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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <assert.h>
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4
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5 #include <GL/glew.h>
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6 #ifndef __APPLE__
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7 #include <GL/glut.h>
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8 #else
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9 #include <GLUT/glut.h>
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10 #endif
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11
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12 #include <vmath/vmath.h>
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13 #include <imago2.h>
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14 #include "sdr.h"
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15
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16 struct slice_file {
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17 char *name;
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18 struct slice_file *next;
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19 };
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20
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21 int init(void);
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22 void disp(void);
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23 void reshape(int x, int y);
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24 void keyb(unsigned char key, int x, int y);
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25 void mouse(int bn, int state, int x, int y);
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26 void motion(int x, int y);
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27 int parse_args(int argc, char **argv);
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28
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29 static void create_ray_texture(int xsz, int ysz, float vfov, vec2_t *tex_scale);
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30 static vec3_t get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
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31 static int round_pow2(int x);
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32
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33 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
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34 float cam_x, cam_y, cam_z;
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35
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36 vec2_t tex_scale;
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37 struct slice_file *flist;
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38 int nslices;
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39 unsigned int sdr, vol_tex, ray_tex;
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40 int win_xsz, win_ysz;
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41 int raytex_needs_recalc = 1;
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42
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43 int main(int argc, char **argv)
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44 {
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45 glutInit(&argc, argv);
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46 glutInitWindowSize(1280, 720);
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47 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
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48
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49 if(parse_args(argc, argv) == -1) {
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50 return 1;
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51 }
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52
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53 glutCreateWindow("Volume Raytracer");
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54
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55 glutDisplayFunc(disp);
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56 glutReshapeFunc(reshape);
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57 glutKeyboardFunc(keyb);
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58 glutMouseFunc(mouse);
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59 glutMotionFunc(motion);
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60
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61 glewInit();
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62
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63 if(init() == -1) {
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64 return 1;
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65 }
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66
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67 glutMainLoop();
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68 return 0;
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69 }
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70
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71 int init(void)
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72 {
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73 int i, vol_xsz, vol_ysz;
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74
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75 if(!(sdr = create_program_load("volray.v.glsl", "volray.p.glsl"))) {
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76 return -1;
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77 }
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78 set_uniform_int(sdr, "volume", 0);
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79 set_uniform_int(sdr, "ray_tex", 1);
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80
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81 glGenTextures(1, &vol_tex);
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82 glBindTexture(GL_TEXTURE_3D, vol_tex);
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83 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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84 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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85 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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86 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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87 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
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88
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89 for(i=0; i<nslices; i++) {
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90 int xsz, ysz;
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91 void *pix;
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92 struct slice_file *sfile = flist;
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93 flist = flist->next;
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94
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95 if(!(pix = img_load_pixels(sfile->name, &xsz, &ysz, IMG_FMT_RGBA32))) {
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96 fprintf(stderr, "failed to load image: %s\n", sfile->name);
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97 return -1;
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98 }
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99
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100 if(i == 0) {
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101 /* allocate storage for the texture */
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102 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, xsz, ysz, nslices, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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103
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104 vol_xsz = xsz;
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105 vol_ysz = ysz;
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106
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107 } else {
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108 if(xsz != vol_xsz || ysz != vol_ysz) {
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109 fprintf(stderr, "%s: inconsistent slice size: %dx%d. expected: %dx%d\n",
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110 sfile->name, xsz, ysz, vol_xsz, vol_ysz);
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111 img_free_pixels(pix);
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112 return -1;
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113 }
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114 }
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115 free(sfile);
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116
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117 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, i, xsz, ysz, 1, GL_RGBA, GL_UNSIGNED_BYTE, pix);
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118 img_free_pixels(pix);
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119 }
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120 return 0;
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121 }
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122
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123 void disp(void)
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124 {
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125 if(raytex_needs_recalc) {
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126 create_ray_texture(win_xsz, win_ysz, 50.0, &tex_scale);
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127 }
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128
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129 glMatrixMode(GL_MODELVIEW);
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130 glLoadIdentity();
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131 glRotatef(-90, 1, 0, 0);
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132 glTranslatef(cam_x, cam_y, -cam_z);
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133 glRotatef(cam_theta, 0, 1, 0);
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134 glRotatef(cam_phi, 1, 0, 0);
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135 glTranslatef(0, 0, -cam_dist);
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136
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137 glMatrixMode(GL_TEXTURE);
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138 glLoadIdentity();
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139 glScalef(tex_scale.x, tex_scale.y, 1.0);
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140
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141 glActiveTexture(GL_TEXTURE0);
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142 glBindTexture(GL_TEXTURE_3D, vol_tex);
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143 glEnable(GL_TEXTURE_3D);
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144
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145 glActiveTexture(GL_TEXTURE1);
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146 glBindTexture(GL_TEXTURE_2D, ray_tex);
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147 glEnable(GL_TEXTURE_2D);
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148
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149 bind_program(sdr);
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150 glBegin(GL_QUADS);
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151 glColor3f(1, 1, 1);
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152 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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153 glTexCoord2f(1, 1); glVertex2f(1, -1);
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154 glTexCoord2f(1, 0); glVertex2f(1, 1);
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155 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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156 glEnd();
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157 bind_program(0);
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158
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159 glActiveTexture(GL_TEXTURE1);
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160 glDisable(GL_TEXTURE_2D);
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161 glActiveTexture(GL_TEXTURE0);
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162 glDisable(GL_TEXTURE_3D);
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163
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164 glMatrixMode(GL_TEXTURE);
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165 glLoadIdentity();
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166
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167 glutSwapBuffers();
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168 assert(glGetError() == GL_NO_ERROR);
