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legacy/rts_glVolumeViewer.cpp 12.1 KB
f1402849   dmayerich   renewed commit
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  #include "rts_glVolumeViewer.h"

  #include "PerformanceData.h"

  

  PerformanceData PD;

  

  

  rts_glVolumeViewer::rts_glVolumeViewer()

  {

  	m_optimize=false;

  	m_min_threshold = 0;

  	m_max_threshold = 255;

  	m_volume_texture = 0;

  	m_p = point3D(0.0, 0.0, 0.0);

  	m_texture_size = vector3D(2,2,1);

  	m_voxel_size = vector3D(1.0, 1.0, 1.0);

  	m_dimensions = vector3D(m_texture_size.x * m_voxel_size.x,

  							m_texture_size.y * m_voxel_size.y,

  							m_texture_size.z * m_voxel_size.z);

  	m_dimensions.normalize();

  	

  

  	//calculate the radii

  	m_inner_radius = 0.5;

  	m_outer_radius = (vector3D(1.0, 1.0, 1.0).length())*0.5;

  

  	//create the plane display list

  	SetNumPlanes(256);

  

  	//visualization parameters

  	m_alpha_scale = 1.0;

  }

  

  

  rts_glVolumeViewer::rts_glVolumeViewer(rtsVolume volume_data, 

  					   point3D position = point3D(0.0, 0.0, 0.0), 

  					   vector3D voxel_size = vector3D(1.0, 1.0, 1.0))

  {

  	m_optimize=false;

  	m_volume_texture = 0;

  	m_p = position;

  	m_min_threshold = 0;

  	m_max_threshold = 255;

  	m_texture_size = vector3D(volume_data.get_dimx(), volume_data.get_dimy(), volume_data.get_dimz());

  	m_voxel_size = vector3D(1.0, 1.0, 1.0);

  	m_dimensions = vector3D(m_texture_size.x * m_voxel_size.x,

  						    m_texture_size.y * m_voxel_size.y,

  							m_texture_size.z * m_voxel_size.z);

  	m_dimensions.normalize();

  

  

  	//store the volume

  	PD.StartTimer(COPY_DATA);

  	m_source = volume_data;

  	PD.EndTimer(COPY_DATA);

  

  	//calculate the radii

  	//m_inner_radius = max(max(m_dimensions.x, m_dimensions.y), m_dimensions.z) * 0.5;

  	//m_outer_radius = (m_dimensions.length())*0.5;

  	m_inner_radius = 0.5;

  	m_outer_radius = vector3D(1.0, 1.0, 1.0).length()*0.5;

  

  	

  

  	SetNumPlanes(256);

  	CHECK_OPENGL_ERROR

  	//enable 3d texture mapping

  	glEnable(GL_TEXTURE_3D);

  	CHECK_OPENGL_ERROR

  

   

  

  

  	

  	//3D Texture mapping

  	glGenTextures(1, &m_volume_texture);

  	CHECK_OPENGL_ERROR

  	glBindTexture(GL_TEXTURE_3D, m_volume_texture);

  	CHECK_OPENGL_ERROR

  

  	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

  	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

  	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);

  	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);

  	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);

  	CHECK_OPENGL_ERROR

  

  	//load the texture data

  	m_load_texture();

  	CHECK_OPENGL_ERROR

  

  	// our texture colors will replace the untextured colors

  	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);

      glShadeModel(GL_FLAT);

  	CHECK_OPENGL_ERROR

  

  	glDisable(GL_TEXTURE_3D);

  

  	//visualization parameters

  	m_alpha_scale = 1.0;

  }

  

  //~rts_glVolumeViewer()

  //{

  

  

  //}

  

  

  void rts_glVolumeViewer::RenderBoundingBox()

  {

  

  	

  	//create the transformation for the volume

  	glMatrixMode(GL_MODELVIEW);

  	glPushMatrix();

  	glScalef(m_dimensions.x, m_dimensions.y, m_dimensions.z);

  	glTranslatef(m_p.x, m_p.y, m_p.z);

  	glutWireCube(1.0);

  	glPopMatrix();

  }

  

  void rts_glVolumeViewer::m_draw_plane(point3D p, vector3D n, vector3D up)

  {

  

  	//calculate the u, v vectors representing the plane

  	vector3D v = up.cross(n); v.normalize();

  	vector3D u = n.cross(v);  u.normalize();

