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);
}
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