source: trunk/vizservers/nanovis/VolumeRenderer.cpp @ 749

Last change on this file since 749 was 617, checked in by vrinside, 17 years ago

Added new zinc blende renderer - It is still needed to compare with unicell based simulation data.
Removed tentatively used class, NvVolQDVolumeShader,NvVolQDVolume
Moved Font.bmp into resources directory

File size: 26.0 KB
Line 
1/*
2 * ----------------------------------------------------------------------
3 * VolumeRenderer.cpp : VolumeRenderer class for volume visualization
4 *
5 * ======================================================================
6 *  AUTHOR:  Wei Qiao <qiaow@purdue.edu>
7 *           Purdue Rendering and Perceptualization Lab (PURPL)
8 *
9 *  Copyright (c) 2004-2006  Purdue Research Foundation
10 *
11 *  See the file "license.terms" for information on usage and
12 *  redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES.
13 * ======================================================================
14 */
15
16#include <R2/R2string.h>
17#include <R2/R2FilePath.h>
18#include "VolumeRenderer.h"
19#include "NvStdVertexShader.h"
20
21
22VolumeRenderer::VolumeRenderer():
23  n_volumes(0),
24  slice_mode(false),
25  volume_mode(true)
26{
27    volume.clear();
28    tf.clear();
29
30    init_shaders();
31
32    R2string path = R2FilePath::getInstance()->getPath("Font.bmp");
33    init_font((const char*) path);
34}
35
36VolumeRenderer::~VolumeRenderer()
37{
38    delete _zincBlendeShader;
39    delete _regularVolumeShader;
40    delete _stdVertexShader;
41}
42
43//initialize the volume shaders
44void VolumeRenderer::init_shaders(){
45 
46  //standard vertex program
47  _stdVertexShader = new NvStdVertexShader();
48
49  //volume rendering shader: one cubic volume
50  _regularVolumeShader = new NvRegularVolumeShader();
51
52  //volume rendering shader: one zincblende orbital volume.
53  //This shader renders one orbital of the simulation.
54  //A sim has S, P, D, SS orbitals. thus a full rendering requires 4 zincblende orbital volumes.
55  //A zincblende orbital volume is decomposed into 2 "interlocking" cubic 4-component volumes and passed to the shader.
56  //We render each orbital with a independent transfer functions then blend the result.
57  //
58  //The engine is already capable of rendering multiple volumes and combine them. Thus, we just invoke this shader on
59  //S, P, D and SS orbitals with different transfor functions. The result is a multi-orbital rendering.
60  _zincBlendeShader = new NvZincBlendeVolumeShader();
61}
62
63
64int VolumeRenderer::add_volume(Volume* _vol, TransferFunction* _tf){
65
66  int ret = n_volumes;
67
68  volume.push_back(_vol);
69  tf.push_back(_tf);
70
71  n_volumes++;
72
73  return ret;
74}
75
76void
77VolumeRenderer::shade_volume(Volume* _vol, TransferFunction* _tf)
78{
79  for (int i=0; i < volume.size(); i++) {
80    if (volume[i] == _vol) {
81      tf[i] = _tf;
82    }
83  }
84}
85
86TransferFunction*
87VolumeRenderer::get_volume_shading(Volume* _vol)
88{
89  for (int i=0; i < volume.size(); i++) {
90    if (volume[i] == _vol) {
91      return tf[i];
92    }
93  }
94  return NULL;
95}
96
97typedef struct SortElement{
98  float z;
99  int volume_id;
100  int slice_id;
101  SortElement(float _z, int _v, int _s):
102          z(_z), volume_id(_v), slice_id(_s){}
103};
104
105int slice_sort(const void* a, const void* b){
106  if((*((SortElement*)a)).z > (*((SortElement*)b)).z)
107      return 1;
108   else
109      return -1;
110}
111
112
113void VolumeRenderer::render_all()
114{
115  int total_rendered_slices = 0;
116
117  ConvexPolygon*** polys = new ConvexPolygon**[n_volumes];      //two dimension pointer array
118                                                                        //storing the slices
119  int* actual_slices = new int[n_volumes]; //number of actual slices for each volume
