diff --git a/Core/Code/Rendering/mitkPointSetVtkMapper3D.cpp b/Core/Code/Rendering/mitkPointSetVtkMapper3D.cpp index 0f0931456f..660387006a 100644 --- a/Core/Code/Rendering/mitkPointSetVtkMapper3D.cpp +++ b/Core/Code/Rendering/mitkPointSetVtkMapper3D.cpp @@ -1,633 +1,642 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ #include "mitkPointSetVtkMapper3D.h" #include "mitkDataNode.h" #include "mitkProperties.h" #include "mitkColorProperty.h" #include "mitkVtkPropRenderer.h" #include "mitkPointSet.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include const mitk::PointSet* mitk::PointSetVtkMapper3D::GetInput() { return static_cast ( GetDataNode()->GetData() ); } mitk::PointSetVtkMapper3D::PointSetVtkMapper3D() : m_vtkSelectedPointList(NULL), m_vtkUnselectedPointList(NULL), m_VtkSelectedPolyDataMapper(NULL), m_VtkUnselectedPolyDataMapper(NULL), m_vtkTextList(NULL), m_NumberOfSelectedAdded(0), m_NumberOfUnselectedAdded(0), m_PointSize(1.0), m_ContourRadius(0.5) { //propassembly m_PointsAssembly = vtkSmartPointer::New(); //creating actors to be able to set transform m_SelectedActor = vtkSmartPointer::New(); m_UnselectedActor = vtkSmartPointer::New(); m_ContourActor = vtkSmartPointer::New(); } mitk::PointSetVtkMapper3D::~PointSetVtkMapper3D() { } void mitk::PointSetVtkMapper3D::ReleaseGraphicsResources(vtkWindow *renWin) { m_PointsAssembly->ReleaseGraphicsResources(renWin); m_SelectedActor->ReleaseGraphicsResources(renWin); m_UnselectedActor->ReleaseGraphicsResources(renWin); m_ContourActor->ReleaseGraphicsResources(renWin); } +void mitk::PointSetVtkMapper3D::ReleaseGraphicsResources(mitk::BaseRenderer* renderer) +{ + m_PointsAssembly->ReleaseGraphicsResources(renderer->GetRenderWindow()); + + m_SelectedActor->ReleaseGraphicsResources(renderer->GetRenderWindow()); + m_UnselectedActor->ReleaseGraphicsResources(renderer->GetRenderWindow()); + m_ContourActor->ReleaseGraphicsResources(renderer->GetRenderWindow()); + +} void mitk::PointSetVtkMapper3D::CreateVTKRenderObjects() { m_vtkSelectedPointList = vtkSmartPointer::New(); m_vtkUnselectedPointList = vtkSmartPointer::New(); m_PointsAssembly->VisibilityOn(); if(m_PointsAssembly->GetParts()->IsItemPresent(m_SelectedActor)) m_PointsAssembly->RemovePart(m_SelectedActor); if(m_PointsAssembly->GetParts()->IsItemPresent(m_UnselectedActor)) m_PointsAssembly->RemovePart(m_UnselectedActor); if(m_PointsAssembly->GetParts()->IsItemPresent(m_ContourActor)) m_PointsAssembly->RemovePart(m_ContourActor); // exceptional displaying for PositionTracker -> MouseOrientationTool int mapperID; bool isInputDevice=false; if( this->GetDataNode()->GetBoolProperty("inputdevice",isInputDevice) && isInputDevice ) { if( this->GetDataNode()->GetIntProperty("BaseRendererMapperID",mapperID) && mapperID == 2) return; //The event for the PositionTracker came from the 3d widget and not needs to be displayed } // get and update the PointSet mitk::PointSet::Pointer input = const_cast(this->GetInput()); /* only update the input data, if the property tells us to */ bool update = true; this->GetDataNode()->GetBoolProperty("updateDataOnRender", update); if (update == true) input->Update(); int timestep = this->GetTimestep(); mitk::PointSet::DataType::Pointer itkPointSet = input->GetPointSet( timestep ); if ( itkPointSet.GetPointer() == NULL) { m_PointsAssembly->VisibilityOff(); return; } mitk::PointSet::PointsContainer::Iterator pointsIter; mitk::PointSet::PointDataContainer::Iterator pointDataIter; int j; m_NumberOfSelectedAdded = 0; m_NumberOfUnselectedAdded = 0; //create contour bool makeContour = false; this->GetDataNode()->GetBoolProperty("show contour", makeContour); if (makeContour) { this->CreateContour(); } //now fill selected and unselected pointList //get size of Points in Property m_PointSize = 2; mitk::FloatProperty::Pointer pointSizeProp = dynamic_cast(this->GetDataNode()->GetProperty("pointsize")); if ( pointSizeProp.IsNotNull() ) m_PointSize = pointSizeProp->GetValue(); //get the property for creating a label onto every point only once bool showLabel = true; this->GetDataNode()->GetBoolProperty("show label", showLabel); const char * pointLabel=NULL; if(showLabel) { if(dynamic_cast(this->GetDataNode()->GetPropertyList()->GetProperty("label")) != NULL) pointLabel =dynamic_cast(this->GetDataNode()->GetPropertyList()->GetProperty("label"))->GetValue(); else showLabel = false; } //check if the list for the PointDataContainer is the same size as the PointsContainer. Is not, then the points were inserted manually and can not be visualized according to the PointData (selected/unselected) bool pointDataBroken = (itkPointSet->GetPointData()->Size() != itkPointSet->GetPoints()->Size()); //now add an object for each point in data pointDataIter = itkPointSet->GetPointData()->Begin(); for (j=0, pointsIter=itkPointSet->GetPoints()->Begin(); pointsIter!=itkPointSet->GetPoints()->End(); pointsIter++, j++) { //check for the pointtype in data and decide which geom-object to take and then add to the selected or unselected list int pointType; if(itkPointSet->GetPointData()->size() == 0 || pointDataBroken) pointType = mitk::PTUNDEFINED; else pointType = pointDataIter.Value().pointSpec; vtkSmartPointer source; switch (pointType) { case mitk::PTUNDEFINED: { vtkSmartPointer sphere = vtkSmartPointer::New(); sphere->SetRadius(m_PointSize); itk::Point point1 = pointsIter->Value(); sphere->SetCenter(point1[0],point1[1],point1[2]); //sphere->SetCenter(pointsIter.Value()[0],pointsIter.Value()[1],pointsIter.Value()[2]); //MouseOrientation Tool (PositionTracker) if(isInputDevice) { sphere->SetThetaResolution(10); sphere->SetPhiResolution(10); } else { sphere->SetThetaResolution(20); sphere->SetPhiResolution(20); } source = sphere; } break; case mitk::PTSTART: { vtkSmartPointer cube = vtkSmartPointer::New(); cube->SetXLength(m_PointSize/2); cube->SetYLength(m_PointSize/2); cube->SetZLength(m_PointSize/2); itk::Point point1 = pointsIter->Value(); cube->SetCenter(point1[0],point1[1],point1[2]); source = cube; } break; case mitk::PTCORNER: { vtkSmartPointer cone = vtkSmartPointer::New(); cone->SetRadius(m_PointSize); itk::Point point1 = pointsIter->Value(); cone->SetCenter(point1[0],point1[1],point1[2]); cone->SetResolution(20); source = cone; } break; case mitk::PTEDGE: { vtkSmartPointer cylinder = vtkSmartPointer::New(); cylinder->SetRadius(m_PointSize); itk::Point point1 = pointsIter->Value(); cylinder->SetCenter(point1[0],point1[1],point1[2]); cylinder->SetResolution(20); source = cylinder; } break; case mitk::PTEND: { vtkSmartPointer sphere = vtkSmartPointer::New(); sphere->SetRadius(m_PointSize); //itk::Point point1 = pointsIter->Value(); sphere->SetThetaResolution(20); sphere->SetPhiResolution(20); source = sphere; } break; default: { vtkSmartPointer sphere = vtkSmartPointer::New(); sphere->SetRadius(m_PointSize); itk::Point point1 = pointsIter->Value(); sphere->SetCenter(point1[0],point1[1],point1[2]); sphere->SetThetaResolution(20); sphere->SetPhiResolution(20); source = sphere; } break; } if (!pointDataBroken) { if (pointDataIter.Value().selected) { m_vtkSelectedPointList->AddInput(source->GetOutput()); ++m_NumberOfSelectedAdded; } else { m_vtkUnselectedPointList->AddInput(source->GetOutput()); ++m_NumberOfUnselectedAdded; } } else { m_vtkUnselectedPointList->AddInput(source->GetOutput()); ++m_NumberOfUnselectedAdded; } if (showLabel) { char buffer[20]; std::string l = pointLabel; if ( input->GetSize()>1 ) { sprintf(buffer,"%d",j+1); l.append(buffer); } // Define the text for the label vtkSmartPointer label = vtkSmartPointer::New(); label->SetText(l.c_str()); //# Set up a transform to move the label to a new position. vtkSmartPointer aLabelTransform = vtkSmartPointer::New(); aLabelTransform->Identity(); itk::Point point1 = pointsIter->Value(); aLabelTransform->Translate(point1[0]+2,point1[1]+2,point1[2]); aLabelTransform->Scale(5.7,5.7,5.7); //# Move the label to a new position. vtkSmartPointer labelTransform = vtkSmartPointer::New(); labelTransform->SetTransform(aLabelTransform); labelTransform->SetInput(label->GetOutput()); //add it to the wright PointList if (pointType) { m_vtkSelectedPointList->AddInput(labelTransform->GetOutput()); ++m_NumberOfSelectedAdded; } else { m_vtkUnselectedPointList->AddInput(labelTransform->GetOutput()); ++m_NumberOfUnselectedAdded; } } if(pointDataIter != itkPointSet->GetPointData()->End()) pointDataIter++; } // end FOR //now according to number of elements added to selected or unselected, build up the rendering pipeline if (m_NumberOfSelectedAdded > 0) { m_VtkSelectedPolyDataMapper = vtkSmartPointer::New(); m_VtkSelectedPolyDataMapper->SetInput(m_vtkSelectedPointList->GetOutput()); //create a new instance of the actor m_SelectedActor = vtkSmartPointer::New(); m_SelectedActor->SetMapper(m_VtkSelectedPolyDataMapper); m_PointsAssembly->AddPart(m_SelectedActor); } if (m_NumberOfUnselectedAdded > 0) { m_VtkUnselectedPolyDataMapper = vtkSmartPointer::New(); m_VtkUnselectedPolyDataMapper->SetInput(m_vtkUnselectedPointList->GetOutput()); //create a new instance of the actor m_UnselectedActor = vtkSmartPointer::New(); m_UnselectedActor->SetMapper(m_VtkUnselectedPolyDataMapper); m_PointsAssembly->AddPart(m_UnselectedActor); } } void mitk::PointSetVtkMapper3D::GenerateDataForRenderer( mitk::BaseRenderer *renderer ) { bool visible = true; GetDataNode()->GetVisibility(visible, renderer, "visible"); if(!visible) { m_UnselectedActor->VisibilityOff(); m_SelectedActor->VisibilityOff(); m_ContourActor->VisibilityOff(); return; } // create new vtk render objects (e.g. sphere for a point) SetVtkMapperImmediateModeRendering(m_VtkSelectedPolyDataMapper); SetVtkMapperImmediateModeRendering(m_VtkUnselectedPolyDataMapper); BaseLocalStorage *ls = m_LSH.GetLocalStorage(renderer); bool needGenerateData = ls->IsGenerateDataRequired( renderer, this, GetDataNode() ); if(!needGenerateData) { mitk::FloatProperty * pointSizeProp = dynamic_cast(this->GetDataNode()->GetProperty("pointsize")); mitk::FloatProperty * contourSizeProp = dynamic_cast(this->GetDataNode()->GetProperty("contoursize")); // only create new vtk render objects if property values were changed if(pointSizeProp && m_PointSize!=pointSizeProp->GetValue() ) needGenerateData = true; if(contourSizeProp && m_ContourRadius!=contourSizeProp->GetValue() ) needGenerateData = true; } if(needGenerateData) { this->CreateVTKRenderObjects(); ls->UpdateGenerateDataTime(); } this->ApplyAllProperties(renderer, m_ContourActor); bool showPoints = true; this->GetDataNode()->GetBoolProperty("show points", showPoints); if(showPoints) { m_UnselectedActor->VisibilityOn(); m_SelectedActor->VisibilityOn(); } else { m_UnselectedActor->VisibilityOff(); m_SelectedActor->VisibilityOff(); } if(dynamic_cast(this->GetDataNode()->GetProperty("opacity")) != NULL) { mitk::FloatProperty::Pointer pointOpacity =dynamic_cast(this->GetDataNode()->GetProperty("opacity")); float opacity = pointOpacity->GetValue(); m_ContourActor->GetProperty()->SetOpacity(opacity); m_UnselectedActor->GetProperty()->SetOpacity(opacity); m_SelectedActor->GetProperty()->SetOpacity(opacity); } bool makeContour = false; this->GetDataNode()->GetBoolProperty("show contour", makeContour); if (makeContour) { m_ContourActor->VisibilityOn(); } else { m_ContourActor->VisibilityOff(); } } void mitk::PointSetVtkMapper3D::ResetMapper( BaseRenderer* /*renderer*/ ) { m_PointsAssembly->VisibilityOff(); } vtkProp* mitk::PointSetVtkMapper3D::GetVtkProp(mitk::BaseRenderer * /*renderer*/) { return m_PointsAssembly; } void mitk::PointSetVtkMapper3D::UpdateVtkTransform(mitk::BaseRenderer * /*renderer*/) { vtkSmartPointer vtktransform = this->GetDataNode()->GetVtkTransform(this->GetTimestep()); m_SelectedActor->SetUserTransform(vtktransform); m_UnselectedActor->SetUserTransform(vtktransform); m_ContourActor->SetUserTransform(vtktransform); } void mitk::PointSetVtkMapper3D::ApplyAllProperties(mitk::BaseRenderer* renderer, vtkActor* actor) { Superclass::ApplyColorAndOpacityProperties(renderer, actor); //check for color props and use it for rendering of selected/unselected points and contour //due to different params in VTK (double/float) we have to convert! //vars to convert to vtkFloatingPointType unselectedColor[4]={1.0f,1.0f,0.0f,1.0f};//yellow vtkFloatingPointType selectedColor[4]={1.0f,0.0f,0.0f,1.0f};//red vtkFloatingPointType contourColor[4]={1.0f,0.0f,0.0f,1.0f};//red //different types for color!!! mitk::Color tmpColor; double opacity = 1.0; //check if there is an unselected property if (dynamic_cast(this->GetDataNode()->GetPropertyList(renderer)->GetProperty("unselectedcolor")) != NULL) { tmpColor = dynamic_cast(this->GetDataNode()->GetPropertyList(renderer)->GetProperty("unselectedcolor"))->GetValue(); unselectedColor[0] = tmpColor[0]; unselectedColor[1] = tmpColor[1]; unselectedColor[2] = tmpColor[2]; unselectedColor[3] = 1.0f; //!!define a new ColorProp to be able to pass alpha value } else if (dynamic_cast(this->GetDataNode()->GetPropertyList(NULL)->GetProperty("unselectedcolor")) != NULL) { tmpColor = dynamic_cast(this->GetDataNode()->GetPropertyList(NULL)->GetProperty("unselectedcolor"))->GetValue(); unselectedColor[0] = tmpColor[0]; unselectedColor[1] = tmpColor[1]; unselectedColor[2] = tmpColor[2]; unselectedColor[3] = 1.0f; //!!define a new ColorProp to be able to pass alpha value } else { //check if the node has a color float unselectedColorTMP[4]={1.0f,1.0f,0.0f,1.0f};//yellow m_DataNode->GetColor(unselectedColorTMP, NULL); unselectedColor[0] = unselectedColorTMP[0]; unselectedColor[1] = unselectedColorTMP[1]; unselectedColor[2] = unselectedColorTMP[2]; //unselectedColor[3] stays 1.0f } //get selected property if (dynamic_cast(this->GetDataNode()->GetPropertyList(renderer)->GetProperty("selectedcolor")) != NULL) { tmpColor = dynamic_cast(this->GetDataNode()->GetPropertyList(renderer)->GetProperty("selectedcolor"))->GetValue(); selectedColor[0] = tmpColor[0]; selectedColor[1] = tmpColor[1]; selectedColor[2] = tmpColor[2]; selectedColor[3] = 1.0f; } else if (dynamic_cast(this->GetDataNode()->GetPropertyList(NULL)->GetProperty("selectedcolor")) != NULL) { tmpColor = dynamic_cast(this->GetDataNode()->GetPropertyList(NULL)->GetProperty("selectedcolor"))->GetValue(); selectedColor[0] = tmpColor[0]; selectedColor[1] = tmpColor[1]; selectedColor[2] = tmpColor[2]; selectedColor[3] = 1.0f; } //get contour property if (dynamic_cast(this->GetDataNode()->GetPropertyList(renderer)->GetProperty("contourcolor")) != NULL) { tmpColor = dynamic_cast(this->GetDataNode()->GetPropertyList(renderer)->GetProperty("contourcolor"))->GetValue(); contourColor[0] = tmpColor[0]; contourColor[1] = tmpColor[1]; contourColor[2] = tmpColor[2]; contourColor[3] = 1.0f; } else if (dynamic_cast(this->GetDataNode()->GetPropertyList(NULL)->GetProperty("contourcolor")) != NULL) { tmpColor = dynamic_cast(this->GetDataNode()->GetPropertyList(NULL)->GetProperty("contourcolor"))->GetValue(); contourColor[0] = tmpColor[0]; contourColor[1] = tmpColor[1]; contourColor[2] = tmpColor[2]; contourColor[3] = 1.0f; } if(dynamic_cast(this->GetDataNode()->GetPropertyList(renderer)->GetProperty("opacity")) != NULL) { mitk::FloatProperty::Pointer pointOpacity =dynamic_cast(this->GetDataNode()->GetPropertyList(renderer)->GetProperty("opacity")); opacity = pointOpacity->GetValue(); } else if(dynamic_cast(this->GetDataNode()->GetPropertyList(NULL)->GetProperty("opacity")) != NULL) { mitk::FloatProperty::Pointer pointOpacity =dynamic_cast(this->GetDataNode()->GetPropertyList(NULL)->GetProperty("opacity")); opacity = pointOpacity->GetValue(); } //finished color / opacity fishing! //check if a contour shall be drawn bool makeContour = false; this->GetDataNode()->GetBoolProperty("show contour", makeContour, renderer); if(makeContour && (m_ContourActor != NULL) ) { this->CreateContour(); m_ContourActor->GetProperty()->SetColor(contourColor); m_ContourActor->GetProperty()->SetOpacity(opacity); } m_SelectedActor->GetProperty()->SetColor(selectedColor); m_SelectedActor->GetProperty()->SetOpacity(opacity); m_UnselectedActor->GetProperty()->SetColor(unselectedColor); m_UnselectedActor->GetProperty()->SetOpacity(opacity); } void mitk::PointSetVtkMapper3D::CreateContour() { vtkSmartPointer vtkContourPolyData = vtkSmartPointer::New(); vtkSmartPointer vtkContourPolyDataMapper = vtkSmartPointer::New(); vtkSmartPointer points = vtkSmartPointer::New(); vtkSmartPointer polys = vtkSmartPointer::New(); mitk::PointSet::PointsContainer::Iterator pointsIter; // mitk::PointSet::PointDataContainer::Iterator pointDataIter; int j; // get and update the PointSet mitk::PointSet::Pointer input = const_cast(this->GetInput()); int timestep = this->GetTimestep(); mitk::PointSet::DataType::Pointer itkPointSet = input->GetPointSet( timestep ); if ( itkPointSet.GetPointer() == NULL) { return; } for (j=0, pointsIter=itkPointSet->GetPoints()->Begin(); pointsIter!=itkPointSet->GetPoints()->End() ; pointsIter++,j++) { vtkIdType cell[2] = {j-1,j}; itk::Point point1 = pointsIter->Value(); points->InsertPoint(j,point1[0],point1[1],point1[2]); if (j>0) polys->InsertNextCell(2,cell); } bool close = false; this->GetDataNode()->GetBoolProperty("close contour", close); if (close) { vtkIdType cell[2] = {j-1,0}; polys->InsertNextCell(2,cell); } vtkSmartPointer contour = vtkSmartPointer::New(); contour->SetPoints(points); contour->SetLines(polys); contour->Update(); vtkSmartPointer tubeFilter = vtkSmartPointer::New(); tubeFilter->SetNumberOfSides( 12 ); tubeFilter->SetInput(contour); //check for property contoursize. m_ContourRadius = 0.5; mitk::FloatProperty::Pointer contourSizeProp = dynamic_cast(this->GetDataNode()->GetProperty("contoursize") ); if (contourSizeProp.IsNotNull()) m_ContourRadius = contourSizeProp->GetValue(); tubeFilter->SetRadius( m_ContourRadius ); tubeFilter->Update(); //add to pipeline vtkContourPolyData->AddInput(tubeFilter->GetOutput()); vtkContourPolyDataMapper->SetInput(vtkContourPolyData->GetOutput()); m_ContourActor->SetMapper(vtkContourPolyDataMapper); m_PointsAssembly->AddPart(m_ContourActor); } void mitk::PointSetVtkMapper3D::SetDefaultProperties(mitk::DataNode* node, mitk::BaseRenderer* renderer, bool overwrite) { node->AddProperty( "line width", mitk::IntProperty::New(2), renderer, overwrite ); node->AddProperty( "pointsize", mitk::FloatProperty::New(1.0), renderer, overwrite); node->AddProperty( "selectedcolor", mitk::ColorProperty::New(1.0f, 0.0f, 0.0f), renderer, overwrite); //red node->AddProperty( "color", mitk::ColorProperty::New(1.0f, 1.0f, 0.0f), renderer, overwrite); //yellow node->AddProperty( "opacity", mitk::FloatProperty::New(1.0f), renderer, overwrite ); node->AddProperty( "show contour", mitk::BoolProperty::New(false), renderer, overwrite ); node->AddProperty( "close contour", mitk::BoolProperty::New(false), renderer, overwrite ); node->AddProperty( "contourcolor", mitk::ColorProperty::New(1.0f, 0.0f, 0.0f), renderer, overwrite); node->AddProperty( "contoursize", mitk::FloatProperty::New(0.5), renderer, overwrite ); node->AddProperty( "show points", mitk::BoolProperty::New(true), renderer, overwrite ); node->AddProperty( "updateDataOnRender", mitk::BoolProperty::New(true), renderer, overwrite ); Superclass::SetDefaultProperties(node, renderer, overwrite); } diff --git a/Core/Code/Rendering/mitkPointSetVtkMapper3D.h b/Core/Code/Rendering/mitkPointSetVtkMapper3D.h index 1ecdff32a8..12b8481144 100644 --- a/Core/Code/Rendering/mitkPointSetVtkMapper3D.h +++ b/Core/Code/Rendering/mitkPointSetVtkMapper3D.h @@ -1,153 +1,158 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ #ifndef MITKPointSetVtkMAPPER3D_H_HEADER_INCLUDED_C1907273 #define MITKPointSetVtkMAPPER3D_H_HEADER_INCLUDED_C1907273 #include #include "mitkVtkMapper.h" #include "mitkBaseRenderer.h" #include class vtkActor; class vtkPropAssembly; class vtkAppendPolyData; class vtkPolyData; class vtkTubeFilter; class vtkPolyDataMapper; namespace mitk { class PointSet; /** * @brief Vtk-based mapper for PointSet * * Due to the need of different colors for selected * and unselected points and the facts, that we also have a contour and * labels for the points, the vtk structure is build up the following way: * * We have two AppendPolyData, one selected, and one unselected and one * for a contour between the points. Each one is connected to an own * PolyDaraMapper and an Actor. The different color for the unselected and * selected state and for the contour is read from properties. * * "unselectedcolor", "selectedcolor" and "contourcolor" are the strings, * that are looked for. Pointlabels are added besides the selected or the * deselected points. * * Then the three Actors are combined inside a vtkPropAssembly and this * object is returned in GetProp() and so hooked up into the rendering * pipeline. * Properties that can be set for point sets and influence the PointSetVTKMapper3D are: * * - \b "color": (ColorProperty*) Color of the point set * - \b "Opacity": (FloatProperty) Opacity of the point set * - \b "show contour": (BoolProperty) If the contour of the points are visible * - \b "contourSizeProp":(FloatProperty) Contour size of the points The default properties are: * - \b "line width": (IntProperty::New(2), renderer, overwrite ) * - \b "pointsize": (FloatProperty::New(1.0), renderer, overwrite) * - \b "selectedcolor": (ColorProperty::New(1.0f, 0.0f, 0.0f), renderer, overwrite) //red * - \b "color": (ColorProperty::New(1.0f, 1.0f, 0.0f), renderer, overwrite) //yellow * - \b "show contour": (BoolProperty::New(false), renderer, overwrite ) * - \b "contourcolor": (ColorProperty::New(1.0f, 0.0f, 0.0f), renderer, overwrite) * - \b "contoursize": (FloatProperty::New(0.5), renderer, overwrite ) * - \b "close contour": (BoolProperty::New(false), renderer, overwrite ) * - \b "show points": (BoolProperty::New(true), renderer, overwrite ) * - \b "updateDataOnRender": (BoolProperty::New(true), renderer, overwrite ) *Other properties looked for are: * * - \b "show contour": if set to on, lines between the points are shown * - \b "close contour": if set to on, the open strip is closed (first point * connected with last point) * - \b "pointsize": size of the points mapped * - \b "label": text of the Points to show besides points * - \b "contoursize": size of the contour drawn between the points * (if not set, the pointsize is taken) * * @ingroup Mapper */ class MITK_CORE_EXPORT PointSetVtkMapper3D : public VtkMapper { public: mitkClassMacro(PointSetVtkMapper3D, VtkMapper); itkNewMacro(Self); virtual const mitk::PointSet* GetInput(); //overwritten from VtkMapper3D to be able to return a //m_PointsAssembly which is much faster than a vtkAssembly virtual vtkProp* GetVtkProp(mitk::BaseRenderer* renderer); virtual void UpdateVtkTransform(mitk::BaseRenderer* renderer); static void SetDefaultProperties(mitk::DataNode* node, mitk::BaseRenderer* renderer = NULL, bool overwrite = false); - void ReleaseGraphicsResources(vtkWindow *renWin); + /* + * \deprecatedSince{2013_12} Use ReleaseGraphicsResources(mitk::BaseRenderer* renderer) instead + */ + DEPRECATED(void ReleaseGraphicsResources(vtkWindow *renWin)); + + void ReleaseGraphicsResources(mitk::BaseRenderer* renderer); LocalStorageHandler m_LSH; protected: PointSetVtkMapper3D(); virtual ~PointSetVtkMapper3D(); virtual void GenerateDataForRenderer(mitk::BaseRenderer* renderer); virtual void ResetMapper( BaseRenderer* renderer ); virtual void ApplyAllProperties(mitk::BaseRenderer* renderer, vtkActor* actor); virtual void CreateContour(); virtual void CreateVTKRenderObjects(); vtkSmartPointer m_vtkSelectedPointList; vtkSmartPointer m_vtkUnselectedPointList; vtkSmartPointer m_VtkSelectedPolyDataMapper; vtkSmartPointer m_VtkUnselectedPolyDataMapper; vtkSmartPointer m_SelectedActor; vtkSmartPointer m_UnselectedActor; vtkSmartPointer m_ContourActor; vtkSmartPointer m_PointsAssembly; //help for contour between points vtkSmartPointer m_vtkTextList; //variables to be able to log, how many inputs have been added to PolyDatas unsigned int m_NumberOfSelectedAdded; unsigned int m_NumberOfUnselectedAdded; //variables to check if an update of the vtk objects is needed ScalarType m_PointSize; ScalarType m_ContourRadius; }; } // namespace mitk #endif /* MITKPointSetVtkMAPPER3D_H_HEADER_INCLUDED_C1907273 */ diff --git a/Core/Code/Rendering/mitkVtkMapper.h b/Core/Code/Rendering/mitkVtkMapper.h index 6344bcfe5d..551efc9403 100644 --- a/Core/Code/Rendering/mitkVtkMapper.h +++ b/Core/Code/Rendering/mitkVtkMapper.h @@ -1,145 +1,161 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ // change number #ifndef VTKMAPPER_H_HEADER_INCLUDED_C1C5453B #define VTKMAPPER_H_HEADER_INCLUDED_C1C5453B #include #include "mitkMapper.h" #include "mitkBaseRenderer.h" #include "mitkDataNode.h" #include "mitkVtkPropRenderer.h" #include #include #include #include #include #include #include #include class vtkProp; class vtkProp3D; class vtkActor; namespace mitk { /** \brief Base class of all Vtk Mappers in order to display primitives * by exploiting Vtk functionality. * * Rendering of opaque, translucent or volumetric geometry and overlays * is done in consecutive render passes. * * \ingroup Mapper */ class MITK_CORE_EXPORT VtkMapper : public Mapper { public: mitkClassMacro(VtkMapper,Mapper); virtual vtkProp* GetVtkProp(mitk::BaseRenderer* renderer) = 0; /** \brief Re-issues all drawing commands required to describe * the entire scene each time a new frame is required, * regardless of actual changes. */ static void SetVtkMapperImmediateModeRendering(vtkMapper *mapper); /** * \brief Returns whether this is an vtk-based mapper * \deprecatedSince{2013_03} All mappers of superclass VTKMapper are vtk based, use a dynamic_cast instead */ DEPRECATED( virtual bool IsVtkBased() const ); /** \brief Determines which geometry should be rendered * (opaque, translucent, volumetric, overlay) * and calls the appropriate function. * * Called by mitk::VtkPropRenderer::Render */ void MitkRender(mitk::BaseRenderer* renderer, mitk::VtkPropRenderer::RenderType type); /** \brief Checks visibility and renders the overlay */ virtual void MitkRenderOverlay(BaseRenderer* renderer); /** \brief Checks visibility and renders untransparent geometry */ virtual void MitkRenderOpaqueGeometry(BaseRenderer* renderer); /** \brief Checks visiblity and renders transparent geometry */ virtual void MitkRenderTranslucentGeometry(BaseRenderer* renderer); /** \brief Checks visibility and renders volumes */ virtual void MitkRenderVolumetricGeometry(BaseRenderer* renderer); /** \brief Returns true if this mapper owns the specified vtkProp for * the given BaseRenderer. * * Note: returns false by default; should be implemented for VTK-based * Mapper subclasses. */ virtual bool HasVtkProp( const vtkProp *prop, BaseRenderer *renderer ); /** \brief Set the vtkTransform of the m_Prop3D for * the current time step of \a renderer * * Called by mitk::VtkPropRenderer::Update before rendering */ virtual void UpdateVtkTransform(mitk::BaseRenderer *renderer); /** * \brief Apply color and opacity properties read from the PropertyList * \deprecatedSince{2013_03} Use ApplyColorAndOpacityProperties(mitk::BaseRenderer* renderer, vtkActor * actor) instead */ DEPRECATED(inline virtual void ApplyProperties(vtkActor* actor, mitk::BaseRenderer* renderer)) { ApplyColorAndOpacityProperties(renderer, actor); } /** * \brief Apply color and opacity properties read from the PropertyList. * Called by mapper subclasses. */ virtual void ApplyColorAndOpacityProperties(mitk::BaseRenderer* renderer, vtkActor * actor); /** * \brief Release vtk-based graphics resources that are being consumed by this mapper. + * * The parameter window could be used to determine which graphic - * resources to releases. Must be overwritten in individual subclasses + * resources to release. Must be overwritten in individual subclasses * if vtkProps are used. + * + * \deprecatedSince{2013_12} Use ReleaseGraphicsResources(mitk::BaseRenderer* renderer) instead */ - virtual void ReleaseGraphicsResources(vtkWindow* /*renWin*/) { }; + DEPRECATED(virtual void ReleaseGraphicsResources(vtkWindow* /*renWin*/)) + { + }; + + /** + * \brief Release vtk-based graphics resources that are being consumed by this mapper. + * + * Method called by mitk::VtkPropRenderer. The parameter renderer could be used to + * determine which graphic resources to release. The local storage is accessible + * by the parameter renderer. Should be overwritten in subclasses. + */ + virtual void ReleaseGraphicsResources(mitk::BaseRenderer* renderer) + { + }; protected: /** constructor */ VtkMapper(); /** virtual destructor in order to derive from this class */ virtual ~VtkMapper(); private: /** copy constructor */ VtkMapper( const VtkMapper &); /** assignment operator */ VtkMapper & operator=(const VtkMapper &); }; } // namespace mitk #endif /* VTKMAPPER_H_HEADER_INCLUDED_C1C5453B */ diff --git a/Core/Code/Rendering/mitkVtkPropRenderer.cpp b/Core/Code/Rendering/mitkVtkPropRenderer.cpp index 3e36cad61f..59e155f343 100644 --- a/Core/Code/Rendering/mitkVtkPropRenderer.cpp +++ b/Core/Code/Rendering/mitkVtkPropRenderer.cpp @@ -1,1005 +1,1005 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ #include "mitkVtkPropRenderer.h" // MAPPERS #include "mitkMapper.h" #include "mitkImageVtkMapper2D.h" #include "mitkVtkMapper.h" #include "mitkGLMapper.h" #include "mitkGeometry2DDataVtkMapper3D.h" #include "mitkImageSliceSelector.h" #include "mitkRenderingManager.h" #include "mitkGL.h" #include "mitkGeometry3D.h" #include "mitkDisplayGeometry.h" #include "mitkLevelWindow.h" #include "mitkCameraController.h" #include "mitkVtkInteractorCameraController.h" #include "mitkPlaneGeometry.h" #include "mitkProperties.h" #include "mitkSurface.h" #include "mitkNodePredicateDataType.h" #include "mitkVtkInteractorStyle.h" // VTK #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include mitk::VtkPropRenderer::VtkPropRenderer( const char* name, vtkRenderWindow * renWin, mitk::RenderingManager* rm ) : BaseRenderer(name,renWin, rm), m_VtkMapperPresent(false), m_CameraInitializedForMapperID(0) { didCount=false; m_WorldPointPicker = vtkWorldPointPicker::New(); m_PointPicker = vtkPointPicker::New(); m_PointPicker->SetTolerance( 0.0025 ); m_CellPicker = vtkCellPicker::New(); m_CellPicker->SetTolerance( 0.0025 ); mitk::Geometry2DDataVtkMapper3D::Pointer geometryMapper = mitk::Geometry2DDataVtkMapper3D::New(); m_CurrentWorldGeometry2DMapper = geometryMapper; m_CurrentWorldGeometry2DNode->SetMapper(2, geometryMapper); m_LightKit = vtkLightKit::New(); m_LightKit->AddLightsToRenderer(m_VtkRenderer); m_PickingMode = WorldPointPicking; m_TextRenderer = vtkRenderer::New(); m_TextRenderer->SetRenderWindow(renWin); m_TextRenderer->SetInteractive(0); m_TextRenderer->SetErase(0); } /*! \brief Destructs the VtkPropRenderer. */ mitk::VtkPropRenderer::~VtkPropRenderer() { // Workaround for GLDisplayList Bug { m_MapperID=0; checkState(); } if (m_LightKit != NULL) m_LightKit->Delete(); if (m_VtkRenderer!=NULL) { m_CameraController = NULL; m_VtkRenderer->Delete(); m_VtkRenderer = NULL; } else m_CameraController = NULL; if (m_WorldPointPicker != NULL) m_WorldPointPicker->Delete(); if (m_PointPicker != NULL) m_PointPicker->Delete(); if (m_CellPicker != NULL) m_CellPicker->Delete(); if (m_TextRenderer != NULL) m_TextRenderer->Delete(); } void mitk::VtkPropRenderer::SetDataStorage( mitk::DataStorage* storage ) { if ( storage == NULL ) return; BaseRenderer::SetDataStorage(storage); static_cast(m_CurrentWorldGeometry2DMapper.GetPointer())->SetDataStorageForTexture( m_DataStorage.GetPointer() ); // Compute the geometry from the current data tree bounds and set it as world geometry this->SetWorldGeometryToDataStorageBounds(); } bool mitk::VtkPropRenderer::SetWorldGeometryToDataStorageBounds() { if ( m_DataStorage.IsNull() ) return false; //initialize world geometry mitk::TimeSlicedGeometry::Pointer geometry = m_DataStorage->ComputeVisibleBoundingGeometry3D( NULL, "includeInBoundingBox" ); if ( geometry.IsNull() ) return false; this->SetWorldGeometry(geometry); //this->GetDisplayGeometry()->SetSizeInDisplayUnits( this->m_TextRenderer->GetRenderWindow()->GetSize()[0], this->m_TextRenderer->GetRenderWindow()->GetSize()[1] ); this->GetDisplayGeometry()->Fit(); this->GetVtkRenderer()->ResetCamera(); this->Modified(); return true; } /*! \brief Called by the vtkMitkRenderProp in order to start MITK rendering process. */ int mitk::VtkPropRenderer::Render(mitk::VtkPropRenderer::RenderType type) { // Do we have objects to render? if ( this->GetEmptyWorldGeometry()) return 0; if ( m_DataStorage.IsNull()) return 0; // Update mappers and prepare mapper queue if (type == VtkPropRenderer::Opaque) this->PrepareMapperQueue(); //go through the generated list and let the sorted mappers paint bool lastVtkBased = true; //bool sthVtkBased = false; for(MappersMapType::iterator it = m_MappersMap.begin(); it != m_MappersMap.end(); it++) { Mapper * mapper = (*it).second; VtkMapper* vtkmapper = dynamic_cast(mapper); if(vtkmapper) { //sthVtkBased = true; if(!lastVtkBased) { Disable2DOpenGL(); lastVtkBased = true; } } else if(lastVtkBased) { Enable2DOpenGL(); lastVtkBased = false; } mapper->MitkRender(this, type); } this->UpdateOverlays(); if (lastVtkBased == false) Disable2DOpenGL(); // Render text if (type == VtkPropRenderer::Overlay) { if (m_TextCollection.size() > 0) { m_TextRenderer->SetViewport( this->GetVtkRenderer()->GetViewport() ); for (TextMapType::iterator it = m_TextCollection.begin(); it != m_TextCollection.end() ; it++) m_TextRenderer->AddViewProp((*it).second); m_TextRenderer->Render(); } } return 1; } /*! \brief PrepareMapperQueue iterates the datatree PrepareMapperQueue iterates the datatree in order to find mappers which shall be rendered. Also, it sortes the mappers wrt to their layer. */ void mitk::VtkPropRenderer::PrepareMapperQueue() { // variable for counting LOD-enabled mappers m_NumberOfVisibleLODEnabledMappers = 0; // Do we have to update the mappers ? if ( m_LastUpdateTime < GetMTime() || m_LastUpdateTime < GetDisplayGeometry()->GetMTime() ) { Update(); } else if (m_MapperID>=1 && m_MapperID < 6) Update(); // remove all text properties before mappers will add new ones m_TextRenderer->RemoveAllViewProps(); for ( unsigned int i=0; iDelete(); } m_TextCollection.clear(); // clear priority_queue m_MappersMap.clear(); int mapperNo = 0; //DataStorage if( m_DataStorage.IsNull() ) return; DataStorage::SetOfObjects::ConstPointer allObjects = m_DataStorage->GetAll(); for (DataStorage::SetOfObjects::ConstIterator it = allObjects->Begin(); it != allObjects->End(); ++it) { DataNode::Pointer node = it->Value(); if ( node.IsNull() ) continue; mitk::Mapper::Pointer mapper = node->GetMapper(m_MapperID); if ( mapper.IsNull() ) continue; bool visible = true; node->GetVisibility(visible, this, "visible"); // The information about LOD-enabled mappers is required by RenderingManager if ( mapper->IsLODEnabled( this ) && visible ) { ++m_NumberOfVisibleLODEnabledMappers; } // mapper without a layer property get layer number 1 int layer = 1; node->GetIntProperty("layer", layer, this); int nr = (layer<<16) + mapperNo; m_MappersMap.insert( std::pair< int, Mapper * >( nr, mapper ) ); mapperNo++; } } /*! \brief Enable2DOpenGL() and Disable2DOpenGL() are used to switch between 2D rendering (orthographic projection) and 3D rendering (perspective projection) */ void mitk::VtkPropRenderer::Enable2DOpenGL() { GLint iViewport[4]; // Get a copy of the viewport glGetIntegerv( GL_VIEWPORT, iViewport ); // Save a copy of the projection matrix so that we can restore it // when it's time to do 3D rendering again. glMatrixMode( GL_PROJECTION ); glPushMatrix(); glLoadIdentity(); // Set up the orthographic projection const DisplayGeometry* displayGeometry = this->GetDisplayGeometry(); float displayGeometryWidth = displayGeometry->GetSizeInDisplayUnits()[0]; float displayGeometryHeight = displayGeometry->GetSizeInDisplayUnits()[1]; float viewportWidth = iViewport[2]; float viewportHeight = iViewport[3]; /* The following makes OpenGL mappers draw into the same viewport that is used by VTK when someone calls vtkRenderer::SetViewport(). The parameters of glOrtho describe what "input" coordinates (display coordinates generated by the OpenGL mappers) are transformed into the region defined by the viewport. The call has to consider that the scene is fit vertically and centered horizontally. Problem: this is a crude first step towards rendering into viewports. - mitkViewportRenderingTest demonstrates the non-interactive rendering that is now possible - interactors that measure mouse movement in pixels will probably run into problems with display-to-world transformation A proper solution should probably modify the DisplayGeometry to correctly describe the viewport. */ // iViewport is (x,y,width,height) // glOrtho expects (left,right,bottom,top,znear,zfar) glOrtho( 0 - 0.5 * (viewportWidth/viewportHeight-1.0)*displayGeometryHeight + 0.5 * (displayGeometryWidth - displayGeometryHeight) , displayGeometryWidth + 0.5 * (viewportWidth/viewportHeight-1.0)*displayGeometryHeight - 0.5 * (displayGeometryWidth - displayGeometryHeight) , 0, displayGeometryHeight, -1.0, 1.0 ); glMatrixMode( GL_MODELVIEW ); glPushMatrix(); glLoadIdentity(); // Make sure depth testing and lighting are disabled for 2D rendering until // we are finished rendering in 2D glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_LIGHTING_BIT ); glDisable( GL_DEPTH_TEST ); glDisable( GL_LIGHTING ); // disable the texturing here so crosshair is painted in the correct colors // vtk will reenable texturing every time it is needed glDisable( GL_TEXTURE_1D ); glDisable( GL_TEXTURE_2D ); glLineWidth(1.0); } /*! \brief Initialize the VtkPropRenderer Enable2DOpenGL() and Disable2DOpenGL() are used to switch between 2D rendering (orthographic projection) and 3D rendering (perspective projection) */ void mitk::VtkPropRenderer::Disable2DOpenGL() { glPopAttrib(); glMatrixMode( GL_PROJECTION ); glPopMatrix(); glMatrixMode( GL_MODELVIEW ); glPopMatrix(); } void mitk::VtkPropRenderer::Update(mitk::DataNode* datatreenode) { if(datatreenode!=NULL) { mitk::Mapper::Pointer mapper = datatreenode->GetMapper(m_MapperID); if(mapper.IsNotNull()) { GLMapper* glmapper=dynamic_cast(mapper.GetPointer()); if(GetDisplayGeometry()->IsValid()) { if(glmapper != NULL) { glmapper->Update(this); m_VtkMapperPresent=false; } else { VtkMapper* vtkmapper=dynamic_cast(mapper.GetPointer()); if(vtkmapper != NULL) { vtkmapper->Update(this); vtkmapper->UpdateVtkTransform(this); m_VtkMapperPresent=true; } } } } } } void mitk::VtkPropRenderer::Update() { if( m_DataStorage.IsNull() ) return; m_VtkMapperPresent = false; mitk::DataStorage::SetOfObjects::ConstPointer all = m_DataStorage->GetAll(); for (mitk::DataStorage::SetOfObjects::ConstIterator it = all->Begin(); it != all->End(); ++it) Update(it->Value()); Modified(); m_LastUpdateTime = GetMTime(); } /*! \brief This method is called from the two Constructors */ void mitk::VtkPropRenderer::InitRenderer(vtkRenderWindow* renderWindow) { BaseRenderer::InitRenderer(renderWindow); if(renderWindow == NULL) { m_InitNeeded = false; m_ResizeNeeded = false; return; } m_InitNeeded = true; m_ResizeNeeded = true; m_LastUpdateTime = 0; } /*! \brief Resize the OpenGL Window */ void mitk::VtkPropRenderer::Resize(int w, int h) { BaseRenderer::Resize(w, h); m_RenderingManager->RequestUpdate(this->GetRenderWindow()); } void mitk::VtkPropRenderer::InitSize(int w, int h) { m_RenderWindow->SetSize(w,h); Superclass::InitSize(w, h); Modified(); Update(); if(m_VtkRenderer!=NULL) { int w=vtkObject::GetGlobalWarningDisplay(); vtkObject::GlobalWarningDisplayOff(); m_VtkRenderer->ResetCamera(); vtkObject::SetGlobalWarningDisplay(w); } } void mitk::VtkPropRenderer::SetMapperID(const MapperSlotId mapperId) { if(m_MapperID != mapperId) Superclass::SetMapperID(mapperId); // Workaround for GL Displaylist Bug checkState(); } /*! \brief Activates the current renderwindow. */ void mitk::VtkPropRenderer::MakeCurrent() { if(m_RenderWindow!