1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | /* |
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3 | * ---------------------------------------------------------------------- |
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4 | * NvLIC.h: line integral convolution class |
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5 | * |
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6 | * ====================================================================== |
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7 | * AUTHOR: Insoo Woo <iwoo@purdue.edu, Wei Qiao <qiaow@purdue.edu> |
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8 | * Purdue Rendering and Perceptualization Lab (PURPL) |
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9 | * |
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10 | * Copyright (c) 2004-2013 HUBzero Foundation, LLC |
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11 | * |
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12 | * See the file "license.terms" for information on usage and |
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13 | * redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES. |
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14 | * ====================================================================== |
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15 | */ |
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16 | #include <stdlib.h> |
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17 | #include <math.h> |
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18 | #include <assert.h> |
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19 | |
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20 | #include "nanovis.h" |
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21 | #include "define.h" |
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22 | |
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23 | #include "NvLIC.h" |
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24 | #include "NvShader.h" |
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25 | #include "Trace.h" |
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26 | |
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27 | #define NPN 256 //resolution of background pattern |
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28 | #define DM ((float) (1.0/(NMESH-1.0))) //distance in world coords between mesh lines |
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29 | #define SCALE 3.0 //scale for background pattern. small value -> fine texture |
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30 | |
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31 | using namespace vrmath; |
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32 | |
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33 | NvLIC::NvLIC(int size, int width, int height, int axis, |
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34 | float offset) : |
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35 | _width(width), |
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36 | _height(height), |
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37 | _size(size), |
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38 | _scale(1.0f, 1.0f, 1.0f), |
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39 | _origin(0, 0, 0), |
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40 | _offset(offset), |
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41 | _axis(axis), |
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42 | _iframe(0), |
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43 | _Npat(64), |
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44 | _alpha((int)0.12*255), |
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45 | _tmax(NPIX/(SCALE*NPN)), |
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46 | _dmax(SCALE/NPIX), |
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47 | _max(1.0f), |
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48 | _disListID(0), |
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49 | _vectorFieldId(0), |
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50 | _activate(false) |
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51 | { |
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52 | _sliceVector = new float[_size*_size*4]; |
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53 | memset(_sliceVector, 0, sizeof(float) * _size * _size * 4); |
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54 | |
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55 | int fboOrig; |
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56 | glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &fboOrig); |
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57 | |
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58 | //initialize the pattern texture |
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59 | glGenTextures(1, &_patternTex); |
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60 | glBindTexture(GL_TEXTURE_2D, _patternTex); |
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61 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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62 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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63 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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64 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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65 | glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
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66 | |
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67 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, NPN, NPN, 0, |
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68 | GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
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69 | |
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70 | //initialize frame buffer objects |
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71 | //render buffer for projecting 3D velocity onto a 2D plane |
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72 | glGenFramebuffersEXT(1, &_velFbo); |
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73 | glGenTextures(1, &_sliceVectorTex); |
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74 | |
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75 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _velFbo); |
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76 | |
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77 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _sliceVectorTex); |
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78 | glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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79 | glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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80 | glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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81 | glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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82 | |
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83 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, _size, _size, |
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84 | 0, GL_RGBA, GL_FLOAT, NULL); |
