ManageTextures.cpp
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#include "trueeyes.h"
#include "VolumeDataStruct.h"
#include "TextureDataStruct.h"
#include <vector>
//list of volume objects for rendering
vector<VolumeData> VolumeList;
//list of texture objects used for transfer functions
vector<TextureData> TextureList;
void CreateAutoVolume()
{
int s = 64;
unsigned char* volume = new unsigned char[s*s*s*3];
memset(volume, 0, s*s*s*3);
int x, y, z;
for(x=0; x<s; x++)
for(y=0; y<s; y++)
for(z=0; z<s; z++)
{
vector3D<float> v = vector3D<float>(x-s/2, y-s/2, z-s/2);
volume[z*s*s*3 + y*s*3 + x*3 + 0] = x*(255/s);
volume[z*s*s*3 + y*s*3 + x*3 + 1] = y*(255/s);
volume[z*s*s*3 + y*s*3 + x*3 + 2] = z*(255/s);
}
if(VolumeList.size() > 0)
{
VolumeList[0].Texture.Clean();
VolumeList.clear();
}
//create an OpenGL texture map
rts_glTextureMap newTexture;
newTexture.Init(volume, GL_TEXTURE_3D, s, s, s, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, GL_LINEAR);
//create the volume data structure
VolumeData newVolume;
newVolume.Name = "volume";
newVolume.Texture = newTexture;
newVolume.FileType = VOLUME_FILE_AUTO;
newVolume.Dim = vector3D<int>(s, s, s);
newVolume.ExternalComponents = 3;
newVolume.ExternalDatatype = GL_UNSIGNED_BYTE;
newVolume.InternalComponents = 3;
newVolume.InternalDatatype = GL_UNSIGNED_BYTE;
//add the volume structure to the list of volumes
VolumeList.push_back(newVolume);
}
//define macros for bit swapping (little endian to big endian in Windows)
#define SWAP_2(x) ( (((x) & 0xff) << 8) | ((unsigned short)(x) >> 8) )
#define SWAP_4(x) ( ((x) << 24) | \
(((x) << 8) & 0x00ff0000) | \
(((x) >> 8) & 0x0000ff00) | \
((x) >> 24) )
#define FIX_SHORT(x) (*(unsigned short *)&(x) = SWAP_2(*(unsigned short *)&(x)))
#define FIX_INT(x) (*(unsigned int *)&(x) = SWAP_4(*(unsigned int *)&(x)))
#define FIX_FLOAT(x) FIX_INT(x)
void FlipBits(void* bits, int bpp, int size)
{
int i;
if(bpp == 2)
{
unsigned short* short_bits = (unsigned short*)bits;
for(i=0; i<size; i++)
{
FIX_SHORT(short_bits[i]);
}
}
if(bpp == 4)
{
unsigned int* int_bits = (unsigned int*)bits;
for(i=0; i<size; i++)
{
FIX_INT(int_bits[i]);
}
}
}
int LoadHighComponentRawVolume(VolumeData& newVolume, int minC, int maxC)
{
//This function loads a single volume with a large number of components as separate textures
//This is necessary because the maximum number of components in an OpenGL texture is 4 (RGBA)
//Call this function multiple times, specifying the range in minC and maxC
//get the volume size and allocate space
int sx = newVolume.Dim.x;
int sy = newVolume.Dim.y;
//the total z dimension is the dimension of each file times the number of files
int file_z = newVolume.Dim.z;
int sz = file_z * newVolume.Filenames.size();
cout<<"Loading high-component volume----------------"<<endl;
cout<<"Size: "<<sx<<","<<sy<<","<<sz<<endl;
//set the components to the appropriate value
int totalC = newVolume.ExternalComponents;
int components = maxC - minC + 1;
newVolume.ExternalComponents = components;
int precision = newVolume.GetByteSize(newVolume.ExternalDatatype);
cout<<"Allocating "<<sx*sy*sz*components*precision<<" bytes..."<<endl;
char* bits = (char*)malloc(sx*sy*sz*components*precision);
if(bits == NULL)
{
cout<<"Error allocating main memory."<<endl;
return 1;
}
for(int n=0; n<newVolume.Filenames.size(); n++)
{
FILE *f;
f = fopen(newVolume.Filenames[n].getString().c_str(), "rb");
//if the file is valid
if(f)
{
//seek past the header
fseek(f, newVolume.HeaderSize, SEEK_SET);
//increment to the start of the desired component range
char* dst = bits;
dst += precision*minC;
fseek(f, precision*minC, SEEK_CUR);
//load each voxel independently
for(int c=0; c<sx*sy*sz; c++)
{
//read the components within the specified range
fread(dst, sizeof(unsigned char), components*precision, f);
fseek(f, precision*(totalC - maxC - 1), SEEK_CUR);
}
}
else
cout<<"error"<<endl;
fclose(f);
}
//create the OpenGL texture map
rts_glTextureMap newTexture;
newTexture.Init(bits, GL_TEXTURE_3D, sx, sy, sz, newVolume.getInternalFormat(),
newVolume.getExternalFormat(),
newVolume.ExternalDatatype);
free(bits);
//store it in the volume list
newVolume.Texture = newTexture;
VolumeList.push_back(newVolume);
return 0;
}
int LoadRawVolume(VolumeData& newVolume)
{
if(newVolume.ExternalComponents > 4)
{
LoadHighComponentRawVolume(newVolume, 0, 2);
LoadHighComponentRawVolume(newVolume, 3, 5);
return 0;
}
