1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892
|
/**
*
* vox.c : GLUT example for volume rendering
*
* Author : Yusuf Attarwala
* SGI - Applications
*
* Mods by Mark Kilgard.
*
* cc vox.c -o vox -lglut -lGLU -lGL -lXmu -lXext -lX11 -lm
*
* Voxel Head is a simple volume rendering example using OpenGL 3d textures.
* This version has limited features (intentional), to keep the code simple.
*
* i.e. - there is no control for changing alpha values.
* - it just deals with one block of texture (no tiling)
* - there are no clipping planes
* - it only works with one data set, so it assumes that texture data
* is in powers of 2.
*
* Some of these features will be implemented in future releases.
*
* The technique to create polygonal slices thru voxel space is as
* follows:
*
* Instead of recomputing polygonal slices perpendicular to every
* viewing vector, it uses the same set of polygonal slices for a
* range of -45 to 45 degrees. Outside this range, it recomputes
* another set of slices and so on.
*
* These slices are then rendered back to front with 3d texture and
* blending enabled.
*
* It uses GLUT for handling events, windows etc.
*
* This program runs with good performance on RealityEngine, VTX,
* InfiniteReality, or Maximum IMPACT. In IRIX 6.2, a software
* implementation of OpenGL's 3D texture mapping extension is
* available, but performance is very poor. If you are on a slow
* machine, you can run "vox -sb" and still get a good feel for how
* the program performs volume rendering since you can see the 3D
* slices be rendered back to front with blending.
*
*/
#include <stdio.h>
#include <stdlib.h>
#ifndef _WIN32
#include <unistd.h>
#else
#define R_OK 04 /* Win32 doesn't define this */
/* Win32 defines these, but with a leading _ */
#define pclose _pclose
#define popen _popen
/* Win32 doesn't have a re-entrand rand() */
#define rand_r rand
#endif
#include <string.h>
#include <math.h>
#include <GL/glut.h>
#define ABS(a) (((a) >= 0) ? (a) : -(a))
#define _XY 1
#define _YZ 2
#define _ZX 3
#define _MXY 4
#define _MYZ 5
#define _MZX 6
/* pop up menu entries */
#define SPIN_ON 1
#define SPIN_OFF 2
#define MENU_HELP 3
#define MENU_EXIT 4
/* global variables */
int width, height; /* window width, height */
float left, right, bottom, top, nnear, ffar; /* ortho, view volume */
float vol_width, vol_height, vol_depth; /* volume dimensions */
float bminx, bmaxx, bminy, bmaxy, bminz, bmaxz, bdiag; /* bounding box */
int n_slices; /* number of slices */
int tex3dSupported = 1;
float slice_poly[3][4][3];
float slice_tcoord[3][4][3];
float anglex, angley, anglez;
unsigned char *voxels;
void
readVoxelData(void)
{
FILE *file;
int i, j, k, using_pipe;
unsigned char *vptr;
unsigned char *vp, *vx;
/* see if the hardware supports 3d texture */
#ifdef GL_EXT_texture3D
if (!glutExtensionSupported("GL_EXT_texture3D")) {
printf("\n==================================================================\n");
printf("This hardware (%s) does not support 3d texture extentions\n",
(char *) (glGetString(GL_RENDERER)));