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85 | |
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86 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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87 | GL_TEXTURE_RECTANGLE_ARB, _sliceVectorTex, 0); |
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88 | |
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89 | //render buffer for the convolution |
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90 | glGenFramebuffersEXT(1, &_fbo); |
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91 | glGenTextures(1, &_colorTex); |
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92 | |
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93 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _fbo); |
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94 | |
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95 | //initialize color texture for lic |
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96 | glBindTexture(GL_TEXTURE_2D, _colorTex); |
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97 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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98 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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99 | glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
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100 | |
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101 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, _width, _height, 0, |
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102 | GL_RGB, GL_UNSIGNED_BYTE, NULL); |
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103 | |
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104 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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105 | GL_TEXTURE_2D, _colorTex, 0); |
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106 | |
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107 | // Check framebuffer completeness at the end of initialization. |
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108 | CHECK_FRAMEBUFFER_STATUS(); |
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109 | |
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110 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboOrig); |
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111 | |
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112 | _renderVelShader = new NvShader(); |
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113 | _renderVelShader->loadFragmentProgram("render_vel.cg", "main"); |
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114 | |
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115 | makePatterns(); |
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116 | } |
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117 | |
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118 | NvLIC::~NvLIC() |
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119 | { |
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120 | glDeleteTextures(1, &_patternTex); |
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121 | glDeleteTextures(1, &_magTex); |
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122 | |
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123 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _velFbo); |
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124 | glDeleteTextures(1, &_sliceVectorTex); |
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125 | |
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126 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _fbo); |
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127 | glDeleteTextures(1, &_colorTex); |
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128 | |
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129 | GLuint buffers[2] = {_velFbo, _fbo}; |
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130 | glDeleteFramebuffersEXT(2, buffers); |
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131 | |
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132 | glDeleteLists(_disListID, _Npat); |
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133 | |
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134 | delete _renderVelShader; |
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135 | |
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136 | delete [] _sliceVector; |
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137 | } |
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138 | |
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139 | void |
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140 | NvLIC::makePatterns() |
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141 | { |
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142 | TRACE("Enter"); |
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143 | |
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144 | if (_disListID > 0) { |
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145 | glDeleteLists(_disListID, _Npat); |
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146 | } |
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147 | _disListID = glGenLists(_Npat); |
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148 | |
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149 | TRACE("DisplayList : %d", _disListID); |
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150 | |
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151 | int lut[256]; |
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152 | int phase[NPN][NPN]; |
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153 | GLubyte pat[NPN][NPN][4]; |
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154 | int i, j, k, t; |
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155 | |
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156 | for (i = 0; i < 256; i++) { |
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157 | lut[i] = i < 127 ? 0 : 255; |
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158 | } |
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159 | for (i = 0; i < NPN; i++) { |
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160 | for (j = 0; j < NPN; j++) { |
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161 | phase[i][j] = rand() >> 8; |
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162 | } |
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163 | } |
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164 | for (k = 0; k < _Npat; k++) { |
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165 | t = (k << 8) / _Npat; |
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166 | for (i = 0; i < NPN; i++) { |
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167 | for (j = 0; j < NPN; j++) { |
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168 | pat[i][j][0] = pat[i][j][1] = pat[i][j][2] = |
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169 | lut[(t + phase[i][j]) % 255]; |
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170 | pat[i][j][3] = _alpha; |
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171 | } |
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172 | } |
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173 | glNewList(_disListID + k, GL_COMPILE); |
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174 | glBindTexture(GL_TEXTURE_2D, _patternTex); |
