Cloned library of VTK-5.0.0 with extra build files for internal package management.
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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkProjectedTetrahedraMapper.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.
=========================================================================*/
/*
* Copyright 2003 Sandia Corporation.
* Under the terms of Contract DE-AC04-94AL85000, there is a non-exclusive
* license for use of this work by or on behalf of the
* U.S. Government. Redistribution and use in source and binary forms, with
* or without modification, are permitted provided that this Notice and any
* statement of authorship are reproduced on all copies.
*/
#include "vtkProjectedTetrahedraMapper.h"
#include "vtkObjectFactory.h"
#include "vtkVisibilitySort.h"
#include "vtkUnsignedCharArray.h"
#include "vtkDoubleArray.h"
#include "vtkFloatArray.h"
#include "vtkIdTypeArray.h"
#include "vtkCellCenterDepthSort.h"
#include "vtkUnstructuredGrid.h"
#include "vtkCellArray.h"
#include "vtkVolume.h"
#include "vtkVolumeProperty.h"
#include "vtkPointData.h"
#include "vtkCellData.h"
#include "vtkRenderer.h"
#include "vtkRenderWindow.h"
#include "vtkCamera.h"
#include "vtkMath.h"
#include "vtkTimerLog.h"
#include "vtkMatrix4x4.h"
#include "vtkPiecewiseFunction.h"
#include "vtkColorTransferFunction.h"
#include "vtkGarbageCollector.h"
#include "vtkOpenGL.h"
#include <math.h>
#include <vtkstd/algorithm>
//-----------------------------------------------------------------------------
// static int tet_faces[4][3] = { {1,2,3}, {2,0,3}, {0,1,3}, {0,2,1} };
static int tet_edges[6][2] = { {0,1}, {1,2}, {2,0},
{0,3}, {1,3}, {2,3} };
//-----------------------------------------------------------------------------
vtkCxxRevisionMacro(vtkProjectedTetrahedraMapper, "$Revision: 1.2 $");
vtkStandardNewMacro(vtkProjectedTetrahedraMapper);
vtkCxxSetObjectMacro(vtkProjectedTetrahedraMapper,
VisibilitySort, vtkVisibilitySort);
vtkProjectedTetrahedraMapper::vtkProjectedTetrahedraMapper()
{
this->TransformedPoints = vtkFloatArray::New();
this->Colors = vtkUnsignedCharArray::New();
this->VisibilitySort = vtkCellCenterDepthSort::New();
this->ScalarMode = VTK_SCALAR_MODE_DEFAULT;
this->ArrayName = new char[1];
this->ArrayName[0] = '\0';
this->ArrayId = -1;
this->ArrayAccessMode = VTK_GET_ARRAY_BY_ID;
this->LastVolume = NULL;
this->OpacityTexture = 0;
this->MaxCellSize = 0;
this->GaveError = 0;
}
vtkProjectedTetrahedraMapper::~vtkProjectedTetrahedraMapper()
{
this->ReleaseGraphicsResources(NULL);
this->TransformedPoints->Delete();
this->Colors->Delete();
if (this->VisibilitySort) this->VisibilitySort->UnRegister(this);
delete[] this->ArrayName;
}
void vtkProjectedTetrahedraMapper::PrintSelf(ostream &os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "VisibilitySort: " << this->VisibilitySort << endl;
os << indent << "ScalarMode: " << this->GetScalarModeAsString() << endl;
if (this->ArrayAccessMode == VTK_GET_ARRAY_BY_ID)
{
os << indent << "ArrayId: " << this->ArrayId << endl;
}
else
{
os << indent << "ArrayName: " << this->ArrayName << endl;
}
}
//-----------------------------------------------------------------------------
void vtkProjectedTetrahedraMapper::ReleaseGraphicsResources(vtkWindow *win)
{
if (this->OpacityTexture)
{
GLuint texid = this->OpacityTexture;
glDeleteTextures(1, &texid);
this->OpacityTexture = 0;
}
this->Superclass::ReleaseGraphicsResources(win);
}
//-----------------------------------------------------------------------------
void vtkProjectedTetrahedraMapper::ReportReferences(vtkGarbageCollector *collector)
{
this->Superclass::ReportReferences(collector);
vtkGarbageCollectorReport(collector, this->VisibilitySort, "VisibilitySort");
}
//-----------------------------------------------------------------------------
void vtkProjectedTetrahedraMapper::SelectScalarArray(int arrayNum)
{
if ( (this->ArrayId == arrayNum)
&& (this->ArrayAccessMode == VTK_GET_ARRAY_BY_ID) )
{
return;
}
this->Modified();
this->ArrayId = arrayNum;
this->ArrayAccessMode = VTK_GET_ARRAY_BY_ID;
}
void vtkProjectedTetrahedraMapper::SelectScalarArray(const char *arrayName)
{
if ( !arrayName
|| ( (strcmp(this->ArrayName, arrayName) == 0)
&& (this->ArrayAccessMode == VTK_GET_ARRAY_BY_ID) ) )
{
return;
}
this->Modified();
delete[] this->ArrayName;
this->ArrayName = new char[strlen(arrayName) + 1];
strcpy(this->ArrayName, arrayName);
this->ArrayAccessMode = VTK_GET_ARRAY_BY_NAME;
}
//-----------------------------------------------------------------------------
// Return the method for obtaining scalar data.
