1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | /* |
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3 | * Copyright (c) 2004-2013 HUBzero Foundation, LLC |
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4 | * |
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5 | * Authors: |
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6 | * Wei Qiao <qiaow@purdue.edu> |
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7 | */ |
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8 | #ifndef NV_LIC_H |
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9 | #define NV_LIC_H |
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10 | |
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11 | #include <GL/glew.h> |
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12 | |
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13 | #include <vrmath/Vector3f.h> |
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14 | |
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15 | #include "FlowTypes.h" |
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16 | #include "Volume.h" |
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17 | #include "Shader.h" |
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18 | |
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19 | namespace nv { |
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20 | |
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21 | class LIC |
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22 | { |
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23 | public: |
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24 | LIC(FlowSliceAxis axis = AXIS_Z, float offset = 0.f); |
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25 | ~LIC(); |
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26 | |
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27 | /// project 3D vectors to a 2D slice for line integral convolution |
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28 | void convolve(); |
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29 | |
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30 | /// Display the convolution result |
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31 | void render(); |
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32 | |
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33 | void setSlicePosition(float pos); |
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34 | |
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35 | float getSlicePosition() const |
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36 | { |
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37 | return _offset; |
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38 | } |
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39 | |
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40 | /** |
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41 | * \brief Specify the perpendicular axis |
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42 | */ |
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43 | void setSliceAxis(FlowSliceAxis axis); |
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44 | |
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45 | FlowSliceAxis getSliceAxis() const |
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46 | { |
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47 | return _axis; |
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48 | } |
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49 | |
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50 | void setVectorField(unsigned int texID, const vrmath::Vector3f& origin, |
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51 | float scaleX, float scaleY, float scaleZ, float max); |
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52 | |
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53 | void reset(); |
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54 | |
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55 | void visible(bool state) |
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56 | { |
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57 | _visible = state; |
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58 | } |
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59 | |
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60 | bool visible() const |
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61 | { |
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62 | return _visible; |
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63 | } |
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64 | |
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65 | private: |
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66 | void getVelocity(float x, float y, float *px, float *py); |
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67 | |
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68 | void getSlice(); |
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69 | |
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70 | void makePatterns(); |
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71 | |
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72 | void makeMagnitudes(); |
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73 | |
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74 | /** |
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75 | * \brief the normal vector of the LIC plane, |
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76 | * the inherited Vector3 location is its center |
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77 | */ |
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78 | vrmath::Vector3f _normal; |
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79 | |
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80 | int _width, _height; |
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81 | int _size; /**< The lic is a square of size, it can |
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82 | be stretched */ |
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83 | float *_sliceVector; /**< Storage for the per slice vectors |
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84 | driving the flow */ |
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85 | vrmath::Vector3f _scale; /**< Scaling factor stretching the lic |
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86 | plane to fit the actual dimensions */ |
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87 | vrmath::Vector3f _origin; |
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88 | float _offset; ///< [0,1] offset of slice plane |
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89 | FlowSliceAxis _axis; ///< Axis normal to slice plane |
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90 | |
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91 | //some convolve variables. They can pretty much stay fixed |
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92 | int _iframe; |
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93 | int _Npat; |
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94 | int _alpha; |
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95 | float _sa; |
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96 | float _tmax; |
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97 | float _dmax; |
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98 | float _max; |
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99 | |
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100 | GLuint _disListID; |
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101 | |
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102 | Shader *_renderVelShader; |
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103 | |
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104 | GLuint _colorTex, _patternTex, _magTex; |
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105 | GLuint _fbo, _velFbo, _sliceVectorTex; // For projecting 3d vector to 2d |
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106 | // vector on a plane. |
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107 | GLuint _vectorFieldId; |
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108 | |
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109 | Volume *_vectorField; |
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110 | /** |
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111 | * flag for rendering |
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112 | */ |
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113 | bool _visible; // Indicates if LIC plane is displayed. |
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114 | }; |
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115 | |
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116 | } |
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117 | |
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118 | #endif |
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