printf("==================================================================\n");
tex3dSupported = 0;
}
#else
printf("\n==================================================================\n");
printf("Not API support for GL_EXT_texture3D extension when compiled.\n");
printf("==================================================================\n");
#endif
/* open vox.bin data file */
if ((file = fopen("vox.bin", "r")) == NULL) {
#ifndef _WIN32
if (!access("vox.bin.gz", R_OK)) {
if ((file = popen("gzcat vox.bin.gz", "r")) == NULL) {
fprintf(stderr, "cannot popen input file vox.bin.gz (missing gzcat?)\n");
exit(1);
}
} else if (!access("vox.bin.Z", R_OK)) {
if ((file = popen("zcat vox.bin.Z", "r")) == NULL) {
fprintf(stderr, "cannot popen input file vox.bin.Z (missing zcat?)\n");
exit(1);
}
} else {
fprintf(stderr, "cannot find vox.bin, vox.bin.gz, or vox.bin.Z\n");
exit(1);
}
using_pipe = 1;
#else
fprintf(stderr, "cannot find vox.bin\n");
exit(1);
#endif
} else {
using_pipe = 0;
}
vol_width = 128; /* hard coded for demo */
vol_height = 128;
vol_depth = 64;
n_slices = 128;
if (tex3dSupported) {
unsigned long size = (unsigned long) (vol_width * vol_height * vol_depth);
vptr = (unsigned char *) malloc(size);
fread(vptr, sizeof(char), size, file);
if (using_pipe) {
pclose(file);
} else {
fclose(file);
}
/* size of voxels is twice as the size of vptr, to duplicate alpha value
= intensity */
voxels = (unsigned char *) malloc(2 * size);
/* for now duplicate, alpha value = intensity */
vx = voxels;
vp = vptr;
for (i = 0; i < vol_width; i++)
for (j = 0; j < vol_height; j++)
for (k = 0; k < vol_depth; k++) {
*vx++ = *vp;
*vx++ = *vp++;
}
free(vptr);
}
/* compute bounding box extents */
bminx = -(float) vol_width / 2.0;
bmaxx = (float) vol_width / 2.0;
bminy = -(float) vol_height / 2.0;
bmaxy = (float) vol_height / 2.0;
bminz = -(float) vol_depth / 2.0;
bmaxz = (float) vol_depth / 2.0;
bdiag = sqrt((bmaxx) * (bmaxx) + (bmaxy) * (bmaxy) + (bmaxz) * (bmaxz));
/* compute view volume extents */
left = -1.1 * bdiag;
right = 1.1 * bdiag;
bottom = -1.1 * bdiag;
top = 1.1 * bdiag;
nnear = -1.0 * bdiag;
ffar = 2 * 1.1 * bdiag;
/* define the polygon dimensions on which the texture will be mapped */
/* xy plane */
slice_poly[0][0][0] = -vol_width / 2.0;
slice_poly[0][0][1] = -vol_height / 2.0;
slice_poly[0][0][2] = 0.0;
slice_poly[0][1][0] = vol_width / 2.0;
slice_poly[0][1][1] = -vol_height / 2.0;
slice_poly[0][1][2] = 0.0;
slice_poly[0][2][0] = vol_width / 2.0;
slice_poly[0][2][1] = vol_height / 2.0;
slice_poly[0][2][2] = 0.0;
slice_poly[0][3][0] = -vol_width / 2.0;
slice_poly[0][3][1] = vol_height / 2.0;
slice_poly[0][3][2] = 0.0;
/* yz plane */
slice_poly[1][0][0] = 0.0;
slice_poly[1][0][1] = -vol_height / 2.0;
slice_poly[1][0][2] = -vol_depth / 2.0;
slice_poly[1][1][0] = 0.0;
slice_poly[1][1][1] = vol_height / 2.0;
slice_poly[1][1][2] = -vol_depth / 2.0;
slice_poly[1][2][0] = 0.0;
slice_poly[1][2][1] = vol_height / 2.0;
slice_poly[1][2][2] = vol_depth / 2.0;
slice_poly[1][3][0] = 0.0;
slice_poly[1][3][1] = -vol_height / 2.0;
slice_poly[1][3][2] = vol_depth / 2.0;
/* zx plane */
