1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | /* |
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3 | * ---------------------------------------------------------------------- |
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4 | * VolumeRenderer.cpp : VolumeRenderer class for volume visualization |
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5 | * |
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6 | * ====================================================================== |
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7 | * AUTHOR: Wei Qiao <qiaow@purdue.edu> |
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8 | * Purdue Rendering and Perceptualization Lab (PURPL) |
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9 | * |
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10 | * Copyright (c) 2004-2013 HUBzero Foundation, LLC |
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11 | * |
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12 | * See the file "license.terms" for information on usage and |
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13 | * redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES. |
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14 | * ====================================================================== |
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15 | */ |
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16 | #include <stdlib.h> |
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17 | #include <float.h> |
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18 | |
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19 | #include <vector> |
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20 | |
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21 | #include <GL/glew.h> |
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22 | |
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23 | #include <vrmath/Vector3f.h> |
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24 | #include <vrmath/Vector4f.h> |
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25 | #include <vrmath/Matrix4x4d.h> |
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26 | #include <vrmath/BBox.h> |
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27 | |
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28 | #include "nanovis.h" |
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29 | #include "VolumeRenderer.h" |
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30 | #include "Plane.h" |
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31 | #include "ConvexPolygon.h" |
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32 | #include "StdVertexShader.h" |
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33 | #include "Trace.h" |
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34 | |
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35 | using namespace nv; |
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36 | using namespace vrmath; |
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37 | |
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38 | VolumeRenderer::VolumeRenderer() |
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39 | { |
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40 | initShaders(); |
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41 | |
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42 | _volumeInterpolator = new VolumeInterpolator(); |
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43 | } |
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44 | |
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45 | VolumeRenderer::~VolumeRenderer() |
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46 | { |
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47 | delete _cutplaneShader; |
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48 | delete _zincBlendeShader; |
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49 | delete _regularVolumeShader; |
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50 | delete _stdVertexShader; |
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51 | delete _volumeInterpolator; |
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52 | } |
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53 | |
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54 | //initialize the volume shaders |
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55 | void VolumeRenderer::initShaders() |
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56 | { |
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57 | _cutplaneShader = new Shader(); |
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58 | _cutplaneShader->loadVertexProgram("cutplane_vp.cg"); |
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59 | _cutplaneShader->loadFragmentProgram("cutplane_fp.cg"); |
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60 | |
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61 | //standard vertex program |
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62 | _stdVertexShader = new StdVertexShader(); |
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63 | |
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64 | //volume rendering shader: one cubic volume |
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65 | _regularVolumeShader = new RegularVolumeShader(); |
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66 | |
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67 | //volume rendering shader: one zincblende orbital volume. |
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68 | //This shader renders one orbital of the simulation. |
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69 | //A sim has S, P, D, SS orbitals. thus a full rendering requires 4 zincblende orbital volumes. |
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70 | //A zincblende orbital volume is decomposed into 2 "interlocking" cubic 4-component volumes and passed to the shader. |
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71 | //We render each orbital with independent transfer functions then blend the result. |
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72 | // |
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73 | //The engine is already capable of rendering multiple volumes and combine them. Thus, we just invoke this shader on |
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74 | //S, P, D and SS orbitals with different transfor functions. The result is a multi-orbital rendering. |
