source: trunk/vizservers/nanovis/VolumeRenderer.cpp @ 821

Last change on this file since 821 was 821, checked in by vrinside, 17 years ago

added Point rendering for volume data

File size: 26.7 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
112void VolumeRenderer::render_all_points()
113{
114    double x0 = 0;
115    double y0 = 0;
116    double z0 = 0;
117
118  for(int i=0; i<n_volumes; i++){
119    int volume_index = i;
120    if(!volume[i]->is_enabled())
121      continue; //skip this volume
122
123    Vector3* location = volume[volume_index]->get_location();
124    Vector4 shift_4d(location->x, location->y, location->z, 0);
125
126    glPushMatrix();
127    glTranslatef(shift_4d.x, shift_4d.y, shift_4d.z);
128
129    if (volume[volume_index]->outline_is_enabled()) {
130        float olcolor[3];
131        volume[volume_index]->get_outline_color(olcolor);
132        draw_bounding_box(x0, y0, z0, x0+1, y0+1, z0+1,
133            (double)olcolor[0], (double)olcolor[1], (double)olcolor[2],
134            1.5);
135    }
136
137    glPopMatrix();
138  }
139}
140
141void VolumeRenderer::render_all()
142{
143
144  int total_rendered_slices = 0;
145
146  ConvexPolygon*** polys = new ConvexPolygon**[n_volumes];      //two dimension pointer array
147                                                                        //storing the slices
148  int* actual_slices = new int[n_volumes]; //number of actual slices for each volume
149
150  for(int i=0; i<n_volumes; i++){
151    polys[i] = NULL;
152    actual_slices[i] = 0;
153
154    if(!volume[i]->is_enabled())
155      continue; //skip this volume
156
157    int volume_index = i;
158    int n_slices = volume[volume_index]->get_n_slice();
159
160    //volume start location
161    Vector3* location = volume[volume_index]->get_location();
162    Vector4 shift_4d(location->x, location->y, location->z, 0);
163
164    double x0 = 0;
165    double y0 = 0;
166    double z0 = 0;
167
168    Mat4x4 model_view_no_trans, model_view_trans;
169    Mat4x4 model_view_no_trans_inverse, model_view_trans_inverse;
170
171    double zNear, zFar;
172
173    //initialize volume plane with world coordinates
174    Plane volume_planes[6];
175    volume_planes[0].set_coeffs(1, 0, 0, -x0);
176    volume_planes[1].set_coeffs(-1, 0, 0, x0+1);
177    volume_planes[2].set_coeffs(0, 1, 0, -y0);
178    volume_planes[3].set_coeffs(0, -1, 0, y0+1);
179    volume_planes[4].set_coeffs(0, 0, 1, -z0);
180    volume_planes[5].set_coeffs(0, 0, -1, z0+1);
181 
182    //get modelview matrix with no translation
183    glPushMatrix();
184    glScalef(volume[volume_index]->aspect_ratio_width,
185          volume[volume_index]->aspect_ratio_height,
186          volume[volume_index]->aspect_ratio_depth);
187
188    glEnable(GL_DEPTH_TEST);
189
190    GLfloat mv_no_trans[16];
191    glGetFloatv(GL_MODELVIEW_MATRIX, mv_no_trans);
192
193    model_view_no_trans = Mat4x4(mv_no_trans);
194    model_view_no_trans_inverse = model_view_no_trans.inverse();
195
196    glPopMatrix();
197
198    //get modelview matrix with translation
199    glPushMatrix();
200    glTranslatef(shift_4d.x, shift_4d.y, shift_4d.z);
201    glScalef(volume[volume_index]->aspect_ratio_width,
202          volume[volume_index]->aspect_ratio_height,
203          volume[volume_index]->aspect_ratio_depth);
204    GLfloat mv_trans[16];
205    glGetFloatv(GL_MODELVIEW_MATRIX, mv_trans);
206
207    model_view_trans = Mat4x4(mv_trans);
208    model_view_trans_inverse = model_view_trans.inverse();
209
210    //draw volume bounding box with translation (the correct location in space)
211    if (volume[volume_index]->outline_is_enabled()) {
212        float olcolor[3];
213        volume[volume_index]->get_outline_color(olcolor);
214        draw_bounding_box(x0, y0, z0, x0+1, y0+1, z0+1,
215            (double)olcolor[0], (double)olcolor[1], (double)olcolor[2],
216            1.5);
217    }
218    glPopMatrix();
219
220    //draw labels
221    glPushMatrix();
222    glTranslatef(shift_4d.x, shift_4d.y, shift_4d.z);
223    if(volume[i]->outline_is_enabled()) {
224       draw_label(i);
225    }
226    glPopMatrix();
227
228    //transform volume_planes to eye coordinates.