=NULL) m_RenderWindow->MakeCurrent(); } void mitk::VtkPropRenderer::PickWorldPoint(const mitk::Point2D& displayPoint, mitk::Point3D& worldPoint) const { if(m_VtkMapperPresent) { //m_WorldPointPicker->SetTolerance (0.0001); switch ( m_PickingMode ) { case (WorldPointPicking) : { m_WorldPointPicker->Pick(displayPoint[0], displayPoint[1], 0, m_VtkRenderer); vtk2itk(m_WorldPointPicker->GetPickPosition(), worldPoint); break; } case (PointPicking) : { // create a new vtkRenderer // give it all necessary information (camera position, etc.) // get all surfaces from datastorage, get actors from them // add all those actors to the new renderer // give this new renderer to pointpicker /* vtkRenderer* pickingRenderer = vtkRenderer::New(); pickingRenderer->SetActiveCamera( ); DataStorage* dataStorage = m_DataStorage; TNodePredicateDataType isSurface; DataStorage::SetOfObjects::ConstPointer allSurfaces = dataStorage->GetSubset( isSurface ); MITK_INFO << "in picking: got " << allSurfaces->size() << " surfaces." << std::endl; for (DataStorage::SetOfObjects::const_iterator iter = allSurfaces->begin(); iter != allSurfaces->end(); ++iter) { const DataNode* currentNode = *iter; VtkMapper3D* baseVtkMapper3D = dynamic_cast( currentNode->GetMapper( BaseRenderer::Standard3D ) ); if ( baseVtkMapper3D ) { vtkActor* actor = dynamic_cast( baseVtkMapper3D->GetViewProp() ); if (actor) { MITK_INFO << "a" << std::flush; pickingRenderer->AddActor( actor ); } } } MITK_INFO << ";" << std::endl; */ m_PointPicker->Pick(displayPoint[0], displayPoint[1], 0, m_VtkRenderer); vtk2itk(m_PointPicker->GetPickPosition(), worldPoint); break; } case(CellPicking) : { m_CellPicker->Pick(displayPoint[0], displayPoint[1], 0, m_VtkRenderer); vtk2itk(m_CellPicker->GetPickPosition(), worldPoint); break; } } } else { Superclass::PickWorldPoint(displayPoint, worldPoint); } } mitk::DataNode * mitk::VtkPropRenderer::PickObject( const Point2D &displayPosition, Point3D &worldPosition ) const { if ( m_VtkMapperPresent ) { m_CellPicker->InitializePickList(); // Iterate over all DataStorage objects to determine all vtkProps intended // for picking DataStorage::SetOfObjects::ConstPointer allObjects = m_DataStorage->GetAll(); for ( DataStorage::SetOfObjects::ConstIterator it = allObjects->Begin(); it != allObjects->End(); ++it ) { DataNode *node = it->Value(); if ( node == NULL ) continue; bool pickable = false; node->GetBoolProperty( "pickable", pickable ); if ( !pickable ) continue; VtkMapper *mapper = dynamic_cast < VtkMapper * > ( node->GetMapper( m_MapperID ) ); if ( mapper == NULL ) continue; vtkProp *prop = mapper->GetVtkProp( (mitk::BaseRenderer *)this ); if ( prop == NULL ) continue; m_CellPicker->AddPickList( prop ); } // Do the picking and retrieve the picked vtkProp (if any) m_CellPicker->PickFromListOn(); m_CellPicker->Pick( displayPosition[0], displayPosition[1], 0.0, m_VtkRenderer ); m_CellPicker->PickFromListOff(); vtk2itk( m_CellPicker->GetPickPosition(), worldPosition ); vtkProp *prop = m_CellPicker->GetViewProp(); if ( prop == NULL ) { return NULL; } // Iterate over all DataStorage objects to determine if the retrieved // vtkProp is owned by any associated mapper. for ( DataStorage::SetOfObjects::ConstIterator it = allObjects->Begin(); it != allObjects->End(); ++it) { DataNode::Pointer node = it->Value(); if ( node.IsNull() ) continue; mitk::Mapper * mapper = node->GetMapper( m_MapperID ); if ( mapper == NULL) continue; mitk::VtkMapper * vtkmapper = dynamic_cast< VtkMapper * >(mapper); if(vtkmapper){ //if vtk-based, then ... if ( vtkmapper->HasVtkProp( prop, const_cast< mitk::VtkPropRenderer * >( this ) ) ) { return node; } } } return NULL; } else { return Superclass::PickObject( displayPosition, worldPosition ); } }; /*! \brief Writes some 2D text as overlay. Function returns an unique int Text_ID for each call, which can be used via the GetTextLabelProperty(int text_id) function in order to get a vtkTextProperty. This property enables the setup of font, font size, etc. */ int mitk::VtkPropRenderer::WriteSimpleText(std::string text, double posX, double posY, double color1, double color2, double color3, float opacity) { if(!text.empty()) { Point2D p; p[0] = posX; p[1] = posY; p = TransformOpenGLPointToViewport(p); vtkTextActor* textActor = vtkTextActor::New(); textActor->SetPosition(p[0], p[1]); textActor->SetInput(text.c_str()); textActor->SetTextScaleModeToNone(); textActor->GetTextProperty()->SetColor(color1, color2, color3); //TODO: Read color from node property textActor->GetTextProperty()->SetOpacity( opacity ); int text_id = m_TextCollection.size(); m_TextCollection.insert(TextMapType::value_type(text_id,textActor)); return text_id; } else { return -1; } } /*! \brief Can be used in order to get a vtkTextProperty for a specific text_id. This property enables the setup of font, font size, etc. */ vtkTextProperty* mitk::VtkPropRenderer::GetTextLabelProperty(int text_id) { return this->m_TextCollection[text_id]->GetTextProperty(); } void mitk::VtkPropRenderer::InitPathTraversal() { if (m_DataStorage.IsNotNull()) { m_PickingObjects = m_DataStorage->GetAll(); m_PickingObjectsIterator = m_PickingObjects->begin(); } } vtkAssemblyPath* mitk::VtkPropRenderer::GetNextPath() { if (m_DataStorage.IsNull() ) { return NULL; } if ( m_PickingObjectsIterator == m_PickingObjects->end() ) { return NULL; } vtkAssemblyPath* returnPath = vtkAssemblyPath::New(); //returnPath->Register(NULL); bool success = false; while (!success) { // loop until AddNode can be called successfully const DataNode* node = *m_PickingObjectsIterator; if (node) { Mapper* mapper = node->GetMapper( BaseRenderer::Standard3D ); if (mapper) { VtkMapper* vtkmapper = dynamic_cast( mapper ); if (vtkmapper) { vtkProp* prop = vtkmapper->GetVtkProp(this); if ( prop && prop->GetVisibility() ) { // add to assembly path returnPath->AddNode( prop, prop->GetMatrix() ); success = true; } } } } ++m_PickingObjectsIterator; if ( m_PickingObjectsIterator == m_PickingObjects->end() ) break; } if ( success ) { return returnPath; } else { return NULL; } } void mitk::VtkPropRenderer::ReleaseGraphicsResources(vtkWindow *renWin) { if( m_DataStorage.IsNull() ) return; DataStorage::SetOfObjects::ConstPointer allObjects = m_DataStorage->GetAll(); for (DataStorage::SetOfObjects::const_iterator iter = allObjects->begin(); iter != allObjects->end(); ++iter) { DataNode::Pointer node = *iter; if ( node.IsNull() ) continue; Mapper * mapper = node->GetMapper(m_MapperID); if (mapper) { VtkMapper* vtkmapper = dynamic_cast( mapper ); if(vtkmapper) - vtkmapper->ReleaseGraphicsResources(renWin); + vtkmapper->ReleaseGraphicsResources(Superclass::GetInstance(BaseRenderer::GetVtkRenderer()->GetRenderWindow())); } } } const vtkWorldPointPicker *mitk::VtkPropRenderer::GetWorldPointPicker() const { return m_WorldPointPicker; } const vtkPointPicker *mitk::VtkPropRenderer::GetPointPicker() const { return m_PointPicker; } const vtkCellPicker *mitk::VtkPropRenderer::GetCellPicker() const { return m_CellPicker; } mitk::VtkPropRenderer::MappersMapType mitk::VtkPropRenderer::GetMappersMap() const { return m_MappersMap; } // Workaround for GL Displaylist bug static int glWorkAroundGlobalCount = 0; bool mitk::VtkPropRenderer::useImmediateModeRendering() { return glWorkAroundGlobalCount>1; } void mitk::VtkPropRenderer::checkState() { if (m_MapperID == Standard3D) { if (!didCount) { didCount = true; glWorkAroundGlobalCount++; if (glWorkAroundGlobalCount == 2) { MITK_INFO << "Multiple 3D Renderwindows active...: turning Immediate Rendering ON for legacy mappers"; // vtkMapper::GlobalImmediateModeRenderingOn(); } //MITK_INFO << "GLOBAL 3D INCREASE " << glWorkAroundGlobalCount << "\n"; } } else { if(didCount) { didCount=false; glWorkAroundGlobalCount--; if(glWorkAroundGlobalCount==1) { MITK_INFO << "Single 3D Renderwindow active...: turning Immediate Rendering OFF for legacy mappers"; // vtkMapper::GlobalImmediateModeRenderingOff(); } //MITK_INFO << "GLOBAL 3D DECREASE " << glWorkAroundGlobalCount << "\n"; } } } //### Contains all methods which are neceassry before each VTK Render() call void mitk::VtkPropRenderer::PrepareRender() { if ( this->GetMapperID() != m_CameraInitializedForMapperID ) { Initialize2DvtkCamera(); //Set parallel projection etc. } AdjustCameraToScene(); //Prepare camera for 2D render windows } bool mitk::VtkPropRenderer::Initialize2DvtkCamera() { if ( this->GetMapperID() == Standard3D ) { //activate parallel projection for 2D this->GetVtkRenderer()->GetActiveCamera()->SetParallelProjection(false); this->GetRenderWindow()->GetInteractor()->SetInteractorStyle( vtkInteractorStyleTrackballCamera::New() ); m_CameraInitializedForMapperID = Standard3D; } else if( this->GetMapperID() == Standard2D) { //activate parallel projection for 2D this->GetVtkRenderer()->GetActiveCamera()->SetParallelProjection(true); //turn the light out in the scene in order to render correct grey values. //TODO Implement a property for light in the 2D render windows (in another method) this->GetVtkRenderer()->RemoveAllLights(); this->GetRenderWindow()->GetInteractor()->SetInteractorStyle( mitkVtkInteractorStyle::New() ); m_CameraInitializedForMapperID = Standard2D; } return true; } void mitk::VtkPropRenderer::AdjustCameraToScene(){ if(this->GetMapperID() == Standard2D) { const mitk::DisplayGeometry* displayGeometry = this->GetDisplayGeometry(); double objectHeightInMM = this->GetCurrentWorldGeometry2D()->GetExtentInMM(1);//the height of the current object slice in mm double displayHeightInMM = displayGeometry->GetSizeInMM()[1]; //the display height in mm (gets smaller when you zoom in) double zoomFactor = objectHeightInMM/displayHeightInMM; //displayGeometry->GetScaleFactorMMPerDisplayUnit() //determine how much of the object can be displayed Vector2D displayGeometryOriginInMM = displayGeometry->GetOriginInMM(); //top left of the render window (Origin) Vector2D displayGeometryCenterInMM = displayGeometryOriginInMM + displayGeometry->GetSizeInMM()*0.5; //center of the render window: (Origin + Size/2) //Scale the rendered object: //The image is scaled by a single factor, because in an orthographic projection sizes //are preserved (so you cannot scale X and Y axis with different parameters). The //parameter sets the size of the total display-volume. If you set this to the image //height, the image plus a border with the size of the image will be rendered. //Therefore, the size is imageHeightInMM / 2. this->GetVtkRenderer()->GetActiveCamera()->SetParallelScale(objectHeightInMM*0.5 ); //zooming with the factor calculated by dividing displayHeight through imegeHeight. The factor is inverse, because the VTK zoom method is working inversely. this->GetVtkRenderer()->GetActiveCamera()->Zoom(zoomFactor); //the center of the view-plane double viewPlaneCenter[3]; viewPlaneCenter[0] = displayGeometryCenterInMM[0]; viewPlaneCenter[1] = displayGeometryCenterInMM[1]; viewPlaneCenter[2] = 0.0; //the view-plane is located in the XY-plane with Z=0.0 //define which direction is "up" for the ciamera (like default for vtk (0.0, 1.0, 0.0) double cameraUp[3]; cameraUp[0] = 0.0; cameraUp[1] = 1.0; cameraUp[2] = 0.0; //the position of the camera (center[0], center[1], 900000) double cameraPosition[3]; cameraPosition[0] = viewPlaneCenter[0]; cameraPosition[1] = viewPlaneCenter[1]; cameraPosition[2] = 900000.0; //Reason for 900000: VTK seems to calculate the clipping planes wrong for small values. See VTK bug (id #7823) in VTK bugtracker. //set the camera corresponding to the textured plane vtkSmartPointer camera = this->GetVtkRenderer()->GetActiveCamera(); if (camera) { camera->SetPosition( cameraPosition ); //set the camera position on the textured plane normal (in our case this is the view plane normal) camera->SetFocalPoint( viewPlaneCenter ); //set the focal point to the center of the textured plane camera->SetViewUp( cameraUp ); //set the view-up for the camera // double distance = sqrt((cameraPosition[2]-viewPlaneCenter[2])*(cameraPosition[2]-viewPlaneCenter[2])); // camera->SetClippingRange(distance-50, distance+50); //Reason for huge range: VTK seems to calculate the clipping planes wrong for small values. See VTK bug (id #7823) in VTK bugtracker. camera->SetClippingRange(0.1, 1000000); //Reason for huge range: VTK seems to calculate the clipping planes wrong for small values. See VTK bug (id #7823) in VTK bugtracker. } const PlaneGeometry *planeGeometry = dynamic_cast< const PlaneGeometry * >( this->GetCurrentWorldGeometry2D() ); if ( planeGeometry != NULL ) { //Transform the camera to the current position (transveral, coronal and saggital plane). //This is necessary, because the SetUserTransform() method does not manipulate the vtkCamera. //(Without not all three planes would be visible). vtkSmartPointer trans = vtkSmartPointer::New(); vtkSmartPointer matrix = vtkSmartPointer::New(); Point3D origin; Vector3D right, bottom, normal; origin = planeGeometry->GetOrigin(); right = planeGeometry->GetAxisVector( 0 ); // right = Extent of Image in mm (worldspace) bottom = planeGeometry->GetAxisVector( 1 ); normal = planeGeometry->GetNormal(); right.Normalize(); bottom.Normalize(); normal.Normalize(); matrix->SetElement(0, 0, right[0]); matrix->SetElement(1, 0, right[1]); matrix->SetElement(2, 0, right[2]); matrix->SetElement(0, 1, bottom[0]); matrix->SetElement(1, 1, bottom[1]); matrix->SetElement(2, 1, bottom[2]); matrix->SetElement(0, 2, normal[0]); matrix->SetElement(1, 2, normal[1]); matrix->SetElement(2, 2, normal[2]); matrix->SetElement(0, 3, origin[0]); matrix->SetElement(1, 3, origin[1]); matrix->SetElement(2, 3, origin[2]); matrix->SetElement(3, 0, 0.0); matrix->SetElement(3, 1, 0.0); matrix->SetElement(3, 2, 0.0); matrix->SetElement(3, 3, 1.0); trans->SetMatrix(matrix); //Transform the camera to the current position (transveral, coronal and saggital plane). this->GetVtkRenderer()->GetActiveCamera()->ApplyTransform(trans); } } } mitk::Point2D mitk::VtkPropRenderer::TransformOpenGLPointToViewport( mitk::Point2D point ) { GLint iViewport[4]; // Get a copy of the viewport glGetIntegerv( GL_VIEWPORT, iViewport ); const mitk::DisplayGeometry* displayGeometry = this->GetDisplayGeometry(); float displayGeometryWidth = displayGeometry->GetSizeInDisplayUnits()[0]; float displayGeometryHeight = displayGeometry->GetSizeInDisplayUnits()[1]; float viewportWidth = iViewport[2]; float viewportHeight = iViewport[3]; // seemingly right float zoom = viewportHeight / displayGeometryHeight; // see glOrtho call above for more explanation point[0] += 0.5 * (viewportWidth/viewportHeight-1.0)*displayGeometryHeight - 0.5 * (displayGeometryWidth - displayGeometryHeight) ; point[0] *= zoom; point[1] *= zoom; return point; } diff --git a/Modules/DiffusionImaging/DiffusionCore/Rendering/mitkCompositeMapper.h b/Modules/DiffusionImaging/DiffusionCore/Rendering/mitkCompositeMapper.h index b587249019..49e4f0346f 100644 --- a/Modules/DiffusionImaging/DiffusionCore/Rendering/mitkCompositeMapper.h +++ b/Modules/DiffusionImaging/DiffusionCore/Rendering/mitkCompositeMapper.h @@ -1,159 +1,168 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ #ifndef COMPOSITEMAPPER_H_HEADER_INCLUDED #define COMPOSITEMAPPER_H_HEADER_INCLUDED #include "mitkGLMapper.h" #include "mitkVtkMapper.h" #include "mitkQBallImage.h" #include "mitkImageVtkMapper2D.h" #include "mitkOdfVtkMapper2D.h" #include "mitkLevelWindowProperty.h" namespace mitk { class CopyImageMapper2D : public ImageVtkMapper2D { public: mitkClassMacro(CopyImageMapper2D,ImageVtkMapper2D); itkNewMacro(Self); friend class CompositeMapper; }; //##Documentation //## @brief Composite pattern for combination of different mappers //## @ingroup Mapper class CompositeMapper : public VtkMapper { public: mitkClassMacro(CompositeMapper,VtkMapper); itkNewMacro(Self); virtual void MitkRenderOverlay(BaseRenderer* renderer) { m_ImgMapper->MitkRenderOverlay(renderer); m_OdfMapper->MitkRenderOverlay(renderer); } virtual void MitkRenderOpaqueGeometry(BaseRenderer* renderer) { m_ImgMapper->MitkRenderOpaqueGeometry(renderer); m_OdfMapper->MitkRenderOpaqueGeometry(renderer); if( mitk::RenderingManager::GetInstance()->GetNextLOD( renderer ) == 0 ) { renderer->Modified(); } } virtual void MitkRenderTranslucentGeometry(BaseRenderer* renderer) { m_ImgMapper->MitkRenderTranslucentGeometry(renderer); m_OdfMapper->MitkRenderTranslucentGeometry(renderer); } virtual void MitkRenderVolumetricGeometry(BaseRenderer* renderer) { m_ImgMapper->MitkRenderVolumetricGeometry(renderer); m_OdfMapper->MitkRenderVolumetricGeometry(renderer); } void SetDataNode(DataNode* node) { m_DataNode = node; m_ImgMapper->SetDataNode(node); m_OdfMapper->SetDataNode(node); } mitk::ImageVtkMapper2D::Pointer GetImageMapper() { ImageVtkMapper2D* retval = m_ImgMapper; return retval; } bool HasVtkProp( const vtkProp* prop, BaseRenderer* renderer ) { return m_OdfMapper->HasVtkProp(prop, renderer); } - void ReleaseGraphicsResources(vtkWindow* window) + /* + * \deprecatedSince{2013_12} Use ReleaseGraphicsResources(mitk::BaseRenderer* renderer) instead + */ + DEPRECATED(void ReleaseGraphicsResources(vtkWindow* window)) { m_ImgMapper->ReleaseGraphicsResources(window); m_OdfMapper->ReleaseGraphicsResources(window); } + void ReleaseGraphicsResources(mitk::BaseRenderer* renderer) + { + m_ImgMapper->ReleaseGraphicsResources(renderer); + m_OdfMapper->ReleaseGraphicsResources(renderer); + } + static void SetDefaultProperties(DataNode* node, BaseRenderer* renderer = NULL, bool overwrite = false ) { mitk::OdfVtkMapper2D::SetDefaultProperties(node, renderer, overwrite); mitk::CopyImageMapper2D::SetDefaultProperties(node, renderer, overwrite); mitk::LevelWindow opaclevwin; opaclevwin.SetRangeMinMax(0,255); opaclevwin.SetWindowBounds(0,0); mitk::LevelWindowProperty::Pointer prop = mitk::LevelWindowProperty::New(opaclevwin); node->AddProperty( "opaclevelwindow", prop ); } bool IsLODEnabled( BaseRenderer * renderer ) const { return m_ImgMapper->IsLODEnabled(renderer) || m_OdfMapper->IsLODEnabled(renderer); } vtkProp* GetVtkProp(mitk::BaseRenderer* renderer) { vtkPropAssembly* assembly = vtkPropAssembly::New(); assembly->AddPart( m_OdfMapper->GetVtkProp(renderer)); assembly->AddPart( m_ImgMapper->GetVtkProp(renderer)); return assembly; } protected: virtual void Update(mitk::BaseRenderer* renderer) { m_OdfMapper->Update(renderer); GenerateDataForRenderer(renderer); } virtual void GenerateDataForRenderer(mitk::BaseRenderer* renderer) { m_ImgMapper->GenerateDataForRenderer(renderer); // if( mitk::RenderingManager::GetInstance()->GetNextLOD( renderer ) > 0 ) // { // m_OdfMapper->GenerateDataForRenderer(renderer); // } } CompositeMapper(); virtual ~CompositeMapper(); private: mitk::OdfVtkMapper2D::Pointer m_OdfMapper; mitk::CopyImageMapper2D::Pointer m_ImgMapper; }; } // namespace mitk #endif /* COMPOSITEMAPPER_H_HEADER_INCLUDED */ diff --git a/Modules/MitkExt/Rendering/mitkEnhancedPointSetVtkMapper3D.cpp b/Modules/MitkExt/Rendering/mitkEnhancedPointSetVtkMapper3D.cpp index 4beb25e5db..00b95f3fe3 100644 --- a/Modules/MitkExt/Rendering/mitkEnhancedPointSetVtkMapper3D.cpp +++ b/Modules/MitkExt/Rendering/mitkEnhancedPointSetVtkMapper3D.cpp @@ -1,444 +1,438 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ #include "mitkEnhancedPointSetVtkMapper3D.h" //#include #include #include "mitkDataNode.h" #include "mitkProperties.h" #include "mitkLookupTables.h" #include "mitkColorProperty.h" //#include "mitkVtkPropRenderer.h" #include #include #include #include #include #include #include #include #include #include #include #include #include const mitk::PointSet* mitk::EnhancedPointSetVtkMapper3D::GetInput() { return static_cast ( GetDataNode()->GetData() ); } mitk::EnhancedPointSetVtkMapper3D::EnhancedPointSetVtkMapper3D() { m_Contour = vtkActor::New(); m_ContourSource = vtkTubeFilter::New(); m_PropAssembly = vtkAssembly::New(); } vtkProp* mitk::EnhancedPointSetVtkMapper3D::GetVtkProp(mitk::BaseRenderer* /*renderer*/) { return m_PropAssembly; } mitk::EnhancedPointSetVtkMapper3D::~EnhancedPointSetVtkMapper3D() { m_Contour->Delete(); m_ContourSource->Delete(); m_PropAssembly->Delete(); // TODO: do cleanup correctly // Clean up all remaining actors and poly-data sources //std::for_each(m_PointActors.begin(), m_PointActors.end(), &mitk::EnhancedPointSetVtkMapper3D::DeleteVtkObject); // std::for_each(m_SphereSources.begin(), m_SphereSources.end(), &mitk::EnhancedPointSetVtgkMapper3D::DeleteVtkObject); // std::for_each(m_CubeSources.begin(), m_CubeSources.end(), &mitk::EnhancedPointSetVtkMapper3D::DeleteVtkObject); // std::for_each(m_ConeSources.begin(), m_ConeSources.end(), &mitk::EnhancedPointSetVtkMapper3D::DeleteVtkObject); // std::for_each(m_CylinderSources.begin(), m_CylinderSources.end(), &mitk::EnhancedPointSetVtkMapper3D::DeleteVtkObject); // } -void mitk::EnhancedPointSetVtkMapper3D::ReleaseGraphicsResources(vtkWindow * /*renWin*/) -{ - // TODO: Do we have to call this for all actors?? - //m_Actor->ReleaseGraphicsResources(renWin); -} - void mitk::EnhancedPointSetVtkMapper3D::UpdateVtkObjects() { // get and update the PointSet const mitk::PointSet* pointset = this->GetInput(); //pointset->Update(); int timestep = this->GetTimestep(); mitk::PointSet::DataType* itkPointSet = pointset->GetPointSet( timestep ); mitk::PointSet::PointsContainer* points = itkPointSet->GetPoints(); mitk::PointSet::PointDataContainer* pointData = itkPointSet->GetPointData(); assert(points->Size() == pointData->Size()); mitk::PointSet::PointsIterator pIt; mitk::PointSet::PointDataIterator pdIt; /* search removed points and delete the corresponding source/actor/mapper objects */ for (ActorMap::iterator it = m_PointActors.begin(); it != m_PointActors.end(); ) { PointIdentifier id = it->first; if (!points->IndexExists(id)) { this->RemoveEntryFromSourceMaps(id); m_PropAssembly->GetParts()->RemoveItem(it->second.first); // remove from prop assembly if (it->second.first != NULL) it->second.first->Delete(); // Delete actor, which deletes mapper too (reference count) ActorMap::iterator er = it; // save iterator for deleting ++it; // advance iterator to next object m_PointActors.erase(er); // erase element from map. This invalidates er, therefore we had to advance it before deletion. } else ++it; } /* iterate over each point in the pointset and create corresponding vtk objects */ for (pIt = points->Begin(), pdIt = pointData->Begin(); pIt != itkPointSet->GetPoints()->End(); ++pIt, ++pdIt) { PointIdentifier pointID = pIt->Index(); assert (pointID == pdIt->Index()); mitk::PointSet::PointType point = pIt->Value(); mitk::PointSet::PointDataType data = pdIt->Value(); ActorMap::iterator aIt = m_PointActors.find(pointID); // Does an actor exist for the point? /* Create/Update sources for the point */ vtkActor* a = NULL; bool newPoint = (aIt == m_PointActors.end()); // current point is new bool specChanged = (!newPoint && data.pointSpec != aIt->second.second); // point spec of current point has changed if (newPoint) // point did not exist before, we have to create vtk objects for it { // create actor and mapper for the new point a = vtkActor::New(); vtkPolyDataMapper* m = vtkPolyDataMapper::New(); a->SetMapper(m); m->UnRegister( NULL ); aIt = m_PointActors.insert(std::make_pair(pointID, std::make_pair(a, data.pointSpec))).first; // insert element and update actormap iterator to point to new element m_PropAssembly->AddPart(a); } else { a = aIt->second.first; if (specChanged) // point exists, but point spec has changed { this->RemoveEntryFromSourceMaps( pointID ); } } if ( newPoint || specChanged ) // new point OR existing point but point spec changed { vtkPolyDataAlgorithm* source = NULL; // works only in VTK 5+ switch (data.pointSpec) // add to new map { //TODO: look up representation in a representationlookuptable case PTSTART: //cube m_CubeSources[pointID] = vtkCubeSource::New(); source = m_CubeSources[pointID]; break; case PTCORNER: //cone m_ConeSources[pointID] = vtkConeSource::New(); source = m_ConeSources[pointID]; break; case PTEDGE: // cylinder m_CylinderSources[pointID] = vtkCylinderSource::New(); source = m_CylinderSources[pointID]; break; case PTUNDEFINED: // sphere case PTEND: default: m_SphereSources[pointID] = vtkSphereSource::New(); source = m_SphereSources[pointID]; break; } vtkPolyDataMapper* m = dynamic_cast(a->GetMapper()); assert(m != NULL); m->SetInput(source->GetOutput()); aIt->second.second = data.pointSpec; // update point spec in actormap } } // for each point } void mitk::EnhancedPointSetVtkMapper3D::ApplyProperties( mitk::BaseRenderer * renderer ) { this->UpdateVtkObjects(); /* iterate over all points in pointset and apply properties to corresponding vtk objects */ // get and update the PointSet const mitk::PointSet* pointset = this->GetInput(); int timestep = this->GetTimestep(); mitk::PointSet::DataType* itkPointSet = pointset->GetPointSet( timestep ); mitk::PointSet::PointsContainer* points = itkPointSet->GetPoints(); mitk::PointSet::PointDataContainer* pointData = itkPointSet->GetPointData(); assert(points->Size() == pointData->Size()); mitk::PointSet::PointsIterator pIt; mitk::PointSet::PointDataIterator pdIt; mitk::DataNode* n = this->GetDataNode(); assert(n != NULL); for (pIt = points->Begin(), pdIt = pointData->Begin(); pIt != itkPointSet->GetPoints()->End(); ++pIt, ++pdIt) // for each point in the pointset { PointIdentifier pointID = pIt->Index(); assert (pointID == pdIt->Index()); mitk::PointSet::PointType point = pIt->Value(); mitk::PointSet::PointDataType data = pdIt->Value(); ActorMap::iterator aIt = m_PointActors.find(pointID); // Does an actor exist for the point? assert(aIt != m_PointActors.end()); // UpdateVtkObjects() must ensure that actor exists vtkActor* a = aIt->second.first; assert(a != NULL); SetVtkMapperImmediateModeRendering(a->GetMapper()); /* update properties */ // visibility bool pointVisibility = true; bool visValueFound = false; mitk::BaseProperty* visProp = n->GetProperty("visibility", renderer); mitk::BoolLookupTableProperty* visLTProp = dynamic_cast(visProp); if (visLTProp != NULL) { mitk::BoolLookupTable visLookupTable = visLTProp->GetValue(); //if (visLookupTable != NULL) //{ try { pointVisibility = visLookupTable.GetTableValue(pointID); visValueFound = true; } catch (...) { } //} } if (visValueFound == false) { pointVisibility = n->IsVisible(renderer, "show points"); // use BoolProperty instead } a->SetVisibility(pointVisibility); // opacity float opacity = 1.0; bool opValueFound = false; mitk::BaseProperty* opProp = n->GetProperty("opacity", renderer); mitk::FloatLookupTableProperty* opLTProp = dynamic_cast(opProp); if (opLTProp != NULL) { mitk::FloatLookupTable opLookupTable = opLTProp->GetValue(); //if (opLookupTable != NULL) //{ try { opacity = opLookupTable.GetTableValue(pointID); opValueFound = true; } catch (...) { } //} } if (opValueFound == false) { n->GetOpacity(opacity, renderer); } a->GetProperty()->SetOpacity(opacity); ////////////////////// continue here /////////////////// // pointsize & point position float pointSize = 1.0; n->GetFloatProperty( "pointsize", pointSize, renderer); switch (data.pointSpec) { //TODO: look up representation in a representationlookuptable case PTSTART: //cube m_CubeSources[pointID]->SetXLength(pointSize); m_CubeSources[pointID]->SetYLength(pointSize); m_CubeSources[pointID]->SetZLength(pointSize); //m_CubeSources[pointID]->SetCenter(pos[0], pos[1], pos[2]); break; case PTCORNER: //cone m_ConeSources[pointID]->SetRadius(pointSize/2); m_ConeSources[pointID]->SetHeight(pointSize); m_ConeSources[pointID]->SetResolution(2); // two crossed triangles. Maybe introduce an extra property for //m_ConeSources[pointID]->SetCenter(pos[0], pos[1], pos[2]); break; case PTEDGE: // cylinder m_CylinderSources[pointID]->SetRadius(pointSize/2); m_CylinderSources[pointID]->SetHeight(pointSize); m_CylinderSources[pointID]->CappingOn(); m_CylinderSources[pointID]->SetResolution(6); //m_CylinderSources[pointID]->SetCenter(pos[0], pos[1], pos[2]); break; case PTUNDEFINED: // sphere case PTEND: default: m_SphereSources[pointID]->SetRadius(pointSize/2); m_SphereSources[pointID]->SetThetaResolution(10); m_SphereSources[pointID]->SetPhiResolution(10); //m_SphereSources[pointID]->SetCenter(pos[0], pos[1], pos[2]); break; } // set position mitk::Point3D pos = pIt->Value(); aIt->second.first->SetPosition(pos[0], pos[1], pos[2]); // selectedcolor & color float color[3]; if (data.selected) { if(!n->GetColor(color, renderer, "selectedcolor")) n->GetColor(color, renderer); } else { mitk::BaseProperty* a = n->GetProperty("colorLookupTable", renderer); mitk::LookupTableProperty* b = dynamic_cast(a); if (b != NULL) { mitk::LookupTable::Pointer c = b->GetLookupTable(); vtkLookupTable *d = c->GetVtkLookupTable(); double *e=d->GetTableValue(pointID); color[0]=e[0]; color[1]=e[1]; color[2]=e[2]; } else { if(!n->GetColor(color, renderer, "unselectedcolor")) n->GetColor(color, renderer); } } // TODO: What about "color" property? 2D Mapper only uses unselected and selected color properties a->GetProperty()->SetColor(color[0], color[1], color[2]); // TODO: label property } //TODO test different pointSpec // TODO "line width" "show contour" "contourcolor" "contoursize" "close contour" "show label", "label" // TODO "show points" vs "visibility" - is visibility evaluated at all? in a superclass maybe? // TODO create lookup tables for all properties that should be evaluated per point. also create editor widgets for these lookup tables! // TODO check if property changes and pointset changes are reflected in the render window immediately. // TODO check behavior with large PointSets // TODO check for memory leaks on adding/deleting points } void mitk::EnhancedPointSetVtkMapper3D::GenerateDataForRenderer( mitk::BaseRenderer * renderer ) { BaseLocalStorage *ls = m_LSH.GetLocalStorage(renderer); bool needGenerateData = ls->IsGenerateDataRequired( renderer, this, GetDataNode() ); if(needGenerateData) { ls->UpdateGenerateDataTime(); this->UpdateVtkObjects(); } ApplyProperties(renderer); } void mitk::EnhancedPointSetVtkMapper3D::UpdateVtkTransform(mitk::BaseRenderer * /*renderer*/) { // TODO: apply new transform if time step changed //vtkLinearTransform * vtktransform = // this->GetDataNode()->GetVtkTransform(this->GetTimestep()); //m_SelectedActor->SetUserTransform(vtktransform); //m_UnselectedActor->SetUserTransform(vtktransform); //m_ContourActor->SetUserTransform(vtktransform); } void mitk::EnhancedPointSetVtkMapper3D::SetDefaultProperties(mitk::DataNode* node, mitk::BaseRenderer* renderer, bool overwrite) { node->AddProperty( "line width", mitk::IntProperty::New(2), renderer, overwrite ); node->AddProperty( "pointsize", mitk::FloatProperty::New(1.0), renderer, overwrite); node->AddProperty( "selectedcolor", mitk::ColorProperty::New(1.0f, 1.0f, 0.0f), renderer, overwrite); //yellow for selected node->AddProperty( "unselectedcolor", mitk::ColorProperty::New(0.5f, 1.0f, 0.5f), renderer, overwrite); // middle green for unselected node->AddProperty( "color", mitk::ColorProperty::New(1.0f, 0.0f, 0.0f), renderer, overwrite); // red as standard node->AddProperty( "show contour", mitk::BoolProperty::New(false), renderer, overwrite ); node->AddProperty( "contourcolor", mitk::ColorProperty::New(1.0f, 0.0f, 0.0f), renderer, overwrite); node->AddProperty( "contoursize", mitk::FloatProperty::New(0.5), renderer, overwrite ); node->AddProperty( "show points", mitk::BoolProperty::New(true), renderer, overwrite ); node->AddProperty( "show label", mitk::BoolProperty::New(false), renderer, overwrite ); node->AddProperty( "label", mitk::StringProperty::New("P"), renderer, overwrite ); node->AddProperty( "opacity", mitk::FloatProperty::New(1.0), renderer, overwrite ); Superclass::SetDefaultProperties(node, renderer, overwrite); } void mitk::EnhancedPointSetVtkMapper3D::DeleteVtkObject( vtkObject* o) { if (o != NULL) o->Delete(); } void mitk::EnhancedPointSetVtkMapper3D::RemoveEntryFromSourceMaps( mitk::PointSet::PointIdentifier pointID ) { ActorMap::iterator aIt = m_PointActors.find(pointID); if (aIt == m_PointActors.end()) return; switch (aIt->second.second) // erase in old map { //TODO: look up representation in a representationlookuptable case PTSTART: //cube m_CubeSources[pointID]->Delete(); m_CubeSources.erase(pointID); break; case PTCORNER: //cone m_ConeSources[pointID]->Delete(); m_ConeSources.erase(pointID); break; case PTEDGE: // cylinder m_CylinderSources[pointID]->Delete(); m_CylinderSources.erase(pointID); break; case PTUNDEFINED: // sphere case PTEND: default: m_SphereSources[pointID]->Delete(); m_SphereSources.erase(pointID); break; } } diff --git a/Modules/MitkExt/Rendering/mitkEnhancedPointSetVtkMapper3D.h b/Modules/MitkExt/Rendering/mitkEnhancedPointSetVtkMapper3D.h index c72e8899e8..aeda02ed7f 100644 --- a/Modules/MitkExt/Rendering/mitkEnhancedPointSetVtkMapper3D.h +++ b/Modules/MitkExt/Rendering/mitkEnhancedPointSetVtkMapper3D.h @@ -1,125 +1,128 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ #ifndef MITKEnhancedPointSetVtkMapper3D_H_HEADER_INCLUDED_C1907273 #define MITKEnhancedPointSetVtkMapper3D_H_HEADER_INCLUDED_C1907273 #include "mitkCommon.h" #include "MitkExtExports.h" #include "mitkVtkMapper.h" #include "mitkBaseRenderer.h" #include "mitkPointSet.h" #include "mitkVector.h" class vtkActor; class vtkAssembly; class vtkSphereSource; class vtkCubeSource; class vtkConeSource; class vtkCylinderSource; class vtkTubeFilter; class vtkProp; namespace mitk { /** * \brief Alternative Vtk-based 3D mapper for mitk::PointSet * * This class renders mitk::PointSet objects in 3D views. It resembles the * standard mitk::PointSetVtkMapper3D, but is designed to enable single * points to be rendered with individual appearances. * * Instead of assembling one vtkPolyData object containing all points, * a list of VTK source objects (spheres, cubes, cones, ...) is maintained. * Therefore, the application can change the appearance and/or type of a * specific point at runtime, without having to rebuild the * * You should use this class instead of the standard mapper if you * * - change the PointSet very often (by adding or removing points) * - need different representations for points (+++) * - want to change the point representation frequently (+++) * * Note: the class is still in experimental stage, and the points above * marked with (+++) are not yet working correctly. Also, drawing lines * between points (contour mode) is not yet supported. The class will be * extended so that point representations are stored in a lookup table, * which is indexed by point data from the rendered PointSet. * * \warn This mapper requires the PointData container to be the same size * as the point container. * * \sa PointSetVtkMapper3D */ class MitkExt_EXPORT EnhancedPointSetVtkMapper3D : public VtkMapper { public: mitkClassMacro(EnhancedPointSetVtkMapper3D, VtkMapper); itkNewMacro(Self); virtual const mitk::PointSet* GetInput(); virtual vtkProp* GetVtkProp(mitk::BaseRenderer* renderer); virtual void UpdateVtkTransform(mitk::BaseRenderer *renderer); static void SetDefaultProperties(mitk::DataNode* node, mitk::BaseRenderer* renderer = NULL, bool overwrite = false); - void ReleaseGraphicsResources(vtkWindow *renWin); + /* + * \deprecatedSince{2013_12} Use ReleaseGraphicsResources(mitk::BaseRenderer* renderer) instead + */ + DEPRECATED(void ReleaseGraphicsResources(vtkWindow *renWin)){}; LocalStorageHandler m_LSH; protected: EnhancedPointSetVtkMapper3D(); virtual ~EnhancedPointSetVtkMapper3D(); void RemoveEntryFromSourceMaps( mitk::PointSet::PointIdentifier pointID ); void DeleteVtkObject(vtkObject* o); // functor for stl_each in destructor // update all vtk sources, mappers, actors with current data and properties void UpdateVtkObjects(); virtual void GenerateDataForRenderer(mitk::BaseRenderer* renderer); virtual void ApplyProperties(mitk::BaseRenderer* renderer); typedef mitk::PointSet::PointIdentifier PointIdentifier; typedef std::map SphereSourceMap; typedef std::map CubeSourceMap; typedef std::map ConeSourceMap; typedef std::map CylinderSourceMap; typedef std::pair ActorAndPointType; typedef std::map ActorMap; SphereSourceMap m_SphereSources; // stores all sphere sources CubeSourceMap m_CubeSources; // stores all cube sources ConeSourceMap m_ConeSources; // stores all cone sources CylinderSourceMap m_CylinderSources; // stores all cylinder sources ActorMap m_PointActors; // stores an actor for each point(referenced by its ID) and the currently used pointspec = which source type is generating the polydata vtkActor* m_Contour; vtkTubeFilter* m_ContourSource; vtkAssembly* m_PropAssembly; // this contains everything, this will be returned by GetVtkProp() }; } // namespace mitk #endif /* MITKEnhancedPointSetVtkMapper3D_H_HEADER_INCLUDED_C1907273 */ diff --git a/Modules/MitkExt/Rendering/vtkMitkGPUVolumeRayCastMapper.h b/Modules/MitkExt/Rendering/vtkMitkGPUVolumeRayCastMapper.h index fbdd0fa35e..883b6d702b 100644 --- a/Modules/MitkExt/Rendering/vtkMitkGPUVolumeRayCastMapper.h +++ b/Modules/MitkExt/Rendering/vtkMitkGPUVolumeRayCastMapper.h @@ -1,309 +1,312 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ /*========================================================================= Program: Visualization Toolkit Module: $RCSfile: vtkMitkGPUVolumeRayCastMapper.h,v $ Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen All rights reserved. See Copyright.txt or http://www.kitware.com/Copyright.htm for details. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the above copyright notice for more information. =========================================================================*/ // .NAME vtkMitkGPUVolumeRayCastMapper - Ray casting performed on the GPU. // .SECTION Description // vtkMitkGPUVolumeRayCastMapper is a volume mapper that performs ray casting on // the GPU using fragment programs. // #ifndef __vtkMitkGPUVolumeRayCastMapper_h #define __vtkMitkGPUVolumeRayCastMapper_h #include "vtkVolumeMapper.h" #include "mitkCommon.h" #include "MitkExtExports.h" // Only with VTK 5.6 or above #if ((VTK_MAJOR_VERSION > 5) || ((VTK_MAJOR_VERSION==5) && (VTK_MINOR_VERSION>=6) )) class vtkVolumeProperty; class vtkRenderWindow; //class vtkKWAMRVolumeMapper; // friend class. class MitkExt_EXPORT vtkMitkGPUVolumeRayCastMapper : public vtkVolumeMapper { public: static vtkMitkGPUVolumeRayCastMapper *New(); vtkTypeRevisionMacro(vtkMitkGPUVolumeRayCastMapper,vtkVolumeMapper); void PrintSelf( ostream& os, vtkIndent indent ); // Description: // If AutoAdjustSampleDistances is on, the the ImageSampleDistance // will be varied to achieve the allocated render time of this // prop (controlled by the desired update rate and any culling in // use). vtkSetClampMacro( AutoAdjustSampleDistances, int, 0, 1 ); vtkGetMacro( AutoAdjustSampleDistances, int ); vtkBooleanMacro( AutoAdjustSampleDistances, int ); // Description: // Set/Get the distance between samples used for rendering // when AutoAdjustSampleDistances is off, or when this mapper // has more than 1 second allocated to it for rendering. // Initial value is 1.0. vtkSetMacro( SampleDistance, float ); vtkGetMacro( SampleDistance, float ); // Description: // Sampling distance in the XY image dimensions. Default value of 1 meaning // 1 ray cast per pixel. If set to 0.5, 4 rays will be cast per pixel. If // set to 2.0, 1 ray will be cast for every 4 (2 by 2) pixels. This value // will be adjusted to meet a desired frame rate when AutoAdjustSampleDistances // is on. vtkSetClampMacro( ImageSampleDistance, float, 0.1f, 100.0f ); vtkGetMacro( ImageSampleDistance, float ); // Description: // This is the minimum image sample distance allow when the image // sample distance is being automatically adjusted. vtkSetClampMacro( MinimumImageSampleDistance, float, 0.1f, 100.0f ); vtkGetMacro( MinimumImageSampleDistance, float ); // Description: // This is the maximum image sample distance allow when the image // sample distance is being automatically adjusted. vtkSetClampMacro( MaximumImageSampleDistance, float, 0.1f, 100.0f ); vtkGetMacro( MaximumImageSampleDistance, float ); // Description: // Set/Get the window / level applied to the final color. // This allows brightness / contrast adjustments on the // final image. // window is the width of the window. // level is the center of the window. // Initial window value is 1.0 // Initial level value is 0.5 // window cannot be null but can be negative, this way // values will be reversed. // |window| can be larger than 1.0 // level can be any real value. vtkSetMacro( FinalColorWindow, float ); vtkGetMacro( FinalColorWindow, float ); vtkSetMacro( FinalColorLevel, float ); vtkGetMacro( FinalColorLevel, float ); // Description: // Maximum size of the 3D texture in GPU memory. // Will default to the size computed from the graphics // card. Can be adjusted by the user. vtkSetMacro( MaxMemoryInBytes, vtkIdType ); vtkGetMacro( MaxMemoryInBytes, vtkIdType ); // Description: // Maximum fraction of the MaxMemoryInBytes that should // be used to hold the texture. Valid values are 0.1 to // 1.0. vtkSetClampMacro( MaxMemoryFraction, float, 0.1f, 1.0f ); vtkGetMacro( MaxMemoryFraction, float ); // Description: // Tells if the mapper will report intermediate progress. // Initial value is true. As the progress works with a GL blocking // call (glFinish()), this can be useful for huge dataset but can // slow down rendering of small dataset. It should be set to true // for big dataset or complex shading and streaming but to false for // small datasets. vtkSetMacro(ReportProgress,bool); vtkGetMacro(ReportProgress,bool); // Description: // Based on hardware and properties, we may or may not be able to // render using 3D texture mapping. This indicates if 3D texture // mapping is supported by the hardware, and if the other extensions // necessary to support the specific properties are available. virtual int IsRenderSupported(vtkRenderWindow *vtkNotUsed(window), vtkVolumeProperty *vtkNotUsed(property)) { return 0; } void CreateCanonicalView( vtkRenderer *ren, vtkVolume *volume, vtkImageData *image, int blend_mode, double viewDirection[3], double viewUp[3] ); void SetMaskInput(vtkImageData *mask); vtkGetObjectMacro(MaskInput, vtkImageData); // Description: // Tells how much mask color transfer function is used compared to the // standard color transfer function when the mask is true. // 0.0 means only standard color transfer function. // 1.0 means only mask color tranfer function. // Initial value is 1.0. vtkSetClampMacro(MaskBlendFactor,float,0.0f,1.0f); vtkGetMacro(MaskBlendFactor,float); //BTX // Description: // WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE // Initialize rendering for this volume. void Render( vtkRenderer *, vtkVolume * ); // Description: // Handled in the subclass - the actual render method // \pre input is up-to-date. virtual void GPURender( vtkRenderer *, vtkVolume *) {} // Description: // WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE // Release any graphics resources that are being consumed by this mapper. // The parameter window could be used to determine which graphic // resources to release. - void ReleaseGraphicsResources(vtkWindow *) {}; + // \deprecatedSince{2013_12} + DEPRECATED(void ReleaseGraphicsResources(vtkWindow *)) + { + }; // Description: // Return how much the dataset has to be reduced in each dimension to // fit on the GPU. If the value is 1.0, there is no need to reduce the // dataset. // \pre the calling thread has a current OpenGL context. // \pre mapper_supported: IsRenderSupported(renderer->GetRenderWindow(),0) // The computation is based on hardware limits (3D texture indexable size) // and MaxMemoryInBytes. // \post valid_i_ratio: ratio[0]>0 && ratio[0]<=1.0 // \post valid_j_ratio: ratio[1]>0 && ratio[1]<=1.0 // \post valid_k_ratio: ratio[2]>0 && ratio[2]<=1.0 virtual void GetReductionRatio(double ratio[3])=0; //ETX protected: vtkMitkGPUVolumeRayCastMapper(); ~vtkMitkGPUVolumeRayCastMapper(); // Check to see that the render will be OK int ValidateRender( vtkRenderer *, vtkVolume * ); // Special version of render called during the creation // of a canonical view. void CanonicalViewRender( vtkRenderer *, vtkVolume * ); // Methods called by the AMR Volume Mapper. virtual void PreRender(vtkRenderer *ren, vtkVolume *vol, double datasetBounds[6], double scalarRange[2], int numberOfScalarComponents, unsigned int numberOfLevels)=0; // \pre input is up-to-date virtual void RenderBlock(vtkRenderer *ren, vtkVolume *vol, unsigned int level)=0; virtual void PostRender(vtkRenderer *ren, int numberOfScalarComponents)=0; // Description: // Called by the AMR Volume Mapper. // Set the flag that tells if the scalars are on point data (0) or // cell data (1). void SetCellFlag(int cellFlag); // The distance between sample points along the ray float SampleDistance; float ImageSampleDistance; float MinimumImageSampleDistance; float MaximumImageSampleDistance; int AutoAdjustSampleDistances; int SmallVolumeRender; double BigTimeToDraw; double SmallTimeToDraw; float FinalColorWindow; float FinalColorLevel; vtkIdType MaxMemoryInBytes; float MaxMemoryFraction; // 1 if we are generating the canonical image, 0 otherwise int GeneratingCanonicalView; vtkImageData *CanonicalViewImageData; // Description: // Set the mapper in AMR Mode or not. Initial value is false. // Called only by the vtkKWAMRVolumeMapper vtkSetClampMacro(AMRMode,int,0,1); vtkGetMacro(AMRMode,int); vtkBooleanMacro(AMRMode,int); int AMRMode; int CellFlag; // point data or cell data (or field data, not handled) ? // Description: // Compute the cropping planes clipped by the bounds of the volume. // The result is put into this->ClippedCroppingRegionPlanes. // NOTE: IT WILL BE MOVED UP TO vtkVolumeMapper after bullet proof usage // in this mapper. Other subclasses will use the ClippedCroppingRegionsPlanes // members instead of CroppingRegionPlanes. // \pre volume_exists: this->GetInput()!