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75 | _zincBlendeShader = new ZincBlendeVolumeShader(); |
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76 | } |
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77 | |
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78 | struct SortElement { |
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79 | float z; |
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80 | int volumeId; |
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81 | int sliceId; |
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82 | |
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83 | SortElement(float _z, int _v, int _s) : |
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84 | z(_z), |
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85 | volumeId(_v), |
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86 | sliceId(_s) |
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87 | {} |
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88 | }; |
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89 | |
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90 | static int sliceSort(const void *a, const void *b) |
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91 | { |
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92 | if ((*((SortElement*)a)).z > (*((SortElement*)b)).z) |
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93 | return 1; |
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94 | else |
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95 | return -1; |
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96 | } |
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97 | |
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98 | void |
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99 | VolumeRenderer::renderAll() |
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100 | { |
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101 | size_t total_rendered_slices = 0; |
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102 | |
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103 | if (_volumeInterpolator->isStarted()) { |
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104 | #ifdef notdef |
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105 | ani_vol = _volumeInterpolator->getVolume(); |
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106 | ani_tf = ani_vol->transferFunction(); |
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107 | #endif |
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108 | TRACE("VOLUME INTERPOLATOR IS STARTED ----------------------------"); |
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109 | } |
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110 | // Determine the volumes that are to be rendered. |
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111 | std::vector<Volume *> volumes; |
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112 | for (NanoVis::VolumeHashmap::iterator itr = NanoVis::volumeTable.begin(); |
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113 | itr != NanoVis::volumeTable.end(); ++itr) { |
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114 | Volume *volume = itr->second; |
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115 | if (!volume->visible()) { |
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116 | continue; // Skip this volume |
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117 | } |
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118 | // BE CAREFUL: Set the number of slices to something slightly |
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119 | // different for each volume. If we have identical volumes at exactly |
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120 | // the same position with exactly the same number of slices, the |
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121 | // second volume will overwrite the first, so the first won't appear |
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122 | // at all. |
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123 | volumes.push_back(volume); |
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124 | volume->numSlices(256 - volumes.size()); |
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125 | } |
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126 | |
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127 | glPushAttrib(GL_ENABLE_BIT); |
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128 | |
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129 | //two dimension pointer array |
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130 | ConvexPolygon ***polys = new ConvexPolygon**[volumes.size()]; |
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131 | //number of actual slices for each volume |
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132 | size_t *actual_slices = new size_t[volumes.size()]; |
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133 | float *z_steps = new float[volumes.size()]; |
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134 | float *sampleRatios = new float[volumes.size()]; |
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135 | Vector4f *objPlaneS = new Vector4f[volumes.size()]; |
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136 | Vector4f *objPlaneT = new Vector4f[volumes.size()]; |
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137 | Vector4f *objPlaneR = new Vector4f[volumes.size()]; |
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138 | |
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139 | TRACE("start loop %d", volumes.size()); |
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140 | for (size_t i = 0; i < volumes.size(); i++) { |
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141 | Volume *volume = volumes[i]; |
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142 | polys[i] = NULL; |
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143 | actual_slices[i] = 0; |
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144 | |
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145 | int n_slices = volume->numSlices(); |
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146 | if (volume->isosurface()) { |
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147 | // double the number of slices |
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148 | n_slices <<= 1; |
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149 | } |
