer ? 0 : 1);
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nuclear@4
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236 glVertex2f(0, 0);
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nuclear@4
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237 glVertex2f(1, 0);
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nuclear@4
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238 glVertex2f(1, 1);
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nuclear@4
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239 glVertex2f(0, 1);
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nuclear@4
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240 glEnd();
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nuclear@4
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241
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nuclear@4
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242 glPopMatrix();
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nuclear@0
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243 }
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nuclear@0
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244
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nuclear@0
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245 void reshape(int x, int y)
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nuclear@0
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246 {
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nuclear@0
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247 glViewport(0, 0, x, y);
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nuclear@0
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248
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nuclear@0
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249 if(x != win_xsz || y != win_ysz) {
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nuclear@1
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250 raytex_needs_recalc = 1;
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nuclear@0
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251 win_xsz = x;
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nuclear@0
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252 win_ysz = y;
|
nuclear@0
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253 }
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nuclear@0
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254 }
|
nuclear@0
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255
|
nuclear@0
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256 void keyb(unsigned char key, int x, int y)
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nuclear@0
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257 {
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nuclear@0
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258 switch(key) {
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nuclear@0
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259 case 27:
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nuclear@0
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260 exit(0);
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nuclear@4
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261
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nuclear@4
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262 case 'x':
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nuclear@4
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263 uimode_xfer = 1;
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nuclear@4
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264 glutPostRedisplay();
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nuclear@4
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265 break;
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nuclear@4
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266 }
|
nuclear@4
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267 }
|
nuclear@4
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268
|
nuclear@4
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269 void keyb_up(unsigned char key, int x, int y)
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nuclear@4
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270 {
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nuclear@4
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271 switch(key) {
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nuclear@4
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272 case 'x':
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nuclear@4
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273 uimode_xfer = 0;
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nuclear@4
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274 glutPostRedisplay();
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nuclear@4
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275 break;
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nuclear@0
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276 }
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nuclear@0
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277 }
