ManageProject.cpp
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#include "trueeyes.h"
#include "GlobalValues.h"
#include "VolumeDataStruct.h"
#include "VolumeShaderStruct.h"
#include <fstream>
#include <qstring.h>
#include <qdir.h>
using namespace std;
#define OBJECT_TYPE_VOLUME 0
#define OBJECT_TYPE_SHADER 1
#define OBJECT_TYPE_SOURCE 2
#define OBJECT_TYPE_TEXTURE 3
void SaveProject(string filename)
{
//determine the project directory
QDir projectDir(QString(filename.c_str()));
cout<<"Project directory: "<<string(projectDir.absolutePath().toAscii())<<endl;
//create a project file for output
ofstream out;
out.open(filename.c_str());
//save the global variables
out<<StepSize<<endl;
out<<gpVolSize[0]<<" "<<gpVolSize[1]<<" "<<gpVolSize[2]<<endl;
out<<gpCropMin[0]<<" "<<gpCropMin[1]<<" "<<gpCropMin[2]<<endl;
out<<gpCropMax[0]<<" "<<gpCropMax[1]<<" "<<gpCropMax[2]<<endl;
//write volume data
for(int v=0; v<VolumeList.size(); v++)
{
if(v > 0) out<<endl;
VolumeData outVol = VolumeList[v];
//specify the object as a volume
out<<OBJECT_TYPE_VOLUME<<endl;
out<<outVol.Name<<endl;
out<<outVol.FileType<<endl;
out<<outVol.Filenames.size()<<endl;
for(int f=0; f<outVol.Filenames.size(); f++)
{
//out<<outVol.Filenames[f].getString()<<endl;
QString fullPath = QString(outVol.Filenames[f].getString().c_str());
QString relativePath = projectDir.relativeFilePath(fullPath);
out<<string(relativePath.toAscii())<<endl;
}
out<<outVol.Dim.x<<endl;
out<<outVol.Dim.y<<endl;
out<<outVol.Dim.z<<endl;
out<<outVol.HeaderSize<<endl;
out<<outVol.BitType<<endl;
out<<outVol.ExternalComponents<<endl;
out<<outVol.ExternalDatatype<<endl;
out<<outVol.InternalComponents<<endl;
out<<outVol.InternalDatatype<<endl;
out<<outVol.Normalized;
}
//write shader data
for(int s=0; s<ShaderList.size(); s++)
{
VolumeShader outShader = ShaderList[s];
out<<endl;
out<<OBJECT_TYPE_SHADER<<endl;
out<<outShader.Name<<endl;
QString fullPath = QString(outShader.Filename.c_str());
QString relativePath = projectDir.relativeFilePath(fullPath);
out<<string(relativePath.toAscii());
}
//write source data
for(int s=0; s<SourceList.size(); s++)
{
VolumeSource outSource = SourceList[s];
out<<endl;
out<<OBJECT_TYPE_SOURCE<<endl;
out<<outSource.Name<<endl;
point3D<float> position = outSource.S.getPosition();
point3D<float> lookat = outSource.S.getLookAt();
vector3D<float> up = outSource.S.getUp();
out<<position.x<<" "<<position.y<<" "<<position.z<<endl;
out<<lookat.x<<" "<<lookat.y<<" "<<lookat.z<<endl;
out<<up.x<<" "<<up.y<<" "<<up.z;
}
//write texture data
for(int t=0; t<TextureList.size(); t++)
{
TextureData outTexture = TextureList[t];
out<<endl;
out<<OBJECT_TYPE_TEXTURE<<endl;
out<<outTexture.Name<<endl;
//save the file information (convert to a relative path)
QString fullPath = QString(outTexture.Filename.getString().c_str());
QString relativePath = projectDir.relativeFilePath(fullPath);
out<<string(relativePath.toAscii())<<endl;
out<<outTexture.sX<<endl;
out<<outTexture.sY<<endl;
