Cloned library of VTK-5.0.0 with extra build files for internal package management.
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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkUnstructuredGridBunykRayCastFunction.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 vtkUnstructuredGridBunykRayCastFunction - a superclass for ray casting functions
// .SECTION Description
// vtkUnstructuredGridBunykRayCastFunction is a concrete implementation of a
// ray cast function for unstructured grid data. This class was based on the
// paper "Simple, Fast, Robust Ray Casting of Irregular Grids" by Paul Bunyk,
// Arie Kaufmna, and Claudio Silva. This method is quite memory intensive
// (with extra explicit copies of the data) and therefore should not be used
// for very large data. This method assumes that the input data is composed
// entirely of tetras - use vtkDataSetTriangleFilter before setting the input
// on the mapper.
//
// The basic idea of this method is as follows:
//
// 1) Enumerate the triangles. At each triangle have space for some
// information that will be used during rendering. This includes
// which tetra the triangles belong to, the plane equation and the
// Barycentric coefficients.
//
// 2) Keep a reference to all four triangles for each tetra.
//
// 3) At the beginning of each render, do the precomputation. This
// includes creating an array of transformed points (in view
// coordinates) and computing the view dependent info per triangle
// (plane equations and barycentric coords in view space)
//
// 4) Find all front facing boundary triangles (a triangle is on the
// boundary if it belongs to only one tetra). For each triangle,
// find all pixels in the image that intersect the triangle, and
// add this to the sorted (by depth) intersection list at each
// pixel.
//
// 5) For each ray cast, traverse the intersection list. At each
// intersection, accumulate opacity and color contribution
// per tetra along the ray until you reach an exiting triangle
// (on the boundary).
//
// .SECTION See Also
// vtkUnstructuredGridVolumeRayCastMapper
#ifndef __vtkUnstructuredGridBunykRayCastFunction_h
#define __vtkUnstructuredGridBunykRayCastFunction_h
#include "vtkUnstructuredGridVolumeRayCastFunction.h"
class vtkRenderer;
class vtkVolume;
class vtkUnstructuredGridVolumeRayCastMapper;
class vtkMatrix4x4;
class vtkPiecewiseFunction;
class vtkColorTransferFunction;
class vtkUnstructuredGrid;
class vtkIdList;
class vtkDoubleArray;
class vtkDataArray;
// We manage the memory for the list of intersections ourself - this is the
// storage used. We keep 10,000 elements in each array, and we can have up to
// 1,000 arrays.
#define VTK_BUNYKRCF_MAX_ARRAYS 10000
#define VTK_BUNYKRCF_ARRAY_SIZE 10000
class VTK_VOLUMERENDERING_EXPORT vtkUnstructuredGridBunykRayCastFunction : public vtkUnstructuredGridVolumeRayCastFunction
{
public:
static vtkUnstructuredGridBunykRayCastFunction *New();
vtkTypeRevisionMacro(vtkUnstructuredGridBunykRayCastFunction,vtkUnstructuredGridVolumeRayCastFunction);
virtual void PrintSelf(ostream& os, vtkIndent indent);
//BTX
// Description:
// Called by the ray cast mapper at the start of rendering
virtual void Initialize( vtkRenderer *ren, vtkVolume *vol );
// Description:
// Called by the ray cast mapper at the end of rendering
virtual void Finalize();
virtual vtkUnstructuredGridVolumeRayCastIterator *NewIterator();
// Used to store each triangle - made public because of the
// templated function
class Triangle {
public:
vtkIdType PointIndex[3];
vtkIdType ReferredByTetra[2];
double P1X, P1Y;
double P2X, P2Y;
double Denominator;
double A, B, C, D;
Triangle *Next;
};
// Used to store each intersection for the pixel rays - made
// public because of the templated function
class Intersection {
public:
Triangle *TriPtr;
double Z;
Intersection *Next;
};
// Description:
// Is the point x, y, in the given triangle? Public for
// access from the templated function.
int InTriangle( double x, double y,
Triangle *triPtr );
// Description:
// Access to an internal structure for the templated method.
double *GetPoints() {return this->Points;}
// Description:
// Access to an internal structure for the templated method.
vtkGetObjectMacro( ViewToWorldMatrix, vtkMatrix4x4 );
// Description:
// Access to an internal structure for the templated method.
vtkGetVectorMacro( ImageOrigin, int, 2 );
// Description:
// Access to an internal structure for the templated method.
vtkGetVectorMacro( ImageViewportSize, int, 2 );
// Description:
// Access to an internal structure for the templated method.
