/*========================================================================= Program: Visualization Toolkit Module: $RCSfile: vtkFixedPointVolumeRayCastMapper.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 "vtkFixedPointVolumeRayCastMapper.h" #include "vtkCamera.h" #include "vtkColorTransferFunction.h" #include "vtkEncodedGradientShader.h" #include "vtkFiniteDifferenceGradientEstimator.h" #include "vtkImageData.h" #include "vtkCommand.h" #include "vtkGraphicsFactory.h" #include "vtkSphericalDirectionEncoder.h" #include "vtkFixedPointVolumeRayCastCompositeGOHelper.h" #include "vtkFixedPointVolumeRayCastCompositeGOShadeHelper.h" #include "vtkFixedPointVolumeRayCastCompositeHelper.h" #include "vtkFixedPointVolumeRayCastCompositeShadeHelper.h" #include "vtkFixedPointVolumeRayCastMIPHelper.h" #include "vtkMath.h" #include "vtkMultiThreader.h" #include "vtkObjectFactory.h" #include "vtkPiecewiseFunction.h" #include "vtkPlaneCollection.h" #include "vtkPointData.h" #include "vtkRenderWindow.h" #include "vtkRenderer.h" #include "vtkTimerLog.h" #include "vtkTransform.h" #include "vtkVolumeProperty.h" #include "vtkRayCastImageDisplayHelper.h" #include "vtkFixedPointRayCastImage.h" #include vtkCxxRevisionMacro(vtkFixedPointVolumeRayCastMapper, "$Revision: 1.20.4.1 $"); vtkStandardNewMacro(vtkFixedPointVolumeRayCastMapper); vtkCxxSetObjectMacro(vtkFixedPointVolumeRayCastMapper, RayCastImage, vtkFixedPointRayCastImage); // Macro for tri-linear interpolation - do four linear interpolations on // edges, two linear interpolations between pairs of edges, then a final // interpolation between faces #define vtkTrilinFuncMacro(v,x,y,z,a,b,c,d,e,f,g,h) \ t00 = a + (x)*(b-a); \ t01 = c + (x)*(d-c); \ t10 = e + (x)*(f-e); \ t11 = g + (x)*(h-g); \ t0 = t00 + (y)*(t01-t00); \ t1 = t10 + (y)*(t11-t10); \ v = t0 + (z)*(t1-t0); #define vtkVRCMultiplyPointMacro( A, B, M ) \ B[0] = A[0]*M[0] + A[1]*M[1] + A[2]*M[2] + M[3]; \ B[1] = A[0]*M[4] + A[1]*M[5] + A[2]*M[6] + M[7]; \ B[2] = A[0]*M[8] + A[1]*M[9] + A[2]*M[10] + M[11]; \ B[3] = A[0]*M[12] + A[1]*M[13] + A[2]*M[14] + M[15]; \ if ( B[3] != 1.0 ) { B[0] /= B[3]; B[1] /= B[3]; B[2] /= B[3]; } #define vtkVRCMultiplyViewPointMacro( A, B, M ) \ B[0] = A[0]*M[0] + A[1]*M[1] + A[2]*M[2] + M[3]; \ B[1] = A[0]*M[4] + A[1]*M[5] + A[2]*M[6] + M[7]; \ B[3] = A[0]*M[12] + A[1]*M[13] + A[2]*M[14] + M[15]; \ if ( B[3] != 1.0 ) { B[0] /= B[3]; B[1] /= B[3]; } #define vtkVRCMultiplyNormalMacro( A, B, M ) \ B[0] = A[0]*M[0] + A[1]*M[4] + A[2]*M[8]; \ B[1] = A[0]*M[1] + A[1]*M[5] + A[2]*M[9]; \ B[2] = A[0]*M[2] + A[1]*M[6] + A[2]*M[10] template void vtkFixedPointVolumeRayCastMapperFillInMinMaxVolume( T *dataPtr, unsigned short *minMaxVolume, int fullDim[3], int smallDim[4], int independent, int components, float *shift, float *scale ) { int i, j, k, c; int sx1, sx2, sy1, sy2, sz1, sz2; int x, y, z; T *dptr = dataPtr; for ( k = 0; k < fullDim[2]; k++ ) { sz1 = (k < 1)?(0):(static_cast((k-1)/4)); sz2 = static_cast((k )/4); sz2 = ( k == fullDim[2]-1 )?(sz1):(sz2); for ( j = 0; j < fullDim[1]; j++ ) { sy1 = (j < 1)?(0):(static_cast((j-1)/4)); sy2 = static_cast((j )/4); sy2 = ( j == fullDim[1]-1 )?(sy1):(sy2); for ( i = 0; i < fullDim[0]; i++ ) { sx1 = (i < 1)?(0):(static_cast((i-1)/4)); sx2 = static_cast((i )/4); sx2 = ( i == fullDim[0]-1 )?(sx1):(sx2); for ( c = 0; c < smallDim[3]; c++ ) { unsigned short val; if ( independent ) { val = static_cast((*dptr + shift[c]) * scale[c]); dptr++; } else { val = static_cast((*(dptr+components-1) + shift[components-1]) * scale[components-1]); dptr += components; } for ( z = sz1; z <= sz2; z++ ) { for ( y = sy1; y <= sy2; y++ ) { for ( x = sx1; x <= sx2; x++ ) { unsigned short *tmpPtr = minMaxVolume + 3*( z*smallDim[0]*smallDim[1]*smallDim[3] + y*smallDim[0]*smallDim[3] + x*smallDim[3] + c); tmpPtr[0] = (valtmpPtr[1])?(val):(tmpPtr[1]); } } } } } } } } template void vtkFixedPointVolumeRayCastMapperComputeGradients( T *dataPtr, int dim[3], double spacing[3], int components, int independent, double scalarRange[4][2], unsigned short **gradientNormal, unsigned char **gradientMagnitude, vtkDirectionEncoder *directionEncoder, vtkFixedPointVolumeRayCastMapper *me ) { int x, y, z, c; int x_start, x_limit; int y_start, y_limit; int z_start, z_limit; T *dptr, *cdptr; float n[3], t; float gvalue=0; int xlow, xhigh; double aspect[3]; int xstep, ystep, zstep; float scale[4]; unsigned short *dirPtr, *cdirPtr; unsigned char *magPtr, *cmagPtr; me->InvokeEvent( vtkCommand::StartEvent, NULL ); double avgSpacing = (spacing[0]+spacing[1]+spacing[2])/3.0; // adjust the aspect aspect[0] = spacing[0] * 2.0 / avgSpacing; aspect[1] = spacing[1] * 2.0 / avgSpacing; aspect[2] = spacing[2] * 2.0 / avgSpacing; // Compute steps through the volume in x, y, and z xstep = components; ystep = components*dim[0]; zstep = components*dim[0] * dim[1]; if ( !independent ) { if ( scalarRange[components-1][1] - scalarRange[components-1][0] ) { scale[0] = 255.0 / (0.25*(scalarRange[components-1][1] - scalarRange[components-1][0])); } else { scale[0] = 0.0; } } else { for (c = 0; c < components; c++ ) { if ( scalarRange[c][1] - scalarRange[c][0] ) { scale[c] = 255.0 / (0.25*(scalarRange[c][1] - scalarRange[c][0])); } else { scale[c] = 1.0; } } } int thread_id = 0; int thread_count = 1; x_start = 0; x_limit = dim[0]; y_start = 0; y_limit = dim[1]; z_start = (int)(( (float)thread_id / (float)thread_count ) * dim[2] ); z_limit = (int)(( (float)(thread_id + 1) / (float)thread_count ) * dim[2] ); // Do final error checking on limits - make sure they are all within bounds // of the scalar input x_start = (x_start<0)?(0):(x_start); y_start = (y_start<0)?(0):(y_start); z_start = (z_start<0)?(0):(z_start); x_limit = (x_limit>dim[0])?(dim[0]):(x_limit); y_limit = (y_limit>dim[1])?(dim[1]):(y_limit); z_limit = (z_limit>dim[2])?(dim[2]):(z_limit); int increment = (independent)?(components):(1); float tolerance[4]; for ( c = 0; c < components; c++ ) { tolerance[c] = .00001 * (scalarRange[c][1] - scalarRange[c][0]); } // Loop through all the data and compute the encoded normal and // gradient magnitude for each scalar location for ( z = z_start; z < z_limit; z++ ) { unsigned short *gradientDirPtr = gradientNormal[z]; unsigned char *gradientMagPtr = gradientMagnitude[z]; for ( y = y_start; y < y_limit; y++ ) { xlow = x_start; xhigh = x_limit; dptr = dataPtr + components*(z * dim[0] * dim[1] + y * dim[0] + xlow); dirPtr = gradientDirPtr + (y * dim[0] + xlow)*increment; magPtr = gradientMagPtr + (y * dim[0] + xlow)*increment; for ( x = xlow; x < xhigh; x++ ) { for ( c = 0; ( independent && c < components ) || c == 0; c++ ) { cdptr = dptr + ((independent)?(c):(components-1)); cdirPtr = dirPtr + ((independent)?(c):(0)); cmagPtr = magPtr + ((independent)?(c):(0)); // Allow up to 3 tries to find the gadient - looking out at a distance of // 1, 2, and 3 units. int foundGradient = 0; for ( int d = 1; d <= 3 && !foundGradient; d++ ) { // Use a central difference method if possible, // otherwise use a forward or backward difference if // we are on the edge // Compute the X component if ( x < d ) { n[0] = 2.0*((float)*(cdptr) - (float)*(cdptr+d*xstep)); } else if ( x >= dim[0] - d ) { n[0] = 2.0*((float)*(cdptr-d*xstep) - (float)*(cdptr)); } else { n[0] = (float)*(cdptr-d*xstep) - (float)*(cdptr+d*xstep); } // Compute the Y component if ( y < d ) { n[1] = 2.0*((float)*(cdptr) - (float)*(cdptr+d*ystep)); } else if ( y >= dim[1] - d ) { n[1] = 2.0*((float)*(cdptr-d*ystep) - (float)*(cdptr)); } else { n[1] = (float)*(cdptr-d*ystep) - (float)*(cdptr+d*ystep); } // Compute the Z component if ( z < d ) { n[2] = 2.0*((float)*(cdptr) - (float)*(cdptr+d*zstep)); } else if ( z >= dim[2] - d ) { n[2] = 2.0*((float)*(cdptr-d*zstep) - (float)*(cdptr)); } else { n[2] = (float)*(cdptr-d*zstep) - (float)*(cdptr+d*zstep); } // Take care of the aspect ratio of the data // Scaling in the vtkVolume is isotropic, so this is the // only place we have to worry about non-isotropic scaling. n[0] /= d*aspect[0]; n[1] /= d*aspect[1]; n[2] /= d*aspect[2]; // Compute the gradient magnitude t = sqrt( (double)( n[0]*n[0] + n[1]*n[1] + n[2]*n[2] ) ); // Encode this into an 8 bit value gvalue = t * scale[c]; if ( d > 1 ) { gvalue = 0; } gvalue = (gvalue<0.0)?(0.0):(gvalue); gvalue = (gvalue>255.0)?(255.0):(gvalue); // Normalize the gradient direction if ( t > tolerance[c] ) { n[0] /= t; n[1] /= t; n[2] /= t; foundGradient = 1; } else { n[0] = n[1] = n[2] = 0.0; } } *cmagPtr = static_cast(gvalue + 0.5); *cdirPtr = directionEncoder->GetEncodedDirection( n ); } dptr += components; dirPtr += increment; magPtr += increment; } } if ( z%8 == 7 ) { float args[1]; args[0] = static_cast(z - z_start) / static_cast(z_limit - z_start - 1); me->InvokeEvent( vtkCommand::ProgressEvent, args ); } } me->InvokeEvent( vtkCommand::EndEvent, NULL ); } // Construct a new vtkFixedPointVolumeRayCastMapper with default values vtkFixedPointVolumeRayCastMapper::vtkFixedPointVolumeRayCastMapper() { this->SampleDistance = 1.0; this->InteractiveSampleDistance = 2.0; this->ImageSampleDistance = 1.0; this->MinimumImageSampleDistance = 1.0; this->MaximumImageSampleDistance = 10.0; this->AutoAdjustSampleDistances = 1; // Should never be used without initialization, but // set here to avoid compiler warnings this->OldSampleDistance = 1.0; this->OldImageSampleDistance = 1.0; this->PerspectiveMatrix = vtkMatrix4x4::New(); this->ViewToWorldMatrix = vtkMatrix4x4::New(); this->ViewToVoxelsMatrix = vtkMatrix4x4::New(); this->VoxelsToViewMatrix = vtkMatrix4x4::New(); this->WorldToVoxelsMatrix = vtkMatrix4x4::New(); this->VoxelsToWorldMatrix = vtkMatrix4x4::New(); this->VolumeMatrix = vtkMatrix4x4::New(); this->PerspectiveTransform = vtkTransform::New(); this->VoxelsTransform = vtkTransform::New(); this->VoxelsToViewTransform = vtkTransform::New(); this->Threader = vtkMultiThreader::New(); this->RayCastImage = vtkFixedPointRayCastImage::New(); this->RowBounds = NULL; this->OldRowBounds = NULL; this->RenderTimeTable = NULL; this->RenderVolumeTable = NULL; this->RenderRendererTable = NULL; this->RenderTableSize = 0; this->RenderTableEntries = 0; this->RenderWindow = NULL; this->MIPHelper = vtkFixedPointVolumeRayCastMIPHelper::New(); this->CompositeHelper = vtkFixedPointVolumeRayCastCompositeHelper::New(); this->CompositeGOHelper = vtkFixedPointVolumeRayCastCompositeGOHelper::New(); this->CompositeShadeHelper = vtkFixedPointVolumeRayCastCompositeShadeHelper::New(); this->CompositeGOShadeHelper = vtkFixedPointVolumeRayCastCompositeGOShadeHelper::New(); this->IntermixIntersectingGeometry = 1; int i; for ( i = 0; i < 4; i++ ) { this->SavedRGBFunction[i] = NULL; this->SavedGrayFunction[i] = NULL; this->SavedScalarOpacityFunction[i] = NULL; this->SavedGradientOpacityFunction[i] = NULL; this->SavedColorChannels[i] = 0; this->SavedScalarOpacityDistance[i] = 0; } this->SavedSampleDistance = 0; this->SavedBlendMode = -1; this->SavedGradientsInput = NULL; this->SavedParametersInput = NULL; this->NumberOfGradientSlices = 0; this->GradientNormal = NULL; this->GradientMagnitude = NULL; this->ContiguousGradientNormal = NULL; this->ContiguousGradientMagnitude = NULL; this->DirectionEncoder = vtkSphericalDirectionEncoder::New(); this->GradientShader = vtkEncodedGradientShader::New(); this->GradientEstimator = vtkFiniteDifferenceGradientEstimator::New(); this->GradientEstimator->SetDirectionEncoder( this->DirectionEncoder ); this->ShadingRequired = 0; this->GradientOpacityRequired = 0; this->CroppingRegionMask[0] = 1; for ( i = 1; i < 27; i++ ) { this->CroppingRegionMask[i] = this->CroppingRegionMask[i-1]*2; } this->NumTransformedClippingPlanes = 0; this->TransformedClippingPlanes = NULL; this->ImageDisplayHelper = vtkRayCastImageDisplayHelper::New(); this->ImageDisplayHelper->PreMultipliedColorsOn(); this->ImageDisplayHelper->SetPixelScale( 2.0 ); // This is the min max volume used for space leaping. Each 4x4x4 cell from // the original input volume has three values per component - a minimum scalar // index, maximum scalar index, and a values used for both the maximum gradient // magnitude and a flag. The flag is used to indicate for the // current transfer function whether any non-zero opacity exists between the // minimum and maximum scalar values and up to the maximum gradient magnitude this->MinMaxVolume = NULL; this->MinMaxVolumeSize[0] = 0; this->MinMaxVolumeSize[1] = 0; this->MinMaxVolumeSize[2] = 0; this->MinMaxVolumeSize[3] = 0; this->SavedMinMaxInput = NULL; this->Volume = NULL; } // Destruct a vtkFixedPointVolumeRayCastMapper - clean up any memory used vtkFixedPointVolumeRayCastMapper::~vtkFixedPointVolumeRayCastMapper() { this->PerspectiveMatrix->Delete(); this->ViewToWorldMatrix->Delete(); this->ViewToVoxelsMatrix->Delete(); this->VoxelsToViewMatrix->Delete(); this->WorldToVoxelsMatrix->Delete(); this->VoxelsToWorldMatrix->Delete(); this->VolumeMatrix->Delete(); this->VoxelsTransform->Delete(); this->VoxelsToViewTransform->Delete(); this->PerspectiveTransform->Delete(); this->Threader->Delete(); this->MIPHelper->Delete(); this->CompositeHelper->Delete(); this->CompositeGOHelper->Delete(); this->CompositeShadeHelper->Delete(); this->CompositeGOShadeHelper->Delete(); if ( this->RayCastImage ) { this->RayCastImage->Delete(); this->RayCastImage = NULL; } delete [] this->RenderTimeTable; delete [] this->RenderVolumeTable; delete [] this->RenderRendererTable; delete [] this->RowBounds; delete [] this->OldRowBounds; int i; if ( this->GradientNormal ) { // Contiguous? Delete in one chunk otherwise delete slice by slice if ( this->ContiguousGradientNormal ) { delete [] this->ContiguousGradientNormal; this->ContiguousGradientNormal = NULL; } else { for ( i = 0; i < this->NumberOfGradientSlices; i++ ) { delete [] this->GradientNormal[i]; } } delete [] this->GradientNormal; this->GradientNormal = NULL; } if ( this->GradientMagnitude ) { // Contiguous? Delete in one chunk otherwise delete slice by slice if ( this->ContiguousGradientMagnitude ) { delete [] this->ContiguousGradientMagnitude; this->ContiguousGradientMagnitude = NULL; } else { for ( i = 0; i < this->NumberOfGradientSlices; i++ ) { delete [] this->GradientMagnitude[i]; } } delete [] this->GradientMagnitude; this->GradientMagnitude = NULL; } this->DirectionEncoder->Delete(); this->GradientShader->Delete(); this->GradientEstimator->Delete(); delete [] this->TransformedClippingPlanes; this->ImageDisplayHelper->Delete(); // Delete storage used by min/max volume delete [] this->MinMaxVolume; } float vtkFixedPointVolumeRayCastMapper::ComputeRequiredImageSampleDistance( float desiredTime, vtkRenderer *ren ) { return this->ComputeRequiredImageSampleDistance( desiredTime, ren, NULL ); } float vtkFixedPointVolumeRayCastMapper::ComputeRequiredImageSampleDistance( float desiredTime, vtkRenderer *ren, vtkVolume *vol ) { float result; float oldTime; if ( vol ) { oldTime = this->RetrieveRenderTime( ren, vol ); } else { oldTime = this->RetrieveRenderTime( ren ); } float newTime = desiredTime; if ( oldTime == 0.0 ) { if ( newTime > 10 ) { result = this->MinimumImageSampleDistance; } else { result = this->MaximumImageSampleDistance / 2.0; } } else { oldTime /= (this->ImageSampleDistance * this->ImageSampleDistance); result = this->ImageSampleDistance * sqrt(oldTime / newTime); result = (result > this->MaximumImageSampleDistance)? (this->MaximumImageSampleDistance):(result); result = (resultMinimumImageSampleDistance)? (this->MinimumImageSampleDistance):(result); } return result; } float vtkFixedPointVolumeRayCastMapper::RetrieveRenderTime( vtkRenderer *ren, vtkVolume *vol ) { int i; for ( i = 0; i < this->RenderTableEntries; i++ ) { if ( this->RenderVolumeTable[i] == vol && this->RenderRendererTable[i] == ren ) { return this->RenderTimeTable[i]; } } return 0.0; } float vtkFixedPointVolumeRayCastMapper::RetrieveRenderTime( vtkRenderer *ren ) { int i; for ( i = 0; i < this->RenderTableEntries; i++ ) { if ( this->RenderRendererTable[i] == ren ) { return this->RenderTimeTable[i]; } } return 0.0; } void vtkFixedPointVolumeRayCastMapper::StoreRenderTime( vtkRenderer *ren, vtkVolume *vol, float time ) { int i; for ( i = 0; i < this->RenderTableEntries; i++ ) { if ( this->RenderVolumeTable[i] == vol && this->RenderRendererTable[i] == ren ) { this->RenderTimeTable[i] = time; return; } } // Need to increase size if ( this->RenderTableEntries >= this->RenderTableSize ) { if ( this->RenderTableSize == 0 ) { this->RenderTableSize = 10; } else { this->RenderTableSize *= 2; } float *oldTimePtr = this->RenderTimeTable; vtkVolume **oldVolumePtr = this->RenderVolumeTable; vtkRenderer **oldRendererPtr = this->RenderRendererTable; this->RenderTimeTable = new float [this->RenderTableSize]; this->RenderVolumeTable = new vtkVolume *[this->RenderTableSize]; this->RenderRendererTable = new vtkRenderer *[this->RenderTableSize]; for (i = 0; i < this->RenderTableEntries; i++ ) { this->RenderTimeTable[i] = oldTimePtr[i]; this->RenderVolumeTable[i] = oldVolumePtr[i]; this->RenderRendererTable[i] = oldRendererPtr[i]; } delete [] oldTimePtr; delete [] oldVolumePtr; delete [] oldRendererPtr; } this->RenderTimeTable[this->RenderTableEntries] = time; this->RenderVolumeTable[this->RenderTableEntries] = vol; this->RenderRendererTable[this->RenderTableEntries] = ren; this->RenderTableEntries++; } void vtkFixedPointVolumeRayCastMapper::SetNumberOfThreads( int num ) { this->Threader->SetNumberOfThreads( num ); } int vtkFixedPointVolumeRayCastMapper::GetNumberOfThreads() { if (this->Threader) { return this->Threader->GetNumberOfThreads(); } return 0; } void vtkFixedPointVolumeRayCastMapper::FillInMaxGradientMagnitudes( int fullDim[3], int smallDim[4] ) { int i, j, k, c; int sx1, sx2, sy1, sy2, sz1, sz2; int x, y, z; for ( k = 0; k < fullDim[2]; k++ ) { sz1 = (k < 1)?(0):(static_cast((k-1)/4)); sz2 = static_cast((k )/4); sz2 = ( k == fullDim[2]-1 )?(sz1):(sz2); unsigned char *dptr = this->GradientMagnitude[k]; for ( j = 0; j < fullDim[1]; j++ ) { sy1 = (j < 1)?(0):(static_cast((j-1)/4)); sy2 = static_cast((j )/4); sy2 = ( j == fullDim[1]-1 )?(sy1):(sy2); for ( i = 0; i < fullDim[0]; i++ ) { sx1 = (i < 1)?(0):(static_cast((i-1)/4)); sx2 = static_cast((i )/4); sx2 = ( i == fullDim[0]-1 )?(sx1):(sx2); for ( c = 0; c < smallDim[3]; c++ ) { unsigned char val; val = *dptr; dptr++; for ( z = sz1; z <= sz2; z++ ) { for ( y = sy1; y <= sy2; y++ ) { for ( x = sx1; x <= sx2; x++ ) { unsigned short *tmpPtr = this->MinMaxVolume + 3*( z*smallDim[0]*smallDim[1]*smallDim[3] + y*smallDim[0]*smallDim[3] + x*smallDim[3] + c); // Need to keep track of max gradient magnitude in upper // eight bits. No need to preserve lower eight (the flag) // since we will be recomputing this. tmpPtr[2] = (val>(tmpPtr[2]>>8))?(val<<8):(tmpPtr[2]); } } } } } } } } // This method should be called after UpdateColorTables since it // relies on some information (shift and scale) computed in that method, // as well as the last built time for the color tables. void vtkFixedPointVolumeRayCastMapper::UpdateMinMaxVolume( vtkVolume *vol ) { int i, j, k, c; // A three bit variable: // first bit indicates need to update flags // second bit indicates need to update scalars // third bit indicates need to update gradient magnitudes int needToUpdate = 0; // Get the image data vtkImageData *input = this->GetInput(); // We'll need this info later int components = input->GetPointData()->GetScalars()->GetNumberOfComponents(); int independent = vol->GetProperty()->GetIndependentComponents(); int dim[3]; input->GetDimensions( dim ); // Has the data itself changed? if ( input != this->SavedMinMaxInput || input->GetMTime() > this->SavedMinMaxBuildTime.GetMTime() ) { needToUpdate |= 0x03; } // Do the gradient magnitudes need to be filled in? if ( this->GradientOpacityRequired && ( needToUpdate&0x02 || this->SavedGradientsMTime.GetMTime() > this->SavedMinMaxBuildTime.GetMTime() ) ) { needToUpdate |= 0x05; } // Have the parameters changed which means the flags need // to be recomputed. Actually, we could be checking just // a subset of these parameters (we don't need to recompute // the flags if the colors change, but unless these seems // like a significant performance problem, I'd rather not // complicate the code) if ( !