volray
changeset 9:a6765984e057 tip
moved the volume loading to volume.c
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Sun, 08 Apr 2012 07:11:54 +0300 |
parents | ae10631bb11b |
children | |
files | sdr/slice.p.glsl sdr/volray.p.glsl sdr/volray.v.glsl slice.p.glsl src/volray.c src/volume.c src/volume.h volray.p.glsl volray.v.glsl |
diffstat | 9 files changed, 311 insertions(+), 272 deletions(-) [+] |
line diff
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/sdr/slice.p.glsl Sun Apr 08 07:11:54 2012 +0300 1.3 @@ -0,0 +1,8 @@ 1.4 +uniform sampler3D volume; 1.5 +uniform sampler1D xfer_tex; 1.6 + 1.7 +void main() 1.8 +{ 1.9 + float val = texture3D(volume, gl_TexCoord[0].xyz).a; 1.10 + gl_FragColor = vec4(texture1D(xfer_tex, val).xxx, 1.0); 1.11 +}
2.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 2.2 +++ b/sdr/volray.p.glsl Sun Apr 08 07:11:54 2012 +0300 2.3 @@ -0,0 +1,155 @@ 2.4 +uniform sampler3D volume; 2.5 +uniform sampler2D ray_tex; 2.6 +uniform sampler1D xfer_tex; 2.7 +uniform float ray_step; 2.8 +uniform float zclip; 2.9 + 2.10 +struct Ray { 2.11 + vec3 origin, dir; 2.12 +}; 2.13 + 2.14 +struct AABBox { 2.15 + vec3 min, max; 2.16 +}; 2.17 + 2.18 +struct ISect { 2.19 + bool hit; 2.20 + float t0, t1; 2.21 + vec3 pos; 2.22 + vec3 normal; 2.23 +}; 2.24 + 2.25 +vec3 sky(Ray ray); 2.26 +vec3 ray_march(Ray ray, float t0, float t1); 2.27 +vec3 shade(Ray ray, vec3 pos, vec3 norm); 2.28 +Ray get_primary_ray(); 2.29 +ISect intersect_aabb(Ray ray, AABBox aabb); 2.30 + 2.31 +void main() 2.32 +{ 2.33 + const AABBox aabb = AABBox(vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0)); 2.34 + Ray ray = get_primary_ray(); 2.35 + 2.36 + vec3 color = vec3(0.0, 0.0, 0.0); 2.37 + 2.38 + ISect res = intersect_aabb(ray, aabb); 2.39 + if(res.hit) { 2.40 + color = ray_march(ray, res.t0, res.t1); 2.41 + } 2.42 + 2.43 + gl_FragColor = vec4(color, 1.0); 2.44 +} 2.45 + 2.46 +float eval(vec3 pos) 2.47 +{ 2.48 + vec3 tc = pos * 0.5 + 0.5; 2.49 + 2.50 + if(tc.x < 0.0 || tc.y < 0.0 || tc.z < zclip || tc.x > 1.0 || tc.y > 1.0 || tc.z > 1.0) { 2.51 + return 0.0; 2.52 + } 2.53 + 2.54 + return texture1D(xfer_tex, texture3D(volume, tc).a).x; 2.55 +} 2.56 + 2.57 +#define OFFS 0.01 2.58 +vec3 ray_march(Ray ray, float t0, float t1) 2.59 +{ 2.60 + float energy = 1.0; 2.61 + float t = t0; 2.62 + vec3 col = vec3(0.0, 0.0, 0.0); 2.63 + 2.64 + 2.65 + while(t < t1) { 2.66 + vec3 pos = ray.origin + ray.dir * t; 2.67 + t += ray_step; 2.68 + 2.69 + float val = eval(pos); 2.70 + vec3 norm; 2.71 + 2.72 + norm.x = eval(pos + vec3(OFFS, 0.0, 0.0)) - val; 2.73 + norm.y = eval(pos + vec3(0.0, OFFS, 0.0)) - val; 2.74 + norm.z = eval(pos + vec3(0.0, 0.0, OFFS)) - val; 2.75 + 2.76 + col += shade(ray, pos, normalize(norm)) * val * energy; 2.77 + energy -= val; 2.78 + if(energy < 0.001) { 2.79 + break; 2.80 + } 2.81 + pos += ray.dir * ray_step; 2.82 + } 2.83 + 2.84 + return col; 2.85 +} 2.86 + 2.87 +vec3 shade(Ray ray, vec3 pos, vec3 norm) 2.88 +{ 2.89 + vec3 ldir = -pos;//normalize(vec3(10.0, 10.0, -10.0) - pos); 2.90 + vec3 vdir = -ray.dir; 2.91 + vec3 hdir = normalize(ldir + vdir); 2.92 + 2.93 + float ndotl = dot(ldir, norm); 2.94 + float ndoth = dot(hdir, norm); 2.95 + 2.96 + vec3 dcol = vec3(0.9, 0.9, 0.9) * max(ndotl, 0.0); 2.97 + vec3 scol = vec3(0.5, 0.5, 0.5) * pow(max(ndoth, 0.0), 50.0); 2.98 + 2.99 + return vec3(0.01, 0.01, 0.01) + dcol + scol; 2.100 +} 2.101 + 2.102 +Ray get_primary_ray() 2.103 +{ 2.104 + Ray ray; 2.105 + vec2 tc = gl_TexCoord[0].xy; 2.106 + ray.dir = gl_NormalMatrix * normalize(texture2D(ray_tex, tc).xyz); 2.107 + ray.origin = (gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz; 2.108 + return ray; 2.109 +} 2.110 + 2.111 +ISect intersect_aabb(Ray ray, AABBox aabb) 2.112 +{ 2.113 + ISect res; 2.114 + res.hit = false; 2.115 + res.t0 = res.t1 = 0.0; 2.116 + 2.117 + if(ray.origin.x >= aabb.min.x && ray.origin.y >= aabb.min.y && ray.origin.z >= aabb.min.z && 2.118 + ray.origin.x < aabb.max.x && ray.origin.y < aabb.max.y && ray.origin.z < aabb.max.z) { 2.119 + res.hit = true; 2.120 + return res; 2.121 + } 2.122 + 2.123 + vec4 bbox[2]; 2.124 + bbox[0] = vec4(aabb.min.x, aabb.min.y, aabb.min.z, 0); 2.125 + bbox[1] = vec4(aabb.max.x, aabb.max.y, aabb.max.z, 0); 2.126 + 2.127 + int xsign = int(ray.dir.x < 0.0); 2.128 + float invdirx = 1.0 / ray.dir.x; 2.129 + float tmin = (bbox[xsign].x - ray.origin.x) * invdirx; 2.130 + float tmax = (bbox[1 - xsign].x - ray.origin.x) * invdirx; 2.131 + 2.132 + int ysign = int(ray.dir.y < 0.0); 2.133 + float invdiry = 1.0 / ray.dir.y; 2.134 + float tymin = (bbox[ysign].y - ray.origin.y) * invdiry; 2.135 + float tymax = (bbox[1 - ysign].y - ray.origin.y) * invdiry; 2.136 + 2.137 + if(tmin > tymax || tymin > tmax) { 2.138 + return res; 2.139 + } 2.140 + 2.141 + if(tymin > tmin) tmin = tymin; 2.142 + if(tymax < tmax) tmax = tymax; 2.143 + 2.144 + int zsign = int(ray.dir.z < 0.0); 2.145 + float invdirz = 1.0 / ray.dir.z; 2.146 + float tzmin = (bbox[zsign].z - ray.origin.z) * invdirz; 2.147 + float tzmax = (bbox[1 - zsign].z - ray.origin.z) * invdirz; 2.148 + 2.149 + if(tmin > tzmax || tzmin > tmax) { 2.150 + return res; 2.151 + } 2.152 + 2.153 + res.t0 = tmin; 2.154 + res.t1 = tmax; 2.155 + res.hit = true; 2.156 + return res; 2.157 +} 2.158 +
3.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 3.2 +++ b/sdr/volray.v.glsl Sun Apr 08 07:11:54 2012 +0300 3.3 @@ -0,0 +1,5 @@ 3.4 +void main() 3.5 +{ 3.6 + gl_Position = gl_Vertex; 3.7 + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; 3.8 +}