const char *vtkProjectedTetrahedraMapper::GetScalarModeAsString(void)
{
if ( this->ScalarMode == VTK_SCALAR_MODE_USE_CELL_DATA )
{
return "UseCellData";
}
else if ( this->ScalarMode == VTK_SCALAR_MODE_USE_POINT_DATA )
{
return "UsePointData";
}
else if ( this->ScalarMode == VTK_SCALAR_MODE_USE_POINT_FIELD_DATA )
{
return "UsePointFieldData";
}
else if ( this->ScalarMode == VTK_SCALAR_MODE_USE_CELL_FIELD_DATA )
{
return "UseCellFieldData";
}
else
{
return "Default";
}
}
//-----------------------------------------------------------------------------
// Given a unit opacity, converts it to an opacity for the given depth.
// Note that opacity is not the same as the attenuation. Specifically,
// opacity = 1 - exp(-attenuation)
// attenuation = -ln(1 - opacity)
// The correction for opacity is simply depth * attenuation. Therefore,
// the correction for opacity is:
// 1 - exp(-depth * (-ln(1 - opacity)))
// which resolves to
// 1 - (1 - opacity)^depth
// static inline float CorrectOpacityForDepth(float opacity, float depth)
// {
// return (1 - (float)pow(1 - opacity, depth));
// }
void vtkProjectedTetrahedraMapper::Render(vtkRenderer *renderer,
vtkVolume *volume)
{
vtkUnstructuredGrid *input = this->GetInput();
float last_max_cell_size = this->MaxCellSize;
// Check to see if input changed.
if ( (this->InputAnalyzedTime < this->MTime)
|| (this->InputAnalyzedTime < input->GetMTime()) )
{
this->GaveError = 0;
float max_cell_size2 = 0;
vtkCellArray *cells = input->GetCells();
if (!cells)
{
// Apparently, the input has no cells. Just do nothing.
return;
}
vtkIdType npts, *pts;
cells->InitTraversal();
for (vtkIdType i = 0; cells->GetNextCell(npts, pts); i++)
{
int j;
if (npts != 4)
{
if (!this->GaveError)
{
vtkErrorMacro("Encountered non-tetrahedra cell!");
this->GaveError = 1;
}
continue;
}
for (j = 0; j < 6; j++)
{
double p1[3], p2[3];
input->GetPoint(pts[tet_edges[j][0]], p1);
input->GetPoint(pts[tet_edges[j][1]], p2);
float size2 = (float)vtkMath::Distance2BetweenPoints(p1, p2);
if (size2 > max_cell_size2) max_cell_size2 = size2;
}
}
this->MaxCellSize = (float)sqrt(max_cell_size2);
this->InputAnalyzedTime.Modified();
}
if (renderer->GetRenderWindow()->CheckAbortStatus() || this->GaveError)
{
return;
}
// Check to see if we need to rebuild opacity texture.