120
121  for(int i=0; i<n_volumes; i++){
122    polys[i] = NULL;
123    actual_slices[i] = 0;
124
125    if(!volume[i]->is_enabled())
126      continue; //skip this volume
127
128    int volume_index = i;
129    int n_slices = volume[volume_index]->get_n_slice();
130
131    //volume start location
132    Vector3* location = volume[volume_index]->get_location();
133    Vector4 shift_4d(location->x, location->y, location->z, 0);
134
135    double x0 = 0;
136    double y0 = 0;
137    double z0 = 0;
138
139    Mat4x4 model_view_no_trans, model_view_trans;
140    Mat4x4 model_view_no_trans_inverse, model_view_trans_inverse;
141
142    double zNear, zFar;
143
144    //initialize volume plane with world coordinates
145    Plane volume_planes[6];
146    volume_planes[0].set_coeffs(1, 0, 0, -x0);
147    volume_planes[1].set_coeffs(-1, 0, 0, x0+1);
148    volume_planes[2].set_coeffs(0, 1, 0, -y0);
149    volume_planes[3].set_coeffs(0, -1, 0, y0+1);
150    volume_planes[4].set_coeffs(0, 0, 1, -z0);
151    volume_planes[5].set_coeffs(0, 0, -1, z0+1);
152 
153    //get modelview matrix with no translation
154    glPushMatrix();
155    glScalef(volume[volume_index]->aspect_ratio_width,
156          volume[volume_index]->aspect_ratio_height,
157          volume[volume_index]->aspect_ratio_depth);
158
159    glEnable(GL_DEPTH_TEST);
160
161    GLfloat mv_no_trans[16];
162    glGetFloatv(GL_MODELVIEW_MATRIX, mv_no_trans);
163
164    model_view_no_trans = Mat4x4(mv_no_trans);
165    model_view_no_trans_inverse = model_view_no_trans.inverse();
166
167    glPopMatrix();
168
169    //get modelview matrix with translation
170    glPushMatrix();
171    glTranslatef(shift_4d.x, shift_4d.y, shift_4d.z);
172    glScalef(volume[volume_index]->aspect_ratio_width,
173          volume[volume_index]->aspect_ratio_height,
174          volume[volume_index]->aspect_ratio_depth);
175    GLfloat mv_trans[16];
176    glGetFloatv(GL_MODELVIEW_MATRIX, mv_trans);
177
178    model_view_trans = Mat4x4(mv_trans);
179    model_view_trans_inverse = model_view_trans.inverse();
180
181    //draw volume bounding box with translation (the correct location in space)
182    if (volume[volume_index]->outline_is_enabled()) {
183        float olcolor[3];
184        volume[volume_index]->get_outline_color(olcolor);
185        draw_bounding_box(x0, y0, z0, x0+1, y0+1, z0+1,
186            (double)olcolor[0], (double)olcolor[1], (double)olcolor[2],
187            1.5);
188    }
189    glPopMatrix();
190
191    //draw labels
192    glPushMatrix();
193    glTranslatef(shift_4d.x, shift_4d.y, shift_4d.z);
194    if(volume[i]->outline_is_enabled()) {
195       draw_label(i);
196    }
197    glPopMatrix();
198
199    //transform volume_planes to eye coordinates.
200    for(int i=0; i<6; i++)
201      volume_planes[i].transform(model_view_no_trans);
202    get_near_far_z(mv_no_trans, zNear, zFar);
203
204    //compute actual rendering slices
205    float z_step = fabs(zNear-zFar)/n_slices;           
206    int n_actual_slices;
207
208    if (volume[volume_index]->data_is_enabled()) {
209        n_actual_slices = (int)(fabs(zNear-zFar)/z_step + 1);
210        polys[volume_index] = new ConvexPolygon*[n_actual_slices];
211    } else {
212        n_actual_slices = 0;
213        polys[volume_index] = NULL;
214    }
215    actual_slices[volume_index] = n_actual_slices;
216
217    Vector4 vert1 = (Vector4(-10, -10, -0.5, 1));
218    Vector4 vert2 = (Vector4(-10, +10, -0.5, 1));
219    Vector4 vert3 = (Vector4(+10, +10, -0.5, 1));
220    Vector4 vert4 = (Vector4(+10, -10, -0.5, 1));
221
222   
223    //Render cutplanes first with depth test enabled.
224    //They will mark the image with their depth values. Then we render other volume slices.
225    //These volume slices will be occluded correctly by the cutplanes and vice versa.