slice_poly[2][0][0] = -vol_width / 2.0;
slice_poly[2][0][1] = 0.0;
slice_poly[2][0][2] = -vol_depth / 2.0;
slice_poly[2][1][0] = -vol_width / 2.0;
slice_poly[2][1][1] = 0.0;
slice_poly[2][1][2] = vol_depth / 2.0;
slice_poly[2][2][0] = vol_width / 2.0;
slice_poly[2][2][1] = 0.0;
slice_poly[2][2][2] = vol_depth / 2.0;
slice_poly[2][3][0] = vol_width / 2.0;
slice_poly[2][3][1] = 0.0;
slice_poly[2][3][2] = -vol_depth / 2.0;
/* texture coordinates */
slice_tcoord[0][0][0] = 0.0;
slice_tcoord[0][0][1] = 0.0;
slice_tcoord[0][1][0] = 1.0;
slice_tcoord[0][1][1] = 0.0;
slice_tcoord[0][2][0] = 1.0;
slice_tcoord[0][2][1] = 1.0;
slice_tcoord[0][3][0] = 0.0;
slice_tcoord[0][3][1] = 1.0;
slice_tcoord[1][0][1] = 0.0;
slice_tcoord[1][0][2] = 1.0;
slice_tcoord[1][1][1] = 1.0;
slice_tcoord[1][1][2] = 1.0;
slice_tcoord[1][2][1] = 1.0;
slice_tcoord[1][2][2] = 0.0;
slice_tcoord[1][3][1] = 0.0;
slice_tcoord[1][3][2] = 0.0;
slice_tcoord[2][0][2] = 0.0;
slice_tcoord[2][0][0] = 0.0;
slice_tcoord[2][1][2] = 1.0;
slice_tcoord[2][1][0] = 0.0;
slice_tcoord[2][2][2] = 1.0;
slice_tcoord[2][2][0] = 1.0;
slice_tcoord[2][3][2] = 0.0;
slice_tcoord[2][3][0] = 1.0;
}
void
randomTick(void)
{
static unsigned int seed = 0;
static int changeSeed = 25;
float fltran;
if (changeSeed++ >= 25) {
seed++;
if (seed > 256)
seed = 0;
changeSeed = 0;
}
fltran = (float) (rand_r(&seed) / 30000.0);
anglex = (anglex > 360.0) ? 0.0 : (anglex + fltran);
angley = (angley > 360.0) ? 0.0 : (angley + fltran);
anglez = (anglez > 360.0) ? 0.0 : (anglez + fltran);
}
void
animate(void)
{
randomTick();
glutPostRedisplay();
}
void
printCheatSheet(void)
{
printf("\n\n-------------------------\n");
printf("OpenGL 3d texture example\n\n");
printf("Keyboard shortcuts\n");
printf("s key : zoom out (small)\n");
printf("l key : zoom in (large)\n");
printf("x key : rotate about screen x\n");
printf("y key : rotate about screen y\n");
printf("z key : rotate about screen z\n");
printf("esc key : quit\n");
}
void
menu(int choice)
{
/* simple GLUT popup menu stuff */
switch (choice) {
case SPIN_ON:
glutChangeToMenuEntry(1, "Random Spin OFF", SPIN_OFF);
glutIdleFunc(animate);
break;
case SPIN_OFF:
glutChangeToMenuEntry(1, "Random Spin ON", SPIN_ON);
glutIdleFunc(NULL);
break;
case MENU_HELP:
printCheatSheet();
break;
case MENU_EXIT:
exit(0);
break;
}
}
void
setMatrix(void)
{
/* feel like using ortho projection */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(left, right, bottom, top, nnear, ffar);
/* boring view matrix */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void
load3DTexture(void)
{
printf("setting up 3d textures...\n");
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#ifdef GL_EXT_texture3D
glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_R_EXT, GL_REPEAT);
glTexImage3DEXT(GL_TEXTURE_3D_EXT, 0, GL_LUMINANCE8_ALPHA8_EXT,
vol_width, vol_height, vol_depth,
0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, voxels);
#endif
if (tex3dSupported) {
/* enable texturing, blending etc */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
}
setMatrix();
}
void
init(void)
{
