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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 unsigned int 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
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42 int main(int argc, char **argv)
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43 {
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44 glutInit(&argc, argv);
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45 glutInitWindowSize(1280, 720);
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46 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
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47
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48 if(parse_args(argc, argv) == -1) {
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49 return 1;
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50 }
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51
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52 glutCreateWindow("Volume Raytracer");
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53
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54 glutDisplayFunc(disp);
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55 glutReshapeFunc(reshape);
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56 glutKeyboardFunc(keyb);
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57 glutMouseFunc(mouse);
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58 glutMotionFunc(motion);
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59
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60 glewInit();
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61
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62 if(init() == -1) {
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63 return 1;
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64 }
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65
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66 glutMainLoop();
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67 return 0;
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68 }
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69
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70 int init(void)
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71 {
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72 int i, vol_xsz, vol_ysz;
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73
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74 if(!(sdr = create_program_load("volray.v.glsl", "volray.p.glsl"))) {
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75 return 1;
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76 }
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77
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78 glGenTextures(1, &vol_tex);
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79 glBindTexture(GL_TEXTURE_3D, vol_tex);
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80 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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81 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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82 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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83 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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84 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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85
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86 for(i=0; i<nslices; i++) {
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87 int xsz, ysz;
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88 void *pix;
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89 struct slice_file *sfile = flist;
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90 flist = flist->next;
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91
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92 if(!(pix = img_load_pixels(sfile->name, &xsz, &ysz, IMG_FMT_RGBA32))) {
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93 fprintf(stderr, "failed to load image: %s\n", sfile->name);
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94 return -1;
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95 }
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96
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97 if(i == 0) {
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98 /* allocate storage for the texture */
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99 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, xsz, ysz, nslices, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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100
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101 vol_xsz = xsz;
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102 vol_ysz = ysz;
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103
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104 } else {
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105 if(xsz != vol_xsz || ysz != vol_ysz) {
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106 fprintf(stderr, "%s: inconsistent slice size: %dx%d. expected: %dx%d\n",
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107 sfile->name, xsz, ysz, vol_xsz, vol_ysz);
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108 img_free_pixels(pix);
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109 return -1;
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110 }
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111 }
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112 free(sfile);
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113
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114 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, i, xsz, ysz, 1, GL_RGBA, GL_UNSIGNED_BYTE, pix);
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115 img_free_pixels(pix);
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116 }
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117
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118 return 0;
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119 }
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120
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121 void disp(void)
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122 {
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123 glMatrixMode(GL_MODELVIEW);
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124 glLoadIdentity();
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125 glTranslatef(cam_x, cam_y, -cam_z);
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126 glRotatef(cam_theta, 0, 1, 0);
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127 glRotatef(cam_phi, 1, 0, 0);
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128 glTranslatef(0, 0, -cam_dist);
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129
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130 glMatrixMode(GL_TEXTURE);
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131 glPushMatrix();
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132 glScalef(tex_scale.x, tex_scale.y, 1.0);
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133
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134 glActiveTexture(GL_TEXTURE0);
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135 glEnable(GL_TEXTURE_3D);
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136 glBindTexture(GL_TEXTURE_3D, vol_tex);
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137
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138 glActiveTexture(GL_TEXTURE1);
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139 glEnable(GL_TEXTURE_2D);
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140 glBindTexture(GL_TEXTURE_2D, ray_tex);
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141
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142 bind_program(sdr);
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143 glBegin(GL_QUADS);
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144 glColor3f(1, 1, 1);
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145 glTexCoord2f(0, 1);
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146 glVertex2f(-1, -1);
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147 glTexCoord2f(1, 1);
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148 glVertex2f(1, -1);
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149 glTexCoord2f(1, 0);
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150 glVertex2f(1, 1);
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151 glTexCoord2f(0, 0);
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152 glVertex2f(-1, 1);
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153 glEnd();
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154 bind_program(0);
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155
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156 glDisable(GL_TEXTURE_2D);
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157 glActiveTexture(GL_TEXTURE0);
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158 glDisable(GL_TEXTURE_3D);
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159
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160 glMatrixMode(GL_TEXTURE);
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161 glPopMatrix();
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162
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163 glutSwapBuffers();
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164 assert(glGetError() == GL_NO_ERROR);
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165 }
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166
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167 void reshape(int x, int y)
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168 {
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169 glViewport(0, 0, x, y);
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170
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171 if(x != win_xsz || y != win_ysz) {
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172 ray_tex = create_ray_texture(x, y, 50.0, &tex_scale);
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173 win_xsz = x;
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174 win_ysz = y;
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175 }
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176 }
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177
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178 void keyb(unsigned char key, int x, int y)
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179 {
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180 switch(key) {
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181 case 27:
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182 exit(0);
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183 }
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184 }