if ( !this->OpacityTexture
|| (last_max_cell_size != this->MaxCellSize)
|| (this->LastVolume != volume)
|| (this->OpacityTextureTime < volume->GetMTime())
|| (this->OpacityTextureTime < volume->GetProperty()->GetMTime()) )
{
if (!this->OpacityTexture)
{
GLuint texid;
glGenTextures(1, &texid);
this->OpacityTexture = texid;
}
glBindTexture(GL_TEXTURE_2D, this->OpacityTexture);
float unit_distance = volume->GetProperty()->GetScalarOpacityUnitDistance();
#define TEXRES 258
float *texture = new float[TEXRES*TEXRES];
for (int depthi = 0; depthi < TEXRES; depthi++)
{
if (renderer->GetRenderWindow()->CheckAbortStatus())
{
delete[] texture;
return;
}
float depth = depthi*this->MaxCellSize/(TEXRES);
// for (int opacityi = 0; opacityi < TEXRES; opacityi++)
// {
// float opacity = (float)opacityi/(TEXRES-1);
// float alpha = CorrectOpacityForDepth(opacity, depth/unit_distance);
// texture[(depthi*TEXRES + opacityi)] = alpha;
// }
for (int attenuationi = 0; attenuationi < TEXRES; attenuationi++)
{
float attenuation = (float)attenuationi/(TEXRES);
float alpha = 1 - (float)exp(-attenuation*depth/unit_distance);
texture[(depthi*TEXRES + attenuationi)] = alpha;
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, TEXRES, TEXRES, 1, GL_RED,
GL_FLOAT, texture);
delete[] texture;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glBindTexture(GL_TEXTURE_2D, 0);
this->OpacityTextureTime.Modified();
}
if (renderer->GetRenderWindow()->CheckAbortStatus())
{
return;
}
// Check to see if we need to remap colors.
if ( (this->ColorsMappedTime < this->MTime)
|| (this->ColorsMappedTime < input->GetMTime())
|| (this->LastVolume != volume)
|| (this->ColorsMappedTime < volume->GetMTime())
|| (this->ColorsMappedTime < volume->GetProperty()->GetMTime()) )
{
vtkDataArray *scalars = this->GetScalars(input, this->ScalarMode,
this->ArrayAccessMode,
this->ArrayId, this->ArrayName,
this->UsingCellColors);
if (!scalars)
{
vtkErrorMacro(<< "Can't use projected tetrahedra without scalars!");
return;
}
vtkProjectedTetrahedraMapper::MapScalarsToColors(this->Colors, volume,
scalars);
this->ColorsMappedTime.Modified();
this->LastVolume = volume;
}
if (renderer->GetRenderWindow()->CheckAbortStatus())
{
return;
}
this->Timer->StartTimer();
this->ProjectTetrahedra(renderer, volume);
this->Timer->StopTimer();
this->TimeToDraw = this->Timer->GetElapsedTime();
}
//-----------------------------------------------------------------------------
template<class point_type>
void vtkProjectedTetrahedraMapperTransformPoints(const point_type *in_points,
vtkIdType num_points,
const float projection_mat[16],
const float modelview_mat[16],
float *out_points);
static inline float GetCorrectedDepth(float x, float y, float z1, float z2,
const float inverse_projection_mat[16],
int use_linear_depth_correction,
float linear_depth_correction)
{
if (use_linear_depth_correction)
{
float depth = linear_depth_correction*(z1 - z2);
if (depth < 0) depth = -depth;
return depth;
}
else
{
float eye1[3], eye2[3], invw;
invw = 1/( inverse_projection_mat[ 3]*x
+ inverse_projection_mat[ 7]*y
+ inverse_projection_mat[11]*z1
+ inverse_projection_mat[15] );
eye1[0] = invw*( inverse_projection_mat[ 0]*x
+ inverse_projection_mat[ 4]*y
+ inverse_projection_mat[ 8]*z1
+ inverse_projection_mat[12] );
eye1[1] = invw*( inverse_projection_mat[ 1]*x
+ inverse_projection_mat[ 5]*y
+ inverse_projection_mat[ 9]*z1
+ inverse_projection_mat[13] );
eye1[2] = invw*( inverse_projection_mat[ 2]*x
+ inverse_projection_mat[ 6]*y
+ inverse_projection_mat[10]*z1
+ inverse_projection_mat[14] );
invw = 1/( inverse_projection_mat[ 3]*x
+ inverse_projection_mat[ 7]*y
+ inverse_projection_mat[11]*z2
+ inverse_projection_mat[15] );
eye2[0] = invw*( inverse_projection_mat[ 0]*x
+ inverse_projection_mat[ 4]*y
+ inverse_projection_mat[ 8]*z2
+ inverse_projection_mat[12] );
eye2[1] = invw*( inverse_projection_mat[ 1]*x
+ inverse_projection_mat[ 5]*y
+ inverse_projection_mat[ 9]*z2
+ inverse_projection_mat[13] );
eye2[2] = invw*( inverse_projection_mat[ 2]*x
+ inverse_projection_mat[ 6]*y
+ inverse_projection_mat[10]*z2
+ inverse_projection_mat[14] );
return (float)sqrt(vtkMath::Distance2BetweenPoints(eye1, eye2));
}
}
void vtkProjectedTetrahedraMapper::ProjectTetrahedra(vtkRenderer *renderer,
vtkVolume *volume)
{
vtkUnstructuredGrid *input = this->GetInput();
this->VisibilitySort->SetInput(input);
this->VisibilitySort->SetDirectionToBackToFront();
this->VisibilitySort->SetModelTransform(volume->GetMatrix());
this->VisibilitySort->SetCamera(renderer->GetActiveCamera());
this->VisibilitySort->SetMaxCellsReturned(1000);
this->VisibilitySort->InitTraversal();
if (renderer->GetRenderWindow()->CheckAbortStatus())
{
return;
}
float projection_mat[16];
float modelview_mat[16];
glGetFloatv(GL_PROJECTION_MATRIX, projection_mat);
glGetFloatv(GL_MODELVIEW_MATRIX, modelview_mat);
// Get the inverse projection matrix so that we can convert distances in
// clipping space to distances in world or eye space.