4.1 --- a/slice.p.glsl Sat Apr 07 16:07:12 2012 +0300 4.2 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 4.3 @@ -1,8 +0,0 @@ 4.4 -uniform sampler3D volume; 4.5 -uniform sampler1D xfer_tex; 4.6 - 4.7 -void main() 4.8 -{ 4.9 - float val = texture3D(volume, gl_TexCoord[0].xyz).x; 4.10 - gl_FragColor = vec4(texture1D(xfer_tex, val).xxx, 1.0); 4.11 -}
5.1 --- a/src/volray.c Sat Apr 07 16:07:12 2012 +0300 5.2 +++ b/src/volray.c Sun Apr 08 07:11:54 2012 +0300 5.3 @@ -12,14 +12,10 @@ 5.4 #include <vmath/vmath.h> 5.5 #include <imago2.h> 5.6 #include "sdr.h" 5.7 +#include "volume.h" 5.8 5.9 #define XFER_MAP_SZ 512 5.10 5.11 -struct slice_file { 5.12 - char *name; 5.13 - struct slice_file *next; 5.14 -}; 5.15 - 5.16 enum { 5.17 UIMODE_DEFAULT, 5.18 UIMODE_XFER, 5.19 @@ -43,24 +39,26 @@ 5.20 static int round_pow2(int x); 5.21 static void create_transfer_map(float mean, float sdev); 5.22 5.23 -float cam_theta = 0, cam_phi = 0, cam_dist = 4.0; 5.24 -float cam_x, cam_y, cam_z; 5.25 +static float cam_theta = 0, cam_phi = 0, cam_dist = 4.0; 5.26 +static float cam_x, cam_y, cam_z; 5.27 5.28 -vec2_t tex_scale; 5.29 -struct slice_file *flist; 5.30 -int nslices; 5.31 -unsigned int vol_sdr, slice_sdr, vol_tex, ray_tex; 5.32 -int win_xsz, win_ysz; 5.33 -int raytex_needs_recalc = 1; 5.34 +static vec2_t tex_scale; 5.35 +static struct volume *volume; 5.36 +static unsigned int vol_sdr, slice_sdr, ray_tex; 5.37 +static int win_xsz, win_ysz; 5.38 +static int raytex_needs_recalc = 1; 5.39 5.40 -unsigned int xfer_tex; 5.41 -float xfer_mean = 0.7, xfer_sdev = 0.1; 5.42 -int xfertex_needs_recalc = 1; 5.43 +static unsigned int xfer_tex; 5.44 +static float xfer_mean = 0.7, xfer_sdev = 0.1; 5.45 +static int xfertex_needs_recalc = 1; 5.46 5.47 static int uimode; 5.48 static float cur_z = 0.0; 5.49 static float ray_step = 0.01; 5.50 5.51 +static const char *fname; 5.52 + 5.53 + 5.54 int main(int argc, char **argv) 5.55 { 5.56 glutInit(&argc, argv); 5.57 @@ -92,9 +90,7 @@ 5.58 5.59 int init(void) 5.60 { 5.61 - int i, vol_xsz, vol_ysz; 5.62 - 5.63 - if(!(vol_sdr = create_program_load("volray.v.glsl", "volray.p.glsl"))) { 5.64 + if(!(vol_sdr = create_program_load("sdr/volray.v.glsl", "sdr/volray.p.glsl"))) { 5.65 return -1; 5.66 } 5.67 set_uniform_int(vol_sdr, "volume", 0); 5.68 @@ -103,51 +99,16 @@ 5.69 set_uniform_float(vol_sdr, "ray_step", ray_step); 5.70 set_uniform_float(vol_sdr, "zclip", cur_z); 5.71 5.72 - if(!(slice_sdr = create_program_load(0, "slice.p.glsl"))) { 5.73 + if(!(slice_sdr = create_program_load(0, "sdr/slice.p.glsl"))) { 5.74 return -1; 5.75 } 5.76 set_uniform_int(slice_sdr, "volume", 0); 5.77 set_uniform_int(slice_sdr, "xfer_tex", 1); 5.78 5.79 - glGenTextures(1, &vol_tex); 5.80 - glBindTexture(GL_TEXTURE_3D, vol_tex); 5.81 - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 5.82 - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 5.83 - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 5.84 - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 5.85 - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); 5.86 + if(!