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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nuclear@0
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11
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nuclear@0
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12 #include <vmath/vmath.h>
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nuclear@0
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13 #include <imago2.h>
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nuclear@0
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14 #include "sdr.h"
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nuclear@0
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15
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nuclear@3
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16 #define XFER_MAP_SZ 512
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nuclear@3
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17
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nuclear@0
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18 struct slice_file {
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nuclear@0
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19 char *name;
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nuclear@0
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20 struct slice_file *next;
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nuclear@0
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21 };
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nuclear@0
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22
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nuclear@5
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23 enum {
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nuclear@5
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24 UIMODE_DEFAULT,
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nuclear@5
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25 UIMODE_XFER,
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nuclear@5
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26 UIMODE_CURSOR
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nuclear@5
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27 };
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nuclear@5
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28
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nuclear@0
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29 int init(void);
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nuclear@0
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30 void disp(void);
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nuclear@4
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31 void render_volume(void);
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nuclear@5
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32 void draw_slice(void);
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nuclear@4
|
33 void draw_xfer_func(void);
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nuclear@0
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34 void reshape(int x, int y);
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nuclear@0
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35 void keyb(unsigned char key, int x, int y);
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nuclear@4
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36 void keyb_up(unsigned char key, int x, int y);
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nuclear@0
|
37 void mouse(int bn, int state, int x, int y);
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nuclear@0
|
38 void motion(int x, int y);
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nuclear@0
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39 int parse_args(int argc, char **argv);
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nuclear@0
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40
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nuclear@1
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41 static void create_ray_texture(int xsz, int ysz, float vfov, vec2_t *tex_scale);
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nuclear@0
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42 static vec3_t get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
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nuclear@0
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43 static int round_pow2(int x);
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nuclear@3
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44 static void create_transfer_map(float mean, float sdev);
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nuclear@0
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45
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nuclear@0
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46 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
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nuclear@0
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47 float cam_x, cam_y, cam_z;
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nuclear@0
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48
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nuclear@0
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49 vec2_t tex_scale;
