1 | /* |
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2 | * ---------------------------------------------------------------------- |
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3 | * NvLIC.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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17 | #ifndef _NV_LIC_H_ |
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18 | #define _NV_LIC_H_ |
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19 | |
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20 | #include "GL/glew.h" |
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21 | #include "Cg/cgGL.h" |
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22 | |
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23 | #include "define.h" |
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24 | #include "config.h" |
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25 | #include "global.h" |
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26 | |
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27 | #include "Renderable.h" |
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28 | #include "Vector3.h" |
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29 | #include "Volume.h" |
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30 | |
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31 | #define NPN 256 //resolution of background pattern |
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32 | #define NMESH 256 //resolution of flow mesh |
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33 | #define DM ((float) (1.0/(NMESH-1.0))) //distance in world coords between mesh lines |
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34 | #define NPIX 512 //display size |
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35 | #define SCALE 3.0 //scale for background pattern. small value -> fine texture |
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36 | |
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37 | class NvLIC : public Renderable { |
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38 | |
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39 | private: |
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40 | GLuint disListID; |
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41 | |
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42 | int width, height; |
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43 | int size; // The lic is a square of size, it can |
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44 | // be stretched |
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45 | float* slice_vector; // Storage for the per slice vectors |
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46 | // driving the follow. |
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47 | Vector3 scale; // Scaling factor stretching the lic |
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48 | // plane to fit the actual dimensions |
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49 | Vector3 origin; |
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50 | Vector3 offset; // [0,1] offset could be x, y, or z |
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51 | // direction |
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52 | int axis; |
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53 | |
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54 | //some convolve variables. They can pretty much stay fixed |
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55 | int iframe; |
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56 | int Npat; |
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57 | int alpha; |
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58 | float sa; |
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59 | float tmax; |
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60 | float dmax; |
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61 | float max; |
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62 | |
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63 | //CG shader parameters |
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64 | CGcontext m_g_context; |
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65 | CGparameter m_vel_tex_param; |
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66 | CGparameter m_vel_tex_param_render_vel, m_plane_normal_param_render_vel; |
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67 | CGprogram m_render_vel_fprog; |
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68 | CGparameter m_max_param; |
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69 | |
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70 | GLuint color_tex, pattern_tex, mag_tex; |
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71 | GLuint fbo, vel_fbo, slice_vector_tex; // For projecting 3d vector to 2d |
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72 | // vector on a plane. |
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73 | GLuint _vectorFieldId; |
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74 | |
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75 | Volume* _vectorField; |
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76 | /** |
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77 | * flag for rendering |
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78 | */ |
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79 | bool _activate; |
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80 | bool _isHidden; // Indicates if LIC plane is displayed. |
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81 | public: |
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82 | Vector3 normal; //the normal vector of the NvLIC plane, |
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83 | //the inherited Vector3 location is its center |
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84 | NvLIC(int _size, int _width, int _height, int axis, |
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85 | const Vector3& _offset, CGcontext _context); |
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86 | ~NvLIC(); |
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87 | |
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88 | /** |
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89 | * @brief project 3D vectors to a 2D slice for line integral convolution |
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90 | */ |
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91 | void convolve(); |
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92 | |
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93 | void display(void); // Display the convolution result |
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94 | void render(void); |
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95 | void make_patterns(); |
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96 | void make_magnitudes(); |
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97 | void get_velocity(float x, float y, float* px, float* py); |
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98 | void get_slice(); |
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99 | void set_offset(float v); |
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100 | /** |
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101 | * @brief Specify the perdicular axis |
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102 | * @brief 0 : x axis |
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103 | * @brief 1 : y axis |
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104 | * @brief 2 : z axis |
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105 | */ |
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106 | void set_axis(int axis); |
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107 | |
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108 | void setVectorField(unsigned int texID, const Vector3& ori, float scaleX, float scaleY, float scaleZ, float max); |
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109 | |
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110 | void reset(void); |
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111 | void visible(bool state) { |
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112 | _isHidden = !state; |
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113 | } |
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114 | bool visible(void) { |
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115 | return (!_isHidden); |
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116 | } |
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117 | void active(bool state) { |
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118 | _activate = state; |
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119 | } |
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120 | bool active(void) { |
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121 | return _activate; |
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122 | } |
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123 | }; |
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124 | |
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125 | |
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126 | #endif |
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