226
227    ConvexPolygon static_poly;
228    for(int i=0; i<volume[volume_index]->get_cutplane_count(); i++)
229    {
230      if(!volume[volume_index]->cutplane_is_enabled(i))
231        continue;
232
233      float offset = volume[volume_index]->get_cutplane(i)->offset;
234      int axis = volume[volume_index]->get_cutplane(i)->orient;
235
236      if(axis==3){
237        vert1 = Vector4(-10, -10, offset, 1);
238        vert2 = Vector4(-10, +10, offset, 1);
239        vert3 = Vector4(+10, +10, offset, 1);
240        vert4 = Vector4(+10, -10, offset, 1);
241        //continue;
242      }
243      else if(axis==1){
244        vert1 = Vector4(offset, -10, -10, 1);
245        vert2 = Vector4(offset, +10, -10, 1);
246        vert3 = Vector4(offset, +10, +10, 1);
247        vert4 = Vector4(offset, -10, +10, 1);
248        //continue;
249      }
250      else if(axis==2){
251        vert1 = Vector4(-10, offset, -10, 1);
252        vert2 = Vector4(+10, offset, -10, 1);
253        vert3 = Vector4(+10, offset, +10, 1);
254        vert4 = Vector4(-10, offset, +10, 1);
255        //continue;
256      }
257
258      vert1 = model_view_no_trans.transform(vert1);
259      vert2 = model_view_no_trans.transform(vert2);
260      vert3 = model_view_no_trans.transform(vert3);
261      vert4 = model_view_no_trans.transform(vert4);
262
263      ConvexPolygon* p = &static_poly;
264      p->vertices.clear();
265
266      p->append_vertex(vert1);
267      p->append_vertex(vert2);
268      p->append_vertex(vert3);
269      p->append_vertex(vert4);
270
271      for(int k=0; k<6; k++){
272        p->clip(volume_planes[k], true);
273      }
274
275      p->transform(model_view_no_trans_inverse);
276      p->transform(model_view_trans);
277
278      glPushMatrix();
279      glScalef(volume[volume_index]->aspect_ratio_width, volume[volume_index]->aspect_ratio_height, volume[volume_index]->aspect_ratio_depth);
280
281      activate_volume_shader(volume_index, true);
282      glPopMatrix();
283
284      glEnable(GL_DEPTH_TEST);
285      glDisable(GL_BLEND);
286
287      glBegin(GL_POLYGON);
288        p->Emit(true);
289      glEnd();
290      glDisable(GL_DEPTH_TEST);
291
292      deactivate_volume_shader();
293    } //done cutplanes
294
295   
296    //Now do volume rendering
297
298    vert1 = (Vector4(-10, -10, -0.5, 1));
299    vert2 = (Vector4(-10, +10, -0.5, 1));
300    vert3 = (Vector4(+10, +10, -0.5, 1));
301    vert4 = (Vector4(+10, -10, -0.5, 1));
302
303    int counter = 0;
304   
305    //transform slices and store them
306    float slice_z;
307    for (int i=0; i<n_actual_slices; i++){
308      slice_z = zFar + i * z_step;      //back to front
309
310      ConvexPolygon *poly = new ConvexPolygon();
311      polys[volume_index][counter] = poly;
312      counter++;
313
314      poly->vertices.clear();
315      poly->set_id(volume_index);
316
317      //Setting Z-coordinate
318      vert1.z = slice_z;
319      vert2.z = slice_z;
320      vert3.z = slice_z;
321      vert4.z = slice_z;
322               
323      poly->append_vertex(vert1);
324      poly->append_vertex(vert2);
325      poly->append_vertex(vert3);
326      poly->append_vertex(vert4);
327       
328      for(int k=0; k<6; k++){
329        poly->clip(volume_planes[k], true);
330      }
331
332      poly->transform(model_view_no_trans_inverse);
333      poly->transform(model_view_trans);
334
335      if(poly->vertices.size()>=3)
336        total_rendered_slices++;
337    }
338   
339  } //iterate all volumes
340  //fprintf(stderr, "total slices: %d\n", total_rendered_slices);
341
342  //We sort all the polygons according to their eye-space depth, from farthest to the closest.