=0 // \pre valid_cropping: this->Cropping && // this->CroppingRegionPlanes[0]CroppingRegionPlanes[1] && // this->CroppingRegionPlanes[2]CroppingRegionPlanes[3] && // this->CroppingRegionPlanes[4]CroppingRegionPlanes[5]) virtual void ClipCroppingRegionPlanes(); double ClippedCroppingRegionPlanes[6]; bool ReportProgress; vtkImageData *MaskInput; float MaskBlendFactor; vtkGetObjectMacro(TransformedInput, vtkImageData); void SetTransformedInput(vtkImageData*); vtkImageData* TransformedInput; // Description: // This is needed only to check if the input data has been changed since the last // Render() call. vtkImageData* LastInput; private: vtkMitkGPUVolumeRayCastMapper(const vtkMitkGPUVolumeRayCastMapper&); // Not implemented. void operator=(const vtkMitkGPUVolumeRayCastMapper&); // Not implemented. }; #endif #endif diff --git a/Modules/MitkExt/Rendering/vtkMitkOpenGLGPUVolumeRayCastMapper.cpp b/Modules/MitkExt/Rendering/vtkMitkOpenGLGPUVolumeRayCastMapper.cpp index 584d0b5d28..f5486a7af1 100644 --- a/Modules/MitkExt/Rendering/vtkMitkOpenGLGPUVolumeRayCastMapper.cpp +++ b/Modules/MitkExt/Rendering/vtkMitkOpenGLGPUVolumeRayCastMapper.cpp @@ -1,7357 +1,7494 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ /*========================================================================= Program: Visualization Toolkit Module: $RCSfile: vtkMitkOpenGLGPUVolumeRayCastMapper.cxx,v $ Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen All rights reserved. See Copyright.txt or http://www.kitware.com/Copyright.htm for details. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the above copyright notice for more information. =========================================================================*/ #include "vtkMitkOpenGLGPUVolumeRayCastMapper.h" // Only with VTK 5.6 or above #if ((VTK_MAJOR_VERSION > 5) || ((VTK_MAJOR_VERSION==5) && (VTK_MINOR_VERSION>=6) )) #include "vtkObjectFactory.h" #include "vtkVolume.h" #include "vtkRenderer.h" #include "vtkRenderWindow.h" #include "vtkCamera.h" #include "vtkMatrix4x4.h" #include "vtkImageData.h" #include "vtkTimerLog.h" #include "vtkVolumeProperty.h" #include "vtkColorTransferFunction.h" #include "vtkPiecewiseFunction.h" #include "vtkOpenGLExtensionManager.h" #include "vtkgl.h" #ifndef VTK_IMPLEMENT_MESA_CXX # include "vtkOpenGL.h" #endif #include #include #include #include #include #include "vtkClipDataSet.h" #include "vtkCellArray.h" #include "vtkDoubleArray.h" #include "vtkFloatArray.h" #include "vtkGeometryFilter.h" #include "vtkMath.h" #include "vtkPlane.h" #include "vtkPlaneCollection.h" #include "vtkPlanes.h" #include "vtkPolyData.h" #include "vtkPointData.h" #include "vtkCellData.h" #include "vtkPoints.h" #include "vtkUnsignedCharArray.h" #include "vtkUnsignedShortArray.h" #include "vtkUnsignedIntArray.h" #include "vtkUnstructuredGrid.h" #include "vtkVoxel.h" #include "vtkClipConvexPolyData.h" #include "vtkClipPolyData.h" #include "vtkDensifyPolyData.h" #include "vtkImageResample.h" #include #include // qsort() #include "vtkDataSetTriangleFilter.h" #include "vtkAbstractArray.h" // required if compiled against VTK 5.0 #include "vtkTessellatedBoxSource.h" #include "vtkCleanPolyData.h" #include "vtkCommand.h" // for VolumeMapperRender{Start|End|Progress}Event #include "vtkPerlinNoise.h" #include #include "vtkStdString.h" //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- class vtkUnsupportedRequiredExtensionsStringStream { public: vtkstd::ostringstream Stream; vtkUnsupportedRequiredExtensionsStringStream() { } private: // undefined copy constructor. vtkUnsupportedRequiredExtensionsStringStream(const vtkUnsupportedRequiredExtensionsStringStream &other); // undefined assignment operator. vtkUnsupportedRequiredExtensionsStringStream &operator=(const vtkUnsupportedRequiredExtensionsStringStream &other); }; class vtkMapDataArrayTextureId { public: vtkstd::map Map; vtkMapDataArrayTextureId() { } private: // undefined copy constructor. vtkMapDataArrayTextureId(const vtkMapDataArrayTextureId &other); // undefined assignment operator. vtkMapDataArrayTextureId &operator=(const vtkMapDataArrayTextureId &other); }; class vtkMapMaskTextureId { public: vtkstd::map Map; vtkMapMaskTextureId() { } private: // undefined copy constructor. vtkMapMaskTextureId(const vtkMapMaskTextureId &other); // undefined assignment operator. vtkMapMaskTextureId &operator=(const vtkMapMaskTextureId &other); }; //----------------------------------------------------------------------------- extern const char *vtkMitkGPUVolumeRayCastMapper_CompositeFS; extern const char *vtkMitkGPUVolumeRayCastMapper_CompositeCroppingFS; extern const char *vtkMitkGPUVolumeRayCastMapper_CompositeNoCroppingFS; extern const char *vtkMitkGPUVolumeRayCastMapper_HeaderFS; extern const char *vtkMitkGPUVolumeRayCastMapper_MIPFS; extern const char *vtkMitkGPUVolumeRayCastMapper_MIPFourDependentFS; extern const char *vtkMitkGPUVolumeRayCastMapper_MIPFourDependentCroppingFS; extern const char *vtkMitkGPUVolumeRayCastMapper_MIPFourDependentNoCroppingFS; extern const char *vtkMitkGPUVolumeRayCastMapper_MIPCroppingFS; extern const char *vtkMitkGPUVolumeRayCastMapper_MIPNoCroppingFS; extern const char *vtkMitkGPUVolumeRayCastMapper_ParallelProjectionFS; extern const char *vtkMitkGPUVolumeRayCastMapper_PerspectiveProjectionFS; extern const char *vtkMitkGPUVolumeRayCastMapper_ScaleBiasFS; extern const char *vtkMitkGPUVolumeRayCastMapper_MinIPFS; extern const char *vtkMitkGPUVolumeRayCastMapper_MinIPFourDependentFS; extern const char *vtkMitkGPUVolumeRayCastMapper_MinIPFourDependentCroppingFS; extern const char *vtkMitkGPUVolumeRayCastMapper_MinIPFourDependentNoCroppingFS; extern const char *vtkMitkGPUVolumeRayCastMapper_MinIPCroppingFS; extern const char *vtkMitkGPUVolumeRayCastMapper_MinIPNoCroppingFS; extern const char *vtkMitkGPUVolumeRayCastMapper_CompositeMaskFS; extern const char *vtkMitkGPUVolumeRayCastMapper_NoShadeFS; extern const char *vtkMitkGPUVolumeRayCastMapper_ShadeFS; extern const char *vtkMitkGPUVolumeRayCastMapper_OneComponentFS; extern const char *vtkMitkGPUVolumeRayCastMapper_FourComponentsFS; enum { vtkMitkOpenGLGPUVolumeRayCastMapperProjectionNotInitialized=-1, // not init vtkMitkOpenGLGPUVolumeRayCastMapperProjectionPerspective=0, // false vtkMitkOpenGLGPUVolumeRayCastMapperProjectionParallel=1 // true }; enum { vtkMitkOpenGLGPUVolumeRayCastMapperMethodNotInitialized, vtkMitkOpenGLGPUVolumeRayCastMapperMethodMIP, vtkMitkOpenGLGPUVolumeRayCastMapperMethodMIPFourDependent, vtkMitkOpenGLGPUVolumeRayCastMapperMethodComposite, vtkMitkOpenGLGPUVolumeRayCastMapperMethodMinIP, vtkMitkOpenGLGPUVolumeRayCastMapperMethodMinIPFourDependent, vtkMitkOpenGLGPUVolumeRayCastMapperMethodCompositeMask }; // component implementation enum { vtkMitkOpenGLGPUVolumeRayCastMapperComponentNotInitialized=-1, // not init vtkMitkOpenGLGPUVolumeRayCastMapperComponentOne=0, // false vtkMitkOpenGLGPUVolumeRayCastMapperComponentFour=1, // true vtkMitkOpenGLGPUVolumeRayCastMapperComponentNotUsed=2 // when not composite }; // Shade implementation enum { vtkMitkOpenGLGPUVolumeRayCastMapperShadeNotInitialized=-1, // not init vtkMitkOpenGLGPUVolumeRayCastMapperShadeNo=0, // false vtkMitkOpenGLGPUVolumeRayCastMapperShadeYes=1, // true vtkMitkOpenGLGPUVolumeRayCastMapperShadeNotUsed=2 // when not composite }; // Cropping implementation enum { vtkMitkOpenGLGPUVolumeRayCastMapperCroppingNotInitialized, vtkMitkOpenGLGPUVolumeRayCastMapperCompositeCropping, vtkMitkOpenGLGPUVolumeRayCastMapperCompositeNoCropping, vtkMitkOpenGLGPUVolumeRayCastMapperMIPCropping, vtkMitkOpenGLGPUVolumeRayCastMapperMIPNoCropping, vtkMitkOpenGLGPUVolumeRayCastMapperMIPFourDependentCropping, vtkMitkOpenGLGPUVolumeRayCastMapperMIPFourDependentNoCropping, vtkMitkOpenGLGPUVolumeRayCastMapperMinIPCropping, vtkMitkOpenGLGPUVolumeRayCastMapperMinIPNoCropping, vtkMitkOpenGLGPUVolumeRayCastMapperMinIPFourDependentCropping, vtkMitkOpenGLGPUVolumeRayCastMapperMinIPFourDependentNoCropping }; enum { vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectDepthMap=0, // 2d texture vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront // 2d texture }; const int vtkMitkOpenGLGPUVolumeRayCastMapperNumberOfTextureObjects=vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront+2; const int vtkMitkOpenGLGPUVolumeRayCastMapperOpacityTableSize=1024; //power of two #ifndef VTK_IMPLEMENT_MESA_CXX vtkCxxRevisionMacro(vtkMitkOpenGLGPUVolumeRayCastMapper, "$Revision: 1.9 $"); vtkStandardNewMacro(vtkMitkOpenGLGPUVolumeRayCastMapper); #endif //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- class vtkOpacityTable { public: vtkOpacityTable() { this->TextureId=0; this->LastBlendMode=vtkVolumeMapper::MAXIMUM_INTENSITY_BLEND; this->LastSampleDistance=1.0; this->Table=0; this->Loaded=false; this->LastLinearInterpolation=false; } ~vtkOpacityTable() { if(this->TextureId!=0) { glDeleteTextures(1,&this->TextureId); this->TextureId=0; } if(this->Table!=0) { delete[] this->Table; this->Table=0; } } bool IsLoaded() { return this->Loaded; } void Bind() { assert("pre: uptodate" && this->Loaded); glBindTexture(GL_TEXTURE_1D,this->TextureId); } // \pre the active texture is set to TEXTURE2 void Update(vtkPiecewiseFunction *scalarOpacity, int blendMode, double sampleDistance, double range[2], double unitDistance, bool linearInterpolation) { assert("pre: scalarOpacity_exists" && scalarOpacity!=0); bool needUpdate=false; if(this->TextureId==0) { glGenTextures(1,&this->TextureId); needUpdate=true; } glBindTexture(GL_TEXTURE_1D,this->TextureId); if(needUpdate) { glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, vtkgl::CLAMP_TO_EDGE); } if(scalarOpacity->GetMTime() > this->BuildTime || (this->LastBlendMode!=blendMode) || (blendMode==vtkVolumeMapper::COMPOSITE_BLEND && this->LastSampleDistance!=sampleDistance) || needUpdate || !this->Loaded) { this->Loaded=false; if(this->Table==0) { this->Table= new float[vtkMitkOpenGLGPUVolumeRayCastMapperOpacityTableSize]; } scalarOpacity->GetTable(range[0],range[1], vtkMitkOpenGLGPUVolumeRayCastMapperOpacityTableSize, this->Table); this->LastBlendMode=blendMode; // Correct the opacity array for the spacing between the planes if we // are using a composite blending operation if(blendMode==vtkVolumeMapper::COMPOSITE_BLEND) { float *ptr=this->Table; double factor=sampleDistance/unitDistance; int i=0; while(i0.0001f) { *ptr=static_cast(1.0-pow(1.0-static_cast(*ptr), factor)); } ++ptr; ++i; } this->LastSampleDistance=sampleDistance; } glTexImage1D(GL_TEXTURE_1D,0,GL_ALPHA16, vtkMitkOpenGLGPUVolumeRayCastMapperOpacityTableSize,0, GL_ALPHA,GL_FLOAT,this->Table); vtkMitkOpenGLGPUVolumeRayCastMapper::PrintError("1d opacity texture is too large"); this->Loaded=true; this->BuildTime.Modified(); } needUpdate=needUpdate || this->LastLinearInterpolation!=linearInterpolation; if(needUpdate) { this->LastLinearInterpolation=linearInterpolation; GLint value; if(linearInterpolation) { value=GL_LINEAR; } else { value=GL_NEAREST; } glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_MIN_FILTER,value); glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_MAG_FILTER,value); } } protected: GLuint TextureId; int LastBlendMode; double LastSampleDistance; vtkTimeStamp BuildTime; float *Table; bool Loaded; bool LastLinearInterpolation; }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- class vtkOpacityTables { public: vtkstd::vector Vector; vtkOpacityTables(size_t numberOfLevels) : Vector(numberOfLevels) { } private: // undefined copy constructor. vtkOpacityTables(const vtkOpacityTables &other); // undefined assignment operator. vtkOpacityTables &operator=(const vtkOpacityTables &other); }; //----------------------------------------------------------------------------- class vtkRGBTable { public: vtkRGBTable() { this->TextureId=0; this->Table=0; this->Loaded=false; this->LastLinearInterpolation=false; } ~vtkRGBTable() { if(this->TextureId!=0) { glDeleteTextures(1,&this->TextureId); this->TextureId=0; } if(this->Table!=0) { delete[] this->Table; this->Table=0; } } bool IsLoaded() { return this->Loaded; } void Bind() { assert("pre: uptodate" && this->Loaded); glBindTexture(GL_TEXTURE_1D,this->TextureId); } // \pre the active texture is set properly. (default color, // mask1, mask2,..) void Update(vtkColorTransferFunction *scalarRGB, double range[2], bool linearInterpolation) { assert("pre: scalarRGB_exists" && scalarRGB!=0); bool needUpdate=false; if(this->TextureId==0) { glGenTextures(1,&this->TextureId); needUpdate=true; } glBindTexture(GL_TEXTURE_1D,this->TextureId); if(needUpdate) { glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, vtkgl::CLAMP_TO_EDGE); } if(scalarRGB->GetMTime() > this->BuildTime || needUpdate || !this->Loaded) { this->Loaded=false; if(this->Table==0) { this->Table= new float[vtkMitkOpenGLGPUVolumeRayCastMapperOpacityTableSize*3]; } scalarRGB->GetTable(range[0],range[1], vtkMitkOpenGLGPUVolumeRayCastMapperOpacityTableSize, this->Table); glTexImage1D(GL_TEXTURE_1D,0,GL_RGB16, vtkMitkOpenGLGPUVolumeRayCastMapperOpacityTableSize,0, GL_RGB,GL_FLOAT,this->Table); vtkMitkOpenGLGPUVolumeRayCastMapper::PrintError("1d RGB texture is too large"); this->Loaded=true; this->BuildTime.Modified(); } needUpdate=needUpdate || this->LastLinearInterpolation!=linearInterpolation; if(needUpdate) { this->LastLinearInterpolation=linearInterpolation; GLint value; if(linearInterpolation) { value=GL_LINEAR; } else { value=GL_NEAREST; } glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_MIN_FILTER,value); glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_MAG_FILTER,value); } } protected: GLuint TextureId; vtkTimeStamp BuildTime; float *Table; bool Loaded; bool LastLinearInterpolation; }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- class vtkKWScalarField { public: vtkKWScalarField() { this->TextureId=0; this->Loaded=false; this->Supports_GL_ARB_texture_float=false; this->LoadedTableRange[0]=0.0; this->LoadedTableRange[1]=1.0; this->LoadedExtent[0]=VTK_INT_MAX; this->LoadedExtent[1]=VTK_INT_MIN; this->LoadedExtent[2]=VTK_INT_MAX; this->LoadedExtent[3]=VTK_INT_MIN; this->LoadedExtent[4]=VTK_INT_MAX; this->LoadedExtent[5]=VTK_INT_MIN; } ~vtkKWScalarField() { if(this->TextureId!=0) { glDeleteTextures(1,&this->TextureId); this->TextureId=0; } } vtkTimeStamp GetBuildTime() { return this->BuildTime; } void Bind() { assert("pre: uptodate" && this->Loaded); glBindTexture(vtkgl::TEXTURE_3D,this->TextureId); } void Update(vtkImageData *input, int cellFlag, int textureExtent[6], int scalarMode, int arrayAccessMode, int arrayId, const char *arrayName, bool linearInterpolation, double tableRange[2], int maxMemoryInBytes) { bool needUpdate=false; bool modified=false; if(this->TextureId==0) { glGenTextures(1,&this->TextureId); needUpdate=true; } glBindTexture(vtkgl::TEXTURE_3D,this->TextureId); int obsolete=needUpdate || !this->Loaded || input->GetMTime()>this->BuildTime; if(!obsolete) { obsolete=cellFlag!=this->LoadedCellFlag; int i=0; while(!obsolete && i<6) { obsolete=obsolete || this->LoadedExtent[i]>textureExtent[i]; ++i; obsolete=obsolete || this->LoadedExtent[i]LoadedTableRange[0]!=tableRange[0] || this->LoadedTableRange[1]!=tableRange[1]; } if(obsolete) { this->Loaded=false; int dim[3]; input->GetDimensions(dim); GLint internalFormat=0; GLenum format=0; GLenum type=0; // shift then scale: y:=(x+shift)*scale double shift=0.0; double scale=1.0; int needTypeConversion=0; vtkDataArray *sliceArray=0; vtkDataArray *scalars= vtkAbstractMapper::GetScalars(input,scalarMode,arrayAccessMode, arrayId,arrayName, this->LoadedCellFlag); // DONT USE GetScalarType() or GetNumberOfScalarComponents() on // ImageData as it deals only with point data... int scalarType=scalars->GetDataType(); if(scalars->GetNumberOfComponents()==4) { // this is RGBA, unsigned char only internalFormat=GL_RGBA16; format=GL_RGBA; type=GL_UNSIGNED_BYTE; } else { // input->GetNumberOfScalarComponents()==1 switch(scalarType) { case VTK_FLOAT: if(this->Supports_GL_ARB_texture_float) { internalFormat=vtkgl::INTENSITY16F_ARB; } else { internalFormat=GL_INTENSITY16; } format=GL_RED; type=GL_FLOAT; shift=-tableRange[0]; scale=1/(tableRange[1]-tableRange[0]); break; case VTK_UNSIGNED_CHAR: internalFormat=GL_INTENSITY8; format=GL_RED; type=GL_UNSIGNED_BYTE; shift=-tableRange[0]/VTK_UNSIGNED_CHAR_MAX; scale= VTK_UNSIGNED_CHAR_MAX/(tableRange[1]-tableRange[0]); break; case VTK_SIGNED_CHAR: internalFormat=GL_INTENSITY8; format=GL_RED; type=GL_BYTE; shift=-(2*tableRange[0]+1)/VTK_UNSIGNED_CHAR_MAX; scale=VTK_SIGNED_CHAR_MAX/(tableRange[1]-tableRange[0]); break; case VTK_CHAR: // not supported assert("check: impossible case" && 0); break; case VTK_BIT: // not supported assert("check: impossible case" && 0); break; case VTK_ID_TYPE: // not supported assert("check: impossible case" && 0); break; case VTK_INT: internalFormat=GL_INTENSITY16; format=GL_RED; type=GL_INT; shift=-(2*tableRange[0]+1)/VTK_UNSIGNED_INT_MAX; scale=VTK_INT_MAX/(tableRange[1]-tableRange[0]); break; case VTK_DOUBLE: case VTK___INT64: case VTK_LONG: case VTK_LONG_LONG: case VTK_UNSIGNED___INT64: case VTK_UNSIGNED_LONG: case VTK_UNSIGNED_LONG_LONG: needTypeConversion=1; // to float if(this->Supports_GL_ARB_texture_float) { internalFormat=vtkgl::INTENSITY16F_ARB; } else { internalFormat=GL_INTENSITY16; } format=GL_RED; type=GL_FLOAT; shift=-tableRange[0]; scale=1/(tableRange[1]-tableRange[0]); sliceArray=vtkFloatArray::New(); break; case VTK_SHORT: internalFormat=GL_INTENSITY16; format=GL_RED; type=GL_SHORT; shift=-(2*tableRange[0]+1)/VTK_UNSIGNED_SHORT_MAX; scale=VTK_SHORT_MAX/(tableRange[1]-tableRange[0]); break; case VTK_STRING: // not supported assert("check: impossible case" && 0); break; case VTK_UNSIGNED_SHORT: internalFormat=GL_INTENSITY16; format=GL_RED; type=GL_UNSIGNED_SHORT; shift=-tableRange[0]/VTK_UNSIGNED_SHORT_MAX; scale= VTK_UNSIGNED_SHORT_MAX/(tableRange[1]-tableRange[0]); break; case VTK_UNSIGNED_INT: internalFormat=GL_INTENSITY16; format=GL_RED; type=GL_UNSIGNED_INT; shift=-tableRange[0]/VTK_UNSIGNED_INT_MAX; scale=VTK_UNSIGNED_INT_MAX/(tableRange[1]-tableRange[0]); break; default: assert("check: impossible case" && 0); break; } } // Enough memory? int textureSize[3]; int i=0; while(i<3) { textureSize[i]=textureExtent[2*i+1]-textureExtent[2*i]+1; ++i; } GLint width; glGetIntegerv(vtkgl::MAX_3D_TEXTURE_SIZE,&width); this->Loaded=textureSize[0]<=width && textureSize[1]<=width && textureSize[2]<=width; if(this->Loaded) { // so far, so good. the texture size is theorically small enough // for OpenGL vtkgl::TexImage3D(vtkgl::PROXY_TEXTURE_3D,0,internalFormat, textureSize[0],textureSize[1],textureSize[2],0, format,type,0); glGetTexLevelParameteriv(vtkgl::PROXY_TEXTURE_3D,0,GL_TEXTURE_WIDTH, &width); this->Loaded=width!=0; if(this->Loaded) { // so far, so good but some cards always succeed with a proxy texture // let's try to actually allocate.. vtkgl::TexImage3D(vtkgl::TEXTURE_3D,0,internalFormat,textureSize[0], textureSize[1],textureSize[2],0,format,type,0); GLenum errorCode=glGetError(); this->Loaded=errorCode!=GL_OUT_OF_MEMORY; if(this->Loaded) { // so far, so good, actual allocation succeeded. if(errorCode!=GL_NO_ERROR) { cout<<"after try to load the texture"; cout<<" ERROR (x"<(errorCode)); cout<Loaded=textureSize[0]*textureSize[1]* textureSize[2]*vtkAbstractArray::GetDataTypeSize(scalarType)* scalars->GetNumberOfComponents()<=maxMemoryInBytes; if(this->Loaded) { // OK, we consider the allocation above succeeded... // If it actually didn't the only to fix it for the user // is to decrease the value of this->MaxMemoryInBytes. // enough memory! We can load the scalars! double bias=shift*scale; // we don't clamp to edge because for the computation of the // gradient on the border we need some external value. glTexParameterf(vtkgl::TEXTURE_3D,vtkgl::TEXTURE_WRAP_R,vtkgl::CLAMP_TO_EDGE); glTexParameterf(vtkgl::TEXTURE_3D,GL_TEXTURE_WRAP_S,vtkgl::CLAMP_TO_EDGE); glTexParameterf(vtkgl::TEXTURE_3D,GL_TEXTURE_WRAP_T,vtkgl::CLAMP_TO_EDGE); GLfloat borderColor[4]={0.0,0.0,0.0,0.0}; glTexParameterfv(vtkgl::TEXTURE_3D,GL_TEXTURE_BORDER_COLOR, borderColor); if(needTypeConversion) { // Convert and send to the GPU, z-slice by z-slice. // Allocate memory on the GPU (NULL data pointer with the right // dimensions) // Here we are assuming that GL_ARB_texture_non_power_of_two is // available glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); // memory allocation is already done. // Send the slices: // allocate CPU memory for a slice. sliceArray->SetNumberOfComponents(1); // FB TODO CHECK THAT sliceArray->SetNumberOfTuples(textureSize[0]*textureSize[1]); void *slicePtr=sliceArray->GetVoidPointer(0); int k=0; int kInc=(dim[0]-cellFlag)*(dim[1]-cellFlag); int kOffset=(textureExtent[4]*(dim[1]-cellFlag) +textureExtent[2])*(dim[0]-cellFlag) +textureExtent[0]; while(kSetTuple1(jDestOffset+i, (scalars->GetTuple1(kOffset+jOffset +i) +shift)*scale); ++i; } ++j; jOffset+=dim[0]-cellFlag; jDestOffset+=textureSize[0]; } // Here we are assuming that GL_ARB_texture_non_power_of_two is // available vtkgl::TexSubImage3D(vtkgl::TEXTURE_3D, 0, 0,0,k, textureSize[0],textureSize[1], 1, // depth is 1, not 0! format,type, slicePtr); ++k; kOffset+=kInc; } sliceArray->Delete(); } else { // One chunk of data to the GPU. // It works for the whole volume or for a subvolume. // Here we are assuming that GL_ARB_texture_non_power_of_two is // available // make sure any previous OpenGL call is executed and will not // be disturbed by our PixelTransfer value glFinish(); glPixelTransferf(GL_RED_SCALE,static_cast(scale)); glPixelTransferf(GL_RED_BIAS,static_cast(bias)); glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); if(!(textureExtent[1]-textureExtent[0]+cellFlag==dim[0])) { glPixelStorei(GL_UNPACK_ROW_LENGTH,dim[0]-cellFlag); } if(!(textureExtent[3]-textureExtent[2]+cellFlag==dim[1])) { glPixelStorei(vtkgl::UNPACK_IMAGE_HEIGHT_EXT, dim[1]-cellFlag); } void *dataPtr=scalars->GetVoidPointer( ((textureExtent[4]*(dim[1]-cellFlag)+textureExtent[2]) *(dim[0]-cellFlag)+textureExtent[0]) *scalars->GetNumberOfComponents()); if(1) // !this->SupportsPixelBufferObjects) { vtkgl::TexImage3D(vtkgl::TEXTURE_3D, 0, internalFormat, textureSize[0],textureSize[1],textureSize[2], 0,format,type,dataPtr); } else { GLuint pbo=0; vtkgl::GenBuffers(1,&pbo); vtkMitkOpenGLGPUVolumeRayCastMapper::PrintError("genbuffer"); vtkgl::BindBuffer(vtkgl::PIXEL_UNPACK_BUFFER,pbo); vtkMitkOpenGLGPUVolumeRayCastMapper::PrintError("binbuffer"); vtkgl::GLsizeiptr texSize= textureSize[0]*textureSize[1]*textureSize[2]* vtkAbstractArray::GetDataTypeSize(scalarType)* scalars->GetNumberOfComponents(); vtkgl::BufferData(vtkgl::PIXEL_UNPACK_BUFFER,texSize,dataPtr, vtkgl::STREAM_DRAW); vtkMitkOpenGLGPUVolumeRayCastMapper::PrintError("bufferdata"); vtkgl::TexImage3D(vtkgl::TEXTURE_3D, 0, internalFormat, textureSize[0],textureSize[1],textureSize[2], 0,format,type,0); vtkMitkOpenGLGPUVolumeRayCastMapper::PrintError("teximage3d"); vtkgl::BindBuffer(vtkgl::PIXEL_UNPACK_BUFFER,0); vtkMitkOpenGLGPUVolumeRayCastMapper::PrintError("bindbuffer to 0"); vtkgl::DeleteBuffers(1,&pbo); } vtkMitkOpenGLGPUVolumeRayCastMapper::PrintError("3d texture is too large2"); // make sure TexImage3D is executed with our PixelTransfer mode glFinish(); // Restore the default values. glPixelStorei(GL_UNPACK_ROW_LENGTH,0); glPixelStorei(vtkgl::UNPACK_IMAGE_HEIGHT_EXT,0); glPixelTransferf(GL_RED_SCALE,1.0); glPixelTransferf(GL_RED_BIAS,0.0); } this->LoadedCellFlag=cellFlag; i=0; while(i<6) { this->LoadedExtent[i]=textureExtent[i]; ++i; } double spacing[3]; double origin[3]; input->GetSpacing(spacing); input->GetOrigin(origin); int swapBounds[3]; swapBounds[0]=(spacing[0]<0); swapBounds[1]=(spacing[1]<0); swapBounds[2]=(spacing[2]<0); if(!this->LoadedCellFlag) // loaded extents represent points { // slabsPoints[i]=(slabsDataSet[i] - origin[i/2]) / spacing[i/2]; // in general, x=o+i*spacing. // if spacing is positive min extent match the min of the // bounding box // and the max extent match the max of the bounding box // if spacing is negative min extent match the max of the // bounding box // and the max extent match the min of the bounding box // if spacing is negative, we may have to rethink the equation // between real point and texture coordinate... this->LoadedBounds[0]=origin[0]+ static_cast(this->LoadedExtent[0+swapBounds[0]])*spacing[0]; this->LoadedBounds[2]=origin[1]+ static_cast(this->LoadedExtent[2+swapBounds[1]])*spacing[1]; this->LoadedBounds[4]=origin[2]+ static_cast(this->LoadedExtent[4+swapBounds[2]])*spacing[2]; this->LoadedBounds[1]=origin[0]+ static_cast(this->LoadedExtent[1-swapBounds[0]])*spacing[0]; this->LoadedBounds[3]=origin[1]+ static_cast(this->LoadedExtent[3-swapBounds[1]])*spacing[1]; this->LoadedBounds[5]=origin[2]+ static_cast(this->LoadedExtent[5-swapBounds[2]])*spacing[2]; } else // loaded extents represent cells { int wholeTextureExtent[6]; input->GetExtent(wholeTextureExtent); i=1; while(i<6) { wholeTextureExtent[i]--; i+=2; } i=0; while(i<3) { if(this->LoadedExtent[2*i]==wholeTextureExtent[2*i]) { this->LoadedBounds[2*i+swapBounds[i]]=origin[i]; } else { this->LoadedBounds[2*i+swapBounds[i]]=origin[i]+ (static_cast(this->LoadedExtent[2*i])+0.5)*spacing[i]; } if(this->LoadedExtent[2*i+1]==wholeTextureExtent[2*i+1]) { this->LoadedBounds[2*i+1-swapBounds[i]]=origin[i]+ (static_cast(this->LoadedExtent[2*i+1])+1.0)*spacing[i]; } else { this->LoadedBounds[2*i+1-swapBounds[i]]=origin[i]+ (static_cast(this->LoadedExtent[2*i+1])+0.5)*spacing[i]; } ++i; } } this->LoadedTableRange[0]=tableRange[0]; this->LoadedTableRange[1]=tableRange[1]; modified=true; } // if enough memory else { } } //load fail with out of memory else { } } // proxy ok else { // proxy failed } } else { // out of therical limitationa } } // if obsolete if(this->Loaded && (needUpdate || modified || linearInterpolation!=this->LinearInterpolation)) { this->LinearInterpolation=linearInterpolation; if(this->LinearInterpolation) { glTexParameterf(vtkgl::TEXTURE_3D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(vtkgl::TEXTURE_3D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { glTexParameterf(vtkgl::TEXTURE_3D,GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameterf(vtkgl::TEXTURE_3D,GL_TEXTURE_MAG_FILTER, GL_NEAREST ); } modified=true; } if(modified) { this->BuildTime.Modified(); } } double *GetLoadedBounds() { assert("pre: loaded" && this->Loaded); return this->LoadedBounds; } vtkIdType *GetLoadedExtent() { assert("pre: loaded" && this->Loaded); return this->LoadedExtent; } int GetLoadedCellFlag() { assert("pre: loaded" && this->Loaded); return this->LoadedCellFlag; } bool IsLoaded() { return this->Loaded; } bool GetSupports_GL_ARB_texture_float() { return this->Supports_GL_ARB_texture_float; } void SetSupports_GL_ARB_texture_float(bool value) { this->Supports_GL_ARB_texture_float=value; } protected: GLuint TextureId; vtkTimeStamp BuildTime; double LoadedBounds[6]; vtkIdType LoadedExtent[6]; int LoadedCellFlag; bool Loaded; bool LinearInterpolation; bool Supports_GL_ARB_texture_float; double LoadedTableRange[2]; }; //----------------------------------------------------------------------------- class vtkKWMask { public: vtkKWMask() { this->TextureId=0; this->Loaded=false; this->LoadedExtent[0]=VTK_INT_MAX; this->LoadedExtent[1]=VTK_INT_MIN; this->LoadedExtent[2]=VTK_INT_MAX; this->LoadedExtent[3]=VTK_INT_MIN; this->LoadedExtent[4]=VTK_INT_MAX; this->LoadedExtent[5]=VTK_INT_MIN; } ~vtkKWMask() { if(this->TextureId!=0) { glDeleteTextures(1,&this->TextureId); this->TextureId=0; } } vtkTimeStamp GetBuildTime() { return this->BuildTime; } // \pre vtkgl::ActiveTexture(vtkgl::TEXTURE7) has to be called first. void Bind() { assert("pre: uptodate" && this->Loaded); glBindTexture(vtkgl::TEXTURE_3D,this->TextureId); } // \pre vtkgl::ActiveTexture(vtkgl::TEXTURE7) has to be called first. void Update(vtkImageData *input, int cellFlag, int textureExtent[6], int scalarMode, int arrayAccessMode, int arrayId, const char *arrayName, int maxMemoryInBytes) { bool needUpdate=false; bool modified=false; if(this->TextureId==0) { glGenTextures(1,&this->TextureId); needUpdate=true; } glBindTexture(vtkgl::TEXTURE_3D,this->TextureId); int obsolete=needUpdate || !this->Loaded || input->GetMTime()>this->BuildTime; if(!obsolete) { obsolete=cellFlag!=this->LoadedCellFlag; int i=0; while(!obsolete && i<6) { obsolete=obsolete || this->LoadedExtent[i]>textureExtent[i]; ++i; obsolete=obsolete || this->LoadedExtent[i]Loaded=false; int dim[3]; input->GetDimensions(dim); vtkDataArray *scalars= vtkAbstractMapper::GetScalars(input,scalarMode,arrayAccessMode, arrayId,arrayName, this->LoadedCellFlag); // DONT USE GetScalarType() or GetNumberOfScalarComponents() on // ImageData as it deals only with point data... int scalarType=scalars->GetDataType(); if(scalarType!=VTK_UNSIGNED_CHAR) { cout <<"mask should be VTK_UNSIGNED_CHAR." << endl; } if(scalars->GetNumberOfComponents()!=1) { cout <<"mask should be a one-component scalar field." << endl; } GLint internalFormat=GL_ALPHA8; GLenum format=GL_ALPHA; GLenum type=GL_UNSIGNED_BYTE; // Enough memory? int textureSize[3]; int i=0; while(i<3) { textureSize[i]=textureExtent[2*i+1]-textureExtent[2*i]+1; ++i; } GLint width; glGetIntegerv(vtkgl::MAX_3D_TEXTURE_SIZE,&width); this->Loaded=textureSize[0]<=width && textureSize[1]<=width && textureSize[2]<=width; if(this->Loaded) { // so far, so good. the texture size is theorically small enough // for OpenGL vtkgl::TexImage3D(vtkgl::PROXY_TEXTURE_3D,0,internalFormat, textureSize[0],textureSize[1],textureSize[2],0, format,type,0); glGetTexLevelParameteriv(vtkgl::PROXY_TEXTURE_3D,0,GL_TEXTURE_WIDTH, &width); this->Loaded=width!=0; if(this->Loaded) { // so far, so good but some cards always succeed with a proxy texture // let's try to actually allocate.. vtkgl::TexImage3D(vtkgl::TEXTURE_3D,0,internalFormat,textureSize[0], textureSize[1],textureSize[2],0,format,type,0); GLenum errorCode=glGetError(); this->Loaded=errorCode!=GL_OUT_OF_MEMORY; if(this->Loaded) { // so far, so good, actual allocation succeeded. if(errorCode!=GL_NO_ERROR) { cout<<"after try to load the texture"; cout<<" ERROR (x"<(errorCode)); cout<Loaded=textureSize[0]*textureSize[1]* textureSize[2]*vtkAbstractArray::GetDataTypeSize(scalarType)* scalars->GetNumberOfComponents()<=maxMemoryInBytes; if(this->Loaded) { // OK, we consider the allocation above succeeded... // If it actually didn't the only to fix it for the user // is to decrease the value of this->MaxMemoryInBytes. // enough memory! We can load the scalars! // we don't clamp to edge because for the computation of the // gradient on the border we need some external value. glTexParameterf(vtkgl::TEXTURE_3D,vtkgl::TEXTURE_WRAP_R,vtkgl::CLAMP_TO_EDGE); glTexParameterf(vtkgl::TEXTURE_3D,GL_TEXTURE_WRAP_S,vtkgl::CLAMP_TO_EDGE); glTexParameterf(vtkgl::TEXTURE_3D,GL_TEXTURE_WRAP_T,vtkgl::CLAMP_TO_EDGE); GLfloat borderColor[4]={0.0,0.0,0.0,0.0}; glTexParameterfv(vtkgl::TEXTURE_3D,GL_TEXTURE_BORDER_COLOR, borderColor); glPixelTransferf(GL_ALPHA_SCALE,1.0); glPixelTransferf(GL_ALPHA_BIAS,0.0); glPixelStorei(GL_UNPACK_ALIGNMENT,1); if(!(textureExtent[1]-textureExtent[0]+cellFlag==dim[0])) { glPixelStorei(GL_UNPACK_ROW_LENGTH,dim[0]-cellFlag); } if(!(textureExtent[3]-textureExtent[2]+cellFlag==dim[1])) { glPixelStorei(vtkgl::UNPACK_IMAGE_HEIGHT_EXT, dim[1]-cellFlag); } void *dataPtr=scalars->GetVoidPointer( ((textureExtent[4]*(dim[1]-cellFlag)+textureExtent[2]) *(dim[0]-cellFlag)+textureExtent[0]) *scalars->GetNumberOfComponents()); vtkgl::TexImage3D(vtkgl::TEXTURE_3D, 0, internalFormat, textureSize[0],textureSize[1],textureSize[2], 0,format,type,dataPtr); // Restore the default values. glPixelStorei(GL_UNPACK_ROW_LENGTH,0); glPixelStorei(vtkgl::UNPACK_IMAGE_HEIGHT_EXT,0); glPixelTransferf(GL_ALPHA_SCALE,1.0); glPixelTransferf(GL_ALPHA_BIAS,0.0); this->LoadedCellFlag=cellFlag; i=0; while(i<6) { this->LoadedExtent[i]=textureExtent[i]; ++i; } double spacing[3]; double origin[3]; input->GetSpacing(spacing); input->GetOrigin(origin); int swapBounds[3]; swapBounds[0]=(spacing[0]<0); swapBounds[1]=(spacing[1]<0); swapBounds[2]=(spacing[2]<0); if(!this->LoadedCellFlag) // loaded extents represent points { // slabsPoints[i]=(slabsDataSet[i] - origin[i/2]) / spacing[i/2]; // in general, x=o+i*spacing. // if spacing is positive min extent match the min of the // bounding box // and the max extent match the max of the bounding box // if spacing is negative min extent match the max of the // bounding box // and the max extent match the min of the bounding box // if spacing is negative, we may have to rethink the equation // between real point and texture coordinate... this->LoadedBounds[0]=origin[0]+ static_cast(this->LoadedExtent[0+swapBounds[0]])*spacing[0]; this->LoadedBounds[2]=origin[1]+ static_cast(this->LoadedExtent[2+swapBounds[1]])*spacing[1]; this->LoadedBounds[4]=origin[2]+ static_cast(this->LoadedExtent[4+swapBounds[2]])*spacing[2]; this->LoadedBounds[1]=origin[0]+ static_cast(this->LoadedExtent[1-swapBounds[0]])*spacing[0]; this->LoadedBounds[3]=origin[1]+ static_cast(this->LoadedExtent[3-swapBounds[1]])*spacing[1]; this->LoadedBounds[5]=origin[2]+ static_cast(this->LoadedExtent[5-swapBounds[2]])*spacing[2]; } else // loaded extents represent cells { int wholeTextureExtent[6]; input->GetExtent(wholeTextureExtent); i=1; while(i<6) { wholeTextureExtent[i]--; i+=2; } i=0; while(i<3) { if(this->LoadedExtent[2*i]==wholeTextureExtent[2*i]) { this->LoadedBounds[2*i+swapBounds[i]]=origin[i]; } else { this->LoadedBounds[2*i+swapBounds[i]]=origin[i]+ (static_cast(this->LoadedExtent[2*i])+0.5)*spacing[i]; } if(this->LoadedExtent[2*i+1]==wholeTextureExtent[2*i+1]) { this->LoadedBounds[2*i+1-swapBounds[i]]=origin[i]+ (static_cast(this->LoadedExtent[2*i+1])+1.0)*spacing[i]; } else { this->LoadedBounds[2*i+1-swapBounds[i]]=origin[i]+ (static_cast(this->LoadedExtent[2*i+1])+0.5)*spacing[i]; } ++i; } } modified=true; } // if enough memory else { } } //load fail with out of memory else { } } // proxy ok else { // proxy failed } } else { // out of therical limitationa } } // if obsolete if(this->Loaded && (needUpdate || modified)) { glTexParameterf(vtkgl::TEXTURE_3D,GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameterf(vtkgl::TEXTURE_3D,GL_TEXTURE_MAG_FILTER, GL_NEAREST ); modified=true; } if(modified) { this->BuildTime.Modified(); } } double *GetLoadedBounds() { assert("pre: loaded" && this->Loaded); return this->LoadedBounds; } vtkIdType *GetLoadedExtent() { assert("pre: loaded" && this->Loaded); return this->LoadedExtent; } int GetLoadedCellFlag() { assert("pre: loaded" && this->Loaded); return this->LoadedCellFlag; } bool IsLoaded() { return this->Loaded; } protected: GLuint TextureId; vtkTimeStamp BuildTime; double LoadedBounds[6]; vtkIdType LoadedExtent[6]; int LoadedCellFlag; bool Loaded; }; //----------------------------------------------------------------------------- // Display the status of the current framebuffer on the standard output. //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::CheckFrameBufferStatus() { GLenum status; status = vtkgl::CheckFramebufferStatusEXT(vtkgl::FRAMEBUFFER_EXT); switch(status) { case 0: cout << "call to vtkgl::CheckFramebufferStatusEXT generates an error." << endl; break; case vtkgl::FRAMEBUFFER_COMPLETE_EXT: break; case vtkgl::FRAMEBUFFER_UNSUPPORTED_EXT: cout << "framebuffer is unsupported" << endl; break; case vtkgl::FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: cout << "framebuffer has an attachment error"<DisplayFrameBufferAttachments(); // this->DisplayReadAndDrawBuffers(); } //----------------------------------------------------------------------------- vtkStdString vtkMitkOpenGLGPUVolumeRayCastMapper::BufferToString(int buffer) { vtkStdString result; vtksys_ios::ostringstream ost; GLint size; GLint b=static_cast(buffer); switch(b) { case GL_NONE: ost << "GL_NONE"; break; case GL_FRONT_LEFT: ost << "GL_FRONT_LEFT"; break; case GL_FRONT_RIGHT: ost << "GL_FRONT_RIGHT"; break; case GL_BACK_LEFT: ost << "GL_BACK_LEFT"; break; case GL_BACK_RIGHT: ost << "GL_BACK_RIGHT"; break; case GL_FRONT: ost << "GL_FRONT"; break; case GL_BACK: ost << "GL_BACK"; break; case GL_LEFT: ost << "GL_LEFT"; break; case GL_RIGHT: ost << "GL_RIGHT"; break; case GL_FRONT_AND_BACK: ost << "GL_FRONT_AND_BACK"; break; default: glGetIntegerv(GL_AUX_BUFFERS,&size); if(buffer>=GL_AUX0 && buffer<(GL_AUX0+size)) { ost << "GL_AUX" << (buffer-GL_AUX0); } else { glGetIntegerv(vtkgl::MAX_COLOR_ATTACHMENTS_EXT,&size); if(static_cast(buffer)>=vtkgl::COLOR_ATTACHMENT0_EXT && static_cast(buffer)< (vtkgl::COLOR_ATTACHMENT0_EXT+static_cast(size))) { ost << "GL_COLOR_ATTACHMENT" << (static_cast(buffer)-vtkgl::COLOR_ATTACHMENT0_EXT) << "_EXT"; } else { ost << "unknown color buffer type=0x"<(value); vtkStdString s; GLenum i=0; while(iBufferToString(static_cast(value)); cout << "draw buffer " << i << "=" << s << endl; ++i; } glGetIntegerv(GL_READ_BUFFER,&value); s=this->BufferToString(static_cast(value)); cout << "read buffer=" << s << endl; } // ---------------------------------------------------------------------------- // Description: // Display all the attachments of the current framebuffer object. // ---------------------------------------------------------------------------- // // ---------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::DisplayFrameBufferAttachments() { GLint framebufferBinding; glGetIntegerv(vtkgl::FRAMEBUFFER_BINDING_EXT,&framebufferBinding); this->PrintError("after getting FRAMEBUFFER_BINDING_EXT"); if(framebufferBinding==0) { cout<<"Current framebuffer is bind to the system one"<(value); this->PrintError("after getting MAX_COLOR_ATTACHMENTS_EXT"); GLenum i=0; while(iDisplayFrameBufferAttachment(vtkgl::COLOR_ATTACHMENT0_EXT+i); ++i; } cout<<"depth attachement :"<DisplayFrameBufferAttachment(vtkgl::DEPTH_ATTACHMENT_EXT); cout<<"stencil attachement :"<DisplayFrameBufferAttachment(vtkgl::STENCIL_ATTACHMENT_EXT); } } // ---------------------------------------------------------------------------- // Description: // Display a given attachment for the current framebuffer object. //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::DisplayFrameBufferAttachment( unsigned int uattachment) { GLenum attachment=static_cast(uattachment); GLint params; vtkgl::GetFramebufferAttachmentParameterivEXT( vtkgl::FRAMEBUFFER_EXT,attachment, vtkgl::FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT,¶ms); this->PrintError("after getting FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT"); switch(params) { case GL_NONE: cout<<" this attachment is empty"<PrintError("after getting FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT"); cout<<" this attachment is a texture with name: "<PrintError( "after getting FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT"); cout<<" its mipmap level is: "<PrintError( "after getting FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT"); if(params==0) { cout<<" this is not a cube map texture."<PrintError( "after getting FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT"); if(params==0) { cout<<" this is not 3D texture."