float inverse_projection_mat[16];
float linear_depth_correction = 1;
int use_linear_depth_correction;
double tmp_mat[16];
// VTK's matrix functions use doubles.
vtkstd::copy(projection_mat, projection_mat+16, tmp_mat);
// VTK and OpenGL store their matrices differently. Correct.
vtkMatrix4x4::Transpose(tmp_mat, tmp_mat);
// Take the inverse.
vtkMatrix4x4::Invert(tmp_mat, tmp_mat);
// Restore back to OpenGL form.
vtkMatrix4x4::Transpose(tmp_mat, tmp_mat);
// Copy back to float for faster computation.
vtkstd::copy(tmp_mat, tmp_mat+16, inverse_projection_mat);
// Check to see if we can just do a linear depth correction from clipping
// space to eye space.
use_linear_depth_correction = ( (projection_mat[ 3] == 0.0)
&& (projection_mat[ 7] == 0.0)
&& (projection_mat[11] == 0.0)
&& (projection_mat[15] == 1.0) );
if (use_linear_depth_correction)
{
float pos1[3], *pos2;
pos1[0] = inverse_projection_mat[8] + inverse_projection_mat[12];
pos1[1] = inverse_projection_mat[9] + inverse_projection_mat[13];
pos1[2] = inverse_projection_mat[10] + inverse_projection_mat[14];
pos2 = inverse_projection_mat + 12;
linear_depth_correction = sqrt(vtkMath::Distance2BetweenPoints(pos1, pos2));
}
// Transform all the points.
vtkIdType num_points = input->GetNumberOfPoints();
this->TransformedPoints->SetNumberOfComponents(3);
this->TransformedPoints->SetNumberOfTuples(num_points);
float *points = this->TransformedPoints->GetPointer(0);
switch (input->GetPoints()->GetDataType())
{
vtkTemplateMacro
(vtkProjectedTetrahedraMapperTransformPoints(
(const VTK_TT *)input->GetPoints()->GetVoidPointer(0),
num_points,
projection_mat, modelview_mat,
points));
}
if (renderer->GetRenderWindow()->CheckAbortStatus())
{
return;
}
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->OpacityTexture);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
// Establish vertex arrays.
float tet_points[5*3];
glVertexPointer(3, GL_FLOAT, 0, tet_points);
glEnableClientState(GL_VERTEX_ARRAY);
unsigned char tet_colors[5*3];
glColorPointer(3, GL_UNSIGNED_BYTE, 0, tet_colors);
glEnableClientState(GL_COLOR_ARRAY);
float tet_texcoords[5*2];
glTexCoordPointer(2, GL_FLOAT, 0, tet_texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Since we had to transform the points on the CPU, replace the OpenGL
// transforms with the identity matrix.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
unsigned char *colors = this->Colors->GetPointer(0);
vtkIdType *cells = input->GetCells()->GetPointer();
vtkIdType totalnumcells = input->GetNumberOfCells();
vtkIdType numcellsrendered = 0;
// Let's do it!
for (vtkIdTypeArray *sorted_cell_ids = this->VisibilitySort->GetNextCells();
sorted_cell_ids != NULL;
sorted_cell_ids = this->VisibilitySort->GetNextCells())
{
this->UpdateProgress((double)numcellsrendered/totalnumcells);
if (renderer->GetRenderWindow()->CheckAbortStatus())
{
break;
}
vtkIdType *cell_ids = sorted_cell_ids->GetPointer(0);
vtkIdType num_cell_ids = sorted_cell_ids->GetNumberOfTuples();
for (vtkIdType i = 0; i < num_cell_ids; i++)
{
vtkIdType cell = cell_ids[i];
int j;
// Get the data for the tetrahedra.