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nuclear@0
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278
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nuclear@0
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279 static int bnstate[32];
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nuclear@0
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280 static int prev_x, prev_y;
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nuclear@0
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281
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nuclear@0
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282 void mouse(int bn, int state, int x, int y)
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nuclear@0
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283 {
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nuclear@0
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284 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN;
|
nuclear@0
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285 prev_x = x;
|
nuclear@0
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286 prev_y = y;
|
nuclear@0
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287 }
|
nuclear@0
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288
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nuclear@0
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289 void motion(int x, int y)
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nuclear@0
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290 {
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nuclear@0
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291 int dx = x - prev_x;
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nuclear@0
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292 int dy = y - prev_y;
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nuclear@0
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293 prev_x = x;
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nuclear@0
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294 prev_y = y;
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nuclear@0
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295
|
nuclear@4
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296 if(uimode_xfer) {
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nuclear@4
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297 if(dx || dy) {
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nuclear@4
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298 xfer_mean += dx / (float)win_xsz;
|
nuclear@4
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299 xfer_sdev += 0.5 * dy / (float)win_ysz;
|
nuclear@0
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300
|
nuclear@4
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301 xfer_mean = xfer_mean < 0.0 ? 0.0 : (xfer_mean > 1.0 ? 1.0 : xfer_mean);
|
nuclear@4
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302 xfer_sdev = xfer_sdev < 0.0 ? 0.0 : (xfer_sdev > 1.0 ? 1.0 : xfer_sdev);
|
nuclear@0
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303
|
nuclear@4
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304 xfertex_needs_recalc = 1;
|
nuclear@4
|
305 glutPostRedisplay();
|
nuclear@4
|
306 }
|
nuclear@4
|
307 } else {
|
nuclear@0
|
308
|
nuclear@4
|
309 if(bnstate[0]) {
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nuclear@4
|
310 cam_theta += dx * 0.5;
|
nuclear@4
|
311 cam_phi += dy * 0.5;
|
nuclear@0
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312
|
nuclear@4
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313 if(cam_phi <= -90) cam_phi = -89;
|
nuclear@4
|
314 if(cam_phi >= 90) cam_phi = 89;
|
nuclear@4
|
315
|
nuclear@4
|
316 glutPostRedisplay();
|
nuclear@4
|
317 }
|
nuclear@4
|
318
|
nuclear@4
|
319 if(bnstate[1]) {
|
nuclear@4
|
320 cam_x += dx * 0.025;
|
nuclear@4
|
321 cam_y += dy * 0.025;
|
nuclear@4
|
322 glutPostRedisplay();
|
nuclear@4
|
323 }
|
nuclear@4
|
324
|
nuclear@4
|
325 if(bnstate[2]) {
|
nuclear@4
|
326 cam_dist += dy * 0.025;
|
nuclear@4
|
327 if(cam_dist < 0.0) cam_dist = 0.0;
|
nuclear@4
|
328 glutPostRedisplay();
|
nuclear@4
|
329 }
|
nuclear@0
|
330 }
|
nuclear@0
|
331 }
|
nuclear@0
|
332
|
nuclear@0
|
333
|
nuclear@0
|
334 int parse_args(int argc, char **argv)
|
nuclear@0
|
335 {
|
nuclear@0
|
336 int i;
|
nuclear@0
|
337 struct slice_file *tail;
|
nuclear@3
|
338 char *endp;
|
nuclear@0
|
339
|
nuclear@0
|
340 for(i=1; i<argc; i++) {
|
nuclear@2
|
341 if(argv[i][0] == '-' && argv[i][2] == 0) {
|
nuclear@2
|
342 switch(argv[i][1]) {
|
nuclear@3
|
343 case 'm':
|
nuclear@3
|
344 xfer_mean = strtod(argv[++i], &endp);
|
nuclear@3
|
345 if(endp == argv[i]) {
|
nuclear@3
|
346 fprintf(stderr, "-m must be followed by the transfer function mean\n");
|
nuclear@3
|
347 return -1;
|
nuclear@3
|
348 }
|
nuclear@2
|
349 break;
|
nuclear@3
|
350
|
nuclear@4
|
351 case 'd':
|
nuclear@3
|
352 xfer_sdev = strtod(argv[++i], &endp);
|
nuclear@3
|
353 if(endp == argv[i]) {
|
nuclear@4
|
354 fprintf(stderr, "-d must be followed by the transfer function std.deviation\n");
|
nuclear@3
|
355 return -1;
|
nuclear@3
|
356 }
|
nuclear@3
|
357 break;
|
nuclear@3
|
358
|
nuclear@3
|