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175 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, NPN, NPN, 0, |
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176 | GL_RGBA, GL_UNSIGNED_BYTE, pat); |
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177 | glEndList(); |
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178 | } |
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179 | |
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180 | glBindTexture(GL_TEXTURE_2D, _patternTex); |
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181 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, NPN, NPN, 0, |
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182 | GL_RGBA, GL_UNSIGNED_BYTE, pat); |
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183 | |
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184 | TRACE("Leave"); |
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185 | } |
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186 | |
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187 | void NvLIC::makeMagnitudes() |
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188 | { |
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189 | GLubyte mag[NMESH][NMESH][4]; |
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190 | |
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191 | //read vector field |
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192 | for (int i = 0; i < NMESH; i++) { |
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193 | for (int j = 0; j < NMESH; j++) { |
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194 | float x = DM*i; |
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195 | float y = DM*j; |
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196 | |
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197 | float magnitude = sqrt(x*x+y*y)/1.414; |
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198 | |
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199 | //from green to red |
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200 | GLubyte r = (GLubyte)floor(magnitude*255); |
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201 | GLubyte g = 0; |
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202 | GLubyte b = 255 - r; |
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203 | GLubyte a = 122; |
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204 | |
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205 | mag[i][j][0] = r; |
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206 | mag[i][j][1] = g; |
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207 | mag[i][j][2] = b; |
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208 | mag[i][j][3] = a; |
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209 | } |
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210 | } |
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211 | glGenTextures(1, &_magTex); |
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212 | glBindTexture(GL_TEXTURE_2D, _magTex); |
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213 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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214 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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215 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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216 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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217 | //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); |
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218 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, NMESH, NMESH, 0, GL_RGBA, |
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219 | GL_UNSIGNED_BYTE, mag); |
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220 | glBindTexture(GL_TEXTURE_2D, 0); |
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221 | } |
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222 | |
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223 | void |
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224 | NvLIC::getSlice() |
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225 | { |
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226 | int fboOrig; |
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227 | glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &fboOrig); |
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228 | |
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229 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _velFbo); |
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230 | |
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231 | glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT); |
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232 | |
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233 | glClear(GL_COLOR_BUFFER_BIT); |
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234 | glDisable(GL_DEPTH_TEST); |
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235 | glDisable(GL_BLEND); |
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236 | |
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237 | glViewport(0, 0, _size, _size); |
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238 | glMatrixMode(GL_PROJECTION); |
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239 | glPushMatrix(); |
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240 | glLoadIdentity(); |
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241 | gluOrtho2D(0, _size, 0, _size); |
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242 | glMatrixMode(GL_MODELVIEW); |
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243 | glPushMatrix(); |
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244 | glLoadIdentity(); |
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245 | |
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246 | glEnable(GL_TEXTURE_3D); |
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247 | glBindTexture(GL_TEXTURE_3D, _vectorFieldId); |
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248 | |
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249 | _renderVelShader->bind(); |
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250 | _renderVelShader->setFPTextureParameter("vel_tex", _vectorFieldId); |
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251 | _renderVelShader->setFPParameter1f("timestep", 0.0005); |
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252 | _renderVelShader->setFPParameter1f("vmax", _max > 100.0 ? 100.0 : _max); |
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253 | |
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254 | switch (_axis) { |
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255 | case 0: |
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256 | _renderVelShader->setFPParameter3f("projection_vector", 0., 1., 1.); |
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257 | break; |
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258 | case 1: |
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259 | _renderVelShader->setFPParameter3f("projection_vector", 1., 0., 1.); |
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260 | break; |
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261 | default: |
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262 | case 2: |