/* angle of rotation about coordinate axes */
anglex = angley = anglez = 0.0;
}
void
invert4d(float from[4][4], float to[4][4])
{
/* 4x4 matrix inversion routine */
float wtemp[4][8];
register float m0, m1, m2, m3, s;
register float *r0, *r1, *r2, *r3, *rtemp;
r0 = wtemp[0];
r1 = wtemp[1];
r2 = wtemp[2];
r3 = wtemp[3];
r0[0] = from[0][0]; /* build up [A][I] */
r0[1] = from[0][1];
r0[2] = from[0][2];
r0[3] = from[0][3];
r0[4] = 1.0;
r0[5] = 0.0;
r0[6] = 0.0;
r0[7] = 0.0;
r1[0] = from[1][0];
r1[1] = from[1][1];
r1[2] = from[1][2];
r1[3] = from[1][3];
r1[4] = 0.0;
r1[5] = 1.0;
r1[6] = 0.0;
r1[7] = 0.0;
r2[0] = from[2][0];
r2[1] = from[2][1];
r2[2] = from[2][2];
r2[3] = from[2][3];
r2[4] = 0.0;
r2[5] = 0.0;
r2[6] = 1.0;
r2[7] = 0.0;
r3[0] = from[3][0];
r3[1] = from[3][1];
r3[2] = from[3][2];
r3[3] = from[3][3];
r3[4] = 0.0;
r3[5] = 0.0;
r3[6] = 0.0;
r3[7] = 1.0;
if (r0[0] == 0.0) { /* swap rows if needed */
if (r1[0] == 0.0) {
if (r2[0] == 0.0) {
if (r3[0] == 0.0)
goto singular;
rtemp = r0;
r0 = r3;
r3 = rtemp;
} else {
rtemp = r0;
r0 = r2;
r2 = rtemp;
}
} else {
rtemp = r0;
r0 = r1;
r1 = rtemp;
}
}
m1 = r1[0] / r0[0]; /* eliminate first variable */
m2 = r2[0] / r0[0];
m3 = r3[0] / r0[0];
s = r0[1];
r1[1] = r1[1] - m1 * s;
r2[1] = r2[1] - m2 * s;
r3[1] = r3[1] - m3 * s;
s = r0[2];
r1[2] = r1[2] - m1 * s;
r2[2] = r2[2] - m2 * s;
r3[2] = r3[2] - m3 * s;
s = r0[3];
r1[3] = r1[3] - m1 * s;
r2[3] = r2[3] - m2 * s;
r3[3] = r3[3] - m3 * s;
s = r0[4];
if (s != 0.0) {
r1[4] = r1[4] - m1 * s;
r2[4] = r2[4] - m2 * s;
r3[4] = r3[4] - m3 * s;
}
s = r0[5];
if (s != 0.0) {
r1[5] = r1[5] - m1 * s;
r2[5] = r2[5] - m2 * s;
r3[5] = r3[5] - m3 * s;
}
s = r0[6];
if (s != 0.0) {
r1[6] = r1[6] - m1 * s;
r2[6] = r2[6] - m2 * s;
r3[6] = r3[6] - m3 * s;
}
s = r0[7];
if (s != 0.0) {
r1[7] = r1[7] - m1 * s;
r2[7] = r2[7] - m2 * s;
r3[7] = r3[7] - m3 * s;
}
if (r1[1] == 0.0) { /* swap rows if needed */
if (r2[1] == 0.0) {
if (r3[1] == 0.0)
goto singular;
rtemp = r1;
r1 = r3;
r3 = rtemp;
} else {
rtemp = r1;
r1 = r2;
r2 = rtemp;
}
}
m2 = r2[1] / r1[1]; /* eliminate second variable */
m3 = r3[1] / r1[1];
r2[2] = r2[2] - m2 * r1[2];
r3[2] = r3[2] - m3 * r1[2];
r3[3] = r3[3] - m3 * r1[3];
r2[3] = r2[3] - m2 * r1[3];
s = r1[4];
if (s != 0.0) {
r2[4] = r2[4] - m2 * s;
r3[4] = r3[4] - m3 * s;
}
s = r1[5];
if (s != 0.0) {
r2[5] = r2[5] - m2 * s;
r3[5] = r3[5] - m3 * s;
}
s = r1[6];
if (s != 0.0) {
r2[6] = r2[6] - m2 * s;
r3[6] = r3[6] - m3 * s;
}
s = r1[7];
if (s != 0.0) {
r2[7] = r2[7] - m2 * s;
r3[7] = r3[7] - m3 * s;
}
if (r2[2] == 0.0) { /* swap last 2 rows if needed */
if (r3[2] == 0.0)
goto singular;
rtemp = r2;
r2 = r3;
r3 = rtemp;
}
m3 = r3[2] / r2[2]; /* eliminate third variable */
r3[3] = r3[3] - m3 * r2[3];
r3[4] = r3[4] - m3 * r2[4];
r3[5] = r3[5] - m3 * r2[5];
r3[6] = r3[6] - m3 * r2[6];
r3[7] = r3[7] - m3 * r2[7];
if (r3[3] == 0.0)
goto singular;
s = 1.0 / r3[3]; /* now back substitute row 3 */
r3[4] = r3[4] * s;
r3[5] = r3[5] * s;
r3[6] = r3[6] * s;
r3[7] = r3[7] * s;
m2 = r2[3]; /* now back substitute row 2 */
s = 1.0 / r2[2];
r2[4] = s * (r2[4] - r3[4] * m2);
