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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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4
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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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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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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 #define XFER_MAP_SZ 512
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17
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18 struct slice_file {
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19 char *name;
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20 struct slice_file *next;
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21 };
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22
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23 int init(void);
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24 void disp(void);
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25 void reshape(int x, int y);
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26 void keyb(unsigned char key, int x, int y);
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27 void mouse(int bn, int state, int x, int y);
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28 void motion(int x, int y);
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29 int parse_args(int argc, char **argv);
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30
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31 static void create_ray_texture(int xsz, int ysz, float vfov, vec2_t *tex_scale);
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32 static vec3_t get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
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33 static int round_pow2(int x);
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34 static void create_transfer_map(float mean, float sdev);
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35
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36 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
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37 float cam_x, cam_y, cam_z;
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38
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39 vec2_t tex_scale;
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40 struct slice_file *flist;
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41 int nslices;
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42 unsigned int sdr, vol_tex, ray_tex;
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43 int win_xsz, win_ysz;
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44 int raytex_needs_recalc = 1;
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45
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46 unsigned int xfer_tex;
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47 float xfer_mean = 0.5, xfer_sdev = 1.0;
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48 int xfertex_needs_recalc = 1;
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49
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50 int main(int argc, char **argv)
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51 {
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nuclear@0
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52 glutInit(&argc, argv);
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53 glutInitWindowSize(1280, 720);
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54 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
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55
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56 if(parse_args(argc, argv) == -1) {
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57 return 1;
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58 }
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59
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60 glutCreateWindow("Volume Raytracer");
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61
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62 glutDisplayFunc(disp);
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63 glutReshapeFunc(reshape);
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64 glutKeyboardFunc(keyb);
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65 glutMouseFunc(mouse);
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66 glutMotionFunc(motion);
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67
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68 glewInit();
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69
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70 if(init() == -1) {
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71 return 1;
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72 }
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73
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74 glutMainLoop();
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75 return 0;
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76 }
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77
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78 int init(void)
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79 {
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80 int i, vol_xsz, vol_ysz;
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81
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82 if(!(sdr = create_program_load("volray.v.glsl", "volray.p.glsl"))) {
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83 return -1;
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84 }
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85 set_uniform_int(sdr, "volume", 0);
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86 set_uniform_int(sdr, "ray_tex", 1);
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87 set_uniform_int(sdr, "xfer_tex", 2);
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88
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89 glGenTextures(1, &vol_tex);
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90 glBindTexture(GL_TEXTURE_3D, vol_tex);
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91 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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92 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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93 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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94 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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95 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
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96
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97 for(i=0; i<nslices; i++) {
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98 int xsz, ysz;
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99 void *pix;
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100 struct slice_file *sfile = flist;
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101 flist = flist->next;
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102
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103 if(!(pix = img_load_pixels(sfile->name, &xsz, &ysz, IMG_FMT_RGBA32))) {
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104 fprintf(stderr, "failed to load image: %s\n", sfile->name);
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105 return -1;
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106 }
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107
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108 if(i == 0) {
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nuclear@0
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109 /* allocate storage for the texture */
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110 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, xsz, ysz, nslices, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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111
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112 vol_xsz = xsz;
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113 vol_ysz = ysz;
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114
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115 } else {
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116 if(xsz != vol_xsz || ysz != vol_ysz) {
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117 fprintf(stderr, "%s: inconsistent slice size: %dx%d. expected: %dx%d\n",
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118 sfile->name, xsz, ysz, vol_xsz, vol_ysz);
