/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ /* * ---------------------------------------------------------------------- * Volume.h: 3d volume class * * ====================================================================== * AUTHOR: Wei Qiao * Purdue Rendering and Perceptualization Lab (PURPL) * * Copyright (c) 2004-2012 HUBzero Foundation, LLC * * See the file "license.terms" for information on usage and * redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES. * ====================================================================== */ #ifndef VOLUME_H #define VOLUME_H #include #include #include #include #include "Texture3D.h" #include "AxisRange.h" #include "TransferFunction.h" struct CutPlane { /// orientation - 1: xy slice, 2: yz slice, 3: xz slice int orient; float offset; ///< normalized offset [0,1] in the volume bool enabled; CutPlane(int _orient, float _offset) : orient(_orient), offset(_offset), enabled(true) { } }; class VolumeInterpolator; class Volume { public: enum VolumeType { CUBIC, VOLQD, ZINCBLENDE }; /** * \brief Volume data constructor * * Represents a 3D regular grid with uniform spacing along * each axis. Sample spacing may differ between X, Y and Z * * \param x X location * \param y Y location * \param z Z location * \param width Number of samples in X * \param height Number of samples in Y * \param depth Number of samples in Z * \param numComponents Number of components per sample * \param data width * height * depth * numComponent sample array * \param vmin Scalar value minimum * \param vmax Scalar value maximum * \param nonZeroMin Scalar minimum which is greater than zero */ Volume(float x, float y, float z, int width, int height, int depth, int numComponents, float *data, double vmin, double vmax, double nonZeroMin); virtual ~Volume(); int width() const { return _width; } int height() const { return _height; } int depth() const { return _depth; } void visible(bool value) { _enabled = value; } bool visible() const { return _enabled; } void location(const vrmath::Vector3f& loc) { _location = loc; } vrmath::Vector3f location() const { return _location; } int isosurface() const { return _isosurface; } void isosurface(int iso) { _isosurface = iso; } int numComponents() const { return _numComponents; } double nonZeroMin() const { return _nonZeroMin; } int volumeType() const { return _volumeType; } const float *data() const { return _data; } const Texture3D *tex() const { return _tex; } int numSlices() const { return _numSlices; } void numSlices(int n) { _numSlices = n; } // methods related to cutplanes /// add a plane and returns its index int addCutplane(int orientation, float location); void enableCutplane(int index); void disableCutplane(int index); void moveCutplane(int index, float location); CutPlane *getCutplane(int index); /// returns the number of cutplanes in the volume int getCutplaneCount(); /// check if a cutplane is enabled bool isCutplaneEnabled(int index) const; // methods related to shading. These parameters are per volume /// Get ambient coefficient float ambient() const { return _ambient; } /// Set ambient coefficient [0,1] void ambient(float value) { if (value < 0.0f) value = 0.0f; if (value > 1.0f) value = 1.0f; _ambient = value; } /// Get diffuse coefficient float diffuse() const { return _diffuse; } /// Set diffuse coefficient [0,1] void diffuse(float value) { if (value < 0.0f) value = 0.0f; if (value > 1.0f) value = 1.0f; _diffuse = value; } /// Get specular coefficient float specularLevel() const { return _specular; } /// Set specular coefficient [0,1] void specularLevel(float value) { if (value < 0.0f) value = 0.0f; if (value > 1.0f) value = 1.0f; _specular = value; } /// Get specular exponent float specularExponent() const { return _specularExp; } /// Set specular exponent [0,128] void specularExponent(float value) { if (value < 0.0f) value = 0.0f; if (value > 128.0f) value = 128.0f; _specularExp = value; } bool twoSidedLighting() const { return _lightTwoSide; } void twoSidedLighting(bool value) { _lightTwoSide = value; } float opacityScale() const { return _opacityScale; } void opacityScale(float value) { _opacityScale = value; } void dataEnabled(bool value) { _dataEnabled = value; } bool dataEnabled() const { return _dataEnabled; } void outline(bool value) { _outlineEnabled = value; } bool outline() { return _outlineEnabled; } TransferFunction *transferFunction() { return _tfPtr; } void transferFunction(TransferFunction *tfPtr) { _tfPtr = tfPtr; } void setOutlineColor(float *rgb); void getOutlineColor(float *rgb); vrmath::Vector3f getPhysicalScaling() const { vrmath::Vector3f scale; scale.x = 1; scale.y = yAxis.length() / xAxis.length(); scale.z = zAxis.length() / xAxis.length(); return scale; } void getWorldSpaceBounds(vrmath::Vector3f& bboxMin, vrmath::Vector3f& bboxMax) const; double sampleDistanceX() const { return (xAxis.length() / ((double)_width-1.0)); } double sampleDistanceY() const { return (yAxis.length() / ((double)_height-1.0)); } double sampleDistanceZ() const { if (_depth == 1) return sampleDistanceX(); return (zAxis.length() / ((double)_depth-1.0)); } const char *name() const { return _name; } void name(const char *name) { _name = name; } GLuint textureID() const { return _id; } AxisRange xAxis, yAxis, zAxis, wAxis; static bool updatePending; static double valueMin, valueMax; friend class VolumeInterpolator; protected: float *data() { return _data; } Texture3D *tex() { return _tex; } GLuint _id; ///< OpenGL textue identifier (==_tex->id) // Width, height and depth are point resolution, NOT physical // units /// The resolution of the data (how many points in X direction) int _width; /// The resolution of the data (how many points in Y direction) int _height; /// The resolution of the data (how many points in Z direction) int _depth; /** * This is the designated transfer function to use to * render this volume. */ TransferFunction *_tfPtr; float _ambient; ///< Ambient material coefficient float _diffuse; ///< Diffuse material coefficient float _specular; ///< Specular level material coefficient float _specularExp; ///< Specular exponent bool _lightTwoSide; ///< Two-sided lighting flag /** * The scale multiplied to the opacity assigned by the * transfer function. Rule of thumb: higher opacity_scale * the object is to appear like plastic */ float _opacityScale; const char *_name; float *_data; int _numComponents; double _nonZeroMin; std::vector _plane; ///< cut planes Texture3D *_tex; ///< OpenGL texture storing the volume vrmath::Vector3f _location; /** * Number of slices when rendered. The greater * the better quality, lower speed. */ int _numSlices; bool _enabled; bool _dataEnabled; ///< show/hide cloud of volume data bool _outlineEnabled; ///< show/hide outline around volume float _outlineColor[3]; ///< color for outline around volume int _volumeType; ///< cubic or zincblende int _isosurface; }; inline int Volume::addCutplane(int orientation, float location) { _plane.push_back(CutPlane(orientation, location)); return _plane.size() - 1; } inline void Volume::enableCutplane(int index) { //assert(index < plane.size()); _plane[index].enabled = true; } inline void Volume::disableCutplane(int index) { //assert(index < plane.size()); _plane[index].enabled = false; } inline void Volume::moveCutplane(int index, float location) { //assert(index < plane.size()); _plane[index].offset = location; } inline CutPlane * Volume::getCutplane(int index) { //assert(index < plane.size()); return &_plane[index]; } inline int Volume::getCutplaneCount() { return _plane.size(); } inline bool Volume::isCutplaneEnabled(int index) const { //assert(index < plane.size()); return _plane[index].enabled; } inline void Volume::setOutlineColor(float *rgb) { memcpy(_outlineColor, rgb, sizeof(float)*3); } inline void Volume::getOutlineColor(float *rgb) { memcpy(rgb, _outlineColor, sizeof(float)*3); } #endif