r2[5] = s * (r2[5] - r3[5] * m2);
r2[6] = s * (r2[6] - r3[6] * m2);
r2[7] = s * (r2[7] - r3[7] * m2);
m1 = r1[3];
r1[4] = (r1[4] - r3[4] * m1);
r1[5] = (r1[5] - r3[5] * m1);
r1[6] = (r1[6] - r3[6] * m1);
r1[7] = (r1[7] - r3[7] * m1);
m0 = r0[3];
r0[4] = (r0[4] - r3[4] * m0);
r0[5] = (r0[5] - r3[5] * m0);
r0[6] = (r0[6] - r3[6] * m0);
r0[7] = (r0[7] - r3[7] * m0);
m1 = r1[2]; /* now back substitute row 1 */
s = 1.0 / r1[1];
r1[4] = s * (r1[4] - r2[4] * m1);
r1[5] = s * (r1[5] - r2[5] * m1);
r1[6] = s * (r1[6] - r2[6] * m1);
r1[7] = s * (r1[7] - r2[7] * m1);
m0 = r0[2];
r0[4] = (r0[4] - r2[4] * m0);
r0[5] = (r0[5] - r2[5] * m0);
r0[6] = (r0[6] - r2[6] * m0);
r0[7] = (r0[7] - r2[7] * m0);
m0 = r0[1]; /* now back substitute row 0 */
s = 1.0 / r0[0];
r0[4] = s * (r0[4] - r1[4] * m0);
r0[5] = s * (r0[5] - r1[5] * m0);
r0[6] = s * (r0[6] - r1[6] * m0);
r0[7] = s * (r0[7] - r1[7] * m0);
to[0][0] = r0[4]; /* copy results back */
to[0][1] = r0[5];
to[0][2] = r0[6];
to[0][3] = r0[7];
to[1][0] = r1[4];
to[1][1] = r1[5];
to[1][2] = r1[6];
to[1][3] = r1[7];
to[2][0] = r2[4];
to[2][1] = r2[5];
to[2][2] = r2[6];
to[2][3] = r2[7];
to[3][0] = r3[4];
to[3][1] = r3[5];
to[3][2] = r3[6];
to[3][3] = r3[7];
return;
singular:
printf("ERROR : non_invertable transform\n");
return;
}
void
normalize(float *xn, float *yn, float *zn)
{
double denom;
denom = sqrt((double) ((*xn * *xn) + (*yn * *yn) + (*zn * *zn)));
*xn = *xn / denom;
*yn = *yn / denom;
*zn = *zn / denom;
}
int
getViewAxis(void)
{
float viewDir[3];
float mat[4][4], vinv[4][4];
float maxf, xy, yz, zx;
int im;
/* out of 3 orthogonal set of planes in world coords, find out which one
has maximum angle from the line of sight.
we will use these set of planes for creating polygonal slices thru the
voxel space */
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) mat);
invert4d(mat, vinv);
viewDir[0] = -vinv[2][0];
viewDir[1] = -vinv[2][1];
viewDir[2] = -vinv[2][2];
normalize(&viewDir[0], &viewDir[1], &viewDir[2]);
xy = viewDir[2]; /* simplified because 0*xx + 0*yy + 1*zz */
yz = viewDir[0];
zx = viewDir[1];
maxf = ABS(xy);
im = (xy < 0.0) ? _XY : _MXY;
if (maxf <= ABS(yz)) {
maxf = ABS(yz);
im = (yz < 0.0) ? _YZ : _MYZ;
}
if (maxf <= ABS(zx)) {
maxf = ABS(zx);
im = (zx < 0.0) ? _ZX : _MZX;
}
return (im);
}
#define DRAW_SLICE \
if (tex3dSupported) {\
glBegin(GL_POLYGON);\
for (p=0;p<4;p++) {\
glTexCoord3fv(slice_tcoord[myaxis][p]);\
glVertex3fv(slice_poly[myaxis][p]);\
}\
glEnd();\
} \
else {\
glBegin(GL_LINE_LOOP);\
for (p=0;p<4;p++){\
glVertex3fv(slice_poly[myaxis][p]);\
}\
glEnd();\
}
void
drawScene(void)
{
int i, p;
float tc;
int viewAxis, myaxis;
int sign;
static int myaxis_lut[] =
{0, 0, 1, 2, 0, 1, 2};
/* clear background, z buffer etc */
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
/* apply all the modeling transformations */
glTranslatef(0.0, 0.0, -bdiag);
glRotatef(anglex, 1.0, 0.0, 0.0);
glRotatef(angley, 0.0, 1.0, 0.0);
glRotatef(anglez, 0.0, 0.0, 1.0);
/* getViewAxis(), determines which set of polygons need to be used for
texturing, depending upon the viewing direction */