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119 img_free_pixels(pix);
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120 return -1;
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121 }
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122 }
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123 free(sfile);
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124
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125 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, i, xsz, ysz, 1, GL_RGBA, GL_UNSIGNED_BYTE, pix);
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126 img_free_pixels(pix);
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127 }
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128 return 0;
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129 }
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130
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131 void disp(void)
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132 {
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133 if(raytex_needs_recalc) {
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134 create_ray_texture(win_xsz, win_ysz, 50.0, &tex_scale);
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135 }
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136 if(xfertex_needs_recalc) {
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137 create_transfer_map(xfer_mean, xfer_sdev);
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138 }
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nuclear@1
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139
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140 glMatrixMode(GL_MODELVIEW);
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141 glLoadIdentity();
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142 glRotatef(-90, 1, 0, 0);
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143 glTranslatef(cam_x, cam_y, -cam_z);
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144 glRotatef(cam_theta, 0, 1, 0);
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145 glRotatef(cam_phi, 1, 0, 0);
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146 glTranslatef(0, 0, -cam_dist);
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147
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148 glMatrixMode(GL_TEXTURE);
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149 glLoadIdentity();
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150 glScalef(tex_scale.x, tex_scale.y, 1.0);
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151
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152 glActiveTexture(GL_TEXTURE0);
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153 glBindTexture(GL_TEXTURE_3D, vol_tex);
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154 glEnable(GL_TEXTURE_3D);
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155
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156 glActiveTexture(GL_TEXTURE1);
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157 glBindTexture(GL_TEXTURE_2D, ray_tex);
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158 glEnable(GL_TEXTURE_2D);
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159
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160 glActiveTexture(GL_TEXTURE2);
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161 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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162 glEnable(GL_TEXTURE_1D);
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163
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164 bind_program(sdr);
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165 glBegin(GL_QUADS);
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166 glColor3f(1, 1, 1);
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167 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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168 glTexCoord2f(1, 1); glVertex2f(1, -1);
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169 glTexCoord2f(1, 0); glVertex2f(1, 1);
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170 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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171 glEnd();
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172 bind_program(0);
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173
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174 glActiveTexture(GL_TEXTURE2);
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175 glDisable(GL_TEXTURE_1D);
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176 glActiveTexture(GL_TEXTURE1);
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177 glDisable(GL_TEXTURE_2D);
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178 glActiveTexture(GL_TEXTURE0);
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179 glDisable(GL_TEXTURE_3D);
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180
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181 glMatrixMode(GL_TEXTURE);
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182 glLoadIdentity();
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183
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184 glutSwapBuffers();
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185 assert(glGetError() == GL_NO_ERROR);
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186 }
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187
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188 void reshape(int x, int y)
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189 {
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190 printf("reshape: %dx%d\n", x, y);
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191 glViewport(0, 0, x, y);
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192
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193 if(x != win_xsz || y != win_ysz) {
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194 raytex_needs_recalc = 1;
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195 win_xsz = x;
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196 win_ysz = y;
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197 }
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198 }
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199
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200 void keyb(unsigned char key, int x, int y)
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201 {
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202 switch(key) {
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203 case 27:
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204 exit(0);
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205 }
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206 }
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207
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208 static int bnstate[32];
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209 static int prev_x, prev_y;
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210
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211 void mouse(int bn, int state, int x, int y)
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212 {
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213 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN;
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214 prev_x = x;
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215 prev_y = y;
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216 }
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217
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218 void motion(int x, int y)
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219 {
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220 int dx = x - prev_x;
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221 int dy = y - prev_y;
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222
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223 prev_x = x;
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224 prev_y = y;
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225
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226 if(bnstate[0]) {
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227 cam_theta += dx * 0.5;
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228 cam_phi += dy * 0.5;
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229
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230 if(cam_phi <= -90) cam_phi = -89;
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231 if(cam_phi >= 90) cam_phi = 89;
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232