229    for(int i=0; i<6; i++)
230      volume_planes[i].transform(model_view_no_trans);
231    get_near_far_z(mv_no_trans, zNear, zFar);
232
233    //compute actual rendering slices
234    float z_step = fabs(zNear-zFar)/n_slices;           
235    int n_actual_slices;
236
237    if (volume[volume_index]->data_is_enabled()) {
238        n_actual_slices = (int)(fabs(zNear-zFar)/z_step + 1);
239        polys[volume_index] = new ConvexPolygon*[n_actual_slices];
240    } else {
241        n_actual_slices = 0;
242        polys[volume_index] = NULL;
243    }
244    actual_slices[volume_index] = n_actual_slices;
245
246    Vector4 vert1 = (Vector4(-10, -10, -0.5, 1));
247    Vector4 vert2 = (Vector4(-10, +10, -0.5, 1));
248    Vector4 vert3 = (Vector4(+10, +10, -0.5, 1));
249    Vector4 vert4 = (Vector4(+10, -10, -0.5, 1));
250
251   
252    //Render cutplanes first with depth test enabled.
253    //They will mark the image with their depth values. Then we render other volume slices.
254    //These volume slices will be occluded correctly by the cutplanes and vice versa.
255
256    ConvexPolygon static_poly;
257    for(int i=0; i<volume[volume_index]->get_cutplane_count(); i++)
258    {
259      if(!volume[volume_index]->cutplane_is_enabled(i))
260        continue;
261
262      float offset = volume[volume_index]->get_cutplane(i)->offset;
263      int axis = volume[volume_index]->get_cutplane(i)->orient;
264
265      if(axis==3){
266        vert1 = Vector4(-10, -10, offset, 1);
267        vert2 = Vector4(-10, +10, offset, 1);
268        vert3 = Vector4(+10, +10, offset, 1);
269        vert4 = Vector4(+10, -10, offset, 1);
270        //continue;
271      }
272      else if(axis==1){
273        vert1 = Vector4(offset, -10, -10, 1);
274        vert2 = Vector4(offset, +10, -10, 1);
275        vert3 = Vector4(offset, +10, +10, 1);
276        vert4 = Vector4(offset, -10, +10, 1);
277        //continue;
278      }
279      else if(axis==2){
280        vert1 = Vector4(-10, offset, -10, 1);
281        vert2 = Vector4(+10, offset, -10, 1);
282        vert3 = Vector4(+10, offset, +10, 1);
283        vert4 = Vector4(-10, offset, +10, 1);
284        //continue;
285      }
286
287      vert1 = model_view_no_trans.transform(vert1);
288      vert2 = model_view_no_trans.transform(vert2);
289      vert3 = model_view_no_trans.transform(vert3);
290      vert4 = model_view_no_trans.transform(vert4);
291
292      ConvexPolygon* p = &static_poly;
293      p->vertices.clear();
294
295      p->append_vertex(vert1);
296      p->append_vertex(vert2);
297      p->append_vertex(vert3);
298      p->append_vertex(vert4);
299
300      for(int k=0; k<6; k++){
301        p->clip(volume_planes[k], true);
302      }
303
304      p->transform(model_view_no_trans_inverse);
305      p->transform(model_view_trans);
306
307      glPushMatrix();
308      glScalef(volume[volume_index]->aspect_ratio_width, volume[volume_index]->aspect_ratio_height, volume[volume_index]->aspect_ratio_depth);
309
310      activate_volume_shader(volume_index, true);
311      glPopMatrix();
312
313      glEnable(GL_DEPTH_TEST);
314      glDisable(GL_BLEND);
315
316      glBegin(GL_POLYGON);
317        p->Emit(true);
318      glEnd();
319      glDisable(GL_DEPTH_TEST);
320
321      deactivate_volume_shader();
322    } //done cutplanes
323
324   
325    //Now do volume rendering
326
327    vert1 = (Vector4(-10, -10, -0.5, 1));