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nuclear@0
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50 struct slice_file *flist;
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nuclear@0
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51 int nslices;
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nuclear@5
|
52 unsigned int vol_sdr, slice_sdr, vol_tex, ray_tex;
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nuclear@0
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53 int win_xsz, win_ysz;
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nuclear@1
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54 int raytex_needs_recalc = 1;
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nuclear@0
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55
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nuclear@3
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56 unsigned int xfer_tex;
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nuclear@7
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57 float xfer_mean = 0.7, xfer_sdev = 0.1;
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nuclear@3
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58 int xfertex_needs_recalc = 1;
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nuclear@3
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59
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nuclear@5
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60 static int uimode;
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nuclear@7
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61 static float cur_z = 0.0;
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nuclear@7
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62 static float ray_step = 0.01;
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nuclear@4
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63
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nuclear@0
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64 int main(int argc, char **argv)
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nuclear@0
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65 {
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nuclear@0
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66 glutInit(&argc, argv);
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nuclear@0
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67 glutInitWindowSize(1280, 720);
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nuclear@0
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68 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
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nuclear@0
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69
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nuclear@0
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70 if(parse_args(argc, argv) == -1) {
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nuclear@0
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71 return 1;
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nuclear@0
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72 }
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nuclear@0
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73
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nuclear@0
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74 glutCreateWindow("Volume Raytracer");
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nuclear@0
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75
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nuclear@0
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76 glutDisplayFunc(disp);
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nuclear@0
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77 glutReshapeFunc(reshape);
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nuclear@0
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78 glutKeyboardFunc(keyb);
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nuclear@4
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79 glutKeyboardUpFunc(keyb_up);
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nuclear@0
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80 glutMouseFunc(mouse);
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nuclear@0
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81 glutMotionFunc(motion);
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nuclear@0
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82
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nuclear@0
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83 glewInit();
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nuclear@0
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84
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nuclear@0
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85 if(init() == -1) {
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nuclear@0
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86 return 1;
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nuclear@0
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87 }
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nuclear@0
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88
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nuclear@0