(volume = load_volume(fname))) { 5.87 + return -1; 5.88 + } 5.89 5.90 - for(i=0; i<nslices; i++) { 5.91 - int xsz, ysz; 5.92 - void *pix; 5.93 - struct slice_file *sfile = flist; 5.94 - flist = flist->next; 5.95 - 5.96 - if(!(pix = img_load_pixels(sfile->name, &xsz, &ysz, IMG_FMT_RGBA32))) { 5.97 - fprintf(stderr, "failed to load image: %s\n", sfile->name); 5.98 - return -1; 5.99 - } 5.100 - 5.101 - if(i == 0) { 5.102 - /* allocate storage for the texture */ 5.103 - glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA32F, xsz, ysz, nslices, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); 5.104 - 5.105 - vol_xsz = xsz; 5.106 - vol_ysz = ysz; 5.107 - 5.108 - } else { 5.109 - if(xsz != vol_xsz || ysz != vol_ysz) { 5.110 - fprintf(stderr, "%s: inconsistent slice size: %dx%d. expected: %dx%d\n", 5.111 - sfile->name, xsz, ysz, vol_xsz, vol_ysz); 5.112 - img_free_pixels(pix); 5.113 - return -1; 5.114 - } 5.115 - } 5.116 - free(sfile); 5.117 - 5.118 - glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, i, xsz, ysz, 1, GL_RGBA, GL_UNSIGNED_BYTE, pix); 5.119 - img_free_pixels(pix); 5.120 - } 5.121 return 0; 5.122 } 5.123 5.124 @@ -190,7 +151,7 @@ 5.125 5.126 /* tex unit0: volume data 3D texture */ 5.127 glActiveTexture(GL_TEXTURE0); 5.128 - glBindTexture(GL_TEXTURE_3D, vol_tex); 5.129 + glBindTexture(GL_TEXTURE_3D, volume->tex_vol); 5.130 glEnable(GL_TEXTURE_3D); 5.131 5.132 /* tex unit1: primary rays in view space */ 5.133 @@ -235,7 +196,7 @@ 5.134 glTranslatef(-1, -1, 0); 5.135 5.136 glActiveTexture(GL_TEXTURE0); 5.137 - glBindTexture(GL_TEXTURE_3D, vol_tex); 5.138 + glBindTexture(GL_TEXTURE_3D, volume->tex_vol); 5.139 glEnable(GL_TEXTURE_3D); 5.140 5.141 glActiveTexture(GL_TEXTURE1); 5.142 @@ -426,7 +387,6 @@ 5.143 int parse_args(int argc, char **argv) 5.144 { 5.145 int i; 5.146 - struct slice_file *tail; 5.147 char *endp; 5.148 5.149 for(i=1; i<argc; i++) { 5.150 @@ -453,27 +413,16 @@ 5.151 return -1; 5.152 } 5.153 } else { 5.154 - struct slice_file *sfile; 5.155 - 5.156 - if(!(sfile = malloc(sizeof *sfile))) { 5.157 - perror("failed to allocate memory"); 5.158 + if(fname) { 5.159 + fprintf(stderr, "unexpected argument: %s\n", argv[i]); 5.160 return -1; 5.161 } 5.162 - sfile->name = argv[i]; 5.163 - sfile->next = 0; 5.164 - 5.165 - if(!flist) { 5.166 - flist = tail = sfile; 5.167 - } else { 5.168 - tail->next = sfile; 5.169 - tail = sfile; 5.170 - } 5.171 - nslices++; 5.172 + fname = argv[i]; 5.173 } 5.174 } 5.175 5.176 - if(!nslices) { 5.177 - fprintf(stderr, "pass the slice filenames\n"); 5.178 + if(!fname) { 5.179 + fprintf(stderr, "pass the volume descriptor filename\n"); 5.180 return -1; 5.181 } 5.182 return 0;