328    vert2 = (Vector4(-10, +10, -0.5, 1));
329    vert3 = (Vector4(+10, +10, -0.5, 1));
330    vert4 = (Vector4(+10, -10, -0.5, 1));
331
332    int counter = 0;
333   
334    //transform slices and store them
335    float slice_z;
336    for (int i=0; i<n_actual_slices; i++){
337      slice_z = zFar + i * z_step;      //back to front
338
339      ConvexPolygon *poly = new ConvexPolygon();
340      polys[volume_index][counter] = poly;
341      counter++;
342
343      poly->vertices.clear();
344      poly->set_id(volume_index);
345
346      //Setting Z-coordinate
347      vert1.z = slice_z;
348      vert2.z = slice_z;
349      vert3.z = slice_z;
350      vert4.z = slice_z;
351               
352      poly->append_vertex(vert1);
353      poly->append_vertex(vert2);
354      poly->append_vertex(vert3);
355      poly->append_vertex(vert4);
356       
357      for(int k=0; k<6; k++){
358        poly->clip(volume_planes[k], true);
359      }
360
361      poly->transform(model_view_no_trans_inverse);
362      poly->transform(model_view_trans);
363
364      if(poly->vertices.size()>=3)
365        total_rendered_slices++;
366    }
367   
368  } //iterate all volumes
369  //fprintf(stderr, "total slices: %d\n", total_rendered_slices);
370
371  //We sort all the polygons according to their eye-space depth, from farthest to the closest.
372  //This step is critical for correct blending
373
374  SortElement* slices = (SortElement*) malloc(sizeof(SortElement)*total_rendered_slices);
375
376  int counter = 0;
377  for(int i=0; i<n_volumes; i++){
378    for(int j=0; j<actual_slices[i]; j++){
379      if(polys[i][j]->vertices.size() >= 3){
380        slices[counter] = SortElement(polys[i][j]->vertices[0].z, i, j);
381        counter++;
382      }
383    }
384  }
385
386  //sort them
387  qsort(slices, total_rendered_slices, sizeof(SortElement), slice_sort);
388
389  /*
390  //debug
391  for(int i=0; i<total_rendered_slices; i++){
392    fprintf(stderr, "%f ", slices[i].z);
393  }
394  fprintf(stderr, "\n\n");
395  */
396
397  //Now we are ready to render all the slices from back to front
398  glEnable(GL_DEPTH_TEST);
399  glEnable(GL_BLEND);
400
401  for(int i=0; i<total_rendered_slices; i++){
402    int volume_index = slices[i].volume_id;
403    int slice_index = slices[i].slice_id;
404    ConvexPolygon* cur = polys[volume_index][slice_index];
405
406    glPushMatrix();
407    glScalef(volume[volume_index]->aspect_ratio_width, volume[volume_index]->aspect_ratio_height, volume[volume_index]->aspect_ratio_depth);
408   
409    activate_volume_shader(volume_index, false);
410    glPopMatrix();
411
412    glBegin(GL_POLYGON);
413      cur->Emit(true);
414    glEnd();
415
416    deactivate_volume_shader();
417  }
418
419
420  glDisable(GL_DEPTH_TEST);
421  glDisable(GL_BLEND);
422
423  //Deallocate all the memory used
424  for(int i=0; i<n_volumes; i++){
425    for(int j=0; j<actual_slices[i]; j++){
426      delete polys[i][j];
427    }
428    if (polys[i]) {
429      delete[] polys[i];
430    }
431  }
432  delete[] polys;
433  delete[] actual_slices;
434  free(slices);
435}
436
437
438void VolumeRenderer::render(int volume_index){
439  int n_slices = volume[volume_index]->get_n_slice();
440
441  //volume start location
442  Vector4 shift_4d(volume[volume_index]->location.x, volume[volume_index]->location.y, volume[volume_index]->location.z, 0);
443
444  double x0 = 0;