<PrintError("after getting FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT"); cout<<" this attachment is a renderbuffer with name: "<(params)); this->PrintError( "after getting binding the current RENDERBUFFER_EXT to params"); vtkgl::GetRenderbufferParameterivEXT(vtkgl::RENDERBUFFER_EXT, vtkgl::RENDERBUFFER_WIDTH_EXT, ¶ms); this->PrintError("after getting RENDERBUFFER_WIDTH_EXT"); cout<<" renderbuffer width="<PrintError("after getting RENDERBUFFER_HEIGHT_EXT"); cout<<" renderbuffer height="<PrintError("after getting RENDERBUFFER_INTERNAL_FORMAT_EXT"); cout<<" renderbuffer internal format=0x"<< hex<PrintError("after getting RENDERBUFFER_RED_SIZE_EXT"); cout<<" renderbuffer actual resolution for the red component="<PrintError("after getting RENDERBUFFER_GREEN_SIZE_EXT"); cout<<" renderbuffer actual resolution for the green component="<PrintError("after getting RENDERBUFFER_BLUE_SIZE_EXT"); cout<<" renderbuffer actual resolution for the blue component="<PrintError("after getting RENDERBUFFER_ALPHA_SIZE_EXT"); cout<<" renderbuffer actual resolution for the alpha component="<PrintError("after getting RENDERBUFFER_DEPTH_SIZE_EXT"); cout<<" renderbuffer actual resolution for the depth component="<PrintError("after getting RENDERBUFFER_STENCIL_SIZE_EXT"); cout<<" renderbuffer actual resolution for the stencil component=" <(errorCode)) { case GL_NO_ERROR: result="No error"; break; case GL_INVALID_ENUM: result="Invalid enum"; break; case GL_INVALID_VALUE: result="Invalid value"; break; case GL_INVALID_OPERATION: result="Invalid operation"; break; case GL_STACK_OVERFLOW: result="stack overflow"; break; case GL_STACK_UNDERFLOW: result="stack underflow"; break; case GL_OUT_OF_MEMORY: result="out of memory"; break; case vtkgl::TABLE_TOO_LARGE: // GL_ARB_imaging result="Table too large"; break; case vtkgl::INVALID_FRAMEBUFFER_OPERATION_EXT: // GL_EXT_framebuffer_object, 310 result="invalid framebuffer operation ext"; break; case vtkgl::TEXTURE_TOO_LARGE_EXT: // GL_EXT_texture result="Texture too large"; break; default: result="unknown error"; } assert("post: result_exists" && result!=0); return result; } //----------------------------------------------------------------------------- // Display headerMessage on the standard output and the last OpenGL error // message if any. //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::PrintError(const char *headerMessage) { GLenum errorCode=glGetError(); if(errorCode!=GL_NO_ERROR) { if ( headerMessage ) { cout<(errorCode)); cout<UnsupportedRequiredExtensions=0; this->OpenGLObjectsCreated=0; this->LoadExtensionsSucceeded=0; this->NumberOfFrameBuffers=0; this->m_BindMax = false; // up to 2 frame buffer 2D textures (left/right) // 1 dataset 3D texture // 1 colormap 1D texture // 1 opacitymap 1d texture // 1 grabbed depth buffer 2d texture int i=0; while(iTextureObjects[i]=0; ++i; } this->DepthRenderBufferObject=0; this->FrameBufferObject=0; for ( int j = 0; j < 8; j++ ) { for (i = 0; i < 3; i++ ) { this->BoundingBox[j][i] = 0.0; } } this->LastSize[0]=0; this->LastSize[1]=0; this->ReductionFactor = 1.0; this->Supports_GL_ARB_texture_float=0; this->SupportsPixelBufferObjects=0; i=0; while(i<3) { this->TempMatrix[i]=vtkMatrix4x4::New(); ++i; } this->ErrorLine=0; this->ErrorColumn=0; this->ErrorString=0; this->LastParallelProjection= vtkMitkOpenGLGPUVolumeRayCastMapperProjectionNotInitialized; this->LastRayCastMethod= vtkMitkOpenGLGPUVolumeRayCastMapperMethodNotInitialized; this->LastCroppingMode= vtkMitkOpenGLGPUVolumeRayCastMapperCroppingNotInitialized; this->LastComponent= vtkMitkOpenGLGPUVolumeRayCastMapperComponentNotInitialized; this->LastShade=vtkMitkOpenGLGPUVolumeRayCastMapperShadeNotInitialized; this->ClippedBoundingBox = NULL; this->SmallInput = NULL; this->MaxValueFrameBuffer=0; this->MaxValueFrameBuffer2=0; this->ReducedSize[0]=0; this->ReducedSize[1]=0; this->NumberOfCroppingRegions=0; this->PolyDataBoundingBox=0; this->Planes=0; this->NearPlane=0; this->Clip=0; this->Densify=0; this->InvVolumeMatrix=vtkMatrix4x4::New(); this->ScaleBiasProgramShader=0; this->UFrameBufferTexture=-1; this->UScale=-1; this->UBias=-1; this->SavedFrameBuffer=0; this->BoxSource=0; this->NoiseTexture=0; this->NoiseTextureSize=0; this->NoiseTextureId=0; this->IgnoreSampleDistancePerPixel=true; this->ScalarsTextures=new vtkMapDataArrayTextureId; this->MaskTextures=new vtkMapMaskTextureId; this->RGBTable=0; this->Mask1RGBTable=0; this->Mask2RGBTable=0; this->OpacityTables=0; this->CurrentScalar=0; this->CurrentMask=0; this->ActualSampleDistance=1.0; this->LastProgressEventTime=0.0; // date in seconds this->PreserveOrientation=true; } //----------------------------------------------------------------------------- // Destruct a vtkMitkOpenGLGPUVolumeRayCastMapper - clean up any memory used //----------------------------------------------------------------------------- vtkMitkOpenGLGPUVolumeRayCastMapper::~vtkMitkOpenGLGPUVolumeRayCastMapper() { if(this->UnsupportedRequiredExtensions!=0) { delete this->UnsupportedRequiredExtensions; this->UnsupportedRequiredExtensions=0; } int i=0; while(i<3) { this->TempMatrix[i]->Delete(); this->TempMatrix[i]=0; ++i; } if(this->ErrorString!=0) { delete[] this->ErrorString; this->ErrorString=0; } if ( this->SmallInput ) { this->SmallInput->UnRegister(this); } if(this->PolyDataBoundingBox!=0) { this->PolyDataBoundingBox->UnRegister(this); this->PolyDataBoundingBox=0; } if(this->Planes!=0) { this->Planes->UnRegister(this); this->Planes=0; } if(this->NearPlane!=0) { this->NearPlane->UnRegister(this); this->NearPlane=0; } if(this->Clip!=0) { this->Clip->UnRegister(this); this->Clip=0; } if(this->Densify!=0) { this->Densify->UnRegister(this); this->Densify=0; } if(this->BoxSource!=0) { this->BoxSource->UnRegister(this); this->BoxSource=0; } this->InvVolumeMatrix->UnRegister(this); this->InvVolumeMatrix=0; if(this->NoiseTexture!=0) { delete[] this->NoiseTexture; this->NoiseTexture=0; this->NoiseTextureSize=0; } if(this->ScalarsTextures!=0) { delete this->ScalarsTextures; this->ScalarsTextures=0; } if(this->MaskTextures!=0) { delete this->MaskTextures; this->MaskTextures=0; } } //----------------------------------------------------------------------------- // Based on hardware and properties, we may or may not be able to // render using 3D texture mapping. This indicates if 3D texture // mapping is supported by the hardware, and if the other extensions // necessary to support the specific properties are available. // //----------------------------------------------------------------------------- int vtkMitkOpenGLGPUVolumeRayCastMapper::IsRenderSupported( vtkRenderWindow *window, vtkVolumeProperty *vtkNotUsed(property)) { window->MakeCurrent(); if(!this->LoadExtensionsSucceeded) { this->LoadExtensions(window); } if(!this->LoadExtensionsSucceeded) { vtkDebugMacro( "The following OpenGL extensions are required but not supported: " << (this->UnsupportedRequiredExtensions->Stream.str()).c_str()); return 0; } return 1; } //----------------------------------------------------------------------------- // Return if the required OpenGL extension `extensionName' is supported. // If not, its name is added to the string of unsupported but required // extensions. // \pre extensions_exist: extensions!=0 // \pre extensionName_exists: extensionName!=0 //----------------------------------------------------------------------------- int vtkMitkOpenGLGPUVolumeRayCastMapper::TestRequiredExtension( vtkOpenGLExtensionManager *extensions, const char *extensionName) { assert("pre: extensions_exist" && extensions!=0); assert("pre: extensionName_exists" && extensionName!=0); int result=extensions->ExtensionSupported(extensionName); if(!result) { if(this->LoadExtensionsSucceeded) { this->UnsupportedRequiredExtensions->Stream<LoadExtensionsSucceeded=0; } else { this->UnsupportedRequiredExtensions->Stream<<", "<LoadExtensionsSucceeded will be set to 0 or 1 // - this->UnsupportedRequiredExtensions will have a message indicating // any failure codes //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::LoadExtensions( vtkRenderWindow *window) { // We may already have a string stream for the unsupported extensions // from the last time this method was called. If so, delete it. if(this->UnsupportedRequiredExtensions!=0) { delete this->UnsupportedRequiredExtensions; } // Create a string stream to hold the unsupported extensions so we can // report something meaningful back this->UnsupportedRequiredExtensions = new vtkUnsupportedRequiredExtensionsStringStream; // It does not work on Apple OS X Snow Leopard with nVidia. // There is a bug in the OpenGL driver with an error in the // Cg compiler about an infinite loop. #ifdef __APPLE__ this->LoadExtensionsSucceeded=0; return; #endif // Assume success this->LoadExtensionsSucceeded=1; const char *gl_vendor=reinterpret_cast(glGetString(GL_VENDOR)); /* if(strstr(gl_vendor,"ATI")!=0) { this->LoadExtensionsSucceeded=0; return; }*/ const char *gl_version=reinterpret_cast(glGetString(GL_VERSION)); if(strstr(gl_version,"Mesa")!=0) { // - GL_VENDOR cannot be used because it can be "Brian Paul" or // "Mesa project" // - GL_RENDERER cannot be used because it can be "Software Rasterizer" or // "Mesa X11" // - GL_VERSION is more robust. It has things like "2.0 Mesa 7.0.4" or // "2.1 Mesa 7.2" or "2.1 Mesa 7.3-devel" // Mesa does not work with multiple draw buffers: // "framebuffer has bad draw buffer" // "render clipped 1 ERROR (x506) invalid framebuffer operation ext" this->LoadExtensionsSucceeded=0; return; } // Create an extension manager vtkOpenGLExtensionManager *extensions=vtkOpenGLExtensionManager::New(); extensions->SetRenderWindow(window); // GL_ARB_draw_buffers requires OpenGL 1.3, so we must have OpenGL 1.3 // We don't need to check for some extensions that become part of OpenGL // core after 1.3. Among them: // - texture_3d is in core OpenGL since 1.2 // - texture_edge_clamp is in core OpenGL since 1.2 // (GL_SGIS_texture_edge_clamp or GL_EXT_texture_edge_clamp (nVidia) ) // - multitexture is in core OpenGL since 1.3 int supports_GL_1_3=extensions->ExtensionSupported("GL_VERSION_1_3"); int supports_GL_2_0=0; // No 1.3 support - give up if(!supports_GL_1_3) { this->LoadExtensionsSucceeded=0; this->UnsupportedRequiredExtensions->Stream<< " OpenGL 1.3 is required but not supported"; extensions->Delete(); return; } // Check for 2.0 support supports_GL_2_0=extensions->ExtensionSupported("GL_VERSION_2_0"); // Some extensions that are supported in 2.0, but if we don't // have 2.0 we'll need to check further int supports_shading_language_100 = 1; int supports_shader_objects = 1; int supports_fragment_shader = 1; int supports_texture_non_power_of_two = 1; int supports_draw_buffers = 1; if(!supports_GL_2_0) { supports_shading_language_100= extensions->ExtensionSupported("GL_ARB_shading_language_100"); supports_shader_objects= extensions->ExtensionSupported("GL_ARB_shader_objects"); supports_fragment_shader= extensions->ExtensionSupported("GL_ARB_fragment_shader"); supports_texture_non_power_of_two= extensions->ExtensionSupported("GL_ARB_texture_non_power_of_two"); supports_draw_buffers= extensions->ExtensionSupported("GL_ARB_draw_buffers"); } // We have to check for framebuffer objects int supports_GL_EXT_framebuffer_object= extensions->ExtensionSupported("GL_EXT_framebuffer_object" ); // Find out if we have OpenGL 1.4 support int supports_GL_1_4=extensions->ExtensionSupported("GL_VERSION_1_4"); // Find out if we have the depth texture ARB extension int supports_GL_ARB_depth_texture= extensions->ExtensionSupported("GL_ARB_depth_texture"); // Depth textures are support if we either have OpenGL 1.4 // or if the depth texture ARB extension is supported int supports_depth_texture = supports_GL_1_4 || supports_GL_ARB_depth_texture; // Now start adding messages to the UnsupportedRequiredExtensions string // Log message if shading language 100 is not supported if(!supports_shading_language_100) { this->UnsupportedRequiredExtensions->Stream<< " shading_language_100 (or OpenGL 2.0) is required but not supported"; this->LoadExtensionsSucceeded=0; } else { // We can query the GLSL version, we need >=1.20 const char *glsl_version= reinterpret_cast(glGetString(vtkgl::SHADING_LANGUAGE_VERSION)); int glslMajor, glslMinor; vtksys_ios::istringstream ist(glsl_version); ist >> glslMajor; char c; ist.get(c); // '.' ist >> glslMinor; //sscanf(version, "%d.%d", &glslMajor, &glslMinor); if(glslMajor<1 || (glslMajor==1 && glslMinor<20)) { this->LoadExtensionsSucceeded=0; } } // Log message if shader objects are not supported if(!supports_shader_objects) { this->UnsupportedRequiredExtensions->Stream<< " shader_objects (or OpenGL 2.0) is required but not supported"; this->LoadExtensionsSucceeded=0; } // Log message if fragment shaders are not supported if(!supports_fragment_shader) { this->UnsupportedRequiredExtensions->Stream<< " fragment_shader (or OpenGL 2.0) is required but not supported"; this->LoadExtensionsSucceeded=0; } // Log message if non power of two textures are not supported if(!supports_texture_non_power_of_two) { this->UnsupportedRequiredExtensions->Stream<< " texture_non_power_of_two (or OpenGL 2.0) is required but not " << "supported"; this->LoadExtensionsSucceeded=0; } // Log message if draw buffers are not supported if(!supports_draw_buffers) { this->UnsupportedRequiredExtensions->Stream<< " draw_buffers (or OpenGL 2.0) is required but not supported"; this->LoadExtensionsSucceeded=0; } // Log message if depth textures are not supported if(!supports_depth_texture) { this->UnsupportedRequiredExtensions->Stream<< " depth_texture (or OpenGL 1.4) is required but not supported"; this->LoadExtensionsSucceeded=0; } // Log message if framebuffer objects are not supported if(!supports_GL_EXT_framebuffer_object) { this->UnsupportedRequiredExtensions->Stream<< " framebuffer_object is required but not supported"; this->LoadExtensionsSucceeded=0; } // Have we succeeded so far? If not, just return. if(!this->LoadExtensionsSucceeded) { extensions->Delete(); return; } // Now start loading the extensions // First load all 1.2 and 1.3 extensions (we know we // support at least up to 1.3) extensions->LoadExtension("GL_VERSION_1_2"); extensions->LoadExtension("GL_VERSION_1_3"); // Load the 2.0 extensions if supported if(supports_GL_2_0) { extensions->LoadExtension("GL_VERSION_2_0"); } // Otherwise, we'll need to specifically load the // shader objects, fragment shader, and draw buffers // extensions else { extensions->LoadCorePromotedExtension("GL_ARB_shader_objects"); extensions->LoadCorePromotedExtension("GL_ARB_fragment_shader"); extensions->LoadCorePromotedExtension("GL_ARB_draw_buffers"); } // Load the framebuffer object extension extensions->LoadExtension("GL_EXT_framebuffer_object"); // Optional extension (does not fail if not present) // Load it if supported which will allow us to store // textures as floats this->Supports_GL_ARB_texture_float= extensions->ExtensionSupported("GL_ARB_texture_float" ); if(this->Supports_GL_ARB_texture_float) { extensions->LoadExtension( "GL_ARB_texture_float" ); } // Optional extension (does not fail if not present) // Used to minimize memory footprint when loading large 3D textures // of scalars. // VBO or 1.5 is required by PBO or 2.1 int supports_GL_1_5=extensions->ExtensionSupported("GL_VERSION_1_5"); int supports_vertex_buffer_object=supports_GL_1_5 || extensions->ExtensionSupported("GL_ARB_vertex_buffer_object"); int supports_GL_2_1=extensions->ExtensionSupported("GL_VERSION_2_1"); this->SupportsPixelBufferObjects=supports_vertex_buffer_object && (supports_GL_2_1 || extensions->ExtensionSupported("GL_ARB_pixel_buffer_object")); if(this->SupportsPixelBufferObjects) { if(supports_GL_1_5) { extensions->LoadExtension("GL_VERSION_1_5"); } else { extensions->LoadCorePromotedExtension("GL_ARB_vertex_buffer_object"); } if(supports_GL_2_1) { extensions->LoadExtension("GL_VERSION_2_1"); } else { extensions->LoadCorePromotedExtension("GL_ARB_pixel_buffer_object"); } } // Ultimate test. Some old cards support OpenGL 2.0 but not while // statements in a fragment shader (example: nVidia GeForce FX 5200) // It does not fail when compiling each shader source but at linking // stage because the parser underneath only check for syntax during // compilation and the actual native code generation happens during // the linking stage. this->CreateGLSLObjects(); this->NumberOfCroppingRegions=1; this->BuildProgram(1,vtkMitkOpenGLGPUVolumeRayCastMapperMethodComposite, vtkMitkOpenGLGPUVolumeRayCastMapperShadeNo, vtkMitkOpenGLGPUVolumeRayCastMapperComponentOne); GLint params; vtkgl::GetProgramiv(static_cast(this->ProgramShader), vtkgl::LINK_STATUS,¶ms); if(params==GL_FALSE) { this->LoadExtensionsSucceeded=0; this->UnsupportedRequiredExtensions->Stream<< " this card does not support while statements in fragment shaders."; } // FB debug this->CheckLinkage(this->ProgramShader); // Release GLSL Objects. GLuint programShader=static_cast(this->ProgramShader); vtkgl::DeleteProgram(programShader); this->LastParallelProjection= vtkMitkOpenGLGPUVolumeRayCastMapperProjectionNotInitialized; this->LastRayCastMethod= vtkMitkOpenGLGPUVolumeRayCastMapperMethodNotInitialized; this->LastCroppingMode= vtkMitkOpenGLGPUVolumeRayCastMapperCroppingNotInitialized; this->LastComponent= vtkMitkOpenGLGPUVolumeRayCastMapperComponentNotInitialized; this->LastShade=vtkMitkOpenGLGPUVolumeRayCastMapperShadeNotInitialized; extensions->Delete(); } //----------------------------------------------------------------------------- // Create GLSL OpenGL objects such fragment program Ids. //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::CreateGLSLObjects() { GLuint programShader; GLuint fragmentMainShader; programShader=vtkgl::CreateProgram(); fragmentMainShader=vtkgl::CreateShader(vtkgl::FRAGMENT_SHADER); vtkgl::AttachShader(programShader,fragmentMainShader); vtkgl::DeleteShader(fragmentMainShader); // reference counting vtkgl::ShaderSource( fragmentMainShader,1, const_cast(&vtkMitkGPUVolumeRayCastMapper_HeaderFS),0); vtkgl::CompileShader(fragmentMainShader); this->CheckCompilation(static_cast(fragmentMainShader)); GLuint fragmentProjectionShader; GLuint fragmentTraceShader; GLuint fragmentCroppingShader; GLuint fragmentComponentShader; GLuint fragmentShadeShader; fragmentProjectionShader=vtkgl::CreateShader(vtkgl::FRAGMENT_SHADER); vtkgl::AttachShader(programShader,fragmentProjectionShader); vtkgl::DeleteShader(fragmentProjectionShader); // reference counting fragmentTraceShader=vtkgl::CreateShader(vtkgl::FRAGMENT_SHADER); vtkgl::AttachShader(programShader,fragmentTraceShader); vtkgl::DeleteShader(fragmentTraceShader); // reference counting fragmentCroppingShader=vtkgl::CreateShader(vtkgl::FRAGMENT_SHADER); vtkgl::AttachShader(programShader,fragmentCroppingShader); vtkgl::DeleteShader(fragmentCroppingShader); // reference counting fragmentComponentShader=vtkgl::CreateShader(vtkgl::FRAGMENT_SHADER); // don't delete it, it is optionally attached. fragmentShadeShader=vtkgl::CreateShader(vtkgl::FRAGMENT_SHADER); // Save GL objects by static casting to standard C types. GL* types // are not allowed in VTK header files. this->ProgramShader=static_cast(programShader); this->FragmentMainShader=static_cast(fragmentMainShader); this->FragmentProjectionShader= static_cast(fragmentProjectionShader); this->FragmentTraceShader=static_cast(fragmentTraceShader); this->FragmentCroppingShader= static_cast(fragmentCroppingShader); this->FragmentComponentShader= static_cast(fragmentComponentShader); this->FragmentShadeShader= static_cast(fragmentShadeShader); } void vtkMitkOpenGLGPUVolumeRayCastMapper::BindFramebuffer() { vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT, vtkgl::COLOR_ATTACHMENT0_EXT,GL_TEXTURE_2D, this->TextureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront], 0); GLenum err = glGetError(); if(m_BindMax) { vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT, vtkgl::COLOR_ATTACHMENT0_EXT+1, GL_TEXTURE_2D,this->MaxValueFrameBuffer,0); } } //----------------------------------------------------------------------------- // Create OpenGL objects such as textures, buffers and fragment program Ids. // It only registers Ids, there is no actual initialization of textures or // fragment program. // // Pre-conditions: // This method assumes that this->LoadedExtensionsSucceeded is 1. // // Post-conditions: // When this method completes successfully, this->OpenGLObjectsCreated // will be 1. //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::CreateOpenGLObjects() { // Do nothing if the OpenGL objects have already been created if ( this->OpenGLObjectsCreated ) { return; } // We need only two color buffers (ping-pong) this->NumberOfFrameBuffers=2; // TODO: clean this up! // 2*Frame buffers(2d textures)+colorMap (1d texture) +dataset (3d texture) // + opacitymap (1d texture) + grabbed depthMap (2d texture) // Frame buffers(2d textures)+colorMap (1d texture) +dataset (3d texture) // + opacity (1d texture)+grabbed depth buffer (2d texture) GLuint frameBufferObject; GLuint depthRenderBufferObject; GLuint textureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperNumberOfTextureObjects]; // Create the various objects we will need - one frame buffer // which will contain a render buffer for depth and a texture // for color. vtkgl::GenFramebuffersEXT(1, &frameBufferObject); // color vtkgl::GenRenderbuffersEXT(1, &depthRenderBufferObject); // depth glGenTextures(vtkMitkOpenGLGPUVolumeRayCastMapperNumberOfTextureObjects,textureObjects); // Color buffers GLint value; glGetIntegerv(vtkgl::FRAMEBUFFER_BINDING_EXT,&value); GLuint savedFrameBuffer=static_cast(value); vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT,frameBufferObject); // Depth buffer vtkgl::BindRenderbufferEXT(vtkgl::RENDERBUFFER_EXT, depthRenderBufferObject); vtkgl::FramebufferRenderbufferEXT(vtkgl::FRAMEBUFFER_EXT, vtkgl::DEPTH_ATTACHMENT_EXT, vtkgl::RENDERBUFFER_EXT, depthRenderBufferObject); // Restore default frame buffer. vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT,savedFrameBuffer); this->CreateGLSLObjects(); // Save GL objects by static casting to standard C types. GL* types // are not allowed in VTK header files. this->FrameBufferObject=static_cast(frameBufferObject); this->DepthRenderBufferObject=static_cast(depthRenderBufferObject); int i=0; while(iTextureObjects[i]=static_cast(textureObjects[i]); ++i; } this->OpenGLObjectsCreated=1; } //----------------------------------------------------------------------------- // Check the compilation status of some fragment shader source. //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::CheckCompilation( unsigned int fragmentShader) { GLuint fs=static_cast(fragmentShader); GLint params; vtkgl::GetShaderiv(fs,vtkgl::COMPILE_STATUS,¶ms); if(params==GL_TRUE) { vtkDebugMacro(<<"shader source compiled successfully"); } else { vtkErrorMacro(<<"shader source compile error"); // include null terminator vtkgl::GetShaderiv(fs,vtkgl::INFO_LOG_LENGTH,¶ms); if(params>0) { char *buffer=new char[params]; vtkgl::GetShaderInfoLog(fs,params,0,buffer); vtkErrorMacro(<<"log: "<(programShader); // info about the list of active uniform variables vtkgl::GetProgramiv(prog,vtkgl::ACTIVE_UNIFORMS,¶ms); cout<<"There are "<(params); vtkgl::GetProgramiv(prog,vtkgl::OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB, ¶ms); GLint buffSize=params; char *name=new char[buffSize+1]; GLint size; GLenum type; while(i(programShader); vtkgl::GetProgramiv(prog,vtkgl::LINK_STATUS,¶ms); int status = 0; if(params==GL_TRUE) { status = 1; vtkDebugMacro(<<"program linked successfully"); } else { vtkErrorMacro(<<"program link error"); vtkgl::GetProgramiv(prog,vtkgl::INFO_LOG_LENGTH,¶ms); if(params>0) { char *buffer=new char[params]; vtkgl::GetProgramInfoLog(prog,params,0,buffer); vtkErrorMacro(<<"log: "<OpenGLObjectsCreated==0 //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::ReleaseGraphicsResources( vtkWindow *window) { if(this->OpenGLObjectsCreated) { window->MakeCurrent(); this->LastSize[0]=0; this->LastSize[1]=0; GLuint frameBufferObject=static_cast(this->FrameBufferObject); vtkgl::DeleteFramebuffersEXT(1,&frameBufferObject); GLuint depthRenderBufferObject= static_cast(this->DepthRenderBufferObject); vtkgl::DeleteRenderbuffersEXT(1,&depthRenderBufferObject); GLuint textureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperNumberOfTextureObjects]; int i=0; while(i<(vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront+this->NumberOfFrameBuffers)) { textureObjects[i]=static_cast(this->TextureObjects[i]); ++i; } glDeleteTextures(vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront+this->NumberOfFrameBuffers,textureObjects); if(this->MaxValueFrameBuffer!=0) { GLuint maxValueFrameBuffer= static_cast(this->MaxValueFrameBuffer); glDeleteTextures(1,&maxValueFrameBuffer); this->MaxValueFrameBuffer=0; } if(this->MaxValueFrameBuffer2!=0) { GLuint maxValueFrameBuffer2= static_cast(this->MaxValueFrameBuffer2); glDeleteTextures(1,&maxValueFrameBuffer2); this->MaxValueFrameBuffer2=0; } GLuint programShader=static_cast(this->ProgramShader); vtkgl::DeleteProgram(programShader); this->ProgramShader=0; GLuint fragmentComponentShader= static_cast(this->FragmentComponentShader); vtkgl::DeleteShader(fragmentComponentShader); GLuint fragmentShadeShader= static_cast(this->FragmentShadeShader); vtkgl::DeleteShader(fragmentShadeShader); GLuint scaleBiasProgramShader= static_cast(this->ScaleBiasProgramShader); if(scaleBiasProgramShader!=0) { vtkgl::DeleteProgram(scaleBiasProgramShader); this->ScaleBiasProgramShader=0; } this->LastParallelProjection= vtkMitkOpenGLGPUVolumeRayCastMapperProjectionNotInitialized; this->LastRayCastMethod= vtkMitkOpenGLGPUVolumeRayCastMapperMethodNotInitialized; this->LastCroppingMode= vtkMitkOpenGLGPUVolumeRayCastMapperCroppingNotInitialized; this->LastComponent= vtkMitkOpenGLGPUVolumeRayCastMapperComponentNotInitialized; this->LastShade=vtkMitkOpenGLGPUVolumeRayCastMapperShadeNotInitialized; this->OpenGLObjectsCreated=0; } if(this->NoiseTextureId!=0) { window->MakeCurrent(); GLuint noiseTextureObjects=static_cast(this->NoiseTextureId); glDeleteTextures(1,&noiseTextureObjects); this->NoiseTextureId=0; } if(this->ScalarsTextures!=0) { if(!this->ScalarsTextures->Map.empty()) { vtkstd::map::iterator it=this->ScalarsTextures->Map.begin(); while(it!=this->ScalarsTextures->Map.end()) { vtkKWScalarField *texture=(*it).second; delete texture; ++it; } this->ScalarsTextures->Map.clear(); } } if(this->MaskTextures!=0) { if(!this->MaskTextures->Map.empty()) { vtkstd::map::iterator it=this->MaskTextures->Map.begin(); while(it!=this->MaskTextures->Map.end()) { vtkKWMask *texture=(*it).second; delete texture; ++it; } this->MaskTextures->Map.clear(); } } if(this->RGBTable!=0) { delete this->RGBTable; this->RGBTable=0; } if(this->Mask1RGBTable!=0) { delete this->Mask1RGBTable; this->Mask1RGBTable=0; } if(this->Mask2RGBTable!=0) { delete this->Mask2RGBTable; this->Mask2RGBTable=0; } if(this->OpacityTables!=0) { delete this->OpacityTables; this->OpacityTables=0; } } + + +//----------------------------------------------------------------------------- +// Delete OpenGL objects. +// \post done: this->OpenGLObjectsCreated==0 +//----------------------------------------------------------------------------- +void vtkMitkOpenGLGPUVolumeRayCastMapper::ReleaseGraphicsResources( + mitk::BaseRenderer * renderer) +{ + if(this->OpenGLObjectsCreated) + { + vtkWindow * window = renderer->GetVtkRenderer()->GetRenderWindow(); + window->MakeCurrent(); + this->LastSize[0]=0; + this->LastSize[1]=0; + GLuint frameBufferObject=static_cast(this->FrameBufferObject); + vtkgl::DeleteFramebuffersEXT(1,&frameBufferObject); + GLuint depthRenderBufferObject= + static_cast(this->DepthRenderBufferObject); + vtkgl::DeleteRenderbuffersEXT(1,&depthRenderBufferObject); + GLuint textureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperNumberOfTextureObjects]; + int i=0; + while(i<(vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront+this->NumberOfFrameBuffers)) + { + textureObjects[i]=static_cast(this->TextureObjects[i]); + ++i; + } + glDeleteTextures(vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront+this->NumberOfFrameBuffers,textureObjects); + + if(this->MaxValueFrameBuffer!=0) + { + GLuint maxValueFrameBuffer= + static_cast(this->MaxValueFrameBuffer); + glDeleteTextures(1,&maxValueFrameBuffer); + this->MaxValueFrameBuffer=0; + } + if(this->MaxValueFrameBuffer2!=0) + { + GLuint maxValueFrameBuffer2= + static_cast(this->MaxValueFrameBuffer2); + glDeleteTextures(1,&maxValueFrameBuffer2); + this->MaxValueFrameBuffer2=0; + } + + GLuint programShader=static_cast(this->ProgramShader); + vtkgl::DeleteProgram(programShader); + this->ProgramShader=0; + GLuint fragmentComponentShader= + static_cast(this->FragmentComponentShader); + vtkgl::DeleteShader(fragmentComponentShader); + GLuint fragmentShadeShader= + static_cast(this->FragmentShadeShader); + vtkgl::DeleteShader(fragmentShadeShader); + + GLuint scaleBiasProgramShader= + static_cast(this->ScaleBiasProgramShader); + if(scaleBiasProgramShader!=0) + { + vtkgl::DeleteProgram(scaleBiasProgramShader); + this->ScaleBiasProgramShader=0; + } + this->LastParallelProjection= + vtkMitkOpenGLGPUVolumeRayCastMapperProjectionNotInitialized; + this->LastRayCastMethod= + vtkMitkOpenGLGPUVolumeRayCastMapperMethodNotInitialized; + this->LastCroppingMode= + vtkMitkOpenGLGPUVolumeRayCastMapperCroppingNotInitialized; + this->LastComponent= + vtkMitkOpenGLGPUVolumeRayCastMapperComponentNotInitialized; + this->LastShade=vtkMitkOpenGLGPUVolumeRayCastMapperShadeNotInitialized; + this->OpenGLObjectsCreated=0; + } + + if(this->NoiseTextureId!=0) + { + window->MakeCurrent(); + GLuint noiseTextureObjects=static_cast(this->NoiseTextureId); + glDeleteTextures(1,&noiseTextureObjects); + this->NoiseTextureId=0; + } + + if(this->ScalarsTextures!=0) + { + if(!this->ScalarsTextures->Map.empty()) + { + vtkstd::map::iterator it=this->ScalarsTextures->Map.begin(); + while(it!=this->ScalarsTextures->Map.end()) + { + vtkKWScalarField *texture=(*it).second; + delete texture; + ++it; + } + this->ScalarsTextures->Map.clear(); + } + } + + if(this->MaskTextures!=0) + { + if(!this->MaskTextures->Map.empty()) + { + vtkstd::map::iterator it=this->MaskTextures->Map.begin(); + while(it!=this->MaskTextures->Map.end()) + { + vtkKWMask *texture=(*it).second; + delete texture; + ++it; + } + this->MaskTextures->Map.clear(); + } + } + + if(this->RGBTable!=0) + { + delete this->RGBTable; + this->RGBTable=0; + } + + if(this->Mask1RGBTable!=0) + { + delete this->Mask1RGBTable; + this->Mask1RGBTable=0; + } + + if(this->Mask2RGBTable!=0) + { + delete this->Mask2RGBTable; + this->Mask2RGBTable=0; + } + + if(this->OpacityTables!=0) + { + delete this->OpacityTables; + this->OpacityTables=0; + } +} + + //----------------------------------------------------------------------------- // Allocate memory on the GPU for the framebuffers according to the size of // the window or reallocate if the size has changed. Return true if // allocation succeeded. // \pre ren_exists: ren!=0 // \pre opengl_objects_created: this->OpenGLObjectsCreated // \post right_size: LastSize[]=window size. //----------------------------------------------------------------------------- int vtkMitkOpenGLGPUVolumeRayCastMapper::AllocateFrameBuffers(vtkRenderer *ren) { assert("pre: ren_exists" && ren!=0); assert("pre: opengl_objects_created" && this->OpenGLObjectsCreated); int result=1; int size[2]; ren->GetTiledSize(&size[0],&size[1]); int sizeChanged=this->LastSize[0]!=size[0] || this->LastSize[1]!=size[1]; GLenum errorCode=glGetError(); // Need allocation? if(sizeChanged) { int i=0; GLenum errorCode=glGetError(); while(i NumberOfFrameBuffers && errorCode==GL_NO_ERROR) { glBindTexture(GL_TEXTURE_2D,static_cast(this->TextureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront+i])); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, vtkgl::CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, vtkgl::CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Here we are assuming that GL_ARB_texture_non_power_of_two is available if(this->Supports_GL_ARB_texture_float) { glTexImage2D(GL_TEXTURE_2D,0,vtkgl::RGBA16F_ARB,size[0],size[1], 0, GL_RGBA, GL_FLOAT, NULL ); } else { glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA16,size[0],size[1], 0, GL_RGBA, GL_FLOAT, NULL ); } errorCode=glGetError(); ++i; } if(errorCode==GL_NO_ERROR) { // grabbed depth buffer glBindTexture(GL_TEXTURE_2D,static_cast(this->TextureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectDepthMap])); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, vtkgl::CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, vtkgl::CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri(GL_TEXTURE_2D, vtkgl::DEPTH_TEXTURE_MODE, GL_LUMINANCE); glTexImage2D(GL_TEXTURE_2D, 0, vtkgl::DEPTH_COMPONENT32, size[0],size[1], 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL ); // Set up the depth render buffer GLint savedFrameBuffer; glGetIntegerv(vtkgl::FRAMEBUFFER_BINDING_EXT,&savedFrameBuffer); vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT, static_cast(this->FrameBufferObject)); this->BindFramebuffer(); vtkgl::BindRenderbufferEXT( vtkgl::RENDERBUFFER_EXT, static_cast(this->DepthRenderBufferObject)); vtkgl::RenderbufferStorageEXT(vtkgl::RENDERBUFFER_EXT, vtkgl::DEPTH_COMPONENT24,size[0],size[1]); vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT, static_cast(savedFrameBuffer)); errorCode=glGetError(); if(errorCode==GL_NO_ERROR) { this->LastSize[0]=size[0]; this->LastSize[1]=size[1]; } } result=errorCode==GL_NO_ERROR; } int needNewMaxValueBuffer=this->MaxValueFrameBuffer==0 && (this->BlendMode==vtkVolumeMapper::MAXIMUM_INTENSITY_BLEND || this->BlendMode==vtkMitkGPUVolumeRayCastMapper::MINIMUM_INTENSITY_BLEND); if(needNewMaxValueBuffer) { // blend mode changed and need max value buffer. // create and bind second color buffer (we use only the red component // to store the max scalar). We cant use a one component color buffer // because all color buffer have to have the same format. // max scalar frame buffer GLuint maxValueFrameBuffer; glGenTextures(1,&maxValueFrameBuffer); this->MaxValueFrameBuffer= static_cast(maxValueFrameBuffer); // Color buffers this->m_BindMax = true; // max scalar frame buffer2 GLuint maxValueFrameBuffer2; glGenTextures(1,&maxValueFrameBuffer2); glBindTexture(GL_TEXTURE_2D,maxValueFrameBuffer2); this->MaxValueFrameBuffer2= static_cast(maxValueFrameBuffer2); } else { if(this->MaxValueFrameBuffer!=0 && (this->BlendMode!=vtkVolumeMapper::MAXIMUM_INTENSITY_BLEND && this->BlendMode!=vtkMitkGPUVolumeRayCastMapper::MINIMUM_INTENSITY_BLEND)) { // blend mode changed and does not need max value buffer anymore. GLint savedFrameBuffer; glGetIntegerv(vtkgl::FRAMEBUFFER_BINDING_EXT,&savedFrameBuffer); vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT, static_cast(this->FrameBufferObject)); vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT, vtkgl::COLOR_ATTACHMENT0_EXT+1, GL_TEXTURE_2D,0,0); // not scalar buffer vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT, static_cast(savedFrameBuffer)); GLuint maxValueFrameBuffer= static_cast(this->MaxValueFrameBuffer); glDeleteTextures(1,&maxValueFrameBuffer); this->MaxValueFrameBuffer=0; m_BindMax = false; GLuint maxValueFrameBuffer2= static_cast(this->MaxValueFrameBuffer2); glDeleteTextures(1,&maxValueFrameBuffer2); this->MaxValueFrameBuffer2=0; } } if((this->BlendMode==vtkVolumeMapper::MAXIMUM_INTENSITY_BLEND || this->BlendMode==vtkMitkGPUVolumeRayCastMapper::MINIMUM_INTENSITY_BLEND) && (sizeChanged || needNewMaxValueBuffer)) { // max scalar frame buffer GLuint maxValueFrameBuffer=static_cast(this->MaxValueFrameBuffer); glBindTexture(GL_TEXTURE_2D,maxValueFrameBuffer); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, vtkgl::CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, vtkgl::CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Here we are assuming that GL_ARB_texture_non_power_of_two is available if(this->Supports_GL_ARB_texture_float) { glTexImage2D(GL_TEXTURE_2D,0,vtkgl::RGBA16F_ARB,size[0],size[1], 0, GL_RGBA, GL_FLOAT, NULL ); } else { glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA16,size[0],size[1], 0, GL_RGBA, GL_FLOAT, NULL ); } // max scalar frame buffer 2 GLuint maxValueFrameBuffer2=static_cast(this->MaxValueFrameBuffer2); glBindTexture(GL_TEXTURE_2D,maxValueFrameBuffer2); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, vtkgl::CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, vtkgl::CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Here we are assuming that GL_ARB_texture_non_power_of_two is available if(this->Supports_GL_ARB_texture_float) { glTexImage2D(GL_TEXTURE_2D,0,vtkgl::RGBA16F_ARB,size[0],size[1], 0, GL_RGBA, GL_FLOAT, NULL ); } else { glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA16,size[0],size[1], 0, GL_RGBA, GL_FLOAT, NULL ); } } PrintError("AllocateFrameBuffers"); return result; } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::GetTextureFormat( vtkImageData *input, unsigned int *internalFormat, unsigned int *format, unsigned int *type, int *componentSize) { *internalFormat=0; *format=0; *type=0; *componentSize=0; vtkDataArray *scalars=this->GetScalars(input,this->ScalarMode, this->ArrayAccessMode, this->ArrayId, this->ArrayName, this->CellFlag); int scalarType=scalars->GetDataType(); int components=scalars->GetNumberOfComponents(); *componentSize=vtkAbstractArray::GetDataTypeSize(scalarType)*components; if(components==4) { // this is RGBA, unsigned char only *internalFormat=GL_RGBA16; *format=GL_RGBA; *type=GL_UNSIGNED_BYTE; } else { // components==1 switch(scalarType) { case VTK_FLOAT: if(this->Supports_GL_ARB_texture_float) { *internalFormat=vtkgl::INTENSITY16F_ARB; } else { *internalFormat=GL_INTENSITY16; } *format=GL_RED; *type=GL_FLOAT; break; case VTK_UNSIGNED_CHAR: *internalFormat=GL_INTENSITY8; *format=GL_RED; *type=GL_UNSIGNED_BYTE; break; case VTK_SIGNED_CHAR: *internalFormat=GL_INTENSITY8; *format=GL_RED; *type=GL_BYTE; break; case VTK_CHAR: // not supported assert("check: impossible case" && 0); break; case VTK_BIT: // not supported assert("check: impossible case" && 0); break; case VTK_ID_TYPE: // not supported assert("check: impossible case" && 0); break; case VTK_INT: *internalFormat=GL_INTENSITY16; *format=GL_RED; *type=GL_INT; break; case VTK_DOUBLE: case VTK___INT64: case VTK_LONG: case VTK_LONG_LONG: case VTK_UNSIGNED___INT64: case VTK_UNSIGNED_LONG: case VTK_UNSIGNED_LONG_LONG: if(this->Supports_GL_ARB_texture_float) { *internalFormat=vtkgl::INTENSITY16F_ARB; } else { *internalFormat=GL_INTENSITY16; } *format=GL_RED; *type=GL_FLOAT; break; case VTK_SHORT: *internalFormat=GL_INTENSITY16; *format=GL_RED; *type=GL_SHORT; break; case VTK_STRING: // not supported assert("check: impossible case" && 0); break; case VTK_UNSIGNED_SHORT: *internalFormat=GL_INTENSITY16; *format=GL_RED; *type=GL_UNSIGNED_SHORT; break; case VTK_UNSIGNED_INT: *internalFormat=GL_INTENSITY16; *format=GL_RED; *type=GL_UNSIGNED_INT; break; default: assert("check: impossible case" && 0); break; } } } //----------------------------------------------------------------------------- // Assuming the textureSize[3] is less of equal to the maximum size of an // OpenGL 3D texture, try to see if the texture can fit on the card. //----------------------------------------------------------------------------- bool vtkMitkOpenGLGPUVolumeRayCastMapper::TestLoadingScalar( unsigned int internalFormat, unsigned int format, unsigned int type, int textureSize[3], int componentSize) { // componentSize=vtkAbstractArray::GetDataTypeSize(scalarType)*input->GetNumberOfScalarComponents() bool result; vtkgl::TexImage3D(vtkgl::PROXY_TEXTURE_3D,0, static_cast(internalFormat), textureSize[0],textureSize[1],textureSize[2],0, format, type,0); GLint width; glGetTexLevelParameteriv(vtkgl::PROXY_TEXTURE_3D,0,GL_TEXTURE_WIDTH, &width); result=width!=0; if(result) { // so far, so good but some cards always succeed with a proxy texture // let's try to actually allocate.. vtkgl::TexImage3D(vtkgl::TEXTURE_3D,0,static_cast(internalFormat), textureSize[0], textureSize[1],textureSize[2],0, format, type,0); GLenum errorCode=glGetError(); result=errorCode!=GL_OUT_OF_MEMORY; if(result) { if(errorCode!=GL_NO_ERROR) { cout<<"after try to load the texture"; cout<<" ERROR (x"<(errorCode)); cout<(this->MaxMemoryInBytes)*this->MaxMemoryFraction; } } return result; } //----------------------------------------------------------------------------- // Load the scalar field (one or four component scalar field), cell or point // based for a given subextent of the whole extent (can be the whole extent) // as a 3D texture on the GPU. // Extents are expressed in point if the cell flag is false or in cells of // the cell flag is true. // It returns true if it succeeded, false if there is not enough memory on // the GPU. // If succeeded, it updates the LoadedExtent, LoadedBounds, LoadedCellFlag // and LoadedTime. It also succeed if the scalar field is already loaded // (ie since last load, input has not changed and cell flag has not changed // and requested texture extents are enclosed in the loaded extent). // \pre input_exists: input!=0 // \pre valid_point_extent: (this->CellFlag || // (textureExtent[0]CellFlag || // (textureExtent[0]<=textureExtent[1] && // textureExtent[2]<=textureExtent[3] && // textureExtent[4]<=textureExtent[5]))) //----------------------------------------------------------------------------- int vtkMitkOpenGLGPUVolumeRayCastMapper::LoadScalarField(vtkImageData *input, vtkImageData *maskInput, int textureExtent[6], vtkVolume *volume) { assert("pre: input_exists" && input!=0); assert("pre: valid_point_extent" && (this->CellFlag || (textureExtent[0]CellFlag || (textureExtent[0]<=textureExtent[1] && textureExtent[2]<=textureExtent[3] && textureExtent[4]<=textureExtent[5]))); int result=1; // succeeded // make sure we rebind our texture object to texture0 even if we don't have // to load the data themselves because the binding might be changed by // another mapper between two rendering calls. vtkgl::ActiveTexture(vtkgl::TEXTURE0); // Find the texture. vtkstd::map::iterator it= this->ScalarsTextures->Map.find(input); vtkKWScalarField *texture; if(it==this->ScalarsTextures->Map.end()) { texture=new vtkKWScalarField; this->ScalarsTextures->Map[input]=texture; texture->SetSupports_GL_ARB_texture_float(this->Supports_GL_ARB_texture_float==1); } else { texture=(*it).second; } texture->Update(input,this->CellFlag,textureExtent,this->ScalarMode, this->ArrayAccessMode, this->ArrayId, this->ArrayName, volume->GetProperty()->GetInterpolationType() ==VTK_LINEAR_INTERPOLATION, this->TableRange, static_cast(static_cast(this->MaxMemoryInBytes)*this->MaxMemoryFraction)); result=texture->IsLoaded(); this->CurrentScalar=texture; // Mask if(maskInput!