volray
diff src/volray.c @ 0:b050ce167ff1
foo
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 31 Mar 2012 02:08:42 +0300 |
parents | |
children | 57072295eb83 |
line diff
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/src/volray.c Sat Mar 31 02:08:42 2012 +0300 1.3 @@ -0,0 +1,332 @@ 1.4 +#include <stdio.h> 1.5 +#include <stdlib.h> 1.6 +#include <assert.h> 1.7 + 1.8 +#include <GL/glew.h> 1.9 +#ifndef __APPLE__ 1.10 +#include <GL/glut.h> 1.11 +#else 1.12 +#include <GLUT/glut.h> 1.13 +#endif 1.14 + 1.15 +#include <vmath/vmath.h> 1.16 +#include <imago2.h> 1.17 +#include "sdr.h" 1.18 + 1.19 +struct slice_file { 1.20 + char *name; 1.21 + struct slice_file *next; 1.22 +}; 1.23 + 1.24 +int init(void); 1.25 +void disp(void); 1.26 +void reshape(int x, int y); 1.27 +void keyb(unsigned char key, int x, int y); 1.28 +void mouse(int bn, int state, int x, int y); 1.29 +void motion(int x, int y); 1.30 +int parse_args(int argc, char **argv); 1.31 + 1.32 +unsigned int create_ray_texture(int xsz, int ysz, float vfov, vec2_t *tex_scale); 1.33 +static vec3_t get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg); 1.34 +static int round_pow2(int x); 1.35 + 1.36 +float cam_theta = 0, cam_phi = 0, cam_dist = 4.0; 1.37 +float cam_x, cam_y, cam_z; 1.38 + 1.39 +vec2_t tex_scale; 1.40 +struct slice_file *flist; 1.41 +int nslices; 1.42 +unsigned int sdr, vol_tex, ray_tex; 1.43 +int win_xsz, win_ysz; 1.44 + 1.45 +int main(int argc, char **argv) 1.46 +{ 1.47 + glutInit(&argc, argv); 1.48 + glutInitWindowSize(1280, 720); 1.49 + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); 1.50 + 1.51 + if(parse_args(argc, argv) == -1) { 1.52 + return 1; 1.53 + } 1.54 + 1.55 + glutCreateWindow("Volume Raytracer"); 1.56 + 1.57 + glutDisplayFunc(disp); 1.58 + glutReshapeFunc(reshape); 1.59 + glutKeyboardFunc(keyb); 1.60 + glutMouseFunc(mouse); 1.61 + glutMotionFunc(motion); 1.62 + 1.63 + glewInit(); 1.64 + 1.65 + if(init() == -1) { 1.66 + return 1; 1.67 + } 1.68 + 1.69 + glutMainLoop(); 1.70 + return 0; 1.71 +} 1.72 + 1.73 +int init(void) 1.74 +{ 1.75 + int i, vol_xsz, vol_ysz; 1.76 + 1.77 + if(!(sdr = create_program_load("volray.v.glsl", "volray.p.glsl"))) { 1.78 + return 1; 1.79 + } 1.80 + 1.81 + glGenTextures(1, &vol_tex); 1.82 + glBindTexture(GL_TEXTURE_3D, vol_tex); 1.83 + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 1.84 + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 1.85 + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 1.86 + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1.87 + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); 1.88 + 1.89 + for(i=0; i<nslices; i++) { 1.90 + int xsz, ysz; 1.91 + void *pix; 1.92 + struct slice_file *sfile = flist; 1.93 + flist = flist->next; 1.94 + 1.95 + if(!