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169 }
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170
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171 void reshape(int x, int y)
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172 {
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173 printf("reshape: %dx%d\n", x, y);
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174 glViewport(0, 0, x, y);
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175
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176 if(x != win_xsz || y != win_ysz) {
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177 raytex_needs_recalc = 1;
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178 win_xsz = x;
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179 win_ysz = y;
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180 }
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181 }
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182
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183 void keyb(unsigned char key, int x, int y)
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184 {
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185 switch(key) {
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186 case 27:
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187 exit(0);
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188 }
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189 }
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190
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191 static int bnstate[32];
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192 static int prev_x, prev_y;
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193
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194 void mouse(int bn, int state, int x, int y)
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195 {
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196 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN;
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197 prev_x = x;
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198 prev_y = y;
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199 }
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200
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201 void motion(int x, int y)
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202 {
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203 int dx = x - prev_x;
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204 int dy = y - prev_y;
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205
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206 prev_x = x;
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207 prev_y = y;
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208
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209 if(bnstate[0]) {
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210 cam_theta += dx * 0.5;
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211 cam_phi += dy * 0.5;
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212
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213 if(cam_phi <= -90) cam_phi = -89;
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214 if(cam_phi >= 90) cam_phi = 89;
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215
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216 glutPostRedisplay();
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217 }
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218
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219 if(bnstate[1]) {
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220 cam_x += dx * 0.025;
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221 cam_y += dy * 0.025;
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222 glutPostRedisplay();
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223 }
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224
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225 if(bnstate[2]) {
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226 cam_dist += dy * 0.025;
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227 if(cam_dist < 0.0) cam_dist = 0.0;
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228 glutPostRedisplay();
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229 }
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230 }
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231
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232
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233 int parse_args(int argc, char **argv)
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234 {
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235 int i;
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236 struct slice_file *tail;
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237
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238 for(i=1; i<argc; i++) {
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239 struct slice_file *sfile;
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240
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241 if(!(sfile = malloc(sizeof *sfile))) {
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242 perror("failed to allocate memory");
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243 return -1;
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244 }
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245 sfile->name = argv[i];
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246 sfile->next = 0;
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247
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248 if(!flist) {
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249 flist = tail = sfile;
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250 } else {
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251 tail->next = sfile;
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252 tail = sfile;
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253 }
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254 nslices++;
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255 }
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256
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257 if(!nslices) {
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258 fprintf(stderr, "pass the slice filenames\n");
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259 return -1;
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260 }
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261
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262 return 0;
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263 }
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264
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265
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266 static void create_ray_texture(int xsz, int ysz, float vfov, vec2_t *tex_scale)
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267 {
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268 int i, j;
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269 int cur_tex_xsz, cur_tex_ysz;
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270 int tex_xsz = round_pow2(xsz);
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271 int tex_ysz = round_pow2(ysz);
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272 float *teximg, *dir;
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273
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274 if(!(teximg = malloc(3 * xsz * ysz * sizeof *teximg))) {
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275 return;
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276 }
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277 dir = teximg;
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278
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279 for(i=0; i<ysz; i++) {
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280 for(j=0; j<xsz; j++) {
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281 vec3_t rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
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282 *dir++ = rdir.x;
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283 *dir++ = rdir.y;
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284 *dir++ = rdir.z;
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285 }
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286 }
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287
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288 if(!ray_tex) {
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289 glGenTextures(1, &ray_tex);
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290 }
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291
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292 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &cur_tex_xsz);
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293 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &cur_tex_ysz);
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294
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295 if(tex_xsz > cur_tex_xsz || tex_ysz > cur_tex_ysz) {
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296 glBindTexture(GL_TEXTURE_2D, ray_tex);
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297 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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298 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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299 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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300 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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301 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, 0);
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302 }
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303
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304 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsz, ysz, GL_RGB, GL_FLOAT, teximg);
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305 free(teximg);
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306
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307 if(tex_scale) {
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308 tex_scale->x = (float)xsz / (float)tex_xsz;
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309 tex_scale->y = (float)ysz / (float)tex_ysz;
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310 }
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311 raytex_needs_recalc = 0;
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312 }
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313
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314 static vec3_t get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
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315 {
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316 float vfov = M_PI * vfov_deg / 180.0;
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317 float aspect = (float)w / (float)h;
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318
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319 float ysz = 2.0;
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320 float xsz = aspect * ysz;
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321
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322 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
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323 float py = 1.0 - ((float)y / (float)h) * ysz;
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324 float pz = 1.0 / tan(0.5 * vfov);
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325
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326 float mag = sqrt(px * px + py * py + pz * pz);
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327
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328 return v3_cons(px / mag, py / mag, pz / mag);
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329 }
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330
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331 static int round_pow2(int x)
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332 {
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333 x--;
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334 x = (x >> 1) | x;
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335 x = (x >> 2) | x;
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336 x = (x >> 4) | x;
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337 x = (x >> 8) | x;
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338 x = (x >> 16) | x;
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339 return x + 1;
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340 }
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341
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