343  //This step is critical for correct blending
344
345  SortElement* slices = (SortElement*) malloc(sizeof(SortElement)*total_rendered_slices);
346
347  int counter = 0;
348  for(int i=0; i<n_volumes; i++){
349    for(int j=0; j<actual_slices[i]; j++){
350      if(polys[i][j]->vertices.size() >= 3){
351        slices[counter] = SortElement(polys[i][j]->vertices[0].z, i, j);
352        counter++;
353      }
354    }
355  }
356
357  //sort them
358  qsort(slices, total_rendered_slices, sizeof(SortElement), slice_sort);
359
360  /*
361  //debug
362  for(int i=0; i<total_rendered_slices; i++){
363    fprintf(stderr, "%f ", slices[i].z);
364  }
365  fprintf(stderr, "\n\n");
366  */
367
368  //Now we are ready to render all the slices from back to front
369  glEnable(GL_DEPTH_TEST);
370  glEnable(GL_BLEND);
371
372  for(int i=0; i<total_rendered_slices; i++){
373    int volume_index = slices[i].volume_id;
374    int slice_index = slices[i].slice_id;
375    ConvexPolygon* cur = polys[volume_index][slice_index];
376
377    glPushMatrix();
378    glScalef(volume[volume_index]->aspect_ratio_width, volume[volume_index]->aspect_ratio_height, volume[volume_index]->aspect_ratio_depth);
379   
380    activate_volume_shader(volume_index, false);
381    glPopMatrix();
382
383    glBegin(GL_POLYGON);
384      cur->Emit(true);
385    glEnd();
386
387    deactivate_volume_shader();
388  }
389
390
391  glDisable(GL_DEPTH_TEST);
392  glDisable(GL_BLEND);
393
394  //Deallocate all the memory used
395  for(int i=0; i<n_volumes; i++){
396    for(int j=0; j<actual_slices[i]; j++){
397      delete polys[i][j];
398    }
399    if (polys[i]) {
400      delete[] polys[i];
401    }
402  }
403  delete[] polys;
404  delete[] actual_slices;
405  free(slices);
406}
407
408
409void VolumeRenderer::render(int volume_index){
410  int n_slices = volume[volume_index]->get_n_slice();
411
412  //volume start location
413  Vector4 shift_4d(volume[volume_index]->location.x, volume[volume_index]->location.y, volume[volume_index]->location.z, 0);
414
415  double x0 = 0;
416  double y0 = 0;
417  double z0 = 0;
418
419  Mat4x4 model_view_no_trans, model_view_trans;
420  Mat4x4 model_view_no_trans_inverse, model_view_trans_inverse;
421
422  double zNear, zFar;
423
424  //initialize volume plane with world coordinates
425  Plane volume_planes[6];
426  volume_planes[0].set_coeffs(1, 0, 0, -x0);
427  volume_planes[1].set_coeffs(-1, 0, 0, x0+1);
428  volume_planes[2].set_coeffs(0, 1, 0, -y0);
429  volume_planes[3].set_coeffs(0, -1, 0, y0+1);
430  volume_planes[4].set_coeffs(0, 0, 1, -z0);
431  volume_planes[5].set_coeffs(0, 0, -1, z0+1);
432 
433  glPushMatrix();
434
435  glScalef(volume[volume_index]->aspect_ratio_width,
436          volume[volume_index]->aspect_ratio_height,
437          volume[volume_index]->aspect_ratio_depth);
438
439  glEnable(GL_DEPTH_TEST);
440
441  GLfloat mv_no_trans[16];
442  glGetFloatv(GL_MODELVIEW_MATRIX, mv_no_trans);
443
444  model_view_no_trans = Mat4x4(mv_no_trans);
445  model_view_no_trans_inverse = model_view_no_trans.inverse();
446
447  glPopMatrix();
448
449  //get modelview matrix with translation
450  glPushMatrix();
451  glTranslatef(shift_4d.x, shift_4d.y, shift_4d.z);
452  glScalef(volume[volume_index]->aspect_ratio_width,
453          volume[volume_index]->aspect_ratio_height,
454          volume[volume_index]->aspect_ratio_depth);
455  GLfloat mv_trans[16];
456  glGetFloatv(GL_MODELVIEW_MATRIX, mv_trans);
457
458  model_view_trans = Mat4x4(mv_trans);
459  model_view_trans_inverse = model_view_trans.inverse();
460
461  //draw volume bounding box
462  draw_bounding_box(x0, y0, z0, x0+1, y0+1, z0+1, 0.8, 0.1, 0.1, 1.5);
463  glPopMatrix();
464
465  //transform volume_planes to eye coordinates.
