[396] | 1 | /* |
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| 2 | * ---------------------------------------------------------------------- |
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| 3 | * Lic.h: line integral convolution class |
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| 4 | * |
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| 5 | * ====================================================================== |
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| 6 | * AUTHOR: Wei Qiao <qiaow@purdue.edu> |
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| 7 | * Purdue Rendering and Perceptualization Lab (PURPL) |
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| 8 | * |
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| 9 | * Copyright (c) 2004-2006 Purdue Research Foundation |
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| 10 | * |
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| 11 | * See the file "license.terms" for information on usage and |
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| 12 | * redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES. |
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| 13 | * ====================================================================== |
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| 14 | */ |
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| 15 | |
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| 16 | |
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[397] | 17 | #include <stdlib.h> |
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| 18 | #include <math.h> |
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| 19 | #include <assert.h> |
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[396] | 20 | |
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| 21 | #include "Lic.h" |
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| 22 | |
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[397] | 23 | Lic::Lic(int _size, int _width, int _height, float _offset, |
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| 24 | CGcontext _context, NVISid _vector_field, |
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| 25 | float scalex, float scaley, float scalez): |
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[401] | 26 | Renderable(Vector3(0.,0.,0.)), |
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[396] | 27 | size(_size), |
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[397] | 28 | offset(_offset), |
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| 29 | m_g_context(_context), |
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[401] | 30 | width(_width), |
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| 31 | height(_height), |
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[397] | 32 | iframe(0), |
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| 33 | Npat(64), |
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| 34 | alpha(0.12*255), |
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| 35 | tmax(NPIX/(SCALE*NPN)), |
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| 36 | dmax(SCALE/NPIX) |
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[396] | 37 | { |
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[397] | 38 | scale = Vector3(scalex, scaley, scalez); |
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| 39 | slice_vector = new float[NMESH*NMESH*4]; |
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[396] | 40 | |
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| 41 | //initialize the pattern texture |
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| 42 | glGenTextures(1, &pattern_tex); |
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| 43 | glBindTexture(GL_TEXTURE_2D, pattern_tex); |
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| 44 | glTexParameteri(GL_TEXTURE_2D, |
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| 45 | GL_TEXTURE_WRAP_S, GL_REPEAT); |
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| 46 | glTexParameteri(GL_TEXTURE_2D, |
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| 47 | GL_TEXTURE_WRAP_T, GL_REPEAT); |
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| 48 | glTexParameteri(GL_TEXTURE_2D, |
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| 49 | GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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| 50 | glTexParameteri(GL_TEXTURE_2D, |
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| 51 | GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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| 52 | glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
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| 53 | |
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| 54 | //initialize frame buffer objects |
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[397] | 55 | |
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| 56 | //render buffer for projecting 3D velocity onto a 2D plane |
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[396] | 57 | glGenFramebuffersEXT(1, &vel_fbo); |
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| 58 | glGenTextures(1, &slice_vector_tex); |
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| 59 | |
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| 60 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, vel_fbo); |
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| 61 | |
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| 62 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, slice_vector_tex); |
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| 63 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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| 64 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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| 65 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, |
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| 66 | GL_FLOAT_RGBA32_NV, size, size, 0, GL_RGBA, GL_FLOAT, NULL); |
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| 67 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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| 68 | GL_TEXTURE_RECTANGLE_NV, slice_vector_tex, 0); |
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| 69 | |
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| 70 | |
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[397] | 71 | //render buffer for the convolution |
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[396] | 72 | glGenFramebuffersEXT(1, &fbo); |
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| 73 | glGenTextures(1, &color_tex); |
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| 74 | |
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| 75 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); |
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| 76 | |
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| 77 | //initialize color texture for lic |
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| 78 | glBindTexture(GL_TEXTURE_2D, color_tex); |
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| 79 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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| 80 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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[401] | 81 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, |
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[396] | 82 | GL_RGB, GL_INT, NULL); |