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185
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186 static int bnstate[32];
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187 static int prev_x, prev_y;
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188
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189 void mouse(int bn, int state, int x, int y)
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190 {
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191 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN;
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192 prev_x = x;
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193 prev_y = y;
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194 }
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195
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196 void motion(int x, int y)
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197 {
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198 int dx = x - prev_x;
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199 int dy = y - prev_y;
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200
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201 prev_x = x;
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202 prev_y = y;
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203
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204 if(bnstate[0]) {
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205 cam_theta += dx * 0.5;
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206 cam_phi += dy * 0.5;
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207
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208 if(cam_phi < -90) cam_phi = -90;
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209 if(cam_phi > 90) cam_phi = 90;
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210
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211 glutPostRedisplay();
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212 }
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213
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214 if(bnstate[1]) {
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215 cam_y += dy * 0.1;
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216 glutPostRedisplay();
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217 }
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218
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219 if(bnstate[2]) {
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220 cam_dist += dy * 0.1;
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221 if(cam_dist < 0.0) cam_dist = 0.0;
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222 glutPostRedisplay();
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223 }
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224 }
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225
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226
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227 int parse_args(int argc, char **argv)
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228 {
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229 int i;
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230 struct slice_file *tail;
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231
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232 for(i=1; i<argc; i++) {
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233 struct slice_file *sfile;
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234
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235 if(!(sfile = malloc(sizeof *sfile))) {
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236 perror("failed to allocate memory");
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237 return -1;
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238 }
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239 sfile->name = argv[i];
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240 sfile->next = 0;
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241
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242 if(!flist) {
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243 flist = tail = sfile;
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244 } else {
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245 tail->next = sfile;
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246 tail = sfile;
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247 }
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248 nslices++;
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249 }
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250
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251 if(!nslices) {
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252 fprintf(stderr, "pass the slice filenames\n");
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253 return -1;
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254 }
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255
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256 return 0;
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257 }
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258
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259
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260 unsigned int create_ray_texture(int xsz, int ysz, float vfov, vec2_t *tex_scale)
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261 {
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262 int i, j;
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263 unsigned int tex;
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264 int tex_xsz = round_pow2(xsz);
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265 int tex_ysz = round_pow2(ysz);
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266 float *teximg, *dir;
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267
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268 if(!(teximg = malloc(3 * tex_xsz * tex_ysz * sizeof *teximg))) {
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269 return 0;
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270 }
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271 dir = teximg;
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272
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273 for(i=0; i<tex_ysz; i++) {
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274 for(j=0; j<tex_xsz; j++) {
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275 if(j < xsz && i < ysz) {
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276 vec3_t rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
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277 dir[0] = rdir.x;
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278 dir[1] = rdir.y;
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279 dir[2] = rdir.z;
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280 } else {
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281 dir[0] = dir[1] = 0.0f;
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282 dir[2] = 1.0f;
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283 }
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284
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285 dir += 3;
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286 }
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287 }
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288
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289 glGenTextures(1, &tex);
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290 glBindTexture(GL_TEXTURE_2D, tex);
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291 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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292 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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293 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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294 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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295 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg);
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296 free(teximg);
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297
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298 if(tex_scale) {
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299 tex_scale->x = (float)xsz / (float)tex_xsz;
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300 tex_scale->y = (float)ysz / (float)tex_ysz;
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301 }
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302 return tex;
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303 }
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304
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305 static vec3_t get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
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306 {
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307 float vfov = M_PI * vfov_deg / 180.0;
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308 float aspect = (float)w / (float)h;
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309
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310 float ysz = 2.0;
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311 float xsz = aspect * ysz;
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312
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313 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
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314 float py = 1.0 - ((float)y / (float)h) * ysz;
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315 float pz = 1.0 / tan(0.5 * vfov);
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316
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317 float mag = sqrt(px * px + py * py + pz * pz);
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318
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319 return v3_cons(px / mag, py / mag, pz / mag);
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320 }
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321
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322 static int round_pow2(int x)
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323 {
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324 x--;
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325 x = (x >> 1) | x;
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326 x = (x >> 2) | x;
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327 x = (x >> 4) | x;
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328 x = (x >> 8) | x;
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329 x = (x >> 16) | x;
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330 return x + 1;
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331 }
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332
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