=0) { vtkgl::ActiveTexture(vtkgl::TEXTURE7); // Find the texture. vtkstd::map::iterator it2= this->MaskTextures->Map.find(maskInput); vtkKWMask *mask; if(it2==this->MaskTextures->Map.end()) { mask=new vtkKWMask; this->MaskTextures->Map[maskInput]=mask; } else { mask=(*it2).second; } mask->Update(maskInput,this->CellFlag,textureExtent,this->ScalarMode, this->ArrayAccessMode, this->ArrayId, this->ArrayName, static_cast(static_cast(this->MaxMemoryInBytes)*this->MaxMemoryFraction)); result=result && mask->IsLoaded(); this->CurrentMask=mask; vtkgl::ActiveTexture(vtkgl::TEXTURE0); } return result; } //----------------------------------------------------------------------------- // Allocate memory and load color table on the GPU or // reload it if the transfer function changed. // \pre vol_exists: vol!=0 // \pre valid_numberOfScalarComponents: numberOfScalarComponents==1 || numberOfScalarComponents==4 //----------------------------------------------------------------------------- int vtkMitkOpenGLGPUVolumeRayCastMapper::UpdateColorTransferFunction( vtkVolume *vol, int numberOfScalarComponents) { assert("pre: vol_exists" && vol!=0); assert("pre: valid_numberOfScalarComponents" && (numberOfScalarComponents==1 || numberOfScalarComponents==4)); // Build the colormap in a 1D texture. // 1D RGB-texture=mapping from scalar values to color values // build the table if(numberOfScalarComponents==1) { vtkVolumeProperty *volumeProperty=vol->GetProperty(); vtkColorTransferFunction *colorTransferFunction=volumeProperty->GetRGBTransferFunction(0); vtkgl::ActiveTexture(vtkgl::TEXTURE1); this->RGBTable->Update( colorTransferFunction,this->TableRange, volumeProperty->GetInterpolationType()==VTK_LINEAR_INTERPOLATION); // Restore default vtkgl::ActiveTexture( vtkgl::TEXTURE0); } if(this->MaskInput!=0) { vtkVolumeProperty *volumeProperty=vol->GetProperty(); vtkColorTransferFunction *c=volumeProperty->GetRGBTransferFunction(1); vtkgl::ActiveTexture(vtkgl::TEXTURE8); this->Mask1RGBTable->Update(c,this->TableRange,false); c=volumeProperty->GetRGBTransferFunction(2); vtkgl::ActiveTexture(vtkgl::TEXTURE9); this->Mask2RGBTable->Update(c,this->TableRange,false); // Restore default vtkgl::ActiveTexture( vtkgl::TEXTURE0); } return 1; } //----------------------------------------------------------------------------- // Allocate memory and load opacity table on the GPU or // reload it if the transfert function changed. // \pre vol_exists: vol!=0 // \pre valid_numberOfScalarComponents: numberOfScalarComponents==1 || numberOfScalarComponents==4 //----------------------------------------------------------------------------- int vtkMitkOpenGLGPUVolumeRayCastMapper::UpdateOpacityTransferFunction( vtkVolume *vol, int numberOfScalarComponents, unsigned int level) { assert("pre: vol_exists" && vol!=0); assert("pre: valid_numberOfScalarComponents" && (numberOfScalarComponents==1 || numberOfScalarComponents==4)); (void)numberOfScalarComponents; // remove warning in release mode. vtkVolumeProperty *volumeProperty=vol->GetProperty(); vtkPiecewiseFunction *scalarOpacity=volumeProperty->GetScalarOpacity(); vtkgl::ActiveTexture( vtkgl::TEXTURE2); //stay here this->OpacityTables->Vector[level].Update( scalarOpacity,this->BlendMode, this->ActualSampleDistance, this->TableRange, volumeProperty->GetScalarOpacityUnitDistance(0), volumeProperty->GetInterpolationType()==VTK_LINEAR_INTERPOLATION); // Restore default active texture vtkgl::ActiveTexture( vtkgl::TEXTURE0); return 1; } //----------------------------------------------------------------------------- // Prepare rendering in the offscreen framebuffer. // \pre ren_exists: ren!=0 // \pre vol_exists: vol!=0 //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::SetupRender(vtkRenderer *ren, vtkVolume *vol) { assert("pre: ren_exists" && ren!=0); assert("pre: vol_exists" && vol!=0); double aspect[2]; int lowerLeft[2]; int usize, vsize; ren->GetTiledSizeAndOrigin(&usize,&vsize,lowerLeft,lowerLeft+1); usize = static_cast(usize*this->ReductionFactor); vsize = static_cast(vsize*this->ReductionFactor); this->ReducedSize[0]=usize; this->ReducedSize[1]=vsize; // the FBO has the size of the renderer (not the renderwindow), // we always starts at 0,0. glViewport(0,0, usize, vsize); glEnable( GL_SCISSOR_TEST ); // scissor on the FBO, on the reduced part. glScissor(0,0, usize, vsize); glClearColor(0.0, 0.0, 0.0, 0.0); // maxvalue is 1 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ren->ComputeAspect(); ren->GetAspect(aspect); double aspect2[2]; ren->vtkViewport::ComputeAspect(); ren->vtkViewport::GetAspect(aspect2); double aspectModification = aspect[0]*aspect2[1]/(aspect[1]*aspect2[0]); vtkCamera *cam = ren->GetActiveCamera(); glMatrixMode( GL_PROJECTION); if(usize && vsize) { this->TempMatrix[0]->DeepCopy(cam->GetProjectionTransformMatrix( aspectModification*usize/vsize, -1,1)); this->TempMatrix[0]->Transpose(); glLoadMatrixd(this->TempMatrix[0]->Element[0]); } else { glLoadIdentity(); } // push the model view matrix onto the stack, make sure we // adjust the mode first glMatrixMode(GL_MODELVIEW); glPushMatrix(); this->TempMatrix[0]->DeepCopy(vol->GetMatrix()); this->TempMatrix[0]->Transpose(); // insert camera view transformation glMultMatrixd(this->TempMatrix[0]->Element[0]); glShadeModel(GL_SMOOTH); glDisable( GL_LIGHTING); glEnable (GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_BLEND); // very important, otherwise the first image looks dark. this->PrintError("SetupRender"); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::DebugDisplayBox(vtkPolyData *box) { vtkPoints *points=box->GetPoints(); vtkCellArray *polys=box->GetPolys(); cout<<"npts="<GetNumberOfPoints()<GetNumberOfPoints()) { double coords[3]; points->GetPoint(pointId,coords); cout<<"pointId="<GetMatrix( this->InvVolumeMatrix ); this->InvVolumeMatrix->Invert(); if(this->BoxSource==0) { this->BoxSource=vtkTessellatedBoxSource::New(); } this->BoxSource->SetBounds(worldBounds); this->BoxSource->SetLevel(0); this->BoxSource->QuadsOn(); if(this->Planes==0) { this->Planes=vtkPlaneCollection::New(); } this->Planes->RemoveAllItems(); vtkCamera *cam = ren->GetActiveCamera(); double camWorldRange[2]; double camWorldPos[4]; double camFocalWorldPoint[4]; double camWorldDirection[3]; double range[2]; double camPos[4]; double focalPoint[4]; double direction[3]; cam->GetPosition(camWorldPos); camWorldPos[3] = 1.0; this->InvVolumeMatrix->MultiplyPoint( camWorldPos, camPos ); if ( camPos[3] ) { camPos[0] /= camPos[3]; camPos[1] /= camPos[3]; camPos[2] /= camPos[3]; } cam->GetFocalPoint(camFocalWorldPoint); camFocalWorldPoint[3]=1.0; this->InvVolumeMatrix->MultiplyPoint( camFocalWorldPoint,focalPoint ); if ( focalPoint[3] ) { focalPoint[0] /= focalPoint[3]; focalPoint[1] /= focalPoint[3]; focalPoint[2] /= focalPoint[3]; } // Compute the normalized view direction direction[0] = focalPoint[0] - camPos[0]; direction[1] = focalPoint[1] - camPos[1]; direction[2] = focalPoint[2] - camPos[2]; vtkMath::Normalize(direction); // The range (near/far) must also be transformed // into the local coordinate system. camWorldDirection[0] = camFocalWorldPoint[0] - camWorldPos[0]; camWorldDirection[1] = camFocalWorldPoint[1] - camWorldPos[1]; camWorldDirection[2] = camFocalWorldPoint[2] - camWorldPos[2]; vtkMath::Normalize(camWorldDirection); double camNearWorldPoint[4]; double camFarWorldPoint[4]; double camNearPoint[4]; double camFarPoint[4]; cam->GetClippingRange(camWorldRange); camNearWorldPoint[0] = camWorldPos[0] + camWorldRange[0]*camWorldDirection[0]; camNearWorldPoint[1] = camWorldPos[1] + camWorldRange[0]*camWorldDirection[1]; camNearWorldPoint[2] = camWorldPos[2] + camWorldRange[0]*camWorldDirection[2]; camNearWorldPoint[3] = 1.; camFarWorldPoint[0] = camWorldPos[0] + camWorldRange[1]*camWorldDirection[0]; camFarWorldPoint[1] = camWorldPos[1] + camWorldRange[1]*camWorldDirection[1]; camFarWorldPoint[2] = camWorldPos[2] + camWorldRange[1]*camWorldDirection[2]; camFarWorldPoint[3] = 1.; this->InvVolumeMatrix->MultiplyPoint( camNearWorldPoint, camNearPoint ); if (camNearPoint[3]) { camNearPoint[0] /= camNearPoint[3]; camNearPoint[1] /= camNearPoint[3]; camNearPoint[2] /= camNearPoint[3]; } this->InvVolumeMatrix->MultiplyPoint( camFarWorldPoint, camFarPoint ); if (camFarPoint[3]) { camFarPoint[0] /= camFarPoint[3]; camFarPoint[1] /= camFarPoint[3]; camFarPoint[2] /= camFarPoint[3]; } range[0] = sqrt(vtkMath::Distance2BetweenPoints(camNearPoint, camPos)); range[1] = sqrt(vtkMath::Distance2BetweenPoints(camFarPoint, camPos)); //double nearPoint[3], farPoint[3]; double dist = range[1] - range[0]; range[0] += dist / (2<<16); range[1] -= dist / (2<<16); if(this->NearPlane==0) { this->NearPlane= vtkPlane::New(); } //this->NearPlane->SetOrigin( nearPoint ); this->NearPlane->SetOrigin( camNearPoint ); this->NearPlane->SetNormal( direction ); this->Planes->AddItem(this->NearPlane); if ( this->ClippingPlanes ) { this->ClippingPlanes->InitTraversal(); vtkPlane *plane; while ( (plane = this->ClippingPlanes->GetNextItem()) ) { // Planes are in world coordinates, we need to // convert them in local coordinates double planeOrigin[4], planeNormal[4], planeP1[4]; plane->GetOrigin(planeOrigin); planeOrigin[3] = 1.; plane->GetNormal(planeNormal); planeP1[0] = planeOrigin[0] + planeNormal[0]; planeP1[1] = planeOrigin[1] + planeNormal[1]; planeP1[2] = planeOrigin[2] + planeNormal[2]; planeP1[3] = 1.; this->InvVolumeMatrix->MultiplyPoint(planeOrigin, planeOrigin); this->InvVolumeMatrix->MultiplyPoint(planeP1, planeP1); if( planeOrigin[3]) { planeOrigin[0] /= planeOrigin[3]; planeOrigin[1] /= planeOrigin[3]; planeOrigin[2] /= planeOrigin[3]; } if( planeP1[3]) { planeP1[0] /= planeP1[3]; planeP1[1] /= planeP1[3]; planeP1[2] /= planeP1[3]; } planeNormal[0] = planeP1[0] - planeOrigin[0]; planeNormal[1] = planeP1[1] - planeOrigin[1]; planeNormal[2] = planeP1[2] - planeOrigin[2]; vtkMath::Normalize(planeNormal); vtkPlane* localPlane = vtkPlane::New(); localPlane->SetOrigin(planeOrigin); localPlane->SetNormal(planeNormal); this->Planes->AddItem(localPlane); localPlane->Delete(); } } if(this->Clip==0) { this->Clip=vtkClipConvexPolyData::New(); this->Clip->SetInputConnection(this->BoxSource->GetOutputPort()); this->Clip->SetPlanes( this->Planes ); } this->Clip->Update(); if(this->Densify==0) { this->Densify=vtkDensifyPolyData::New(); this->Densify->SetInputConnection(this->Clip->GetOutputPort()); this->Densify->SetNumberOfSubdivisions(2); } this->Densify->Update(); this->ClippedBoundingBox = this->Densify->GetOutput(); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- int vtkMitkOpenGLGPUVolumeRayCastMapper::RenderClippedBoundingBox( int tcoordFlag, size_t currentBlock, size_t numberOfBlocks, vtkRenderWindow *renWin ) { assert("pre: valid_currentBlock" && currentBlockClippedBoundingBox->GetPoints(); vtkCellArray *polys = this->ClippedBoundingBox->GetPolys(); vtkIdType npts; vtkIdType *pts; vtkIdType i, j; double center[3] = {0,0,0}; double min[3] = {VTK_DOUBLE_MAX, VTK_DOUBLE_MAX, VTK_DOUBLE_MAX}; double max[3] = {VTK_DOUBLE_MIN, VTK_DOUBLE_MIN, VTK_DOUBLE_MIN}; // First compute center point npts = points->GetNumberOfPoints(); for ( i = 0; i < npts; i++ ) { double pt[3]; points->GetPoint( i, pt ); for ( j = 0; j < 3; j++ ) { min[j] = (pt[j]max[j])?(pt[j]):(max[j]); } } center[0] = 0.5*(min[0]+max[0]); center[1] = 0.5*(min[1]+max[1]); center[2] = 0.5*(min[2]+max[2]); double *loadedBounds=0; vtkIdType *loadedExtent=0; if ( tcoordFlag ) { loadedBounds=this->CurrentScalar->GetLoadedBounds(); loadedExtent=this->CurrentScalar->GetLoadedExtent(); } double *spacing=this->GetInput()->GetSpacing(); double spacingSign[3]; i=0; while(i<3) { if(spacing[i]<0) { spacingSign[i]=-1.0; } else { spacingSign[i]=1.0; } ++i; } // make it double for the ratio of the progress. int polyId=0; double polyCount=static_cast(polys->GetNumberOfCells()); polys->InitTraversal(); int abort=0; while ( !abort && polys->GetNextCell(npts, pts) ) { vtkIdType start, end, inc; // Need to have at least a triangle if ( npts > 2 ) { // Check the cross product of the first two // vectors dotted with the vector from the // center to the second point. Is it positive or // negative? double p1[3], p2[3], p3[3]; double v1[3], v2[3], v3[3], v4[3]; points->GetPoint(pts[0], p1 ); points->GetPoint(pts[1], p2 ); points->GetPoint(pts[2], p3 ); v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2]; v2[0] = p2[0] - p3[0]; v2[1] = p2[1] - p3[1]; v2[2] = p2[2] - p3[2]; vtkMath::Cross( v1, v2, v3 ); vtkMath::Normalize(v3); v4[0] = p2[0] - center[0]; v4[1] = p2[1] - center[1]; v4[2] = p2[2] - center[2]; vtkMath::Normalize(v4); double dot = vtkMath::Dot( v3, v4 ); if (( dot < 0) && this->PreserveOrientation) { start = 0; end = npts; inc = 1; } else { start = npts-1; end = -1; inc = -1; } glBegin( GL_TRIANGLE_FAN ); // GL_POLYGON -> GL_TRIANGLE_FAN double vert[3]; double tcoord[3]; for ( i = start; i != end; i += inc ) { points->GetPoint(pts[i], vert); if ( tcoordFlag ) { for ( j = 0; j < 3; j++ ) { // loaded bounds take both cell data and point date cases into // account if(this->CellFlag) // texcoords between 0 and 1. More complex // depends on the loaded texture { tcoord[j] = spacingSign[j]*(vert[j] - loadedBounds[j*2]) / (loadedBounds[j*2+1] - loadedBounds[j*2]); } else // texcoords between 1/2N and 1-1/2N. { double tmp; // between 0 and 1 tmp = spacingSign[j]*(vert[j] - loadedBounds[j*2]) / (loadedBounds[j*2+1] - loadedBounds[j*2]); double delta=static_cast( loadedExtent[j*2+1]-loadedExtent[j*2]+1); tcoord[j]=(tmp*(delta-1)+0.5)/delta; } } vtkgl::MultiTexCoord3dv(vtkgl::TEXTURE0, tcoord); } glVertex3dv(vert); } glEnd(); } if(tcoordFlag) { // otherwise, we are rendering back face to initialize the zbuffer. if (!this->GeneratingCanonicalView && this->ReportProgress) { glFinish(); // Only invoke an event at most one every second. double currentTime=vtkTimerLog::GetUniversalTime(); if(currentTime - this->LastProgressEventTime > 1.0) { double progress=(static_cast(currentBlock)+polyId/polyCount)/ static_cast(numberOfBlocks); this->InvokeEvent(vtkCommand::VolumeMapperRenderProgressEvent, &progress); renWin->MakeCurrent(); this->LastProgressEventTime = currentTime; } } abort=renWin->CheckAbortStatus(); } ++polyId; } return abort; } void vtkMitkOpenGLGPUVolumeRayCastMapper::CopyFBOToTexture() { // in OpenGL copy texture to texture does not exist but // framebuffer to texture exists (and our FB is an FBO). // we have to copy and not just to switch color textures because the // colorbuffer has to accumulate color or values step after step. // Switching would not work because two different steps can draw different // polygons that don't overlap vtkgl::ActiveTexture(vtkgl::TEXTURE4); glBindTexture( GL_TEXTURE_2D, this->TextureObjects[ vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront+1]); glReadBuffer(vtkgl::COLOR_ATTACHMENT0_EXT); glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,this->ReducedSize[0], this->ReducedSize[1]); if(this->BlendMode==vtkVolumeMapper::MAXIMUM_INTENSITY_BLEND || this->BlendMode==vtkMitkGPUVolumeRayCastMapper::MINIMUM_INTENSITY_BLEND) { vtkgl::ActiveTexture(vtkgl::TEXTURE5); glBindTexture(GL_TEXTURE_2D,this->MaxValueFrameBuffer2); glReadBuffer(vtkgl::COLOR_ATTACHMENT0_EXT+1); glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,this->ReducedSize[0], this->ReducedSize[1]); } vtkgl::ActiveTexture(vtkgl::TEXTURE0); } //----------------------------------------------------------------------------- // Restore OpenGL state after rendering of the dataset. //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::CleanupRender() { glPopMatrix(); glDisable(GL_CULL_FACE); } //----------------------------------------------------------------------------- // Build the fragment shader program that scale and bias a texture // for window/level purpose. //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::BuildScaleBiasProgram() { if(this->ScaleBiasProgramShader==0) { GLuint programShader; GLuint fragmentShader; programShader=vtkgl::CreateProgram(); fragmentShader=vtkgl::CreateShader(vtkgl::FRAGMENT_SHADER); vtkgl::AttachShader(programShader,fragmentShader); vtkgl::DeleteShader(fragmentShader); // reference counting vtkgl::ShaderSource( fragmentShader,1, const_cast(&vtkMitkGPUVolumeRayCastMapper_ScaleBiasFS),0); vtkgl::CompileShader(fragmentShader); this->CheckCompilation(static_cast(fragmentShader)); vtkgl::LinkProgram(programShader); this->CheckLinkage(static_cast(programShader)); this->ScaleBiasProgramShader=static_cast(programShader); this->UFrameBufferTexture= static_cast(vtkgl::GetUniformLocation(programShader, "frameBufferTexture")); this->UScale=static_cast(vtkgl::GetUniformLocation(programShader, "scale")); this->UBias=static_cast(vtkgl::GetUniformLocation(programShader, "bias")); } } //----------------------------------------------------------------------------- // Render the offscreen buffer to the screen. // \pre ren_exists: ren!=0 //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::RenderTextureToScreen(vtkRenderer *ren) { assert("pre: ren_exists" && ren!=0); if ( this->GeneratingCanonicalView ) { // We just need to copy of the data, not render it glBindTexture(GL_TEXTURE_2D, this->TextureObjects[ vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); glPixelStorei( GL_PACK_ALIGNMENT, 1 ); unsigned char *outPtr = static_cast(this->CanonicalViewImageData->GetScalarPointer()); glGetTexImage( GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, outPtr ); return; } int lowerLeft[2]; int usize, vsize; ren->GetTiledSizeAndOrigin(&usize,&vsize,lowerLeft,lowerLeft+1); glViewport(lowerLeft[0],lowerLeft[1], usize, vsize); glEnable( GL_SCISSOR_TEST ); glScissor(lowerLeft[0],lowerLeft[1], usize, vsize); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0.0, usize, 0.0, vsize, -1.0, 1.0 ); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glBindTexture(GL_TEXTURE_2D, this->TextureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glEnable(GL_BLEND); glBlendFunc( GL_ONE,GL_ONE_MINUS_SRC_ALPHA); // As we use replace mode, we don't need to set the color value. glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE); glDisable(GL_DEPTH_TEST); double xOffset = 1.0 / usize; double yOffset = 1.0 / vsize; glDepthMask(GL_FALSE); double scale=1.0/this->FinalColorWindow; double bias=0.5-this->FinalColorLevel/this->FinalColorWindow; if(scale!=1.0 || bias!=0.0) { this->BuildScaleBiasProgram(); vtkgl::UseProgram(this->ScaleBiasProgramShader); if(this->UFrameBufferTexture!=-1) { vtkgl::Uniform1i(this->UFrameBufferTexture,0); } else { vtkErrorMacro(<<"uFrameBufferTexture is not a uniform variable."); } if(this->UScale!=-1) { vtkgl::Uniform1f(this->UScale,static_cast(scale)); } else { vtkErrorMacro(<<"uScale is not a uniform variable."); } if(this->UBias!=-1) { vtkgl::Uniform1f(this->UBias,static_cast(bias)); } else { vtkErrorMacro(<<"uBias is not a uniform variable."); } } else { glEnable(GL_TEXTURE_2D); // fixed pipeline } glBegin(GL_QUADS); glTexCoord2f(static_cast(xOffset),static_cast(yOffset)); glVertex2f(0.0,0.0); glTexCoord2f(static_cast(this->ReductionFactor-xOffset), static_cast(yOffset)); glVertex2f(static_cast(usize),0.0); glTexCoord2f(static_cast(this->ReductionFactor-xOffset), static_cast(this->ReductionFactor-yOffset)); glVertex2f(static_cast(usize),static_cast(vsize)); glTexCoord2f(static_cast(xOffset), static_cast(this->ReductionFactor-yOffset)); glVertex2f(0.0,static_cast(vsize)); glEnd(); // Restore the default mode. Used in overlay. glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); if(scale!=1.0 || bias!=0.0) { vtkgl::UseProgram(0); } else { glDisable(GL_TEXTURE_2D); } glDepthMask(GL_TRUE); glDisable(GL_BLEND); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } //----------------------------------------------------------------------------- // Update the reduction factor of the render viewport (this->ReductionFactor) // according to the time spent in seconds to render the previous frame // (this->TimeToDraw) and a time in seconds allocated to render the next // frame (allocatedTime). // \pre valid_current_reduction_range: this->ReductionFactor>0.0 && this->ReductionFactor<=1.0 // \pre positive_TimeToDraw: this->TimeToDraw>=0.0 // \pre positive_time: allocatedTime>0.0 // \post valid_new_reduction_range: this->ReductionFactor>0.0 && this->ReductionFactor<=1.0 //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::ComputeReductionFactor( double allocatedTime) { assert("pre: valid_current_reduction_range" && this->ReductionFactor>0.0 && this->ReductionFactor<=1.0); assert("pre: positive_TimeToDraw" && this->TimeToDraw>=0.0); assert("pre: positive_time" && allocatedTime>0.0); if ( this->GeneratingCanonicalView ) { this->ReductionFactor = 1.0; return; } if ( !this->AutoAdjustSampleDistances ) { this->ReductionFactor = 1.0 / this->ImageSampleDistance; return; } if ( this->TimeToDraw ) { double oldFactor = this->ReductionFactor; double timeToDraw; if (allocatedTime < 1.0) { timeToDraw = this->SmallTimeToDraw; if ( timeToDraw == 0.0 ) { timeToDraw = this->BigTimeToDraw/3.0; } } else { timeToDraw = this->BigTimeToDraw; } if ( timeToDraw == 0.0 ) { timeToDraw = 10.0; } double fullTime = timeToDraw / this->ReductionFactor; double newFactor = allocatedTime / fullTime; if ( oldFactor == 1.0 || newFactor / oldFactor > 1.3 || newFactor / oldFactor < .95 ) { this->ReductionFactor = (newFactor+oldFactor)/2.0; this->ReductionFactor = (this->ReductionFactor > 5.0)?(1.00):(this->ReductionFactor); this->ReductionFactor = (this->ReductionFactor > 1.0)?(0.99):(this->ReductionFactor); this->ReductionFactor = (this->ReductionFactor < 0.1)?(0.10):(this->ReductionFactor); if ( 1.0/this->ReductionFactor > this->MaximumImageSampleDistance ) { this->ReductionFactor = 1.0 / this->MaximumImageSampleDistance; } if ( 1.0/this->ReductionFactor < this->MinimumImageSampleDistance ) { this->ReductionFactor = 1.0 / this->MinimumImageSampleDistance; } } } else { this->ReductionFactor = 1.0; } assert("post: valid_new_reduction_range" && this->ReductionFactor>0.0 && this->ReductionFactor<=1.0); } //----------------------------------------------------------------------------- // Rendering initialization including making the context current, loading // necessary extensions, allocating frame buffers, updating transfer function, // computing clipping regions, and building the fragment shader. // // Pre-conditions: // - ren != NULL // - vol != NULL // - ren->GetRenderWindow() != NULL // - 1 <= numberOfScalarComponents <= 4 // - numberOfLevels >= 1 //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::PreRender(vtkRenderer *ren, vtkVolume *vol, double datasetBounds[6], double scalarRange[2], int numberOfScalarComponents, unsigned int numberOfLevels) { // make sure our window is the current OpenGL context. ren->GetRenderWindow()->MakeCurrent(); // If we haven't already succeeded in loading the extensions, // try to load them if(!this->LoadExtensionsSucceeded) { this->LoadExtensions(ren->GetRenderWindow()); } // If we can't load the necessary extensions, provide // feedback on why it failed. if(!this->LoadExtensionsSucceeded) { vtkErrorMacro( "Rendering failed because the following OpenGL extensions " "are required but not supported: " << (this->UnsupportedRequiredExtensions->Stream.str()).c_str()); return; } // Create the OpenGL object that we need this->CreateOpenGLObjects(); // Compute the reduction factor that may be necessary to get // the interactive rendering rate that we want this->ComputeReductionFactor(vol->GetAllocatedRenderTime()); // Allocate the frame buffers if(!this->AllocateFrameBuffers(ren)) { vtkErrorMacro("Not enough GPU memory to create a framebuffer."); return; } // Save the scalar range - this is what we will use for the range // of the transfer functions this->TableRange[0]=scalarRange[0]; this->TableRange[1]=scalarRange[1]; if(this->RGBTable==0) { this->RGBTable=new vtkRGBTable; } if(this->MaskInput!=0) { if(this->Mask1RGBTable==0) { this->Mask1RGBTable=new vtkRGBTable; } if(this->Mask2RGBTable==0) { this->Mask2RGBTable=new vtkRGBTable; } } // Update the color transfer function this->UpdateColorTransferFunction(vol,numberOfScalarComponents); // Update the noise texture that will be used to jitter rays to // reduce alliasing artifacts this->UpdateNoiseTexture(); // We are going to change the blending mode and blending function - // so lets push here so we can pop later glPushAttrib(GL_COLOR_BUFFER_BIT); // If this is the canonical view - we don't want to intermix so we'll just // start by clearing the z buffer. if ( this->GeneratingCanonicalView ) { glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } // See if the volume transform is orientation-preserving vtkMatrix4x4 *m=vol->GetMatrix(); double det=vtkMath::Determinant3x3( m->GetElement(0,0),m->GetElement(0,1),m->GetElement(0,2), m->GetElement(1,0),m->GetElement(1,1),m->GetElement(1,2), m->GetElement(2,0),m->GetElement(2,1),m->GetElement(2,2)); this->PreserveOrientation=det>0; // If we have clipping planes, render the back faces of the clipped // bounding box of the whole dataset to set the zbuffer. if(this->ClippingPlanes && this->ClippingPlanes->GetNumberOfItems()!=0) { // push the model view matrix onto the stack, make sure we // adjust the mode first glMatrixMode(GL_MODELVIEW); glPushMatrix(); this->TempMatrix[0]->DeepCopy(vol->GetMatrix()); this->TempMatrix[0]->Transpose(); glMultMatrixd(this->TempMatrix[0]->Element[0]); this->ClipBoundingBox(ren,datasetBounds,vol); glEnable (GL_CULL_FACE); glCullFace (GL_FRONT); glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE); this->RenderClippedBoundingBox(0,0,1,ren->GetRenderWindow()); glDisable (GL_CULL_FACE); glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); //glMatrixMode(GL_MODELVIEW); glPopMatrix(); } // Check if everything is OK this->CheckFrameBufferStatus(); // Intermixed geometry: Grab the depth buffer into a texture int size[2]; int lowerLeft[2]; ren->GetTiledSizeAndOrigin(size,size+1,lowerLeft,lowerLeft+1); vtkgl::ActiveTexture( vtkgl::TEXTURE3 ); glBindTexture(GL_TEXTURE_2D, static_cast( this->TextureObjects[ vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectDepthMap])); glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,lowerLeft[0],lowerLeft[1],size[0], size[1]); vtkgl::ActiveTexture( vtkgl::TEXTURE0 ); int parallelProjection=ren->GetActiveCamera()->GetParallelProjection(); // initialize variables to prevent compiler warnings. int rayCastMethod=vtkMitkOpenGLGPUVolumeRayCastMapperMethodMIP; int shadeMethod=vtkMitkOpenGLGPUVolumeRayCastMapperShadeNotUsed; int componentMethod=vtkMitkOpenGLGPUVolumeRayCastMapperComponentNotUsed; switch(this->BlendMode) { case vtkVolumeMapper::COMPOSITE_BLEND: switch(numberOfScalarComponents) { case 1: componentMethod=vtkMitkOpenGLGPUVolumeRayCastMapperComponentOne; break; case 4: componentMethod=vtkMitkOpenGLGPUVolumeRayCastMapperComponentFour; break; default: assert("check: impossible case" && false); break; } if(this->MaskInput!=0) { rayCastMethod= vtkMitkOpenGLGPUVolumeRayCastMapperMethodCompositeMask; } else { //cout<<"program is composite+shade"<GetProperty()->GetShade() ) { shadeMethod=vtkMitkOpenGLGPUVolumeRayCastMapperShadeYes; assert("check: only_1_component_todo" && numberOfScalarComponents==1); } else { shadeMethod=vtkMitkOpenGLGPUVolumeRayCastMapperShadeNo; //cout<<"program is composite"<ComputeNumberOfCroppingRegions(); // TODO AMR vs single block if(this->AMRMode) { NumberOfCroppingRegions=2; // >1, means use do compositing between blocks } this->BuildProgram(parallelProjection,rayCastMethod,shadeMethod, componentMethod); this->CheckLinkage(this->ProgramShader); vtkgl::UseProgram(this->ProgramShader); // for active texture 0, dataset if(numberOfScalarComponents==1) { // colortable vtkgl::ActiveTexture(vtkgl::TEXTURE1); this->RGBTable->Bind(); if(this->MaskInput!=0) { vtkgl::ActiveTexture(vtkgl::TEXTURE8); this->Mask1RGBTable->Bind(); vtkgl::ActiveTexture(vtkgl::TEXTURE9); this->Mask2RGBTable->Bind(); } } GLint uDataSetTexture; uDataSetTexture=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"dataSetTexture"); if(uDataSetTexture!=-1) { vtkgl::Uniform1i(uDataSetTexture,0); } else { vtkErrorMacro(<<"dataSetTexture is not a uniform variable."); } if ( this->MaskInput) { // Make the mask texture available on texture unit 7 GLint uMaskTexture; uMaskTexture=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"maskTexture"); if(uMaskTexture!=-1) { vtkgl::Uniform1i(uMaskTexture,7); } else { vtkErrorMacro(<<"maskTexture is not a uniform variable."); } } if(numberOfScalarComponents==1) { GLint uColorTexture; uColorTexture=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"colorTexture"); if(uColorTexture!=-1) { vtkgl::Uniform1i(uColorTexture,1); } else { vtkErrorMacro(<<"colorTexture is not a uniform variable."); } if(this->MaskInput!=0) { GLint uMask1ColorTexture; uMask1ColorTexture=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"mask1ColorTexture"); if(uMask1ColorTexture!=-1) { vtkgl::Uniform1i(uMask1ColorTexture,8); } else { vtkErrorMacro(<<"mask1ColorTexture is not a uniform variable."); } GLint uMask2ColorTexture; uMask2ColorTexture=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"mask2ColorTexture"); if(uMask2ColorTexture!=-1) { vtkgl::Uniform1i(uMask2ColorTexture,9); } else { vtkErrorMacro(<<"mask2ColorTexture is not a uniform variable."); } GLint uMaskBlendFactor; uMaskBlendFactor=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"maskBlendFactor"); if(uMaskBlendFactor!=-1) { vtkgl::Uniform1f(uMaskBlendFactor,this->MaskBlendFactor); } else { vtkErrorMacro(<<"maskBlendFactor is not a uniform variable."); } } } GLint uOpacityTexture; uOpacityTexture=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"opacityTexture"); if(uOpacityTexture!=-1) { vtkgl::Uniform1i(uOpacityTexture,2); } else { vtkErrorMacro(<<"opacityTexture is not a uniform variable."); } // depthtexture vtkgl::ActiveTexture( vtkgl::TEXTURE3 ); glBindTexture(GL_TEXTURE_2D,static_cast(this->TextureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectDepthMap])); GLint uDepthTexture; uDepthTexture=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"depthTexture"); if(uDepthTexture!=-1) { vtkgl::Uniform1i(uDepthTexture,3); } else { vtkErrorMacro(<<"depthTexture is not a uniform variable."); } // noise texture vtkgl::ActiveTexture( vtkgl::TEXTURE6 ); glBindTexture(GL_TEXTURE_2D,static_cast(this->NoiseTextureId)); GLint uNoiseTexture; uNoiseTexture=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"noiseTexture"); if(uNoiseTexture!=-1) { vtkgl::Uniform1i(uNoiseTexture,6); } else { vtkErrorMacro(<<"noiseTexture is not a uniform variable."); } this->CheckFrameBufferStatus(); if(this->NumberOfCroppingRegions>1) { // framebuffer texture if(rayCastMethod!=vtkMitkOpenGLGPUVolumeRayCastMapperMethodMIP && rayCastMethod!=vtkMitkOpenGLGPUVolumeRayCastMapperMethodMinIP) { vtkgl::ActiveTexture( vtkgl::TEXTURE4 ); glBindTexture(GL_TEXTURE_2D,static_cast(this->TextureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront])); GLint uFrameBufferTexture; uFrameBufferTexture=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"frameBufferTexture"); this->PrintError("framebuffertexture 1"); if(uFrameBufferTexture!=-1) { vtkgl::Uniform1i(uFrameBufferTexture,4); } else { vtkErrorMacro(<<"frameBufferTexture is not a uniform variable."); } this->PrintError("framebuffertexture 2"); } this->CheckFrameBufferStatus(); // max scalar value framebuffer texture if(this->BlendMode==vtkVolumeMapper::MAXIMUM_INTENSITY_BLEND || this->BlendMode==vtkMitkGPUVolumeRayCastMapper::MINIMUM_INTENSITY_BLEND) { vtkgl::ActiveTexture( vtkgl::TEXTURE5 ); glBindTexture(GL_TEXTURE_2D,static_cast(this->MaxValueFrameBuffer2)); GLint uScalarBufferTexture; uScalarBufferTexture=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"scalarBufferTexture"); this->PrintError("scalarbuffertexture 1"); if(uScalarBufferTexture!=-1) { vtkgl::Uniform1i(uScalarBufferTexture,5); } else { vtkErrorMacro(<<"scalarBufferTexture is not a uniform variable."); } this->PrintError("scalarbuffertexture 2"); } } this->CheckFrameBufferStatus(); GLint uWindowLowerLeftCorner; uWindowLowerLeftCorner=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"windowLowerLeftCorner"); if(uWindowLowerLeftCorner!=-1) { vtkgl::Uniform2f(uWindowLowerLeftCorner,static_cast(lowerLeft[0]), static_cast(lowerLeft[1])); } else { vtkErrorMacro(<<"windowLowerLeftCorner is not a uniform variable."); } GLint uInvOriginalWindowSize; uInvOriginalWindowSize=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"invOriginalWindowSize"); if(uInvOriginalWindowSize!=-1) { vtkgl::Uniform2f(uInvOriginalWindowSize, static_cast(1.0/size[0]), static_cast(1.0/size[1])); } else { // yes it is not error. It is only actually used when there is some // complex cropping (this->NumberOfCroppingRegions>1). Some GLSL compilers // may remove the uniform variable for optimization when it is not used. vtkDebugMacro( <<"invOriginalWindowSize is not an active uniform variable."); } size[0] = static_cast(size[0]*this->ReductionFactor); size[1] = static_cast(size[1]*this->ReductionFactor); GLint uInvWindowSize; uInvWindowSize=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"invWindowSize"); if(uInvWindowSize!=-1) { vtkgl::Uniform2f(uInvWindowSize,static_cast(1.0/size[0]), static_cast(1.0/size[1])); } else { vtkErrorMacro(<<"invWindowSize is not a uniform variable."); } this->PrintError("after uniforms for textures"); this->CheckFrameBufferStatus(); GLint savedFrameBuffer; glGetIntegerv(vtkgl::FRAMEBUFFER_BINDING_EXT,&savedFrameBuffer); this->SavedFrameBuffer=static_cast(savedFrameBuffer); vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT, static_cast(this->FrameBufferObject)); this->BindFramebuffer(); GLenum buffer[4]; buffer[0] = vtkgl::COLOR_ATTACHMENT0_EXT; if(this->NumberOfCroppingRegions>1 && this->BlendMode==vtkVolumeMapper::MAXIMUM_INTENSITY_BLEND) { // max scalar frame buffer buffer[1] = vtkgl::COLOR_ATTACHMENT1_EXT; } else { buffer[1] = GL_NONE; } vtkgl::DrawBuffers(2,buffer); this->CheckFrameBufferStatus(); // Use by the composite+shade program double shininess=vol->GetProperty()->GetSpecularPower(); if(shininess>128.0) { shininess=128.0; // upper limit for the OpenGL shininess. } glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,static_cast(shininess)); glDisable(GL_COLOR_MATERIAL); // other mapper may have enable that. GLfloat values[4]; values[3]=1.0; values[0]=0.0; values[1]=values[0]; values[2]=values[0]; glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,values); values[0]=static_cast(vol->GetProperty()->GetAmbient()); values[1]=values[0]; values[2]=values[0]; glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,values); values[0]=static_cast(vol->GetProperty()->GetDiffuse()); values[1]=values[0]; values[2]=values[0]; glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,values); values[0]=static_cast(vol->GetProperty()->GetSpecular()); values[1]=values[0]; values[2]=values[0]; glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,values); // cout << "pingpong=" << this->PingPongFlag << endl; // To initialize the second color buffer vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT, vtkgl::COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, this->TextureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront], 0); vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT, vtkgl::COLOR_ATTACHMENT0_EXT+1, GL_TEXTURE_2D, this->TextureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront+1], 0); buffer[0] = vtkgl::COLOR_ATTACHMENT0_EXT; buffer[1] = vtkgl::COLOR_ATTACHMENT1_EXT; vtkgl::DrawBuffers(2,buffer); // cout << "check before setup" << endl; this->CheckFrameBufferStatus(); this->SetupRender(ren,vol); // restore in case of composite with no cropping or streaming. buffer[0] = vtkgl::COLOR_ATTACHMENT0_EXT; buffer[1] = GL_NONE; vtkgl::DrawBuffers(2,buffer); vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT, vtkgl::COLOR_ATTACHMENT0_EXT+1, GL_TEXTURE_2D,0,0); // cout << "check after color init" << endl; this->CheckFrameBufferStatus(); if(this->NumberOfCroppingRegions>1 && (this->BlendMode==vtkMitkGPUVolumeRayCastMapper::MINIMUM_INTENSITY_BLEND || this->BlendMode==vtkMitkGPUVolumeRayCastMapper::MAXIMUM_INTENSITY_BLEND)) { // cout << "this->MaxValueFrameBuffer="<< this->MaxValueFrameBuffer <MaxValueFrameBuffer2="<< this->MaxValueFrameBuffer2 <MaxValueFrameBuffer,0); vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT, vtkgl::COLOR_ATTACHMENT0_EXT+1, GL_TEXTURE_2D, this->MaxValueFrameBuffer2,0); buffer[0] = vtkgl::COLOR_ATTACHMENT0_EXT; buffer[1] = vtkgl::COLOR_ATTACHMENT1_EXT; vtkgl::DrawBuffers(2,buffer); if(this->BlendMode==vtkMitkGPUVolumeRayCastMapper::MINIMUM_INTENSITY_BLEND) { glClearColor(1.0, 0.0, 0.0, 0.0); } else { glClearColor(0.0, 0.0, 0.0, 0.0); // for MAXIMUM_INTENSITY_BLEND } // cout << "check before clear on max" << endl; this->CheckFrameBufferStatus(); glClear(GL_COLOR_BUFFER_BIT); } if(this->NumberOfCroppingRegions>1) { // color buffer target in the color attachement 0 vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT, vtkgl::COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, this->TextureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront], 0); // color buffer input is on texture unit 4. vtkgl::ActiveTexture(vtkgl::TEXTURE4); glBindTexture(GL_TEXTURE_2D,this->TextureObjects[vtkMitkOpenGLGPUVolumeRayCastMapperTextureObjectFrameBufferLeftFront+1]); if(this->BlendMode==vtkVolumeMapper::MAXIMUM_INTENSITY_BLEND || this->BlendMode==vtkMitkGPUVolumeRayCastMapper::MINIMUM_INTENSITY_BLEND) { // max buffer target in the color attachment 1 vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT, vtkgl::COLOR_ATTACHMENT0_EXT+1, GL_TEXTURE_2D, this->MaxValueFrameBuffer,0); // max buffer input is on texture unit 5. vtkgl::ActiveTexture(vtkgl::TEXTURE5); glBindTexture(GL_TEXTURE_2D,this->MaxValueFrameBuffer2); } vtkgl::ActiveTexture(vtkgl::TEXTURE0); } this->CheckFrameBufferStatus(); if(this->OpacityTables!=0 && this->OpacityTables->Vector.size()!=numberOfLevels) { delete this->OpacityTables; this->OpacityTables=0; } if(this->OpacityTables==0) { this->OpacityTables=new vtkOpacityTables(numberOfLevels); } // debug code // DO NOT REMOVE the following commented line // this->ValidateProgram(); glCullFace (GL_BACK); // otherwise, we are rendering back face to initialize the zbuffer. if(!this->GeneratingCanonicalView && this->ReportProgress) { // initialize the time to avoid a progress event at the beginning. this->LastProgressEventTime=vtkTimerLog::GetUniversalTime(); } this->PrintError("PreRender end"); } //----------------------------------------------------------------------------- // Compute how each axis of a cell is projected on the viewport in pixel. // This requires to have information about the camera and about the volume. // It set the value of IgnoreSampleDistancePerPixel to true in case of // degenerated case (axes aligned with the view). //----------------------------------------------------------------------------- double vtkMitkOpenGLGPUVolumeRayCastMapper::ComputeMinimalSampleDistancePerPixel( vtkRenderer *renderer, vtkVolume *volume) { // For each of the 3 directions of a cell, compute the step in z // (world coordinate, not eye/camera coordinate) // to go to the next pixel in x. // Same for the next pixel in y. // Keep the minimum of both zstep // Then keep the minimum for the 3 directions. // in case of either the numerator or the denominator of each ratio is 0. this->IgnoreSampleDistancePerPixel=true; double result=0.0; vtkMatrix4x4 *worldToDataset=volume->GetMatrix(); vtkCamera *camera=renderer->GetActiveCamera(); vtkMatrix4x4 *eyeToWorld=camera->GetViewTransformMatrix(); vtkMatrix4x4 *eyeToDataset=vtkMatrix4x4::New(); vtkMatrix4x4::Multiply4x4(eyeToWorld,worldToDataset,eyeToDataset); int usize; int vsize; renderer->GetTiledSize(&usize,&vsize); vtkMatrix4x4 *viewportToEye=camera->GetProjectionTransformMatrix( usize/static_cast(vsize),0.0,1.0); double volBounds[6]; this->GetInput()->GetBounds(volBounds); int dims[3]; this->GetInput()->GetDimensions(dims); double v0[4]; v0[0]=volBounds[0]; v0[1]=volBounds[2]; v0[2]=volBounds[4]; v0[3]=1.0; double w0[4]; eyeToDataset->MultiplyPoint(v0,w0); double z0; if(w0[3]!=0.0) { z0=w0[2]/w0[3]; } else { z0=0.0; vtkGenericWarningMacro( "eyeToWorld transformation has some projective component." ); } double p0[4]; viewportToEye->MultiplyPoint(w0,p0); p0[0]/=p0[3]; p0[1]/=p0[3]; p0[2]/=p0[3]; bool inFrustum=p0[0]>=-1.0 && p0[0]<=1.0 && p0[1]>=-1.0 && p0[1]<=1.0 && p0[2]>=-1.0 && p0[2]<=1.0; if(inFrustum) { int dim=0; while(dim<3) { double v1[4]; int coord=0; while(coord<3) { if(coord==dim) { v1[coord]=volBounds[2*coord+1]; } else { v1[coord]=volBounds[2*coord]; // same as v0[coord]; } ++coord; } v1[3]=1.0; double w1[4]; eyeToDataset->MultiplyPoint(v1,w1); double z1; if(w1[3]!=0.0) { z1=w1[2]/w1[3]; } else { z1=0.0; vtkGenericWarningMacro( "eyeToWorld transformation has some projective component." ); } double p1[4]; viewportToEye->MultiplyPoint(w1,p1); p1[0]/=p1[3]; p1[1]/=p1[3]; p1[2]/=p1[3]; inFrustum=p1[0]>=-1.0 && p1[0]<=1.0 && p1[1]>=-1.0 && p1[1]<=1.0 && p1[2]>=-1.0 && p1[2]<=1.0; if(inFrustum) { double dx=fabs(p1[0]-p0[0]); double dy=fabs(p1[1]-p0[1]); double dz=fabs(z1-z0); dz=dz/(dims[dim]-1); dx=dx/(dims[dim]-1)*usize; dy=dy/(dims[dim]-1)*vsize; if(dz!=0.0) { if(dx!=0.0) { double d=dz/dx; if(!this->IgnoreSampleDistancePerPixel) { if(result>d) { result=d; } } else { this->IgnoreSampleDistancePerPixel=false; result=d; } } if(dy!