for (j = 0; j < 4; j++)
{
// Assuming we only have tetrahedra, each entry in cells has 5
// components.
const float *p = points + 3*cells[5*cell + j + 1];
tet_points[j*3 + 0] = p[0];
tet_points[j*3 + 1] = p[1];
tet_points[j*3 + 2] = p[2];
const unsigned char *c;
if (this->UsingCellColors)
{
c = colors + 4*cell;
}
else
{
c = colors + 4*cells[5*cell + j + 1];
}
tet_colors[j*3 + 0] = c[0];
tet_colors[j*3 + 1] = c[1];
tet_colors[j*3 + 2] = c[2];
tet_texcoords[j*2 + 0] = (float)c[3]/255;
tet_texcoords[j*2 + 1] = 0;
}
// The classic PT algorithm uses face normals to determine the
// projection class and then do calculations individually. However,
// Wylie 2002 shows how to use the intersection of two segments to
// calculate the depth of the thick part for any case. Here, we use
// face normals to determine which segments to use. One segment
// should be between two faces that are either both front facing or
// back facing. Obviously, we only need to test three faces to find
// two such faces. We test the three faces connected to point 0.
vtkIdType segment1[2];
vtkIdType segment2[2];
float v1[2], v2[2], v3[3];
v1[0] = tet_points[1*3 + 0] - tet_points[0*3 + 0];
v1[1] = tet_points[1*3 + 1] - tet_points[0*3 + 1];
v2[0] = tet_points[2*3 + 0] - tet_points[0*3 + 0];
v2[1] = tet_points[2*3 + 1] - tet_points[0*3 + 1];
v3[0] = tet_points[3*3 + 0] - tet_points[0*3 + 0];
v3[1] = tet_points[3*3 + 1] - tet_points[0*3 + 1];
float face_dir1 = v3[0]*v2[1] - v3[1]*v2[0];
float face_dir2 = v1[0]*v3[1] - v1[1]*v3[0];
float face_dir3 = v2[0]*v1[1] - v2[1]*v1[0];
if ( (face_dir1 * face_dir2 >= 0)
&& ( (face_dir1 != 0) // Handle a special case where 2 faces
|| (face_dir2 != 0) ) ) // are perpendicular to the view plane.
{
segment1[0] = 0; segment1[1] = 3;
segment2[0] = 1; segment2[1] = 2;
}
else if (face_dir1 * face_dir3 >= 0)
{
segment1[0] = 0; segment1[1] = 2;
segment2[0] = 1; segment2[1] = 3;
}
else // Unless the tet is degenerate, face_dir2*face_dir3 >= 0
{
segment1[0] = 0; segment1[1] = 1;
segment2[0] = 2; segment2[1] = 3;
}
#define VEC3SUB(Z,X,Y) \
(Z)[0] = (X)[0] - (Y)[0]; \
(Z)[1] = (X)[1] - (Y)[1]; \
(Z)[2] = (X)[2] - (Y)[2];
#define P1 (tet_points + 3*segment1[0])
#define P2 (tet_points + 3*segment1[1])
#define P3 (tet_points + 3*segment2[0])
#define P4 (tet_points + 3*segment2[1])
#define C1 (tet_colors + 3*segment1[0])
#define C2 (tet_colors + 3*segment1[1])
#define C3 (tet_colors + 3*segment2[0])
#define C4 (tet_colors + 3*segment2[1])
#define T1 (tet_texcoords + 2*segment1[0])
#define T2 (tet_texcoords + 2*segment1[1])
#define T3 (tet_texcoords + 2*segment2[0])
#define T4 (tet_texcoords + 2*segment2[1])
// Find the intersection of the projection of the two segments in the
// XY plane. This algorithm is based on that given in Graphics Gems
// III, pg. 199-202.
float A[3], B[3], C[3];
// We can define the two lines parametrically as:
// P1 + alpha(A)
// P3 + beta(B)
// where A = P2 - P1
// and B = P4 - P3.
// alpha and beta are in the range [0,1] within the line segment.
VEC3SUB(A, P2, P1);
VEC3SUB(B, P4, P3);
// The lines intersect when the values of the two parameteric equations
// are equal. Setting them equal and moving everything to one side:
// 0 = C + beta(B) - alpha(A)
// where C = P3 - P1.