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263 | _renderVelShader->setFPParameter3f("projection_vector", 1., 1., 0.); |
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264 | break; |
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265 | } |
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266 | |
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267 | glBegin(GL_QUADS); |
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268 | { |
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269 | switch (_axis) { |
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270 | case 0: |
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271 | glTexCoord3f(_offset, 0., 0.); glVertex2f(0., 0.); |
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272 | glTexCoord3f(_offset, 1., 0.); glVertex2f(_size, 0.); |
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273 | glTexCoord3f(_offset, 1., 1.); glVertex2f(_size, _size); |
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274 | glTexCoord3f(_offset, 0., 1.); glVertex2f(0., _size); |
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275 | break; |
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276 | case 1: |
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277 | glTexCoord3f(0., _offset, 0.); glVertex2f(0., 0.); |
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278 | glTexCoord3f(1., _offset, 0.); glVertex2f(_size, 0.); |
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279 | glTexCoord3f(1., _offset, 1.); glVertex2f(_size, _size); |
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280 | glTexCoord3f(0., _offset, 1.); glVertex2f(0., _size); |
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281 | break; |
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282 | case 2: |
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283 | glTexCoord3f(0., 0., _offset); glVertex2f(0., 0.); |
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284 | glTexCoord3f(1., 0., _offset); glVertex2f(_size, 0.); |
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285 | glTexCoord3f(1., 1., _offset); glVertex2f(_size, _size); |
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286 | glTexCoord3f(0., 1., _offset); glVertex2f(0., _size); |
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287 | break; |
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288 | } |
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289 | } |
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290 | glEnd(); |
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291 | |
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292 | _renderVelShader->disableFPTextureParameter("vel_tex"); |
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293 | _renderVelShader->unbind(); |
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294 | |
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295 | glBindTexture(GL_TEXTURE_3D, 0); |
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296 | glDisable(GL_TEXTURE_3D); |
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297 | |
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298 | //read the vectors |
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299 | glReadPixels(0, 0, _size, _size, GL_RGBA, GL_FLOAT, _sliceVector); |
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300 | |
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301 | int lim = _size * _size * 4; |
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302 | float *v = _sliceVector; |
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303 | for (int i = 0; i < lim; ++i) { |
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304 | if (isnan(*v)) { |
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305 | *v = 0.0f; |
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306 | } |
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307 | ++v; |
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308 | } |
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309 | |
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310 | glMatrixMode(GL_PROJECTION); |
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311 | glPopMatrix(); |
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312 | glMatrixMode(GL_MODELVIEW); |
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313 | glPopMatrix(); |
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314 | |
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315 | glPopAttrib(); |
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316 | |
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317 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboOrig); |
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318 | } |
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319 | |
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320 | //line integral convolution |
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321 | void |
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322 | NvLIC::convolve() |
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323 | { |
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324 | if (_vectorFieldId == 0) { |
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325 | return; |
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326 | } |
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327 | |
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328 | int i, j; |
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329 | float x1, x2, y, px, py; |
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330 | |
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331 | int fboOrig; |
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332 | glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &fboOrig); |
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333 | |
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334 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _fbo); |
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335 | |
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336 | glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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337 | |
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338 | glMatrixMode(GL_PROJECTION); |
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339 | glPushMatrix(); |
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340 | glLoadIdentity(); |
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341 | |
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342 | glViewport(0, 0, (GLsizei) NPIX, (GLsizei) NPIX); |
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343 | //glTranslatef(-1.0, -1.0, 0.0); |
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344 | //glScalef(2.0, 2.0, 1.0); |
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345 | glOrtho(0.0f, 1.0f, 0.0f, 1.0f, -10.0f, 10.0f); |
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346 | |
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347 | glMatrixMode(GL_MODELVIEW); |
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348 | glPushMatrix(); |
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349 | glLoadIdentity(); |
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350 | |
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351 | glClear(GL_COLOR_BUFFER_BIT); |
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352 | //glDepthMask(GL_FALSE); |
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353 | glDisable(GL_DEPTH_TEST); |