6.1 --- a/src/volume.c Sat Apr 07 16:07:12 2012 +0300 6.2 +++ b/src/volume.c Sun Apr 08 07:11:54 2012 +0300 6.3 @@ -10,19 +10,24 @@ 6.4 #endif 6.5 6.6 #include <imago2.h> 6.7 +#include "volume.h" 6.8 6.9 struct slice { 6.10 char *name; 6.11 struct slice *next; 6.12 }; 6.13 6.14 +static void calc_gradients(float *voxels, int xsz, int ysz, int zsz); 6.15 static struct slice *read_voldesc(const char *fname, struct volume *vol); 6.16 static char *trim(char *str); 6.17 6.18 struct volume *load_volume(const char *fname) 6.19 { 6.20 + int i; 6.21 struct slice *slist; 6.22 struct volume *vol = 0; 6.23 + float *voxels = 0, *vptr; 6.24 + struct img_pixmap img; 6.25 6.26 if(!(vol = malloc(sizeof *vol))) { 6.27 perror("failed to allocate volume"); 6.28 @@ -35,6 +40,60 @@ 6.29 goto err; 6.30 } 6.31 6.32 + /* load the first image to determine slice dimensions */ 6.33 + img_init(&img); 6.34 + if(img_load(&img, slist->name) == -1) { 6.35 + fprintf(stderr, "failed to load volume slice: %s\n", slist->name); 6.36 + goto err; 6.37 + } 6.38 + 6.39 + vol->sz[0] = img.width; 6.40 + vol->sz[1] = img.height; 6.41 + printf("volume dimensions: %dx%dx%d\n", img.width, img.height, vol->sz[2]); 6.42 + 6.43 + /* allocate the whole volume at once */ 6.44 + if(!(voxels = malloc(vol->sz[0] * vol->sz[1] * vol->sz[2] * 4 * sizeof *voxels))) { 6.45 + img_destroy(&img); 6.46 + goto err; 6.47 + } 6.48 + vptr = voxels; 6.49 + img_destroy(&img); 6.50 + 6.51 + /* put the volume data into the alpha component */ 6.52 + for(i=0; i<vol->sz[2]; i++) { 6.53 + int x, y, xsz, ysz; 6.54 + float *pixels, *src; 6.55 + struct slice *slice = slist; 6.56 + slist = slist->next; 6.57 + 6.58 + if(!(pixels = img_load_pixels(slice->name, &xsz, &ysz, IMG_FMT_GREYF))) { 6.59 + fprintf(stderr, "failed to load volume slice: %s\n", slice->name); 6.60 + goto err; 6.61 + } 6.62 + 6.63 + if(xsz != vol->sz[0] || ysz != vol->sz[1]) { 6.64 + fprintf(stderr, "inconsistent dimensions for slice %s: %dx%d (%dx%d expected)\n", 6.65 + slice->name, xsz, ysz, vol->sz[0], vol->sz[1]); 6.66 + goto err; 6.67 + } 6.68 + free(slice->name); 6.69 + free(slice); 6.70 + 6.71 + src = pixels; 6.72 + for(y=0; y<ysz; y++) { 6.73 + for(x=0; x<xsz; x++) { 6.74 + vptr[0] = vptr[1] = vptr[2] = 0.0f; 6.75 + vptr[3] = *src++; 6.76 + vptr += 4; 6.77 + } 6.78 + } 6.79 + img_free_pixels(pixels); 6.80 + } 6.81 + 6.82 + /* calculate gradients */ 6.83 + /*calc_gradients(voxels, vol->sz[0], vol->sz[1], vol->sz[2]);*/ 6.84 + 6.85 + /* create the volume texture */ 6.86 glGenTextures(1, &vol->tex_vol); 6.87 glBindTexture(GL_TEXTURE_3D, vol->tex_vol); 6.88 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 6.89 @@ -42,26 +101,12 @@ 6.90 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 6.91 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 6.92 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); 