viewAxis = getViewAxis();
myaxis = myaxis_lut[viewAxis];
glColor3f(1.0, 1.0, 1.0);
#ifdef GL_EXT_texture3D
if (tex3dSupported)
glEnable(GL_TEXTURE_3D_EXT);
#endif
switch (viewAxis) {
case _XY:
case _MXY:
sign = (viewAxis == _XY) ? 1 : -1;
tc = (viewAxis == _XY) ? 0.0 : 1.0;
glTranslatef(0.0, 0.0, -sign * vol_depth / 2.0);
for (i = 0; i < n_slices; i++) {
slice_tcoord[0][0][2] = slice_tcoord[0][1][2] =
slice_tcoord[0][2][2] = slice_tcoord[0][3][2] = tc;
tc += sign * 1.0 / n_slices;
glTranslatef(0.0, 0.0, sign * vol_depth / (n_slices + 1.0));
DRAW_SLICE;
}
break;
case _YZ:
case _MYZ:
sign = (viewAxis == _YZ) ? 1 : -1;
tc = (viewAxis == _YZ) ? 0.0 : 1.0;
glTranslatef(-sign * vol_width / 2.0, 0.0, 0.0);
for (i = 0; i < n_slices; i++) {
slice_tcoord[1][0][0] = slice_tcoord[1][1][0] =
slice_tcoord[1][2][0] = slice_tcoord[1][3][0] = tc;
tc += sign * 1.0 / n_slices;
glTranslatef(sign * vol_width / (n_slices + 1.0), 0.0, 0.0);
DRAW_SLICE;
}
break;
case _ZX:
case _MZX:
sign = (viewAxis == _ZX) ? 1 : -1;
tc = (viewAxis == _ZX) ? 0.0 : 1.0;
glTranslatef(0.0, -sign * vol_height / 2.0, 0.0);
for (i = 0; i < n_slices; i++) {
slice_tcoord[2][0][1] = slice_tcoord[2][1][1] =
slice_tcoord[2][2][1] = slice_tcoord[2][3][1] = tc;
tc += sign * 1.0 / n_slices;
glTranslatef(0.0, sign * vol_height / (n_slices + 1.0), 0.0);
DRAW_SLICE;
}
break;
}
#ifdef GL_EXT_texture3D
if (tex3dSupported)
glDisable(GL_TEXTURE_3D_EXT);
#endif
glPopMatrix();
glutSwapBuffers();
}
void
resize(int w, int h)
{
/* things you do, when the user resizes the window */
width = w;
height = h;
glViewport(0, 0, w, h);
setMatrix();
}
/* ARGSUSED1 */
void
keyboard(unsigned char c, int x, int y)
{
/* handle key board input */
switch (c) {
case 27:
exit(0);
break;
case 'x':
anglex += 1.0;
drawScene();
break;
case 'y':
angley += 1.0;
drawScene();
break;
case 'z':
anglez += 1.0;
drawScene();
break;
case 'm':
n_slices++;
drawScene();
break;
case 'e':
n_slices--;
if (n_slices < 4)
n_slices = 4;
drawScene();
break;
case 's':
if (left < right + 10.0) {
left -= 1.0;
right += 1.0;
bottom -= 1.0;
top += 1.0;
setMatrix();
drawScene();
}
break;
case 'l':
left += 1.0;
right -= 1.0;
bottom += 1.0;
top -= 1.0;
setMatrix();
drawScene();
break;
default:
break;
}
}
void
main(int argc, char **argv)
{
int i, mode = GLUT_DOUBLE;
glutInit(&argc, argv);
for (i = 1; i < argc; i++) {
if (!strcmp(argv[i], "-no3Dtex")) {
tex3dSupported = 0;
} else if (!strcmp(argv[i], "-sb")) {
mode = GLUT_SINGLE;
}
}
/* let glut do all the X Stuff */
glutInitDisplayMode(GLUT_RGB | mode);
glutCreateWindow("Voxel Head");
/* init our variables, etc */
init();
/* read texture data from a file */
readVoxelData();
/* set up OpenGL texturing */
if (tex3dSupported)
load3DTexture();
/* register specific routines to glut */
glutDisplayFunc(drawScene);
glutReshapeFunc(resize);
glutKeyboardFunc(keyboard);
/* create popup menu for glut */
glutCreateMenu(menu);
glutAddMenuEntry("Random Spin ON", SPIN_ON);
glutAddMenuEntry("Help", MENU_HELP);
glutAddMenuEntry("Exit", MENU_EXIT);
glutAttachMenu(GLUT_RIGHT_BUTTON);
/* loop for ever */
glutMainLoop();
}
|