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) 2004-2006 Purdue Research Foundation |
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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 | |
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17 | |
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18 | #include <stdlib.h> |
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19 | #include <math.h> |
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20 | #include <assert.h> |
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21 | |
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22 | #include <R2/R2FilePath.h> |
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23 | #include "NvLIC.h" |
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24 | #include <Trace.h> |
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25 | #include "global.h" |
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26 | |
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27 | NvLIC::NvLIC(int _size, int _width, int _height, int _axis, |
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28 | const Vector3& _offset, CGcontext _context) : |
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29 | Renderable(Vector3(0.0f,0.0f,0.0f)), |
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30 | disListID(0), |
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31 | width(_width), |
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32 | height(_height), |
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33 | size(_size), |
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34 | scale(1.0f, 1.0f, 1.0f), |
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35 | offset(_offset), |
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36 | iframe(0), |
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37 | Npat(64), |
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38 | alpha((int) 0.12*255), |
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39 | tmax(NPIX/(SCALE*NPN)), |
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40 | dmax(SCALE/NPIX), |
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41 | max(1.0f), |
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42 | m_g_context(_context), |
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43 | _vectorFieldId(0), |
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44 | _activate(false) |
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45 | { |
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46 | |
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47 | axis = _axis; |
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48 | slice_vector = new float[size*size*4]; |
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49 | memset(slice_vector, 0, sizeof(float) * size * size * 4); |
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50 | |
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51 | origin.set(0, 0, 0); |
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52 | |
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53 | //initialize the pattern texture |
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54 | glGenTextures(1, &pattern_tex); |
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55 | glBindTexture(GL_TEXTURE_2D, pattern_tex); |
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56 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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57 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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58 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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59 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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60 | glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
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61 | |
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62 | //initialize frame buffer objects |
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63 | //render buffer for projecting 3D velocity onto a 2D plane |
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64 | glGenFramebuffersEXT(1, &vel_fbo); |
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65 | glGenTextures(1, &slice_vector_tex); |
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66 | |
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67 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, vel_fbo); |
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68 | |
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69 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, slice_vector_tex); |
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70 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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71 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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72 | |
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73 | // ADD INSOO |
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74 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, |
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75 | GL_CLAMP_TO_EDGE); |
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76 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, |
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77 | GL_CLAMP_TO_EDGE); |
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78 | |
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79 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, size, size, |
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80 | 0, GL_RGBA, GL_FLOAT, NULL); |
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81 | |
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82 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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83 | GL_TEXTURE_RECTANGLE_NV, slice_vector_tex, 0); |
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84 | |
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85 | |
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86 | //render buffer for the convolution |
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87 | glGenFramebuffersEXT(1, &fbo); |
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88 | glGenTextures(1, &color_tex); |
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89 | |
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90 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); |
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91 | |
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92 | //initialize color texture for lic |
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93 | glBindTexture(GL_TEXTURE_2D, color_tex); |
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94 | // INSOO |
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95 | //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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96 | //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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97 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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98 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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99 | |
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100 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, |
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101 | GL_RGB, GL_INT, NULL); |
