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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 128, Thu Jul 1 17:55:29 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 lightRGB;
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 ka;
15  input real pkd;  input real kd;
16  input real pks;  input real ks;
17  input real psh;  input real sh;
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    field#2(3)[] F = convolve (bspln3, img);
23    
24    field#0(1)[4] txf = convolve (tent, load("txf-rgba.nrrd"));
25    
26  actor RayCast (int row, int col)  actor RayCast (int row, int col)
27  {  {
28      vec<3>      pos = orig + row*rVec + col*cVec;      vec3        pos = orig + real(row)*rVec + real(col)*cVec;
29      vec<3>      dir = pos - eye/|pos - eye|;      vec3        dir = (pos - eye)/|pos - eye|;
30      real        t = 0.0;      real        t = 0.0;
31      vec<3>      rayRGB = (0.0, 0.0, 0.0);      vec3        rayRGB = [0.0, 0.0, 0.0];
32      real        rayTransp = 1.0;      real        rayTransp = 1.0;
33    
34      update      update
35      {      {
36          if (inside (pos,F)) {          if (inside (pos,F)) {
37             real val = F@pos;             real val = F@pos;
38             vec<3> grad = (D F)@pos;             vec3 grad = (D F)@pos;
39             vec<3> norm = grad/|grad|;             vec3 norm = grad/|grad|;
40             vec<3> half = lightDir - dir/|lightDir - dir|;             vec3 halfDir = (lightDir - dir)/|lightDir - dir|;
41             vec<4> matRGBA = txf(val);             vec4 matRGBA = txf@[val];
42             vec<3> matRGB = (matRGBA[0],matRGBA[1],matRGBA[2]);             vec3 matRGB = [matRGBA[0],matRGBA[1],matRGBA[2]];
43             real ldotn = dot(lightDir,norm);             real ldotn = dot(lightDir,norm);
44             real hdotn = dot(halfDir,norm);             real hdotn = dot(halfDir,norm);
45             // hey the per-component multiplication is in matRGB*lightRGB             vec3 pntRGB = (ka + kd*ldotn)*modulate(matRGB,lightRGB) + ks*pow(hdotn,sh)*lightRGB;
46             vec<3> pntRGB = (ka + kd*ldotn)*matRGB*lightRGB + ks*pow(hdotn,psh)*lightRGB;             rayRGB = rayRGB + rayTransp*matRGBA[3]*pntRGB;
47             rayRGB = rayRGB + rayTranps*matRGBA[3]*matRGB;             rayTransp = rayTransp*(1.0 - matRGBA[3]);
            rayTransp = rayTranps*(1.0 - matRGBA[3]);  
48          }          }
49          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
50              stabilize;              stabilize;
# Line 50  Line 52 
52          t = t + stepSz;          t = t + stepSz;
53      }      }
54    
   
55  }  }
56    
57    initially [ RayCast(r, c) | r in 0..1023, c in 0..1023 ];

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