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89 glutMainLoop();
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nuclear@0
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90 return 0;
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nuclear@0
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91 }
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nuclear@0
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92
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nuclear@0
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93 int init(void)
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nuclear@0
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94 {
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nuclear@0
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95 int i, vol_xsz, vol_ysz;
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nuclear@0
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96
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nuclear@5
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97 if(!(vol_sdr = create_program_load("volray.v.glsl", "volray.p.glsl"))) {
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nuclear@1
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98 return -1;
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nuclear@0
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99 }
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nuclear@5
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100 set_uniform_int(vol_sdr, "volume", 0);
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nuclear@5
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101 set_uniform_int(vol_sdr, "ray_tex", 1);
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nuclear@5
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102 set_uniform_int(vol_sdr, "xfer_tex", 2);
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nuclear@7
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103 set_uniform_float(vol_sdr, "ray_step", ray_step);
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nuclear@7
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104 set_uniform_float(vol_sdr, "zclip", cur_z);
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nuclear@5
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105
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nuclear@5
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106 if(!(slice_sdr = create_program_load(0, "slice.p.glsl"))) {
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nuclear@5
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107 return -1;
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nuclear@5
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108 }
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nuclear@5
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109 set_uniform_int(slice_sdr, "volume", 0);
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nuclear@5
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110 set_uniform_int(slice_sdr, "xfer_tex", 1);
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nuclear@0
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111
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nuclear@0
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112 glGenTextures(1, &vol_tex);
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nuclear@0
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113 glBindTexture(GL_TEXTURE_3D, vol_tex);
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nuclear@0
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114 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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nuclear@0
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115 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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nuclear@4
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116 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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nuclear@4
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117 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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nuclear@4
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118 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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nuclear@0
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119
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nuclear@0
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120 for(i=0; i<nslices; i++) {
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nuclear@0
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121 int xsz, ysz;
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nuclear@0
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122 void *pix;
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nuclear@0
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123 struct slice_file *sfile = flist;
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nuclear@0
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124 flist = flist->next;
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nuclear@0
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125
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nuclear@0