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354 | glDisable(GL_LIGHTING); |
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355 | glDisable(GL_ALPHA_TEST); |
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356 | |
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357 | //_sa = 0.010*cos(_iframe*2.0*M_PI/200.0); |
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358 | glEnable(GL_TEXTURE_2D); |
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359 | glBindTexture(GL_TEXTURE_2D, _patternTex); |
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360 | _sa = 0.01; |
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361 | |
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362 | glColor4f(1, 1, 1, 1); |
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363 | for (i = 0; i < NMESH-1; i++) { |
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364 | x1 = DM*i; x2 = x1 + DM; |
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365 | glBegin(GL_QUAD_STRIP); |
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366 | for (j = 0; j < NMESH-1; j++) { |
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367 | y = DM*j; |
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368 | glTexCoord2f(x1, y); |
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369 | getVelocity(x1, y, &px, &py); |
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370 | glVertex2f(px, py); |
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371 | |
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372 | glTexCoord2f(x2, y); |
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373 | getVelocity(x2, y, &px, &py); |
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374 | glVertex2f(px, py); |
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375 | } |
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376 | glEnd(); |
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377 | } |
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378 | _iframe = _iframe + 1; |
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379 | |
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380 | glEnable(GL_BLEND); |
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381 | |
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382 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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383 | |
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384 | glEnable(GL_TEXTURE_2D); |
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385 | glCallList(_iframe % _Npat + _disListID); |
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386 | glBegin(GL_QUADS); |
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387 | { |
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388 | glTexCoord2f(0.0, 0.0); glVertex2f(0.0, 0.0); |
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389 | glTexCoord2f(_tmax, 0.0); glVertex2f(1.0, 0.0); |
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390 | glTexCoord2f(_tmax, _tmax); glVertex2f(1.0, 1.0); |
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391 | glTexCoord2f(0.0, _tmax); glVertex2f(0.0, 1.0); |
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392 | } |
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393 | glEnd(); |
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394 | glDisable(GL_TEXTURE_2D); |
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395 | |
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396 | /* |
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397 | //inject dye |
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398 | glDisable(GL_TEXTURE_2D); |
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399 | glColor4f(1.,0.8,0.,1.); |
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400 | glBegin(GL_QUADS); |
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401 | glVertex2d(0.6, 0.6); |
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402 | glVertex2d(0.6, 0.62); |
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403 | glVertex2d(0.62, 0.62); |
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404 | glVertex2d(0.62, 0.6); |
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405 | glEnd(); |
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406 | */ |
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407 | |
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408 | glDisable(GL_BLEND); |
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409 | glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, NPIX, NPIX, 0); |
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410 | |
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411 | /* |
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412 | //blend magnitude texture |
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413 | glBindTexture(GL_TEXTURE_2D, _magTex); |
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414 | glEnable(GL_TEXTURE_2D); |
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415 | glEnable(GL_BLEND); |
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416 | glBegin(GL_QUADS); |
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417 | glTexCoord2f(0.0, 0.0); glVertex2f(0.0, 0.0); |
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418 | glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 1.); |
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419 | glTexCoord2f(1.0, 1.0); glVertex2f(1., 1.); |
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420 | glTexCoord2f(1.0, 0.0); glVertex2f(1., 0.0); |
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421 | glEnd(); |
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422 | */ |
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423 | |
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424 | glMatrixMode(GL_PROJECTION); |
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425 | glPopMatrix(); |
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426 | glMatrixMode(GL_MODELVIEW); |
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427 | glPopMatrix(); |
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428 | |
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429 | glPopAttrib(); |
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430 | |
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431 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboOrig); |
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432 | } |
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433 | |
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434 | void |
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435 | NvLIC::render() |
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436 | { |
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437 | if (_vectorFieldId == 0) { |
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438 | return; |
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439 | } |
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440 | |
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441 | //draw line integral convolution quad |
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442 | |
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443 | glPushAttrib(GL_ENABLE_BIT | GL_LIGHTING_BIT); |
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444 | glBindTexture(GL_TEXTURE_2D, _colorTex); |
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445 | glEnable(GL_TEXTURE_2D); |