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150 | |
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151 | // Get any additional transforms on Volume |
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152 | Vector3f volPos = volume->getPosition(); |
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153 | Vector3f volScale = volume->getScale(); |
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154 | // Get world coords of volume bbox |
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155 | double x0 = volume->xAxis.min(); |
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156 | double y0 = volume->yAxis.min(); |
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157 | double z0 = volume->zAxis.min(); |
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158 | double x1 = volume->xAxis.max(); |
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159 | double y1 = volume->yAxis.max(); |
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160 | double z1 = volume->zAxis.max(); |
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161 | Vector3f worldMin(x0, y0, z0); |
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162 | Vector3f worldMax(x1, y1, z1); |
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163 | |
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164 | float edgeLengthX = volume->xAxis.length(); |
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165 | float edgeLengthY = volume->yAxis.length(); |
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166 | float edgeLengthZ = volume->zAxis.length(); |
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167 | // Texgen planes |
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168 | objPlaneS[i].set(1./edgeLengthX, 0, 0, -volume->xAxis.min()/edgeLengthX); |
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169 | objPlaneT[i].set(0, 1./edgeLengthY, 0, -volume->yAxis.min()/edgeLengthY); |
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170 | objPlaneR[i].set(0, 0, 1./edgeLengthZ, -volume->zAxis.min()/edgeLengthZ); |
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171 | |
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172 | Matrix4x4d model_view_no_trans, model_view_trans; |
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173 | Matrix4x4d model_view_no_trans_inverse, model_view_trans_inverse; |
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174 | |
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175 | //initialize volume plane with world coordinates |
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176 | nv::Plane volume_planes[6]; |
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177 | volume_planes[0].setCoeffs( 1, 0, 0, -x0); |
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178 | volume_planes[1].setCoeffs(-1, 0, 0, x1); |
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179 | volume_planes[2].setCoeffs( 0, 1, 0, -y0); |
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180 | volume_planes[3].setCoeffs( 0, -1, 0, y1); |
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181 | volume_planes[4].setCoeffs( 0, 0, 1, -z0); |
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182 | volume_planes[5].setCoeffs( 0, 0, -1, z1); |
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183 | |
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184 | TRACE("VOL POS: %g %g %g", |
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185 | volPos.x, volPos.y, volPos.z); |
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186 | TRACE("VOL SCALE: %g %g %g", |
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187 | volScale.x, volScale.y, volScale.z); |
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188 | |
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189 | //get modelview matrix with no translation |
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190 | glPushMatrix(); |
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191 | glScalef(volScale.x, volScale.y, volScale.z); |
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192 | |
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193 | glEnable(GL_DEPTH_TEST); |
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194 | |
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195 | GLdouble mv_no_trans[16]; |
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196 | glGetDoublev(GL_MODELVIEW_MATRIX, mv_no_trans); |
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197 | |
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198 | model_view_no_trans = Matrix4x4d(mv_no_trans); |
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199 | model_view_no_trans_inverse = model_view_no_trans.inverse(); |
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200 | |
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201 | glPopMatrix(); |
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202 | |
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203 | //get modelview matrix with translation |
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204 | glPushMatrix(); |
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205 | glTranslatef(volPos.x, volPos.y, volPos.z); |
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206 | glScalef(volScale.x, volScale.y, volScale.z); |
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207 | |
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208 | GLdouble mv_trans[16]; |
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209 | glGetDoublev(GL_MODELVIEW_MATRIX, mv_trans); |
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210 | |
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211 | model_view_trans = Matrix4x4d(mv_trans); |
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212 | model_view_trans_inverse = model_view_trans.inverse(); |
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213 | |
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214 | model_view_trans.print(); |
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215 | |
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216 | //draw volume bounding box with translation (the correct location in |
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217 | //space) |
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218 | if (volume->outline()) { |
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219 | float olcolor[3]; |
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220 | volume->getOutlineColor(olcolor); |