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126 if(!(pix = img_load_pixels(sfile->name, &xsz, &ysz, IMG_FMT_RGBA32))) {
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nuclear@0
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127 fprintf(stderr, "failed to load image: %s\n", sfile->name);
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nuclear@0
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128 return -1;
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nuclear@0
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129 }
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nuclear@0
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130
|
nuclear@0
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131 if(i == 0) {
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nuclear@0
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132 /* allocate storage for the texture */
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nuclear@7
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133 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA32F, xsz, ysz, nslices, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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nuclear@0
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134
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nuclear@0
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135 vol_xsz = xsz;
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nuclear@0
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136 vol_ysz = ysz;
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nuclear@0
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137
|
nuclear@0
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138 } else {
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nuclear@0
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139 if(xsz != vol_xsz || ysz != vol_ysz) {
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nuclear@0
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140 fprintf(stderr, "%s: inconsistent slice size: %dx%d. expected: %dx%d\n",
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nuclear@0
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141 sfile->name, xsz, ysz, vol_xsz, vol_ysz);
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nuclear@0
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142 img_free_pixels(pix);
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nuclear@0
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143 return -1;
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nuclear@0
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144 }
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nuclear@0
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145 }
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nuclear@0
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146 free(sfile);
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nuclear@0
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147
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nuclear@0
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148 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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149 img_free_pixels(pix);
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nuclear@0
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150 }
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nuclear@0
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151 return 0;
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nuclear@0
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152 }
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nuclear@0
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153
|
nuclear@0
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154 void disp(void)
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nuclear@0
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155 {
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nuclear@4
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156 /* recalculate primary ray texture if needed */
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nuclear@1
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157 if(raytex_needs_recalc) {
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nuclear@1
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158 create_ray_texture(win_xsz, win_ysz, 50.0, &tex_scale);
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nuclear@1
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159 }
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nuclear@4
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160 /* recalculate transfer function texture if needed */
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nuclear@3
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161 if(xfertex_needs_recalc) {
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nuclear@3
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162 create_transfer_map(xfer_mean, xfer_sdev);
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nuclear@3
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163 }
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nuclear@1
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164
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nuclear@4