=0.0) { double d=dz/dy; if(!this->IgnoreSampleDistancePerPixel) { if(result>d) { result=d; } } else { this->IgnoreSampleDistancePerPixel=false; result=d; } } } } ++dim; } } eyeToDataset->Delete(); if(this->IgnoreSampleDistancePerPixel) { // cout<<"ignore SampleDistancePerPixel"<ValidateProgram(); this->PrintError("before render"); if(!this->Cropping) { this->RenderWholeVolume(ren,vol); } else { this->ClipCroppingRegionPlanes(); this->RenderRegions(ren,vol); } this->PrintError("after render"); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::PostRender( vtkRenderer *ren, int numberOfScalarComponents) { this->PrintError("PostRender1"); if(this->NumberOfCroppingRegions>1) { if(this->BlendMode==vtkVolumeMapper::MAXIMUM_INTENSITY_BLEND || this->BlendMode==vtkMitkGPUVolumeRayCastMapper::MINIMUM_INTENSITY_BLEND) { vtkgl::ActiveTexture( vtkgl::TEXTURE5 ); glBindTexture(GL_TEXTURE_2D,0); } if(this->LastRayCastMethod!=vtkMitkOpenGLGPUVolumeRayCastMapperMethodMIP && this->LastRayCastMethod!=vtkMitkOpenGLGPUVolumeRayCastMapperMethodMinIP) { vtkgl::ActiveTexture( vtkgl::TEXTURE4 ); glBindTexture(GL_TEXTURE_2D,0); } } // noisetexture vtkgl::ActiveTexture(vtkgl::TEXTURE6); glBindTexture(GL_TEXTURE_2D,0); // depthtexture vtkgl::ActiveTexture(vtkgl::TEXTURE3); glBindTexture(GL_TEXTURE_2D,0); // opacity vtkgl::ActiveTexture(vtkgl::TEXTURE2); glBindTexture(GL_TEXTURE_1D,0); if(numberOfScalarComponents==1) { vtkgl::ActiveTexture(vtkgl::TEXTURE1); glBindTexture(GL_TEXTURE_1D,0); } // mask, if any if(this->MaskInput!=0) { vtkgl::ActiveTexture(vtkgl::TEXTURE7); glBindTexture(vtkgl::TEXTURE_3D_EXT,0); } // back to active texture 0. vtkgl::ActiveTexture(vtkgl::TEXTURE0); glBindTexture(vtkgl::TEXTURE_3D_EXT,0); vtkgl::UseProgram(0); this->PrintError("after UseProgram(0)"); this->CleanupRender(); this->PrintError("after CleanupRender"); vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT, static_cast(this->SavedFrameBuffer)); this->SavedFrameBuffer=0; // Undo the viewport change we made to reduce resolution int size[2]; int lowerLeft[2]; ren->GetTiledSizeAndOrigin(size,size+1,lowerLeft,lowerLeft+1); glViewport(lowerLeft[0],lowerLeft[1], size[0], size[1]); glEnable( GL_SCISSOR_TEST ); glScissor(lowerLeft[0],lowerLeft[1], size[0], size[1]); // Render the texture to the screen - this copies the offscreen buffer // onto the screen as a texture mapped polygon this->RenderTextureToScreen(ren); this->PrintError("after RenderTextureToScreen"); glEnable(GL_DEPTH_TEST); glPopAttrib(); // restore the blending mode and function glFinish(); this->PrintError("PostRender2"); } //----------------------------------------------------------------------------- // The main render method called from the superclass //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::GPURender(vtkRenderer *ren, vtkVolume *vol) { // We've already checked that we have input vtkImageData *input = this->GetTransformedInput(); // Get the bounds of this data double bounds[6]; this->GetBounds(bounds); // Get the scalar range. First we have to get the scalars. double range[2]; vtkDataArray *scalars=this->GetScalars(input,this->ScalarMode, this->ArrayAccessMode, this->ArrayId,this->ArrayName, this->CellFlag); // How many components are there? int numberOfScalarComponents=scalars->GetNumberOfComponents(); // If it is just one, then get the range from the scalars if(numberOfScalarComponents==1) { // Warning: here, we ignore the blank cells. scalars->GetRange(range); } // If it is 3, then use the 4th component's range since that is // the component that will be passed through the scalar opacity // transfer function to look up opacity else { // Note that we've already checked data type and we know this is // unsigned char scalars->GetRange(range,3); } // The rendering work has been broken into 3 stages to support AMR // volume rendering in blocks. Here we are simply rendering the // whole volume as one block. Note that if the volume is too big // to fix into texture memory, it will be streamed through in the // RenderBlock method. this->PreRender(ren,vol,bounds,range,numberOfScalarComponents,1); if(!this->OpacityTables) this->PreRender(ren,vol,bounds,range,numberOfScalarComponents,1); if(this->LoadExtensionsSucceeded) { this->RenderBlock(ren,vol,0); this->PostRender(ren,numberOfScalarComponents); } // Let's just make sure no OpenGL errors occurred during this render this->PrintError("End GPU Render"); // If this isn't a canonical view render, then update the progress to // 1 because we are done. if (!this->GeneratingCanonicalView ) { double progress=1.0; this->InvokeEvent(vtkCommand::VolumeMapperRenderProgressEvent,&progress); ren->GetRenderWindow()->MakeCurrent(); } } //----------------------------------------------------------------------------- // Render a the whole volume. // \pre this->ProgramShader!=0 and is linked. //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::RenderWholeVolume(vtkRenderer *ren, vtkVolume *vol) { double volBounds[6]; this->GetTransformedInput()->GetBounds(volBounds); this->RenderSubVolume(ren,volBounds,vol); } //----------------------------------------------------------------------------- // Sort regions from front to back. //----------------------------------------------------------------------------- class vtkRegionDistance2 { public: size_t Id; // 0<=Id<27 // square distance between camera center to region center: >=0 double Distance2; }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- extern "C" int vtkRegionComparisonFunction(const void *x, const void *y) { double dx=static_cast(x)->Distance2; double dy=static_cast(y)->Distance2; int result; if(dxdy) { result=1; } else { result=0; } } return result; } //----------------------------------------------------------------------------- // Render a subvolume. // \pre this->ProgramShader!=0 and is linked. //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::RenderRegions(vtkRenderer *ren, vtkVolume *vol) { double bounds[27][6]; double distance2[27]; double camPos[4]; ren->GetActiveCamera()->GetPosition(camPos); double volBounds[6]; this->GetInput()->GetBounds(volBounds); // Pass camera through inverse volume matrix // so that we are in the same coordinate system vol->GetMatrix( this->InvVolumeMatrix ); camPos[3] = 1.0; this->InvVolumeMatrix->Invert(); this->InvVolumeMatrix->MultiplyPoint( camPos, camPos ); if ( camPos[3] ) { camPos[0] /= camPos[3]; camPos[1] /= camPos[3]; camPos[2] /= camPos[3]; } // These are the region limits for x (first four), y (next four) and // z (last four). The first region limit is the lower bound for // that axis, the next two are the region planes along that axis, and // the final one in the upper bound for that axis. double limit[12]; size_t i; for ( i = 0; i < 3; i++ ) { limit[i*4 ] = volBounds[i*2]; limit[i*4+1] = this->ClippedCroppingRegionPlanes[i*2]; limit[i*4+2] = this->ClippedCroppingRegionPlanes[i*2+1]; limit[i*4+3] = volBounds[i*2+1]; } // For each of the 27 possible regions, find out if it is enabled, // and if so, compute the bounds and the distance from the camera // to the center of the region. size_t numRegions = 0; size_t region; for ( region = 0; region < 27; region++ ) { int regionFlag = 1<CroppingRegionFlags & regionFlag ) { // what is the coordinate in the 3x3x3 grid size_t loc[3]; loc[0] = region%3; loc[1] = (region/3)%3; loc[2] = (region/9)%3; // make sure the cropping region is not empty NEW // otherwise, we skip the region. if((limit[loc[0]]!=limit[loc[0]+1]) && (limit[loc[1]+4]!=limit[loc[1]+5]) && (limit[loc[2]+8]!=limit[loc[2]+9])) { // compute the bounds and center double center[3]; for ( i = 0; i < 3; i++ ) { bounds[numRegions][i*2 ] = limit[4*i+loc[i]]; bounds[numRegions][i*2+1] = limit[4*i+loc[i]+1]; center[i]=(bounds[numRegions][i*2]+bounds[numRegions][i*2+1])*0.5; } // compute the distance squared to the center distance2[numRegions] = (camPos[0]-center[0])*(camPos[0]-center[0]) + (camPos[1]-center[1])*(camPos[1]-center[1]) + (camPos[2]-center[2])*(camPos[2]-center[2]); // we've added one region numRegions++; } } } vtkRegionDistance2 regions[27]; i=0; while(iNumberOfCroppingRegions>=0); } //----------------------------------------------------------------------------- // slabsDataSet are position of the slabs in dataset coordinates. // slabsPoints are position of the slabs in points coordinates. // For instance, slabsDataSet[0] is the position of the plane bounding the slab // on the left of x axis of the dataset. slabsPoints[0]=0.3 means that // this plane lies between point 0 and point 1 along the x-axis. // There is no clamping/clipping according to the dataset bounds so, // slabsPoints can be negative or excess the number of points along the // corresponding axis. //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::SlabsFromDatasetToIndex( double slabsDataSet[6], double slabsPoints[6]) { double *spacing=this->GetInput()->GetSpacing(); double origin[3]; // take spacing sign into account double *bds = this->GetInput()->GetBounds(); origin[0] = bds[0]; origin[1] = bds[2]; origin[2] = bds[4]; int i=0; while(i<6) { slabsPoints[i]=(slabsDataSet[i] - origin[i/2]) / spacing[i/2]; ++i; } } //----------------------------------------------------------------------------- // slabsDataSet are position of the slabs in dataset coordinates. // slabsPoints are position of the slabs in points coordinates. // For instance, slabsDataSet[0] is the position of the plane bounding the slab // on the left of x axis of the dataset. slabsPoints[0]=0.3 means that // this plane lies between point 0 and point 1 along the x-axis. // There is no clamping/clipping according to the dataset bounds so, // slabsPoints can be negative or excess the number of points along the // corresponding axis. //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::SlabsFromIndexToDataset( double slabsPoints[6], double slabsDataSet[6]) { double *spacing=this->GetInput()->GetSpacing(); double origin[3]; // take spacing sign into account double *bds = this->GetInput()->GetBounds(); origin[0] = bds[0]; origin[1] = bds[2]; origin[2] = bds[4]; int i=0; while(i<6) { slabsDataSet[i]=slabsPoints[i]*spacing[i/2]+origin[i/2]; ++i; } } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- class vtkStreamBlock { public: double Bounds[6]; double Extent[6]; }; //----------------------------------------------------------------------------- // Render a subvolume. bounds are in world coordinates. // \pre this->ProgramShader!=0 and is linked. //----------------------------------------------------------------------------- int vtkMitkOpenGLGPUVolumeRayCastMapper::RenderSubVolume(vtkRenderer *ren, double bounds[6], vtkVolume *volume) { // Time to load scalar field size_t i; int wholeTextureExtent[6]; this->GetTransformedInput()->GetExtent(wholeTextureExtent); if(this->CellFlag) { i=1; while(i<6) { wholeTextureExtent[i]--; i+=2; } } // 1. Found out the extent of the subvolume double realExtent[6]; int subvolumeTextureExtent[6]; this->SlabsFromDatasetToIndex(bounds,realExtent); if(this->CellFlag) // 3D texture are celldata { // texture extents are expressed in cells in this case i=0; while(i<6) { subvolumeTextureExtent[i]=vtkMath::Floor(realExtent[i]-0.5); ++i; subvolumeTextureExtent[i]=vtkMath::Floor(realExtent[i]-0.5)+1; ++i; } } else { // texture extents are expressed in points in this case i=0; while(i<6) { subvolumeTextureExtent[i]=vtkMath::Floor(realExtent[i]); ++i; subvolumeTextureExtent[i]=vtkMath::Floor(realExtent[i])+1; // used to not have +1 ++i; } } i=0; while(i<6) { assert("check: wholeTextureExtent" && wholeTextureExtent[i]==0); if(subvolumeTextureExtent[i]wholeTextureExtent[i]) { subvolumeTextureExtent[i]=wholeTextureExtent[i]; } ++i; } assert("check: subvolume_inside_wholevolume" && subvolumeTextureExtent[0]>=wholeTextureExtent[0] && subvolumeTextureExtent[1]<=wholeTextureExtent[1] && subvolumeTextureExtent[2]>=wholeTextureExtent[2] && subvolumeTextureExtent[3]<=wholeTextureExtent[3] && subvolumeTextureExtent[4]>=wholeTextureExtent[4] && subvolumeTextureExtent[5]<=wholeTextureExtent[5]); // 2. Is this subvolume already on the GPU? // ie are the extent of the subvolume inside the loaded extent? // Find the texture (and mask). vtkstd::map::iterator it= this->ScalarsTextures->Map.find(this->GetTransformedInput()); vtkKWScalarField *texture; if(it==this->ScalarsTextures->Map.end()) { texture=0; } else { texture=(*it).second; } vtkKWMask *mask=0; if(this->MaskInput!=0) { vtkstd::map::iterator it2= this->MaskTextures->Map.find(this->MaskInput); if(it2==this->MaskTextures->Map.end()) { mask=0; } else { mask=(*it2).second; } } int loaded = texture!=0 && texture->IsLoaded() && this->GetTransformedInput()->GetMTime()<=texture->GetBuildTime() && (this->GetMaskInput() ? this->GetMaskInput()->GetMTime() <= texture->GetBuildTime() : true) && texture->GetLoadedCellFlag()==this->CellFlag; vtkIdType *loadedExtent; if(loaded) { loadedExtent=texture->GetLoadedExtent(); i=0; while(loaded && i<6) { loaded=loaded && loadedExtent[i]<=subvolumeTextureExtent[i]; ++i; loaded=loaded && loadedExtent[i]>=subvolumeTextureExtent[i]; ++i; } } if(loaded) { this->CurrentScalar=texture; vtkgl::ActiveTexture(vtkgl::TEXTURE0); this->CurrentScalar->Bind(); vtkgl::ActiveTexture(vtkgl::TEXTURE7); this->CurrentMask=mask; if(this->CurrentMask!=0) { this->CurrentMask->Bind(); } } if(!loaded) { // 3. Not loaded: try to load the whole dataset if(!this->LoadScalarField(this->GetTransformedInput(),this->MaskInput,wholeTextureExtent,volume)) { // 4. loading the whole dataset failed: try to load the subvolume if(!this->LoadScalarField(this->GetTransformedInput(),this->MaskInput, subvolumeTextureExtent, volume)) { // 5. loading the subvolume failed: stream the subvolume // 5.1 do zslabs first, if too large then cut with x or y with the // largest dimension. order of zlabs depends on sign of spacing[2] int streamTextureExtent[6]; i=0; while(i<6) { streamTextureExtent[i]=subvolumeTextureExtent[i]; ++i; } unsigned int internalFormat; unsigned int format; unsigned int type; int componentSize; this->GetTextureFormat(this->GetInput(),&internalFormat,&format,&type, &componentSize); // Enough memory? int originalTextureSize[3]; int textureSize[3]; i=0; while(i<3) { textureSize[i]=subvolumeTextureExtent[2*i+1]-subvolumeTextureExtent[2*i]+1; originalTextureSize[i]=textureSize[i]; ++i; } // Make sure loading did not fail because of theorical limits GLint width; glGetIntegerv(vtkgl::MAX_3D_TEXTURE_SIZE,&width); int clippedXY=0; int clippedZ=0; if(textureSize[0]>width) { textureSize[0]=width; clippedXY=1; } if(textureSize[1]>width) { textureSize[1]=width; clippedXY=1; } if(textureSize[2]>width) { textureSize[2]=width; clippedZ=1; } int minSize; if(this->CellFlag) { minSize=1; } else { minSize=2; } if(clippedXY) { // We cannot expect to first divide as z-slabs because it is already // clipped in another dimension. From now, just divide in the largest // dimension. bool foundSize=false; while(!foundSize && textureSize[0]>=minSize && textureSize[1]>=minSize) { foundSize=this->TestLoadingScalar(internalFormat,format,type, textureSize,componentSize); if(!foundSize) { int maxDim=0; if(textureSize[1]>textureSize[0]) { maxDim=1; } if(textureSize[2]>textureSize[maxDim]) { maxDim=2; } textureSize[maxDim]>>=1; // /=2 } } } else { // we are in cropping mode, it will be slow anyway. the case we want // to optimize is stream the all scalar field. With that in mine, // it is better to first try to send z-slabs. If even a minimal // z-slab is too big, we have to divide by x or y dimensions. In // this case, it will be slow and we can choose to keep blocks as // square as possible by dividing by the largest dimension at each // iteration. if(!clippedZ) { // we start by subdividing only if we did not already clipped // the z dimension according to the theorical limits. textureSize[2]>>=1; // /=2 } bool foundSize=false; while(!foundSize && textureSize[2]>=minSize) { foundSize=this->TestLoadingScalar(internalFormat,format,type, textureSize,componentSize); if(!foundSize) { textureSize[2]>>=1; // /=2 } } if(!foundSize) { textureSize[2]=minSize; if(textureSize[0]>textureSize[1]) { textureSize[0]>>=1; // /=2 } else { textureSize[1]>>=1; // /=2 } while(!foundSize && textureSize[0]>=minSize && textureSize[1]>=minSize) { foundSize=this->TestLoadingScalar(internalFormat,format,type, textureSize,componentSize); if(!foundSize) { if(textureSize[0]>textureSize[1]) { textureSize[0]>>=1; // /=2 } else { textureSize[1]>>=1; // /=2 } } } } if(!foundSize) { vtkErrorMacro( <<"No memory left on the GPU even for a minimal block."); return 1; // abort } } // except for the last bound. // front to back ordering // Pass camera through inverse volume matrix // so that we are in the same coordinate system double camPos[4]; vtkCamera *cam = ren->GetActiveCamera(); cam->GetPosition(camPos); volume->GetMatrix( this->InvVolumeMatrix ); camPos[3] = 1.0; this->InvVolumeMatrix->Invert(); this->InvVolumeMatrix->MultiplyPoint( camPos, camPos ); if ( camPos[3] ) { camPos[0] /= camPos[3]; camPos[1] /= camPos[3]; camPos[2] /= camPos[3]; } // 5.2 iterate of each stream of the subvolume and render it: // point scalar: on the first block, the first point is not shared // blockExtent is always expressed in point, not in texture // extent. size_t remainder[3]; i=0; while(i<3) { remainder[i]=static_cast( (originalTextureSize[i]-textureSize[i])%(textureSize[i]-1)); if(remainder[i]>0) { remainder[i]=1; } ++i; } size_t counts[3]; counts[0]=static_cast((originalTextureSize[0]-textureSize[0]) /(textureSize[0]-1)); counts[0]+=remainder[0]+1; counts[1]=static_cast((originalTextureSize[1]-textureSize[1]) /(textureSize[1]-1)); counts[1]+=remainder[1]+1; counts[2]=static_cast((originalTextureSize[2]-textureSize[2]) /(textureSize[2]-1)); counts[2]+=remainder[2]+1; size_t count=counts[0]*counts[1]*counts[2]; double blockExtent[6]; vtkStreamBlock *blocks=new vtkStreamBlock[count]; vtkRegionDistance2 *sortedBlocks=new vtkRegionDistance2[count]; // iterate over z,y,x size_t blockId=0; size_t zIndex=0; blockExtent[4]=realExtent[4]; blockExtent[5]=vtkMath::Floor(blockExtent[4])+textureSize[2]; if(!this->CellFlag) { blockExtent[5]--; } if(blockExtent[5]>realExtent[5]) { blockExtent[5]=realExtent[5]; } while(zIndexCellFlag) { blockExtent[3]--; } if(blockExtent[3]>realExtent[3]) { blockExtent[3]=realExtent[3]; } size_t yIndex=0; while(yIndexCellFlag) { blockExtent[1]--; } if(blockExtent[1]>realExtent[1]) { blockExtent[1]=realExtent[1]; } size_t xIndex=0; while(xIndexSlabsFromIndexToDataset(blockExtent,blockBounds); // compute the bounds and center double center[3]; i=0; while(i<3) { center[i]=(blockBounds[i*2]+blockBounds[i*2+1])*0.5; ++i; } // compute the distance squared to the center double distance2=(camPos[0]-center[0])*(camPos[0]-center[0])+ (camPos[1]-center[1])*(camPos[1]-center[1]) + (camPos[2]-center[2])*(camPos[2]-center[2]); i=0; while(i<6) { blocks[blockId].Bounds[i]=blockBounds[i]; blocks[blockId].Extent[i]=blockExtent[i]; ++i; } sortedBlocks[blockId].Id=blockId; sortedBlocks[blockId].Distance2=distance2; ++blockId; blockExtent[0]=blockExtent[1]; blockExtent[1]=blockExtent[0]+textureSize[0]; if(!this->CellFlag) { blockExtent[1]--; } if(blockExtent[1]>realExtent[1]) { blockExtent[1]=realExtent[1]; } ++xIndex; } // while x blockExtent[2]=blockExtent[3]; blockExtent[3]=blockExtent[2]+textureSize[1]; if(!this->CellFlag) { blockExtent[3]--; } if(blockExtent[3]>realExtent[3]) { blockExtent[3]=realExtent[3]; } ++yIndex; } // while y blockExtent[4]=blockExtent[5]; blockExtent[5]=blockExtent[4]+textureSize[2]; if(!this->CellFlag) { blockExtent[5]--; } if(blockExtent[5]>realExtent[5]) { blockExtent[5]=realExtent[5]; } ++zIndex; } // while z assert("check: valid_number_of_blocks" && blockId==count); qsort(sortedBlocks,static_cast(count), sizeof(vtkRegionDistance2), vtkRegionComparisonFunction); // loop over all blocks we need to render i=0; int abort=0; while(!abort && i < count) // 1) //count) { size_t k=sortedBlocks[i].Id; int blockTextureExtent[6]; int j; if(this->CellFlag) // 3D texture are celldata { // texture extents are expressed in cells in this case j=0; while(j<6) { blockTextureExtent[j]=vtkMath::Floor(blocks[k].Extent[j]); ++j; } } else { // texture extents are expressed in points in this case j=0; while(j<6) { blockTextureExtent[j]=vtkMath::Floor(blocks[k].Extent[j]); ++j; blockTextureExtent[j]=vtkMath::Floor(blocks[k].Extent[j]); if(blockTextureExtent[j]LoadScalarField(this->GetInput(),this->MaskInput, blockTextureExtent, volume)) { cout<<"Loading the streamed block FAILED!!!!!"<CurrentScalar->GetLoadedExtent(); float lowBounds[3]; float highBounds[3]; if(!this->CurrentScalar->GetLoadedCellFlag()) // points { j=0; while(j<3) { double delta= static_cast(loadedExtent[j*2+1]-loadedExtent[j*2]); lowBounds[j]=static_cast((blocks[k].Extent[j*2]-static_cast(loadedExtent[j*2]))/delta); highBounds[j]=static_cast((blocks[k].Extent[j*2+1]-static_cast(loadedExtent[j*2]))/delta); ++j; } } else // cells { j=0; while(j<3) { double delta= static_cast(loadedExtent[j*2+1]-loadedExtent[j*2]); lowBounds[j]=static_cast((blocks[k].Extent[j*2]-0.5-static_cast(loadedExtent[j*2]))/delta); highBounds[j]=static_cast((blocks[k].Extent[j*2+1]-0.5-static_cast(loadedExtent[j*2]))/delta); ++j; } } // bounds have to be normalized. There are used in the shader // as bounds to a value used to sample a texture. assert("check: positive_low_bounds0" && lowBounds[0]>=0.0); assert("check: positive_low_bounds1" && lowBounds[1]>=0.0); assert("check: positive_low_bounds2" && lowBounds[2]>=0.0); assert("check: increasing_bounds0" && lowBounds[0]<=highBounds[0]); assert("check: increasing_bounds1" && lowBounds[1]<=highBounds[1]); assert("check: increasing_bounds2" && lowBounds[2]<=highBounds[2]); assert("check: high_bounds0_less_than1" && highBounds[0]<=1.0); assert("check: high_bounds1_less_than1" && highBounds[1]<=1.0); assert("check: high_bounds2_less_than1" && highBounds[2]<=1.0); GLint lb; lb=vtkgl::GetUniformLocation(static_cast(this->ProgramShader), "lowBounds"); this->PrintError("get uniform low bounds"); if(lb!=-1) { vtkgl::Uniform3f(lb, lowBounds[0],lowBounds[1],lowBounds[2]); this->PrintError("set uniform low bounds"); } else { vtkErrorMacro(<<" lowBounds is not a uniform variable."); } GLint hb; hb=vtkgl::GetUniformLocation(static_cast(this->ProgramShader), "highBounds"); this->PrintError("get uniform high bounds"); if(hb!=-1) { vtkgl::Uniform3f(hb, highBounds[0],highBounds[1],highBounds[2]); this->PrintError("set uniform high bounds"); } else { vtkErrorMacro(<<" highBounds is not a uniform variable."); } this->PrintError("uniform low/high bounds block"); // other sub-volume rendering code this->LoadProjectionParameters(ren,volume); this->ClipBoundingBox(ren,blocks[k].Bounds,volume); abort=this->RenderClippedBoundingBox(1,i,count,ren->GetRenderWindow()); if (!abort) { this->CopyFBOToTexture(); } this->PrintError("render clipped block 1"); ++i; } delete[] blocks; delete[] sortedBlocks; return abort; } } } loadedExtent=this->CurrentScalar->GetLoadedExtent(); // low bounds and high bounds are in texture coordinates. float lowBounds[3]; float highBounds[3]; if(!this->CurrentScalar->GetLoadedCellFlag()) // points { i=0; while(i<3) { double delta= static_cast(loadedExtent[i*2+1]-loadedExtent[i*2]+1); lowBounds[i]=static_cast((realExtent[i*2]+0.5-static_cast(loadedExtent[i*2]))/delta); highBounds[i]=static_cast((realExtent[i*2+1]+0.5-static_cast(loadedExtent[i*2]))/delta); ++i; } } else // cells { i=0; while(i<3) { double delta= static_cast(loadedExtent[i*2+1]-loadedExtent[i*2]+1); // this->LoadedExtent[i*2]==0, texcoord starts at 0, if realExtent==0 // otherwise, texcoord start at 1/2N // this->LoadedExtent[i*2]==wholeTextureExtent[i*2+1], texcoord stops at 1, if realExtent==wholeTextureExtent[i*2+1]+1 // otherwise it stop at 1-1/2N // N is the number of texels in the loadedtexture not the number of // texels in the whole texture. lowBounds[i]=static_cast((realExtent[i*2]-static_cast(loadedExtent[i*2]))/delta); highBounds[i]=static_cast((realExtent[i*2+1]-static_cast(loadedExtent[i*2]))/delta); ++i; } } assert("check: positive_low_bounds0" && lowBounds[0]>=0.0); assert("check: positive_low_bounds1" && lowBounds[1]>=0.0); assert("check: positive_low_bounds2" && lowBounds[2]>=0.0); assert("check: increasing_bounds0" && lowBounds[0]<=highBounds[0]); assert("check: increasing_bounds1" && lowBounds[1]<=highBounds[1]); assert("check: increasing_bounds2" && lowBounds[2]<=highBounds[2]); assert("check: high_bounds0_less_than1" && highBounds[0]<=1.0); assert("check: high_bounds1_less_than1" && highBounds[1]<=1.0); assert("check: high_bounds2_less_than1" && highBounds[2]<=1.0); GLint lb; lb=vtkgl::GetUniformLocation(static_cast(this->ProgramShader), "lowBounds"); this->PrintError("get uniform low bounds"); if(lb!=-1) { vtkgl::Uniform3f(lb, lowBounds[0],lowBounds[1],lowBounds[2]); this->PrintError("set uniform low bounds"); } else { vtkErrorMacro(<<" lowBounds is not a uniform variable."); } GLint hb; hb=vtkgl::GetUniformLocation(static_cast(this->ProgramShader), "highBounds"); this->PrintError("get uniform high bounds"); if(hb!=-1) { vtkgl::Uniform3f(hb, highBounds[0],highBounds[1],highBounds[2]); this->PrintError("set uniform high bounds"); } else { vtkErrorMacro(<<" highBounds is not a uniform variable."); } this->PrintError("uniform low/high bounds"); // other sub-volume rendering code this->LoadProjectionParameters(ren,volume); this->ClipBoundingBox(ren,bounds,volume); int abort=this->RenderClippedBoundingBox(1,0,1,ren->GetRenderWindow()); if (!abort) { this->CopyFBOToTexture(); } this->PrintError("render clipped 1"); return abort; } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::LoadProjectionParameters( vtkRenderer *ren, vtkVolume *vol) { vtkMatrix4x4 *worldToDataset=vol->GetMatrix(); vtkMatrix4x4 *datasetToWorld=this->TempMatrix[0]; vtkMatrix4x4::Invert(worldToDataset,datasetToWorld); double *bounds=this->CurrentScalar->GetLoadedBounds(); double dx=bounds[1]-bounds[0]; double dy=bounds[3]-bounds[2]; double dz=bounds[5]-bounds[4]; // worldToTexture matrix is needed // Compute change-of-coordinate matrix from world space to texture space. vtkMatrix4x4 *worldToTexture=this->TempMatrix[2]; vtkMatrix4x4 *datasetToTexture=this->TempMatrix[1]; // Set the matrix datasetToTexture->Zero(); datasetToTexture->SetElement(0,0,dx); datasetToTexture->SetElement(1,1,dy); datasetToTexture->SetElement(2,2,dz); datasetToTexture->SetElement(3,3,1.0); datasetToTexture->SetElement(0,3,bounds[0]); datasetToTexture->SetElement(1,3,bounds[2]); datasetToTexture->SetElement(2,3,bounds[4]); // worldToTexture=worldToDataSet*dataSetToTexture vtkMatrix4x4::Multiply4x4(worldToDataset,datasetToTexture,worldToTexture); // NEW int parallelProjection=ren->GetActiveCamera()->GetParallelProjection(); // cout << "actualSampleDistance=" << this->ActualSampleDistance << endl; if(parallelProjection) { // Unit vector of the direction of projection in world space. double dirWorld[4]; double dir[4]; ren->GetActiveCamera()->GetDirectionOfProjection(dirWorld); dirWorld[3]=0.0; // direction in dataset space. datasetToWorld->MultiplyPoint(dirWorld,dir); // incremental vector: // direction in texture space times sample distance in world space. dir[0]=dir[0]*this->ActualSampleDistance/dx; dir[1]=dir[1]*this->ActualSampleDistance/dy; dir[2]=dir[2]*this->ActualSampleDistance/dz; GLint rayDir; rayDir=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"parallelRayDirection"); if(rayDir!=-1) { vtkgl::Uniform3f(rayDir,static_cast(dir[0]), static_cast(dir[1]), static_cast(dir[2])); } else { vtkErrorMacro(<<"parallelRayDirection is not a uniform variable."); } //cout<<"rayDir="<GetActiveCamera()->GetPosition(cameraPosWorld); cameraPosWorld[3]=1.0; // we use homogeneous coordinates. datasetToWorld->MultiplyPoint(cameraPosWorld,cameraPosDataset); // From homogeneous to cartesian coordinates. if(cameraPosDataset[3]!=1.0) { double ratio=1/cameraPosDataset[3]; cameraPosDataset[0]*=ratio; cameraPosDataset[1]*=ratio; cameraPosDataset[2]*=ratio; } cameraPosTexture[0] = (cameraPosDataset[0]-bounds[0])/dx; cameraPosTexture[1] = (cameraPosDataset[1]-bounds[2])/dy; cameraPosTexture[2] = (cameraPosDataset[2]-bounds[4])/dz; // Only make sense for the vectorial part of the homogeneous matrix. // coefMatrix=transposeWorldToTexture*worldToTexture // we re-cycle the datasetToWorld pointer with a different name vtkMatrix4x4 *transposeWorldToTexture=this->TempMatrix[1]; // transposeWorldToTexture={^t}worldToTexture vtkMatrix4x4::Transpose(worldToTexture,transposeWorldToTexture); vtkMatrix4x4 *coefMatrix=this->TempMatrix[1]; vtkMatrix4x4::Multiply4x4(transposeWorldToTexture,worldToTexture, coefMatrix); GLint uCameraPosition; uCameraPosition=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"cameraPosition"); if(uCameraPosition!=-1) { vtkgl::Uniform3f(uCameraPosition, static_cast(cameraPosTexture[0]), static_cast(cameraPosTexture[1]), static_cast(cameraPosTexture[2])); } else { vtkErrorMacro(<<"cameraPosition is not a uniform variable."); } GLint uSampleDistance; uSampleDistance=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"sampleDistance"); if(uSampleDistance!=-1) { vtkgl::Uniform1f(uSampleDistance,this->ActualSampleDistance); } else { vtkErrorMacro(<<"sampleDistance is not a uniform variable."); } GLint uMatrix1; uMatrix1=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"matrix1"); if(uMatrix1!=-1) { vtkgl::Uniform3f(uMatrix1, static_cast(coefMatrix->GetElement(0,0)), static_cast(coefMatrix->GetElement(1,1)), static_cast(coefMatrix->GetElement(2,2))); } else { vtkErrorMacro(<<"matrix1 is not a uniform variable."); } GLint uMatrix2; uMatrix2=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"matrix2"); if(uMatrix2!=-1) { vtkgl::Uniform3f(uMatrix2, static_cast(2*coefMatrix->GetElement(0,1)), static_cast(2*coefMatrix->GetElement(1,2)), static_cast(2*coefMatrix->GetElement(0,2))); } else { vtkErrorMacro(<<"matrix2 is not a uniform variable."); } } this->PrintError("after uniforms for projection"); // Change-of-coordinate matrix from Eye space to texture space. vtkMatrix4x4 *eyeToTexture=this->TempMatrix[1]; vtkMatrix4x4 *eyeToWorld=ren->GetActiveCamera()->GetViewTransformMatrix(); vtkMatrix4x4::Multiply4x4(eyeToWorld,worldToTexture,eyeToTexture); GLfloat matrix[16];// used sometimes as 3x3, sometimes as 4x4. double *raw=eyeToTexture->Element[0]; int index; int column; int row; int shadeMethod=this->LastShade; if(shadeMethod==vtkMitkOpenGLGPUVolumeRayCastMapperShadeYes) { index=0; column=0; while(column<3) { row=0; while(row<3) { // cout << "index=" << index << " row*4+column=" << row*4+column << endl; matrix[index]=static_cast(raw[row*4+column]); ++index; ++row; } ++column; } GLint uEyeToTexture3; uEyeToTexture3=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"eyeToTexture3"); this->PrintError("after getUniform eyeToTexture3"); if(uEyeToTexture3!=-1) { vtkgl::UniformMatrix3fv(uEyeToTexture3,1,GL_FALSE,matrix); } else { vtkErrorMacro(<<"eyeToTexture3 is not a uniform variable."); } this->PrintError("after Uniform eyeToTexture3"); index=0; column=0; while(column<4) { row=0; while(row<4) { // cout << "index=" << index << " row*4+column=" << row*4+column << endl; matrix[index]=static_cast(raw[row*4+column]); ++index; ++row; } ++column; } GLint uEyeToTexture4; uEyeToTexture4=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"eyeToTexture4"); if(uEyeToTexture4!=-1) { vtkgl::UniformMatrix4fv(uEyeToTexture4,1,GL_FALSE,matrix); } else { vtkErrorMacro(<<"eyeToTexture4 is not a uniform variable."); } } eyeToTexture->Invert(); index=0; column=0; while(column<4) { row=0; while(row<4) { // cout << "index=" << index << " row*4+column=" << row*4+column << endl; matrix[index]=static_cast(raw[row*4+column]); ++index; ++row; } ++column; } this->PrintError("before GetUniformLocation TextureToEye"); GLint uTextureToEye; uTextureToEye=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"textureToEye"); this->PrintError("after GetUniformLocation TextureToEye"); if(uTextureToEye!=-1) { vtkgl::UniformMatrix4fv(uTextureToEye,1,GL_FALSE,matrix); } else { vtkErrorMacro(<<"textureToEye is not a uniform variable."); } this->PrintError("after UniformMatrxix TextureToEye"); if(shadeMethod==vtkMitkOpenGLGPUVolumeRayCastMapperShadeYes) { eyeToTexture->Transpose(); index=0; column=0; while(column<3) { row=0; while(row<3) { // cout << "index=" << index << " row*4+column=" << row*4+column << endl; matrix[index]=static_cast(raw[row*4+column]); ++index; ++row; } ++column; } GLint uTranposeTextureToEye; uTranposeTextureToEye=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"transposeTextureToEye"); if(uTranposeTextureToEye!=-1) { vtkgl::UniformMatrix3fv(uTranposeTextureToEye,1,GL_FALSE,matrix); } else { vtkErrorMacro(<<"transposeTextureToEye is not a uniform variable."); } float cellScale[3]; // 1/(2*Step) float cellStep[3]; // Step vtkIdType *loadedExtent=this->CurrentScalar->GetLoadedExtent(); cellScale[0]=static_cast(static_cast( loadedExtent[1]-loadedExtent[0])*0.5); cellScale[1]=static_cast(static_cast( loadedExtent[3]-loadedExtent[2])*0.5); cellScale[2]=static_cast(static_cast( loadedExtent[5]-loadedExtent[4])*0.5); cellStep[0]=static_cast(1.0/static_cast( loadedExtent[1]-loadedExtent[0])); cellStep[1]=static_cast(1.0/static_cast( loadedExtent[3]-loadedExtent[2])); cellStep[2]=static_cast(1.0/static_cast( loadedExtent[5]-loadedExtent[4])); GLint uCellScale; uCellScale=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"cellScale"); if(uCellScale!=-1) { vtkgl::Uniform3f(uCellScale,cellScale[0],cellScale[1],cellScale[2]); } else { vtkErrorMacro(<<"error: cellScale is not a uniform variable."); } GLint uCellStep; uCellStep=vtkgl::GetUniformLocation( static_cast(this->ProgramShader),"cellStep"); if(uCellStep!=-1) { vtkgl::Uniform3f(uCellStep,cellStep[0],cellStep[1],cellStep[2]); } else { vtkErrorMacro(<<"error: cellStep is not a uniform variable."); } } } //----------------------------------------------------------------------------- // Concatenate the header string, projection type code and method to the // final fragment code in this->FragmentCode. // \pre valid_raycastMethod: raycastMethod>= // vtkMitkOpenGLGPUVolumeRayCastMapperMethodMIP && // raycastMethod<=vtkMitkOpenGLGPUVolumeRayCastMapperMethodMinIPFourDependent //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::BuildProgram(int parallelProjection, int raycastMethod, int shadeMethod, int componentMethod) { assert("pre: valid_raycastMethod" && raycastMethod>= vtkMitkOpenGLGPUVolumeRayCastMapperMethodMIP && raycastMethod<=vtkMitkOpenGLGPUVolumeRayCastMapperMethodCompositeMask); GLuint fs; // cout<<"projection="<ProgramShader, vtkgl::INFO_LOG_LENGTH,¶ms); if(params>0) { char *buffer=new char[params]; vtkgl::GetProgramInfoLog(this->ProgramShader,params,0,buffer); cout<<"validation log: "<GetEnabledString(glIsEnabled(GL_LIGHTING))<GetEnabledString(glIsEnabled(GL_LIGHTING))<(value); cout<<"active texture is "<<(activeTexture-vtkgl::TEXTURE0)<(value); cout<<"light\t| status\t| ambient\t| diffuse\t| specular\t| position\t| spot direction\t| spot exponent\t| spot cutoff\t| k0\t| k1\t| k2"<=0 // \post valid_result: result>=x //----------------------------------------------------------------------------- int vtkMitkOpenGLGPUVolumeRayCastMapper::PowerOfTwoGreaterOrEqual(int x) { assert("pre: positive_x" && x>=0); int result=1; while(result=x); return result; } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::UpdateNoiseTexture() { if(this->NoiseTextureId==0) { GLuint noiseTextureObject; glGenTextures(1,&noiseTextureObject); this->NoiseTextureId=static_cast(noiseTextureObject); vtkgl::ActiveTexture(vtkgl::TEXTURE6); glBindTexture(GL_TEXTURE_2D,noiseTextureObject); GLsizei size=128; // 1024; // Power of two value GLint maxSize; const float factor=0.1f; // const float factor=1.0f; const float amplitude=0.5f*factor; // something positive. // amplitude=0.5. noise between -0.5 +0.5. add some +0.5 shift. glGetIntegerv(GL_MAX_TEXTURE_SIZE,&maxSize); if(size>maxSize) { size=maxSize; } if(this->NoiseTexture!=0 && this->NoiseTextureSize!=size) { delete[] this->NoiseTexture; this->NoiseTexture=0; } if(this->NoiseTexture==0) { this->NoiseTexture=new float[size*size]; this->NoiseTextureSize=size; vtkPerlinNoise *noiseGenerator=vtkPerlinNoise::New(); noiseGenerator->SetFrequency(size,1.0,1.0); noiseGenerator->SetPhase(0.0,0.0,0.0); noiseGenerator->SetAmplitude(amplitude); int j=0; while(jNoiseTexture[j*size+i]=0.0; //amplitude+static_cast(noiseGenerator->EvaluateFunction(i,j,0.0)); ++i; } ++j; } noiseGenerator->Delete(); } glTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE,size,size,0,GL_RED,GL_FLOAT, this->NoiseTexture); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); GLfloat borderColor[4]={0.0,0.0,0.0,0.0}; glTexParameterfv(GL_TEXTURE_2D,GL_TEXTURE_BORDER_COLOR,borderColor); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); vtkgl::ActiveTexture(vtkgl::TEXTURE0); } } // ---------------------------------------------------------------------------- // Description: // Return how much the dataset has to be reduced in each dimension to // fit on the GPU. If the value is 1.0, there is no need to reduce the // dataset. // \pre the calling thread has a current OpenGL context. // \pre mapper_supported: IsRenderSupported(renderer->GetRenderWindow(),0) // The computation is based on hardware limits (3D texture indexable size) // and MaxMemoryInBytes. // \post valid_i_ratio: ratio[0]>0 && ratio[0]<=1.0 // \post valid_j_ratio: ratio[1]>0 && ratio[1]<=1.0 // \post valid_k_ratio: ratio[2]>0 && ratio[2]<=1.0 void vtkMitkOpenGLGPUVolumeRayCastMapper::GetReductionRatio(double ratio[3]) { // Compute texture size int i; int wholeTextureExtent[6]; this->GetInput()->GetExtent(wholeTextureExtent); if(this->CellFlag) // if we deal with cell data { i=1; while(i<6) { wholeTextureExtent[i]--; i+=2; } } // Indexable hardware limits GLint maxSize; glGetIntegerv(vtkgl::MAX_3D_TEXTURE_SIZE,&maxSize); vtkIdType rTextureSize[3]; double dMaxSize=static_cast(maxSize); i=0; while(i<3) { double textureSize=wholeTextureExtent[2*i+1]-wholeTextureExtent[2*i]+1; if(textureSize>maxSize) { ratio[i]=dMaxSize/textureSize; } else { ratio[i]=1.0; // no reduction } rTextureSize[i]=static_cast(floor(textureSize*ratio[i])); ++i; } // Data memory limits. vtkDataArray *scalars=this->GetScalars(this->GetInput(),this->ScalarMode, this->ArrayAccessMode, this->ArrayId, this->ArrayName, this->CellFlag); int scalarType=scalars->GetDataType(); vtkIdType size=rTextureSize[0]*rTextureSize[1]*rTextureSize[2] *vtkAbstractArray::GetDataTypeSize(scalarType) *scalars->GetNumberOfComponents(); if(size>static_cast(this->MaxMemoryInBytes) *static_cast(this->MaxMemoryFraction)) { double r=static_cast(this->MaxMemoryInBytes) *static_cast(this->MaxMemoryFraction)/static_cast(size); double r3=pow(r,1.0/3.0); // try the keep reduction ratio uniform to avoid artifacts. bool reduced[3]; i=0; int count=0; while(i<3) { vtkIdType newSize=static_cast( floor(static_cast(rTextureSize[i])*r3)); reduced[i]=newSize>=1; if(reduced[i]) { ++count; } ++i; } if(count<3) // some axis cannot be reduced { double r2=sqrt(r); count=0; i=0; while(i<3) { if(reduced[i]) { vtkIdType newSize=static_cast( floor(static_cast(rTextureSize[i])*r2)); reduced[i]=newSize>=1; if(reduced[i]) { ++count; } } ++i; } if(count<2) // we can only reduce one axis { i=0; while(i<3) { if(reduced[i]) { ratio[i]*=r; } ++i; } } else // we can reduce two axes { i=0; while(i<3) { if(reduced[i]) { ratio[i]*=r2; } ++i; } } } else // we can reduce all three axes { i=0; while(i<3) { ratio[i]*=r3; ++i; } } } assert("post: valid_i_ratio" && ratio[0]>0 && ratio[0]<=1.0); assert("post: valid_j_ratio" && ratio[1]>0 && ratio[1]<=1.0); assert("post: valid_k_ratio" && ratio[2]>0 && ratio[2]<=1.0); } //----------------------------------------------------------------------------- // Standard print method //----------------------------------------------------------------------------- void vtkMitkOpenGLGPUVolumeRayCastMapper::PrintSelf(ostream& os, vtkIndent indent) { this->Superclass::PrintSelf(os,indent); } #endif diff --git a/Modules/MitkExt/Rendering/vtkMitkOpenGLGPUVolumeRayCastMapper.h b/Modules/MitkExt/Rendering/vtkMitkOpenGLGPUVolumeRayCastMapper.h index 9e597b1256..262ed748e3 100644 --- a/Modules/MitkExt/Rendering/vtkMitkOpenGLGPUVolumeRayCastMapper.h +++ b/Modules/MitkExt/Rendering/vtkMitkOpenGLGPUVolumeRayCastMapper.h @@ -1,518 +1,526 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ /*========================================================================= Program: Visualization Toolkit Module: $RCSfile: vtkMitkOpenGLGPUVolumeRayCastMapper.h,v $ Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen All rights reserved. See Copyright.txt or http://www.kitware.com/Copyright.htm for details. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the above copyright notice for more information. =========================================================================*/ // .NAME vtkMitkOpenGLGPUVolumeRayCastMapper - OpenGL subclass that draws the // image to the screen // .SECTION Description // This is the concrete implementation of a ray cast image display helper - // a helper class responsible for drawing the image to the screen. // .SECTION see also // vtkGPUVolumeRayCastMapper #ifndef __vtkMitkOpenGLGPUVolumeRayCastMapper_h #define __vtkMitkOpenGLGPUVolumeRayCastMapper_h #include "vtkMitkGPUVolumeRayCastMapper.h" #include "mitkCommon.h" #include "MitkExtExports.h" // Only with VTK 5.6 or above #if ((VTK_MAJOR_VERSION > 5) || ((VTK_MAJOR_VERSION==5) && (VTK_MINOR_VERSION>=6) )) class vtkVolume; class vtkRenderer; class vtkOpenGLExtensionManager; class vtkMatrix4x4; class vtkUnsupportedRequiredExtensionsStringStream; // Pimpl class vtkMapDataArrayTextureId; // Pimpl class vtkMapMaskTextureId; // Pimpl class vtkPolyData; class vtkClipConvexPolyData; class vtkClipPolyData; class vtkTessellatedBoxSource; class vtkOpacityTable; // internal class. class vtkRGBTable; // internal class. class vtkKWScalarField; // internal class. class vtkKWMask; // internal class. class vtkOpacityTables; // Pimpl class vtkDensifyPolyData; class vtkStdString; class MitkExt_EXPORT vtkMitkOpenGLGPUVolumeRayCastMapper : public vtkMitkGPUVolumeRayCastMapper { public: static vtkMitkOpenGLGPUVolumeRayCastMapper *New(); vtkTypeRevisionMacro(vtkMitkOpenGLGPUVolumeRayCastMapper,vtkMitkGPUVolumeRayCastMapper); virtual void PrintSelf(ostream& os, vtkIndent indent); // Description: // Based on hardware and properties, we may or may not be able to // render using 3D texture mapping. This indicates if 3D texture // mapping is supported by the hardware, and if the other extensions // necessary to support the specific properties are available. virtual int IsRenderSupported(vtkRenderWindow *window, vtkVolumeProperty *property); // Description: // Return a string matching the OpenGL errorCode. // \post result_exists: result!