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| 83 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, |
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| 84 | GL_COLOR_ATTACHMENT0_EXT, |
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| 85 | GL_TEXTURE_2D, color_tex, 0); |
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| 86 | |
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| 87 | // Check framebuffer completeness at the end of initialization. |
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| 88 | CHECK_FRAMEBUFFER_STATUS(); |
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| 89 | assert(glGetError()==0); |
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| 90 | |
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[397] | 91 | m_render_vel_fprog = loadProgram(m_g_context, CG_PROFILE_FP30, CG_SOURCE, "./shaders/render_vel.cg"); |
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| 92 | m_vel_tex_param_render_vel = cgGetNamedParameter(m_render_vel_fprog, "vel_tex"); |
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| 93 | m_plane_normal_param_render_vel = cgGetNamedParameter(m_render_vel_fprog, "plane_normal"); |
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| 94 | cgGLSetTextureParameter(m_vel_tex_param_render_vel, _vector_field); |
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| 95 | |
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| 96 | get_slice(); |
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| 97 | make_patterns(); |
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| 98 | |
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| 99 | fprintf(stderr, "initialize lic ...\n"); |
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[396] | 100 | } |
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| 101 | |
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[397] | 102 | Lic::~Lic(){ |
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| 103 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, vel_fbo); |
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| 104 | glDeleteTextures(1, &slice_vector_tex); |
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[396] | 105 | |
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[397] | 106 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); |
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| 107 | glDeleteTextures(1, &color_tex); |
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| 108 | |
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| 109 | NVISid buffers[2] = {vel_fbo, fbo}; |
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| 110 | glDeleteFramebuffersEXT(2, buffers); |
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| 111 | |
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| 112 | delete slice_vector; |
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| 113 | } |
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| 114 | |
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| 115 | void Lic::make_patterns() |
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[396] | 116 | { |
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| 117 | int lut[256]; |
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| 118 | int phase[NPN][NPN]; |
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| 119 | GLubyte pat[NPN][NPN][4]; |
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| 120 | int i, j, k, t; |
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| 121 | |
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| 122 | for (i = 0; i < 256; i++) lut[i] = i < 127 ? 0 : 255; |
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| 123 | for (i = 0; i < NPN; i++) |
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| 124 | for (j = 0; j < NPN; j++) phase[i][j] = rand() % 256; |
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| 125 | |
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| 126 | for (k = 0; k < Npat; k++) { |
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| 127 | t = k*256/Npat; |
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| 128 | for (i = 0; i < NPN; i++) |
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| 129 | for (j = 0; j < NPN; j++) { |
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| 130 | pat[i][j][0] = |
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| 131 | pat[i][j][1] = |
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| 132 | pat[i][j][2] = lut[(t + phase[i][j]) % 255]; |
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| 133 | pat[i][j][3] = alpha; |
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| 134 | } |
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| 135 | |
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| 136 | glNewList(k + 1, GL_COMPILE); |
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| 137 | glBindTexture(GL_TEXTURE_2D, pattern_tex); |
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| 138 | glTexImage2D(GL_TEXTURE_2D, 0, 4, NPN, NPN, 0, |
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| 139 | GL_RGBA, GL_UNSIGNED_BYTE, pat); |
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| 140 | glEndList(); |
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| 141 | } |
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| 142 | } |
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| 143 | |
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| 144 | |
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[397] | 145 | void Lic::make_magnitudes() |
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[396] | 146 | { |
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| 147 | |
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| 148 | GLubyte mag[NMESH][NMESH][4]; |
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| 149 | |
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| 150 | //read vector filed |
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| 151 | for(int i=0; i<NMESH; i++){ |
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| 152 | for(int j=0; j<NMESH; j++){ |
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| 153 | |
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| 154 | float x=DM*i; |
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| 155 | float y=DM*j; |
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| 156 | |
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| 157 | float magnitude = sqrt(x*x+y*y)/1.414; |
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| 158 | |
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| 159 | //from green to red |
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| 160 | GLubyte r = floor(magnitude*255); |
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| 161 | GLubyte g = 0; |
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| 162 | GLubyte b = 255 - r; |
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| 163 | GLubyte a = 122; |
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| 164 | |
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| 165 | mag[i][j][0] = r; |
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| 166 | mag[i][j][1] = g; |
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| 167 | mag[i][j][2] = b; |
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| 168 | mag[i][j][3] = a; |
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| 169 | } |
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| 170 | } |
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| 171 | |