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165 render_volume();
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nuclear@5
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166 draw_slice();
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nuclear@4
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167 draw_xfer_func();
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nuclear@4
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168
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nuclear@4
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169 glutSwapBuffers();
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nuclear@4
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170 assert(glGetError() == GL_NO_ERROR);
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nuclear@4
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171 }
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nuclear@4
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172
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nuclear@4
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173 void render_volume(void)
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nuclear@4
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174 {
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nuclear@4
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175 /* set the camera transformation */
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nuclear@0
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176 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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177 glPushMatrix();
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nuclear@0
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178 glLoadIdentity();
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nuclear@1
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179 glRotatef(-90, 1, 0, 0);
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nuclear@0
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180 glTranslatef(cam_x, cam_y, -cam_z);
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nuclear@0
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181 glRotatef(cam_theta, 0, 1, 0);
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nuclear@0
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182 glRotatef(cam_phi, 1, 0, 0);
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nuclear@0
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183 glTranslatef(0, 0, -cam_dist);
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nuclear@0
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184
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nuclear@4
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185 /* 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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186 glMatrixMode(GL_TEXTURE);
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nuclear@4
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187 glPushMatrix();
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nuclear@1
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188 glLoadIdentity();
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nuclear@0
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189 glScalef(tex_scale.x, tex_scale.y, 1.0);
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nuclear@0
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190
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nuclear@4
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191 /* tex unit0: volume data 3D texture */
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nuclear@0
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192 glActiveTexture(GL_TEXTURE0);
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nuclear@1
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193 glBindTexture(GL_TEXTURE_3D, vol_tex);
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nuclear@0
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194 glEnable(GL_TEXTURE_3D);
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nuclear@0
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195
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nuclear@4
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196 /* tex unit1: primary rays in view space */
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nuclear@0
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197 glActiveTexture(GL_TEXTURE1);
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nuclear@1
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198 glBindTexture(GL_TEXTURE_2D, ray_tex);
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nuclear@0
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199 glEnable(GL_TEXTURE_2D);
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nuclear@0
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200
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nuclear@4
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201 /* tex unit2: transfer function (1d) */
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nuclear@3
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202 glActiveTexture(GL_TEXTURE2);
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nuclear@3