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102 | |
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103 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, |
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104 | GL_COLOR_ATTACHMENT0_EXT, |
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105 | GL_TEXTURE_2D, color_tex, 0); |
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106 | |
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107 | |
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108 | // Check framebuffer completeness at the end of initialization. |
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109 | CHECK_FRAMEBUFFER_STATUS(); |
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110 | |
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111 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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112 | |
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113 | m_render_vel_fprog = LoadCgSourceProgram(m_g_context, "render_vel.cg", |
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114 | CG_PROFILE_FP30, "main"); |
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115 | m_vel_tex_param_render_vel = cgGetNamedParameter(m_render_vel_fprog, |
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116 | "vel_tex"); |
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117 | m_plane_normal_param_render_vel = cgGetNamedParameter(m_render_vel_fprog, |
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118 | "plane_normal"); |
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119 | m_max_param = cgGetNamedParameter(m_render_vel_fprog, "vmax"); |
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120 | |
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121 | |
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122 | make_patterns(); |
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123 | } |
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124 | |
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125 | NvLIC::~NvLIC() |
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126 | { |
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127 | glDeleteTextures(1, &pattern_tex); |
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128 | glDeleteTextures(1, &mag_tex); |
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129 | |
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130 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, vel_fbo); |
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131 | glDeleteTextures(1, &slice_vector_tex); |
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132 | |
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133 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); |
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134 | glDeleteTextures(1, &color_tex); |
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135 | |
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136 | GLuint buffers[2] = {vel_fbo, fbo}; |
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137 | glDeleteFramebuffersEXT(2, buffers); |
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138 | |
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139 | glDeleteLists(disListID, Npat); |
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140 | |
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141 | /* |
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142 | TBD.. |
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143 | cgDestroyParameter(m_vel_tex_param_render_vel); |
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144 | cgDestroyParameter(m_plane_normal_param_render_vel); |
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145 | cgDestroyParameter(m_max_param); |
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146 | */ |
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147 | cgDestroyProgram(m_render_vel_fprog); |
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148 | |
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149 | delete [] slice_vector; |
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150 | } |
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151 | |
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152 | void |
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153 | NvLIC::make_patterns() |
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154 | { |
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155 | TRACE("begin make_patterns\n"); |
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156 | if (disListID > 0) { |
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157 | glDeleteLists(disListID, Npat); |
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158 | } |
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159 | disListID = glGenLists(Npat); |
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160 | |
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161 | TRACE("DisplayList : %d\n", disListID); |
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162 | |
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163 | int lut[256]; |
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164 | int phase[NPN][NPN]; |
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165 | GLubyte pat[NPN][NPN][4]; |
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166 | int i, j, k, t; |
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167 | |
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168 | for (i = 0; i < 256; i++) { |
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169 | lut[i] = i < 127 ? 0 : 255; |
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170 | } |
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171 | for (i = 0; i < NPN; i++) { |
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172 | for (j = 0; j < NPN; j++) { |
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173 | phase[i][j] = rand() >> 8; |
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174 | } |
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175 | } |
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176 | for (k = 0; k < Npat; k++) { |
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177 | t = (k << 8) / Npat; |
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178 | for (i = 0; i < NPN; i++) { |
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179 | for (j = 0; j < NPN; j++) { |
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180 | pat[i][j][0] = pat[i][j][1] = pat[i][j][2] = |
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181 | lut[(t + phase[i][j]) % 255]; |
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182 | pat[i][j][3] = alpha; |
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183 | } |
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184 | } |
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185 | glNewList(disListID + k, GL_COMPILE); |
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186 | glBindTexture(GL_TEXTURE_2D, pattern_tex); |
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187 | glTexImage2D(GL_TEXTURE_2D, 0, 4, NPN, NPN, 0, GL_RGBA, |
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188 | GL_UNSIGNED_BYTE, pat); |
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189 | glEndList(); |
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190 | } |
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191 | |
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192 | glBindTexture(GL_TEXTURE_2D, pattern_tex); |
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193 | glTexImage2D(GL_TEXTURE_2D, 0, 4, NPN, NPN, 0, |