=0 static const char *OpenGLErrorMessage(unsigned int errorCode); // Description: // Display headerMessage on the standard output and the last OpenGL error // message if any. // \pre headerMessage_exists: headerMessage!=0 static void PrintError(const char *headerMessage); protected: vtkMitkOpenGLGPUVolumeRayCastMapper(); ~vtkMitkOpenGLGPUVolumeRayCastMapper(); // The render method called by the superclass virtual void GPURender(vtkRenderer *ren, vtkVolume *vol); // Methods called by the AMR Volume Mapper. virtual void PreRender(vtkRenderer *ren, vtkVolume *vol, double datasetBounds[6], double scalarRange[2], int numberOfScalarComponents, unsigned int numberOfLevels); // \pre input is up-to-date virtual void RenderBlock(vtkRenderer *ren, vtkVolume *vol, unsigned int level); virtual void PostRender(vtkRenderer *ren, int numberOfScalarComponents); // Description: // Return if the required OpenGL extension `extensionName' is supported. // If not, its name is added to the string of unsupported but required // extensions. // \pre extensions_exist: extensions!=0 // \pre extensionName_exists: extensionName!=0 int TestRequiredExtension(vtkOpenGLExtensionManager *extensions, const char *extensionName); // Description: // Attempt to load required and optional OpenGL extensions for the current // context window. Variable LoadExtensionsSucceeded is set if all required // extensions has been loaded. In addition, variable // Supports_GL_ARB_texture_float is set if this extension has been loaded. // \pre: window_exists: window!=0 void LoadExtensions(vtkRenderWindow *window); // Description: // Create GLSL OpenGL objects such fragment program Ids. void CreateGLSLObjects(); // Description: // Allows late binding textures to framebuffers, because ATI openGL requires // the texture to initialized before void BindFramebuffer(); // Description: // Create OpenGL objects such as textures, buffers and fragment program Ids. // It only registers Ids, there is no actual initialization of textures or // fragment program. // \pre extensions_loaded: this->LoadExtensionsSucceeded // \post done: this->OpenGLObjectsCreated==1 void CreateOpenGLObjects(); // Description: // Delete OpenGL objects. // \post done: this->OpenGLObjectsCreated==0 - void ReleaseGraphicsResources(vtkWindow *window); + // \deprecatedSince{2013_12} Use ReleaseGraphicsResources(mitk::BaseRenderer* renderer) instead + // + DEPRECATED(void ReleaseGraphicsResources(vtkWindow *window)); + + // Description: + // Delete OpenGL objects. + // \post done: this->OpenGLObjectsCreated==0 + // + void ReleaseGraphicsResources(mitk::BaseRenderer* renderer); // Description: // Allocate memory on the GPU for the framebuffers according to the size of // the window or reallocate if the size has changed. Return true if // allocation succeeded. // \pre ren_exists: ren!=0 // \pre opengl_objects_created: this->OpenGLObjectsCreated // \post right_size: LastSize[]=window size. int AllocateFrameBuffers(vtkRenderer *ren); // Description // Load the scalar field (one or four component scalar field), cell or point // based for a given subextent of the whole extent (can be the whole extent) // as a 3D texture on the GPU. // Extents are expressed in point if the cell flag is false or in cells of // the cell flag is true. // It returns true if it succeeded, false if there is not enough memory on // the GPU. // If succeeded, it updates the LoadedExtent, LoadedBounds, LoadedCellFlag // and LoadedTime. It also succeed if the scalar field is already loaded // (ie since last load, input has not changed and cell flag has not changed // and requested texture extents are enclosed in the loaded extent). // \pre input_exists: input!=0 // \pre valid_point_extent: (this->CellFlag || // (textureExtent[0]CellFlag || // (textureExtent[0]<=textureExtent[1] && // textureExtent[2]<=textureExtent[3] && // textureExtent[4]<=textureExtent[5]))) int LoadScalarField(vtkImageData *input, vtkImageData *maskInput, int textureExtent[6], vtkVolume *volume); // Description: // Allocate memory and load color table on the GPU or // reload it if the transfer function changed. // \pre vol_exists: vol!=0 // \pre valid_numberOfScalarComponents: numberOfScalarComponents==1 || numberOfScalarComponents==4 int UpdateColorTransferFunction(vtkVolume *vol, int numberOfScalarComponents); // Description: // Allocate memory and load opacity table on the GPU or // reload it if the transfer functions changed. // \pre vol_exists: vol!=0 // \pre valid_numberOfScalarComponents: numberOfScalarComponents==1 || numberOfScalarComponents==4 int UpdateOpacityTransferFunction(vtkVolume *vol, int numberOfScalarComponents, unsigned int level); // Description: // Prepare rendering in the offscreen framebuffer. // \pre ren_exists: ren!=0 // \pre vol_exists: vol!=0 void SetupRender(vtkRenderer *ren, vtkVolume *vol); // Description: // Clip the bounding box with all clipping planes // and the near and far plane void ClipBoundingBox(vtkRenderer *ren, double worldBounds[6], vtkVolume *vol); // Description: // Render the bounding box. The flag indicates whether // or not tcoords are rendered too. Return abort status (true==abort). // \pre valid_currentBlock: currentBlock>=0 && currentBlock=0 // \post valid_result: result>=x int PowerOfTwoGreaterOrEqual(int x); // Description: // Display the status of the current framebuffer on the standard output. void CheckFrameBufferStatus(); // Description: // Create a string from a buffer id. The result has to be free by the caller. vtkStdString BufferToString(int buffer); // Description: // Display the buffers assigned for drawing and reading operations. void DisplayReadAndDrawBuffers(); // Description: // Display all the attachments of the current framebuffer object. void DisplayFrameBufferAttachments(); // Description: // Display a given attachment for the current framebuffer object. void DisplayFrameBufferAttachment(unsigned int uattachment); // Description: // Concatenate the header string, projection type code and method to the // final fragment code in this->FragmentCode. // \pre valid_raycastMethod: raycastMethod>= vtkMitkOpenGLGPUVolumeRayCastMapperMethodMaximumIntensityProjection && raycastMethod<=vtkMitkOpenGLGPUVolumeRayCastMapperMethodMinIPFourDependent void BuildProgram(int parallelProjection, int raycastMethod, int shadeMethod, int componentMethod); // Description: // Return the current OpenGL state about lighting. void GetLightingStatus(); // Description: // Check the compilation status of some fragment shader source. void CheckCompilation(unsigned int fragmentShader); // Description: // Check the linkage status of the fragment program. int CheckLinkage(unsigned int programShader); // Description: // Print all active uniform variables void PrintUniformVariables(unsigned int programShader); // Description: // Is the program shader valid in the current OpenGL state? // Debugging purpose only. void ValidateProgram(); // Description: // Update the reduction factor of the render viewport (this->ReductionFactor) // according to the time spent in seconds to render the previous frame // (this->TimeToDraw) and a time in seconds allocated to render the next // frame (allocatedTime). // \pre valid_current_reduction_range: this->ReductionFactor>0.0 && this->ReductionFactor<=1.0 // \pre positive_TimeToDraw: this->TimeToDraw>=0.0 // \pre positive_time: allocatedTime>0 // \post valid_new_reduction_range: this->ReductionFactor>0.0 && this->ReductionFactor<=1.0 void ComputeReductionFactor(double allocatedTime); // Description: // Render a subvolume. // \pre this->ProgramShader!=0 and is linked. void RenderWholeVolume(vtkRenderer *ren, vtkVolume *vol); // Description: // Render a subvolume. // \pre this->ProgramShader!=0 and is linked. void RenderRegions(vtkRenderer *ren, vtkVolume *vol); // Return abort status (true==abort) int RenderSubVolume(vtkRenderer *ren, double bounds[6], vtkVolume *vol); void LoadProjectionParameters(vtkRenderer *ren, vtkVolume *vol); // Description: // Compute and return the number of cropping regions void ComputeNumberOfCroppingRegions(); void GetTextureFormat(vtkImageData *input, unsigned int *internalFormat, unsigned int *format, unsigned int *type, int *componentSize); bool TestLoadingScalar(unsigned int internalFormat, unsigned int format, unsigned int type, int textureSize[3], int componentSize); void SlabsFromDatasetToIndex(double slabsDataSet[6], double slabsPoints[6]); void SlabsFromIndexToDataset(double slabsPoints[6], double slabsDataSet[6]); const char *GetEnabledString(unsigned char value); void GetOpenGLState(); void DebugDisplayBox(vtkPolyData *box); void UpdateNoiseTexture(); // Description: // Compute how each axis of a cell is projected on the viewport in pixel. // This requires to have information about the camera and about the volume. // It set the value of IgnoreSampleDistancePerPixel to true in case of // degenerated case (axes aligned with the view). double ComputeMinimalSampleDistancePerPixel(vtkRenderer *renderer, vtkVolume *volume); // Description: // Return how much the dataset has to be reduced in each dimension to // fit on the GPU. If the value is 1.0, there is no need to reduce the // dataset. // \pre the calling thread has a current OpenGL context. // \pre mapper_supported: IsRenderSupported(renderer->GetRenderWindow(),0) // The computation is based on hardware limits (3D texture indexable size) // and MaxMemoryInBytes. // \post valid_i_ratio: ratio[0]>0 && ratio[0]<=1.0 // \post valid_j_ratio: ratio[1]>0 && ratio[1]<=1.0 // \post valid_k_ratio: ratio[2]>0 && ratio[2]<=1.0 virtual void GetReductionRatio(double ratio[3]); bool m_BindMax; int NumberOfCroppingRegions; // World coordinates of each corner of the dataset. double BoundingBox[8][3]; // Used during the clipping process. vtkPolyData *PolyDataBoundingBox; vtkPlaneCollection *Planes; vtkPlane *NearPlane; vtkClipConvexPolyData *Clip; vtkMatrix4x4 *InvVolumeMatrix; vtkDensifyPolyData *Densify; int OpenGLObjectsCreated; int NumberOfFrameBuffers; unsigned int FrameBufferObject; unsigned int DepthRenderBufferObject; // 3D scalar texture +1D color+1D opacity+2D grabbed depth buffer // +1 2D colorbuffer. unsigned int TextureObjects[5]; unsigned int FragmentMainShader; unsigned int FragmentProjectionShader; unsigned int FragmentTraceShader; unsigned int FragmentCroppingShader; unsigned int FragmentComponentShader; unsigned int FragmentShadeShader; unsigned int ProgramShader; // used in MIP Mode (2 needed for ping-pong technique) unsigned int MaxValueFrameBuffer; unsigned int MaxValueFrameBuffer2; int ReducedSize[2]; vtkPolyData *ClippedBoundingBox; int LastSize[2]; double ReductionFactor; // Supported extensions // List of unsupported required extensions. Pimpl. vtkUnsupportedRequiredExtensionsStringStream *UnsupportedRequiredExtensions; int LoadExtensionsSucceeded; int Supports_GL_ARB_texture_float; int SupportsPixelBufferObjects; vtkTimeStamp DataBufferTime; // Matrices used in internal computation. As a member variable, // only one memory allocation is performed. vtkMatrix4x4 *TempMatrix[3]; double TableRange[2]; // Final string to send to the GPU as the fragment program source code. // char *FragmentCode; // int FragmentCodeCapacity; int ErrorLine; int ErrorColumn; char *ErrorString; // Store the last projection an raycast method in order to not rebuild // the fragment code at every call. int LastParallelProjection; int LastRayCastMethod; int LastCroppingMode; int LastComponent; int LastShade; vtkImageData *SmallInput; vtkTimeStamp SmallInputBuildTime; // Description: // Build the fragment shader program that scale and bias a texture // for window/level purpose. void BuildScaleBiasProgram(); unsigned int ScaleBiasProgramShader; // GLuint int UFrameBufferTexture; // GLint int UScale; // GLint int UBias; // GLint #if 0 vtkIdType LoadedExtent[6]; double LoadedBounds[6]; vtkTimeStamp LoadedScalarTime; int LoadedCellFlag; // point data or cell data (or field data, not handled) ? #endif unsigned int SavedFrameBuffer; // some offscreen mode use a framebuffer too. vtkTessellatedBoxSource *BoxSource; float *NoiseTexture; int NoiseTextureSize; // size of one dimension. unsigned int NoiseTextureId; // GLuint bool IgnoreSampleDistancePerPixel; vtkMapDataArrayTextureId *ScalarsTextures; // need a list for AMR mode. vtkMapMaskTextureId *MaskTextures; // need a list for AMR mode. vtkRGBTable *RGBTable; vtkRGBTable *Mask1RGBTable; vtkRGBTable *Mask2RGBTable; vtkOpacityTables *OpacityTables; vtkKWScalarField *CurrentScalar; vtkKWMask *CurrentMask; float ActualSampleDistance; double LastProgressEventTime; // initial value is 0.0. Expressed in seconds. bool PreserveOrientation; private: vtkMitkOpenGLGPUVolumeRayCastMapper(const vtkMitkOpenGLGPUVolumeRayCastMapper&); // Not implemented. void operator=(const vtkMitkOpenGLGPUVolumeRayCastMapper&); // Not implemented. }; #endif #endif diff --git a/Modules/MitkExt/Rendering/vtkMitkOpenGLVolumeTextureMapper3D.cpp b/Modules/MitkExt/Rendering/vtkMitkOpenGLVolumeTextureMapper3D.cpp index 80611ac2f1..b73dc50dd0 100644 --- a/Modules/MitkExt/Rendering/vtkMitkOpenGLVolumeTextureMapper3D.cpp +++ b/Modules/MitkExt/Rendering/vtkMitkOpenGLVolumeTextureMapper3D.cpp @@ -1,2425 +1,2458 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ #ifdef _OPENMP #include #endif #include "vtkWindows.h" #include "vtkMitkOpenGLVolumeTextureMapper3D.h" #include "mitkCommon.h" #define GPU_INFO MITK_INFO("mapper.vr") #define GPU_WARN MITK_WARN("mapper.vr") #include "vtkImageData.h" #include "vtkMatrix4x4.h" #include "vtkDataArray.h" #include "vtkObjectFactory.h" #include "vtkPlane.h" #include "vtkPlaneCollection.h" #include "vtkPointData.h" #include "vtkRenderWindow.h" #include "vtkRenderer.h" #include "vtkTimerLog.h" #include "vtkVolumeProperty.h" #include "vtkTransform.h" #include "vtkLightCollection.h" #include "vtkLight.h" #include "vtkCamera.h" #include "vtkMath.h" #include "vtkOpenGLExtensionManager.h" #include "vtkgl.h" #include "vtkOpenGLRenderWindow.h" #define myGL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 #define myGL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 #define myGL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 const char *vtkMitkVolumeTextureMapper3D_FourDependentShadeFP = "!!ARBfp1.0\n" //# We need some temporary variables "TEMP index, normal, finalColor;\n" "TEMP temp,temp1, temp2, temp3,temp4; \n" "TEMP sampleColor;\n" "TEMP ndotl, ndoth, ndotv; \n" "TEMP lightInfo, lightResult;\n" //# We are going to use the first //# texture coordinate "ATTRIB tex0 = fragment.texcoord[0];\n" //# This is the lighting information "PARAM lightDirection = program.local[0];\n" "PARAM halfwayVector = program.local[1];\n" "PARAM coefficient = program.local[2];\n" "PARAM lightDiffColor = program.local[3]; \n" "PARAM lightSpecColor = program.local[4]; \n" "PARAM viewVector = program.local[5];\n" "PARAM constants = program.local[6];\n" //# This is our output color "OUTPUT out = result.color;\n" //# Look up the gradient direction //# in the third volume "TEX temp2, tex0, texture[0], 3D;\n" //# This normal is stored 0 to 1, change to -1 to 1 //# by multiplying by 2.0 then adding -1.0. "MAD normal, temp2, constants.x, constants.y;\n" "DP3 temp4, normal, normal;\n" "RSQ temp, temp4.x;\n" "MUL normal, normal, temp;\n" //"RCP temp4,temp.x;\n" //"MUL temp2.w,temp2.w,temp4.x;\n" //"MUL_SAT temp2.w,temp2.w,6.0;\n" "TEX sampleColor, tex0, texture[1], 3D;\n" //# Take the dot product of the light //# direction and the normal "DP3 ndotl, normal, lightDirection;\n" //# Take the dot product of the halfway //# vector and the normal "DP3 ndoth, normal, halfwayVector;\n" "DP3 ndotv, normal, viewVector;\n" //# flip if necessary for two sided lighting "MUL temp3, ndotl, constants.y; \n" "CMP ndotl, ndotv, ndotl, temp3;\n" "MUL temp3, ndoth, constants.y; \n" "CMP ndoth, ndotv, ndoth, temp3;\n" //# put the pieces together for a LIT operation "MOV lightInfo.x, ndotl.x; \n" "MOV lightInfo.y, ndoth.x; \n" "MOV lightInfo.w, coefficient.w; \n" //# compute the lighting "LIT lightResult, lightInfo;\n" //# COLOR FIX "MUL lightResult, lightResult, 4.0;\n" //# This is the ambient contribution "MUL finalColor, coefficient.x, sampleColor;\n" //# This is the diffuse contribution "MUL temp3, lightDiffColor, sampleColor;\n" "MUL temp3, temp3, lightResult.y;\n" "ADD finalColor, finalColor, temp3;\n" //# This is th specular contribution "MUL temp3, lightSpecColor, lightResult.z; \n" //# Add specular into result so far, and replace //# with the original alpha. "ADD out, finalColor, temp3;\n" "MOV out.w, temp2.w;\n" "END\n"; const char *vtkMitkVolumeTextureMapper3D_OneComponentShadeFP = "!!ARBfp1.0\n" //# This is the fragment program for one //# component data with shading //# We need some temporary variables "TEMP index, normal, finalColor;\n" "TEMP temp,temp1, temp2, temp3,temp4; \n" "TEMP sampleColor;\n" "TEMP ndotl, ndoth, ndotv; \n" "TEMP lightInfo, lightResult;\n" //# We are going to use the first //# texture coordinate "ATTRIB tex0 = fragment.texcoord[0];\n" //# This is the lighting information "PARAM lightDirection = program.local[0];\n" "PARAM halfwayVector = program.local[1];\n" "PARAM coefficient = program.local[2];\n" "PARAM lightDiffColor = program.local[3]; \n" "PARAM lightSpecColor = program.local[4]; \n" "PARAM viewVector = program.local[5];\n" "PARAM constants = program.local[6];\n" //# This is our output color "OUTPUT out = result.color;\n" //# Look up the gradient direction //# in the third volume "TEX temp2, tex0, texture[0], 3D;\n" // Gradient Compution //# Look up the scalar value / gradient //# magnitude in the first volume //"TEX temp1, tex0, texture[0], 3D;\n" /* "ADD temp3,tex0,{-0.005,0,0};\n" "TEX temp2,temp3, texture[0], 3D;\n" //"ADD temp3,tex0,{ 0.005,0,0};\n" //"TEX temp1,temp3, texture[0], 3D;\n" "SUB normal.x,temp2.y,temp1.y;\n" "ADD temp3,tex0,{0,-0.005,0};\n" "TEX temp2,temp3, texture[0], 3D;\n" //"ADD temp3,tex0,{0, 0.005,0};\n" //"TEX temp1,temp3, texture[0], 3D;\n" "SUB normal.y,temp2.y,temp1.y;\n" "ADD temp3,tex0,{0,0,-0.005};\n" "TEX temp2,temp3, texture[0], 3D;\n" //"ADD temp3,tex0,{0,0, 0.005};\n" //"TEX temp1,temp3, texture[0], 3D;\n" "SUB normal.z,temp2.y,temp1.y;\n" */ //"MOV normal,{1,1,1};\n" "MOV index.x,temp2.a;\n" //# This normal is stored 0 to 1, change to -1 to 1 //# by multiplying by 2.0 then adding -1.0. "MAD normal, temp2, constants.x, constants.y;\n" //# Swizzle this to use (a,r) as texture //# coordinates //"SWZ index, temp1, a, r, 1, 1;\n" //# Use this coordinate to look up a //# final color in the third texture //# (this is a 2D texture) "DP3 temp4, normal, normal;\n" "RSQ temp, temp4.x;\n" "RCP temp4,temp.x;\n" "MUL normal, normal, temp;\n" "MOV index.y, temp4.x;\n" "TEX sampleColor, index, texture[1], 2D;\n" //"MUL sampleColor.w,sampleColor.w,temp4.x;\n" //# Take the dot product of the light //# direction and the normal "DP3 ndotl, normal, lightDirection;\n" //# Take the dot product of the halfway //# vector and the normal "DP3 ndoth, normal, halfwayVector;\n" "DP3 ndotv, normal, viewVector;\n" //# flip if necessary for two sided lighting "MUL temp3, ndotl, constants.y; \n" "CMP ndotl, ndotv, ndotl, temp3;\n" "MUL temp3, ndoth, constants.y; \n" "CMP ndoth, ndotv, ndoth, temp3;\n" //# put the pieces together for a LIT operation "MOV lightInfo.x, ndotl.x; \n" "MOV lightInfo.y, ndoth.x; \n" "MOV lightInfo.w, coefficient.w; \n" //# compute the lighting "LIT lightResult, lightInfo;\n" //# COLOR FIX "MUL lightResult, lightResult, 4.0;\n" //# This is the ambient contribution "MUL finalColor, coefficient.x, sampleColor;\n" //# This is the diffuse contribution "MUL temp3, lightDiffColor, sampleColor;\n" "MUL temp3, temp3, lightResult.y;\n" "ADD finalColor, finalColor, temp3;\n" //# This is th specular contribution "MUL temp3, lightSpecColor, lightResult.z; \n" //# Add specular into result so far, and replace //# with the original alpha. "ADD out, finalColor, temp3;\n" "MOV out.w, sampleColor.w;\n" "END\n"; //#ifndef VTK_IMPLEMENT_MESA_CXX vtkCxxRevisionMacro(vtkMitkOpenGLVolumeTextureMapper3D, "$Revision: 1.21 $"); vtkStandardNewMacro(vtkMitkOpenGLVolumeTextureMapper3D); //#endif vtkMitkOpenGLVolumeTextureMapper3D::vtkMitkOpenGLVolumeTextureMapper3D() { //GPU_INFO << "vtkMitkOpenGLVolumeTextureMapper3D"; this->Initialized = 0; this->Volume1Index = 0; this->Volume2Index = 0; this->Volume3Index = 0; this->ColorLookupIndex = 0; this->AlphaLookupIndex = 0; this->RenderWindow = NULL; this->SupportsCompressedTexture = false; prgOneComponentShade = 0; prgRGBAShade = 0; } vtkMitkOpenGLVolumeTextureMapper3D::~vtkMitkOpenGLVolumeTextureMapper3D() { //GPU_INFO << "~vtkMitkOpenGLVolumeTextureMapper3D"; if(prgOneComponentShade) vtkgl::DeleteProgramsARB( 1, &prgOneComponentShade ); if(prgRGBAShade) vtkgl::DeleteProgramsARB( 1, &prgRGBAShade ); } // Release the graphics resources used by this texture. void vtkMitkOpenGLVolumeTextureMapper3D::ReleaseGraphicsResources(vtkWindow *renWin) { //GPU_INFO << "ReleaseGraphicsResources"; if (( this->Volume1Index || this->Volume2Index || this->Volume3Index || this->ColorLookupIndex) && renWin) { static_cast(renWin)->MakeCurrent(); #ifdef GL_VERSION_1_1 // free any textures this->DeleteTextureIndex( &this->Volume1Index ); this->DeleteTextureIndex( &this->Volume2Index ); this->DeleteTextureIndex( &this->Volume3Index ); this->DeleteTextureIndex( &this->ColorLookupIndex ); this->DeleteTextureIndex( &this->AlphaLookupIndex ); #endif } this->Volume1Index = 0; this->Volume2Index = 0; this->Volume3Index = 0; this->ColorLookupIndex = 0; this->RenderWindow = NULL; this->SupportsCompressedTexture=false; this->SupportsNonPowerOfTwoTextures=false; this->Modified(); } + +// Release the graphics resources used by this texture. +void vtkMitkOpenGLVolumeTextureMapper3D::ReleaseGraphicsResources(mitk::BaseRenderer* renderer) +{ + //GPU_INFO << "ReleaseGraphicsResources"; + + vtkWindow * renWin = renderer->GetVtkRenderer()->GetRenderWindow(); + + if (( this->Volume1Index || this->Volume2Index || + this->Volume3Index || this->ColorLookupIndex) && renWin) + { + static_cast(renWin)->MakeCurrent(); +#ifdef GL_VERSION_1_1 + // free any textures + this->DeleteTextureIndex( &this->Volume1Index ); + this->DeleteTextureIndex( &this->Volume2Index ); + this->DeleteTextureIndex( &this->Volume3Index ); + this->DeleteTextureIndex( &this->ColorLookupIndex ); + this->DeleteTextureIndex( &this->AlphaLookupIndex ); +#endif + } + this->Volume1Index = 0; + this->Volume2Index = 0; + this->Volume3Index = 0; + this->ColorLookupIndex = 0; + this->RenderWindow = NULL; + this->SupportsCompressedTexture=false; + this->SupportsNonPowerOfTwoTextures=false; + + this->Modified(); +} + + void vtkMitkOpenGLVolumeTextureMapper3D::Render(vtkRenderer *ren, vtkVolume *vol) { //GPU_INFO << "Render"; ren->GetRenderWindow()->MakeCurrent(); if ( !this->Initialized ) { //this->Initialize(); this->Initialize(ren); } if ( !this->RenderPossible ) { vtkErrorMacro( "required extensions not supported" ); return; } vtkMatrix4x4 *matrix = vtkMatrix4x4::New(); vtkPlaneCollection *clipPlanes; vtkPlane *plane; int numClipPlanes = 0; double planeEquation[4]; // build transformation vol->GetMatrix(matrix); matrix->Transpose(); glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_POLYGON_BIT | GL_TEXTURE_BIT); int i; // Use the OpenGL clip planes clipPlanes = this->ClippingPlanes; if ( clipPlanes ) { numClipPlanes = clipPlanes->GetNumberOfItems(); if (numClipPlanes > 6) { vtkErrorMacro(<< "OpenGL guarantees only 6 additional clipping planes"); } for (i = 0; i < numClipPlanes; i++) { glEnable(static_cast(GL_CLIP_PLANE0+i)); plane = static_cast(clipPlanes->GetItemAsObject(i)); planeEquation[0] = plane->GetNormal()[0]; planeEquation[1] = plane->GetNormal()[1]; planeEquation[2] = plane->GetNormal()[2]; planeEquation[3] = -(planeEquation[0]*plane->GetOrigin()[0]+ planeEquation[1]*plane->GetOrigin()[1]+ planeEquation[2]*plane->GetOrigin()[2]); glClipPlane(static_cast(GL_CLIP_PLANE0+i),planeEquation); } } // insert model transformation glMatrixMode( GL_MODELVIEW ); glPushMatrix(); glMultMatrixd(matrix->Element[0]); glColor4f( 1.0, 1.0, 1.0, 1.0 ); // Turn lighting off - the polygon textures already have illumination glDisable( GL_LIGHTING ); vtkGraphicErrorMacro(ren->GetRenderWindow(),"Before actual render method"); this->RenderFP(ren,vol); // pop transformation matrix glMatrixMode( GL_MODELVIEW ); glPopMatrix(); matrix->Delete(); glPopAttrib(); } void vtkMitkOpenGLVolumeTextureMapper3D::RenderFP(vtkRenderer *ren, vtkVolume *vol) { //GPU_INFO << "RenderFP"; /* glAlphaFunc (GL_GREATER, static_cast(1.0/255.0)); glEnable (GL_ALPHA_TEST); */ glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); int components = this->GetInput()->GetNumberOfScalarComponents(); switch ( components ) { case 1: this->RenderOneIndependentShadeFP(ren,vol); break; case 4: this->RenderRGBAShadeFP(ren,vol); break; } vtkgl::ActiveTexture( vtkgl::TEXTURE2); glDisable( GL_TEXTURE_2D ); glDisable( vtkgl::TEXTURE_3D ); vtkgl::ActiveTexture( vtkgl::TEXTURE1); glDisable( GL_TEXTURE_2D ); glDisable( vtkgl::TEXTURE_3D ); vtkgl::ActiveTexture( vtkgl::TEXTURE0); glDisable( GL_TEXTURE_2D ); glDisable( vtkgl::TEXTURE_3D ); glDisable( GL_BLEND ); } void vtkMitkOpenGLVolumeTextureMapper3D::DeleteTextureIndex( GLuint *index ) { //GPU_INFO << "DeleteTextureIndex"; if (glIsTexture(*index)) { GLuint tempIndex; tempIndex = *index; glDeleteTextures(1, &tempIndex); *index = 0; } } void vtkMitkOpenGLVolumeTextureMapper3D::CreateTextureIndex( GLuint *index ) { //GPU_INFO << "CreateTextureIndex"; GLuint tempIndex=0; glGenTextures(1, &tempIndex); *index = static_cast(tempIndex); } void vtkMitkOpenGLVolumeTextureMapper3D::RenderPolygons( vtkRenderer *ren, vtkVolume *vol, int stages[4] ) { //GPU_INFO << "RenderPolygons"; vtkRenderWindow *renWin = ren->GetRenderWindow(); if ( renWin->CheckAbortStatus() ) { return; } double bounds[27][6]; float distance2[27]; int numIterations; int i, j, k; // No cropping case - render the whole thing if ( !this->Cropping ) { // Use the input data bounds - we'll take care of the volume's // matrix during rendering this->GetInput()->GetBounds(bounds[0]); numIterations = 1; } // Simple cropping case - render the subvolume else if ( this->CroppingRegionFlags == 0x2000 ) { this->GetCroppingRegionPlanes(bounds[0]); numIterations = 1; } // Complex cropping case - render each region in back-to-front order else { // Get the camera position double camPos[4]; ren->GetActiveCamera()->GetPosition(camPos); double volBounds[6]; this->GetInput()->GetBounds(volBounds); // Pass camera through inverse volume matrix // so that we are in the same coordinate system vtkMatrix4x4 *volMatrix = vtkMatrix4x4::New(); vol->GetMatrix( volMatrix ); camPos[3] = 1.0; volMatrix->Invert(); volMatrix->MultiplyPoint( camPos, camPos ); volMatrix->Delete(); if ( camPos[3] ) { camPos[0] /= camPos[3]; camPos[1] /= camPos[3]; camPos[2] /= camPos[3]; } // These are the region limits for x (first four), y (next four) and // z (last four). The first region limit is the lower bound for // that axis, the next two are the region planes along that axis, and // the final one in the upper bound for that axis. float limit[12]; for ( i = 0; i < 3; i++ ) { limit[i*4 ] = volBounds[i*2]; limit[i*4+1] = this->CroppingRegionPlanes[i*2]; limit[i*4+2] = this->CroppingRegionPlanes[i*2+1]; limit[i*4+3] = volBounds[i*2+1]; } // For each of the 27 possible regions, find out if it is enabled, // and if so, compute the bounds and the distance from the camera // to the center of the region. int numRegions = 0; int region; for ( region = 0; region < 27; region++ ) { int regionFlag = 1<CroppingRegionFlags & regionFlag ) { // what is the coordinate in the 3x3x3 grid int loc[3]; loc[0] = region%3; loc[1] = (region/3)%3; loc[2] = (region/9)%3; // compute the bounds and center float center[3]; for ( i = 0; i < 3; i++ ) { bounds[numRegions][i*2 ] = limit[4*i+loc[i]]; bounds[numRegions][i*2+1] = limit[4*i+loc[i]+1]; center[i] = (bounds[numRegions][i*2 ] + bounds[numRegions][i*2+1])/2.0; } // compute the distance squared to the center distance2[numRegions] = (camPos[0]-center[0])*(camPos[0]-center[0]) + (camPos[1]-center[1])*(camPos[1]-center[1]) + (camPos[2]-center[2])*(camPos[2]-center[2]); // we've added one region numRegions++; } } // Do a quick bubble sort on distance for ( i = 1; i < numRegions; i++ ) { for ( j = i; j > 0 && distance2[j] > distance2[j-1]; j-- ) { float tmpBounds[6]; float tmpDistance2; for ( k = 0; k < 6; k++ ) { tmpBounds[k] = bounds[j][k]; } tmpDistance2 = distance2[j]; for ( k = 0; k < 6; k++ ) { bounds[j][k] = bounds[j-1][k]; } distance2[j] = distance2[j-1]; for ( k = 0; k < 6; k++ ) { bounds[j-1][k] = tmpBounds[k]; } distance2[j-1] = tmpDistance2; } } numIterations = numRegions; } // loop over all regions we need to render for ( int loop = 0; loop < numIterations; loop++ ) { // Compute the set of polygons for this region // according to the bounds this->ComputePolygons( ren, vol, bounds[loop] ); // Loop over the polygons for ( i = 0; i < this->NumberOfPolygons; i++ ) { if ( renWin->CheckAbortStatus() ) { return; } float *ptr = this->PolygonBuffer + 36*i; glBegin( GL_TRIANGLE_FAN ); for ( j = 0; j < 6; j++ ) { if ( ptr[0] < 0.0 ) { break; } for ( k = 0; k < 4; k++ ) { if ( stages[k] ) { vtkgl::MultiTexCoord3fv( vtkgl::TEXTURE0 + k, ptr ); } } glVertex3fv( ptr+3 ); ptr += 6; } glEnd(); } } } // This method moves the scalars from the input volume into volume1 (and // possibly volume2) which are the 3D texture maps used for rendering. // // In the case where our volume is a power of two, the copy is done // directly. If we need to resample, then trilinear interpolation is used. // // A shift/scale is applied to the input scalar value to produce an 8 bit // value for the texture volume. // // When the input data is one component, the scalar value is placed in the // second component of the two component volume1. The first component is // filled in later with the gradient magnitude. // // When the input data is two component non-independent, the first component // of the input data is placed in the first component of volume1, and the // second component of the input data is placed in the third component of // volume1. Volume1 has three components - the second is filled in later with // the gradient magnitude. // // When the input data is four component non-independent, the first three // components of the input data are placed in volume1 (which has three // components), and the fourth component is placed in the second component // of volume2. The first component of volume2 is later filled in with the // gradient magnitude. template class ScalarGradientCompute { T *dataPtr; unsigned char *tmpPtr; unsigned char *tmpPtr2; int sizeX; int sizeY; int sizeZ; int sizeXY; int sizeXm1; int sizeYm1; int sizeZm1; int fullX; int fullY; int fullZ; int fullXY; int currentChunkStart; int currentChunkEnd; int offZ; float offset; float scale; public: ScalarGradientCompute( T *_dataPtr,unsigned char *_tmpPtr,unsigned char *_tmpPtr2,int _sizeX,int _sizeY,int _sizeZ,int _fullX,int _fullY,int _fullZ,float _offset,float _scale) { dataPtr=_dataPtr; tmpPtr=_tmpPtr; tmpPtr2=_tmpPtr2; sizeX=_sizeX; sizeY=_sizeY; sizeZ=_sizeZ; fullX=_fullX; fullY=_fullY; fullZ=_fullZ; offset=_offset; scale=_scale; sizeXY=sizeX*sizeY; sizeXm1=sizeX-1; sizeYm1=sizeY-1; sizeZm1=sizeZ-1; fullXY=fullX*fullY; } inline float sample(int x,int y,int z) { return float(dataPtr[ x + y * sizeX + z * sizeXY ]); } inline void fill(int x,int y,int z) { int doff = x + y * fullX + (z-offZ) * fullXY; tmpPtr[doff*4+0]= 0; tmpPtr[doff*4+1]= 0; tmpPtr[doff*4+2]= 0; tmpPtr[doff*4+3]= 0; /* tmpPtr2[doff*3+0]= 0; tmpPtr2[doff*3+1]= 0; tmpPtr2[doff*3+2]= 0; */ } inline int clamp(int x) { if(x<0) x=0; else if(x>255) x=255; return x; } inline void write(int x,int y,int z,float grayValue,float gx,float gy,float gz) { /* gx /= aspect[0]; gy /= aspect[1]; gz /= aspect[2]; */ // Compute the gradient magnitude int iGrayValue = static_cast( (grayValue + offset) * scale + 0.5f ); gx *= scale; gy *= scale; gz *= scale; float t = sqrtf( gx*gx + gy*gy + gz*gz ); if ( t > 0.01f ) { if( t < 2.0f ) { float fac = 2.0f/t; gx *= fac; gy *= fac; gz *= fac; } else if( t > 255.0f) { float fac = 255.0f/t; gx *= fac; gy *= fac; gz *= fac; } } else { gx=gy=gz=0.0f; } int nx = static_cast(0.5f*gx+127.5f); int ny = static_cast(0.5f*gy+127.5f); int nz = static_cast(0.5f*gz+127.5f); int doff = x + y * fullX + (z-offZ) * fullXY; //tmpPtr[doff*2+0]= 0; tmpPtr[doff*4+0]= clamp(nx); tmpPtr[doff*4+1]= clamp(ny); tmpPtr[doff*4+2]= clamp(nz); tmpPtr[doff*4+3]= clamp(iGrayValue); /* if( z == fullZ/2 ) if( y == fullY/2 ) MITK_INFO << x << " " << y << " " << z << " : " << iGrayValue << " : " << iGradient; */ } inline void compute(int x,int y,int z) { float grayValue = sample(x,y,z); float gx,gy,gz; gx = sample(x+1,y,z) - sample(x-1,y,z); gy = sample(x,y+1,z) - sample(x,y-1,z); gz = sample(x,y,z+1) - sample(x,y,z-1); write( x, y, z, grayValue, gx, gy, gz ); } inline void computeClamp(int x,int y,int z) { float grayValue = sample(x,y,z); float gx,gy,gz; if(x==0) gx = 2.0f * ( sample(x+1,y,z) - grayValue ); else if(x==sizeXm1) gx = 2.0f * ( grayValue - sample(x-1,y,z) ); else gx = sample(x+1,y,z) - sample(x-1,y,z); if(y==0) gy = 2.0f * ( sample(x,y+1,z) - grayValue ); else if(y==sizeYm1) gy = 2.0f * ( grayValue - sample(x,y-1,z) ); else gy = sample(x,y+1,z) - sample(x,y-1,z); if(z==0) gz = 2.0f * ( sample(x,y,z+1) - grayValue ); else if(z==sizeZm1) gz = 2.0f * ( grayValue - sample(x,y,z-1) ); else gz = sample(x,y,z+1) - sample(x,y,z-1); write( x, y, z, grayValue, gx, gy, gz ); } inline void compute1D(int y,int z) { int x; x=0; computeClamp(x,y,z); x++; while(x=sizeZ) fill2D(z); else compute2D(z); } } }; template void vtkVolumeTextureMapper3DComputeScalars( T *dataPtr, vtkMitkVolumeTextureMapper3D *me, float offset, float scale, GLuint volume1, GLuint /*volume2*/) { T *inPtr; // unsigned char *outPtr, *outPtr2; // int i, j, k; // int idx; int inputDimensions[3]; double inputSpacing[3]; vtkImageData *input = me->GetInput(); input->GetDimensions( inputDimensions ); input->GetSpacing( inputSpacing ); int outputDimensions[3]; float outputSpacing[3]; me->GetVolumeDimensions( outputDimensions ); me->GetVolumeSpacing( outputSpacing ); // int components = input->GetNumberOfScalarComponents(); // double wx, wy, wz; // double fx, fy, fz; // int x, y, z; double sampleRate[3]; sampleRate[0] = outputSpacing[0] / static_cast(inputSpacing[0]); sampleRate[1] = outputSpacing[1] / static_cast(inputSpacing[1]); sampleRate[2] = outputSpacing[2] / static_cast(inputSpacing[2]); int fullX = outputDimensions[0]; int fullY = outputDimensions[1]; int fullZ = outputDimensions[2]; int sizeX = inputDimensions[0]; int sizeY = inputDimensions[1]; int sizeZ = inputDimensions[2]; int chunkSize = 64; if(fullZ < chunkSize) chunkSize=fullZ; int numChunks = ( fullZ + (chunkSize-1) ) / chunkSize; inPtr = dataPtr; unsigned char *tmpPtr = new unsigned char[fullX*fullY*chunkSize*4]; unsigned char *tmpPtr2 = 0;//new unsigned char[fullX*fullY*chunkSize*3]; // For each Chunk { ScalarGradientCompute sgc(dataPtr,tmpPtr,tmpPtr2,sizeX,sizeY,sizeZ,fullX,fullY,fullZ,offset,scale); int currentChunk = 0; while(currentChunk < numChunks) { // MITK_INFO << "processing chunk " << currentChunk; int currentChunkStart = currentChunk * chunkSize; int currentChunkEnd = currentChunkStart + chunkSize - 1 ; if( currentChunkEnd > (fullZ-1) ) currentChunkEnd = (fullZ-1); int currentChunkSize = currentChunkEnd - currentChunkStart + 1; sgc.fillSlices( currentChunkStart , currentChunkEnd ); glBindTexture(vtkgl::TEXTURE_3D, volume1); vtkgl::TexSubImage3D(vtkgl::TEXTURE_3D,0,0,0,currentChunkStart,fullX,fullY,currentChunkSize,GL_RGBA,GL_UNSIGNED_BYTE,tmpPtr); /* glBindTexture(vtkgl::TEXTURE_3D, volume2); vtkgl::TexSubImage3D(vtkgl::TEXTURE_3D,0,0,0,currentChunkStart,fullX,fullY,currentChunkSize,GL_RGB,GL_UNSIGNED_BYTE,tmpPtr2); */ currentChunk ++; } } delete tmpPtr; // delete tmpPtr2; } class RGBACompute { unsigned char *dataPtr; unsigned char *tmpPtr; unsigned char *tmpPtr2; int sizeX; int sizeY; int sizeZ; int sizeXY; int sizeXm1; int sizeYm1; int sizeZm1; int fullX; int fullY; int fullZ; int fullXY; int currentChunkStart; int currentChunkEnd; int offZ; public: RGBACompute( unsigned char *_dataPtr,unsigned char *_tmpPtr,unsigned char *_tmpPtr2,int _sizeX,int _sizeY,int _sizeZ,int _fullX,int _fullY,int _fullZ) { dataPtr=_dataPtr; tmpPtr=_tmpPtr; tmpPtr2=_tmpPtr2; sizeX=_sizeX; sizeY=_sizeY; sizeZ=_sizeZ; fullX=_fullX; fullY=_fullY; fullZ=_fullZ; sizeXY=sizeX*sizeY; sizeXm1=sizeX-1; sizeYm1=sizeY-1; sizeZm1=sizeZ-1; fullXY=fullX*fullY; } inline int sample(int x,int y,int z) { return dataPtr[ ( x + y * sizeX + z * sizeXY ) * 4 +3 ]; } inline void fill(int x,int y,int z) { int doff = x + y * fullX + (z-offZ) * fullXY; tmpPtr[doff*4+0]= 0; tmpPtr[doff*4+1]= 0; tmpPtr[doff*4+2]= 0; tmpPtr[doff*4+3]= 0; tmpPtr2[doff*3+0]= 0; tmpPtr2[doff*3+1]= 0; tmpPtr2[doff*3+2]= 0; } inline int clamp(int x) { if(x<0) x=0; else if(x>255) x=255; return x; } inline void write(int x,int y,int z,int iGrayValue,int gx,int gy,int gz) { /* gx /= aspect[0]; gy /= aspect[1]; gz /= aspect[2]; */ int nx = static_cast(0.5f*gx+127.5f); int ny = static_cast(0.5f*gy+127.5f); int nz = static_cast(0.5f*gz+127.5f); int doff = x + y * fullX + (z-offZ) * fullXY; //tmpPtr[doff*2+0]= 0; tmpPtr[doff*4+0]= clamp(nx); tmpPtr[doff*4+1]= clamp(ny); tmpPtr[doff*4+2]= clamp(nz); tmpPtr[doff*4+3]= clamp(iGrayValue); int soff = x + y * sizeX + z * sizeXY; tmpPtr2[doff*3+0]= dataPtr[soff*4+0]; tmpPtr2[doff*3+1]= dataPtr[soff*4+1]; tmpPtr2[doff*3+2]= dataPtr[soff*4+2]; /* if( z == fullZ/2 ) if( y == fullY/2 ) MITK_INFO << x << " " << y << " " << z << " : " << iGrayValue << " : " << iGradient; */ } inline void compute(int x,int y,int z) { int grayValue = sample(x,y,z); int gx,gy,gz; gx = sample(x+1,y,z) - sample(x-1,y,z); gy = sample(x,y+1,z) - sample(x,y-1,z); gz = sample(x,y,z+1) - sample(x,y,z-1); write( x, y, z, grayValue, gx, gy, gz ); } inline void computeClamp(int x,int y,int z) { int grayValue = sample(x,y,z); int gx,gy,gz; if(x==0) gx = 2 * ( sample(x+1,y,z) - grayValue ); else if(x==sizeXm1) gx = 2 * ( grayValue - sample(x-1,y,z) ); else gx = sample(x+1,y,z) - sample(x-1,y,z); if(y==0) gy = 2 * ( sample(x,y+1,z) - grayValue ); else if(y==sizeYm1) gy = 2 * ( grayValue - sample(x,y-1,z) ); else gy = sample(x,y+1,z) - sample(x,y-1,z); if(z==0) gz = 2 * ( sample(x,y,z+1) - grayValue ); else if(z==sizeZm1) gz = 2 * ( grayValue - sample(x,y,z-1) ); else gz = sample(x,y,z+1) - sample(x,y,z-1); write( x, y, z, grayValue, gx, gy, gz ); } inline void compute1D(int y,int z) { int x=0; computeClamp(x,y,z); x++; while(x=sizeZ) fill2D(z); else compute2D(z); } } }; void vtkVolumeTextureMapper3DComputeRGBA( unsigned char *dataPtr, vtkMitkVolumeTextureMapper3D *me, GLuint volume1, GLuint volume2) { unsigned char *inPtr; // unsigned char *outPtr, *outPtr2; // int i, j, k; // int idx; int inputDimensions[3]; double inputSpacing[3]; vtkImageData *input = me->GetInput(); input->GetDimensions( inputDimensions ); input->GetSpacing( inputSpacing ); int outputDimensions[3]; float outputSpacing[3]; me->GetVolumeDimensions( outputDimensions ); me->GetVolumeSpacing( outputSpacing ); int components = input->GetNumberOfScalarComponents(); MITK_INFO << "components are " << components; // double wx, wy, wz; // double fx, fy, fz; // int x, y, z; double sampleRate[3]; sampleRate[0] = outputSpacing[0] / static_cast(inputSpacing[0]); sampleRate[1] = outputSpacing[1] / static_cast(inputSpacing[1]); sampleRate[2] = outputSpacing[2] / static_cast(inputSpacing[2]); int fullX = outputDimensions[0]; int fullY = outputDimensions[1]; int fullZ = outputDimensions[2]; int sizeX = inputDimensions[0]; int sizeY = inputDimensions[1]; int sizeZ = inputDimensions[2]; int chunkSize = 64; if(fullZ < chunkSize) chunkSize=fullZ; int numChunks = ( fullZ + (chunkSize-1) ) / chunkSize; inPtr = dataPtr; unsigned char *tmpPtr = new unsigned char[fullX*fullY*chunkSize*4]; unsigned char *tmpPtr2 = new unsigned char[fullX*fullY*chunkSize*3]; // For each Chunk { RGBACompute sgc(dataPtr,tmpPtr,tmpPtr2,sizeX,sizeY,sizeZ,fullX,fullY,fullZ); int currentChunk = 0; while(currentChunk < numChunks) { // MITK_INFO << "processing chunk " << currentChunk; int currentChunkStart = currentChunk * chunkSize; int currentChunkEnd = currentChunkStart + chunkSize - 1 ; if( currentChunkEnd > (fullZ-1) ) currentChunkEnd = (fullZ-1); int currentChunkSize = currentChunkEnd - currentChunkStart + 1; sgc.fillSlices( currentChunkStart , currentChunkEnd ); glBindTexture(vtkgl::TEXTURE_3D, volume1); vtkgl::TexSubImage3D(vtkgl::TEXTURE_3D,0,0,0,currentChunkStart,fullX,fullY,currentChunkSize,GL_RGBA,GL_UNSIGNED_BYTE,tmpPtr); glBindTexture(vtkgl::TEXTURE_3D, volume2); vtkgl::TexSubImage3D(vtkgl::TEXTURE_3D,0,0,0,currentChunkStart,fullX,fullY,currentChunkSize,GL_RGB,GL_UNSIGNED_BYTE,tmpPtr2); currentChunk ++; } } delete tmpPtr; delete tmpPtr2; } //----------------------------------------------------------------------------- void vtkMitkOpenGLVolumeTextureMapper3D::ComputeVolumeDimensions() { // Get the image data vtkImageData *input = this->GetInput(); // How big does the Volume need to be? int