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203 glBindTexture(GL_TEXTURE_1D, xfer_tex);
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nuclear@3
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204 glEnable(GL_TEXTURE_1D);
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nuclear@3
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205
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nuclear@5
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206 bind_program(vol_sdr);
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nuclear@0
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207 glBegin(GL_QUADS);
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nuclear@0
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208 glColor3f(1, 1, 1);
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nuclear@1
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209 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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nuclear@1
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210 glTexCoord2f(1, 1); glVertex2f(1, -1);
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nuclear@1
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211 glTexCoord2f(1, 0); glVertex2f(1, 1);
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nuclear@1
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212 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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nuclear@0
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213 glEnd();
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nuclear@0
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214 bind_program(0);
|
nuclear@0
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215
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nuclear@3
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216 glActiveTexture(GL_TEXTURE2);
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nuclear@3
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217 glDisable(GL_TEXTURE_1D);
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nuclear@1
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218 glActiveTexture(GL_TEXTURE1);
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nuclear@0
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219 glDisable(GL_TEXTURE_2D);
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nuclear@0
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220 glActiveTexture(GL_TEXTURE0);
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nuclear@0
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221 glDisable(GL_TEXTURE_3D);
|
nuclear@0
|
222
|
nuclear@0
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223 glMatrixMode(GL_TEXTURE);
|
nuclear@4
|
224 glPopMatrix();
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nuclear@4
|
225 glMatrixMode(GL_MODELVIEW);
|
nuclear@4
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226 glPopMatrix();
|
nuclear@4
|
227 }
|
nuclear@0
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228
|
nuclear@5
|
229 void draw_slice(void)
|
nuclear@5
|
230 {
|
nuclear@5
|
231 glMatrixMode(GL_MODELVIEW);
|
nuclear@5
|
232 glPushMatrix();
|
nuclear@5
|
233 glTranslatef(0.9, 0.9, 0);
|
nuclear@5
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234 glScalef(0.3, 0.3 * ((float)win_xsz / win_ysz), 1);
|
nuclear@5
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235 glTranslatef(-1, -1, 0);
|
nuclear@5
|
236
|
nuclear@5
|
237 glActiveTexture(GL_TEXTURE0);
|
nuclear@5
|
238 glBindTexture(GL_TEXTURE_3D, vol_tex);
|
nuclear@5
|
239 glEnable(GL_TEXTURE_3D);
|
nuclear@5
|
240
|
nuclear@5
|
241 glActiveTexture(GL_TEXTURE1);
|
nuclear@5
|
242 glBindTexture(GL_TEXTURE_1D, xfer_tex);
|
nuclear@5
|
243 glEnable(GL_TEXTURE_1D);
|
nuclear@5
|
244
|
nuclear@5
|
245 bind_program(slice_sdr);
|
nuclear@5
|
246
|
nuclear@5
|
247 glBegin(GL_QUADS);
|
nuclear@5
|
248 glColor3f(1, 1, 1);
|
nuclear@5
|
249 glTexCoord3f(0, 1, cur_z); glVertex2f(-1, -1);
|
nuclear@5
|
250 glTexCoord3f(1, 1, cur_z); glVertex2f(1, -1);
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nuclear@5
|
251 glTexCoord3f(1, 0, cur_z); glVertex2f(1, 1);
|
nuclear@5
|
252 glTexCoord3f(0, 0, cur_z); glVertex2f(-1, 1);
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nuclear@5
|
253 glEnd();
|
nuclear@5
|
254
|
nuclear@5
|
255 bind_program(0);
|
nuclear@5
|
256
|
nuclear@5
|
257 glActiveTexture(GL_TEXTURE1);
|
nuclear@5
|
258 glDisable(GL_TEXTURE_1D);
|
nuclear@5
|
259 glActiveTexture(GL_TEXTURE0);
|
nuclear@5
|
260 glDisable(GL_TEXTURE_3D);
|
nuclear@5
|
261 glPopMatrix();
|
nuclear@5
|
262 }
|
nuclear@5
|
263
|
nuclear@4
|
264 void draw_xfer_func(void)
|
nuclear@4
|
265 {
|
nuclear@4
|
266 glMatrixMode(GL_MODELVIEW);
|
nuclear@4
|
267 glPushMatrix();
|
nuclear@4
|
268 glTranslatef(-0.9, -0.9, 0);
|
nuclear@4
|
269 glScalef(0.5, 0.1, 1);
|
nuclear@4
|
270
|
nuclear@4
|
271 glBindTexture(GL_TEXTURE_1D, xfer_tex);
|
nuclear@4
|
272 glEnable(GL_TEXTURE_1D);
|
nuclear@4
|
273
|
nuclear@4
|
274 glBegin(GL_QUADS);
|
nuclear@4
|
275 glColor3f(1, 1, 1);
|
nuclear@4
|
276 glTexCoord1f(1);
|
nuclear@4
|
277 glVertex2f(1, 0);
|
nuclear@4
|
278 glVertex2f(1, 1);
|
nuclear@4
|
279 glTexCoord1f(0);
|
nuclear@4
|
280 glVertex2f(0, 1);
|
nuclear@4
|
281 glVertex2f(0, 0);
|
nuclear@4
|
282 glEnd();
|
nuclear@4
|
283
|
nuclear@4
|
284 glDisable(GL_TEXTURE_1D);