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233 glutPostRedisplay();
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234 }
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235
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236 if(bnstate[1]) {
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237 cam_x += dx * 0.025;
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238 cam_y += dy * 0.025;
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239 glutPostRedisplay();
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240 }
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241
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242 if(bnstate[2]) {
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243 cam_dist += dy * 0.025;
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244 if(cam_dist < 0.0) cam_dist = 0.0;
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245 glutPostRedisplay();
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246 }
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247 }
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nuclear@0
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248
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249
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nuclear@0
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250 int parse_args(int argc, char **argv)
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251 {
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252 int i;
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253 struct slice_file *tail;
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254 char *endp;
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255
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nuclear@0
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256 for(i=1; i<argc; i++) {
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nuclear@2
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257 if(argv[i][0] == '-' && argv[i][2] == 0) {
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nuclear@2
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258 switch(argv[i][1]) {
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nuclear@3
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259 case 'm':
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nuclear@3
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260 xfer_mean = strtod(argv[++i], &endp);
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nuclear@3
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261 if(endp == argv[i]) {
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nuclear@3
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262 fprintf(stderr, "-m must be followed by the transfer function mean\n");
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263 return -1;
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nuclear@3
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264 }
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nuclear@2
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265 break;
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nuclear@3
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266
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nuclear@3
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267 case 'v':
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nuclear@3
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268 xfer_sdev = strtod(argv[++i], &endp);
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nuclear@3
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269 if(endp == argv[i]) {
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nuclear@3
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270 fprintf(stderr, "-v must be followed by the transfer function sdeviance\n");
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nuclear@3
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271 return -1;
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nuclear@3
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272 }
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nuclear@3
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273 break;
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nuclear@3
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274
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nuclear@3
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275 default:
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nuclear@3
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276 fprintf(stderr, "unrecognized option: %s\n", argv[i]);
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277 return -1;
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nuclear@2
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278 }
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nuclear@2
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279 } else {
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nuclear@2
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280 struct slice_file *sfile;
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nuclear@0
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281
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nuclear@2
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282 if(!(sfile = malloc(sizeof *sfile))) {
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nuclear@2
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283 perror("failed to allocate memory");
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nuclear@2
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284 return -1;
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nuclear@2
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285 }
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nuclear@2
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286 sfile->name = argv[i];
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nuclear@2
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287 sfile->next = 0;
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nuclear@2
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288
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nuclear@2
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289 if(!flist) {
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nuclear@2
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290 flist = tail = sfile;
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nuclear@2
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291 } else {
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nuclear@2
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292 tail->next = sfile;
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nuclear@2
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293 tail = sfile;
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nuclear@2
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294 }
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nuclear@2
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295 nslices++;
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nuclear@0
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296 }
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nuclear@0
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297 }
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nuclear@0
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298
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nuclear@0
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299 if(!nslices) {
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nuclear@0
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300 fprintf(stderr, "pass the slice filenames\n");
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nuclear@0
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301 return -1;
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nuclear@0
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302 }
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nuclear@0
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303 return 0;
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nuclear@0
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304 }
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nuclear@0
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305
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nuclear@0
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306
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nuclear@1
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307 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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308 {
