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[diderot] Diff of /trunk/test/vr-phong.diderot
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Diff of /trunk/test/vr-phong.diderot

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revision 46, Tue Apr 6 17:02:18 2010 UTC revision 59, Tue May 4 15:54:33 2010 UTC
# Line 5  Line 5 
5    
6  input string dataFile;          // name of dataset  input string dataFile;          // name of dataset
7  input real stepSz;              // size of steps  input real stepSz;              // size of steps
8  input vec<3> lightDir;  input vec3 lightDir;
9  input vec<3> lightCol;  input vec3 lightCol;
10  input vec<3> eye;               // location of eye point  input vec3 eye;               // location of eye point
11  input vec<3> orig;              // location of pixel (0,0)  input vec3 orig;              // location of pixel (0,0)
12  input vec<3> cVec;              // vector between pixels horizontally  input vec3 cVec;              // vector between pixels horizontally
13  input vec<3> rVec;              // vector between pixels vertically  input vec3 rVec;              // vector between pixels vertically
14  input real pka;  input real pka;
15  input real pkd;  input real pkd;
16  input real pks;  input real pks;
17  input real psh;  input real psh;
18    
19  image[3] img = load (dataFile);  image(3)[] img = load (dataFile);
20    
21  field#1[3] F = convolve (bspln3, img);  field#1(3)[] F = convolve (bspln3, img);
22    
23    field#0(1)[4] txf = convolve (tent, load("txf-rgba.nrrd"));
24    
25  actor RayCast (int row, int col)  actor RayCast (int row, int col)
26  {  {
27      vec<3>      pos = orig + row*rVec + col*cVec;      //// * : int x vec3 -> vec3
28      vec<3>      dir = pos - eye/|pos - eye|;      //// + : vec3 x vec3 -> vec3
29        vec3        pos = orig + real(row)*rVec + real(col)*cVec;
30        //// |()| : vec -> real
31        //// - : vec3 x vec3 -> vec3
32        //// / : vec3 x real -> vec3
33        vec3        dir = (pos - eye)/|pos - eye|;
34      real        t = 0.0;      real        t = 0.0;
35      vec<3>      rayRGB = (0.0, 0.0, 0.0);      vec3        rayRGB = (0.0, 0.0, 0.0);
36      real        rayTransp = 1.0;      real        rayTransp = 1.0;
37    
38      update      update
39      {      {
40          if (inside (pos,F)) {          if (inside (pos,F)) {
41               //// @ : field x vec3 -> real
42             real val = F@pos;             real val = F@pos;
43             vec<3> grad = (D F)@pos;             //// D : field -> field
44             vec<3> norm = grad/|grad|;             vec3 grad = (D F)@pos;
45             vec<3> half = lightDir - dir/|lightDir - dir|;             vec3 norm = grad/|grad|;
46             vec<4> matRGBA = txf(val);             vec3 half = (lightDir - dir)/|lightDir - dir|;
47             vec<3> matRGB = (matRGBA[0],matRGBA[1],matRGBA[2]);             vec4 matRGBA = txf@val;
48               vec3 matRGB = (matRGBA[0],matRGBA[1],matRGBA[2]);
49               //// dot : vec3 x vec3 -> real
50             real ldotn = dot(lightDir,norm);             real ldotn = dot(lightDir,norm);
51             real hdotn = dot(halfDir,norm);             real hdotn = dot(halfDir,norm);
52             // hey the per-component multiplication is in matRGB*lightRGB             // hey the per-component multiplication is in matRGB*lightRGB
53             vec<3> pntRGB = (ka + kd*ldotn)*matRGB*lightRGB + ks*pow(hdotn,psh)*lightRGB;             //// * : real x vec3 -> vec3
54             rayRGB = rayRGB + rayTranps*matRGBA[3]*matRGB;             //// modulate : vec3 x vec3 -> vec3
55               //// + : vec3 x vec3 -> vec3
56               //// pow : real x real -> real
57               vec3 pntRGB = (ka + kd*ldotn)*modulate(matRGB,lightRGB) + ks*pow(hdotn,psh)*lightRGB;
58               rayRGB = rayRGB + rayTranps*matRGBA[3]*pntRGB;
59               //// * : real x real -> real
60               //// - : real x real -> real
61             rayTransp = rayTranps*(1.0 - matRGBA[3]);             rayTransp = rayTranps*(1.0 - matRGBA[3]);
62          }          }
63            //// > : real x real -> bool
64            //// < : real x real -> bool
65            //// || : bool x bool -> bool
66          if (t > 1.0 || rayTransp < 0.01) // a little odd; ray terminates at length=1          if (t > 1.0 || rayTransp < 0.01) // a little odd; ray terminates at length=1
67              stabilize;              stabilize;
68          pos = pos + stepSz*dir;          pos = pos + stepSz*dir;

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