466  for(int i=0; i<6; i++)
467    volume_planes[i].transform(model_view_no_trans);
468
469  get_near_far_z(mv_no_trans, zNear, zFar);
470  //fprintf(stderr, "zNear:%f, zFar:%f\n", zNear, zFar);
471  //fflush(stderr);
472
473  //compute actual rendering slices
474  float z_step = fabs(zNear-zFar)/n_slices;             
475  int n_actual_slices = (int)(fabs(zNear-zFar)/z_step + 1);
476  //fprintf(stderr, "slices: %d\n", n_actual_slices);
477  //fflush(stderr);
478
479  static ConvexPolygon staticPoly;     
480  float slice_z;
481
482  Vector4 vert1 = (Vector4(-10, -10, -0.5, 1));
483  Vector4 vert2 = (Vector4(-10, +10, -0.5, 1));
484  Vector4 vert3 = (Vector4(+10, +10, -0.5, 1));
485  Vector4 vert4 = (Vector4(+10, -10, -0.5, 1));
486
487  glEnable(GL_BLEND);
488
489  if(slice_mode){
490    glEnable(GL_DEPTH_TEST);
491
492  //render the cut planes
493  for(int i=0; i<volume[volume_index]->get_cutplane_count(); i++){
494    float offset = volume[volume_index]->get_cutplane(i)->offset;
495    int axis = volume[volume_index]->get_cutplane(i)->orient;
496
497    if(axis==1){
498      vert1 = Vector4(-10, -10, offset, 1);
499      vert2 = Vector4(-10, +10, offset, 1);
500      vert3 = Vector4(+10, +10, offset, 1);
501      vert4 = Vector4(+10, -10, offset, 1);
502    }
503    else if(axis==2){
504      vert1 = Vector4(offset, -10, -10, 1);
505      vert2 = Vector4(offset, +10, -10, 1);
506      vert3 = Vector4(offset, +10, +10, 1);
507      vert4 = Vector4(offset, -10, +10, 1);
508    }
509    else if(axis==3){
510      vert1 = Vector4(-10, offset, -10, 1);
511      vert2 = Vector4(+10, offset, -10, 1);
512      vert3 = Vector4(+10, offset, +10, 1);
513      vert4 = Vector4(-10, offset, +10, 1);
514    }
515
516    vert1 = model_view_no_trans.transform(vert1);
517    vert2 = model_view_no_trans.transform(vert2);
518    vert3 = model_view_no_trans.transform(vert3);
519    vert4 = model_view_no_trans.transform(vert4);
520
521    ConvexPolygon *poly;
522    poly = &staticPoly;
523    poly->vertices.clear();
524
525    poly->append_vertex(vert1);
526    poly->append_vertex(vert2);
527    poly->append_vertex(vert3);
528    poly->append_vertex(vert4);
529
530    for(int k=0; k<6; k++){
531      poly->clip(volume_planes[k], true);
532    }
533
534    //poly->transform(model_view_inverse);
535    //poly->translate(shift_4d);
536    //poly->transform(model_view);
537    poly->transform(model_view_no_trans_inverse);
538    poly->transform(model_view_trans);
539
540    glPushMatrix();
541    glScalef(volume[volume_index]->aspect_ratio_width, volume[volume_index]->aspect_ratio_height, volume[volume_index]->aspect_ratio_depth);
542
543    activate_volume_shader(volume_index, true);
544    glPopMatrix();
545
546    glBegin(GL_POLYGON);
547      poly->Emit(true);
548    glEnd();
549
550    deactivate_volume_shader();
551  }
552  } //slice_mode
553
554
555  if(volume_mode){
556  glEnable(GL_DEPTH_TEST);
557
558  for (int i=0; i<n_actual_slices; i++){
559    slice_z = zFar + i * z_step;        //back to front
560       
561    ConvexPolygon *poly;
562    poly = &staticPoly;
563    poly->vertices.clear();
564
565    //Setting Z-coordinate
566    vert1.z = slice_z;
567    vert2.z = slice_z;
568    vert3.z = slice_z;
569    vert4.z = slice_z;
570               
571    poly->append_vertex(vert1);
572    poly->append_vertex(vert2);
573    poly->append_vertex(vert3);
574    poly->append_vertex(vert4);
575       
576    for(int k=0; k<6; k++){
577      poly->clip(volume_planes[k], true);
578    }
579
580    //move the volume to the proper location
581    //poly->transform(model_view_inverse);
582    //poly->translate(shift_4d);
583    //poly->transform(model_view);
584
585    poly->transform(model_view_no_trans_inverse);
586    poly->transform(model_view_trans);
587
588    glPushMatrix();