(needToUpdate&0x01) && this->SavedParametersMTime.GetMTime() > this->SavedMinMaxFlagTime.GetMTime() ) { needToUpdate |= 0x01; } if ( !needToUpdate ) { return; } // Regenerate the min max values if necessary if ( needToUpdate&0x02 ) { // How big should the min/max volume be? int targetSize[4]; for ( i = 0; i < 3; i++ ) { // We group four cells (which require 5 samples) into one element in the min/max tree targetSize[i] = (dim[i] < 2) ? (1) : ( 1 + static_cast((dim[i] - 2)/4)); } // This fourth dimension is the number of independent components for which we // need to keep track of min/max targetSize[3] = (independent)?(components):(1); if ( this->MinMaxVolumeSize[0] != targetSize[0] || this->MinMaxVolumeSize[1] != targetSize[1] || this->MinMaxVolumeSize[2] != targetSize[2] || this->MinMaxVolumeSize[3] != targetSize[3] ) { delete [] this->MinMaxVolume; // One entry for min, one for max, one shared by max gradient // magnitude, and a flag set based on opacity transfer functions this->MinMaxVolume = new unsigned short [3 * ( targetSize[0] * targetSize[1] * targetSize[2] * targetSize[3] ) ]; // Don't really do anything about it - but reporting this error may // save some debugging time later... if ( !this->MinMaxVolume ) { vtkErrorMacro( "Problem allocating min/max volume" ); this->MinMaxVolumeSize[0] = 0; this->MinMaxVolumeSize[1] = 0; this->MinMaxVolumeSize[2] = 0; this->MinMaxVolumeSize[3] = 0; return; } this->MinMaxVolumeSize[0] = targetSize[0]; this->MinMaxVolumeSize[1] = targetSize[1]; this->MinMaxVolumeSize[2] = targetSize[2]; this->MinMaxVolumeSize[3] = targetSize[3]; // Initialize the structure unsigned short *tmpPtr = this->MinMaxVolume; for ( i = 0; i < targetSize[0] * targetSize[1] * targetSize[2]; i++ ) { for ( j = 0; j < targetSize[3]; j++ ) { *(tmpPtr++) = 0xffff; // Min Scalar *(tmpPtr++) = 0; // Max Scalar *(tmpPtr++) = 0; // Max Gradient Magnitude and } // Flag computed from transfer functions } // Now put the scalar data values into the structure int scalarType = input->GetScalarType(); void *dataPtr = input->GetScalarPointer(); switch ( scalarType ) { vtkTemplateMacro( vtkFixedPointVolumeRayCastMapperFillInMinMaxVolume( (VTK_TT *)(dataPtr), this->MinMaxVolume, dim, targetSize, independent, components, this->TableShift, this->TableScale) ); } } this->SavedMinMaxInput = input; this->SavedMinMaxBuildTime.Modified(); } if ( needToUpdate&0x04 ) { // Now put the gradient magnitude values into the structure this->FillInMaxGradientMagnitudes( dim, this->MinMaxVolumeSize ); // It is OK to use this same variable for scalars and gradient magnitudes - either // we just rebuilt the min max volume from the scalars, or the MTime on the input // is already less than this build time so updating it again won't matter for // future checks this->SavedMinMaxBuildTime.Modified(); } // Update the flags now unsigned short *minNonZeroScalarIndex = new unsigned short [this->MinMaxVolumeSize[3]]; for ( c = 0; c < this->MinMaxVolumeSize[3]; c++ ) { for ( i = 0; i < this->TableSize[c]; i++ ) { if ( this->ScalarOpacityTable[c][i] ) { break; } } minNonZeroScalarIndex[c] = i; } unsigned char *minNonZeroGradientMagnitudeIndex = new unsigned char [this->MinMaxVolumeSize[3]]; for ( c = 0; c < this->MinMaxVolumeSize[3]; c++ ) { for ( i = 0; i < 256; i++ ) { if ( this->GradientOpacityTable[c][i] ) { break; } } minNonZeroGradientMagnitudeIndex[c] = i; } unsigned short *tmpPtr = this->MinMaxVolume; int zero = 0; int nonZero = 0; for ( k = 0; k < this->MinMaxVolumeSize[2]; k++ ) { for ( j = 0; j < this->MinMaxVolumeSize[1]; j++ ) { for ( i = 0; i < this->MinMaxVolumeSize[0]; i++ ) { for ( c = 0; c < this->MinMaxVolumeSize[3]; c++ ) { // We definite have 0 opacity because our maximum scalar value in // this region is below the minimum scalar value with non-zero opacity // for this component if ( tmpPtr[1] < minNonZeroScalarIndex[c] ) { tmpPtr[2] &= 0xff00; zero++; } // We have 0 opacity because we are using gradient magnitudes and // the maximum gradient magnitude in this area is below the minimum // gradient magnitude with non-zero opacity for this component else if ( this->GradientOpacityRequired && (tmpPtr[2]>>8) < minNonZeroGradientMagnitudeIndex[c] ) { tmpPtr[2] &= 0xff00; zero++; } // We definitely have non-zero opacity because our minimum scalar // value is lower than our first scalar with non-zero opacity, and // the maximum scalar value is greater than this threshold - so // we must encounter scalars with opacity in between else if ( tmpPtr[0] < minNonZeroScalarIndex[c] ) { tmpPtr[2] &= 0xff00; tmpPtr[2] |= 0x0001; nonZero++; } // We have to search between min scalar value and the // max scalar stored in the minmax volume to look for non-zero // opacity since both values must be above our first non-zero // threshold so we don't have information in this area else { int loop; for ( loop = tmpPtr[0]; loop <= tmpPtr[1]; loop++ ) { if ( this->ScalarOpacityTable[c][loop] ) { break; } } if ( loop <= tmpPtr[1] ) { tmpPtr[2] &= 0xff00; tmpPtr[2] |= 0x0001; nonZero++; } else { tmpPtr[2] &= 0xff00; zero++; } } tmpPtr += 3; } } } } this->SavedMinMaxFlagTime.Modified(); } void vtkFixedPointVolumeRayCastMapper::UpdateCroppingRegions() { this->ConvertCroppingRegionPlanesToVoxels(); int i; for ( i = 0; i < 6; i++ ) { this->FixedPointCroppingRegionPlanes[i] = this->ToFixedPointPosition( this->VoxelCroppingRegionPlanes[i] ); } } // This is the initialization that should be done once per image // The render has been broken into several parts to support AMR // volume rendering. Basically, this is done by having the AMR // mapper call the PerImageInitialization once, then the // PerVolumeInitialization once for each volume in the hierarchical // structure. Finally, the AMR mapper divides all the volumes // into subvolumes in order to render everything in a back-to-front // order. The PerSubVolumeInitialization is called for each subvolume, // then the RenderSubVolume is called. Finally, the DisplayImage method // is called to map the image onto the screen. When this class is used // directly as the mapper, the Render method calls these initialization // methods and the RenderSubVolumeMethod. The AMR mapper will set the // multiRender flag to 1 indicating that the PerImageInitialization // should fully polulate the RayCastImage class based on the // origin, spacing, and extent passed in. This will result in computing // some things twice - once for the "full" volume (the extent bounding // all volumes in the hierarchy), then once for each volume in the // hierarchy. This does not make sense when rendering just a single // volume so the multiRender flag indicates whether to do this // computation here or skip it for later. int vtkFixedPointVolumeRayCastMapper::PerImageInitialization( vtkRenderer *ren, vtkVolume *vol, int multiRender, double inputOrigin[3], double inputSpacing[3], int inputExtent[6] ) { // Save this so that we can restore it if the image is cancelled this->OldImageSampleDistance = this->ImageSampleDistance; this->OldSampleDistance = this->SampleDistance; // If we are automatically adjusting the size to achieve a desired frame // rate, then do that adjustment here. Base the new image sample distance // on the previous one and the previous render time. Don't let // the adjusted image sample distance be less than the minimum image sample // distance or more than the maximum image sample distance. if ( this->AutoAdjustSampleDistances ) { this->ImageSampleDistance = this->ComputeRequiredImageSampleDistance( vol->GetAllocatedRenderTime(), ren, vol ); // If this is an interactive render (faster than 1 frame per second) then we'll // increase the sample distance along the ray to improve performance if ( vol->GetAllocatedRenderTime() < 1.0 ) { this->SampleDistance = this->InteractiveSampleDistance; } } // Pass the ImageSampleDistance on the RayCastImage this->RayCastImage->SetImageSampleDistance( this->ImageSampleDistance ); // The full image fills the viewport. First, compute the actual viewport // size, then divide by the ImageSampleDistance to find the full image // size in pixels int width, height; ren->GetTiledSize(&width, &height); this->RayCastImage->SetImageViewportSize( static_cast(width/this->ImageSampleDistance), static_cast(height/this->ImageSampleDistance) ); if ( multiRender ) { this->UpdateCroppingRegions(); this->ComputeMatrices( inputOrigin, inputSpacing, inputExtent, ren, vol ); if ( !this->ComputeRowBounds( ren, 1, 0, inputExtent ) ) { return 0; } } return 1; } // This is the initialization that should be done once per volume void vtkFixedPointVolumeRayCastMapper::PerVolumeInitialization( vtkRenderer *ren, vtkVolume *vol ) { // This is the input of this mapper vtkImageData *input = this->GetInput(); // make sure that we have scalar input and update the scalar input if ( input == NULL ) { vtkErrorMacro(<< "No Input!"); return; } else { input->UpdateInformation(); input->SetUpdateExtentToWholeExtent(); input->Update(); } // Compute some matrices from voxels to view and vice versa based // on the whole input double inputSpacing[3]; double inputOrigin[3]; int inputExtent[6]; input->GetSpacing( inputSpacing ); input->GetOrigin( inputOrigin ); input->GetExtent( inputExtent ); this->ComputeMatrices( inputOrigin, inputSpacing, inputExtent, ren, vol ); this->RenderWindow = ren->GetRenderWindow(); this->Volume = vol; this->UpdateColorTable( vol ); this->UpdateGradients( vol ); this->UpdateShadingTable( ren, vol ); this->UpdateMinMaxVolume( vol ); } // This is the initialization that should be done once per subvolume void vtkFixedPointVolumeRayCastMapper::PerSubVolumeInitialization( vtkRenderer *ren, vtkVolume *vol, int multiRender ) { this->UpdateCroppingRegions(); // Compute row bounds. This will also compute the size of the image to // render, allocate the space if necessary, and clear the image where // required. If no rays need to be cast, restore the old image sample // distance and return int inputExtent[6]; vtkImageData *input = this->GetInput(); input->GetExtent( inputExtent ); // If this is part of a multirender (AMR volume rendering) then // the image parameters have already been computed and we can skip // that. In all cases we need to compute the row bounds so pass in // a 1 for that flag int imageFlag = (multiRender)?