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: 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) 2004-2012 HUBzero Foundation, LLC |
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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 | #ifndef NV_LIC_H |
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17 | #define NV_LIC_H |
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18 | |
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19 | #include <GL/glew.h> |
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20 | |
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21 | #include <vrmath/Vector3f.h> |
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22 | |
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23 | #include "Volume.h" |
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24 | #include "NvShader.h" |
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25 | |
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26 | class NvLIC |
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27 | { |
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28 | public: |
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29 | NvLIC(int size, int width, int height, int axis, float offset); |
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30 | ~NvLIC(); |
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31 | |
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32 | /// project 3D vectors to a 2D slice for line integral convolution |
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33 | void convolve(); |
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34 | |
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35 | /// Display the convolution result |
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36 | void render(); |
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37 | |
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38 | void makePatterns(); |
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39 | |
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40 | void makeMagnitudes(); |
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41 | |
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42 | void getVelocity(float x, float y, float *px, float *py); |
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43 | |
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44 | void getSlice(); |
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45 | |
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46 | void setOffset(float offset); |
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47 | |
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48 | /** |
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49 | * @brief Specify the perpendicular axis |
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50 | * |
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51 | * 0 : x axis<br> |
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52 | * 1 : y axis<br> |
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53 | * 2 : z axis<br> |
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54 | */ |
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55 | void setAxis(int axis); |
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56 | |
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57 | void setVectorField(unsigned int texID, const vrmath::Vector3f& origin, |
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58 | float scaleX, float scaleY, float scaleZ, float max); |
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59 | |
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60 | void reset(); |
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61 | |
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62 | void visible(bool state) |
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63 | { |
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64 | _isHidden = !state; |
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65 | } |
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66 | |
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67 | bool visible() const |
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68 | { |
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69 | return (!_isHidden); |
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70 | } |
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71 | |
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72 | void active(bool state) |
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73 | { |
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74 | _activate = state; |
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75 | } |
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76 | |
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77 | bool active() const |
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78 | { |
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79 | return _activate; |
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80 | } |
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81 | |
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82 | private: |
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83 | /** |
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84 | * @brief the normal vector of the NvLIC plane, |
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85 | * the inherited Vector3 location is its center |
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86 | */ |
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87 | vrmath::Vector3f _normal; |
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88 | |
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89 | int _width, _height; |
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90 | int _size; /**< The lic is a square of size, it can |
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91 | be stretched */ |
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92 | float *_sliceVector; /**< Storage for the per slice vectors |
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93 | driving the flow */ |
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94 | vrmath::Vector3f _scale; /**< Scaling factor stretching the lic |
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95 | plane to fit the actual dimensions */ |
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96 | vrmath::Vector3f _origin; |
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97 | float _offset; ///< [0,1] offset of slice plane |
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98 | int _axis; ///< Axis normal to slice plane |
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99 | |
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100 | //some convolve variables. They can pretty much stay fixed |
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101 | int _iframe; |
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102 | int _Npat; |
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103 | int _alpha; |
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104 | float _sa; |
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105 | float _tmax; |
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106 | float _dmax; |
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107 | float _max; |
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108 | |
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109 | GLuint _disListID; |
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110 | |
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111 | NvShader *_renderVelShader; |
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112 | |
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113 | GLuint _colorTex, _patternTex, _magTex; |
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114 | GLuint _fbo, _velFbo, _sliceVectorTex; // For projecting 3d vector to 2d |
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115 | // vector on a plane. |
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116 | GLuint _vectorFieldId; |
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117 | |
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118 | Volume *_vectorField; |
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119 | /** |
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120 | * flag for rendering |
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121 | */ |
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122 | bool _activate; |
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123 | bool _isHidden; // Indicates if LIC plane is displayed. |
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124 | }; |
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125 | |
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126 | #endif |
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