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194 | GL_RGBA, GL_UNSIGNED_BYTE, pat); |
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195 | TRACE("finish make_patterns\n"); |
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196 | } |
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197 | |
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198 | |
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199 | void NvLIC::make_magnitudes() |
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200 | { |
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201 | GLubyte mag[NMESH][NMESH][4]; |
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202 | |
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203 | //read vector filed |
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204 | for(int i=0; i<NMESH; i++){ |
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205 | for(int j=0; j<NMESH; j++){ |
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206 | float x=DM*i; |
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207 | float y=DM*j; |
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208 | |
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209 | float magnitude = sqrt(x*x+y*y)/1.414; |
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210 | |
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211 | //from green to red |
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212 | GLubyte r = (GLubyte) floor(magnitude*255); |
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213 | GLubyte g = 0; |
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214 | GLubyte b = 255 - r; |
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215 | GLubyte a = 122; |
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216 | |
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217 | mag[i][j][0] = r; |
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218 | mag[i][j][1] = g; |
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219 | mag[i][j][2] = b; |
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220 | mag[i][j][3] = a; |
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221 | } |
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222 | } |
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223 | glGenTextures(1, &mag_tex); |
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224 | glBindTexture(GL_TEXTURE_2D, mag_tex); |
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225 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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226 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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227 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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228 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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229 | //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); |
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230 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, NMESH, NMESH, 0, GL_RGBA, |
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231 | GL_UNSIGNED_BYTE, mag); |
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232 | glBindTexture(GL_TEXTURE_2D, 0); |
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233 | } |
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234 | |
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235 | void |
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236 | NvLIC::get_slice() |
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237 | { |
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238 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, vel_fbo); |
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239 | |
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240 | glClear(GL_COLOR_BUFFER_BIT); |
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241 | |
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242 | glViewport(0, 0, size, size); |
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243 | glMatrixMode(GL_PROJECTION); |
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244 | glLoadIdentity(); |
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245 | gluOrtho2D(0, size, 0, size); |
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246 | glMatrixMode(GL_MODELVIEW); |
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247 | glLoadIdentity(); |
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248 | |
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249 | glEnable(GL_TEXTURE_3D); |
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250 | glBindTexture(GL_TEXTURE_3D, _vectorFieldId); |
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251 | cgGLBindProgram(m_render_vel_fprog); |
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252 | |
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253 | cgGLSetTextureParameter(m_vel_tex_param_render_vel, _vectorFieldId); |
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254 | cgGLEnableTextureParameter(m_vel_tex_param_render_vel); |
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255 | cgGLSetParameter4f(m_plane_normal_param_render_vel, 1., 1., 0., 0); |
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256 | cgGLSetParameter1f(m_max_param, max); |
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257 | |
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258 | cgGLEnableProfile(CG_PROFILE_FP30); |
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259 | |
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260 | glBegin(GL_QUADS); |
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261 | { |
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262 | switch (axis) { |
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263 | case 0 : |
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264 | // TBD.. |
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265 | glTexCoord3f(offset.x, 0., 0.); glVertex2f(0., 0.); |
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266 | glTexCoord3f(offset.x, 1., 0.); glVertex2f(size, 0.); |
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267 | glTexCoord3f(offset.x, 1., 1.); glVertex2f(size, size); |
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268 | glTexCoord3f(offset.x, 0., 1.); glVertex2f(0., size); |
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269 | break; |
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270 | case 1 : |
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271 | // TBD.. |
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272 | glTexCoord3f(0., offset.y, 0.); glVertex2f(0., 0.); |
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273 | glTexCoord3f(1., offset.y, 0.); glVertex2f(size, 0.); |
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274 | glTexCoord3f(1., offset.y, 1.); glVertex2f(size, size); |
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275 | glTexCoord3f(0., offset.y, 1.); glVertex2f(0., size); |
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276 | break; |
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277 | case 2 : |
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278 | glTexCoord3f(0., 0., offset.z); glVertex2f(0., 0.); |
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279 | glTexCoord3f(1., 0., offset.z); glVertex2f(size, 0.); |
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280 | glTexCoord3f(1., 1., offset.z); glVertex2f(size, size); |
