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