589    glScalef(volume[volume_index]->aspect_ratio_width, volume[volume_index]->aspect_ratio_height, volume[volume_index]->aspect_ratio_depth);
590   
591   /*
592    //draw slice lines only
593    glDisable(GL_BLEND);
594    glDisable(GL_TEXTURE_3D);
595    glDisable(GL_TEXTURE_2D);
596    glLineWidth(1.0);
597    glColor3f(1,1,1);
598    glBegin(GL_LINE_LOOP);
599      poly->Emit(false);
600    glEnd();
601    */
602   
603    activate_volume_shader(volume_index, false);
604    glPopMatrix();
605
606    glBegin(GL_POLYGON);
607      poly->Emit(true);
608    glEnd();
609
610    deactivate_volume_shader();
611               
612  }
613  } //volume_mode
614
615  glDisable(GL_BLEND);
616  glDisable(GL_DEPTH_TEST);
617}
618
619void VolumeRenderer::draw_bounding_box(float x0, float y0, float z0,
620                float x1, float y1, float z1,
621                float r, float g, float b, float line_width)
622{
623        glDisable(GL_TEXTURE_2D);
624
625        glColor4d(r, g, b, 1.0);
626        glLineWidth(line_width);
627       
628        glBegin(GL_LINE_LOOP);
629
630                glVertex3d(x0, y0, z0);
631                glVertex3d(x1, y0, z0);
632                glVertex3d(x1, y1, z0);
633                glVertex3d(x0, y1, z0);
634               
635        glEnd();
636
637        glBegin(GL_LINE_LOOP);
638
639                glVertex3d(x0, y0, z1);
640                glVertex3d(x1, y0, z1);
641                glVertex3d(x1, y1, z1);
642                glVertex3d(x0, y1, z1);
643               
644        glEnd();
645
646
647        glBegin(GL_LINE_LOOP);
648
649                glVertex3d(x0, y0, z0);
650                glVertex3d(x0, y0, z1);
651                glVertex3d(x0, y1, z1);
652                glVertex3d(x0, y1, z0);
653               
654        glEnd();
655
656        glBegin(GL_LINE_LOOP);
657
658                glVertex3d(x1, y0, z0);
659                glVertex3d(x1, y0, z1);
660                glVertex3d(x1, y1, z1);
661                glVertex3d(x1, y1, z0);
662               
663        glEnd();
664
665        glEnable(GL_TEXTURE_2D);
666}
667
668
669
670void VolumeRenderer::activate_volume_shader(int volume_index, bool slice_mode)
671{
672  //vertex shader
673  _stdVertexShader->bind();
674
675  if (volume[volume_index]->volume_type == CUBIC)
676  {
677    //regular cubic volume
678    _regularVolumeShader->bind(tf[volume_index]->id, volume[volume_index], slice_mode);
679  }
680  else if (volume[volume_index]->volume_type == ZINCBLENDE)
681  {
682    _zincBlendeShader->bind(tf[volume_index]->id, volume[volume_index], slice_mode);
683  }
684}
685
686
687void VolumeRenderer::deactivate_volume_shader()
688{
689    _stdVertexShader->unbind();
690    _regularVolumeShader->unbind();
691    _zincBlendeShader->unbind();
692}
693
694
695void VolumeRenderer::get_near_far_z(Mat4x4 mv, double &zNear, double &zFar)
696{
697
698  double x0 = 0;
699  double y0 = 0;
700  double z0 = 0;
701  double x1 = 1;
702  double y1 = 1;
703  double z1 = 1;
704
705  double zMin, zMax;
706  zMin =  10000;
707  zMax = -10000;
708
709  double vertex[8][4];
710
711  vertex[0][0]=x0; vertex[0][1]=y0; vertex[0][2]=z0; vertex[0][3]=1.0;
712  vertex[1][0]=x1; vertex[1][1]=y0; vertex[1][2]=z0; vertex[1][3]=1.0;
713  vertex[2][0]=x0; vertex[2][1]=y1; vertex[2][2]=z0; vertex[2][3]=1.0;
714  vertex[3][0]=x0; vertex[3][1]=y0; vertex[3][2]=z1; vertex[3][3]=1.0;
715  vertex[4][0]=x1; vertex[4][1]=y1; vertex[4][2]=z0; vertex[4][3]=1.0;
716  vertex[5][0]=x1; vertex[5][1]=y0; vertex[5][2]=z1; vertex[5][3]=1.0;
717  vertex[6][0]=x0; vertex[6][1]=y1; vertex[6][2]=z1; vertex[6][3]=1.0;
718  vertex[7][0]=x1; vertex[7][1]=y1; vertex[7][2]=z1; vertex[7][3]=1.0;
719
720  for(int i=0;i<8;i++)
721  {
722    Vector4 tmp = mv.transform(Vector4(vertex[i][0], vertex[i][1], vertex[i][2], vertex[i][3]));
723    tmp.perspective_devide();