out<<outTexture.ExternalComponents<<endl;
out<<outTexture.ExternalDatatype<<endl;
out<<outTexture.InternalComponents<<endl;
out<<outTexture.InternalDatatype<<endl;
out<<outTexture.Normalized;
}
//close the file
out.close();
}
void LoadProject(string filename)
{
//determine the project directory
QFileInfo projectFile(QString(filename.c_str()));
QDir projectDir = projectFile.dir();
QString test = projectDir.path();
//first clear all previous list data
int v, s;
for(v=0; v<VolumeList.size(); v++)
VolumeList[v].Texture.Clean();
VolumeList.clear();
for(s=0; s<ShaderList.size(); s++)
ShaderList[s].glProgram.Clean();
ShaderList.clear();
SourceList.clear();
//open the file for reading
ifstream in;
in.open(filename.c_str());
if(!in.is_open())
{
cout<<"Error opening file."<<endl;
return;
}
//grab the global variables
in>>StepSize;
in>>gpVolSize[0];
in>>gpVolSize[1];
in>>gpVolSize[2];
in>>gpCropMin[0];
in>>gpCropMin[1];
in>>gpCropMin[2];
in>>gpCropMax[0];
in>>gpCropMax[1];
in>>gpCropMax[2];
while(!in.eof())
{
//get the object type
int t;
char c[1024];
in>>t;
if(t == OBJECT_TYPE_VOLUME)
{
VolumeData inVol;
in>>inVol.Name;
in>>inVol.FileType;
int num_files;
in>>num_files;
for(int f=0; f<num_files; f++)
{
//get the file name
in>>c;
QString relativePath = QString(c);
QString fullPath = projectDir.absoluteFilePath(relativePath);
inVol.Filenames.push_back(string(fullPath.toAscii()));
}
in>>inVol.Dim.x;
in>>inVol.Dim.y;
in>>inVol.Dim.z;
in>>inVol.HeaderSize;
in>>inVol.BitType;
in>>inVol.ExternalComponents;
in>>inVol.ExternalDatatype;
in>>inVol.InternalComponents;
in>>inVol.InternalDatatype;
in>>inVol.Normalized;
//add the volume data structure to the list
if(inVol.FileType == VOLUME_FILE_RAW)
LoadRawVolume(inVol);
if(inVol.FileType == VOLUME_FILE_IMAGES)
LoadImages(inVol);
}
else if(t == OBJECT_TYPE_TEXTURE)
{
TextureData inTex;
in>>inTex.Name;
//read the file name
in>>c;
QString relativePath = QString(c);
QString fullPath = projectDir.absoluteFilePath(relativePath);
inTex.Filename = string(fullPath.toAscii());
in>>inTex.sX;
in>>inTex.sY;
in>>inTex.ExternalComponents;
in>>inTex.ExternalDatatype;
in>>inTex.InternalComponents;
in>>inTex.InternalDatatype;
in>>inTex.Normalized;
//add the texture data structure to the list
LoadTexture(inTex);
TextureList.push_back(inTex);
}
else if(t == OBJECT_TYPE_SHADER)
{
VolumeShader inShader;
in>>inShader.Name;
in>>c;
QString relativePath = QString(c);
QString fullPath = projectDir.absoluteFilePath(relativePath);
inShader.Filename = string(fullPath.toAscii());
ShaderList.push_back(inShader);
}
else if(t == OBJECT_TYPE_SOURCE)
{
VolumeSource inSource;
in>>inSource.Name;
point3D<float> position;
point3D<float> lookat;
vector3D<float> up;
in>>position.x;
in>>position.y;
in>>position.z;
in>>lookat.x;
in>>lookat.y;
in>>lookat.z;
in>>up.x;
in>>up.y;
in>>up.z;
inSource.S.setPosition(position);
inSource.S.LookAt(lookat, up);
SourceList.push_back(inSource);
}
}
//close the file
in.close();
//reload everything
ReloadShaders();
}