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| 172 | glGenTextures(1, &mag_tex); |
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| 173 | glBindTexture(GL_TEXTURE_2D, mag_tex); |
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| 174 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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| 175 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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| 176 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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| 177 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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| 178 | //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); |
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| 179 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, NMESH, NMESH, 0, GL_RGBA, GL_UNSIGNED_BYTE, mag); |
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| 180 | |
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| 181 | } |
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| 182 | |
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[397] | 183 | //project 3D vectors to a 2D slice for line integral convolution |
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| 184 | void Lic::get_slice(){ |
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| 185 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, vel_fbo); |
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| 186 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, slice_vector_tex); |
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[396] | 187 | |
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[397] | 188 | glClear(GL_COLOR_BUFFER_BIT); |
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| 189 | |
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| 190 | glViewport(0, 0, NMESH, NMESH); |
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| 191 | glMatrixMode(GL_PROJECTION); |
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| 192 | glLoadIdentity(); |
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| 193 | gluOrtho2D(0, NMESH, 0, NMESH); |
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| 194 | glMatrixMode(GL_MODELVIEW); |
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| 195 | glLoadIdentity(); |
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| 196 | |
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| 197 | cgGLBindProgram(m_render_vel_fprog); |
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| 198 | cgGLEnableTextureParameter(m_vel_tex_param_render_vel); |
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| 199 | cgGLSetParameter4f(m_plane_normal_param_render_vel, 1., 1., 0., 0); |
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| 200 | |
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| 201 | cgGLEnableProfile(CG_PROFILE_FP30); |
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| 202 | glBegin(GL_QUADS); |
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| 203 | glTexCoord3f(0., 0., offset); glVertex2f(0., 0.); |
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| 204 | glTexCoord3f(1., 0., offset); glVertex2f(size, 0.); |
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| 205 | glTexCoord3f(1., 1., offset); glVertex2f(size, size); |
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| 206 | glTexCoord3f(0., 1., offset); glVertex2f(0., size); |
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| 207 | glEnd(); |
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| 208 | cgGLDisableProfile(CG_PROFILE_FP30); |
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| 209 | |
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| 210 | cgGLDisableTextureParameter(m_vel_tex_param_render_vel); |
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| 211 | |
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| 212 | //read the vectors |
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| 213 | glReadPixels(0, 0, NMESH, NMESH, GL_RGBA, GL_FLOAT, slice_vector); |
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| 214 | /* |
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| 215 | for(int i=0; i<NMESH*NMESH; i++){ |
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| 216 | fprintf(stderr, "%f,%f,%f,%f", slice_vector[4*i], slice_vector[4*i+1], slice_vector[4*i+2], slice_vector[4*i+3]); |
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| 217 | } |
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| 218 | */ |
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| 219 | assert(glGetError()==0); |
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| 220 | } |
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| 221 | |
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| 222 | |
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[396] | 223 | //line integral convolution |
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| 224 | void Lic::convolve(){ |
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[397] | 225 | |
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[396] | 226 | int i, j; |
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| 227 | float x1, x2, y, px, py; |
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| 228 | |
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[397] | 229 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); |
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| 230 | |
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[396] | 231 | glViewport(0, 0, (GLsizei) NPIX, (GLsizei) NPIX); |
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| 232 | glMatrixMode(GL_PROJECTION); |
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| 233 | glLoadIdentity(); |
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| 234 | glTranslatef(-1.0, -1.0, 0.0); |
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| 235 | glScalef(2.0, 2.0, 1.0); |
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| 236 | |
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| 237 | //sa = 0.010*cos(iframe*2.0*M_PI/200.0); |
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| 238 | glBindTexture(GL_TEXTURE_2D, pattern_tex); |
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| 239 | glEnable(GL_TEXTURE_2D); |
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| 240 | sa = 0.01; |
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| 241 | for (i = 0; i < NMESH-1; i++) { |
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| 242 | x1 = DM*i; x2 = x1 + DM; |
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| 243 | glBegin(GL_QUAD_STRIP); |
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| 244 | for (j = 0; j < NMESH-1; j++) { |
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| 245 | y = DM*j; |
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| 246 | glTexCoord2f(x1, y); |
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[397] | 247 | get_velocity(x1, y, &px, &py); |
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[396] | 248 | glVertex2f(px, py); |
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| 249 | |
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| 250 | glTexCoord2f(x2, y); |
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[397] | 251 | get_velocity(x2, y, &px, &py); |
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[396] | 252 | glVertex2f(px, py); |
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| 253 | } |
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| 254 | glEnd(); |
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| 255 | } |