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221 | drawBoundingBox(x0, y0, z0, x1, y1, z1, |
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222 | olcolor[0], olcolor[1], olcolor[2], |
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223 | 1.5); |
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224 | } |
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225 | glPopMatrix(); |
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226 | |
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227 | // transform volume_planes to eye coordinates. |
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228 | // Need to transform without translation since we don't want |
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229 | // to translate plane normals, just rotate them |
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230 | for (size_t j = 0; j < 6; j++) { |
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231 | volume_planes[j].transform(model_view_no_trans); |
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232 | } |
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233 | Vector3f eyeMin, eyeMax; |
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234 | double zNear, zFar; |
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235 | getEyeSpaceBounds(worldMin, worldMax, |
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236 | model_view_no_trans, |
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237 | eyeMin, eyeMax); |
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238 | zNear = eyeMax.z; |
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239 | zFar = eyeMin.z; |
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240 | |
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241 | //compute actual rendering slices |
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242 | float z_step = fabs(zNear-zFar)/n_slices; |
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243 | z_steps[i] = z_step; |
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244 | size_t n_actual_slices; |
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245 | |
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246 | if (volume->dataEnabled()) { |
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247 | if (z_step == 0.0f) |
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248 | n_actual_slices = 1; |
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249 | else |
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250 | n_actual_slices = (int)(fabs(zNear-zFar)/z_step + 1); |
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251 | polys[i] = new ConvexPolygon*[n_actual_slices]; |
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252 | } else { |
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253 | n_actual_slices = 0; |
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254 | polys[i] = NULL; |
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255 | } |
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256 | actual_slices[i] = n_actual_slices; |
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257 | |
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258 | TRACE("near: %g far: %g eye space bounds: (%g,%g)-(%g,%g) z_step: %g slices: %d", |
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259 | zNear, zFar, eyeMin.x, eyeMax.x, eyeMin.y, eyeMax.y, z_step, n_actual_slices); |
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260 | |
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261 | // Compute opacity correction sample ratios |
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262 | float defDist = z_step == 0.0f ? 1.0 : z_step; |
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263 | float sampleDistX = (volume->width() > 1) ? edgeLengthX / (volume->width()-1) : defDist; |
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264 | float sampleDistY = (volume->height() > 1) ? edgeLengthY / (volume->height()-1) : defDist; |
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265 | float sampleDistZ = (volume->depth() > 1) ? edgeLengthZ / (volume->depth()-1) : defDist; |
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266 | sampleDistX *= volScale.x; |
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267 | sampleDistY *= volScale.y; |
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268 | sampleDistZ *= volScale.z; |
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269 | BBox voxelIn, voxelOut; |
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270 | voxelIn.min.set(0,0,0); |
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271 | voxelIn.max.set(sampleDistX, sampleDistY, sampleDistZ); |
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272 | getEyeSpaceBounds(voxelIn.min, voxelIn.max, model_view_no_trans, voxelOut.min, voxelOut.max); |
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273 | sampleRatios[i] = z_step / (voxelOut.max.z - voxelOut.min.z); |
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274 | |
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275 | Vector4f vert1, vert2, vert3, vert4; |
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276 | |
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277 | // Render cutplanes first with depth test enabled. They will mark the |
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278 | // image with their depth values. Then we render other volume slices. |
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279 | // These volume slices will be occluded correctly by the cutplanes and |
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280 | // vice versa. |
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281 | |
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282 | for (int j = 0; j < volume->getCutplaneCount(); j++) { |
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283 | if (!volume->cutplanesVisible() || !volume->isCutplaneEnabled(j)) { |
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284 | continue; |
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285 | } |
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286 | Vector4f texcoord1, texcoord2, texcoord3, texcoord4; |
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287 | float offset = volume->getCutplane(j)->offset; |
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288 | int axis = volume->getCutplane(j)->orient; |
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289 | |
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290 | switch (axis) { |