724    vertex[i][2] = tmp.z;
725    if (vertex[i][2]<zMin) zMin = vertex[i][2];
726    if (vertex[i][2]>zMax) zMax = vertex[i][2];
727  }
728
729  zNear = zMax;
730  zFar = zMin;
731}
732
733void VolumeRenderer::set_slice_mode(bool val) { slice_mode = val; }
734void VolumeRenderer::set_volume_mode(bool val) { volume_mode = val; }
735void VolumeRenderer::switch_slice_mode() { slice_mode = (!slice_mode); }
736void VolumeRenderer::switch_volume_mode() { volume_mode = (!volume_mode); }
737
738void VolumeRenderer::enable_volume(int index){
739  volume[index]->enable();
740}
741
742void VolumeRenderer::disable_volume(int index){
743  volume[index]->disable();
744}
745
746
747void VolumeRenderer::init_font(const char* filename) {
748
749    FILE *file;
750    unsigned short int bfType;
751    long int bfOffBits;
752    short int biPlanes;
753    short int biBitCount;
754    long int biSizeImage;
755    int width, height;
756    int i;
757    unsigned char temp;
758
759
760    /* make sure the file is there and open it read-only (binary) */
761    if ((file = fopen(filename, "rb")) == NULL)
762    {
763      assert(false);
764    }
765   
766    if(!fread(&bfType, sizeof(short int), 1, file))
767    {
768      assert(false);
769      //printf("Error reading file!\n");
770    }
771   
772    /* check if file is a bitmap */
773    if (bfType != 19778)
774    {
775      assert(false);
776      //printf("Not a Bitmap-File!\n");
777    }
778   
779    /* get the file size */
780    /* skip file size and reserved fields of bitmap file header */
781    fseek(file, 8, SEEK_CUR);
782   
783    /* get the position of the actual bitmap data */
784    if (!fread(&bfOffBits, sizeof(long int), 1, file))
785    {
786      assert(false);
787      //printf("Error reading file!\n");
788    }
789    //printf("Data at Offset: %ld\n", bfOffBits);
790   
791    /* skip size of bitmap info header */
792    fseek(file, 4, SEEK_CUR);
793   
794    /* get the width of the bitmap */
795    fread(&width, sizeof(int), 1, file);
796    //printf("Width of Bitmap: %d\n", texture->width);
797   
798    /* get the height of the bitmap */
799    fread(&height, sizeof(int), 1, file);
800    //printf("Height of Bitmap: %d\n", texture->height);
801   
802    /* get the number of planes (must be set to 1) */
803    fread(&biPlanes, sizeof(short int), 1, file);
804    if (biPlanes != 1)
805    {
806      assert(false);
807      //printf("Error: number of Planes not 1!\n");
808    }
809   
810    /* get the number of bits per pixel */
811    if (!fread(&biBitCount, sizeof(short int), 1, file))
812    {
813      assert(false);
814      //printf("Error reading file!\n");
815      //return 0;
816    }
817   
818    //printf("Bits per Pixel: %d\n", biBitCount);
819    if (biBitCount != 24)
820    {
821      assert(false);
822      //printf("Bits per Pixel not 24\n");
823      //return 0;
824    }
825
826
827    /* calculate the size of the image in bytes */
828    biSizeImage = width * height * 3 * sizeof(unsigned char);
829    unsigned char* data = (unsigned char*) malloc(biSizeImage);
830
831
832    /* seek to the actual data */
833    fseek(file, bfOffBits, SEEK_SET);
834    if (!fread(data, biSizeImage, 1, file))
835    {
836       assert(false);
837       //printf("Error loading file!\n");
838    }
839
840    /* swap red and blue (bgr -> rgb) */
841    for (i = 0; i < biSizeImage; i += 3)
842    {
843       temp = data[i];
844       data[i] = data[i + 2];
845       data[i + 2] = temp;
846    }
847
848    //insert alpha channel
849    unsigned char* data_with_alpha = (unsigned char*) malloc(width*height*4*sizeof(unsigned char));
850    for(int i=0; i<height; i++){
851      for(int j=0; j<width; j++){
852        unsigned char r, g, b, a;
853        r = data[3*(i*width+j)];
854        g = data[3*(i*width+j)+1];