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| 256 | iframe = iframe + 1; |
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| 257 | |
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| 258 | glEnable(GL_BLEND); |
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| 259 | glCallList(iframe % Npat + 1); |
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| 260 | glBegin(GL_QUAD_STRIP); |
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| 261 | glTexCoord2f(0.0, 0.0); glVertex2f(0.0, 0.0); |
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| 262 | glTexCoord2f(0.0, tmax); glVertex2f(0.0, 1.0); |
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| 263 | glTexCoord2f(tmax, 0.0); glVertex2f(1.0, 0.0); |
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| 264 | glTexCoord2f(tmax, tmax); glVertex2f(1.0, 1.0); |
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| 265 | glEnd(); |
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| 266 | |
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| 267 | /* |
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| 268 | //inject dye |
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| 269 | glDisable(GL_TEXTURE_2D); |
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| 270 | glColor4f(1.,0.8,0.,1.); |
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| 271 | glBegin(GL_QUADS); |
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| 272 | glVertex2d(0.6, 0.6); |
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| 273 | glVertex2d(0.6, 0.62); |
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| 274 | glVertex2d(0.62, 0.62); |
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| 275 | glVertex2d(0.62, 0.6); |
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| 276 | glEnd(); |
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| 277 | */ |
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| 278 | |
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| 279 | glDisable(GL_BLEND); |
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| 280 | glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, NPIX, NPIX, 0); |
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[397] | 281 | |
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| 282 | /* |
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| 283 | //blend magnitude texture |
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| 284 | glBindTexture(GL_TEXTURE_2D, mag_tex); |
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| 285 | glEnable(GL_TEXTURE_2D); |
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| 286 | glEnable(GL_BLEND); |
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| 287 | glBegin(GL_QUADS); |
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| 288 | glTexCoord2f(0.0, 0.0); glVertex2f(0.0, 0.0); |
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| 289 | glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 1.); |
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| 290 | glTexCoord2f(1.0, 1.0); glVertex2f(1., 1.); |
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| 291 | glTexCoord2f(1.0, 0.0); glVertex2f(1., 0.0); |
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| 292 | glEnd(); |
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| 293 | */ |
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[396] | 294 | } |
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| 295 | |
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[401] | 296 | void Lic::render(){ display(); } |
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| 297 | |
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| 298 | |
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[397] | 299 | void Lic::display(){ |
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[396] | 300 | |
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[397] | 301 | glBindTexture(GL_TEXTURE_2D, color_tex); |
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| 302 | glEnable(GL_TEXTURE_2D); |
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[396] | 303 | |
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[397] | 304 | //draw line integral convolution quad |
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| 305 | glEnable(GL_DEPTH_TEST); |
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| 306 | glPushMatrix(); |
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| 307 | glScalef(scale.x, scale.y, scale.z); |
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| 308 | |
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| 309 | glBegin(GL_QUADS); |
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| 310 | glTexCoord2f(0, 0); glVertex3f(0, 0, offset); |
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| 311 | glTexCoord2f(1, 0); glVertex3f(1, 0, offset); |
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| 312 | glTexCoord2f(1, 1); glVertex3f(1, 1, offset); |
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| 313 | glTexCoord2f(0, 1); glVertex3f(0, 1, offset); |
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| 314 | glEnd(); |
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| 315 | |
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| 316 | glPopMatrix(); |
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| 317 | |
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| 318 | glDisable(GL_DEPTH_TEST); |
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| 319 | glDisable(GL_TEXTURE_2D); |
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[396] | 320 | } |
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| 321 | |
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[397] | 322 | |
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| 323 | void Lic::get_velocity(float x, float y, float *px, float *py) |
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| 324 | { |
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| 325 | float dx, dy, vx, vy, r; |
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| 326 | |
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| 327 | int xi = x*NMESH; |
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| 328 | int yi = y*NMESH; |
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| 329 | |
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| 330 | vx = slice_vector[4*(xi+yi*NMESH)]; |
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| 331 | vy = slice_vector[4*(xi+yi*NMESH)+1]; |
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| 332 | r = vx*vx + vy*vy; |
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| 333 | if (r > dmax*dmax) { |
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| 334 | r = sqrt(r); |
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| 335 | vx *= dmax/r; |
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| 336 | vy *= dmax/r; |
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| 337 | } |
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| 338 | *px = x + vx; |
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| 339 | *py = y + vy; |
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| 340 | } |
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| 341 | |
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| 342 | void Lic::set_offset(float v){ |
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| 343 | offset = v; |
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| 344 | get_slice(); |
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| 345 | } |
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