6.93 + glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA32F, vol->sz[0], vol->sz[1], vol->sz[2], 0, 6.94 + GL_RGBA, GL_FLOAT, voxels); 6.95 6.96 - for(i=0; i<vol->sz[2]; i++) { 6.97 - struct img_pixmap img; 6.98 - struct slice *slice = head; 6.99 - head = head->next; 6.100 - 6.101 - img_init(&img); 6.102 - if(img_load(&img, slice->name) == -1) { 6.103 - fprintf(stderr, "failed to load volume slice: %s\n", slice->name); 6.104 - goto err; 6.105 - } 6.106 - } 6.107 - 6.108 - glGenTextures(1, &vol->tex_grad); 6.109 - glBindTexture(GL_TEXTURE_3D, vol->tex_grad); 6.110 - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 6.111 - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 6.112 - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 6.113 - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 6.114 - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); 6.115 + /* ... and destroy our copy */ 6.116 + free(voxels); 6.117 + return vol; 6.118 6.119 err: 6.120 while(slist) { 6.121 @@ -70,20 +115,54 @@ 6.122 free(tmp->name); 6.123 free(tmp); 6.124 } 6.125 + free_volume(vol); 6.126 + free(voxels); 6.127 + return 0; 6.128 +} 6.129 + 6.130 +void free_volume(struct volume *vol) 6.131 +{ 6.132 if(vol) { 6.133 - if(vol->tex_vol) 6.134 + if(vol->tex_vol) { 6.135 glDeleteTextures(1, &vol->tex_vol); 6.136 - if(vol->tex_grad) 6.137 - glDeleteTextures(1, &vol->tex_grad); 6.138 + } 6.139 free(vol); 6.140 } 6.141 - return 0; 6.142 +} 6.143 + 6.144 +struct vec4 { float x, y, z, w; }; 6.145 + 6.146 +static void calc_gradients(float *voxels, int xsz, int ysz, int zsz) 6.147 +{ 6.148 + int x, y, z, slice_pixels = xsz * ysz; 6.149 + struct vec4 *vptr = (struct vec4*)voxels; 6.150 + 6.151 + for(z=0; z<zsz; z++) { 6.152 + for(y=0; y<ysz; y++) { 6.153 + for(x=0; x<xsz; x++) { 6.154 + float x0, x1, y0, y1, z0, z1; 6.155 + 6.156 + x0 = x > 0 ? (vptr - 1)->w : vptr->w; 6.157 + y0 = y > 0 ? (vptr - xsz)->w : vptr->w; 6.158 + z0 = z > 0 ? (vptr - slice_pixels)->w : vptr->w; 6.159 + x1 = x < xsz - 1 ? (vptr + 1)->w : vptr->w; 6.160 + y1 = y < ysz - 1 ? (vptr + xsz)->w : vptr->w; 6.161 + z1 = z < zsz - 1 ? (vptr + slice_pixels)->w : vptr->w; 6.162 + 6.163 + vptr->x = x1 - x0; 6.164 + vptr->y = y1 - y0; 6.165 + vptr->z = z1 - z0; 6.166 + 6.167 + vptr++; 6.168 + } 6.169 + } 6.170 + } 6.171 } 6.172 6.173 static struct slice *read_voldesc(const char *fname, struct volume *vol) 6.174 { 6.175 FILE *fp = 0; 6.176 - char buf[512]; 6.177 + char buf[512], *slash, *prefix = ""; 6.178 int mode_slices = 0; 6.179 struct slice *head = 0, *tail; 6.180 6.181 @@ -97,6 +176,13 @@ 6.182 goto err; 6.183 } 6.184 6.185 + if((slash = strrchr(fname, '/'))) { 6.186 + int len = slash - fname + 1; 6.187 + prefix = alloca(len + 1); 6.188 + memcpy(prefix, fname, len); 6.189 + prefix[len] = 0; 6.190 + } 6.191 + 6.192 while(fgets(buf, sizeof buf, fp)) { 6.193 char *line = trim(buf); 6.194 6.195 @@ -106,12 +192,12 @@ 6.196 if(mode_slices) { 6.197 /* we're in the part that contains filenames... append to the list */ 6.198 struct slice *node = malloc(sizeof *node); 6.199 - if(!node || !