445  double y0 = 0;
446  double z0 = 0;
447
448  Mat4x4 model_view_no_trans, model_view_trans;
449  Mat4x4 model_view_no_trans_inverse, model_view_trans_inverse;
450
451  double zNear, zFar;
452
453  //initialize volume plane with world coordinates
454  Plane volume_planes[6];
455  volume_planes[0].set_coeffs(1, 0, 0, -x0);
456  volume_planes[1].set_coeffs(-1, 0, 0, x0+1);
457  volume_planes[2].set_coeffs(0, 1, 0, -y0);
458  volume_planes[3].set_coeffs(0, -1, 0, y0+1);
459  volume_planes[4].set_coeffs(0, 0, 1, -z0);
460  volume_planes[5].set_coeffs(0, 0, -1, z0+1);
461 
462  glPushMatrix();
463
464  glScalef(volume[volume_index]->aspect_ratio_width,
465          volume[volume_index]->aspect_ratio_height,
466          volume[volume_index]->aspect_ratio_depth);
467
468  glEnable(GL_DEPTH_TEST);
469
470  GLfloat mv_no_trans[16];
471  glGetFloatv(GL_MODELVIEW_MATRIX, mv_no_trans);
472
473  model_view_no_trans = Mat4x4(mv_no_trans);
474  model_view_no_trans_inverse = model_view_no_trans.inverse();
475
476  glPopMatrix();
477
478  //get modelview matrix with translation
479  glPushMatrix();
480  glTranslatef(shift_4d.x, shift_4d.y, shift_4d.z);
481  glScalef(volume[volume_index]->aspect_ratio_width,
482          volume[volume_index]->aspect_ratio_height,
483          volume[volume_index]->aspect_ratio_depth);
484  GLfloat mv_trans[16];
485  glGetFloatv(GL_MODELVIEW_MATRIX, mv_trans);
486
487  model_view_trans = Mat4x4(mv_trans);
488  model_view_trans_inverse = model_view_trans.inverse();
489
490  //draw volume bounding box
491  draw_bounding_box(x0, y0, z0, x0+1, y0+1, z0+1, 0.8, 0.1, 0.1, 1.5);
492  glPopMatrix();
493
494  //transform volume_planes to eye coordinates.
495  for(int i=0; i<6; i++)
496    volume_planes[i].transform(model_view_no_trans);
497
498  get_near_far_z(mv_no_trans, zNear, zFar);
499  //fprintf(stderr, "zNear:%f, zFar:%f\n", zNear, zFar);
500  //fflush(stderr);
501
502  //compute actual rendering slices
503  float z_step = fabs(zNear-zFar)/n_slices;             
504  int n_actual_slices = (int)(fabs(zNear-zFar)/z_step + 1);
505  //fprintf(stderr, "slices: %d\n", n_actual_slices);
506  //fflush(stderr);
507
508  static ConvexPolygon staticPoly;     
509  float slice_z;
510
511  Vector4 vert1 = (Vector4(-10, -10, -0.5, 1));
512  Vector4 vert2 = (Vector4(-10, +10, -0.5, 1));
513  Vector4 vert3 = (Vector4(+10, +10, -0.5, 1));
514  Vector4 vert4 = (Vector4(+10, -10, -0.5, 1));
515
516  glEnable(GL_BLEND);
517
518  if(slice_mode){
519    glEnable(GL_DEPTH_TEST);
520
521  //render the cut planes
522  for(int i=0; i<volume[volume_index]->get_cutplane_count(); i++){
523    float offset = volume[volume_index]->get_cutplane(i)->offset;
524    int axis = volume[volume_index]->get_cutplane(i)->orient;
525
526    if(axis==1){
527      vert1 = Vector4(-10, -10, offset, 1);
528      vert2 = Vector4(-10, +10, offset, 1);
529      vert3 = Vector4(+10, +10, offset, 1);
530      vert4 = Vector4(+10, -10, offset, 1);
531    }
532    else if(axis==2){
533      vert1 = Vector4(offset, -10, -10, 1);
534      vert2 = Vector4(offset, +10, -10, 1);
535      vert3 = Vector4(offset, +10, +10, 1);
536      vert4 = Vector4(offset, -10, +10, 1);
537    }
538    else if(axis==3){
539      vert1 = Vector4(-10, offset, -10, 1);
540      vert2 = Vector4(+10, offset, -10, 1);
541      vert3 = Vector4(+10, offset, +10, 1);
542      vert4 = Vector4(-10, offset, +10, 1);
543    }