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446 | //glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); |
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447 | //glEnable(GL_LIGHTING); |
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448 | glDisable(GL_LIGHTING); |
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449 | glEnable(GL_DEPTH_TEST); |
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450 | |
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451 | glMatrixMode(GL_MODELVIEW); |
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452 | glPushMatrix(); |
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453 | |
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454 | glTranslatef(_origin.x, _origin.y, _origin.z); |
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455 | glScalef(_scale.x, _scale.y, _scale.z); |
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456 | |
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457 | glColor4f(1, 1, 1, 1); |
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458 | glBegin(GL_QUADS); |
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459 | switch (_axis) { |
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460 | case 0: |
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461 | glNormal3f(1, 0, 0); |
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462 | glTexCoord2f(0, 0); glVertex3f(_offset, 0, 0); |
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463 | glTexCoord2f(1, 0); glVertex3f(_offset, 1, 0); |
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464 | glTexCoord2f(1, 1); glVertex3f(_offset, 1, 1); |
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465 | glTexCoord2f(0, 1); glVertex3f(_offset, 0, 1); |
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466 | break; |
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467 | case 1: |
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468 | glNormal3f(0, 1, 0); |
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469 | glTexCoord2f(0, 0); glVertex3f(0, _offset, 0); |
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470 | glTexCoord2f(1, 0); glVertex3f(1, _offset, 0); |
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471 | glTexCoord2f(1, 1); glVertex3f(1, _offset, 1); |
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472 | glTexCoord2f(0, 1); glVertex3f(0, _offset, 1); |
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473 | break; |
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474 | case 2: |
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475 | glNormal3f(0, 0, 1); |
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476 | glTexCoord2f(0, 0); glVertex3f(0, 0, _offset); |
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477 | glTexCoord2f(1, 0); glVertex3f(1, 0, _offset); |
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478 | glTexCoord2f(1, 1); glVertex3f(1, 1, _offset); |
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479 | glTexCoord2f(0, 1); glVertex3f(0, 1, _offset); |
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480 | break; |
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481 | } |
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482 | glEnd(); |
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483 | |
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484 | glPopMatrix(); |
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485 | |
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486 | glBindTexture(GL_TEXTURE_2D, 0); |
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487 | |
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488 | glPopAttrib(); |
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489 | } |
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490 | |
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491 | void |
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492 | NvLIC::setVectorField(unsigned int texID, const Vector3f& origin, |
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493 | float scaleX, float scaleY, float scaleZ, float max) |
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494 | { |
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495 | TRACE("NvLIC: vector field is assigned [%d]", texID); |
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496 | _vectorFieldId = texID; |
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497 | _origin = origin; |
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498 | _scale = Vector3f(scaleX, scaleY, scaleZ); |
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499 | _max = max; |
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500 | |
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501 | makePatterns(); |
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502 | |
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503 | getSlice(); |
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504 | } |
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505 | |
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506 | void |
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507 | NvLIC::getVelocity(float x, float y, float *px, float *py) |
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508 | { |
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509 | float vx, vy, r; |
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510 | |
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511 | int xi = (int)(x*_size); |
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512 | int yi = (int)(y*_size); |
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513 | |
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514 | //TRACE("(xi yi) = (%d %d), ", xi, yi); |
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515 | switch (_axis) { |
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516 | case 0: |
---|
517 | vx = _sliceVector[4 * (xi+yi*_size)+2]; |
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518 | vy = _sliceVector[4 * (xi+yi*_size)+1]; |
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519 | break; |
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520 | case 1: |
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521 | vx = _sliceVector[4 * (xi+yi*_size)]; |
---|
522 | vy = _sliceVector[4 * (xi+yi*_size)+2]; |
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523 | break; |
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524 | case 2: |
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525 | default: |
---|
526 | vx = _sliceVector[4 * (xi+yi*_size)]; |
---|
527 | vy = _sliceVector[4 * (xi+yi*_size)+1]; |
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528 | break; |
---|
529 | } |
---|
530 | r = vx*vx + vy*vy; |
---|
531 | |
---|
532 | //TRACE("(vx vx) = (%f %f), r=%f, ", vx, vy, r); |
---|
533 | if (r > (_dmax * _dmax)) { |
---|
534 | r = sqrt(r); |
---|
535 | vx *= _dmax/r; |
---|
536 | vy *= _dmax/r; |
---|
537 | } |
---|
538 | |
---|
539 | *px = x + vx; |
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540 | *py = y + vy; |
---|
541 | |
---|
542 | //TRACE("vel %f %f -> %f %f, (dmax = %f)", x, y, *px, *py, dmax); |
---|
543 | } |
---|
544 | |
---|
545 | void |
---|
546 | NvLIC::setOffset(float offset) |
---|
547 | { |
---|
548 | _offset = offset; |
---|
549 | getSlice(); |
---|
550 | } |
---|
551 | |
---|
552 | void NvLIC::setAxis(int axis) |
---|
553 | { |
---|
554 | _axis = axis; |
---|
555 | } |
---|
556 | |
---|
557 | void NvLIC::reset() |
---|
558 | { |
---|
559 | makePatterns(); |
---|
560 | } |
---|