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291 | case CutPlane::X_AXIS: // YZ plane |
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292 | vert1 = Vector4f(x0 + offset * (x1 - x0), y0, z0, 1); |
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293 | vert2 = Vector4f(x0 + offset * (x1 - x0), y1, z0, 1); |
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294 | vert3 = Vector4f(x0 + offset * (x1 - x0), y1, z1, 1); |
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295 | vert4 = Vector4f(x0 + offset * (x1 - x0), y0, z1, 1); |
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296 | texcoord1 = Vector4f(offset, 0, 0, 1); |
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297 | texcoord2 = Vector4f(offset, 1, 0, 1); |
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298 | texcoord3 = Vector4f(offset, 1, 1, 1); |
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299 | texcoord4 = Vector4f(offset, 0, 1, 1); |
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300 | break; |
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301 | case CutPlane::Y_AXIS: // XZ plane |
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302 | vert1 = Vector4f(x0, y0 + offset * (y1 - y0), z0, 1); |
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303 | vert2 = Vector4f(x1, y0 + offset * (y1 - y0), z0, 1); |
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304 | vert3 = Vector4f(x1, y0 + offset * (y1 - y0), z1, 1); |
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305 | vert4 = Vector4f(x0, y0 + offset * (y1 - y0), z1, 1); |
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306 | texcoord1 = Vector4f(0, offset, 0, 1); |
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307 | texcoord2 = Vector4f(1, offset, 0, 1); |
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308 | texcoord3 = Vector4f(1, offset, 1, 1); |
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309 | texcoord4 = Vector4f(0, offset, 1, 1); |
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310 | break; |
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311 | case CutPlane::Z_AXIS: // XY plane |
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312 | default: |
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313 | vert1 = Vector4f(x0, y0, z0 + offset * (z1 - z0), 1); |
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314 | vert2 = Vector4f(x1, y0, z0 + offset * (z1 - z0), 1); |
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315 | vert3 = Vector4f(x1, y1, z0 + offset * (z1 - z0), 1); |
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316 | vert4 = Vector4f(x0, y1, z0 + offset * (z1 - z0), 1); |
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317 | texcoord1 = Vector4f(0, 0, offset, 1); |
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318 | texcoord2 = Vector4f(1, 0, offset, 1); |
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319 | texcoord3 = Vector4f(1, 1, offset, 1); |
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320 | texcoord4 = Vector4f(0, 1, offset, 1); |
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321 | break; |
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322 | } |
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323 | |
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324 | _cutplaneShader->bind(); |
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325 | _cutplaneShader->setFPTextureParameter("volume", volume->textureID()); |
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326 | _cutplaneShader->setFPTextureParameter("tf", volume->transferFunction()->id()); |
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327 | |
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328 | glPushMatrix(); |
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329 | glTranslatef(volPos.x, volPos.y, volPos.z); |
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330 | glScalef(volScale.x, volScale.y, volScale.z); |
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331 | _cutplaneShader->setGLStateMatrixVPParameter("modelViewProjMatrix", |
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332 | Shader::MODELVIEW_PROJECTION_MATRIX); |
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333 | glPopMatrix(); |
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334 | |
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335 | glEnable(GL_DEPTH_TEST); |
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336 | glDisable(GL_BLEND); |
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337 | |
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338 | glBegin(GL_QUADS); |
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339 | glTexCoord3f(texcoord1.x, texcoord1.y, texcoord1.z); |
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340 | glVertex3f(vert1.x, vert1.y, vert1.z); |
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341 | glTexCoord3f(texcoord2.x, texcoord2.y, texcoord2.z); |
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342 | glVertex3f(vert2.x, vert2.y, vert2.z); |
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343 | glTexCoord3f(texcoord3.x, texcoord3.y, texcoord3.z); |
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344 | glVertex3f(vert3.x, vert3.y, vert3.z); |
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345 | glTexCoord3f(texcoord4.x, texcoord4.y, texcoord4.z); |
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346 | glVertex3f(vert4.x, vert4.y, vert4.z); |
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347 | glEnd(); |
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348 | |
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349 | glDisable(GL_DEPTH_TEST); |
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350 | _cutplaneShader->disableFPTextureParameter("tf"); |
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351 | _cutplaneShader->disableFPTextureParameter("volume"); |
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352 | _cutplaneShader->unbind(); |
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353 | } //done cutplanes |
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354 | |
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355 | // Now prepare proxy geometry slices |
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356 | |
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357 | // Initialize view-aligned quads with eye space bounds of |
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358 | // volume |