VEC3SUB(C, P3, P1);
// When we project the lines to the xy plane (which we do by throwing
// away the z value), we have two equations and two unkowns. The
// following are the solutions for alpha and beta.
float alpha = (B[1]*C[0]-B[0]*C[1])/(A[0]*B[1]-A[1]*B[0]);
float beta = (A[1]*C[0]-A[0]*C[1])/(A[0]*B[1]-A[1]*B[0]);
if ((alpha >= 0) && (alpha <= 1))
{
// The two segments intersect. This corresponds to class 2 in
// Shirley and Tuchman (or one of the degenerate cases).
// Make new point at intersection.
tet_points[3*4 + 0] = P1[0] + alpha*A[0];
tet_points[3*4 + 1] = P1[1] + alpha*A[1];
tet_points[3*4 + 2] = P1[2] + alpha*A[2];
// Find depth at intersection.
float depth = GetCorrectedDepth(tet_points[3*4 + 0],
tet_points[3*4 + 1],
tet_points[3*4 + 2],
P3[2] + beta*B[2],
inverse_projection_mat,
use_linear_depth_correction,
linear_depth_correction);
// Find color at intersection.
tet_colors[3*4 + 0] =
(unsigned char)(0.5f*( C1[0] + alpha*(C2[0]-C1[0])
+ C3[0] + beta*(C4[0]-C3[0]) ));
tet_colors[3*4 + 1] =
(unsigned char)(0.5f*( C1[1] + alpha*(C2[1]-C1[1])
+ C3[1] + beta*(C4[1]-C3[1]) ));
tet_colors[3*4 + 2] =
(unsigned char)(0.5f*( C1[2] + alpha*(C2[2]-C1[2])
+ C3[2] + beta*(C4[2]-C3[2]) ));
// tet_colors[3*0 + 0] = 255;
// tet_colors[3*0 + 1] = 0;
// tet_colors[3*0 + 2] = 0;
// tet_colors[3*1 + 0] = 255;
// tet_colors[3*1 + 1] = 0;
// tet_colors[3*1 + 2] = 0;
// tet_colors[3*2 + 0] = 255;
// tet_colors[3*2 + 1] = 0;
// tet_colors[3*2 + 2] = 0;
// tet_colors[3*3 + 0] = 255;
// tet_colors[3*3 + 1] = 0;
// tet_colors[3*3 + 2] = 0;
// tet_colors[3*4 + 0] = 255;
// tet_colors[3*4 + 1] = 0;
// tet_colors[3*4 + 2] = 0;
// Find the opacity at intersection.
tet_texcoords[2*4 + 0] = 0.5f*( T1[0] + alpha*(T2[0]-T1[0])
+ T3[0] + alpha*(T4[0]-T3[0]));
// Record the depth at the intersection.
tet_texcoords[2*4 + 1] = depth/this->MaxCellSize;
// Establish the order in which the points should be rendered.
unsigned char gl_indices[6];
gl_indices[0] = 4;
gl_indices[1] = segment1[0];
gl_indices[2] = segment2[0];
gl_indices[3] = segment1[1];
gl_indices[4] = segment2[1];
gl_indices[5] = segment1[0];
// Render
glDrawElements(GL_TRIANGLE_FAN, 6, GL_UNSIGNED_BYTE, gl_indices);
}
else
{
// The two segments do not intersect. This corresponds to class 1
// in Shirley and Tuchman.
if (alpha <= 0)
{
// Flip segment1 so that alpha is >= 1. P1 and P2 are also
// flipped as are C1-C2 and T1-T2. Note that this will
// invalidate A. B and beta are unaffected.
vtkstd::swap(segment1[0], segment1[1]);
alpha = 1 - alpha;
}
// From here on, we can assume P2 is the "thick" point.
// Find the depth under the thick point. Use the alpha and beta
// from intersection to determine location of face under thick
// point.
float edgez = P3[2] + beta*B[2];
float pointz = P1[2];
float facez = (edgez + (alpha-1)*pointz)/alpha;
float depth = GetCorrectedDepth(P2[0], P2[1], P2[2], facez,
inverse_projection_mat,
use_linear_depth_correction,
linear_depth_correction);
// Fix color at thick point. Average color with color of opposite
// face.
for (j = 0; j < 3; j++)
{
float edgec = C3[j] + beta*(C4[j]-C3[j]);
float pointc = C1[j];
float facec = (edgec + (alpha-1)*pointc)/alpha;
C2[j] = (unsigned char)(0.5f*(facec + C2[j]));
}
// tet_colors[3*segment1[0] + 0] = 0;
// tet_colors[3*segment1[0] + 1] = 255;
// tet_colors[3*segment1[0] + 2] = 0;
// tet_colors[3*segment1[1] + 0] = 0;
// tet_colors[3*segment1[1] + 1] = 255;
// tet_colors[3*segment1[1] + 2] = 0;
// tet_colors[3*segment2[0] + 0] = 0;
// tet_colors[3*segment2[0] + 1] = 255;
// tet_colors[3*segment2[0] + 2] = 0;
// tet_colors[3*segment2[1] + 0] = 0;
// tet_colors[3*segment2[1] + 1] = 255;
// tet_colors[3*segment2[1] + 2] = 0;
// Fix opacity at thick point. Average opacity with opacity of
// opposite face.
