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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 58, Mon May 3 03:46:16 2010 UTC revision 384, Tue Oct 5 21:54:33 2010 UTC
# Line 4  Line 4 
4  //  //
5    
6  input string dataFile;          // name of dataset  input string dataFile;          // name of dataset
7    input string txfFile;           // name of transfer-function file
8  input real stepSz;              // size of steps  input real stepSz;              // size of steps
9  input vec3 lightDir;  input vec3 lightDir;
10  input vec3 lightCol;  input vec3 lightRGB;
11  input vec3 eye;               // location of eye point  input vec3 eye;               // location of eye point
12  input vec3 orig;              // location of pixel (0,0)  input vec3 orig;              // location of pixel (0,0)
13  input vec3 cVec;              // vector between pixels horizontally  input vec3 cVec;              // vector between pixels horizontally
14  input vec3 rVec;              // vector between pixels vertically  input vec3 rVec;              // vector between pixels vertically
15  input real pka;  input real ka;
16  input real pkd;  input real kd;
17  input real pks;  input real ks;
18  input real psh;  input real sh;
19    
20  image(3)[] img = load (dataFile);  image(3)[] img = load (dataFile);
21    
22  field#1(3)[] F = convolve (bspln3, img);  //field#1(3)[] F = img (*) bspln3;
23    field#2(3)[] F = img (*) bspln3;
24    
25  field#0(1)[4] txf = convolve (tent, load("txf-rgba.nrrd"));  field#0(1)[4] txf = load(txfFile) ⊛ tent;
26    
27  actor RayCast (int row, int col)  actor RayCast (int row, int col)
28  {  {
29      //// * : int x vec3 -> vec3      vec3        pos = orig + real(row)*rVec + real(col)*cVec;
     //// + : vec3 x vec3 -> vec3  
     vec3        pos = orig + row*rVec + col*cVec;  
     //// |()| : vec -> real  
     //// - : vec3 x vec3 -> vec3  
     //// / : vec3 x real -> vec3  
30      vec3        dir = (pos - eye)/|pos - eye|;      vec3        dir = (pos - eye)/|pos - eye|;
31      real        t = 0.0;      real        t = 0.0;
32      vec3        rayRGB = (0.0, 0.0, 0.0);      output vec3 rayRGB = [0.0, 0.0, 0.0];
33      real        rayTransp = 1.0;      real        rayTransp = 1.0;
34    
35      update      update
36      {      {
37          if (inside (pos,F)) {          if (inside (pos,F)) {
            //// @ : field x vec3 -> real  
38             real val = F@pos;             real val = F@pos;
39             //// D : field -> field             vec3 grad = ∇F@pos;
            vec3 grad = (D F)@pos;  
40             vec3 norm = grad/|grad|;             vec3 norm = grad/|grad|;
41             vec3 half = (lightDir - dir)/|lightDir - dir|;             vec3 halfDir = (lightDir - dir)/|lightDir - dir|;
42             vec4 matRGBA = txf@val;             vec4 matRGBA = txf@val;
43             vec3 matRGB = (matRGBA[0],matRGBA[1],matRGBA[2]);             vec3 matRGB = [matRGBA[0],matRGBA[1],matRGBA[2]];
            //// dot : vec3 x vec3 -> real  
44             real ldotn = dot(lightDir,norm);             real ldotn = dot(lightDir,norm);
45             real hdotn = dot(halfDir,norm);             real hdotn = dot(halfDir,norm);
46             // hey the per-component multiplication is in matRGB*lightRGB             vec3 pntRGB = (ka + kd*ldotn)*modulate(matRGB,lightRGB) + ks*pow(hdotn,sh)*lightRGB;
47             //// * : real x vec3 -> vec3             rayRGB = rayRGB + rayTransp*matRGBA[3]*pntRGB;
48             //// * : vec3 x vec3 -> vec3      this notation may be reconsidered             rayTransp = rayTransp*(1.0 - matRGBA[3]);
            //// + : vec3 x vec3 -> vec3  
            //// pow : real x real -> real  
            vec3 pntRGB = (ka + kd*ldotn)*matRGB*lightRGB + ks*pow(hdotn,psh)*lightRGB;  
            rayRGB = rayRGB + rayTranps*matRGBA[3]*pntRGB;  
            //// * : real x real -> real  
            //// - : real x real -> real  
            rayTransp = rayTranps*(1.0 - matRGBA[3]);  
49          }          }
         //// > : real x real -> bool  
         //// < : real x real -> bool  
         //// || : bool x bool -> bool  
50          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
51              stabilize;              stabilize;
52          pos = pos + stepSz*dir;          pos = pos + stepSz*dir;
53          t = t + stepSz;          t = t + stepSz;
54      }      }
55    
   
56  }  }
57    
58    initially [ RayCast(r, c) | r in 0..1023, c in 0..1023 ];

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