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359 | vert1 = Vector4f(eyeMin.x, eyeMin.y, zFar, 1); |
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360 | vert2 = Vector4f(eyeMax.x, eyeMin.y, zFar, 1); |
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361 | vert3 = Vector4f(eyeMax.x, eyeMax.y, zFar, 1); |
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362 | vert4 = Vector4f(eyeMin.x, eyeMax.y, zFar, 1); |
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363 | |
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364 | size_t counter = 0; |
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365 | |
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366 | // Transform slices and store them |
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367 | float slice_z; |
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368 | for (size_t j = 0; j < n_actual_slices; j++) { |
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369 | slice_z = zFar + j * z_step; //back to front |
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370 | |
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371 | ConvexPolygon *poly = new ConvexPolygon(); |
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372 | polys[i][counter] = poly; |
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373 | counter++; |
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374 | |
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375 | poly->vertices.clear(); |
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376 | poly->setId(i); |
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377 | |
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378 | // Set eye space Z-coordinate of slice |
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379 | vert1.z = slice_z; |
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380 | vert2.z = slice_z; |
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381 | vert3.z = slice_z; |
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382 | vert4.z = slice_z; |
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383 | |
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384 | poly->appendVertex(vert1); |
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385 | poly->appendVertex(vert2); |
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386 | poly->appendVertex(vert3); |
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387 | poly->appendVertex(vert4); |
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388 | |
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389 | for (size_t k = 0; k < 6; k++) { |
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390 | if (!poly->clip(volume_planes[k], false)) |
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391 | break; |
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392 | } |
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393 | |
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394 | if (poly->vertices.size() >= 3) { |
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395 | poly->transform(model_view_no_trans_inverse); |
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396 | poly->transform(model_view_trans); |
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397 | total_rendered_slices++; |
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398 | } |
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399 | } |
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400 | } //iterate all volumes |
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401 | TRACE("end loop"); |
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402 | |
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403 | // We sort all the polygons according to their eye-space depth, from |
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404 | // farthest to the closest. This step is critical for correct blending |
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405 | |
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406 | SortElement *slices = (SortElement *) |
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407 | malloc(sizeof(SortElement) * total_rendered_slices); |
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408 | |
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409 | size_t counter = 0; |
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410 | for (size_t i = 0; i < volumes.size(); i++) { |
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411 | for (size_t j = 0; j < actual_slices[i]; j++) { |
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412 | if (polys[i][j]->vertices.size() >= 3) { |
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413 | slices[counter] = SortElement(polys[i][j]->vertices[0].z, i, j); |
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414 | counter++; |
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415 | } |
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416 | } |
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417 | } |
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418 | |
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419 | //sort them |
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420 | qsort(slices, total_rendered_slices, sizeof(SortElement), sliceSort); |
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421 | |
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422 | //Now we are ready to render all the slices from back to front |
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423 | glEnable(GL_DEPTH_TEST); |
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424 | // Non pre-multiplied alpha |
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425 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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426 | glEnable(GL_BLEND); |
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427 | |
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428 | for (size_t i = 0; i < total_rendered_slices; i++) { |
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429 | int volIdx = slices[i].volumeId; |
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430 | int sliceIdx = slices[i].sliceId; |
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431 | ConvexPolygon *currentSlice = polys[volIdx][sliceIdx]; |
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432 | |
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433 | Volume *volume = volumes[volIdx]; |
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434 | Vector3f volPos = volume->getPosition(); |