float edgea = T3[0] + beta*(T4[0]-T3[0]);
float pointa = T1[0];
float facea = (edgea + (alpha-1)*pointa)/alpha;
T2[0] = 0.5f*(facea + T2[0]);
// Record thickness at thick point.
T2[1] = depth/this->MaxCellSize;
// Establish the order in which the points should be rendered.
unsigned char gl_indices[5];
gl_indices[0] = segment1[1];
gl_indices[1] = segment1[0];
gl_indices[2] = segment2[0];
gl_indices[3] = segment2[1];
gl_indices[4] = segment1[0];
// Render
glDrawElements(GL_TRIANGLE_FAN, 5, GL_UNSIGNED_BYTE, gl_indices);
}
}
numcellsrendered += num_cell_ids;
}
// Restore OpenGL state.
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projection_mat);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(modelview_mat);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING);
this->UpdateProgress(1.0);
}
//-----------------------------------------------------------------------------
template<class point_type>
void vtkProjectedTetrahedraMapperTransformPoints(const point_type *in_points,
vtkIdType num_points,
const float projection_mat[16],
const float modelview_mat[16],
float *out_points)
{
float mat[16];
int row, col;
vtkIdType i;
const point_type *in_p;
float *out_p;
// Combine two transforms into one transform.
for (col = 0; col < 4; col++)
{
for (row = 0; row < 4; row++)
{
mat[col*4+row] = ( projection_mat[0*4+row]*modelview_mat[col*4+0]
+ projection_mat[1*4+row]*modelview_mat[col*4+1]
+ projection_mat[2*4+row]*modelview_mat[col*4+2]
+ projection_mat[3*4+row]*modelview_mat[col*4+3]);
}
}
// Transform all points.
for (i = 0, in_p = in_points, out_p = out_points; i < num_points;
i++, in_p += 3, out_p += 3)
{
for (row = 0; row < 3; row++)
{
out_p[row] = ( mat[0*4+row]*in_p[0] + mat[1*4+row]*in_p[1]
+ mat[2*4+row]*in_p[2] + mat[3*4+row]);
}
}
// Check to see if we need to divide by w.
if ( (mat[0*4+3] != 0) || (mat[1*4+3] != 0)
|| (mat[0*4+3] != 0) || (mat[1*4+3] != 1) )
{
for (i = 0, in_p = in_points, out_p = out_points; i < num_points;
i++, in_p += 3, out_p += 3)
{
float w = ( mat[0*4+3]*in_p[0] + mat[1*4+3]*in_p[1]
+ mat[2*4+3]*in_p[2] + mat[3*4+3]);
out_p[0] /= w;
out_p[1] /= w;
out_p[2] /= w;
}
}
}
//-----------------------------------------------------------------------------
namespace vtkProjectedTetrahedraMapperNamespace
{
template<class ColorType>
void MapScalarsToColors1(ColorType *colors, vtkVolumeProperty *property,
vtkDataArray *scalars);
template<class ColorType, class ScalarType>
void MapScalarsToColors2(ColorType *colors, vtkVolumeProperty *property,
ScalarType *scalars,
int num_scalar_components,
vtkIdType num_scalars);
template<class ColorType, class ScalarType>
void MapIndependentComponents(ColorType *colors,
vtkVolumeProperty *property,
ScalarType *scalars,
int num_scalar_components,
vtkIdType num_scalars);
template<class ColorType, class ScalarType>
void Map2DependentComponents(ColorType *colors, ScalarType *scalars,
vtkIdType num_scalars);
template<class ColorType, class ScalarType>
void Map4DependentComponents(ColorType *colors, ScalarType *scalars,
vtkIdType num_scalars);
}
void vtkProjectedTetrahedraMapper::MapScalarsToColors(vtkDataArray *colors,
vtkVolume *volume,
vtkDataArray *scalars)
{
using namespace vtkProjectedTetrahedraMapperNamespace;
vtkDataArray *tmpColors;
int castColors;
if ( (colors->GetDataType() == VTK_UNSIGNED_CHAR)
&& ( (scalars->GetDataType() != VTK_UNSIGNED_CHAR)
|| (volume->GetProperty()->GetIndependentComponents()) ) )
{
// Special case. Need to convert from range [0,1] to [0,255].