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281 | glTexCoord3f(0., 1., offset.z); glVertex2f(0., size); |
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282 | break; |
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283 | } |
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284 | } |
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285 | glEnd(); |
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286 | |
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287 | cgGLDisableProfile(CG_PROFILE_FP30); |
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288 | |
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289 | cgGLDisableTextureParameter(m_vel_tex_param_render_vel); |
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290 | |
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291 | glBindTexture(GL_TEXTURE_3D, 0); |
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292 | glDisable(GL_TEXTURE_3D); |
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293 | |
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294 | //read the vectors |
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295 | glReadPixels(0, 0, size, size, GL_RGBA, GL_FLOAT, slice_vector); |
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296 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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297 | |
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298 | int lim = size * size * 4; |
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299 | float* v= slice_vector; |
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300 | for (int i = 0; i < lim; ++i) { |
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301 | if (isnan(*v)) { |
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302 | *v = 0.0f; |
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303 | } |
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304 | ++v; |
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305 | } |
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306 | } |
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307 | |
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308 | //line integral convolution |
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309 | void |
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310 | NvLIC::convolve() |
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311 | { |
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312 | if (_vectorFieldId == 0) { |
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313 | return; |
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314 | } |
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315 | |
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316 | int i, j; |
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317 | float x1, x2, y, px, py; |
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318 | |
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319 | glPushMatrix(); |
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320 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); |
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321 | |
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322 | glMatrixMode(GL_PROJECTION); |
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323 | glLoadIdentity(); |
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324 | glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT); |
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325 | |
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326 | /*glPushMatrix();*/ |
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327 | glViewport(0, 0, (GLsizei) NPIX, (GLsizei) NPIX); |
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328 | //glTranslatef(-1.0, -1.0, 0.0); |
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329 | //glScalef(2.0, 2.0, 1.0); |
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330 | glOrtho(0.0f, 1.0f, 0.0f, 1.0f, -10.0f, 10.0f); |
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331 | |
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332 | glMatrixMode(GL_MODELVIEW); |
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333 | glLoadIdentity(); |
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334 | |
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335 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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336 | |
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337 | //sa = 0.010*cos(iframe*2.0*M_PI/200.0); |
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338 | glEnable(GL_TEXTURE_2D); |
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339 | glBindTexture(GL_TEXTURE_2D, pattern_tex); |
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340 | sa = 0.01; |
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341 | |
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342 | for (i = 0; i < NMESH-1; i++) { |
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343 | x1 = DM*i; x2 = x1 + DM; |
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344 | glBegin(GL_QUAD_STRIP); |
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345 | for (j = 0; j < NMESH-1; j++) { |
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346 | y = DM*j; |
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347 | glTexCoord2f(x1, y); |
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348 | get_velocity(x1, y, &px, &py); |
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349 | glVertex2f(px, py); |
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350 | |
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351 | glTexCoord2f(x2, y); |
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352 | get_velocity(x2, y, &px, &py); |
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353 | glVertex2f(px, py); |
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354 | } |
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355 | glEnd(); |
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356 | } |
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357 | iframe = iframe + 1; |
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358 | |
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359 | glEnable(GL_BLEND); |
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360 | |
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361 | // INSOO ADD |
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362 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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363 | |
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364 | glEnable(GL_TEXTURE_2D); |
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365 | glCallList(iframe % Npat + disListID); |
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366 | glBegin(GL_QUAD_STRIP); |
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367 | { |
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368 | glTexCoord2f(0.0, 0.0); glVertex2f(0.0, 0.0); |
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369 | glTexCoord2f(0.0, tmax); glVertex2f(0.0, 1.0); |
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370 | glTexCoord2f(tmax, 0.0); glVertex2f(1.0, 0.0); |
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371 | glTexCoord2f(tmax, tmax); glVertex2f(1.0, 1.0); |
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372 | glEnd(); |
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373 | } |
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374 | glDisable(GL_TEXTURE_2D); |