//get the volume size and allocate space
int sx = newVolume.Dim.x;
int sy = newVolume.Dim.y;
//the total z dimension is the dimension of each file times the number of files
int sz = newVolume.Dim.z;
int file_z;
if(newVolume.Filenames.size() == 1)
file_z = sz;
else if(newVolume.Filenames.size() > 1)
{
file_z = 1;
sz = file_z * newVolume.Filenames.size();
}
int components = newVolume.ExternalComponents;
int precision = newVolume.GetByteSize(newVolume.ExternalDatatype);
cout<<"Loading RAW volume----------------"<<endl;
cout<<"Size: "<<sx<<","<<sy<<","<<sz<<endl;
cout<<"Components: "<<components<<endl;
cout<<"Precision: "<<precision<<" bytes"<<endl;
cout<<"Allocating "<<sx*sy*sz*components*precision<<" bytes..."<<endl;
char* bits = (char*)malloc(sx*sy*sz*components*precision);
if(bits == NULL)
{
cout<<"Error allocating main memory."<<endl;
return 1;
}
for(int n=0; n<newVolume.Filenames.size(); n++)
{
FILE *f;
f = fopen(newVolume.Filenames[n].getString().c_str(), "rb");
if(f)
{
fseek(f, newVolume.HeaderSize, SEEK_SET);
fread(bits + sx*sy*file_z*n*components*precision, sizeof(unsigned char), sx*sy*file_z*components*precision, f);
}
else
cout<<"error"<<endl;
fclose(f);
}
if(newVolume.BitType == LOAD_BIG_ENDIAN)
FlipBits(bits, precision, sx*sy*sz*components);
//create the OpenGL texture map
rts_glTextureMap newTexture;
newTexture.Init(bits, GL_TEXTURE_3D, sx, sy, sz, newVolume.getInternalFormat(),
newVolume.getExternalFormat(),
newVolume.ExternalDatatype);
free(bits);
//store it in the volume list
newVolume.Dim.z = sz;
newVolume.Texture = newTexture;
VolumeList.push_back(newVolume);
return 0;
}
int LoadImages(VolumeData& newVolume)
{
//*******currently, this only supports image formats with 8bpp
//get the number of images
int sz = newVolume.Filenames.size();
//load the first image to determine the volume size
QImage I(newVolume.Filenames[0].getString().c_str());
int sx = I.width();
int sy = I.height();
//find the number of color components
int components = I.depth()/8;
int precision = 1;
//allocate memory for the image
char* bits = (char*)malloc(sx*sy*sz*components*precision);
cout<<"Image size: "<<I.width()<<","<<I.height()<<endl;
cout<<"Components: "<<components<<endl;
cout<<"Precision: "<<precision<<endl;
//copy each image to the correct place in the array
for(int i=0; i<sz; i++)
{
I = QImage(newVolume.Filenames[i].getString().c_str()).mirrored().rgbSwapped();
memcpy((unsigned char*)bits + sx*sy*components*precision*i, I.bits(), sx*sy*components*precision);
}
//fill the volume data structure
newVolume.Dim = vector3D<int>(sx, sy, sz);
newVolume.ExternalComponents = components;
newVolume.ExternalDatatype = GL_UNSIGNED_BYTE;
newVolume.InternalComponents = components;
newVolume.InternalDatatype = GL_UNSIGNED_BYTE;
//newVolume.Name = newVolume.Filenames[0].getPrefix();
rts_glTextureMap newTexture;
/*newTexture.Init(bits, GL_TEXTURE_3D, sx, sy, sz, newVolume.getInternalFormat(),
newVolume.getExternalFormat(),
newVolume.ExternalDatatype);*/
newTexture.Init(bits, GL_TEXTURE_3D, sx, sy, sz, newVolume.getInternalFormat(),
newVolume.getExternalFormat(),
newVolume.ExternalDatatype);
free(bits);
newVolume.Texture = newTexture;
VolumeList.push_back(newVolume);
return 0;
}
int LoadTexture(TextureData& newTexture)
{
//*******currently, this only supports image formats with 8bpp
//load the image
QImage I(newTexture.Filename.getString().c_str());
//swap because for some reason QImage returns a BGR image as a pointer
I = I.rgbSwapped();
int sx = I.width();
int sy = I.height();
//find the number of color components
int components = I.depth()/8;
//allocate memory for the image
char* bits = (char*)malloc(sx*sy*components);
cout<<"Image size: "<<I.width()<<","<<I.height()<<endl;
cout<<"Components: "<<components<<endl;
//copy the image to a memory array
memcpy((unsigned char*)bits, I.bits(), sx*sy*components);
//fill the volume data structure
newTexture.sX = sx;
newTexture.sY = sy;
newTexture.ExternalComponents = components;
newTexture.InternalComponents = components;
newTexture.ExternalDatatype = GL_UNSIGNED_BYTE;
newTexture.InternalDatatype = GL_UNSIGNED_BYTE;
newTexture.Normalized = true;
//newVolume.Name = newVolume.Filenames[0].getPrefix();
rts_glTextureMap texMap;
texMap.Init(bits, GL_TEXTURE_2D, sx, sy, 0, newTexture.getInternalFormat(),
newTexture.getExternalFormat(),
newTexture.ExternalDatatype);
free(bits);
newTexture.Texture = texMap;
return 0;
}