(pix = img_load_pixels(sfile->name, &xsz, &ysz, IMG_FMT_RGBA32))) { 1.96 + fprintf(stderr, "failed to load image: %s\n", sfile->name); 1.97 + return -1; 1.98 + } 1.99 + 1.100 + if(i == 0) { 1.101 + /* allocate storage for the texture */ 1.102 + glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, xsz, ysz, nslices, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); 1.103 + 1.104 + vol_xsz = xsz; 1.105 + vol_ysz = ysz; 1.106 + 1.107 + } else { 1.108 + if(xsz != vol_xsz || ysz != vol_ysz) { 1.109 + fprintf(stderr, "%s: inconsistent slice size: %dx%d. expected: %dx%d\n", 1.110 + sfile->name, xsz, ysz, vol_xsz, vol_ysz); 1.111 + img_free_pixels(pix); 1.112 + return -1; 1.113 + } 1.114 + } 1.115 + free(sfile); 1.116 + 1.117 + glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, i, xsz, ysz, 1, GL_RGBA, GL_UNSIGNED_BYTE, pix); 1.118 + img_free_pixels(pix); 1.119 + } 1.120 + 1.121 + return 0; 1.122 +} 1.123 + 1.124 +void disp(void) 1.125 +{ 1.126 + glMatrixMode(GL_MODELVIEW); 1.127 + glLoadIdentity(); 1.128 + glTranslatef(cam_x, cam_y, -cam_z); 1.129 + glRotatef(cam_theta, 0, 1, 0); 1.130 + glRotatef(cam_phi, 1, 0, 0); 1.131 + glTranslatef(0, 0, -cam_dist); 1.132 + 1.133 + glMatrixMode(GL_TEXTURE); 1.134 + glPushMatrix(); 1.135 + glScalef(tex_scale.x, tex_scale.y, 1.0); 1.136 + 1.137 + glActiveTexture(GL_TEXTURE0); 1.138 + glEnable(GL_TEXTURE_3D); 1.139 + glBindTexture(GL_TEXTURE_3D, vol_tex); 1.140 + 1.141 + glActiveTexture(GL_TEXTURE1); 1.142 + glEnable(GL_TEXTURE_2D); 1.143 + glBindTexture(GL_TEXTURE_2D, ray_tex); 1.144 + 1.145 + bind_program(sdr); 1.146 + glBegin(GL_QUADS); 1.147 + glColor3f(1, 1, 1); 1.148 + glTexCoord2f(0, 1); 1.149 + glVertex2f(-1, -1); 1.150 + glTexCoord2f(1, 1); 1.151 + glVertex2f(1, -1); 1.152 + glTexCoord2f(1, 0); 1.153 + glVertex2f(1, 1); 1.154 + glTexCoord2f(0, 0); 1.155 + glVertex2f(-1, 1); 1.156 + glEnd(); 1.157 + bind_program(0); 1.158 + 1.159 + glDisable(GL_TEXTURE_2D); 1.160 + glActiveTexture(GL_TEXTURE0); 1.161 + glDisable(GL_TEXTURE_3D); 1.162 + 1.163 + glMatrixMode(GL_TEXTURE); 1.164 + glPopMatrix(); 1.165 + 1.166 + glutSwapBuffers(); 1.167 + assert(glGetError() == GL_NO_ERROR); 1.168 +} 1.169 + 1.170 +void reshape(int x, int y) 1.171 +{ 1.172 + glViewport(0, 0, x, y); 1.173 + 1.174 + if(x != win_xsz || y != win_ysz) { 1.175 + ray_tex = create_ray_texture(x, y, 50.0, &tex_scale); 1.176 + win_xsz = x; 1.177 + win_ysz = y; 1.178 + } 1.179 +} 1.180 + 1.181 +void keyb(unsigned char key, int x, int y) 1.182 +{ 1.183 + switch(key) { 1.184 + case 27: 1.185 + exit(0); 1.186 + } 1.187 +} 1.188 + 1.189 +static int bnstate[32]; 1.190 +static int prev_x, prev_y; 1.191 + 1.192 +void mouse(int bn, int state, int x, int y) 1.193 +{ 1.194 + bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN; 1.195 + prev_x = x; 1.196 + prev_y = y; 1.197 +} 1.198 + 1.199 +void motion(int x, int y) 1.200 +{ 1.201 + int dx = x - prev_x; 1.202 + int dy = y - prev_y; 1.203 + 1.204 + prev_x = x; 1.205 + prev_y = y; 1.206 + 1.207 + if(bnstate[0]) { 1.208 + cam_theta += dx * 0.5; 1.209 + cam_phi += dy * 0.5; 1.210 + 1.211 + if(cam_phi < -90) cam_phi = -90; 1.212 + if(cam_phi > 90) cam_phi = 90; 1.213 + 1.214 + glutPostRedisplay(); 1.215 + } 1.216 + 1.217 + if(bnstate[1]) { 1.218 + cam_y += dy * 0.1; 1.219 + glutPostRedisplay(); 1.220 + } 1.221 + 1.222 + if(bnstate[2]) { 1.223 + cam_dist += dy * 0.1; 1.224 + if(cam_dist < 0.0) cam_dist = 0.0; 1.225 + glutPostRedisplay(); 1.226 + } 1.227 +} 1.228 + 1.229 + 1.230 +int parse_args(int argc, char **argv) 1.231 +{ 1.232 + int i; 1.233 + struct slice_file *tail; 1.234 + 1.235 + for(i=1; i<argc; i++) { 1.236 + struct slice_file *sfile; 1.237 + 1.238 + if(!