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glk |
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// vr.diderot
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//
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// volume rendering example in Diderot
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//
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input string dataFile; // name of dataset
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input real stepSz; // size of steps
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jhr |
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input vec3 lightDir;
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input vec3 lightCol;
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input vec3 eye; // location of eye point
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input vec3 orig; // location of pixel (0,0)
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input vec3 cVec; // vector between pixels horizontally
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input vec3 rVec; // vector between pixels vertically
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glk |
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input real pka;
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input real pkd;
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input real pks;
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input real psh;
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jhr |
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image(3)[] img = load (dataFile);
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glk |
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jhr |
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field#1(3)[] F = convolve (bspln3, img);
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glk |
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glk |
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field#0(1)[4] txf = convolve (tent, load("txf-rgba.nrrd"));
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glk |
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actor RayCast (int row, int col)
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{
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jhr |
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vec3 pos = orig + row*rVec + col*cVec;
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glk |
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vec3 dir = (pos - eye)/|pos - eye|;
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glk |
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real t = 0.0;
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jhr |
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vec3 rayRGB = (0.0, 0.0, 0.0);
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glk |
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real rayTransp = 1.0;
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update
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{
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if (inside (pos,F)) {
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real val = F@pos;
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jhr |
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vec3 grad = (D F)@pos;
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vec3 norm = grad/|grad|;
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glk |
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vec3 half = (lightDir - dir)/|lightDir - dir|;
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jhr |
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vec4 matRGBA = txf@val;
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vec3 matRGB = (matRGBA[0],matRGBA[1],matRGBA[2]);
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glk |
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real ldotn = dot(lightDir,norm);
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real hdotn = dot(halfDir,norm);
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// hey the per-component multiplication is in matRGB*lightRGB
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jhr |
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vec3 pntRGB = (ka + kd*ldotn)*matRGB*lightRGB + ks*pow(hdotn,psh)*lightRGB;
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glk |
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rayRGB = rayRGB + rayTranps*matRGBA[3]*matRGB;
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rayTransp = rayTranps*(1.0 - matRGBA[3]);
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}
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if (t > 1.0 || rayTransp < 0.01) // a little odd; ray terminates at length=1
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stabilize;
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pos = pos + stepSz*dir;
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t = t + stepSz;
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}
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}
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