  

  	//compute the points that make up the plane

  	point3D p0 = p - v*m_outer_radius - u*m_outer_radius;

  	point3D p1 = p - v*m_outer_radius + u*m_outer_radius;

  	point3D p2 = p + v*m_outer_radius + u*m_outer_radius;

  	point3D p3 = p + v*m_outer_radius - u*m_outer_radius;

  	//compute texture coordinates

  	point3D t0 = point3D(0.5, 0.5, 0.5) + (p0 - m_p);

  	point3D t1 = point3D(0.5, 0.5, 0.5) + (p1 - m_p);

  	point3D t2 = point3D(0.5, 0.5, 0.5) + (p2 - m_p);

  	point3D t3 = point3D(0.5, 0.5, 0.5) + (p3 - m_p);

  

  	//enable texture mapping

  	//glEnable(GL_TEXTURE_3D);

  	glBindTexture(GL_TEXTURE_3D, m_volume_texture);

  

  	//enable blending

  	glDisable(GL_DEPTH_TEST);

  	glEnable(GL_BLEND);

  	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  

  	glColor4f(1.0, 1.0, 1.0, 1.0);

  	glBegin(GL_QUADS);

  		glTexCoord3f(t0.x, t0.y, t0.z);

  		glVertex3f(p0.x, p0.y, p0.z);

  		glTexCoord3f(t1.x, t1.y, t1.z);

  		glVertex3f(p1.x, p1.y, p1.z);

  		glTexCoord3f(t2.x, t2.y, t2.z);

  		glVertex3f(p2.x, p2.y, p2.z);

  		glTexCoord3f(t3.x, t3.y, t3.z);

  		glVertex3f(p3.x, p3.y, p3.z);

  	glEnd();

  

  	glDisable(GL_TEXTURE_3D);

  	glDisable(GL_BLEND);

  

  	

  }

  void rts_glVolumeViewer::RenderCameraSlice(point3D eye_point, vector3D camera_up, float slice_number)

  {

  	/*Renders a slice of the volume at the specified value (0 = closest

  	to the camera while 1 = furthest from the camera).  The slice is oriented towards

  	the camera position*/

  

  	/*//get the vector from the volume to the eye point

  	vector3D to_camera = eye_point - m_p;

  	//normalize in order to compute the plane normal

  	to_camera.normalize();

  	

  	//draw the camera-oriented plane

  	m_draw_plane(m_p, to_camera, camera_up);*/

  

  	glMatrixMode(GL_MODELVIEW);

  	glPushMatrix();

  

  	//calculate the new basis functions

  	vector3D to_camera = (eye_point - m_p);  to_camera.normalize();

  	vector3D side = camera_up.cross(to_camera);  side.normalize();

  	camera_up = to_camera.cross(side);  camera_up.normalize();

  	//create the rotation matrix

  	matrix4x4 mat_rotate(side, camera_up, to_camera);

  	float gl_rotate[16];

  	mat_rotate.gl_get_matrix(gl_rotate);

  

  	//perform the geometric transformations

  	glScalef(m_dimensions.x, m_dimensions.y, m_dimensions.z);

  	glTranslatef(m_p.x, m_p.y, m_p.z);

  	glMultMatrixf(gl_rotate);

  	

  

  	//perform the texture transformations

  	glMatrixMode(GL_TEXTURE);

  	glPushMatrix();

  	glLoadIdentity();

  	glScalef(m_source.get_dimx()/m_texture_size.x, 

  			 m_source.get_dimy()/m_texture_size.y, 

  			 m_source.get_dimz()/m_texture_size.z);

  	glTranslatef(0.5, 0.5, 0.5);

  	glMultMatrixf(gl_rotate);

  	

  

  	//enable texture mapping

  	glEnable(GL_TEXTURE_3D);

  	glBindTexture(GL_TEXTURE_3D, m_volume_texture);

  	

  	//enable blending

  	//glDisable(GL_DEPTH_TEST);

  	glEnable(GL_BLEND);

  	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  

  	//draw the planes

  	glColor4f(1.0, 1.0, 1.0, 1.0);

  	//PD.StartTimer(RENDER_PLANES);