(sfile = malloc(sizeof *sfile))) { 1.239 + perror("failed to allocate memory"); 1.240 + return -1; 1.241 + } 1.242 + sfile->name = argv[i]; 1.243 + sfile->next = 0; 1.244 + 1.245 + if(!flist) { 1.246 + flist = tail = sfile; 1.247 + } else { 1.248 + tail->next = sfile; 1.249 + tail = sfile; 1.250 + } 1.251 + nslices++; 1.252 + } 1.253 + 1.254 + if(!nslices) { 1.255 + fprintf(stderr, "pass the slice filenames\n"); 1.256 + return -1; 1.257 + } 1.258 + 1.259 + return 0; 1.260 +} 1.261 + 1.262 + 1.263 +unsigned int create_ray_texture(int xsz, int ysz, float vfov, vec2_t *tex_scale) 1.264 +{ 1.265 + int i, j; 1.266 + unsigned int tex; 1.267 + int tex_xsz = round_pow2(xsz); 1.268 + int tex_ysz = round_pow2(ysz); 1.269 + float *teximg, *dir; 1.270 + 1.271 + if(!(teximg = malloc(3 * tex_xsz * tex_ysz * sizeof *teximg))) { 1.272 + return 0; 1.273 + } 1.274 + dir = teximg; 1.275 + 1.276 + for(i=0; i<tex_ysz; i++) { 1.277 + for(j=0; j<tex_xsz; j++) { 1.278 + if(j < xsz && i < ysz) { 1.279 + vec3_t rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov); 1.280 + dir[0] = rdir.x; 1.281 + dir[1] = rdir.y; 1.282 + dir[2] = rdir.z; 1.283 + } else { 1.284 + dir[0] = dir[1] = 0.0f; 1.285 + dir[2] = 1.0f; 1.286 + } 1.287 + 1.288 + dir += 3; 1.289 + } 1.290 + } 1.291 + 1.292 + glGenTextures(1, &tex); 1.293 + glBindTexture(GL_TEXTURE_2D, tex); 1.294 + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 1.295 + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1.296 + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); 1.297 + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); 1.298 + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg); 1.299 + free(teximg); 1.300 + 1.301 + if(tex_scale) { 1.302 + tex_scale->x = (float)xsz / (float)tex_xsz; 1.303 + tex_scale->y = (float)ysz / (float)tex_ysz; 1.304 + } 1.305 + return tex; 1.306 +} 1.307 + 1.308 +static vec3_t get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg) 1.309 +{ 1.310 + float vfov = M_PI * vfov_deg / 180.0; 1.311 + float aspect = (float)w / (float)h; 1.312 + 1.313 + float ysz = 2.0; 1.314 + float xsz = aspect * ysz; 1.315 + 1.316 + float px = ((float)x / (float)w) * xsz - xsz / 2.0; 1.317 + float py = 1.0 - ((float)y / (float)h) * ysz; 1.318 + float pz = 1.0 / tan(0.5 * vfov); 1.319 + 1.320 + float mag = sqrt(px * px + py * py + pz * pz); 1.321 + 1.322 + return v3_cons(px / mag, py / mag, pz / mag); 1.323 +} 1.324 + 1.325 +static int round_pow2(int x) 1.326 +{ 1.327 + x--; 1.328 + x = (x >> 1) | x; 1.329 + x = (x >> 2) | x; 1.330 + x = (x >> 4) | x; 1.331 + x = (x >> 8) | x; 1.332 + x = (x >> 16) | x; 1.333 + return x + 1; 1.334 +} 1.335 +