359 default:
|
nuclear@3
|
360 fprintf(stderr, "unrecognized option: %s\n", argv[i]);
|
nuclear@3
|
361 return -1;
|
nuclear@2
|
362 }
|
nuclear@2
|
363 } else {
|
nuclear@2
|
364 struct slice_file *sfile;
|
nuclear@0
|
365
|
nuclear@2
|
366 if(!(sfile = malloc(sizeof *sfile))) {
|
nuclear@2
|
367 perror("failed to allocate memory");
|
nuclear@2
|
368 return -1;
|
nuclear@2
|
369 }
|
nuclear@2
|
370 sfile->name = argv[i];
|
nuclear@2
|
371 sfile->next = 0;
|
nuclear@2
|
372
|
nuclear@2
|
373 if(!flist) {
|
nuclear@2
|
374 flist = tail = sfile;
|
nuclear@2
|
375 } else {
|
nuclear@2
|
376 tail->next = sfile;
|
nuclear@2
|
377 tail = sfile;
|
nuclear@2
|
378 }
|
nuclear@2
|
379 nslices++;
|
nuclear@0
|
380 }
|
nuclear@0
|
381 }
|
nuclear@0
|
382
|
nuclear@0
|
383 if(!nslices) {
|
nuclear@0
|
384 fprintf(stderr, "pass the slice filenames\n");
|
nuclear@0
|
385 return -1;
|
nuclear@0
|
386 }
|
nuclear@0
|
387 return 0;
|
nuclear@0
|
388 }
|
nuclear@0
|
389
|
nuclear@0
|
390
|
nuclear@1
|
391 static void create_ray_texture(int xsz, int ysz, float vfov, vec2_t *tex_scale)
|
nuclear@0
|
392 {
|
nuclear@0
|
393 int i, j;
|
nuclear@1
|
394 int cur_tex_xsz, cur_tex_ysz;
|
nuclear@0
|
395 int tex_xsz = round_pow2(xsz);
|
nuclear@0
|
396 int tex_ysz = round_pow2(ysz);
|
nuclear@0
|
397 float *teximg, *dir;
|
nuclear@0
|
398
|
nuclear@1
|
399 if(!(teximg = malloc(3 * xsz * ysz * sizeof *teximg))) {
|
nuclear@1
|
400 return;
|
nuclear@0
|
401 }
|
nuclear@0
|
402 dir = teximg;
|
nuclear@0
|
403
|
nuclear@1
|
404 for(i=0; i<ysz; i++) {
|
nuclear@1
|
405 for(j=0; j<xsz; j++) {
|
nuclear@1
|
406 vec3_t rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
|
nuclear@1
|
407 *dir++ = rdir.x;
|
nuclear@1
|
408 *dir++ = rdir.y;
|
nuclear@1
|
409 *dir++ = rdir.z;
|
nuclear@0
|
410 }
|
nuclear@0
|
411 }
|
nuclear@0
|
412
|
nuclear@1
|
413 if(!ray_tex) {
|
nuclear@1
|
414 glGenTextures(1, &ray_tex);
|
nuclear@1
|
415 }
|
nuclear@1
|
416
|
nuclear@1
|
417 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &cur_tex_xsz);
|
nuclear@1
|
418 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &cur_tex_ysz);
|
nuclear@1
|
419
|
nuclear@1
|
420 if(tex_xsz > cur_tex_xsz || tex_ysz > cur_tex_ysz) {
|
nuclear@1
|
421 glBindTexture(GL_TEXTURE_2D, ray_tex);
|
nuclear@1
|
422 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@1
|
423 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@1
|
424 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
nuclear@1
|
425 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
nuclear@1
|
426 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, 0);
|
nuclear@1
|
427 }
|
nuclear@1
|
428
|
nuclear@1
|
429 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsz, ysz, GL_RGB, GL_FLOAT, teximg);
|
nuclear@0
|
430 free(teximg);
|
nuclear@0
|
431
|
nuclear@0
|
432 if(tex_scale) {
|
nuclear@0
|
433 tex_scale->x = (float)xsz / (float)tex_xsz;
|
nuclear@0
|
434 tex_scale->y = (float)ysz / (float)tex_ysz;
|
nuclear@0
|
435 }
|
nuclear@1
|
436 raytex_needs_recalc = 0;
|
nuclear@0
|
437 }
|
nuclear@0
|
438
|
nuclear@0
|
439 static vec3_t get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
|
nuclear@0
|
440 {
|
nuclear@0
|
441 float vfov = M_PI * vfov_deg / 180.0;
|
nuclear@0
|
442 float aspect = (float)w / (float)h;
|
nuclear@0
|
443
|
nuclear@0
|
444 float ysz = 2.0;
|
nuclear@0
|
445 float xsz = aspect * ysz;
|
nuclear@0
|
446
|
nuclear@0
|
447 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
|
nuclear@0
|
448 float py = 1.0 - ((float)y / (float)h) * ysz;
|
nuclear@0
|
449 float pz = 1.0 / tan(0.5 * vfov);
|
nuclear@0
|
450
|
nuclear@0
|
451 float mag = sqrt(px * px + py * py + pz * pz);
|
nuclear@0
|
452
|
nuclear@0
|
453 return v3_cons(px / mag, py / mag, pz / mag);
|
nuclear@0
|
454 }
|
nuclear@0
|
455
|
nuclear@0
|
456 static int round_pow2(int x)
|
nuclear@0
|
457 {
|
nuclear@0
|
458 x--;
|
nuclear@0
|
459 x = (x >> 1) | x;
|
nuclear@0
|
460 x = (x >> 2) | x;
|
nuclear@0
|
461 x = (x >> 4) | x;
|
nuclear@0
|
462 x = (x >> 8) | x;
|
nuclear@0
|
463 x = (x >> 16) | x;
|
nuclear@0
|
464 return x + 1;
|
nuclear@0
|
465 }
|
nuclear@0
|
466
|
nuclear@3
|
467 static void create_transfer_map(float mean, float sdev)
|
nuclear@3
|
468 {
|
nuclear@3
|
469 static float map[XFER_MAP_SZ];
|
nuclear@3
|
470 int i;
|
nuclear@3
|
471
|
nuclear@3
|
472 if(!xfer_tex) {
|
nuclear@3
|
473 glGenTextures(1, &xfer_tex);
|
nuclear@3
|
474 glBindTexture(GL_TEXTURE_1D, xfer_tex);
|
nuclear@3
|
475 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@3
|
476 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@3
|
477 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
478 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
479 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, XFER_MAP_SZ, 0, GL_LUMINANCE, GL_FLOAT, 0);
|
nuclear@3
|
480 }
|
nuclear@3
|
481
|
nuclear@3
|
482 for(i=0; i<XFER_MAP_SZ; i++) {
|
nuclear@4
|
483 float x = (float)i / (float)(XFER_MAP_SZ - 1);
|
nuclear@4
|
484 map[i] = gaussian(x, mean, sdev) - 1.0;
|
nuclear@3
|
485 }
|
nuclear@4
|
486 putchar('\n');
|
nuclear@3
|
487
|
nuclear@4
|
488 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_LUMINANCE, GL_FLOAT, map);
|
nuclear@3
|
489 xfertex_needs_recalc = 0;
|
nuclear@3
|
490 }
|