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375 | |
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376 | /* |
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377 | //inject dye |
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378 | glDisable(GL_TEXTURE_2D); |
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379 | glColor4f(1.,0.8,0.,1.); |
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380 | glBegin(GL_QUADS); |
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381 | glVertex2d(0.6, 0.6); |
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382 | glVertex2d(0.6, 0.62); |
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383 | glVertex2d(0.62, 0.62); |
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384 | glVertex2d(0.62, 0.6); |
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385 | glEnd(); |
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386 | */ |
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387 | |
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388 | /// INSOO ADDED |
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389 | glDisable(GL_ALPHA_TEST); |
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390 | |
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391 | glDisable(GL_BLEND); |
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392 | glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, NPIX, NPIX, 0); |
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393 | |
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394 | /* |
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395 | //blend magnitude texture |
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396 | glBindTexture(GL_TEXTURE_2D, mag_tex); |
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397 | glEnable(GL_TEXTURE_2D); |
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398 | glEnable(GL_BLEND); |
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399 | glBegin(GL_QUADS); |
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400 | glTexCoord2f(0.0, 0.0); glVertex2f(0.0, 0.0); |
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401 | glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 1.); |
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402 | glTexCoord2f(1.0, 1.0); glVertex2f(1., 1.); |
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403 | glTexCoord2f(1.0, 0.0); glVertex2f(1., 0.0); |
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404 | glEnd(); |
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405 | */ |
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406 | |
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407 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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408 | glPopAttrib(); |
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409 | glPopMatrix(); |
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410 | glMatrixMode(GL_PROJECTION); |
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411 | /*glPopMatrix();*/ |
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412 | glMatrixMode(GL_MODELVIEW); |
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413 | } |
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414 | |
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415 | void NvLIC::render(){ display(); } |
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416 | |
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417 | |
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418 | void |
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419 | NvLIC::display() |
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420 | { |
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421 | if (_vectorFieldId == 0) { |
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422 | return; |
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423 | } |
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424 | |
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425 | glBindTexture(GL_TEXTURE_2D, color_tex); |
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426 | glEnable(GL_TEXTURE_2D); |
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427 | |
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428 | //draw line integral convolution quad |
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429 | glEnable(GL_DEPTH_TEST); |
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430 | |
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431 | glPushMatrix(); |
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432 | |
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433 | //glScalef(scale.x, scale.y, scale.z); |
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434 | float w = 1.0f / scale.x; |
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435 | glTranslatef(origin.x, origin.y, origin.z); |
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436 | glScalef(1.0f, 1.0f / scale.y / w, 1.0f / scale.z / w); |
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437 | |
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438 | glBegin(GL_QUADS); |
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439 | switch (axis) |
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440 | { |
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441 | case 0: |
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442 | glTexCoord2f(0, 0); glVertex3f(offset.x, 0, 0); |
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443 | glTexCoord2f(1, 0); glVertex3f(offset.x, 1, 0); |
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444 | glTexCoord2f(1, 1); glVertex3f(offset.x, 1, 1); |
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445 | glTexCoord2f(0, 1); glVertex3f(offset.x, 0, 1); |
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446 | break; |
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447 | case 1: |
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448 | glTexCoord2f(0, 0); glVertex3f(0, offset.y, 0); |
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449 | glTexCoord2f(1, 0); glVertex3f(1, offset.y, 0); |
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450 | glTexCoord2f(1, 1); glVertex3f(1, offset.y, 1); |
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451 | glTexCoord2f(0, 1); glVertex3f(0, offset.y, 1); |
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452 | break; |
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453 | case 2: |
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454 | glTexCoord2f(0, 0); glVertex3f(0, 0, offset.z); |
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455 | glTexCoord2f(1, 0); glVertex3f(1, 0, offset.z); |
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456 | glTexCoord2f(1, 1); glVertex3f(1, 1, offset.z); |
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457 | glTexCoord2f(0, 1); glVertex3f(0, 1, offset.z); |
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458 | break; |
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459 | } |
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460 | glEnd(); |
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461 | |
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462 | glPopMatrix(); |
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463 | |
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464 | glBindTexture(GL_TEXTURE_2D,0); |
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465 | |
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466 | glDisable(GL_DEPTH_TEST); |