544
545    vert1 = model_view_no_trans.transform(vert1);
546    vert2 = model_view_no_trans.transform(vert2);
547    vert3 = model_view_no_trans.transform(vert3);
548    vert4 = model_view_no_trans.transform(vert4);
549
550    ConvexPolygon *poly;
551    poly = &staticPoly;
552    poly->vertices.clear();
553
554    poly->append_vertex(vert1);
555    poly->append_vertex(vert2);
556    poly->append_vertex(vert3);
557    poly->append_vertex(vert4);
558
559    for(int k=0; k<6; k++){
560      poly->clip(volume_planes[k], true);
561    }
562
563    //poly->transform(model_view_inverse);
564    //poly->translate(shift_4d);
565    //poly->transform(model_view);
566    poly->transform(model_view_no_trans_inverse);
567    poly->transform(model_view_trans);
568
569    glPushMatrix();
570    glScalef(volume[volume_index]->aspect_ratio_width, volume[volume_index]->aspect_ratio_height, volume[volume_index]->aspect_ratio_depth);
571
572    activate_volume_shader(volume_index, true);
573    glPopMatrix();
574
575    glBegin(GL_POLYGON);
576      poly->Emit(true);
577    glEnd();
578
579    deactivate_volume_shader();
580  }
581  } //slice_mode
582
583
584  if(volume_mode){
585  glEnable(GL_DEPTH_TEST);
586
587  for (int i=0; i<n_actual_slices; i++){
588    slice_z = zFar + i * z_step;        //back to front
589       
590    ConvexPolygon *poly;
591    poly = &staticPoly;
592    poly->vertices.clear();
593
594    //Setting Z-coordinate
595    vert1.z = slice_z;
596    vert2.z = slice_z;
597    vert3.z = slice_z;
598    vert4.z = slice_z;
599               
600    poly->append_vertex(vert1);
601    poly->append_vertex(vert2);
602    poly->append_vertex(vert3);
603    poly->append_vertex(vert4);
604       
605    for(int k=0; k<6; k++){
606      poly->clip(volume_planes[k], true);
607    }
608
609    //move the volume to the proper location
610    //poly->transform(model_view_inverse);
611    //poly->translate(shift_4d);
612    //poly->transform(model_view);
613
614    poly->transform(model_view_no_trans_inverse);
615    poly->transform(model_view_trans);
616
617    glPushMatrix();
618    glScalef(volume[volume_index]->aspect_ratio_width, volume[volume_index]->aspect_ratio_height, volume[volume_index]->aspect_ratio_depth);
619   
620   /*
621    //draw slice lines only
622    glDisable(GL_BLEND);
623    glDisable(GL_TEXTURE_3D);
624    glDisable(GL_TEXTURE_2D);
625    glLineWidth(1.0);
626    glColor3f(1,1,1);
627    glBegin(GL_LINE_LOOP);
628      poly->Emit(false);
629    glEnd();
630    */
631   
632    activate_volume_shader(volume_index, false);
633    glPopMatrix();
634
635    glBegin(GL_POLYGON);
636      poly->Emit(true);
637    glEnd();
638
639    deactivate_volume_shader();
640               
641  }
642  } //volume_mode
643
644  glDisable(GL_BLEND);
645  glDisable(GL_DEPTH_TEST);
646}
647
648void VolumeRenderer::draw_bounding_box(float x0, float y0, float z0,
649                float x1, float y1, float z1,
650                float r, float g, float b, float line_width)
651{
652        glDisable(GL_TEXTURE_2D);
653
654        glColor4d(r, g, b, 1.0);
655        glLineWidth(line_width);
656       
657        glBegin(GL_LINE_LOOP);
658
659                glVertex3d(x0, y0, z0);
660                glVertex3d(x1, y0, z0);
661                glVertex3d(x1, y1, z0);
662                glVertex3d(x0, y1, z0);
663               
664        glEnd();
665