dim[3]; input->GetDimensions(dim); int powerOfTwoDim[3]; if(this->SupportsNonPowerOfTwoTextures) { for ( int i = 0; i < 3; i++ ) powerOfTwoDim[i]=(dim[i]+1)&~1; // MITK_INFO << "using non-power-two even textures (" << (1.0-double(dim[0]*dim[1]*dim[2])/double(powerOfTwoDim[0]*powerOfTwoDim[1]*powerOfTwoDim[2])) * 100.0 << "% memory wasted)"; } else { for ( int i = 0; i < 3; i++ ) { powerOfTwoDim[i] = 4; while ( powerOfTwoDim[i] < dim[i] ) powerOfTwoDim[i] *= 2; } MITK_WARN << "using power-two textures (" << (1.0-double(dim[0]*dim[1]*dim[2])/double(powerOfTwoDim[0]*powerOfTwoDim[1]*powerOfTwoDim[2])) * 100.0 << "% memory wasted)"; } // Save the volume size this->VolumeDimensions[0] = powerOfTwoDim[0]; this->VolumeDimensions[1] = powerOfTwoDim[1]; this->VolumeDimensions[2] = powerOfTwoDim[2]; // What is the spacing? double spacing[3]; input->GetSpacing(spacing); // Compute the new spacing this->VolumeSpacing[0] = ( dim[0] -1.01)*spacing[0] / static_cast(this->VolumeDimensions[0]-1); this->VolumeSpacing[1] = ( dim[1] -1.01)*spacing[1] / static_cast(this->VolumeDimensions[1]-1); this->VolumeSpacing[2] = ((dim[2])-1.01)*spacing[2] / static_cast(this->VolumeDimensions[2]-1); } //----------------------------------------------------------------------------- bool vtkMitkOpenGLVolumeTextureMapper3D::UpdateVolumes(vtkVolume *vtkNotUsed(vol)) { // Get the image data vtkImageData *input = this->GetInput(); input->Update(); bool needUpdate = false; // Has the volume changed in some way? if ( this->SavedTextureInput != input || this->SavedTextureMTime.GetMTime() < input->GetMTime() ) needUpdate = true; // Do we have any volume on the gpu already? if(!this->Volume1Index) needUpdate = true; if(!needUpdate) return true; ComputeVolumeDimensions(); int components = input->GetNumberOfScalarComponents(); // Find the scalar range double scalarRange[2]; input->GetPointData()->GetScalars()->GetRange(scalarRange, components-1); // Is the difference between max and min less than 4096? If so, and if // the data is not of float or double type, use a simple offset mapping. // If the difference between max and min is 4096 or greater, or the data // is of type float or double, we must use an offset / scaling mapping. // In this case, the array size will be 4096 - we need to figure out the // offset and scale factor. float offset; float scale; int arraySizeNeeded; int scalarType = input->GetScalarType(); if ( scalarType == VTK_FLOAT || scalarType == VTK_DOUBLE || scalarRange[1] - scalarRange[0] > 255 ) { arraySizeNeeded = 256; offset = -scalarRange[0]; scale = 255.0 / (scalarRange[1] - scalarRange[0]); } else { arraySizeNeeded = static_cast(scalarRange[1] - scalarRange[0] + 1); offset = -scalarRange[0]; scale = 1.0; } this->ColorTableSize = arraySizeNeeded; this->ColorTableOffset = offset; this->ColorTableScale = scale; // Allocating volume on gpu { // Deleting old textures this->DeleteTextureIndex(&this->Volume1Index); this->DeleteTextureIndex(&this->Volume2Index); this->DeleteTextureIndex(&this->Volume3Index); this->CreateTextureIndex(&this->Volume1Index); //this->CreateTextureIndex(&this->Volume2Index); int dim[3]; this->GetVolumeDimensions(dim); vtkgl::ActiveTexture( vtkgl::TEXTURE0 ); MITK_INFO << "allocating volume on gpu"; GLint gradientScalarTextureFormat = GL_RGBA8; if(this->UseCompressedTexture && SupportsCompressedTexture) gradientScalarTextureFormat = myGL_COMPRESSED_RGBA_S3TC_DXT5_EXT; glBindTexture(vtkgl::TEXTURE_3D, this->Volume1Index); vtkgl::TexImage3D(vtkgl::TEXTURE_3D,0,gradientScalarTextureFormat,dim[0],dim[1],dim[2],0,GL_RGBA,GL_UNSIGNED_BYTE,0); this->Setup3DTextureParameters( true ); } // Transfer the input volume to the RGBA volume void *dataPtr = input->GetScalarPointer(); switch ( scalarType ) { vtkTemplateMacro( vtkVolumeTextureMapper3DComputeScalars( static_cast(dataPtr), this, offset, scale, this->Volume1Index, this->Volume2Index)); } this->SavedTextureInput = input; this->SavedTextureMTime.Modified(); return true; } //----------------------------------------------------------------------------- bool vtkMitkOpenGLVolumeTextureMapper3D::UpdateVolumesRGBA(vtkVolume *vtkNotUsed(vol)) { // Get the image data vtkImageData *input = this->GetInput(); input->Update(); bool needUpdate = false; // Has the volume changed in some way? if ( this->SavedTextureInput != input || this->SavedTextureMTime.GetMTime() < input->GetMTime() ) needUpdate = true; // Do we have any volume on the gpu already? if(!this->Volume1Index) needUpdate = true; if(!needUpdate) return true; MITK_INFO << "updating rgba volume"; ComputeVolumeDimensions(); // Allocating volume on gpu { // Deleting old textures this->DeleteTextureIndex(&this->Volume1Index); this->DeleteTextureIndex(&this->Volume2Index); this->DeleteTextureIndex(&this->Volume3Index); this->CreateTextureIndex(&this->Volume1Index); this->CreateTextureIndex(&this->Volume2Index); int dim[3]; this->GetVolumeDimensions(dim); MITK_INFO << "allocating volume on gpu"; GLint gradientScalarTextureFormat = GL_RGBA8; GLint colorTextureFormat = GL_RGB8; if(this->UseCompressedTexture && SupportsCompressedTexture) { gradientScalarTextureFormat = myGL_COMPRESSED_RGBA_S3TC_DXT5_EXT; colorTextureFormat = myGL_COMPRESSED_RGB_S3TC_DXT1_EXT; } vtkgl::ActiveTexture( vtkgl::TEXTURE0 ); glBindTexture(vtkgl::TEXTURE_3D, this->Volume1Index); vtkgl::TexImage3D(vtkgl::TEXTURE_3D,0,gradientScalarTextureFormat,dim[0],dim[1],dim[2],0,GL_RGBA,GL_UNSIGNED_BYTE,0); this->Setup3DTextureParameters( true ); glBindTexture(vtkgl::TEXTURE_3D, this->Volume2Index); vtkgl::TexImage3D(vtkgl::TEXTURE_3D,0,colorTextureFormat,dim[0],dim[1],dim[2],0,GL_RGB,GL_UNSIGNED_BYTE,0); this->Setup3DTextureParameters( true ); } // Transfer the input volume to the RGBA volume unsigned char *dataPtr = (unsigned char*)input->GetScalarPointer(); vtkVolumeTextureMapper3DComputeRGBA( dataPtr, this, this->Volume1Index, this->Volume2Index); this->SavedTextureInput = input; this->SavedTextureMTime.Modified(); return true; } void vtkMitkOpenGLVolumeTextureMapper3D::Setup3DTextureParameters( bool linear ) { //GPU_INFO << "Setup3DTextureParameters"; if( linear ) { glTexParameterf( vtkgl::TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameterf( vtkgl::TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); } else { glTexParameterf( vtkgl::TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameterf( vtkgl::TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); } glTexParameterf( vtkgl::TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP ); glTexParameterf( vtkgl::TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP ); } void vtkMitkOpenGLVolumeTextureMapper3D::SetupOneIndependentTextures( vtkRenderer *vtkNotUsed(ren), vtkVolume *vol ) { // Update the volume containing the 2 byte scalar / gradient magnitude this->UpdateVolumes( vol ); // Update the dependent 2D color table mapping scalar value and // gradient magnitude to RGBA if ( this->UpdateColorLookup( vol ) || !this->ColorLookupIndex ) { this->DeleteTextureIndex( &this->ColorLookupIndex ); this->DeleteTextureIndex( &this->AlphaLookupIndex ); this->CreateTextureIndex( &this->ColorLookupIndex ); vtkgl::ActiveTexture( vtkgl::TEXTURE1 ); glBindTexture(GL_TEXTURE_2D, this->ColorLookupIndex); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); //MITK_INFO << "uploading transferfunction"; GLint colorLookupTextureFormat = GL_RGBA8; if(this->UseCompressedTexture && SupportsCompressedTexture) colorLookupTextureFormat = myGL_COMPRESSED_RGBA_S3TC_DXT5_EXT; glTexImage2D( GL_TEXTURE_2D, 0,colorLookupTextureFormat, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, this->ColorLookup ); } } void vtkMitkOpenGLVolumeTextureMapper3D::SetupRGBATextures( vtkRenderer *vtkNotUsed(ren), vtkVolume *vol ) { MITK_INFO << "SetupFourDependentTextures"; this->UpdateVolumesRGBA(vol); /* vtkgl::ActiveTexture( vtkgl::TEXTURE0 ); glDisable( GL_TEXTURE_2D ); glEnable( vtkgl::TEXTURE_3D ); vtkgl::ActiveTexture( vtkgl::TEXTURE1 ); glDisable( GL_TEXTURE_2D ); glEnable( vtkgl::TEXTURE_3D ); vtkgl::ActiveTexture( vtkgl::TEXTURE2 ); glDisable( GL_TEXTURE_2D ); glEnable( vtkgl::TEXTURE_3D ); // Update the volume containing the 3 byte scalars / gradient magnitude if ( this->UpdateVolumes( vol ) || !this->Volume1Index || !this->Volume2Index || !this->Volume3Index ) { int dim[3]; this->GetVolumeDimensions(dim); vtkgl::ActiveTexture( vtkgl::TEXTURE0 ); glBindTexture(vtkgl::TEXTURE_3D,0); this->DeleteTextureIndex(&this->Volume1Index); this->CreateTextureIndex(&this->Volume1Index); glBindTexture(vtkgl::TEXTURE_3D, this->Volume1Index); vtkgl::TexImage3D(vtkgl::TEXTURE_3D,0,this->InternalRGB,dim[0],dim[1], dim[2],0,GL_RGB,GL_UNSIGNED_BYTE,this->Volume1); vtkgl::ActiveTexture( vtkgl::TEXTURE1 ); glBindTexture(vtkgl::TEXTURE_3D,0); this->DeleteTextureIndex(&this->Volume2Index); this->CreateTextureIndex(&this->Volume2Index); glBindTexture(vtkgl::TEXTURE_3D, this->Volume2Index); vtkgl::TexImage3D(vtkgl::TEXTURE_3D,0,this->InternalLA,dim[0],dim[1], dim[2],0,GL_LUMINANCE_ALPHA,GL_UNSIGNED_BYTE, this->Volume2); vtkgl::ActiveTexture( vtkgl::TEXTURE2 ); glBindTexture(vtkgl::TEXTURE_3D,0); this->DeleteTextureIndex(&this->Volume3Index); this->CreateTextureIndex(&this->Volume3Index); glBindTexture(vtkgl::TEXTURE_3D, this->Volume3Index); vtkgl::TexImage3D(vtkgl::TEXTURE_3D,0,this->InternalRGB,dim[0],dim[1], dim[2],0,GL_RGB,GL_UNSIGNED_BYTE,this->Volume3); } vtkgl::ActiveTexture( vtkgl::TEXTURE0 ); glBindTexture(vtkgl::TEXTURE_3D, this->Volume1Index); this->Setup3DTextureParameters( true ); vtkgl::ActiveTexture( vtkgl::TEXTURE1 ); glBindTexture(vtkgl::TEXTURE_3D, this->Volume2Index); this->Setup3DTextureParameters( true ); vtkgl::ActiveTexture( vtkgl::TEXTURE2 ); glBindTexture(vtkgl::TEXTURE_3D_EXT, this->Volume3Index); this->Setup3DTextureParameters( true ); vtkgl::ActiveTexture( vtkgl::TEXTURE3 ); glEnable( GL_TEXTURE_2D ); glDisable( vtkgl::TEXTURE_3D ); // Update the dependent 2D table mapping scalar value and // gradient magnitude to opacity if ( this->UpdateColorLookup( vol ) || !this->AlphaLookupIndex ) { this->DeleteTextureIndex(&this->ColorLookupIndex); vtkgl::ActiveTexture( vtkgl::TEXTURE3 ); glBindTexture(GL_TEXTURE_2D,0); this->DeleteTextureIndex(&this->AlphaLookupIndex); this->CreateTextureIndex(&this->AlphaLookupIndex); glBindTexture(GL_TEXTURE_2D, this->AlphaLookupIndex); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); //MITK_INFO << "uploading transferfunction"; glTexImage2D(GL_TEXTURE_2D,0,this->InternalAlpha, 256, 256, 0, GL_ALPHA, GL_UNSIGNED_BYTE, this->AlphaLookup ); } vtkgl::ActiveTexture( vtkgl::TEXTURE3 ); glBindTexture(GL_TEXTURE_2D, this->AlphaLookupIndex); */ } void vtkMitkOpenGLVolumeTextureMapper3D::RenderOneIndependentShadeFP( vtkRenderer *ren, vtkVolume *vol ) { //GPU_INFO << "RenderOneIndependentShadeFP"; this->SetupOneIndependentTextures( ren, vol ); glEnable( vtkgl::FRAGMENT_PROGRAM_ARB ); vtkgl::BindProgramARB( vtkgl::FRAGMENT_PROGRAM_ARB, prgOneComponentShade ); this->SetupProgramLocalsForShadingFP( ren, vol ); // Bind Textures { vtkgl::ActiveTexture( vtkgl::TEXTURE0 ); glDisable( GL_TEXTURE_2D ); glEnable( vtkgl::TEXTURE_3D ); glBindTexture(vtkgl::TEXTURE_3D, this->Volume1Index); vtkgl::ActiveTexture( vtkgl::TEXTURE1 ); glEnable( GL_TEXTURE_2D ); glDisable( vtkgl::TEXTURE_3D ); glBindTexture(GL_TEXTURE_2D, this->ColorLookupIndex); vtkgl::ActiveTexture( vtkgl::TEXTURE2 ); glDisable( GL_TEXTURE_2D ); glEnable( vtkgl::TEXTURE_3D ); glBindTexture(vtkgl::TEXTURE_3D, this->Volume2Index); } int stages[4] = {1,1,1,0}; this->RenderPolygons( ren, vol, stages ); glDisable( vtkgl::FRAGMENT_PROGRAM_ARB ); } void vtkMitkOpenGLVolumeTextureMapper3D::RenderRGBAShadeFP( vtkRenderer *ren, vtkVolume *vol ) { this->SetupRGBATextures(ren, vol); glEnable( vtkgl::FRAGMENT_PROGRAM_ARB ); vtkgl::BindProgramARB( vtkgl::FRAGMENT_PROGRAM_ARB, prgRGBAShade ); this->SetupProgramLocalsForShadingFP( ren, vol ); // Bind Textures { vtkgl::ActiveTexture( vtkgl::TEXTURE0 ); glDisable( GL_TEXTURE_2D ); glEnable( vtkgl::TEXTURE_3D ); glBindTexture(vtkgl::TEXTURE_3D, this->Volume1Index); vtkgl::ActiveTexture( vtkgl::TEXTURE1 ); glDisable( GL_TEXTURE_2D ); glEnable( vtkgl::TEXTURE_3D ); glBindTexture(vtkgl::TEXTURE_3D, this->Volume2Index); } int stages[4] = {1,1,1,0}; this->RenderPolygons( ren, vol, stages ); glDisable( vtkgl::FRAGMENT_PROGRAM_ARB ); } void vtkMitkOpenGLVolumeTextureMapper3D::GetLightInformation( vtkRenderer *ren, vtkVolume *vol, GLfloat lightDirection[2][4], GLfloat lightDiffuseColor[2][4], GLfloat lightSpecularColor[2][4], GLfloat halfwayVector[2][4], GLfloat ambientColor[4] ) { //GPU_INFO << "GetLightInformation"; float ambient = vol->GetProperty()->GetAmbient(); float diffuse = vol->GetProperty()->GetDiffuse(); float specular = vol->GetProperty()->GetSpecular(); vtkTransform *volumeTransform = vtkTransform::New(); volumeTransform->SetMatrix( vol->GetMatrix() ); volumeTransform->Inverse(); vtkLightCollection *lights = ren->GetLights(); lights->InitTraversal(); vtkLight *light[2]; light[0] = lights->GetNextItem(); light[1] = lights->GetNextItem(); int lightIndex = 0; double cameraPosition[3]; double cameraFocalPoint[3]; ren->GetActiveCamera()->GetPosition( cameraPosition ); ren->GetActiveCamera()->GetFocalPoint( cameraFocalPoint ); double viewDirection[3]; volumeTransform->TransformPoint( cameraPosition, cameraPosition ); volumeTransform->TransformPoint( cameraFocalPoint, cameraFocalPoint ); viewDirection[0] = cameraFocalPoint[0] - cameraPosition[0]; viewDirection[1] = cameraFocalPoint[1] - cameraPosition[1]; viewDirection[2] = cameraFocalPoint[2] - cameraPosition[2]; vtkMath::Normalize( viewDirection ); ambientColor[0] = 0.0; ambientColor[1] = 0.0; ambientColor[2] = 0.0; ambientColor[3] = 0.0; for ( lightIndex = 0; lightIndex < 2; lightIndex++ ) { float dir[3] = {0,0,0}; float half[3] = {0,0,0}; if ( light[lightIndex] == NULL || light[lightIndex]->GetSwitch() == 0 ) { lightDiffuseColor[lightIndex][0] = 0.0; lightDiffuseColor[lightIndex][1] = 0.0; lightDiffuseColor[lightIndex][2] = 0.0; lightDiffuseColor[lightIndex][3] = 0.0; lightSpecularColor[lightIndex][0] = 0.0; lightSpecularColor[lightIndex][1] = 0.0; lightSpecularColor[lightIndex][2] = 0.0; lightSpecularColor[lightIndex][3] = 0.0; } else { float lightIntensity = light[lightIndex]->GetIntensity(); double lightColor[3]; light[lightIndex]->GetDiffuseColor( lightColor ); double lightPosition[3]; double lightFocalPoint[3]; light[lightIndex]->GetTransformedPosition( lightPosition ); light[lightIndex]->GetTransformedFocalPoint( lightFocalPoint ); volumeTransform->TransformPoint( lightPosition, lightPosition ); volumeTransform->TransformPoint( lightFocalPoint, lightFocalPoint ); dir[0] = lightPosition[0] - lightFocalPoint[0]; dir[1] = lightPosition[1] - lightFocalPoint[1]; dir[2] = lightPosition[2] - lightFocalPoint[2]; vtkMath::Normalize( dir ); lightDiffuseColor[lightIndex][0] = lightColor[0]*diffuse*lightIntensity; lightDiffuseColor[lightIndex][1] = lightColor[1]*diffuse*lightIntensity; lightDiffuseColor[lightIndex][2] = lightColor[2]*diffuse*lightIntensity; lightDiffuseColor[lightIndex][3] = 1.0; lightSpecularColor[lightIndex][0]= lightColor[0]*specular*lightIntensity; lightSpecularColor[lightIndex][1]= lightColor[1]*specular*lightIntensity; lightSpecularColor[lightIndex][2]= lightColor[2]*specular*lightIntensity; lightSpecularColor[lightIndex][3] = 0.0; half[0] = dir[0] - viewDirection[0]; half[1] = dir[1] - viewDirection[1]; half[2] = dir[2] - viewDirection[2]; vtkMath::Normalize( half ); ambientColor[0] += ambient*lightColor[0]; ambientColor[1] += ambient*lightColor[1]; ambientColor[2] += ambient*lightColor[2]; } lightDirection[lightIndex][0] = (dir[0]+1.0)/2.0; lightDirection[lightIndex][1] = (dir[1]+1.0)/2.0; lightDirection[lightIndex][2] = (dir[2]+1.0)/2.0; lightDirection[lightIndex][3] = 0.0; halfwayVector[lightIndex][0] = (half[0]+1.0)/2.0; halfwayVector[lightIndex][1] = (half[1]+1.0)/2.0; halfwayVector[lightIndex][2] = (half[2]+1.0)/2.0; halfwayVector[lightIndex][3] = 0.0; } volumeTransform->Delete(); } void vtkMitkOpenGLVolumeTextureMapper3D::SetupProgramLocalsForShadingFP( vtkRenderer *ren, vtkVolume *vol ) { //GPU_INFO << "SetupProgramLocalsForShadingFP"; GLfloat lightDirection[2][4]; GLfloat lightDiffuseColor[2][4]; GLfloat lightSpecularColor[2][4]; GLfloat halfwayVector[2][4]; GLfloat ambientColor[4]; float ambient = vol->GetProperty()->GetAmbient(); float diffuse = vol->GetProperty()->GetDiffuse(); float specular = vol->GetProperty()->GetSpecular(); float specularPower = vol->GetProperty()->GetSpecularPower(); vtkTransform *volumeTransform = vtkTransform::New(); volumeTransform->SetMatrix( vol->GetMatrix() ); volumeTransform->Inverse(); vtkLightCollection *lights = ren->GetLights(); lights->InitTraversal(); vtkLight *light[2]; light[0] = lights->GetNextItem(); light[1] = lights->GetNextItem(); int lightIndex = 0; double cameraPosition[3]; double cameraFocalPoint[3]; ren->GetActiveCamera()->GetPosition( cameraPosition ); ren->GetActiveCamera()->GetFocalPoint( cameraFocalPoint ); volumeTransform->TransformPoint( cameraPosition, cameraPosition ); volumeTransform->TransformPoint( cameraFocalPoint, cameraFocalPoint ); double viewDirection[4]; viewDirection[0] = cameraFocalPoint[0] - cameraPosition[0]; viewDirection[1] = cameraFocalPoint[1] - cameraPosition[1]; viewDirection[2] = cameraFocalPoint[2] - cameraPosition[2]; viewDirection[3] = 0.0; vtkMath::Normalize( viewDirection ); ambientColor[0] = 0.0; ambientColor[1] = 0.0; ambientColor[2] = 0.0; ambientColor[3] = 0.0; for ( lightIndex = 0; lightIndex < 2; lightIndex++ ) { float dir[3] = {0,0,0}; float half[3] = {0,0,0}; if ( light[lightIndex] == NULL || light[lightIndex]->GetSwitch() == 0 ) { lightDiffuseColor[lightIndex][0] = 0.0; lightDiffuseColor[lightIndex][1] = 0.0; lightDiffuseColor[lightIndex][2] = 0.0; lightDiffuseColor[lightIndex][3] = 0.0; lightSpecularColor[lightIndex][0] = 0.0; lightSpecularColor[lightIndex][1] = 0.0; lightSpecularColor[lightIndex][2] = 0.0; lightSpecularColor[lightIndex][3] = 0.0; } else { float lightIntensity = light[lightIndex]->GetIntensity(); double lightColor[3]; light[lightIndex]->GetDiffuseColor( lightColor ); double lightPosition[3]; double lightFocalPoint[3]; light[lightIndex]->GetTransformedPosition( lightPosition ); light[lightIndex]->GetTransformedFocalPoint( lightFocalPoint ); volumeTransform->TransformPoint( lightPosition, lightPosition ); volumeTransform->TransformPoint( lightFocalPoint, lightFocalPoint ); dir[0] = lightPosition[0] - lightFocalPoint[0]; dir[1] = lightPosition[1] - lightFocalPoint[1]; dir[2] = lightPosition[2] - lightFocalPoint[2]; vtkMath::Normalize( dir ); lightDiffuseColor[lightIndex][0] = lightColor[0]*diffuse*lightIntensity; lightDiffuseColor[lightIndex][1] = lightColor[1]*diffuse*lightIntensity; lightDiffuseColor[lightIndex][2] = lightColor[2]*diffuse*lightIntensity; lightDiffuseColor[lightIndex][3] = 0.0; lightSpecularColor[lightIndex][0]= lightColor[0]*specular*lightIntensity; lightSpecularColor[lightIndex][1]= lightColor[1]*specular*lightIntensity; lightSpecularColor[lightIndex][2]= lightColor[2]*specular*lightIntensity; lightSpecularColor[lightIndex][3] = 0.0; half[0] = dir[0] - viewDirection[0]; half[1] = dir[1] - viewDirection[1]; half[2] = dir[2] - viewDirection[2]; vtkMath::Normalize( half ); ambientColor[0] += ambient*lightColor[0]; ambientColor[1] += ambient*lightColor[1]; ambientColor[2] += ambient*lightColor[2]; } lightDirection[lightIndex][0] = dir[0]; lightDirection[lightIndex][1] = dir[1]; lightDirection[lightIndex][2] = dir[2]; lightDirection[lightIndex][3] = 0.0; halfwayVector[lightIndex][0] = half[0]; halfwayVector[lightIndex][1] = half[1]; halfwayVector[lightIndex][2] = half[2]; halfwayVector[lightIndex][3] = 0.0; } volumeTransform->Delete(); vtkgl::ProgramLocalParameter4fARB( vtkgl::FRAGMENT_PROGRAM_ARB, 0, lightDirection[0][0], lightDirection[0][1], lightDirection[0][2], lightDirection[0][3] ); vtkgl::ProgramLocalParameter4fARB( vtkgl::FRAGMENT_PROGRAM_ARB, 1, halfwayVector[0][0], halfwayVector[0][1], halfwayVector[0][2], halfwayVector[0][3] ); vtkgl::ProgramLocalParameter4fARB( vtkgl::FRAGMENT_PROGRAM_ARB, 2, ambient, diffuse, specular, specularPower ); vtkgl::ProgramLocalParameter4fARB( vtkgl::FRAGMENT_PROGRAM_ARB, 3, lightDiffuseColor[0][0], lightDiffuseColor[0][1], lightDiffuseColor[0][2], lightDiffuseColor[0][3] ); vtkgl::ProgramLocalParameter4fARB( vtkgl::FRAGMENT_PROGRAM_ARB, 4, lightSpecularColor[0][0], lightSpecularColor[0][1], lightSpecularColor[0][2], lightSpecularColor[0][3] ); vtkgl::ProgramLocalParameter4fARB( vtkgl::FRAGMENT_PROGRAM_ARB, 5, viewDirection[0], viewDirection[1], viewDirection[2], viewDirection[3] ); vtkgl::ProgramLocalParameter4fARB( vtkgl::FRAGMENT_PROGRAM_ARB, 6, 2.0, -1.0, 0.0, 0.0 ); } int vtkMitkOpenGLVolumeTextureMapper3D::IsRenderSupported( vtkRenderer *renderer, vtkVolumeProperty *property ) { //GPU_INFO << "IsRenderSupported"; if ( !this->Initialized ) { //this->Initialize(); this->Initialize(renderer); } if ( !this->RenderPossible ) { return 0; } if ( !this->GetInput() ) { return 0; } if ( this->GetInput()->GetNumberOfScalarComponents() > 1 && property->GetIndependentComponents() ) { return 0; } return 1; } void vtkMitkOpenGLVolumeTextureMapper3D::Initialize(vtkRenderer *renderer) { //GPU_INFO << "Initialize"; this->Initialized = 1; // vtkOpenGLExtensionManager * extensions = vtkOpenGLExtensionManager::New(); //extensions->SetRenderWindow(NULL); // set render window to the current one. vtkOpenGLExtensionManager *extensions=static_cast(renderer->GetRenderWindow())->GetExtensionManager(); int supports_texture3D=extensions->ExtensionSupported( "GL_VERSION_1_2" ); if(supports_texture3D) { extensions->LoadExtension("GL_VERSION_1_2"); } else { supports_texture3D=extensions->ExtensionSupported( "GL_EXT_texture3D" ); if(supports_texture3D) { extensions->LoadCorePromotedExtension("GL_EXT_texture3D"); } } int supports_multitexture=extensions->ExtensionSupported( "GL_VERSION_1_3" ); if(supports_multitexture) { extensions->LoadExtension("GL_VERSION_1_3"); } else { supports_multitexture= extensions->ExtensionSupported("GL_ARB_multitexture"); if(supports_multitexture) { extensions->LoadCorePromotedExtension("GL_ARB_multitexture"); } } this->SupportsCompressedTexture=extensions->ExtensionSupported("GL_VERSION_1_3")==1; if(!this->SupportsCompressedTexture) { this->SupportsCompressedTexture= extensions->ExtensionSupported("GL_ARB_texture_compression")==1; if(this->SupportsCompressedTexture) { extensions->LoadCorePromotedExtension("GL_ARB_texture_compression"); } } //GPU_INFO(this->SupportsCompressedTexture) << "supporting compressed textures"; this->SupportsNonPowerOfTwoTextures= extensions->ExtensionSupported("GL_VERSION_2_0") || extensions->ExtensionSupported("GL_ARB_texture_non_power_of_two"); //GPU_INFO << "np2: " << (this->SupportsNonPowerOfTwoTextures?1:0); int supports_GL_ARB_fragment_program = extensions->ExtensionSupported( "GL_ARB_fragment_program" ); if(supports_GL_ARB_fragment_program) { extensions->LoadExtension( "GL_ARB_fragment_program" ); } int supports_GL_ARB_vertex_program = extensions->ExtensionSupported( "GL_ARB_vertex_program" ); if(supports_GL_ARB_vertex_program) { extensions->LoadExtension( "GL_ARB_vertex_program" ); } RenderPossible = 0; if ( supports_texture3D && supports_multitexture && supports_GL_ARB_fragment_program && supports_GL_ARB_vertex_program && vtkgl::TexImage3D && vtkgl::ActiveTexture && vtkgl::MultiTexCoord3fv && vtkgl::GenProgramsARB && vtkgl::DeleteProgramsARB && vtkgl::BindProgramARB && vtkgl::ProgramStringARB && vtkgl::ProgramLocalParameter4fARB ) { RenderPossible = 1; } else { std::string errString = "no gpu-acceleration possible cause following extensions/methods are missing or unsupported:"; if(!supports_texture3D) errString += " EXT_TEXTURE3D"; if(!supports_multitexture) errString += " EXT_MULTITEXTURE"; if(!supports_GL_ARB_fragment_program) errString += " ARB_FRAGMENT_PROGRAM"; if(!supports_GL_ARB_vertex_program) errString += " ARB_VERTEX_PROGRAM"; if(!vtkgl::TexImage3D) errString += " glTexImage3D"; if(!vtkgl::ActiveTexture) errString += " glActiveTexture"; if(!vtkgl::MultiTexCoord3fv) errString += " glMultiTexCoord3fv"; if(!vtkgl::GenProgramsARB) errString += " glGenProgramsARB"; if(!vtkgl::DeleteProgramsARB) errString += " glDeleteProgramsARB"; if(!vtkgl::BindProgramARB) errString += " glBindProgramARB"; if(!vtkgl::ProgramStringARB) errString += " glProgramStringARB"; if(!vtkgl::ProgramLocalParameter4fARB) errString += " glProgramLocalParameter4fARB"; GPU_WARN << errString; }; if(RenderPossible) { vtkgl::GenProgramsARB( 1, &prgOneComponentShade ); vtkgl::BindProgramARB( vtkgl::FRAGMENT_PROGRAM_ARB, prgOneComponentShade ); vtkgl::ProgramStringARB( vtkgl::FRAGMENT_PROGRAM_ARB, vtkgl::PROGRAM_FORMAT_ASCII_ARB, static_cast(strlen(vtkMitkVolumeTextureMapper3D_OneComponentShadeFP)), vtkMitkVolumeTextureMapper3D_OneComponentShadeFP ); vtkgl::GenProgramsARB( 1, &prgRGBAShade ); vtkgl::BindProgramARB( vtkgl::FRAGMENT_PROGRAM_ARB, prgRGBAShade ); vtkgl::ProgramStringARB( vtkgl::FRAGMENT_PROGRAM_ARB, vtkgl::PROGRAM_FORMAT_ASCII_ARB, static_cast(strlen(vtkMitkVolumeTextureMapper3D_FourDependentShadeFP)), vtkMitkVolumeTextureMapper3D_FourDependentShadeFP ); } } // ---------------------------------------------------------------------------- // Print the vtkMitkOpenGLVolumeTextureMapper3D void vtkMitkOpenGLVolumeTextureMapper3D::PrintSelf(ostream& os, vtkIndent indent) { // vtkOpenGLExtensionManager * extensions = vtkOpenGLExtensionManager::New(); // extensions->SetRenderWindow(NULL); // set render window to current render window os << indent << "Initialized " << this->Initialized << endl; /* if ( this->Initialized ) { os << indent << "Supports GL_VERSION_1_2:" << extensions->ExtensionSupported( "GL_VERSION_1_2" ) << endl; os << indent << "Supports GL_EXT_texture3D:" << extensions->ExtensionSupported( "GL_EXT_texture3D" ) << endl; os << indent << "Supports GL_VERSION_1_3:" << extensions->ExtensionSupported( "GL_VERSION_1_3" ) << endl; os << indent << "Supports GL_ARB_multitexture: " << extensions->ExtensionSupported( "GL_ARB_multitexture" ) << endl; os << indent << "Supports GL_NV_texture_shader2: " << extensions->ExtensionSupported( "GL_NV_texture_shader2" ) << endl; os << indent << "Supports GL_NV_register_combiners2: " << extensions->ExtensionSupported( "GL_NV_register_combiners2" ) << endl; os << indent << "Supports GL_ATI_fragment_shader: " << extensions->ExtensionSupported( "GL_ATI_fragment_shader" ) << endl; os << indent << "Supports GL_ARB_fragment_program: " << extensions->ExtensionSupported( "GL_ARB_fragment_program" ) << endl; os << indent << "Supports GL_ARB_texture_compression: " << extensions->ExtensionSupported( "GL_ARB_texture_compression" ) << endl; os << indent << "Supports GL_VERSION_2_0:" << extensions->ExtensionSupported( "GL_VERSION_2_0" ) << endl; os << indent << "Supports GL_ARB_texture_non_power_of_two:" << extensions->ExtensionSupported( "GL_ARB_texture_non_power_of_two" ) << endl; } extensions->Delete(); */ if(this->RenderWindow!=0) { vtkOpenGLExtensionManager *extensions= static_cast(this->RenderWindow)->GetExtensionManager(); if ( this->Initialized ) { os << indent << "Supports GL_VERSION_1_2:" << extensions->ExtensionSupported( "GL_VERSION_1_2" ) << endl; os << indent << "Supports GL_EXT_texture3D:" << extensions->ExtensionSupported( "GL_EXT_texture3D" ) << endl; os << indent << "Supports GL_VERSION_1_3:" << extensions->ExtensionSupported( "GL_VERSION_1_3" ) << endl; os << indent << "Supports GL_ARB_multitexture: " << extensions->ExtensionSupported( "GL_ARB_multitexture" ) << endl; os << indent << "Supports GL_NV_texture_shader2: " << extensions->ExtensionSupported( "GL_NV_texture_shader2" ) << endl; os << indent << "Supports GL_NV_register_combiners2: " << extensions->ExtensionSupported( "GL_NV_register_combiners2" ) << endl; os << indent << "Supports GL_ATI_fragment_shader: " << extensions->ExtensionSupported( "GL_ATI_fragment_shader" ) << endl; os << indent << "Supports GL_ARB_fragment_program: " << extensions->ExtensionSupported( "GL_ARB_fragment_program" ) << endl; os << indent << "Supports GL_ARB_texture_compression: " << extensions->ExtensionSupported( "GL_ARB_texture_compression" ) << endl; os << indent << "Supports GL_VERSION_2_0:" << extensions->ExtensionSupported( "GL_VERSION_2_0" ) << endl; os << indent << "Supports GL_ARB_texture_non_power_of_two:" << extensions->ExtensionSupported( "GL_ARB_texture_non_power_of_two" ) << endl; } } this->Superclass::PrintSelf(os,indent); } diff --git a/Modules/MitkExt/Rendering/vtkMitkOpenGLVolumeTextureMapper3D.h b/Modules/MitkExt/Rendering/vtkMitkOpenGLVolumeTextureMapper3D.h index 322ce2eb06..92beb27568 100644 --- a/Modules/MitkExt/Rendering/vtkMitkOpenGLVolumeTextureMapper3D.h +++ b/Modules/MitkExt/Rendering/vtkMitkOpenGLVolumeTextureMapper3D.h @@ -1,145 +1,153 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ // .NAME vtkMitkOpenGLVolumeTextureMapper3D - concrete implementation of 3D volume texture mapping // .SECTION Description // vtkMitkOpenGLVolumeTextureMapper3D renders a volume using 3D texture mapping. // See vtkMitkVolumeTextureMapper3D for full description. // .SECTION see also // vtkMitkVolumeTextureMapper3D vtkVolumeMapper #ifndef __vtkMitkOpenGLVolumeTextureMapper3D_h #define __vtkMitkOpenGLVolumeTextureMapper3D_h #include "vtkMitkVolumeTextureMapper3D.h" +#include "mitkBaseRenderer.h" #include "MitkExtExports.h" #ifndef VTK_IMPLEMENT_MESA_CXX # include "vtkOpenGL.h" // GLfloat type is used in some method signatures. #endif class vtkRenderWindow; class vtkVolumeProperty; #include "mitkCommon.h" class MitkExt_EXPORT vtkMitkOpenGLVolumeTextureMapper3D : public vtkMitkVolumeTextureMapper3D { public: vtkTypeRevisionMacro(vtkMitkOpenGLVolumeTextureMapper3D,vtkMitkVolumeTextureMapper3D); void PrintSelf(ostream& os, vtkIndent indent); static vtkMitkOpenGLVolumeTextureMapper3D *New(); // Description: // Is hardware rendering supported? No if the input data is // more than one independent component, or if the hardware does // not support the required extensions // int IsRenderSupported(vtkVolumeProperty *); int IsRenderSupported(vtkRenderer *ren,vtkVolumeProperty *); //BTX // Description: // WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE // DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS // Render the volume virtual void Render(vtkRenderer *ren, vtkVolume *vol); //ETX // Desciption: // Initialize when we go to render, or go to answer the // IsRenderSupported question. Don't call unless we have // a valid OpenGL context! vtkGetMacro( Initialized, int ); // Description: // Release any graphics resources that are being consumed by this texture. // The parameter window could be used to determine which graphic // resources to release. - void ReleaseGraphicsResources(vtkWindow *); + // deprecatedSince{2013_12} Use ReleaseGraphicsResources(mitk::BaseRenderer* renderer) instead + DEPRECATED(void ReleaseGraphicsResources(vtkWindow *)); + + // Description: + // Release any graphics resources that are being consumed by this texture. + // The parameter renderer could be used to determine which graphic + // resources to release. + void ReleaseGraphicsResources(mitk::BaseRenderer * renderer); protected: vtkMitkOpenGLVolumeTextureMapper3D(); ~vtkMitkOpenGLVolumeTextureMapper3D(); bool RenderPossible; //BTX void GetLightInformation(vtkRenderer *ren, vtkVolume *vol, GLfloat lightDirection[2][4], GLfloat lightDiffuseColor[2][4], GLfloat lightSpecularColor[2][4], GLfloat halfwayVector[2][4], GLfloat *ambient ); //ETX int Initialized; GLuint Volume1Index; GLuint Volume2Index; GLuint Volume3Index; GLuint ColorLookupIndex; GLuint AlphaLookupIndex; GLuint prgOneComponentShade; GLuint prgRGBAShade; vtkRenderWindow *RenderWindow; bool SupportsCompressedTexture; //void Initialize(); void Initialize(vtkRenderer *r); virtual void RenderFP(vtkRenderer *ren, vtkVolume *vol); void SetupOneIndependentTextures( vtkRenderer *ren, vtkVolume *vol ); void RenderOneIndependentShadeFP( vtkRenderer *ren, vtkVolume *vol ); void SetupRGBATextures( vtkRenderer *ren, vtkVolume *vol ); void RenderRGBAShadeFP( vtkRenderer *ren, vtkVolume *vol ); void DeleteTextureIndex( GLuint *index ); void CreateTextureIndex( GLuint *index ); void RenderPolygons( vtkRenderer *ren, vtkVolume *vol, int stages[4] ); void SetupProgramLocalsForShadingFP( vtkRenderer *ren, vtkVolume *vol ); void Setup3DTextureParameters( bool linear ); void ComputeVolumeDimensions(); bool UpdateVolumes( vtkVolume * ); bool UpdateVolumesRGBA( vtkVolume * ); private: vtkMitkOpenGLVolumeTextureMapper3D(const vtkMitkOpenGLVolumeTextureMapper3D&); // Not implemented. void operator=(const vtkMitkOpenGLVolumeTextureMapper3D&); // Not implemented. }; #endif diff --git a/Modules/MitkExt/Rendering/vtkUnstructuredGridMapper.cpp b/Modules/MitkExt/Rendering/vtkUnstructuredGridMapper.cpp index dab5e71a47..514d8805f6 100644 --- a/Modules/MitkExt/Rendering/vtkUnstructuredGridMapper.cpp +++ b/Modules/MitkExt/Rendering/vtkUnstructuredGridMapper.cpp @@ -1,230 +1,239 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ #include "vtkUnstructuredGridMapper.h" #include "vtkGeometryFilter.h" #include "vtkExecutive.h" #include "vtkGarbageCollector.h" #include "vtkInformation.h" #include "vtkObjectFactory.h" #include "vtkPolyData.h" #include "vtkPolyDataMapper.h" #include "vtkUnstructuredGrid.h" vtkCxxRevisionMacro(vtkUnstructuredGridMapper, "$Revision$"); vtkStandardNewMacro(vtkUnstructuredGridMapper); //---------------------------------------------------------------------------- vtkUnstructuredGridMapper::vtkUnstructuredGridMapper() { this->GeometryExtractor = 0; this->PolyDataMapper = 0; } //---------------------------------------------------------------------------- vtkUnstructuredGridMapper::~vtkUnstructuredGridMapper() { // delete internally created objects. if ( this->GeometryExtractor ) { this->GeometryExtractor->Delete(); } if ( this->PolyDataMapper ) { this->PolyDataMapper->Delete(); } } void vtkUnstructuredGridMapper::SetBoundingObject(mitk::BoundingObject* bo) { m_BoundingObject = bo; } //---------------------------------------------------------------------------- void vtkUnstructuredGridMapper::SetInput(vtkUnstructuredGrid *input) { if(input) { this->SetInputConnection(0, input->GetProducerPort()); } else { // Setting a NULL input removes the connection. this->SetInputConnection(0, 0); } } //---------------------------------------------------------------------------- vtkUnstructuredGrid *vtkUnstructuredGridMapper::GetInput() { //return this->Superclass::GetInputAsDataSet(); return vtkUnstructuredGrid::SafeDownCast( this->GetExecutive()->GetInputData(0, 0)); } //---------------------------------------------------------------------------- void vtkUnstructuredGridMapper::ReleaseGraphicsResources( vtkWindow *renWin ) { if (this->PolyDataMapper) { this->PolyDataMapper->ReleaseGraphicsResources( renWin ); } } +//---------------------------------------------------------------------------- +void vtkUnstructuredGridMapper::ReleaseGraphicsResources( mitk::BaseRenderer * renderer ) +{ + if (this->PolyDataMapper) + { + this->PolyDataMapper->ReleaseGraphicsResources( renderer->GetVtkRenderer()->GetRenderWindow()); + } +} + //---------------------------------------------------------------------------- // Receives from Actor -> maps data to primitives // void vtkUnstructuredGridMapper::Render(vtkRenderer *ren, vtkActor *act) { // make sure that we've been properly initialized // if ( !this->GetInput() ) { vtkErrorMacro(<< "No input!\n"); return; } // Need a lookup table // if ( this->LookupTable == 0 ) { this->CreateDefaultLookupTable(); } this->LookupTable->Build(); // Now can create appropriate mapper // if ( this->PolyDataMapper == 0 ) { vtkGeometryFilter *gf = vtkGeometryFilter::New(); vtkPolyDataMapper *pm = vtkPolyDataMapper::New(); pm->SetInput(gf->GetOutput()); this->GeometryExtractor = gf; this->PolyDataMapper = pm; } // share clipping planes with the PolyDataMapper // if (this->ClippingPlanes != this->PolyDataMapper->GetClippingPlanes()) { this->PolyDataMapper->SetClippingPlanes(this->ClippingPlanes); } if (this->m_BoundingObject) { mitk::BoundingBox::BoundsArrayType bounds = this->m_BoundingObject->GetGeometry()->CalculateBoundingBoxRelativeToTransform(0)->GetBounds(); this->GeometryExtractor->SetExtent(bounds[0], bounds[1], bounds[2], bounds[3], bounds[4], bounds[5]); this->GeometryExtractor->ExtentClippingOn(); } else { this->GeometryExtractor->ExtentClippingOff(); } this->GeometryExtractor->SetInput(this->GetInput()); this->PolyDataMapper->SetInput(this->GeometryExtractor->GetOutput()); // update ourselves in case something has changed this->PolyDataMapper->SetLookupTable(this->GetLookupTable()); this->PolyDataMapper->SetScalarVisibility(this->GetScalarVisibility()); this->PolyDataMapper->SetUseLookupTableScalarRange( this->GetUseLookupTableScalarRange()); this->PolyDataMapper->SetScalarRange(this->GetScalarRange()); this->PolyDataMapper->SetImmediateModeRendering( this->GetImmediateModeRendering()); this->PolyDataMapper->SetColorMode(this->GetColorMode()); this->PolyDataMapper->SetInterpolateScalarsBeforeMapping( this->GetInterpolateScalarsBeforeMapping()); this->PolyDataMapper->SetScalarMode(this->GetScalarMode()); if ( this->ScalarMode == VTK_SCALAR_MODE_USE_POINT_FIELD_DATA || this->ScalarMode == VTK_SCALAR_MODE_USE_CELL_FIELD_DATA ) { if ( this->ArrayAccessMode == VTK_GET_ARRAY_BY_ID ) { this->PolyDataMapper->ColorByArrayComponent(this->ArrayId,ArrayComponent); } else { this->PolyDataMapper->ColorByArrayComponent(this->ArrayName,ArrayComponent); } } this->PolyDataMapper->Render(ren,act); this->TimeToDraw = this->PolyDataMapper->GetTimeToDraw(); } //---------------------------------------------------------------------------- void vtkUnstructuredGridMapper::PrintSelf(ostream& os, vtkIndent indent) { this->Superclass::PrintSelf(os,indent); if ( this->PolyDataMapper ) { os << indent << "Poly Mapper: (" << this->PolyDataMapper << ")\n"; } else { os << indent << "Poly Mapper: (none)\n"; } if ( this->GeometryExtractor ) { os << indent << "Geometry Extractor: (" << this->GeometryExtractor << ")\n"; } else { os << indent << "Geometry Extractor: (none)\n"; } } //---------------------------------------------------------------------------- unsigned long vtkUnstructuredGridMapper::GetMTime() { unsigned long mTime=this->vtkMapper::GetMTime(); unsigned long time; if ( this->LookupTable != NULL ) { time = this->LookupTable->GetMTime(); mTime = ( time > mTime ? time : mTime ); } return mTime; } //---------------------------------------------------------------------------- int vtkUnstructuredGridMapper::FillInputPortInformation( int vtkNotUsed(port), vtkInformation* info) { info->Set(vtkAlgorithm::INPUT_REQUIRED_DATA_TYPE(), "vtkUnstructuredGrid"); return 1; } //---------------------------------------------------------------------------- void vtkUnstructuredGridMapper::ReportReferences(vtkGarbageCollector* collector) { this->Superclass::ReportReferences(collector); // These filters share our input and are therefore involved in a // reference loop. vtkGarbageCollectorReport(collector, this->GeometryExtractor, "GeometryExtractor"); vtkGarbageCollectorReport(collector, this->PolyDataMapper, "PolyDataMapper"); } diff --git a/Modules/MitkExt/Rendering/vtkUnstructuredGridMapper.h b/Modules/MitkExt/Rendering/vtkUnstructuredGridMapper.h index 876e3f221d..785f689734 100644 --- a/Modules/MitkExt/Rendering/vtkUnstructuredGridMapper.h +++ b/Modules/MitkExt/Rendering/vtkUnstructuredGridMapper.h @@ -1,78 +1,88 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ #ifndef __vtkUnstructuredGridMapper_h #define __vtkUnstructuredGridMapper_h #include "mitkCommon.h" #include "MitkExtExports.h" #include "mitkBoundingObject.h" +#include "mitkBaseRenderer.h" #include "vtkMapper.h" class vtkPolyDataMapper; class vtkGeometryFilter; class vtkUnstructuredGrid; class MitkExt_EXPORT vtkUnstructuredGridMapper : public vtkMapper { public: static vtkUnstructuredGridMapper *New(); vtkTypeRevisionMacro(vtkUnstructuredGridMapper,vtkMapper); void PrintSelf(ostream& os, vtkIndent indent); void Render(vtkRenderer *ren, vtkActor *act); // Description: // Get the internal poly data mapper used to map data set to graphics system. vtkGetObjectMacro(PolyDataMapper, vtkPolyDataMapper); // Description: // Release any graphics resources that are being consumed by this mapper. // The parameter window could be used to determine which graphic // resources to release. - void ReleaseGraphicsResources(vtkWindow *); + // deprecatedSince{2013_12} Use ReleaseGraphicsResources(mitk::BaseRenderer* renderer) instead + DEPRECATED(void ReleaseGraphicsResources(vtkWindow *)); + + // Description: + // Release any graphics resources that are being consumed by this mapper. + // The parameter renderer could be used to determine which graphic + // resources to release. + // deprecatedSince{2013_12} Use ReleaseGraphicsResources(mitk::BaseRenderer* renderer) instead + void ReleaseGraphicsResources(mitk::BaseRenderer * renderer); + // Description: // Get the mtime also considering the lookup table. unsigned long GetMTime(); // Description: // Set the Input of this mapper. void SetInput(vtkUnstructuredGrid *input); vtkUnstructuredGrid *GetInput(); void SetBoundingObject(mitk::BoundingObject* bo); protected: vtkUnstructuredGridMapper(); ~vtkUnstructuredGridMapper(); vtkGeometryFilter *GeometryExtractor; vtkPolyDataMapper *PolyDataMapper; mitk::BoundingObject::Pointer m_BoundingObject; virtual void ReportReferences(vtkGarbageCollector*); // see algorithm for more info virtual int FillInputPortInformation(int port, vtkInformation* info); private: vtkUnstructuredGridMapper(const vtkUnstructuredGridMapper&); // Not implemented. void operator=(const vtkUnstructuredGridMapper&); // Not implemented. }; #endif // __vtkUnstructuredGridMapper_h