|
nuclear@4
|
285
|
nuclear@4
|
286 glLineWidth(2.0);
|
nuclear@4
|
287 glBegin(GL_LINE_LOOP);
|
nuclear@5
|
288 if(uimode == UIMODE_XFER) {
|
nuclear@5
|
289 glColor3f(1, 0, 0);
|
nuclear@5
|
290 } else {
|
nuclear@5
|
291 glColor3f(0, 0, 1);
|
nuclear@5
|
292 }
|
nuclear@4
|
293 glVertex2f(0, 0);
|
nuclear@4
|
294 glVertex2f(1, 0);
|
nuclear@4
|
295 glVertex2f(1, 1);
|
nuclear@4
|
296 glVertex2f(0, 1);
|
nuclear@4
|
297 glEnd();
|
nuclear@4
|
298
|
nuclear@4
|
299 glPopMatrix();
|
nuclear@0
|
300 }
|
nuclear@0
|
301
|
nuclear@0
|
302 void reshape(int x, int y)
|
nuclear@0
|
303 {
|
nuclear@0
|
304 glViewport(0, 0, x, y);
|
nuclear@0
|
305
|
nuclear@0
|
306 if(x != win_xsz || y != win_ysz) {
|
nuclear@1
|
307 raytex_needs_recalc = 1;
|
nuclear@0
|
308 win_xsz = x;
|
nuclear@0
|
309 win_ysz = y;
|
nuclear@0
|
310 }
|
nuclear@0
|
311 }
|
nuclear@0
|
312
|
nuclear@0
|
313 void keyb(unsigned char key, int x, int y)
|
nuclear@0
|
314 {
|
nuclear@0
|
315 switch(key) {
|
nuclear@0
|
316 case 27:
|
nuclear@0
|
317 exit(0);
|
nuclear@4
|
318
|
nuclear@4
|
319 case 'x':
|
nuclear@5
|
320 uimode = UIMODE_XFER;
|
nuclear@4
|
321 glutPostRedisplay();
|
nuclear@4
|
322 break;
|
nuclear@5
|
323
|
nuclear@5
|
324 case 'c':
|
nuclear@5
|
325 uimode = UIMODE_CURSOR;
|
nuclear@5
|
326 glutPostRedisplay();
|
nuclear@5
|
327 break;
|
nuclear@5
|
328
|
nuclear@5
|
329 default:
|
nuclear@5
|
330 break;
|
nuclear@4
|
331 }
|
nuclear@4
|
332 }
|
nuclear@4
|
333
|
nuclear@4
|
334 void keyb_up(unsigned char key, int x, int y)
|
nuclear@4
|
335 {
|
nuclear@4
|
336 switch(key) {
|
nuclear@4
|
337 case 'x':
|
nuclear@5
|
338 if(uimode == UIMODE_XFER) {
|
nuclear@5
|
339 uimode = UIMODE_DEFAULT;
|
nuclear@5
|
340 glutPostRedisplay();
|
nuclear@5
|
341 }
|
nuclear@5
|
342 break;
|
nuclear@5
|
343
|
nuclear@5
|
344 case 'c':
|
nuclear@5
|
345 if(uimode == UIMODE_CURSOR) {
|
nuclear@5
|
346 uimode = UIMODE_DEFAULT;
|
nuclear@5
|
347 glutPostRedisplay();
|
nuclear@5
|
348 }
|
nuclear@5
|
349 break;
|
nuclear@5
|
350
|
nuclear@5
|
351 default:
|
nuclear@4
|
352 break;
|
nuclear@0
|
353 }
|
nuclear@0
|
354 }
|
nuclear@0
|
355
|
nuclear@0
|
356 static int bnstate[32];
|
nuclear@0
|
357 static int prev_x, prev_y;
|
nuclear@0
|
358
|
nuclear@0
|
359 void mouse(int bn, int state, int x, int y)
|
nuclear@0
|
360 {
|
nuclear@0
|
361 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN;
|
nuclear@0
|
362 prev_x = x;
|
nuclear@0
|
363 prev_y = y;
|
nuclear@0
|
364 }
|
nuclear@0
|
365
|
nuclear@0
|
366 void motion(int x, int y)
|
nuclear@0
|
367 {
|
nuclear@0
|
368 int dx = x - prev_x;
|
nuclear@0
|
369 int dy = y - prev_y;
|
nuclear@0
|
370 prev_x = x;
|
nuclear@0
|
371 prev_y = y;
|
nuclear@0
|
372
|
nuclear@5
|
373 switch(uimode) {
|
nuclear@5
|
374 case UIMODE_XFER:
|
nuclear@4
|
375 if(dx || dy) {
|
nuclear@4
|
376 xfer_mean += dx / (float)win_xsz;
|
nuclear@4
|
377 xfer_sdev += 0.5 * dy / (float)win_ysz;
|
nuclear@0
|
378
|
nuclear@4
|
379 xfer_mean = xfer_mean < 0.0 ? 0.0 : (xfer_mean > 1.0 ? 1.0 : xfer_mean);
|
nuclear@4
|
380 xfer_sdev = xfer_sdev < 0.0 ? 0.0 : (xfer_sdev > 1.0 ? 1.0 : xfer_sdev);
|
nuclear@0
|
381
|
nuclear@4
|
382 xfertex_needs_recalc = 1;
|
nuclear@4
|
383 glutPostRedisplay();
|
nuclear@4
|
384 }
|
nuclear@5
|
385 break;
|
nuclear@0
|
386
|
nuclear@5
|
387 case UIMODE_CURSOR:
|
nuclear@5
|
388 cur_z += 0.5 * dy / (float)win_ysz;
|
nuclear@5
|
389
|
nuclear@5
|
390 if(cur_z < 0.0)
|
nuclear@5
|
391 cur_z = 0.0;
|
nuclear@5
|
392 if(cur_z > 1.0)
|
nuclear@5
|
393 cur_z = 1.0;
|
nuclear@7
|
394
|
nuclear@7
|
395 set_uniform_float(vol_sdr, "zclip", cur_z);
|
nuclear@5
|
396 glutPostRedisplay();
|
nuclear@5
|
397 break;
|
nuclear@5
|
398
|
nuclear@5
|
399 default:
|
nuclear@5
|
400 /* view control */
|
nuclear@4
|
401 if(bnstate[0]) {
|
nuclear@4
|
402 cam_theta += dx * 0.5;
|
nuclear@4
|
403 cam_phi += dy * 0.5;
|
nuclear@0
|
404
|
nuclear@4
|
405 if(cam_phi <= -90) cam_phi = -89;
|
nuclear@4
|
406 if(cam_phi >= 90) cam_phi = 89;
|
nuclear@4
|
407
|
nuclear@4
|
408 glutPostRedisplay();
|
nuclear@4
|
409 }
|
nuclear@4
|
410
|
nuclear@4
|
411 if(bnstate[1]) {
|
nuclear@4
|
412 cam_x += dx * 0.025;
|
nuclear@4
|
413 cam_y += dy * 0.025;
|
nuclear@4
|
414 glutPostRedisplay();
|
nuclear@4
|
415 }
|
nuclear@4
|
416
|
nuclear@4
|
417 if(bnstate[2]) {
|
nuclear@4
|
418 cam_dist += dy * 0.025;
|
nuclear@4
|
419 if(cam_dist < 0.0) cam_dist = 0.0;
|
nuclear@4
|
420 glutPostRedisplay();
|
nuclear@4
|
421 }
|
nuclear@0
|
422 }
|
nuclear@0
|
423 }
|
nuclear@0
|
424
|
nuclear@0
|
425
|
nuclear@0
|
426 int parse_args(int argc, char **argv)
|
nuclear@0
|
427 {
|
nuclear@0
|
428 int i;
|
nuclear@0
|
429 struct slice_file *tail;
|
nuclear@3
|
430 char *endp;
|
nuclear@0
|
431
|
nuclear@0
|
432 for(i=1; i<argc; i++) {
|
nuclear@2
|
433 if(argv[i][0] == '-' && argv[i][2] == 0) {
|
nuclear@2
|
434 switch(argv[i][1]) {
|
nuclear@3
|
435 case 'm':
|
nuclear@3
|
436 xfer_mean = strtod(argv[++i], &endp);
|
nuclear@3
|
437 if(endp == argv[i]) {
|
nuclear@3
|
438 fprintf(stderr, "-m must be followed by the transfer function mean\n");
|
nuclear@3
|
439 return -1;
|
nuclear@3
|
440 }
|
nuclear@2
|
441 break;
|
nuclear@3
|
442
|
nuclear@4
|
443 case 'd':
|
nuclear@3
|
444 xfer_sdev = strtod(argv[++i], &endp);
|
nuclear@3
|
445 if(endp == argv[i]) {
|
nuclear@4
|
446 fprintf(stderr, "-d must be followed by the transfer function std.deviation\n");