666        glBegin(GL_LINE_LOOP);
667
668                glVertex3d(x0, y0, z1);
669                glVertex3d(x1, y0, z1);
670                glVertex3d(x1, y1, z1);
671                glVertex3d(x0, y1, z1);
672               
673        glEnd();
674
675
676        glBegin(GL_LINE_LOOP);
677
678                glVertex3d(x0, y0, z0);
679                glVertex3d(x0, y0, z1);
680                glVertex3d(x0, y1, z1);
681                glVertex3d(x0, y1, z0);
682               
683        glEnd();
684
685        glBegin(GL_LINE_LOOP);
686
687                glVertex3d(x1, y0, z0);
688                glVertex3d(x1, y0, z1);
689                glVertex3d(x1, y1, z1);
690                glVertex3d(x1, y1, z0);
691               
692        glEnd();
693
694        glEnable(GL_TEXTURE_2D);
695}
696
697
698
699void VolumeRenderer::activate_volume_shader(int volume_index, bool slice_mode)
700{
701  //vertex shader
702  _stdVertexShader->bind();
703
704  if (volume[volume_index]->volume_type == CUBIC)
705  {
706    //regular cubic volume
707    _regularVolumeShader->bind(tf[volume_index]->id, volume[volume_index], slice_mode);
708  }
709  else if (volume[volume_index]->volume_type == ZINCBLENDE)
710  {
711    _zincBlendeShader->bind(tf[volume_index]->id, volume[volume_index], slice_mode);
712  }
713}
714
715
716void VolumeRenderer::deactivate_volume_shader()
717{
718    _stdVertexShader->unbind();
719    _regularVolumeShader->unbind();
720    _zincBlendeShader->unbind();
721}
722
723
724void VolumeRenderer::get_near_far_z(Mat4x4 mv, double &zNear, double &zFar)
725{
726
727  double x0 = 0;
728  double y0 = 0;
729  double z0 = 0;
730  double x1 = 1;
731  double y1 = 1;
732  double z1 = 1;
733
734  double zMin, zMax;
735  zMin =  10000;
736  zMax = -10000;
737
738  double vertex[8][4];
739
740  vertex[0][0]=x0; vertex[0][1]=y0; vertex[0][2]=z0; vertex[0][3]=1.0;
741  vertex[1][0]=x1; vertex[1][1]=y0; vertex[1][2]=z0; vertex[1][3]=1.0;
742  vertex[2][0]=x0; vertex[2][1]=y1; vertex[2][2]=z0; vertex[2][3]=1.0;
743  vertex[3][0]=x0; vertex[3][1]=y0; vertex[3][2]=z1; vertex[3][3]=1.0;
744  vertex[4][0]=x1; vertex[4][1]=y1; vertex[4][2]=z0; vertex[4][3]=1.0;
745  vertex[5][0]=x1; vertex[5][1]=y0; vertex[5][2]=z1; vertex[5][3]=1.0;
746  vertex[6][0]=x0; vertex[6][1]=y1; vertex[6][2]=z1; vertex[6][3]=1.0;
747  vertex[7][0]=x1; vertex[7][1]=y1; vertex[7][2]=z1; vertex[7][3]=1.0;
748
749  for(int i=0;i<8;i++)
750  {
751    Vector4 tmp = mv.transform(Vector4(vertex[i][0], vertex[i][1], vertex[i][2], vertex[i][3]));
752    tmp.perspective_devide();
753    vertex[i][2] = tmp.z;
754    if (vertex[i][2]<zMin) zMin = vertex[i][2];
755    if (vertex[i][2]>zMax) zMax = vertex[i][2];
756  }
757
758  zNear = zMax;
759  zFar = zMin;
760}
761
762void VolumeRenderer::set_slice_mode(bool val) { slice_mode = val; }
763void VolumeRenderer::set_volume_mode(bool val) { volume_mode = val; }
764void VolumeRenderer::switch_slice_mode() { slice_mode = (!slice_mode); }
765void VolumeRenderer::switch_volume_mode() { volume_mode = (!volume_mode); }
766
767void VolumeRenderer::enable_volume(int index){
768  volume[index]->enable();
769}
770
771void VolumeRenderer::disable_volume(int index){
772  volume[index]->disable();
773}
774
775
776void VolumeRenderer::init_font(const char* filename) {
777
778    FILE *file;
779    unsigned short int bfType;
780    long int bfOffBits;
781    short int biPlanes;