  	//glCallList(m_dl_planes);

  	glBegin(GL_QUADS);

  		glTexCoord3f(-m_outer_radius, -m_outer_radius, slice_number);

  		glVertex3f(-m_outer_radius, -m_outer_radius, slice_number);

  		glTexCoord3f(-m_outer_radius, m_outer_radius, slice_number);	

  		glVertex3f(-m_outer_radius, m_outer_radius, slice_number);

  		glTexCoord3f(m_outer_radius, m_outer_radius, slice_number);

  		glVertex3f(m_outer_radius, m_outer_radius, slice_number);

  		glTexCoord3f(m_outer_radius, -m_outer_radius, slice_number);

  		glVertex3f(m_outer_radius, -m_outer_radius, slice_number);

  	glEnd();

  	

  	//glFinish();

  	//PD.EndTimer(RENDER_PLANES);

  

  	glMatrixMode(GL_MODELVIEW);

  	glPopMatrix();

  	glMatrixMode(GL_TEXTURE);

  	glPopMatrix();

  

  	glDisable(GL_TEXTURE_3D);

  	glDisable(GL_BLEND);

  

  

  }

  

  void rts_glVolumeViewer::RenderVolume(point3D eye_point, vector3D camera_up)

  {

  	if(m_volume_texture == 0)

  		return;

  

  	glMatrixMode(GL_MODELVIEW);

  	glPushMatrix();

  

  	//calculate the new basis functions

  	vector3D to_camera = (eye_point - m_p);  to_camera.normalize();

  	vector3D side = camera_up.cross(to_camera);  side.normalize();

  	camera_up = to_camera.cross(side);  camera_up.normalize();

  	//create the rotation matrix

  	matrix4x4 mat_rotate(side, camera_up, to_camera);

  	float gl_rotate[16];

  	mat_rotate.gl_get_matrix(gl_rotate);

  

  	//perform the geometric transformations

  	glScalef(m_dimensions.x, m_dimensions.y, m_dimensions.z);

  	glTranslatef(m_p.x, m_p.y, m_p.z);

  	glMultMatrixf(gl_rotate);

  	

  

  	//perform the texture transformations

  	glMatrixMode(GL_TEXTURE);

  	glPushMatrix();

  	glLoadIdentity();

  	glScalef(m_source.get_dimx()/m_texture_size.x, 

  			 m_source.get_dimy()/m_texture_size.y, 

  			 m_source.get_dimz()/m_texture_size.z);

  	glTranslatef(0.5, 0.5, 0.5);

  	glMultMatrixf(gl_rotate);

  	

  

  	//enable texture mapping

  	glEnable(GL_TEXTURE_3D);

  	glBindTexture(GL_TEXTURE_3D, m_volume_texture);

  	

  	//enable blending

  	glDisable(GL_DEPTH_TEST);

  	//glEnable(GL_DEPTH_TEST);

  	glEnable(GL_BLEND);

  	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  

  	//draw the planes

  	glColor4f(1.0, 1.0, 1.0, m_alpha_scale);

  	PD.StartTimer(RENDER_PLANES);

  	glCallList(m_dl_planes);

  	glFinish();

  	PD.EndTimer(RENDER_PLANES);

  

  	glMatrixMode(GL_MODELVIEW);

  	glPopMatrix();

  	glMatrixMode(GL_TEXTURE);

  	glPopMatrix();

  

  	glDisable(GL_TEXTURE_3D);

  	glDisable(GL_BLEND);

  	glEnable(GL_DEPTH_TEST);

  	

  

  }

  

  void rts_glVolumeViewer::SetNumPlanes(unsigned int planes)

  {

  	//set the number of planes

  	m_num_planes = planes;

  

  	//create the display list

  	m_dl_planes = glGenLists(1);

  	glNewList(m_dl_planes, GL_COMPILE);

  

  	//the display planes run from (-m_outer_radius, m_outer_radius) in each dimension

  	float z_step = 2.0*m_outer_radius/(planes + 1.0);

  	glBegin(GL_QUADS);

  	for(int z=0; z<planes; z++)