(0):(1); if ( !this->ComputeRowBounds( ren, imageFlag, 1, inputExtent ) ) { this->AbortRender(); return; } // If this is part of a multiRender, then we've already captured the z buffer, // otherwise we need to do it here if ( !multiRender ) { this->CaptureZBuffer( ren ); } this->InitializeRayInfo( vol ); } // This is the render method for the subvolume void vtkFixedPointVolumeRayCastMapper::RenderSubVolume() { // Set the number of threads to use for ray casting, // then set the execution method and do it. this->Threader->SetSingleMethod( FixedPointVolumeRayCastMapper_CastRays, (void *)this); this->Threader->SingleMethodExecute(); } // This method displays the image that has been created void vtkFixedPointVolumeRayCastMapper::DisplayRenderedImage( vtkRenderer *ren, vtkVolume *vol ) { float depth; if ( this->IntermixIntersectingGeometry ) { depth = this->MinimumViewDistance; } else { depth = -1; } this->ImageDisplayHelper-> RenderTexture( vol, ren, this->RayCastImage, depth ); } // This method should be called when the render is aborted to restore previous values. // Otherwise, the old time is still stored, with the newly computed sample distances, // and that will cause problems on the next render. void vtkFixedPointVolumeRayCastMapper::AbortRender() { // Restore values this->ImageSampleDistance = this->OldImageSampleDistance; this->SampleDistance = this->OldSampleDistance; } // Capture the ZBuffer to use for intermixing with opaque geometry // that has already been rendered void vtkFixedPointVolumeRayCastMapper::CaptureZBuffer( vtkRenderer *ren ) { // How big is the viewport in pixels? double *viewport = ren->GetViewport(); int *renWinSize = ren->GetRenderWindow()->GetSize(); // Do we need to capture the z buffer to intermix intersecting // geometry? If so, do it here if ( this->IntermixIntersectingGeometry && ren->GetNumberOfPropsRendered() ) { int x1, x2, y1, y2; // turn ImageOrigin into (x1,y1) in window (not viewport!) // coordinates. int imageOrigin[2]; int imageInUseSize[2]; this->RayCastImage->GetImageOrigin( imageOrigin ); this->RayCastImage->GetImageInUseSize( imageInUseSize ); x1 = static_cast ( viewport[0] * static_cast(renWinSize[0]) + static_cast(imageOrigin[0]) * this->ImageSampleDistance ); y1 = static_cast ( viewport[1] * static_cast(renWinSize[1]) + static_cast(imageOrigin[1]) * this->ImageSampleDistance); int zbufferSize[2]; int zbufferOrigin[2]; // compute z buffer size zbufferSize[0] = static_cast( static_cast(imageInUseSize[0]) * this->ImageSampleDistance); zbufferSize[1] = static_cast( static_cast(imageInUseSize[1]) * this->ImageSampleDistance); // Use the size to compute (x2,y2) in window coordinates x2 = x1 + zbufferSize[0] - 1; y2 = y1 + zbufferSize[1] - 1; // This is the z buffer origin (in viewport coordinates) zbufferOrigin[0] = static_cast( static_cast(imageOrigin[0]) * this->ImageSampleDistance); zbufferOrigin[1] = static_cast( static_cast(imageOrigin[1]) * this->ImageSampleDistance); this->RayCastImage->SetZBufferSize( zbufferSize ); this->RayCastImage->SetZBufferOrigin( zbufferOrigin ); this->RayCastImage->AllocateZBuffer(); // Capture the z buffer ren->GetRenderWindow()->GetZbufferData( x1, y1, x2, y2, this->RayCastImage->GetZBuffer() ); this->RayCastImage->UseZBufferOn(); } else { this->RayCastImage->UseZBufferOff(); } } void vtkFixedPointVolumeRayCastMapper::Render( vtkRenderer *ren, vtkVolume *vol ) { this->Timer->StartTimer(); // Since we are passing in a value of 0 for the multiRender flag // (this is a single render pass - not part of a multipass AMR render) // then we know the origin, spacing, and extent values will not // be used so just initialize everything to 0. No need to check // the return value of the PerImageInitialization method - since this // is not a multirender it will always return 1. double dummyOrigin[3] = {0.0, 0.0, 0.0}; double dummySpacing[3] = {0.0, 0.0, 0.0}; int dummyExtent[6] = {0, 0, 0, 0, 0, 0}; this->PerImageInitialization( ren, vol, 0, dummyOrigin, dummySpacing, dummyExtent ); this->PerVolumeInitialization( ren, vol ); if ( this->RenderWindow->CheckAbortStatus() ) { this->AbortRender(); return; } this->PerSubVolumeInitialization( ren, vol, 0 ); if ( this->RenderWindow->CheckAbortStatus() ) { this->AbortRender(); return; } this->RenderSubVolume(); if ( this->RenderWindow->CheckAbortStatus() ) { this->AbortRender(); return; } this->DisplayRenderedImage( ren, vol ); this->Timer->StopTimer(); this->TimeToDraw = this->Timer->GetElapsedTime(); // If we've increased the sample distance, account for that in the stored time. Since we // don't get linear performance improvement, use a factor of .66 this->StoreRenderTime( ren, vol, this->TimeToDraw * this->ImageSampleDistance * this->ImageSampleDistance * ( 1.0 + 0.66* (this->SampleDistance - this->OldSampleDistance) / this->OldSampleDistance ) ); this->SampleDistance = this->OldSampleDistance; } VTK_THREAD_RETURN_TYPE FixedPointVolumeRayCastMapper_CastRays( void *arg ) { // Get the info out of the input structure int threadID = ((vtkMultiThreader::ThreadInfo *)(arg))->ThreadID; int threadCount = ((vtkMultiThreader::ThreadInfo *)(arg))->NumberOfThreads; vtkFixedPointVolumeRayCastMapper *me = (vtkFixedPointVolumeRayCastMapper *)(((vtkMultiThreader::ThreadInfo *)arg)->UserData); if ( !me ) { vtkGenericWarningMacro("Irrecoverable error: no mapper specified"); return VTK_THREAD_RETURN_VALUE; } vtkVolume *vol = me->GetVolume(); if ( me->GetBlendMode() == vtkVolumeMapper::MAXIMUM_INTENSITY_BLEND ) { me->GetMIPHelper()->GenerateImage( threadID, threadCount, vol, me ); } else { if ( me->GetShadingRequired() == 0 ) { if ( me->GetGradientOpacityRequired() == 0 ) { me->GetCompositeHelper()->GenerateImage( threadID, threadCount, vol, me ); } else { me->GetCompositeGOHelper()->GenerateImage( threadID, threadCount, vol, me ); } } else { if ( me->GetGradientOpacityRequired() == 0 ) { me->GetCompositeShadeHelper()->GenerateImage( threadID, threadCount, vol, me ); } else { me->GetCompositeGOShadeHelper()->GenerateImage( threadID, threadCount, vol, me ); } } } return VTK_THREAD_RETURN_VALUE; } void vtkFixedPointVolumeRayCastMapper::ComputeRayInfo( int x, int y, unsigned int pos[3], unsigned int dir[3], unsigned int *numSteps ) { float viewRay[3]; float rayDirection[3]; float rayStart[4], rayEnd[4]; int imageViewportSize[2]; int imageOrigin[2]; this->RayCastImage->GetImageViewportSize( imageViewportSize ); this->RayCastImage->GetImageOrigin( imageOrigin ); float offsetX = 1.0 / static_cast(imageViewportSize[0]); float offsetY = 1.0 / static_cast(imageViewportSize[1]); // compute the view point y value for this row. Do this by // taking our pixel position, adding the image origin then dividing // by the full image size to get a number from 0 to 1-1/fullSize. Then, // multiply by two and subtract one to get a number from // -1 to 1 - 2/fullSize. Then add offsetX (which is 1/fullSize) to // center it. viewRay[1] = ((static_cast(y) + static_cast(imageOrigin[1])) / imageViewportSize[1]) * 2.0 - 1.0 + offsetY; // compute the view point x value for this pixel. Do this by // taking our pixel position, adding the image origin then dividing // by the full image size to get a number from 0 to 1-1/fullSize. Then, // multiply by two and subtract one to get a number from // -1 to 1 - 2/fullSize. Then add offsetX (which is 1/fullSize) to // center it. viewRay[0] = ((static_cast(x) + static_cast(imageOrigin[0])) / imageViewportSize[0]) * 2.0 - 1.0 + offsetX; // Now transform this point with a z value of 0 for the ray start, and // a z value of 1 for the ray end. This corresponds to the near and far // plane locations. If IntermixIntersectingGeometry is on, then use // the zbuffer value instead of 1.0 viewRay[2] = 0.0; vtkVRCMultiplyPointMacro( viewRay, rayStart, this->ViewToVoxelsArray ); viewRay[2] = this->RayCastImage->GetZBufferValue(x,y); vtkVRCMultiplyPointMacro( viewRay, rayEnd, this->ViewToVoxelsArray ); rayDirection[0] = rayEnd[0] - rayStart[0]; rayDirection[1] = rayEnd[1] - rayStart[1]; rayDirection[2] = rayEnd[2] - rayStart[2]; float originalRayStart[3]; originalRayStart[0] = rayStart[0]; originalRayStart[1] = rayStart[1]; originalRayStart[2] = rayStart[2]; // Initialize with 0, fill in with actual number of steps // if necessary *numSteps = 0; if ( this->ClipRayAgainstVolume( rayStart, rayEnd, rayDirection, this->CroppingBounds ) && ( this->NumTransformedClippingPlanes == 0 || this->ClipRayAgainstClippingPlanes( rayStart, rayEnd, this->NumTransformedClippingPlanes, this->TransformedClippingPlanes ) ) ) { double worldRayDirection[3]; worldRayDirection[0] = rayDirection[0]*this->SavedSpacing[0]; worldRayDirection[1] = rayDirection[1]*this->SavedSpacing[1]; worldRayDirection[2] = rayDirection[2]*this->SavedSpacing[2]; double worldLength = vtkMath::Normalize( worldRayDirection ) / this->SampleDistance; rayDirection[0] /= worldLength; rayDirection[1] /= worldLength; rayDirection[2] /= worldLength; float diff[3]; diff[0] = (rayStart[0] - originalRayStart[0])*((rayDirection[0]<0)?