|
nuclear@3
|
447 return -1;
|
nuclear@3
|
448 }
|
nuclear@3
|
449 break;
|
nuclear@3
|
450
|
nuclear@3
|
451 default:
|
nuclear@3
|
452 fprintf(stderr, "unrecognized option: %s\n", argv[i]);
|
nuclear@3
|
453 return -1;
|
nuclear@2
|
454 }
|
nuclear@2
|
455 } else {
|
nuclear@2
|
456 struct slice_file *sfile;
|
nuclear@0
|
457
|
nuclear@2
|
458 if(!(sfile = malloc(sizeof *sfile))) {
|
nuclear@2
|
459 perror("failed to allocate memory");
|
nuclear@2
|
460 return -1;
|
nuclear@2
|
461 }
|
nuclear@2
|
462 sfile->name = argv[i];
|
nuclear@2
|
463 sfile->next = 0;
|
nuclear@2
|
464
|
nuclear@2
|
465 if(!flist) {
|
nuclear@2
|
466 flist = tail = sfile;
|
nuclear@2
|
467 } else {
|
nuclear@2
|
468 tail->next = sfile;
|
nuclear@2
|
469 tail = sfile;
|
nuclear@2
|
470 }
|
nuclear@2
|
471 nslices++;
|
nuclear@0
|
472 }
|
nuclear@0
|
473 }
|
nuclear@0
|
474
|
nuclear@0
|
475 if(!nslices) {
|
nuclear@0
|
476 fprintf(stderr, "pass the slice filenames\n");
|
nuclear@0
|
477 return -1;
|
nuclear@0
|
478 }
|
nuclear@0
|
479 return 0;
|
nuclear@0
|
480 }
|
nuclear@0
|
481
|
nuclear@0
|
482
|
nuclear@1
|
483 static void create_ray_texture(int xsz, int ysz, float vfov, vec2_t *tex_scale)
|
nuclear@0
|
484 {
|
nuclear@0
|
485 int i, j;
|
nuclear@1
|
486 int cur_tex_xsz, cur_tex_ysz;
|
nuclear@0
|
487 int tex_xsz = round_pow2(xsz);
|
nuclear@0
|
488 int tex_ysz = round_pow2(ysz);
|
nuclear@0
|
489 float *teximg, *dir;
|
nuclear@0
|
490
|
nuclear@1
|
491 if(!(teximg = malloc(3 * xsz * ysz * sizeof *teximg))) {
|
nuclear@1
|
492 return;
|
nuclear@0
|
493 }
|
nuclear@0
|
494 dir = teximg;
|
nuclear@0
|
495
|
nuclear@1
|
496 for(i=0; i<ysz; i++) {
|
nuclear@1
|
497 for(j=0; j<xsz; j++) {
|
nuclear@1
|
498 vec3_t rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
|
nuclear@1
|
499 *dir++ = rdir.x;
|
nuclear@1
|
500 *dir++ = rdir.y;
|
nuclear@1
|
501 *dir++ = rdir.z;
|
nuclear@0
|
502 }
|
nuclear@0
|
503 }
|
nuclear@0
|
504
|
nuclear@1
|
505 if(!ray_tex) {
|
nuclear@1
|
506 glGenTextures(1, &ray_tex);
|
nuclear@1
|
507 }
|
nuclear@1
|
508
|
nuclear@1
|
509 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &cur_tex_xsz);
|
nuclear@1
|
510 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &cur_tex_ysz);
|
nuclear@1
|
511
|
nuclear@1
|
512 if(tex_xsz > cur_tex_xsz || tex_ysz > cur_tex_ysz) {
|
nuclear@1
|
513 glBindTexture(GL_TEXTURE_2D, ray_tex);
|
nuclear@1
|
514 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@1
|
515 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@1
|
516 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
nuclear@1
|
517 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
nuclear@1
|
518 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, 0);
|
nuclear@1
|
519 }
|
nuclear@1
|
520
|
nuclear@1
|
521 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsz, ysz, GL_RGB, GL_FLOAT, teximg);
|
nuclear@0
|
522 free(teximg);
|
nuclear@0
|
523
|
nuclear@0
|
524 if(tex_scale) {
|
nuclear@0
|
525 tex_scale->x = (float)xsz / (float)tex_xsz;
|
nuclear@0
|
526 tex_scale->y = (float)ysz / (float)tex_ysz;
|
nuclear@0
|
527 }
|
nuclear@1
|
528 raytex_needs_recalc = 0;
|
nuclear@0
|
529 }
|
nuclear@0
|
530
|
nuclear@0
|
531 static vec3_t get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
|
nuclear@0
|
532 {
|
nuclear@0
|
533 float vfov = M_PI * vfov_deg / 180.0;
|
nuclear@0
|
534 float aspect = (float)w / (float)h;
|
nuclear@0
|
535
|
nuclear@0
|
536 float ysz = 2.0;
|
nuclear@0
|
537 float xsz = aspect * ysz;
|
nuclear@0
|
538
|
nuclear@0
|
539 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
|
nuclear@0
|
540 float py = 1.0 - ((float)y / (float)h) * ysz;
|
nuclear@0
|
541 float pz = 1.0 / tan(0.5 * vfov);
|
nuclear@0
|
542
|
nuclear@0
|
543 float mag = sqrt(px * px + py * py + pz * pz);
|
nuclear@0
|
544
|
nuclear@0
|
545 return v3_cons(px / mag, py / mag, pz / mag);
|
nuclear@0
|
546 }
|
nuclear@0
|
547
|
nuclear@0
|
548 static int round_pow2(int x)
|
nuclear@0
|
549 {
|
nuclear@0
|
550 x--;
|
nuclear@0
|
551 x = (x >> 1) | x;
|
nuclear@0
|
552 x = (x >> 2) | x;
|
nuclear@0
|
553 x = (x >> 4) | x;
|
nuclear@0
|
554 x = (x >> 8) | x;
|
nuclear@0
|
555 x = (x >> 16) | x;
|
nuclear@0
|
556 return x + 1;
|
nuclear@0
|
557 }
|
nuclear@0
|
558
|
nuclear@3
|
559 static void create_transfer_map(float mean, float sdev)
|
nuclear@3
|
560 {
|
nuclear@3
|
561 static float map[XFER_MAP_SZ];
|
nuclear@3
|
562 int i;
|
nuclear@3
|
563
|
nuclear@3
|
564 if(!xfer_tex) {
|
nuclear@3
|
565 glGenTextures(1, &xfer_tex);
|
nuclear@3
|
566 glBindTexture(GL_TEXTURE_1D, xfer_tex);
|
nuclear@3
|
567 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@3
|
568 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@3
|
569 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
570 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
nuclear@3
|
571 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, XFER_MAP_SZ, 0, GL_LUMINANCE, GL_FLOAT, 0);
|
nuclear@3
|
572 }
|
nuclear@3
|
573
|
nuclear@3
|
574 for(i=0; i<XFER_MAP_SZ; i++) {
|
nuclear@4
|
575 float x = (float)i / (float)(XFER_MAP_SZ - 1);
|
nuclear@4
|
576 map[i] = gaussian(x, mean, sdev) - 1.0;
|
nuclear@3
|
577 }
|
nuclear@4
|
578 putchar('\n');
|
nuclear@3
|
579
|
nuclear@4
|
580 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, XFER_MAP_SZ, GL_LUMINANCE, GL_FLOAT, map);
|
nuclear@3
|
581 xfertex_needs_recalc = 0;
|
nuclear@3
|
582 }
|