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435 | Vector3f volScale = volume->getScale(); |
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436 | |
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437 | glPushMatrix(); |
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438 | glTranslatef(volPos.x, volPos.y, volPos.z); |
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439 | glScalef(volScale.x, volScale.y, volScale.z); |
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440 | |
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441 | #ifdef notdef |
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442 | float z_step = z_steps[volIdx]; |
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443 | TRACE("shading slice: volume %s addr=%x slice=%d, volume=%d z_step=%g sampleRatio=%g", |
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444 | volume->name(), volume, sliceIdx, volIdx, z_step, sampleRatios[volIdx]); |
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445 | #endif |
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446 | activateVolumeShader(volume, objPlaneS[volIdx], objPlaneT[volIdx], objPlaneR[volIdx], false, sampleRatios[volIdx]); |
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447 | glPopMatrix(); |
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448 | |
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449 | glBegin(GL_POLYGON); |
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450 | currentSlice->emit(false); |
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451 | glEnd(); |
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452 | |
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453 | deactivateVolumeShader(); |
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454 | } |
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455 | |
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456 | glPopAttrib(); |
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457 | |
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458 | //Deallocate all the memory used |
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459 | for (size_t i = 0; i < volumes.size(); i++) { |
---|
460 | for (size_t j = 0; j <actual_slices[i]; j++) { |
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461 | delete polys[i][j]; |
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462 | } |
---|
463 | if (polys[i]) { |
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464 | delete[] polys[i]; |
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465 | } |
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466 | } |
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467 | delete[] polys; |
---|
468 | delete[] actual_slices; |
---|
469 | delete[] z_steps; |
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470 | delete[] objPlaneS; |
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471 | delete[] objPlaneT; |
---|
472 | delete[] objPlaneR; |
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473 | delete[] sampleRatios; |
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474 | free(slices); |
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475 | } |
---|
476 | |
---|
477 | void |
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478 | VolumeRenderer::drawBoundingBox(float x0, float y0, float z0, |
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479 | float x1, float y1, float z1, |
---|
480 | float r, float g, float b, |
---|
481 | float lineWidth) |
---|
482 | { |
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483 | glPushAttrib(GL_ENABLE_BIT); |
---|
484 | |
---|
485 | glEnable(GL_DEPTH_TEST); |
---|
486 | glDisable(GL_TEXTURE_2D); |
---|
487 | glEnable(GL_BLEND); |
---|
488 | |
---|
489 | glMatrixMode(GL_MODELVIEW); |
---|
490 | glPushMatrix(); |
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491 | |
---|
492 | glColor4d(r, g, b, 1.0); |
---|
493 | glLineWidth(lineWidth); |
---|
494 | |
---|
495 | glBegin(GL_LINE_LOOP); |
---|
496 | { |
---|
497 | glVertex3d(x0, y0, z0); |
---|
498 | glVertex3d(x1, y0, z0); |
---|
499 | glVertex3d(x1, y1, z0); |
---|
500 | glVertex3d(x0, y1, z0); |
---|
501 | } |
---|
502 | glEnd(); |
---|
503 | |
---|
504 | glBegin(GL_LINE_LOOP); |
---|
505 | { |
---|
506 | glVertex3d(x0, y0, z1); |
---|
507 | glVertex3d(x1, y0, z1); |
---|
508 | glVertex3d(x1, y1, z1); |
---|
509 | glVertex3d(x0, y1, z1); |
---|
510 | } |
---|
511 | glEnd(); |
---|
512 | |
---|
513 | glBegin(GL_LINE_LOOP); |
---|
514 | { |
---|
515 | glVertex3d(x0, y0, z0); |
---|
516 | glVertex3d(x0, y0, z1); |
---|
517 | glVertex3d(x0, y1, z1); |
---|
518 | glVertex3d(x0, y1, z0); |
---|
519 | } |
---|
520 | glEnd(); |
---|
521 | |
---|
522 | glBegin(GL_LINE_LOOP); |
---|
523 | { |
---|
524 | glVertex3d(x1, y0, z0); |
---|
525 | glVertex3d(x1, y0, z1); |
---|
526 | glVertex3d(x1, y1, z1); |
---|
527 | glVertex3d(x1, y1, z0); |
---|
528 | } |
---|
529 | glEnd(); |
---|
530 | |
---|
531 | glPopMatrix(); |
---|
532 | glPopAttrib(); |
---|
533 | } |
---|
534 | |
---|
535 | void |
---|
536 | VolumeRenderer::activateVolumeShader(Volume *volume, |
---|
537 | Vector4f& objPlaneS, |
---|
538 | Vector4f& objPlaneT, |
---|
539 | Vector4f& objPlaneR, |
---|
540 | bool sliceMode, |
---|
541 | float sampleRatio) |
---|
542 | { |
---|
543 | //vertex shader |
---|
544 | _stdVertexShader->bind(objPlaneS, objPlaneT, objPlaneR); |
---|
545 | TransferFunction *transferFunc = volume->transferFunction(); |
---|
546 | if (volume->volumeType() == Volume::CUBIC) { |
---|
547 | _regularVolumeShader->bind(transferFunc->id(), volume, sliceMode, sampleRatio); |
---|
548 | } else if (volume->volumeType() == Volume::ZINCBLENDE) { |
---|
549 | _zincBlendeShader->bind(transferFunc->id(), volume, sliceMode, sampleRatio); |
---|
550 | } |
---|
551 | } |
---|
552 | |
---|
553 | void VolumeRenderer::deactivateVolumeShader() |
---|
554 | { |
---|
555 | _stdVertexShader->unbind(); |
---|
556 | _regularVolumeShader->unbind(); |
---|
557 | _zincBlendeShader->unbind(); |
---|
558 | } |
---|
559 | |
---|
560 | void VolumeRenderer::getEyeSpaceBounds(const Vector3f& worldMin, |
---|
561 | const Vector3f& worldMax, |
---|
562 | const Matrix4x4d& modelViewMatrix, |
---|
563 | Vector3f& eyeMin, Vector3f& eyeMax) |
---|
564 | { |
---|
565 | BBox bbox(worldMin, worldMax); |
---|
566 | |
---|
567 | bbox.transform(bbox, modelViewMatrix); |
---|
568 | |
---|
569 | eyeMin = bbox.min; |
---|
570 | eyeMax = bbox.max; |
---|
571 | } |
---|