From 95142dbc573d2792f021eb0eb7ae1c7cb96641b0 Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Wed, 25 Sep 2019 21:55:01 +0200 Subject: Use floats for texture storage, test curl visualization Using `GL_RGBA32F` as the texture storage format instead of packing values into the unit interval. --- channel_3d_volumetric_rendering_gl_interop.py | 51 +++++++++++++++++++++++---- template/opengl.mako | 2 +- utility/opengl.py | 4 +-- 3 files changed, 47 insertions(+), 10 deletions(-) diff --git a/channel_3d_volumetric_rendering_gl_interop.py b/channel_3d_volumetric_rendering_gl_interop.py index efef0a2..91a470e 100644 --- a/channel_3d_volumetric_rendering_gl_interop.py +++ b/channel_3d_volumetric_rendering_gl_interop.py @@ -150,24 +150,63 @@ vec3 palette(float x) { ); } +vec3 blueBlackRedPalette(float x) { + if ( x < 0.5 ) { + return mix( + vec3(0.0, 0.0, 1.0), + vec3(0.0, 0.0, 0.0), + 2*x + ); + } else { + return mix( + vec3(0.0, 0.0, 0.0), + vec3(1.0, 0.0, 0.0), + 2*(x - 0.5) + ); + } +} + +vec3 v(float x, float y, float z) { + return texture(moments, unit(vec3(x,y,z))).yzw; +} + +vec3 curl(vec3 p) { + const float h = 1./$size_x; + + const float dyvz = (v(p.x,p.y+1,p.z).z - v(p.x,p.y-1,p.z).z) / (2.0*h); + const float dzvy = (v(p.x,p.y,p.z+1).y - v(p.x,p.y,p.z-1).y) / (2.0*h); + + const float dzvx = (v(p.x,p.y,p.z+1).x - v(p.x,p.y,p.z-1).x) / (2.0*h); + const float dxvz = (v(p.x+1,p.y,p.z).z - v(p.x-1,p.y,p.z).z) / (2.0*h); + + const float dxvy = (v(p.x+1,p.y,p.z).y - v(p.x-1,p.y,p.z).y) / (2.0*h); + const float dyvx = (v(p.x,p.y+1,p.z).x - v(p.x,p.y-1,p.z).x) / (2.0*h); + + return vec3( + dyvz - dzvy, + dzvx - dxvz, + dxvy - dyvx + ); +} + vec3 trace(vec3 pos, vec3 ray) { const float ray_length = $max_ray_length; const float delta = 1./ray_length; vec3 color = vec3(0.0); - float value = 0.0; for (float t = 0.0; t < 1.0; t += delta) { const vec3 sample_pos = unit(pos + t*ray_length*ray); if (length(sample_pos) < sqrt(3.1)) { const vec4 data = texture(moments, sample_pos); if (data[3] != 1.0) { - const float norm = length(data.yzw) / $inflow; - value += delta * 0.5 * norm; + const vec3 c = curl(pos + t*ray_length*ray); + + color += delta * blueBlackRedPalette(0.5+clamp(c.y,-1.0,1.0)); } else { - const vec3 n = normalize(-0.5 + data.xyz); // recover surface normal + const vec3 n = data.xyz; // recover surface normal const float brightness = clamp(dot(n, ray), 0, 1); - color = vec3(max(0.3,brightness)); + color += vec3(max(0.3,brightness)); break; } } else { @@ -175,8 +214,6 @@ vec3 trace(vec3 pos, vec3 ray) { } } - color += palette(value); - return color; } diff --git a/template/opengl.mako b/template/opengl.mako index 50cdbbc..52699d5 100644 --- a/template/opengl.mako +++ b/template/opengl.mako @@ -115,7 +115,7 @@ __kernel void collect_gl_moments_to_texture(__global __read_only ${float_type}* if (material_up != 5) { n.z = -1; } if (material_down != 5) { n.z = 1; } - data.xyz = 0.5 + 0.5*n; // pack surface normal into texture + data.xyz = normalize(n); data.w = 1.0; // signal impermeable material to raytracer } diff --git a/utility/opengl.py b/utility/opengl.py index afbfa00..ff88b17 100644 --- a/utility/opengl.py +++ b/utility/opengl.py @@ -75,7 +75,7 @@ class MomentsTexture: glBindTexture(self.gl_texture_type, self.gl_moments) if self.gl_texture_type == GL_TEXTURE_3D: - glTexImage3D(self.gl_texture_type, 0, GL_RGBA, self.lattice.memory.size_x, self.lattice.memory.size_y, self.lattice.memory.size_z, 0, GL_RGBA, GL_FLOAT, self.gl_texture_buffer) + glTexImage3D(self.gl_texture_type, 0, GL_RGBA32F, self.lattice.memory.size_x, self.lattice.memory.size_y, self.lattice.memory.size_z, 0, GL_RGBA, GL_FLOAT, self.gl_texture_buffer) glTexParameteri(self.gl_texture_type, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(self.gl_texture_type, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(self.gl_texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) @@ -83,7 +83,7 @@ class MomentsTexture: glTexParameteri(self.gl_texture_type, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE) self.cl_gl_moments = cl.GLTexture(self.lattice.context, mf.READ_WRITE, self.gl_texture_type, 0, self.gl_moments, 3) elif self.gl_texture_type == GL_TEXTURE_2D: - glTexImage2D(self.gl_texture_type, 0, GL_RGBA, self.lattice.memory.size_x, self.lattice.memory.size_y, 0, GL_RGBA, GL_FLOAT, self.gl_texture_buffer) + glTexImage2D(self.gl_texture_type, 0, GL_RGBA32F, self.lattice.memory.size_x, self.lattice.memory.size_y, 0, GL_RGBA, GL_FLOAT, self.gl_texture_buffer) glTexParameteri(self.gl_texture_type, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(self.gl_texture_type, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(self.gl_texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) -- cgit v1.2.3