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467 | glDisable(GL_TEXTURE_2D); |
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468 | } |
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469 | |
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470 | /* |
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471 | { |
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472 | //TRACE("RENDER LIC\n"); |
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473 | //glBindTexture(GL_TEXTURE_2D, pattern_tex); |
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474 | glCallList(1 % Npat + disListID); |
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475 | glEnable(GL_TEXTURE_2D); |
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476 | |
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477 | //draw line integral convolution quad |
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478 | glEnable(GL_DEPTH_TEST); |
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479 | |
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480 | glPushMatrix(); |
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481 | |
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482 | glScalef(scale.x, scale.y, scale.z); |
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483 | |
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484 | glColor3f(1, 0, 1); |
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485 | glBegin(GL_QUADS); |
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486 | glTexCoord2f(0, 0); glVertex3f(0, 0, offset); |
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487 | glTexCoord2f(1, 0); glVertex3f(1, 0, offset); |
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488 | glTexCoord2f(1, 1); glVertex3f(1, 1, offset); |
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489 | glTexCoord2f(0, 1); glVertex3f(0, 1, offset); |
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490 | glEnd(); |
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491 | |
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492 | glPopMatrix(); |
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493 | |
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494 | glBindTexture(GL_TEXTURE_2D,0); |
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495 | glDisable(GL_TEXTURE_2D); |
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496 | |
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497 | glDisable(GL_DEPTH_TEST); |
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498 | glDisable(GL_TEXTURE_RECTANGLE_NV); |
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499 | } |
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500 | */ |
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501 | |
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502 | |
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503 | void |
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504 | NvLIC::setVectorField(unsigned int texID, const Vector3& ori, |
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505 | float scaleX, float scaleY, float scaleZ, float max) |
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506 | { |
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507 | TRACE("NvLIC: vector field is assigned [%d]\n", texID); |
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508 | _vectorFieldId = texID; |
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509 | origin = ori; |
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510 | scale = Vector3(scaleX, scaleY, scaleZ); |
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511 | this->max = max; |
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512 | |
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513 | make_patterns(); |
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514 | |
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515 | get_slice(); |
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516 | } |
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517 | |
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518 | void |
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519 | NvLIC::get_velocity(float x, float y, float *px, float *py) |
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520 | { |
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521 | float vx, vy, r; |
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522 | |
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523 | int xi = (int) (x*size); |
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524 | int yi = (int) (y*size); |
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525 | |
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526 | //TRACE("(xi yi) = (%d %d), ", xi, yi); |
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527 | vx = slice_vector[4 * (xi+yi*size)]; |
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528 | vy = slice_vector[4 * (xi+yi*size)+1]; |
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529 | r = vx*vx + vy*vy; |
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530 | |
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531 | //TRACE("(vx vx) = (%f %f), r=%f, ", vx, vy, r); |
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532 | if (r > (dmax*dmax)) { |
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533 | r = sqrt(r); |
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534 | vx *= dmax/r; |
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535 | vy *= dmax/r; |
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536 | } |
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537 | |
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538 | *px = x + vx; |
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539 | *py = y + vy; |
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540 | |
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541 | //TRACE("vel %f %f -> %f %f, (dmax = %f)\n", x, y, *px, *py, dmax); |
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542 | } |
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543 | |
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544 | void |
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545 | NvLIC::set_offset(float v) |
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546 | { |
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547 | switch (axis) { |
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548 | case 0 : offset.x = v; break; |
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549 | case 1 : offset.y = v; break; |
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550 | case 2 : offset.z = v; break; |
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551 | } |
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552 | get_slice(); |
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553 | } |
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554 | |
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555 | void NvLIC::set_axis(int axis) |
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556 | { |
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557 | this->axis = axis; |
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558 | } |
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559 | |
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560 | void NvLIC::reset() |
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561 | { |
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562 | make_patterns(); |
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563 | } |
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