void render_set_external_volume(float *volume_ptr, vector3ui size) { IF_FAILED(init && volume_ptr); render_set_volume_size(size, 0); memcpy(volume, volume_ptr, sizeof(float) * volume_size.x*volume_size.y*volume_size.z); render_update_volume_tex(); render_update_mc(); }
int render_init(void) { IF_FAILED0(!init); if(!init_opengl) { ERROR_MSG("OpenGL not initialised\n"); return 0; } log_init(); TRACE_MSG("init base render system\n"); TRACE_MSG("init noise\n"); noise_init(); glViewport(0, 0, window_width, window_height); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_DEPTH_TEST); glClearDepth(1.0f); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_CLAMP); DEBUG_MSG("OpenGL version: %s\n", glGetString(GL_VERSION)); DEBUG_MSG("GLSL version: %s\n", (char*) glGetString(GL_SHADING_LANGUAGE_VERSION)); // настраиваем основную камеру TRACE_MSG("init main camera\n"); camera_init(&camera, vec3f(0.0f, 0.0f, 0.5f), vec3f(0.0f, 1.0f, 0.0f), vec3f(0.0f, 0.0f, -1.0f)); camera_set_limit(&camera, -95.0f, 95.0f, -360.0f, 360.0f); camera_set_fov(&camera, camera_fov); camera_set_move_velocity(&camera, camera_move_speed); camera_set_rotate_velocity(&camera, camera_rotate_speed); camera_set_aspect(&camera, (float) window_width / (float) window_height); camera_set_zplanes(&camera, 0.001f, 1000.0f); camera_update(&camera, 0.0); isolevel = 30.0f; isolevel_animate = 0; // устанавливаем функцию по-умолчанию parser_create(&parser); const char *default_func = "d = y;"; str_function = (char*) malloc(sizeof(char) * (strlen(default_func) + 1)); strcpy(str_function, default_func); // настраиваем и создаем скалярное поле render_set_volume_size(vec3ui(128, 128, 128), 1); render_set_grid_size(vec3ui(64, 64, 64)); render_update_volume_tex(); CHECK_GL_ERRORS(); // инициализируем шейдер if(!init_shader()) return 0; // инициализируем буферы с данными init_buffers(); // устанавливаем параметры по-умолчанию new_light_position = light_position = vec3f(1.0f, 1.0f, 1.0f); rot_axis = vec3f(0.0f, 1.0f, 0.0f); num_threads = 1; rot_angle = 0.0f; light_animate = 0; light_rot_angle = 0.0f; mat4(rotmat, 1.0f); mat4(modelmat, 1.0f); material_front_color = vec3f(0.5f, 0.5f, 0.5f); material_back_color = vec3f(0.5f, 0.0f, 0.0f); light_color = vec3f(1.0f, 1.0f, 1.0f); light_spec_color = vec3f(1.0f, 1.0f, 1.0f); input_set_wheel_limits(20, 150); init = 1; // полигонизируем ск. п. render_update_mc(); // обновляем рендер render_update(0.0f); return 1; }
void GLWindow::begin_generation() { render_set_grid_size(grid_size); render_set_volume_size(volume_size); render_update_volume_tex(); }