782    short int biBitCount;
783    long int biSizeImage;
784    int width, height;
785    int i;
786    unsigned char temp;
787
788
789    /* make sure the file is there and open it read-only (binary) */
790    if ((file = fopen(filename, "rb")) == NULL)
791    {
792      assert(false);
793    }
794   
795    if(!fread(&bfType, sizeof(short int), 1, file))
796    {
797      assert(false);
798      //printf("Error reading file!\n");
799    }
800   
801    /* check if file is a bitmap */
802    if (bfType != 19778)
803    {
804      assert(false);
805      //printf("Not a Bitmap-File!\n");
806    }
807   
808    /* get the file size */
809    /* skip file size and reserved fields of bitmap file header */
810    fseek(file, 8, SEEK_CUR);
811   
812    /* get the position of the actual bitmap data */
813    if (!fread(&bfOffBits, sizeof(long int), 1, file))
814    {
815      assert(false);
816      //printf("Error reading file!\n");
817    }
818    //printf("Data at Offset: %ld\n", bfOffBits);
819   
820    /* skip size of bitmap info header */
821    fseek(file, 4, SEEK_CUR);
822   
823    /* get the width of the bitmap */
824    fread(&width, sizeof(int), 1, file);
825    //printf("Width of Bitmap: %d\n", texture->width);
826   
827    /* get the height of the bitmap */
828    fread(&height, sizeof(int), 1, file);
829    //printf("Height of Bitmap: %d\n", texture->height);
830   
831    /* get the number of planes (must be set to 1) */
832    fread(&biPlanes, sizeof(short int), 1, file);
833    if (biPlanes != 1)
834    {
835      assert(false);
836      //printf("Error: number of Planes not 1!\n");
837    }
838   
839    /* get the number of bits per pixel */
840    if (!fread(&biBitCount, sizeof(short int), 1, file))
841    {
842      assert(false);
843      //printf("Error reading file!\n");
844      //return 0;
845    }
846   
847    //printf("Bits per Pixel: %d\n", biBitCount);
848    if (biBitCount != 24)
849    {
850      assert(false);
851      //printf("Bits per Pixel not 24\n");
852      //return 0;
853    }
854
855
856    /* calculate the size of the image in bytes */
857    biSizeImage = width * height * 3 * sizeof(unsigned char);
858    unsigned char* data = (unsigned char*) malloc(biSizeImage);
859
860
861    /* seek to the actual data */
862    fseek(file, bfOffBits, SEEK_SET);
863    if (!fread(data, biSizeImage, 1, file))
864    {
865       assert(false);
866       //printf("Error loading file!\n");
867    }
868
869    /* swap red and blue (bgr -> rgb) */
870    for (i = 0; i < biSizeImage; i += 3)
871    {
872       temp = data[i];
873       data[i] = data[i + 2];
874       data[i + 2] = temp;
875    }
876
877    //insert alpha channel
878    unsigned char* data_with_alpha = (unsigned char*) malloc(width*height*4*sizeof(unsigned char));
879    for(int i=0; i<height; i++){
880      for(int j=0; j<width; j++){
881        unsigned char r, g, b, a;
882        r = data[3*(i*width+j)];
883        g = data[3*(i*width+j)+1];
884        b = data[3*(i*width+j)+2];
885
886        if(r==0 && g==0 && b==0)
887          a = 0;
888        else
889          a = 255;
890
891        data_with_alpha[4*(i*width+j)] = r;
892        data_with_alpha[4*(i*width+j) + 1] = g;
893        data_with_alpha[4*(i*width+j) + 2] = b;
894        data_with_alpha[4*(i*width+j) + 3] = a;
895
896      }
897    }
898    free(data);
899
900    //create opengl texture