(-1):(1)); diff[1] = (rayStart[1] - originalRayStart[1])*((rayDirection[1]<0)?(-1):(1)); diff[2] = (rayStart[2] - originalRayStart[2])*((rayDirection[2]<0)?(-1):(1)); int steps = -1; if ( diff[0] >= diff[1] && diff[0] >= diff[2] && rayDirection[0]) { steps = 1 + static_cast( diff[0] / ((rayDirection[0]<0)?(-rayDirection[0]):(rayDirection[0])) ); } if ( diff[1] >= diff[0] && diff[1] >= diff[2] && rayDirection[2]) { steps = 1 + static_cast( diff[1] / ((rayDirection[1]<0)?(-rayDirection[1]):(rayDirection[1])) ); } if ( diff[2] >= diff[0] && diff[2] >= diff[1] && rayDirection[2]) { steps = 1 + static_cast( diff[2] / ((rayDirection[2]<0)?(-rayDirection[2]):(rayDirection[2])) ); } if ( steps > 0 ) { rayStart[0] = originalRayStart[0] + steps*rayDirection[0]; rayStart[1] = originalRayStart[1] + steps*rayDirection[1]; rayStart[2] = originalRayStart[2] + steps*rayDirection[2]; } if ( rayStart[0] > 0.0 && rayStart[1] > 0.0 && rayStart[2] > 0.0 ) { pos[0] = this->ToFixedPointPosition(rayStart[0]); pos[1] = this->ToFixedPointPosition(rayStart[1]); pos[2] = this->ToFixedPointPosition(rayStart[2]); dir[0] = this->ToFixedPointDirection(rayDirection[0]); dir[1] = this->ToFixedPointDirection(rayDirection[1]); dir[2] = this->ToFixedPointDirection(rayDirection[2]); int stepLoop; int stepsValid = 0; unsigned int currSteps; for ( stepLoop = 0; stepLoop < 3; stepLoop++ ) { if ( !( dir[stepLoop]&0x7fffffff ) ) { continue; } unsigned int endVal = this->ToFixedPointPosition(rayEnd[stepLoop]); if ( dir[stepLoop]&0x80000000 ) { if ( endVal > pos[stepLoop] ) { currSteps = static_cast( 1 + (endVal - pos[stepLoop])/(dir[stepLoop]&0x7fffffff)); } else { currSteps = 0; } } else { if ( pos[stepLoop] > endVal ) { currSteps = 1 + (pos[stepLoop]- endVal)/dir[stepLoop]; } else { currSteps = 0; } } if ( !stepsValid || currSteps < *numSteps ) { *numSteps = currSteps; stepsValid = 1; } } } } } void vtkFixedPointVolumeRayCastMapper::InitializeRayInfo( vtkVolume *vol ) { if ( !vol ) { return; } // Copy the viewToVoxels matrix to 16 floats int i, j; for ( j = 0; j < 4; j++ ) { for ( i = 0; i < 4; i++ ) { this->ViewToVoxelsArray[j*4+i] = static_cast(this->ViewToVoxelsMatrix->GetElement(j,i)); } } // Copy the worldToVoxels matrix to 16 floats for ( j = 0; j < 4; j++ ) { for ( i = 0; i < 4; i++ ) { this->WorldToVoxelsArray[j*4+i] = static_cast(this->WorldToVoxelsMatrix->GetElement(j,i)); } } // Copy the voxelsToWorld matrix to 16 floats for ( j = 0; j < 4; j++ ) { for ( i = 0; i < 4; i++ ) { this->VoxelsToWorldArray[j*4+i] = static_cast(this->VoxelsToWorldMatrix->GetElement(j,i)); } } int dim[3]; this->GetInput()->GetDimensions(dim); this->CroppingBounds[0] = this->CroppingBounds[2] = this->CroppingBounds[4] = 0.0; this->CroppingBounds[1] = dim[0]-1; this->CroppingBounds[3] = dim[1]-1; this->CroppingBounds[5] = dim[2]-1; // Do some initialization of the clipping planes this->NumTransformedClippingPlanes = (this->ClippingPlanes)?(this->ClippingPlanes->GetNumberOfItems()):(0); // Clear out old clipping planes delete [] this->TransformedClippingPlanes; this->TransformedClippingPlanes = NULL; // Do we have any clipping planes if ( this->NumTransformedClippingPlanes > 0 ) { // Allocate some space to store the plane equations this->TransformedClippingPlanes = new float [4*this->NumTransformedClippingPlanes]; // loop through all the clipping planes for ( i = 0; i < this->NumTransformedClippingPlanes; i++ ) { // Convert plane into voxel coordinate system double worldNormal[3], worldOrigin[3]; double inputOrigin[4]; vtkPlane *onePlane = (vtkPlane *)this->ClippingPlanes->GetItemAsObject(i); onePlane->GetNormal(worldNormal); onePlane->GetOrigin(worldOrigin); float *planePtr = this->TransformedClippingPlanes + 4*i; vtkVRCMultiplyNormalMacro( worldNormal, planePtr, this->VoxelsToWorldArray ); vtkVRCMultiplyPointMacro( worldOrigin, inputOrigin, this->WorldToVoxelsArray ); float t = sqrt( planePtr[0]*planePtr[0] + planePtr[1]*planePtr[1] + planePtr[2]*planePtr[2] ); if ( t ) { planePtr[0] /= t; planePtr[1] /= t; planePtr[2] /= t; } planePtr[3] = -(planePtr[0]*inputOrigin[0] + planePtr[1]*inputOrigin[1] + planePtr[2]*inputOrigin[2]); } } // If we have a simple crop box then we can tighten the bounds if ( this->Cropping && this->CroppingRegionFlags == 0x2000 ) { this->CroppingBounds[0] = this->VoxelCroppingRegionPlanes[0]; this->CroppingBounds[1] = this->VoxelCroppingRegionPlanes[1]; this->CroppingBounds[2] = this->VoxelCroppingRegionPlanes[2]; this->CroppingBounds[3] = this->VoxelCroppingRegionPlanes[3]; this->CroppingBounds[4] = this->VoxelCroppingRegionPlanes[4]; this->CroppingBounds[5] = this->VoxelCroppingRegionPlanes[5]; } this->CroppingBounds[0] = (this->CroppingBounds[0] < 0)?(0):(this->CroppingBounds[0]); this->CroppingBounds[0] = (this->CroppingBounds[0] > dim[0]-1)?(dim[0]-1):(this->CroppingBounds[0]); this->CroppingBounds[1] = (this->CroppingBounds[1] < 0)?(0):(this->CroppingBounds[1]); this->CroppingBounds[1] = (this->CroppingBounds[1] > dim[0]-1)?(dim[0]-1):(this->CroppingBounds[1]); this->CroppingBounds[2] = (this->CroppingBounds[2] < 0)?(0):(this->CroppingBounds[2]); this->CroppingBounds[2] = (this->CroppingBounds[2] > dim[1]-1)?(dim[1]-1):(this->CroppingBounds[2]); this->CroppingBounds[3] = (this->CroppingBounds[3] < 0)?(0):(this->CroppingBounds[3]); this->CroppingBounds[3] = (this->CroppingBounds[3] > dim[1]-1)?(dim[1]-1):(this->CroppingBounds[3]); this->CroppingBounds[4] = (this->CroppingBounds[4] < 0)?(0):(this->CroppingBounds[4]); this->CroppingBounds[4] = (this->CroppingBounds[4] > dim[2]-1)?(dim[2]-1):(this->CroppingBounds[4]); this->CroppingBounds[5] = (this->CroppingBounds[5] < 0)?(0):(this->CroppingBounds[5]); this->CroppingBounds[5] = (this->CroppingBounds[5] > dim[2]-1)?(dim[2]-1):(this->CroppingBounds[5]); // Save spacing because for some reason this call is really really slow! this->GetInput()->GetSpacing(this->SavedSpacing); } // Return 0 if our volume is outside the view frustum, 1 if it // is in the view frustum. int vtkFixedPointVolumeRayCastMapper::ComputeRowBounds(vtkRenderer *ren, int imageFlag, int rowBoundsFlag, int inputExtent[6] ) { float voxelPoint[3]; float viewPoint[8][4]; int i, j, k; unsigned short *ucptr; float minX, minY, maxX, maxY, minZ, maxZ; minX = 1.0; minY = 1.0; maxX = -1.0; maxY = -1.0; minZ = 1.0; maxZ = 0.0; float bounds[6]; int dim[3]; dim[0] = inputExtent[1] - inputExtent[0] + 1; dim[1] = inputExtent[3] - inputExtent[2] + 1; dim[2] = inputExtent[5] - inputExtent[4] + 1; bounds[0] = bounds[2] = bounds[4] = 0.0; bounds[1] = static_cast(dim[0]-1); bounds[3] = static_cast(dim[1]-1); bounds[5] = static_cast(dim[2]-1); int insideFlag = 0; double camPos[4]; ren->GetActiveCamera()->GetPosition( camPos ); camPos[3] = 1.0; this->WorldToVoxelsMatrix->MultiplyPoint( camPos, camPos ); if ( camPos[3] ) { camPos[0] /= camPos[3]; camPos[1] /= camPos[3]; camPos[2] /= camPos[3]; } // If we have a simple crop box then we can tighten the bounds if ( this->Cropping && this->CroppingRegionFlags == 0x2000 ) { bounds[0] = this->VoxelCroppingRegionPlanes[0]; bounds[1] = this->VoxelCroppingRegionPlanes[1]; bounds[2] = this->VoxelCroppingRegionPlanes[2]; bounds[3] = this->VoxelCroppingRegionPlanes[3]; bounds[4] = this->VoxelCroppingRegionPlanes[4]; bounds[5] = this->VoxelCroppingRegionPlanes[5]; } if ( camPos[0] >= bounds[0] && camPos[0] <= bounds[1] && camPos[1] >= bounds[2] && camPos[1] <= bounds[3] && camPos[2] >= bounds[4] && camPos[2] <= bounds[5] ) { insideFlag = 1; } // Copy the voxelsToView matrix to 16 floats float voxelsToViewMatrix[16]; for ( j = 0; j < 4; j++ ) { for ( i = 0; i < 4; i++ ) { voxelsToViewMatrix[j*4+i] = static_cast(this->VoxelsToViewMatrix->GetElement(j,i)); } } // Convert the voxel bounds to view coordinates to find out the // size and location of the image we need to generate. int idx = 0; if ( insideFlag ) { minX = -1.0; maxX = 1.0; minY = -1.0; maxY = 1.0; minZ = 0.001; maxZ = 0.001; } else { for ( k = 0; k < 2; k++ ) { voxelPoint[2] = bounds[4+k]; for ( j = 0; j < 2; j++ ) { voxelPoint[1] = bounds[2+j]; for ( i = 0; i < 2; i++ ) { voxelPoint[0] = bounds[i]; vtkVRCMultiplyPointMacro( voxelPoint, viewPoint[idx], voxelsToViewMatrix ); minX = (viewPoint[idx][0]maxX)?(viewPoint[idx][0]):(maxX); maxY = (viewPoint[idx][1]>maxY)?(viewPoint[idx][1]):(maxY); minZ = (viewPoint[idx][2]maxZ)?(viewPoint[idx][2]):(maxZ); idx++; } } } } if ( minZ < 0.001 || maxZ > 0.9999 ) { minX = -1.0; maxX = 1.0; minY = -1.0; maxY = 1.0; insideFlag = 1; } this->MinimumViewDistance = (minZ<0.001)?(0.001):((minZ>0.999)?(0.999):(minZ)); int imageViewportSize[2]; int imageOrigin[2]; int imageMemorySize[2]; int imageInUseSize[2]; this->RayCastImage->GetImageViewportSize( imageViewportSize ); this->RayCastImage->GetImageOrigin( imageOrigin ); this->RayCastImage->GetImageMemorySize( imageMemorySize ); // We have min/max values from -1.0 to 1.0 now - we want to convert // these to pixel locations. Give a couple of pixels of breathing room // on each side if possible minX = ( minX + 1.0 ) * 0.5 * imageViewportSize[0] - 2; minY = ( minY + 1.0 ) * 0.5 * imageViewportSize[1] - 2; maxX = ( maxX + 1.0 ) * 0.5 * imageViewportSize[0] + 2; maxY = ( maxY + 1.0 ) * 0.5 * imageViewportSize[1] + 2; // If we are outside the view frustum return 0 - there is no need // to render anything if ( ( minX < 0 && maxX < 0 ) || ( minY < 0 && maxY < 0 ) || ( minX > imageViewportSize[0]-1 && maxX > imageViewportSize[0]-1 ) || ( minX > imageViewportSize[0]-1 && maxX > imageViewportSize[0]-1 ) ) { return 0; } int oldImageMemorySize[2]; oldImageMemorySize[0] = imageMemorySize[0]; oldImageMemorySize[1] = imageMemorySize[1]; // Check the bounds - the volume might project outside of the // viewing box / frustum so clip it if necessary minX = (minX<0)?