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nuclear@0
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309 int i, j;
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nuclear@1
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310 int cur_tex_xsz, cur_tex_ysz;
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nuclear@0
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311 int tex_xsz = round_pow2(xsz);
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nuclear@0
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312 int tex_ysz = round_pow2(ysz);
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nuclear@0
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313 float *teximg, *dir;
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nuclear@0
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314
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nuclear@1
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315 if(!(teximg = malloc(3 * xsz * ysz * sizeof *teximg))) {
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nuclear@1
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316 return;
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nuclear@0
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317 }
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nuclear@0
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318 dir = teximg;
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nuclear@0
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319
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nuclear@1
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320 for(i=0; i<ysz; i++) {
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nuclear@1
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321 for(j=0; j<xsz; j++) {
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nuclear@1
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322 vec3_t rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
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nuclear@1
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323 *dir++ = rdir.x;
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nuclear@1
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324 *dir++ = rdir.y;
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nuclear@1
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325 *dir++ = rdir.z;
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nuclear@0
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326 }
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nuclear@0
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327 }
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nuclear@0
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328
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nuclear@1
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329 if(!ray_tex) {
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nuclear@1
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330 glGenTextures(1, &ray_tex);
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nuclear@1
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331 }
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nuclear@1
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332
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nuclear@1
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333 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &cur_tex_xsz);
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nuclear@1
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334 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &cur_tex_ysz);
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nuclear@1
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335
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nuclear@1
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336 if(tex_xsz > cur_tex_xsz || tex_ysz > cur_tex_ysz) {
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nuclear@1
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337 glBindTexture(GL_TEXTURE_2D, ray_tex);
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nuclear@1
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338 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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nuclear@1
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339 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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nuclear@1
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340 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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nuclear@1
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341 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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nuclear@1
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342 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, 0);
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nuclear@1
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343 }
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nuclear@1
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344
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nuclear@1
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345 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsz, ysz, GL_RGB, GL_FLOAT, teximg);
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nuclear@0
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346 free(teximg);
|
nuclear@0
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347
|
nuclear@0
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348 if(tex_scale) {
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nuclear@0
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349 tex_scale->x = (float)xsz / (float)tex_xsz;
|
nuclear@0
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350 tex_scale->y = (float)ysz / (float)tex_ysz;
|
nuclear@0
|
351 }
|
nuclear@1
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352 raytex_needs_recalc = 0;
|
nuclear@0
|
353 }
|
nuclear@0
|
354
|
nuclear@0
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355 static vec3_t get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
|
nuclear@0
|
356 {
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nuclear@0
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357 float vfov = M_PI * vfov_deg / 180.0;
|
nuclear@0
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358 float aspect = (float)w / (float)h;
|
nuclear@0
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359
|
nuclear@0
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360 float ysz = 2.0;
|
nuclear@0
|
361 float xsz = aspect * ysz;
|
nuclear@0
|
362
|
nuclear@0
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363 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
|
nuclear@0
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364 float py = 1.0 - ((float)y / (float)h) * ysz;
|
nuclear@0
|
365 float pz = 1.0 / tan(0.5 * vfov);
|
nuclear@0
|
366
|
nuclear@0
|
367 float mag = sqrt(px * px + py * py + pz * pz);
|
nuclear@0
|
368
|
nuclear@0
|
369 return v3_cons(px / mag, py / mag, pz / mag);
|
nuclear@0
|
370 }
|
nuclear@0
|
371
|
nuclear@0
|
372 static int round_pow2(int x)
|
nuclear@0
|
373 {
|
nuclear@0
|
374 x--;
|
nuclear@0
|
375 x = (x >> 1) | x;
|
nuclear@0
|
376 x = (x >> 2) | x;
|
nuclear@0
|
377 x = (x >> 4) | x;
|
nuclear@0
|
378 x = (x >> 8) | x;
|
nuclear@0
|
379 x = (x >> 16) | x;
|
nuclear@0
|
380 return x + 1;
|
nuclear@0
|
381 }
|
nuclear@0
|
382
|
nuclear@3
|
383 static void create_transfer_map(float mean, float sdev)
|
nuclear@3
|
384 {
|
nuclear@3
|
385 static float map[XFER_MAP_SZ];
|
nuclear@3
|
386 int i;
|
nuclear@3
|
387
|
nuclear@3
|
388 if(!xfer_tex) {
|
nuclear@3
|
389 glGenTextures(1, &xfer_tex);
|
nuclear@3
|
390 glBindTexture(GL_TEXTURE_1D, xfer_tex);
|
nuclear@3
|
391 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@3
|
392 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@3
|
393 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
394 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
395 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, XFER_MAP_SZ, 0, GL_LUMINANCE, GL_FLOAT, 0);
|
nuclear@3
|
396 }
|
nuclear@3
|
397
|
nuclear@3
|
398 for(i=0; i<XFER_MAP_SZ; i++) {
|
nuclear@3
|
399 float x = (float)i / (float)XFER_MAP_SZ;
|
nuclear@3
|
400 map[i] = gaussian(x, mean, sdev);
|
nuclear@3
|
401 }
|
nuclear@3
|
402
|
nuclear@3
|
403 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XFER_MAP_SZ, 1, GL_LUMINANCE, GL_FLOAT, map);
|
nuclear@3
|
404 xfertex_needs_recalc = 0;
|
nuclear@3
|
405 }
|