(node->name = malloc(strlen(line) + 1))) { 6.200 + if(!node || !(node->name = malloc(strlen(prefix) + strlen(line) + 1))) { 6.201 perror("failed to allocate list node"); 6.202 free(node); 6.203 goto err; 6.204 } 6.205 - strcpy(node->name, line); 6.206 + sprintf(node->name, "%s%s", prefix, line); 6.207 node->next = 0; 6.208 6.209 if(head) { 6.210 @@ -123,6 +209,10 @@ 6.211 vol->sz[2]++; 6.212 } else { 6.213 /* TODO we're in the options part... parse */ 6.214 + 6.215 + if(strcmp(line, "SLICES") == 0) { 6.216 + mode_slices = 1; 6.217 + } 6.218 } 6.219 } 6.220 fclose(fp);
7.1 --- a/src/volume.h Sat Apr 07 16:07:12 2012 +0300 7.2 +++ b/src/volume.h Sun Apr 08 07:11:54 2012 +0300 7.3 @@ -6,7 +6,7 @@ 7.4 struct volume { 7.5 int sz[3]; 7.6 float zaspect; 7.7 - unsigned int tex_vol, tex_grad; 7.8 + unsigned int tex_vol; 7.9 }; 7.10 7.11 struct volume *load_volume(const char *fname);
8.1 --- a/volray.p.glsl Sat Apr 07 16:07:12 2012 +0300 8.2 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 8.3 @@ -1,155 +0,0 @@ 8.4 -uniform sampler3D volume; 8.5 -uniform sampler2D ray_tex; 8.6 -uniform sampler1D xfer_tex; 8.7 -uniform float ray_step; 8.8 -uniform float zclip; 8.9 - 8.10 -struct Ray { 8.11 - vec3 origin, dir; 8.12 -}; 8.13 - 8.14 -struct AABBox { 8.15 - vec3 min, max; 8.16 -}; 8.17 - 8.18 -struct ISect { 8.19 - bool hit; 8.20 - float t0, t1; 8.21 - vec3 pos; 8.22 - vec3 normal; 8.23 -}; 8.24 - 8.25 -vec3 sky(Ray ray); 8.26 -vec3 ray_march(Ray ray, float t0, float t1); 8.27 -vec3 shade(Ray ray, vec3 pos, vec3 norm); 8.28 -Ray get_primary_ray(); 8.29 -ISect intersect_aabb(Ray ray, AABBox aabb); 8.30 - 8.31 -void main() 8.32 -{ 8.33 - const AABBox aabb = AABBox(vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0)); 8.34 - Ray ray = get_primary_ray(); 8.35 - 8.36 - vec3 color = vec3(0.0, 0.0, 0.0); 8.37 - 8.38 - ISect res = intersect_aabb(ray, aabb); 8.39 - if(res.hit) { 8.40 - color = ray_march(ray, res.t0, res.t1); 8.41 - } 8.42 - 8.43 - gl_FragColor = vec4(color, 1.0); 8.44 -} 8.45 - 8.46 -float eval(vec3 pos) 8.47 -{ 8.48 - vec3 tc = pos * 0.5 + 0.5; 8.49 - 8.50 - if(tc.x < 0.0 || tc.y < 0.0 || tc.z < zclip || tc.x > 1.0 || tc.y > 1.0 || tc.z > 1.0) { 8.51 - return 0.0; 8.52 - } 8.53 - 8.54 - return texture1D(xfer_tex, texture3D(volume, tc).x).x; 8.55 -} 8.56 - 8.57 -#define OFFS 0.01 8.58 -vec3 ray_march(Ray ray, float t0, float t1) 8.59 -{ 8.60 - float energy = 1.0; 8.61 - float t = t0; 8.62 - vec3 col = vec3(0.0, 0.0, 0.0); 8.63 - 8.64 - 8.65 - while(t < t1) { 8.66 - vec3 pos = ray.origin + ray.dir * t; 8.67 - t += ray_step; 8.68 - 8.69 - float val = eval(pos); 8.70 - vec3 norm; 8.71 - 8.72 - norm.x = eval(pos + vec3(OFFS, 0.0, 0.0)) - val; 8.73 - norm.y = eval(pos + vec3(0.0, OFFS, 0.0)) - val; 8.74 - norm.z = eval(pos + vec3(0.0, 0.0, OFFS)) - val; 8.75 - 8.76 - col += shade(ray, pos, normalize(norm)) * val * energy; 8.77 - energy -= val; 8.78 - if(energy < 0.001) { 8.79 - break; 8.80 - } 8.81 - pos += ray.dir * ray_step; 8.82 - } 8.83 - 8.84 - return col; 8.85 -} 8.86 - 8.87 -vec3 shade(Ray ray, vec3 pos, vec3 norm) 8.88 -{ 8.89 - vec3 ldir = -pos;//normalize(vec3(10.0, 10.0, -10.0) - pos); 8.90 - vec3 vdir = -ray.dir; 8.91 - vec3 hdir = normalize(ldir + vdir); 8.92 - 8.93 - float ndotl = dot(ldir, norm); 8.94 - float ndoth = dot(hdir, norm); 8.95 - 8.96 - vec3 dcol = vec3(0.9, 0.9, 0.9) * max(ndotl, 0.0); 8.97 - vec3 scol = vec3(0.5, 0.5, 0.5) * pow(max(ndoth, 0.0), 50.0); 8.98 - 8.99 - return vec3(0.01, 0.01, 0.01) + dcol + scol; 8.100 -} 8.101 - 8.102 -Ray get_primary_ray() 8.103 -{ 8.104 - Ray ray; 8.105 - vec2 tc = gl_TexCoord[0].xy; 8.106 - ray.dir = gl_NormalMatrix * normalize(texture2D(ray_tex, tc).xyz); 8.107 - ray.origin = (gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz; 8.108 - return ray; 8.109 -} 8.110 - 8.111 -ISect intersect_aabb(Ray ray, AABBox aabb) 8.112 -{ 8.113 - ISect res; 8.114 - res.hit = false; 8.115 - res.t0 = res.t1 = 0.0; 8.116 - 8.117 - if(ray.origin.x >= aabb.min.x && ray.origin.y >= aabb.min.y && ray.origin.z >= aabb.min.z && 8.118 - ray.origin.x < aabb.max.x && ray.origin.y < aabb.max.y && ray.origin.z < aabb.max.z) { 8.119 - res.hit = true; 8.120 - return res; 8.121 - } 8.122 - 8.123 - vec4 bbox[2]; 8.124 - bbox[0] = vec4(aabb.min.x, aabb.min.y, aabb.min.z, 0); 8.125 - bbox[1] = vec4(aabb.max.x, aabb.max.y, aabb.max.z, 0); 8.126 - 8.127 - int xsign = int(ray.dir.x < 0.0); 8.128 - float invdirx = 1.0 / ray.dir.x; 8.129 - float tmin = (bbox[xsign].x - ray.origin.x) * invdirx; 8.130 - float tmax = (bbox[1 - xsign].x - ray.origin.x) * invdirx; 8.131 - 8.132 - int ysign = int(ray.dir.y < 0.0); 8.133 - float invdiry = 1.0 / ray.dir.y; 8.134 - float tymin = (bbox[ysign].y - ray.origin.y) * invdiry; 8.135 - float tymax = (bbox[1 - ysign].y - ray.origin.y) * invdiry; 8.136 - 8.137 - if(tmin > tymax || tymin > tmax) { 8.138 - return res; 8.139 - } 8.140 - 8.141 - if(tymin > tmin) tmin = tymin; 8.142 - if(tymax < tmax) tmax = tymax; 8.143 - 8.144 - int zsign = int(ray.dir.z < 0.0); 8.145 - float invdirz = 1.0 / ray.dir.z; 8.146 - float tzmin = (bbox[zsign].z - ray.origin.z) * invdirz; 8.147 - float tzmax = (bbox[1 - zsign].z - ray.origin.z) * invdirz; 8.148 - 8.149 - if(tmin > tzmax || tzmin > tmax) { 8.150 - return res; 8.151 - } 8.152 - 8.153 - res.t0 = tmin; 8.154 - res.t1 = tmax; 8.155 - res.hit = true; 8.156 - return res; 8.157 -} 8.158 -