901    glGenTextures(1, &font_texture);
902    glBindTexture(GL_TEXTURE_2D, font_texture);
903    //glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
904    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data_with_alpha);
905    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
906    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
907    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
908
909    free(data_with_alpha);
910
911    build_font();
912    assert(glGetError()==0);
913}
914
915
916
917void VolumeRenderer::draw_label(int volume_index){
918
919  Volume* vol = volume[volume_index];
920 
921  //glEnable(GL_TEXTURE_2D);
922  glDisable(GL_TEXTURE_2D);
923  glEnable(GL_DEPTH_TEST);
924
925  //x
926  glColor3f(0.5, 0.5, 0.5);
927
928  int length = vol->label[0].size();
929  glPushMatrix();
930 
931    glTranslatef(.5*vol->aspect_ratio_width, vol->aspect_ratio_height, -0.1*vol->aspect_ratio_depth);
932    glRotatef(180, 0, 0, 1);
933    glRotatef(90, 1, 0, 0);
934
935    glScalef(0.0008, 0.0008, 0.0008);
936    for(int i=0; i<length; i++){
937      glutStrokeCharacter(GLUT_STROKE_ROMAN, vol->label[0].c_str()[i]);
938      glTranslatef(0.04, 0., 0.);
939    }
940  glPopMatrix();
941
942  //y
943  length = vol->label[1].size();
944  glPushMatrix();
945    glTranslatef(vol->aspect_ratio_width, 0.5*vol->aspect_ratio_height, -0.1*vol->aspect_ratio_depth);
946    glRotatef(90, 0, 1, 0);
947    glRotatef(90, 0, 0, 1);
948
949    glScalef(0.0008, 0.0008, 0.0008);
950    for(int i=0; i<length; i++){
951      glutStrokeCharacter(GLUT_STROKE_ROMAN, vol->label[1].c_str()[i]);
952      glTranslatef(0.04, 0., 0.);
953    }
954  glPopMatrix();
955
956
957  //z
958  length = vol->label[2].size();
959  glPushMatrix();
960    glTranslatef(0., 1.*vol->aspect_ratio_height, 0.5*vol->aspect_ratio_depth);
961    glRotatef(90, 0, 1, 0);
962
963    glScalef(0.0008, 0.0008, 0.0008);
964    for(int i=0; i<length; i++){
965      glutStrokeCharacter(GLUT_STROKE_ROMAN, vol->label[2].c_str()[i]);
966      glTranslatef(0.04, 0., 0.);
967    }
968  glPopMatrix();
969
970  glDisable(GL_TEXTURE_2D);
971}
972
973
974
975void VolumeRenderer::build_font() {
976
977    GLfloat cx, cy;         /* the character coordinates in our texture */
978    font_base = glGenLists(256);
979    glBindTexture(GL_TEXTURE_2D, font_texture);
980    for (int loop = 0; loop < 256; loop++)
981    {
982        cx = (float) (loop % 16) / 16.0f;
983        cy = (float) (loop / 16) / 16.0f;
984        glNewList(font_base + loop, GL_COMPILE);
985            glBegin(GL_QUADS);
986                glTexCoord2f(cx, 1 - cy - 0.0625f);
987                glVertex3f(0, 0, 0);
988                glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f);
989                glVertex3f(0.04, 0, 0);
990                glTexCoord2f(cx + 0.0625f, 1 - cy);
991                glVertex3f(0.04, 0.04, 0);
992                glTexCoord2f(cx, 1 - cy);
993                glVertex3f(0, 0.04, 0);
994            glEnd();
995            glTranslated(0.04, 0, 0);
996        glEndList();
997    }
998}
999
1000
1001   
1002void VolumeRenderer::glPrint(char* string, int set){
1003
1004    if(set>1) set=1;
1005
1006    glBindTexture(GL_TEXTURE_2D, font_texture);
1007
1008    glListBase(font_base - 32 + (128 * set));
1009    glCallLists(strlen(string), GL_BYTE, string);
1010
1011}
1012
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