Triangle **GetTetraTriangles () {return this->TetraTriangles;}
// Description:
// Access to an internal structure for the templated method.
Intersection *GetIntersectionList( int x, int y ) { return this->Image[y*this->ImageSize[0] + x]; }
//ETX
protected:
vtkUnstructuredGridBunykRayCastFunction();
~vtkUnstructuredGridBunykRayCastFunction();
// These are cached during the initialize method so that they do not
// need to be passed into subsequent CastRay calls.
vtkRenderer *Renderer;
vtkVolume *Volume;
vtkUnstructuredGridVolumeRayCastMapper *Mapper;
// Computed during the initialize method - if something is
// wrong (no mapper, no volume, no input, etc.) then no rendering
// will actually be performed.
int Valid;
// These are the transformed points
int NumberOfPoints;
double *Points;
// This is the matrix that will take a transformed point back
// to world coordinates
vtkMatrix4x4 *ViewToWorldMatrix;
// This is the intersection list per pixel in the image
Intersection **Image;
// This is the size of the image we are computing (which does
// not need to match the screen size)
int ImageSize[2];
// Since we may only be computing a subregion of the "full" image,
// this is the origin of the region we are computing. We must
// subtract this origin from any pixel (x,y) locations before
// accessing the pixel in this->Image (which represents only the
// subregion)
int ImageOrigin[2];
// This is the full size of the image
int ImageViewportSize[2];
// These are values saved for the building of the TriangleList. Basically
// we need to check if the data has changed in some way.
vtkUnstructuredGrid *SavedTriangleListInput;
vtkTimeStamp SavedTriangleListMTime;
//BTX
// This is a memory intensive algorithm! For each tetra in the
// input data we create up to 4 triangles (we don't create duplicates)
// This is the TriangleList. Then, for each tetra we keep track of
// the pointer to each of its four triangles - this is the
// TetraTriangles. We also keep a duplicate list of points
// (transformed into view space) - these are the Points.
Triangle **TetraTriangles;
Triangle *TriangleList;
// Compute whether a boundary triangle is front facing by
// looking at the fourth point in the tetra to see if it is
// in front (triangle is backfacing) or behind (triangle is
// front facing) the plane containing the triangle.
int IsTriangleFrontFacing( Triangle *triPtr, vtkIdType tetraIndex );
// The image contains lists of intersections per pixel - we
// need to clear this during the initialization phase for each
// render.
void ClearImage();
// This is the memory buffer used to build the intersection
// lists. We do our own memory management here because allocating
// a bunch of small elements during rendering is too slow.
Intersection *IntersectionBuffer[VTK_BUNYKRCF_MAX_ARRAYS];
int IntersectionBufferCount[VTK_BUNYKRCF_MAX_ARRAYS];
// This method replaces new for creating a new element - it
// returns one from the big block already allocated (it
// allocates another big block if necessary)
void *NewIntersection();
// This method is used during the initialization process to
// check the validity of the objects - missing information
// such as the volume, renderer, mapper, etc. will be flagged
// and reported.
int CheckValidity(vtkRenderer *ren,
vtkVolume *vol);
// This method is used during the initialization process to
// transform the points to view coordinates
void TransformPoints();
// This method is used during the initialization process to
// create the list of triangles if the data has changed
void UpdateTriangleList();
// This method is used during the initialization process to
// update the view dependent information in the triangle list
void ComputeViewDependentInfo();
// This method is used during the initialization process to
// compute the intersections for each pixel with the boundary
// triangles.
void ComputePixelIntersections();
//ETX
private:
vtkUnstructuredGridBunykRayCastFunction(const vtkUnstructuredGridBunykRayCastFunction&); // Not implemented.
void operator=(const vtkUnstructuredGridBunykRayCastFunction&); // Not implemented.
};
#endif