855        b = data[3*(i*width+j)+2];
856
857        if(r==0 && g==0 && b==0)
858          a = 0;
859        else
860          a = 255;
861
862        data_with_alpha[4*(i*width+j)] = r;
863        data_with_alpha[4*(i*width+j) + 1] = g;
864        data_with_alpha[4*(i*width+j) + 2] = b;
865        data_with_alpha[4*(i*width+j) + 3] = a;
866
867      }
868    }
869    free(data);
870
871    //create opengl texture
872    glGenTextures(1, &font_texture);
873    glBindTexture(GL_TEXTURE_2D, font_texture);
874    //glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
875    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data_with_alpha);
876    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
877    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
878    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
879
880    free(data_with_alpha);
881
882    build_font();
883    assert(glGetError()==0);
884}
885
886
887
888void VolumeRenderer::draw_label(int volume_index){
889
890  Volume* vol = volume[volume_index];
891 
892  //glEnable(GL_TEXTURE_2D);
893  glDisable(GL_TEXTURE_2D);
894  glEnable(GL_DEPTH_TEST);
895
896  //x
897  glColor3f(0.5, 0.5, 0.5);
898
899  int length = vol->label[0].size();
900  glPushMatrix();
901 
902    glTranslatef(.5*vol->aspect_ratio_width, vol->aspect_ratio_height, -0.1*vol->aspect_ratio_depth);
903    glRotatef(180, 0, 0, 1);
904    glRotatef(90, 1, 0, 0);
905
906    glScalef(0.0008, 0.0008, 0.0008);
907    for(int i=0; i<length; i++){
908      glutStrokeCharacter(GLUT_STROKE_ROMAN, vol->label[0].c_str()[i]);
909      glTranslatef(0.04, 0., 0.);
910    }
911  glPopMatrix();
912
913  //y
914  length = vol->label[1].size();
915  glPushMatrix();
916    glTranslatef(vol->aspect_ratio_width, 0.5*vol->aspect_ratio_height, -0.1*vol->aspect_ratio_depth);
917    glRotatef(90, 0, 1, 0);
918    glRotatef(90, 0, 0, 1);
919
920    glScalef(0.0008, 0.0008, 0.0008);
921    for(int i=0; i<length; i++){
922      glutStrokeCharacter(GLUT_STROKE_ROMAN, vol->label[1].c_str()[i]);
923      glTranslatef(0.04, 0., 0.);
924    }
925  glPopMatrix();
926
927
928  //z
929  length = vol->label[2].size();
930  glPushMatrix();
931    glTranslatef(0., 1.*vol->aspect_ratio_height, 0.5*vol->aspect_ratio_depth);
932    glRotatef(90, 0, 1, 0);
933
934    glScalef(0.0008, 0.0008, 0.0008);
935    for(int i=0; i<length; i++){
936      glutStrokeCharacter(GLUT_STROKE_ROMAN, vol->label[2].c_str()[i]);
937      glTranslatef(0.04, 0., 0.);
938    }
939  glPopMatrix();
940
941  glDisable(GL_TEXTURE_2D);
942}
943
944
945
946void VolumeRenderer::build_font() {
947
948    GLfloat cx, cy;         /* the character coordinates in our texture */
949    font_base = glGenLists(256);
950    glBindTexture(GL_TEXTURE_2D, font_texture);
951    for (int loop = 0; loop < 256; loop++)
952    {
953        cx = (float) (loop % 16) / 16.0f;
954        cy = (float) (loop / 16) / 16.0f;
955        glNewList(font_base + loop, GL_COMPILE);
956            glBegin(GL_QUADS);
957                glTexCoord2f(cx, 1 - cy - 0.0625f);
958                glVertex3f(0, 0, 0);
959                glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f);
960                glVertex3f(0.04, 0, 0);
961                glTexCoord2f(cx + 0.0625f, 1 - cy);
962                glVertex3f(0.04, 0.04, 0);
963                glTexCoord2f(cx, 1 - cy);
964                glVertex3f(0, 0.04, 0);
965            glEnd();
966            glTranslated(0.04, 0, 0);
967        glEndList();
968    }
969}
970
971
972   
973void VolumeRenderer::glPrint(char* string, int set){
974
975    if(set>1) set=1;
976
977    glBindTexture(GL_TEXTURE_2D, font_texture);
978
979    glListBase(font_base - 32 + (128 * set));
980    glCallLists(strlen(string), GL_BYTE, string);
981
982}
983
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