(0):(minX); minY = (minY<0)?(0):(minY); maxX = (maxX>imageViewportSize[0]-1)? (imageViewportSize[0]-1):(maxX); maxY = (maxY>imageViewportSize[1]-1)? (imageViewportSize[1]-1):(maxY); // Create the new image, and set its size and position imageInUseSize[0] = static_cast(maxX - minX + 1.0); imageInUseSize[1] = static_cast(maxY - minY + 1.0); // What is a power of 2 size big enough to fit this image? imageMemorySize[0] = 32; imageMemorySize[1] = 32; while ( imageMemorySize[0] < imageInUseSize[0] ) { imageMemorySize[0] *= 2; } while ( imageMemorySize[1] < imageInUseSize[1] ) { imageMemorySize[1] *= 2; } imageOrigin[0] = static_cast(minX); imageOrigin[1] = static_cast(minY); // If the old image size is much too big (more than twice in // either direction) then set the old width to 0 which will // cause the image to be recreated if ( oldImageMemorySize[0] > 4*imageMemorySize[0] || oldImageMemorySize[1] > 4*imageMemorySize[1] ) { oldImageMemorySize[0] = 0; } // If the old image is big enough (but not too big - we handled // that above) then we'll bump up our required size to the // previous one. This will keep us from thrashing. if ( oldImageMemorySize[0] >= imageMemorySize[0] && oldImageMemorySize[1] >= imageMemorySize[1] ) { imageMemorySize[0] = oldImageMemorySize[0]; imageMemorySize[1] = oldImageMemorySize[1]; } if ( imageFlag ) { this->RayCastImage->SetImageOrigin( imageOrigin ); this->RayCastImage->SetImageMemorySize( imageMemorySize ); this->RayCastImage->SetImageInUseSize( imageInUseSize ); // Do we already have a texture big enough? If not, create a new one and // clear it. if ( imageMemorySize[0] > oldImageMemorySize[0] || imageMemorySize[1] > oldImageMemorySize[1] ) { this->RayCastImage->AllocateImage(); delete [] this->RowBounds; delete [] this->OldRowBounds; this->RayCastImage->ClearImage(); if ( rowBoundsFlag ) { // Create the row bounds array. This will store the start / stop pixel // for each row. This helps eleminate work in areas outside the bounding // hexahedron since a bounding box is not very tight. We keep the old ones // too to help with only clearing where required this->RowBounds = new int [2*imageMemorySize[1]]; this->OldRowBounds = new int [2*imageMemorySize[1]]; for ( i = 0; i < imageMemorySize[1]; i++ ) { this->RowBounds[i*2] = imageMemorySize[0]; this->RowBounds[i*2+1] = -1; this->OldRowBounds[i*2] = imageMemorySize[0]; this->OldRowBounds[i*2+1] = -1; } } } } if ( !rowBoundsFlag ) { return 1; } // Swap the row bounds int *tmpptr; tmpptr = this->RowBounds; this->RowBounds = this->OldRowBounds; this->OldRowBounds = tmpptr; // If we are inside the volume our row bounds indicate every ray must be // cast - we don't need to intersect with the 12 lines if ( insideFlag ) { for ( j = 0; j < imageInUseSize[1]; j++ ) { this->RowBounds[j*2] = 0; this->RowBounds[j*2+1] = imageInUseSize[0] - 1; } } else { // create an array of lines where the y value of the first vertex is less // than or equal to the y value of the second vertex. There are 12 lines, // each containing x1, y1, x2, y2 values. float lines[12][4]; float x1, y1, x2, y2; int xlow, xhigh; int lineIndex[12][2] = {{0,1}, {2,3}, {4,5}, {6,7}, {0,2}, {1,3} ,{4,6}, {5,7}, {0,4}, {1,5}, {2,6}, {3,7}}; for ( i = 0; i < 12; i++ ) { x1 = (viewPoint[lineIndex[i][0]][0]+1.0) * 0.5*imageViewportSize[0] - imageOrigin[0]; y1 = (viewPoint[lineIndex[i][0]][1]+1.0) * 0.5*imageViewportSize[1] - imageOrigin[1]; x2 = (viewPoint[lineIndex[i][1]][0]+1.0) * 0.5*imageViewportSize[0] - imageOrigin[0]; y2 = (viewPoint[lineIndex[i][1]][1]+1.0) * 0.5*imageViewportSize[1] - imageOrigin[1]; if ( y1 < y2 ) { lines[i][0] = x1; lines[i][1] = y1; lines[i][2] = x2; lines[i][3] = y2; } else { lines[i][0] = x2; lines[i][1] = y2; lines[i][2] = x1; lines[i][3] = y1; } } // Now for each row in the image, find out the start / stop pixel // If min > max, then no intersection occurred for ( j = 0; j < imageInUseSize[1]; j++ ) { this->RowBounds[j*2] = imageMemorySize[0]; this->RowBounds[j*2+1] = -1; for ( i = 0; i < 12; i++ ) { if ( j >= lines[i][1] && j <= lines[i][3] && ( lines[i][1] != lines[i][3] ) ) { x1 = lines[i][0] + (static_cast(j) - lines[i][1])/(lines[i][3] - lines[i][1]) * (lines[i][2] - lines[i][0] ); xlow = static_cast(x1 + 1.5); xhigh = static_cast(x1 - 1.0); xlow = (xlow<0)?(0):(xlow); xlow = (xlow>imageInUseSize[0]-1)? (imageInUseSize[0]-1):(xlow); xhigh = (xhigh<0)?(0):(xhigh); xhigh = (xhigh>imageInUseSize[0]-1)?( imageInUseSize[0]-1):(xhigh); if ( xlow < this->RowBounds[j*2] ) { this->RowBounds[j*2] = xlow; } if ( xhigh > this->RowBounds[j*2+1] ) { this->RowBounds[j*2+1] = xhigh; } } } // If they are the same this is either a point on the cube or // all lines were out of bounds (all on one side or the other) // It is safe to ignore the point (since the ray isn't likely // to travel through it enough to actually take a sample) and it // must be ignored in the case where all lines are out of range if ( this->RowBounds[j*2] == this->RowBounds[j*2+1] ) { this->RowBounds[j*2] = imageMemorySize[0]; this->RowBounds[j*2+1] = -1; } } } for ( j = imageInUseSize[1]; j < imageMemorySize[1]; j++ ) { this->RowBounds[j*2] = imageMemorySize[0]; this->RowBounds[j*2+1] = -1; } unsigned short *image = this->RayCastImage->GetImage(); for ( j = 0; j < imageMemorySize[1]; j++ ) { if ( j%64 == 1 && this->RenderWindow->CheckAbortStatus() ) { return 0; } // New bounds are not overlapping with old bounds - clear between // old bounds only if ( this->RowBounds[j*2+1] < this->OldRowBounds[j*2] || this->RowBounds[j*2] > this->OldRowBounds[j*2+1] ) { ucptr = image + 4*( j*imageMemorySize[0] + this->OldRowBounds[j*2] ); for ( i = 0; i <= (this->OldRowBounds[j*2+1] - this->OldRowBounds[j*2]); i++ ) { *(ucptr++) = 0; *(ucptr++) = 0; *(ucptr++) = 0; *(ucptr++) = 0; } } // New bounds do overlap with old bounds else { // Clear from old min to new min ucptr = image + 4*( j*imageMemorySize[0] + this->OldRowBounds[j*2] ); for ( i = 0; i < (this->RowBounds[j*2] - this->OldRowBounds[j*2]); i++ ) { *(ucptr++) = 0; *(ucptr++) = 0; *(ucptr++) = 0; *(ucptr++) = 0; } // Clear from new max to old max ucptr = image + 4*( j*imageMemorySize[0] + this->RowBounds[j*2+1]+1 ); for ( i = 0; i < (this->OldRowBounds[j*2+1] - this->RowBounds[j*2+1]); i++ ) { *(ucptr++) = 0; *(ucptr++) = 0; *(ucptr++) = 0; *(ucptr++) = 0; } } } return 1; } void vtkFixedPointVolumeRayCastMapper::ComputeMatrices( double inputOrigin[3], double inputSpacing[3], int inputExtent[6], vtkRenderer *ren, vtkVolume *vol ) { // Get the camera from the renderer vtkCamera *cam = ren->GetActiveCamera(); // Get the aspect ratio from the renderer. This is needed for the // computation of the perspective matrix ren->ComputeAspect(); double *aspect = ren->GetAspect(); // Keep track of the projection matrix - we'll need it in a couple of places // Get the projection matrix. The method is called perspective, but // the matrix is valid for perspective and parallel viewing transforms. // Don't replace this with the GetCompositePerspectiveTransformMatrix // because that turns off stereo rendering!!! this->PerspectiveTransform->Identity(); this->PerspectiveTransform-> Concatenate(cam->GetPerspectiveTransformMatrix(aspect[0]/aspect[1], 0.0, 1.0 )); this->PerspectiveTransform->Concatenate(cam->GetViewTransformMatrix()); this->PerspectiveMatrix->DeepCopy(this->PerspectiveTransform->GetMatrix()); // Compute the origin of the extent the volume origin is at voxel (0,0,0) // but we want to consider (0,0,0) in voxels to be at // (inputExtent[0], inputExtent[2], inputExtent[4]). double extentOrigin[3]; extentOrigin[0] = inputOrigin[0] + inputExtent[0]*inputSpacing[0]; extentOrigin[1] = inputOrigin[1] + inputExtent[2]*inputSpacing[1]; extentOrigin[2] = inputOrigin[2] + inputExtent[4]*inputSpacing[2]; // Get the volume matrix. This is a volume to world matrix right now. // We'll need to invert it, translate by the origin and scale by the // spacing to change it to a world to voxels matrix. this->VolumeMatrix->DeepCopy( vol->GetMatrix() ); this->VoxelsToViewTransform->SetMatrix( this->VolumeMatrix ); // Create a transform that will account for the scaling and translation of // the scalar data. The is the volume to voxels matrix. this->VoxelsTransform->Identity(); this->VoxelsTransform->Translate(extentOrigin[0], extentOrigin[1], extentOrigin[2] ); this->VoxelsTransform->Scale( inputSpacing[0], inputSpacing[1], inputSpacing[2] ); // Now concatenate the volume's matrix with this scalar data matrix this->VoxelsToViewTransform->PreMultiply(); this->VoxelsToViewTransform->Concatenate( this->VoxelsTransform->GetMatrix() ); // Now we actually have the world to voxels matrix - copy it out this->WorldToVoxelsMatrix->DeepCopy( this->VoxelsToViewTransform->GetMatrix() ); this->WorldToVoxelsMatrix->Invert(); // We also want to invert this to get voxels to world this->VoxelsToWorldMatrix->DeepCopy( this->VoxelsToViewTransform->GetMatrix() ); // Compute the voxels to view transform by concatenating the // voxels to world matrix with the projection matrix (world to view) this->VoxelsToViewTransform->PostMultiply(); this->VoxelsToViewTransform->Concatenate( this->PerspectiveMatrix ); this->VoxelsToViewMatrix->DeepCopy( this->VoxelsToViewTransform->GetMatrix() ); this->ViewToVoxelsMatrix->DeepCopy( this->VoxelsToViewMatrix ); this->ViewToVoxelsMatrix->Invert(); } int vtkFixedPointVolumeRayCastMapper::ClipRayAgainstClippingPlanes( float rayStart[3], float rayEnd[3], int numClippingPlanes, float *clippingPlanes ) { float *planePtr; int i; float t, point[3], dp; float rayDir[3]; rayDir[0] = rayEnd[0] - rayStart[0]; rayDir[1] = rayEnd[1] - rayStart[1]; rayDir[2] = rayEnd[2] - rayStart[2]; // loop through all the clipping planes for ( i = 0; i < numClippingPlanes; i++ ) { planePtr = clippingPlanes + 4*i; dp = planePtr[0]*rayDir[0] + planePtr[1]*rayDir[1] + planePtr[2]*rayDir[2]; if ( dp != 0.0 ) { t = -( planePtr[0]*rayStart[0] + planePtr[1]*rayStart[1] + planePtr[2]*rayStart[2] + planePtr[3]) / dp; if ( t > 0.0 && t < 1.0 ) { point[0] = rayStart[0] + t*rayDir[0]; point[1] = rayStart[1] + t*rayDir[1]; point[2] = rayStart[2] + t*rayDir[2]; if ( dp > 0.0 ) { rayStart[0] = point[0]; rayStart[1] = point[1]; rayStart[2] = point[2]; } else { rayEnd[0] = point[0]; rayEnd[1] = point[1]; rayEnd[2] = point[2]; } rayDir[0] = rayEnd[0] - rayStart[0]; rayDir[1] = rayEnd[1] - rayStart[1]; rayDir[2] = rayEnd[2] - rayStart[2]; } // If the clipping plane is outside the ray segment, then // figure out if that means the ray segment goes to zero (if so // return 0) or doesn't affect it (if so do nothing) else { if ( dp >= 0.0 && t >= 1.0 ) { return 0; } if ( dp <= 0.0 && t <= 0.0 ) { return 0; } } } } return 1; } int vtkFixedPointVolumeRayCastMapper::ClipRayAgainstVolume( float rayStart[3], float rayEnd[3], float rayDirection[3], double bounds[6] ) { int loop; float diff; float t; if ( rayStart[0] >= bounds[1] || rayStart[1] >= bounds[3] || rayStart[2] >= bounds[5] || rayStart[0] < bounds[0] || rayStart[1] < bounds[2] || rayStart[2] < bounds[4] ) { for ( loop = 0; loop < 3; loop++ ) { diff = 0; if ( rayStart[loop] < (bounds[2*loop]+0.01) ) { diff = (bounds[2*loop]+0.01) - rayStart[loop]; } else if ( rayStart[loop] > (bounds[2*loop+1]-0.01) ) { diff = (bounds[2*loop+1]-0.01) - rayStart[loop]; } if ( diff ) { if ( rayDirection[loop] != 0.0 ) { t = diff / rayDirection[loop]; } else { t = -1.0; } if ( t > 0.0 ) { rayStart[0] += rayDirection[0] * t; rayStart[1] += rayDirection[1] * t; rayStart[2] += rayDirection[2] * t; } } } } // If the voxel still isn't inside the volume, then this ray // doesn't really intersect the volume if ( rayStart[0] >= bounds[1] || rayStart[1] >= bounds[3] || rayStart[2] >= bounds[5] || rayStart[0] < bounds[0] || rayStart[1] < bounds[2] || rayStart[2] < bounds[4] ) { return 0; } // The ray does intersect the volume, and we have a starting // position that is inside the volume if ( rayEnd[0] >= bounds[1] || rayEnd[1] >= bounds[3] || rayEnd[2] >= bounds[5] || rayEnd[0] < bounds[0] || rayEnd[1] < bounds[2] || rayEnd[2] < bounds[4] ) { for ( loop = 0; loop < 3; loop++ ) { diff = 0; if ( rayEnd[loop] < (bounds[2*loop]+0.01) ) { diff = (bounds[2*loop]+0.01) - rayEnd[loop]; } else if ( rayEnd[loop] > (bounds[2*loop+1]-0.01) ) { diff = (bounds[2*loop+1]-0.01) - rayEnd[loop]; } if ( diff ) { if ( rayDirection[loop] != 0.0 ) { t = diff / rayDirection[loop]; } else { t = 1.0; } if ( t < 0.0 ) { rayEnd[0] += rayDirection[0] * t; rayEnd[1] += rayDirection[1] * t; rayEnd[2] += rayDirection[2] * t; } } } } // To be absolutely certain our ray remains inside the volume, // recompute the ray direction (since it has changed - it is not // normalized and therefore changes when start/end change) and move // the start/end points in by 1/1000th of the distance. float offset; offset = (rayEnd[0] - rayStart[0])*0.001; rayStart[0] += offset; rayEnd[0] -= offset; offset = (rayEnd[1] - rayStart[1])*0.001; rayStart[1] += offset; rayEnd[1] -= offset; offset = (rayEnd[2] - rayStart[2])*0.001; rayStart[2] += offset; rayEnd[2] -= offset; if ( rayEnd[0] >= bounds[1] || rayEnd[1] >= bounds[3] || rayEnd[2] >= bounds[5] || rayEnd[0] < bounds[0] || rayEnd[1] < bounds[2] || rayEnd[2] < bounds[4] ) { return 0; } if ( (rayEnd[0]-rayStart[0])*rayDirection[0] < 0.0 || (rayEnd[1]-rayStart[1])*rayDirection[1] < 0.0 || (rayEnd[2]-rayStart[2])*rayDirection[2] < 0.0 ) { return 0; } return 1; } void vtkFixedPointVolumeRayCastMapper::ComputeGradients( vtkVolume *vol ) { vtkImageData *input = this->GetInput(); void *dataPtr = input->GetScalarPointer(); int scalarType = input->GetScalarType(); int components = input->GetPointData()->GetScalars()->GetNumberOfComponents(); int independent = vol->GetProperty()->GetIndependentComponents(); int dim[3]; double spacing[3]; input->GetDimensions(dim); input->GetSpacing(spacing); // Find the scalar range double scalarRange[4][2]; int c; for ( c = 0; c < components; c++ ) { input->GetPointData()->GetScalars()->GetRange(scalarRange[c], c); } int sliceSize = dim[0]*dim[1]*((independent)?(components):(1)); int numSlices = dim[2]; int i; // Delete the prior gradient normal information if ( this->GradientNormal ) { // Contiguous? Delete in one chunk otherwise delete slice by slice if ( this->ContiguousGradientNormal ) { delete [] this->ContiguousGradientNormal; this->ContiguousGradientNormal = NULL; } else { for ( i = 0; i < this->NumberOfGradientSlices; i++ ) { delete [] this->GradientNormal[i]; } } delete [] this->GradientNormal; this->GradientNormal = NULL; } // Delete the prior gradient magnitude information if ( this->GradientMagnitude ) { // Contiguous? Delete in one chunk otherwise delete slice by slice if ( this->ContiguousGradientMagnitude ) { delete [] this->ContiguousGradientMagnitude; this->ContiguousGradientMagnitude = NULL; } else { for ( i = 0; i < this->NumberOfGradientSlices; i++ ) { delete [] this->GradientMagnitude[i]; } } delete [] this->GradientMagnitude; this->GradientMagnitude = NULL; } this->NumberOfGradientSlices = numSlices; this->GradientNormal = new unsigned short *[numSlices]; this->GradientMagnitude = new unsigned char *[numSlices]; // first, attempt contiguous memory. If this fails, then go // for non-contiguous this->ContiguousGradientNormal = new unsigned short [numSlices * sliceSize]; this->ContiguousGradientMagnitude = new unsigned char [numSlices * sliceSize]; if ( this->ContiguousGradientNormal ) { // We were able to allocate contiguous space - we just need to set the // slice pointers here for ( i = 0; i < numSlices; i++ ) { this->GradientNormal[i] = this->ContiguousGradientNormal + i*sliceSize; } } else { // We were not able to allocate contigous space - allocate it slice by slice for ( i = 0; i < numSlices; i++ ) { this->GradientNormal[i] = new unsigned short [sliceSize]; } } if ( this->ContiguousGradientMagnitude ) { // We were able to allocate contiguous space - we just need to set the // slice pointers here for ( i = 0; i < numSlices; i++ ) { this->GradientMagnitude[i] = this->ContiguousGradientMagnitude + i*sliceSize; } } else { // We were not able to allocate contigous space - allocate it slice by slice for ( i = 0; i < numSlices; i++ ) { this->GradientMagnitude[i] = new unsigned char [sliceSize]; } } switch ( scalarType ) { vtkTemplateMacro( vtkFixedPointVolumeRayCastMapperComputeGradients( (VTK_TT *)(dataPtr), dim, spacing, components, independent, scalarRange, this->GradientNormal, this->GradientMagnitude, this->DirectionEncoder, this) ); } } int vtkFixedPointVolumeRayCastMapper::UpdateShadingTable( vtkRenderer *ren, vtkVolume *vol ) { if ( this->ShadingRequired == 0 ) { return 0; } // How many components? int components = this->GetInput()->GetPointData()->GetScalars()->GetNumberOfComponents(); int c; for ( c = 0; c < ((vol->GetProperty()->GetIndependentComponents())?(components):(1)); c++ ) { this->GradientShader->SetActiveComponent( c ); this->GradientShader->UpdateShadingTable( ren, vol, this->GradientEstimator ); float *r = this->GradientShader->GetRedDiffuseShadingTable(vol); float *g = this->GradientShader->GetGreenDiffuseShadingTable(vol); float *b = this->GradientShader->GetBlueDiffuseShadingTable(vol); float *rptr = r; float *gptr = g; float *bptr = b; unsigned short *tablePtr = this->DiffuseShadingTable[c]; int i; for ( i = 0; i < this->DirectionEncoder->GetNumberOfEncodedDirections(); i++ ) { *(tablePtr++) = static_cast((*(rptr++))*VTKKW_FP_SCALE + 0.5); *(tablePtr++) = static_cast((*(gptr++))*VTKKW_FP_SCALE + 0.5); *(tablePtr++) = static_cast((*(bptr++))*VTKKW_FP_SCALE + 0.5); } r = this->GradientShader->GetRedSpecularShadingTable(vol); g = this->GradientShader->GetGreenSpecularShadingTable(vol); b = this->GradientShader->GetBlueSpecularShadingTable(vol); rptr = r; gptr = g; bptr = b; tablePtr = this->SpecularShadingTable[c]; for ( i = 0; i < this->DirectionEncoder->GetNumberOfEncodedDirections(); i++ ) { *(tablePtr++) = static_cast((*(rptr++))*VTKKW_FP_SCALE + 0.5); *(tablePtr++) = static_cast((*(gptr++))*VTKKW_FP_SCALE + 0.5); *(tablePtr++) = static_cast((*(bptr++))*VTKKW_FP_SCALE + 0.5); } } return 1; } int vtkFixedPointVolumeRayCastMapper::UpdateGradients( vtkVolume *vol ) { int needToUpdate = 0; this->GradientOpacityRequired = 0; this->ShadingRequired = 0; // Get the image data vtkImageData *input = this->GetInput(); if ( vol->GetProperty()->GetShade() ) { needToUpdate = 1; this->ShadingRequired = 1; } for ( int c = 0; c < input->GetPointData()->GetScalars()->GetNumberOfComponents(); c++ ) { vtkPiecewiseFunction *f = vol->GetProperty()->GetGradientOpacity(c); if ( strcmp(f->GetType(), "Constant") || f->GetValue(0.0) != 1.0 ) { needToUpdate = 1; this->GradientOpacityRequired = 1; } } if ( !needToUpdate ) { return 0; } // Check if the input has changed if ( input == this->SavedGradientsInput && input->GetMTime() < this->SavedGradientsMTime.GetMTime() ) { return 0; } this->ComputeGradients( vol ); // Time to save the input used to update the tabes this->SavedGradientsInput = this->GetInput(); this->SavedGradientsMTime.Modified(); return 1; } int vtkFixedPointVolumeRayCastMapper::UpdateColorTable( vtkVolume *vol ) { int needToUpdate = 0; // Get the image data vtkImageData *input = this->GetInput(); // Has the data itself changed? if ( input != this->SavedParametersInput || input->GetMTime() > this->SavedParametersMTime.GetMTime() ) { needToUpdate = 1; } // What is the blending mode? int blendMode = this->GetBlendMode(); if ( blendMode != this->SavedBlendMode ) { needToUpdate = 1; } // How many components? int components = input->GetPointData()->GetScalars()->GetNumberOfComponents(); // Has the sample distance changed? if ( this->SavedSampleDistance != this->SampleDistance ) { needToUpdate = 1; } vtkColorTransferFunction *rgbFunc[4]; vtkPiecewiseFunction *grayFunc[4]; vtkPiecewiseFunction *scalarOpacityFunc[4]; vtkPiecewiseFunction *gradientOpacityFunc[4]; int colorChannels[4]; float scalarOpacityDistance[4]; int c; for ( c = 0; c < ((vol->GetProperty()->GetIndependentComponents())?