  	{

  		glTexCoord3f(-m_outer_radius, -m_outer_radius, -m_outer_radius+z*z_step);

  		glVertex3f(-m_outer_radius, -m_outer_radius, -m_outer_radius+z*z_step);

  		glTexCoord3f(-m_outer_radius, m_outer_radius, -m_outer_radius+z*z_step);

  		glVertex3f(-m_outer_radius, m_outer_radius, -m_outer_radius+z*z_step);

  		glTexCoord3f(m_outer_radius, m_outer_radius, -m_outer_radius+z*z_step);

  		glVertex3f(m_outer_radius, m_outer_radius, -m_outer_radius+z*z_step);

  		glTexCoord3f(m_outer_radius, -m_outer_radius, -m_outer_radius+z*z_step);

  		glVertex3f(m_outer_radius, -m_outer_radius, -m_outer_radius+z*z_step);

  	}

  	glEnd();

  	glEndList();

  }

  

  void rts_glVolumeViewer::SetSize(float x, float y, float z)

  {

  	m_dimensions.x = x;

  	m_dimensions.y = y;

  	m_dimensions.z = z;

  }

  

  void rts_glVolumeViewer::SetVoxelSize(float x, float y, float z)

  {

  	m_voxel_size.x = x;

  	m_voxel_size.y = y;

  	m_voxel_size.z = z;

  	m_dimensions = vector3D(m_voxel_size.x * m_texture_size.x,

  						    m_voxel_size.y * m_texture_size.y,

  							m_voxel_size.z * m_texture_size.z);

  	m_dimensions.normalize();

  }

  

  vector3D rts_glVolumeViewer::GetSize()

  {

  	return m_dimensions;

  }

  

  vector3D rts_glVolumeViewer::GetVoxelSize()

  {

  	return m_voxel_size;

  }

  

  void rts_glVolumeViewer::SetThreshold(unsigned char lower, unsigned char upper)

  {

  	//set the new threshold values

  	m_min_threshold = lower;

  	m_max_threshold = upper;

  

  	//reload the texture map

  	m_load_texture();

  }

  

  void rts_glVolumeViewer::Optimize(bool flag)

  {

  	//TODO Optimization causes a problem with texture sizing

  	/*//if the user changed the setting, reload the texture

  	if(m_optimize != flag)

  	{

  		m_optimize = flag;

  		m_load_texture();

  	}*/

  	cout<<"Optimization has been removed due to bugs"<<endl;

  	

  	

  }

  

  void rts_glVolumeViewer::Invert()

  {

  	//this function inverts the original data set

  	m_source.invert();

  	m_load_texture();

  }

  

  void rts_glVolumeViewer::m_load_texture()

  {

  	//duplicate the source data

  	PD.StartTimer(LOAD_TEXTURE);

  	rtsVolume texture_volume = m_source;

  

  	//place a black border around the volume

  	PD.StartTimer(BLACKEN_BORDERS);

  	texture_volume.blacken_border();

  	PD.EndTimer(BLACKEN_BORDERS);

  

  	if(m_min_threshold > 0)

  		texture_volume.blacken(m_min_threshold);

  	if(m_max_threshold < 255)

  		texture_volume.whiten(m_max_threshold);

  

  	

  

  	//if we are optimizing the texture, make the dimensions a power-of-two

  	if(m_optimize)

  	{

  		PD.StartTimer(RESIZE_DATA);

  		//find the maximum dimension

  		unsigned int max_dimension = max(max(m_source.get_dimx(), m_source.get_dimy()), m_source.get_dimz());

  		

  		unsigned int new_dimension = 2;

  		//calculate the new dimension

  		while(new_dimension < max_dimension)

  			new_dimension *= 2;

  		//resize the texture volume

  		texture_volume.resize_canvas(new_dimension, new_dimension, new_dimension);

  		PD.EndTimer(RESIZE_DATA);

  	}

  

  	//apply the new image to the texture

  	glBindTexture(GL_TEXTURE_3D, m_volume_texture);

  	unsigned int dimx = texture_volume.get_dimx();

  	unsigned int dimy = texture_volume.get_dimy();

  	unsigned int dimz = texture_volume.get_dimz();

  	m_texture_size = vector3D((double)dimx, (double)dimy, (double)dimz);

  	unsigned char* bits = texture_volume.get_bits();

  	glTexImage3D(GL_TEXTURE_3D, 0, GL_ALPHA8, dimx, dimy, dimz, 0, GL_ALPHA, 

  				 GL_UNSIGNED_BYTE, bits);

  

  	PD.EndTimer(LOAD_TEXTURE);

  

  }