(components):(1)); c++ ) { colorChannels[c] = vol->GetProperty()->GetColorChannels(c); if ( colorChannels[c] == 1 ) { rgbFunc[c] = NULL; grayFunc[c] = vol->GetProperty()->GetGrayTransferFunction(c); } else { rgbFunc[c] = vol->GetProperty()->GetRGBTransferFunction(c); grayFunc[c] = NULL; } scalarOpacityFunc[c] = vol->GetProperty()->GetScalarOpacity(c); gradientOpacityFunc[c] = vol->GetProperty()->GetGradientOpacity(c); scalarOpacityDistance[c] = vol->GetProperty()->GetScalarOpacityUnitDistance(c); // Has the number of color channels changed? if ( this->SavedColorChannels[c] != colorChannels[c] ) { needToUpdate = 1; } // Has the color transfer function changed in some way, // and we are using it? if ( colorChannels[c] == 3 ) { if ( this->SavedRGBFunction[c] != rgbFunc[c] || this->SavedParametersMTime.GetMTime() < rgbFunc[c]->GetMTime() ) { needToUpdate = 1; } } // Has the gray transfer function changed in some way, // and we are using it? if ( colorChannels[c] == 1 ) { if ( this->SavedGrayFunction[c] != grayFunc[c] || this->SavedParametersMTime.GetMTime() < grayFunc[c]->GetMTime() ) { needToUpdate = 1; } } // Has the scalar opacity transfer function changed in some way? if ( this->SavedScalarOpacityFunction[c] != scalarOpacityFunc[c] || this->SavedParametersMTime.GetMTime() < scalarOpacityFunc[c]->GetMTime() ) { needToUpdate = 1; } // Has the gradient opacity transfer function changed in some way? if ( this->SavedGradientOpacityFunction[c] != gradientOpacityFunc[c] || this->SavedParametersMTime.GetMTime() < gradientOpacityFunc[c]->GetMTime() ) { needToUpdate = 1; } // Has the distance over which the scalar opacity function is defined changed? if ( this->SavedScalarOpacityDistance[c] != scalarOpacityDistance[c] ) { needToUpdate = 1; } } // If we have not found any need to update, return now if ( !needToUpdate ) { return 0; } for ( c = 0; c < ((vol->GetProperty()->GetIndependentComponents())?(components):(1)); c++ ) { this->SavedRGBFunction[c] = rgbFunc[c]; this->SavedGrayFunction[c] = grayFunc[c]; this->SavedScalarOpacityFunction[c] = scalarOpacityFunc[c]; this->SavedGradientOpacityFunction[c] = gradientOpacityFunc[c]; this->SavedColorChannels[c] = colorChannels[c]; this->SavedScalarOpacityDistance[c] = scalarOpacityDistance[c]; } this->SavedSampleDistance = this->SampleDistance; this->SavedBlendMode = blendMode; this->SavedParametersInput = input; this->SavedParametersMTime.Modified(); int scalarType = input->GetScalarType(); int i; float tmpArray[3*32768]; // Find the scalar range double scalarRange[4][2]; for ( c = 0; c < components; c++ ) { input->GetPointData()->GetScalars()->GetRange(scalarRange[c], c); // Is the difference between max and min less than 32768? 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 32768 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 32768 - we need to figure out the // offset and scale factor. float offset; float scale; int arraySizeNeeded; if ( scalarType == VTK_FLOAT || scalarType == VTK_DOUBLE || scalarRange[c][1] - scalarRange[c][0] > 32767 ) { arraySizeNeeded = 32768; offset = -scalarRange[c][0]; if ( scalarRange[c][1] - scalarRange[c][0] ) { scale = 32767.0 / (scalarRange[c][1] - scalarRange[c][0]); } else { scale = 1.0; } } else { arraySizeNeeded = (int)(scalarRange[c][1] - scalarRange[c][0] + 1); offset = -scalarRange[c][0]; scale = 1.0; } this->TableSize[c] = arraySizeNeeded; this->TableShift[c] = offset; this->TableScale[c] = scale; } if ( vol->GetProperty()->GetIndependentComponents() ) { for ( c = 0; c < components; c++ ) { // Sample the transfer functions between the min and max. if ( colorChannels[c] == 1 ) { float tmpArray2[32768]; grayFunc[c]->GetTable( scalarRange[c][0], scalarRange[c][1], this->TableSize[c], tmpArray2 ); for ( int index = 0; index < this->TableSize[c]; index++ ) { tmpArray[3*index ] = tmpArray2[index]; tmpArray[3*index+1] = tmpArray2[index]; tmpArray[3*index+2] = tmpArray2[index]; } } else { rgbFunc[c]->GetTable( scalarRange[c][0], scalarRange[c][1], this->TableSize[c], tmpArray ); } // Convert color to short format for ( i = 0; i < this->TableSize[c]; i++ ) { this->ColorTable[c][3*i ] = static_cast(tmpArray[3*i ]*VTKKW_FP_SCALE + 0.5); this->ColorTable[c][3*i+1] = static_cast(tmpArray[3*i+1]*VTKKW_FP_SCALE + 0.5); this->ColorTable[c][3*i+2] = static_cast(tmpArray[3*i+2]*VTKKW_FP_SCALE + 0.5); } scalarOpacityFunc[c]->GetTable( scalarRange[c][0], scalarRange[c][1], this->TableSize[c], tmpArray ); // Correct the opacity array for the spacing between the planes if we are // using a composite blending operation if ( this->BlendMode == vtkVolumeMapper::COMPOSITE_BLEND ) { float *ptr = tmpArray; double factor = this->SampleDistance / vol->GetProperty()->GetScalarOpacityUnitDistance(c); for ( i = 0; i < this->TableSize[c]; i++ ) { if ( *ptr > 0.0001 ) { *ptr = 1.0-pow((double)(1.0-(*ptr)),factor); } ptr++; } } // Convert tables to short format for ( i = 0; i < this->TableSize[c]; i++ ) { this->ScalarOpacityTable[c][i] = static_cast(tmpArray[i]*VTKKW_FP_SCALE + 0.5); } if ( scalarRange[c][1] - scalarRange[c][0] ) { gradientOpacityFunc[c]->GetTable( 0, (scalarRange[c][1] - scalarRange[c][0])*0.25, 256, tmpArray ); for ( i = 0; i < 256; i++ ) { this->GradientOpacityTable[c][i] = static_cast(tmpArray[i]*VTKKW_FP_SCALE + 0.5); } } else { for ( i = 0; i < 256; i++ ) { this->GradientOpacityTable[c][i] = 0x0000; } } } } else { if ( components == 2 ) { // Sample the transfer functions between the min and max. if ( colorChannels[0] == 1 ) { float tmpArray2[32768]; grayFunc[0]->GetTable( scalarRange[0][0], scalarRange[0][1], this->TableSize[0], tmpArray2 ); for ( int index = 0; index < this->TableSize[0]; index++ ) { tmpArray[3*index ] = tmpArray2[index]; tmpArray[3*index+1] = tmpArray2[index]; tmpArray[3*index+2] = tmpArray2[index]; } } else { rgbFunc[0]->GetTable( scalarRange[0][0], scalarRange[0][1], this->TableSize[0], tmpArray ); } // Convert color to short format for ( i = 0; i < this->TableSize[0]; i++ ) { this->ColorTable[0][3*i ] = static_cast(tmpArray[3*i ]*VTKKW_FP_SCALE + 0.5); this->ColorTable[0][3*i+1] = static_cast(tmpArray[3*i+1]*VTKKW_FP_SCALE + 0.5); this->ColorTable[0][3*i+2] = static_cast(tmpArray[3*i+2]*VTKKW_FP_SCALE + 0.5); } } // The opacity table is indexed with the last component scalarOpacityFunc[0]->GetTable( scalarRange[components-1][0], scalarRange[components-1][1], this->TableSize[components-1], tmpArray ); // Correct the opacity array for the spacing between the planes if we are // using a composite blending operation if ( this->BlendMode == vtkVolumeMapper::COMPOSITE_BLEND ) { float *ptr = tmpArray; double factor = this->SampleDistance / vol->GetProperty()->GetScalarOpacityUnitDistance(); for ( i = 0; i < this->TableSize[components-1]; i++ ) { if ( *ptr > 0.0001 ) { *ptr = 1.0-pow((double)(1.0-(*ptr)),factor); } ptr++; } } // Convert tables to short format for ( i = 0; i < this->TableSize[components-1]; i++ ) { this->ScalarOpacityTable[0][i] = static_cast(tmpArray[i]*VTKKW_FP_SCALE + 0.5); } if ( scalarRange[components-1][1] - scalarRange[components-1][0] ) { gradientOpacityFunc[0]->GetTable( 0, (scalarRange[components-1][1] - scalarRange[components-1][0])*0.25, 256, tmpArray ); for ( i = 0; i < 256; i++ ) { this->GradientOpacityTable[0][i] = static_cast(tmpArray[i]*VTKKW_FP_SCALE + 0.5); } } else { for ( i = 0; i < 256; i++ ) { this->GradientOpacityTable[0][i] = 0x0000; } } } return 1; } int vtkFixedPointVolumeRayCastMapper::ShouldUseNearestNeighborInterpolation( vtkVolume *vol ) { // return ( this->UseShortCuts || // vol->GetProperty()->GetInterpolationType() == VTK_NEAREST_INTERPOLATION ); return ( vol->GetProperty()->GetInterpolationType() == VTK_NEAREST_INTERPOLATION ); } // Print method for vtkFixedPointVolumeRayCastMapper void vtkFixedPointVolumeRayCastMapper::PrintSelf(ostream& os, vtkIndent indent) { this->Superclass::PrintSelf(os,indent); os << indent << "Sample Distance: " << this->SampleDistance << endl; os << indent << "Interactive Sample Distance: " << this->InteractiveSampleDistance << endl; os << indent << "Image Sample Distance: " << this->ImageSampleDistance << endl; os << indent << "Minimum Image Sample Distance: " << this->MinimumImageSampleDistance << endl; os << indent << "Maximum Image Sample Distance: " << this->MaximumImageSampleDistance << endl; os << indent << "Auto Adjust Sample Distances: " << this->AutoAdjustSampleDistances << endl; os << indent << "Intermix Intersecting Geometry: " << (this->IntermixIntersectingGeometry ? "On\n" : "Off\n"); os << indent << "ShadingRequired: " << this->ShadingRequired << endl; os << indent << "GradientOpacityRequired: " << this->GradientOpacityRequired << endl; if ( this->RayCastImage ) { os << indent << "Ray Cast Image:\n"; this->RayCastImage->PrintSelf(os,indent.GetNextIndent()); } else { os << indent << "Ray Cast Image: (none)\n"; } os << indent << "RenderWindow: " << this->RenderWindow << endl; os << indent << "CompositeHelper: " << this->CompositeHelper << endl; os << indent << "CompositeShadeHelper: " << this->CompositeShadeHelper << endl; os << indent << "CompositeGOHelper: " << this->CompositeGOHelper << endl; os << indent << "CompositeGOShadeHelper: " << this->CompositeGOShadeHelper << endl; os << indent << "MIPHelper: " << this->MIPHelper << endl; os << indent << "TableShift: " << this->TableShift[0] << " " << this->TableShift[1] << " " << this->TableShift[2] << " " << this->TableShift[3] << endl; os << indent << "TableScale: " << this->TableScale[0] << " " << this->TableScale[1] << " " << this->TableScale[2] << " " << this->TableScale[3] << endl; }