tmpColors = vtkDoubleArray::New();
castColors = 1;
}
else
{
tmpColors = colors;
castColors = 0;
}
vtkIdType numscalars = scalars->GetNumberOfTuples();
tmpColors->Initialize();
tmpColors->SetNumberOfComponents(4);
tmpColors->SetNumberOfTuples(numscalars);
void *colorpointer = tmpColors->GetVoidPointer(0);
switch (tmpColors->GetDataType())
{
vtkTemplateMacro(MapScalarsToColors1(static_cast<VTK_TT *>(colorpointer),
volume->GetProperty(), scalars));
}
if (castColors)
{
// Special case. Need to convert from range [0,1] to [0,255].
colors->Initialize();
colors->SetNumberOfComponents(4);
colors->SetNumberOfTuples(scalars->GetNumberOfTuples());
unsigned char *c
= static_cast<vtkUnsignedCharArray *>(colors)->GetPointer(0);
for (vtkIdType i = 0; i < numscalars; i++, c+= 4)
{
double *dc = tmpColors->GetTuple(i);
c[0] = static_cast<unsigned char>(dc[0]*255.9999);
c[1] = static_cast<unsigned char>(dc[1]*255.9999);
c[2] = static_cast<unsigned char>(dc[2]*255.9999);
c[3] = static_cast<unsigned char>(dc[3]*255.9999);
}
tmpColors->Delete();
}
}
namespace vtkProjectedTetrahedraMapperNamespace
{
template<class ColorType>
void MapScalarsToColors1(ColorType *colors, vtkVolumeProperty *property,
vtkDataArray *scalars)
{
void *scalarpointer = scalars->GetVoidPointer(0);
switch(scalars->GetDataType())
{
vtkTemplateMacro(MapScalarsToColors2(colors, property,
static_cast<VTK_TT *>(scalarpointer),
scalars->GetNumberOfComponents(),
scalars->GetNumberOfTuples()));
}
}
template<class ColorType, class ScalarType>
void MapScalarsToColors2(ColorType *colors, vtkVolumeProperty *property,
ScalarType *scalars,
int num_scalar_components, vtkIdType num_scalars)
{
if (property->GetIndependentComponents())
{
MapIndependentComponents(colors, property,
scalars, num_scalar_components, num_scalars);
}
else
{
switch (num_scalar_components)
{
case 2:
Map2DependentComponents(colors, scalars, num_scalars);
break;
case 4:
Map4DependentComponents(colors, scalars, num_scalars);
break;
default:
vtkGenericWarningMacro("Attempted to map scalar with "
<< num_scalar_components
<< " with dependent components");
break;
}
}
}
template<class ColorType, class ScalarType>
void MapIndependentComponents(ColorType *colors,
vtkVolumeProperty *property,
ScalarType *scalars,
int num_scalar_components,
vtkIdType num_scalars)
{
// I don't really know what to do if there is more than one component.
// How am I supposed to mix the resulting colors? Since I don't know
// what to do, and the whole thing seems kinda pointless anyway, I'm just
// going to punt and copy over the first scalar.
ColorType *c = colors;
ScalarType *s = scalars;
vtkIdType i;
if (property->GetColorChannels() == 1)
{
vtkPiecewiseFunction *gray = property->GetGrayTransferFunction();
vtkPiecewiseFunction *alpha = property->GetScalarOpacity();
for (i = 0; i < num_scalars; i++, c += 4, s += num_scalar_components)
{
c[0] = c[1] = c[2] = static_cast<ColorType>(gray->GetValue(s[0]));
c[3] = static_cast<ColorType>(alpha->GetValue(s[0]));
}
}
else
{
vtkColorTransferFunction *rgb = property->GetRGBTransferFunction();
vtkPiecewiseFunction *alpha = property->GetScalarOpacity();
for (i = 0; i < num_scalars; i++, c += 4, s += num_scalar_components)
{
double trgb[3];
rgb->GetColor(s[0], trgb);
c[0] = static_cast<ColorType>(trgb[0]);
c[1] = static_cast<ColorType>(trgb[1]);
c[2] = static_cast<ColorType>(trgb[2]);
c[3] = static_cast<ColorType>(alpha->GetValue(s[0]));
}
}
}
template<class ColorType, class ScalarType>
void Map2DependentComponents(ColorType *colors, ScalarType *scalars,
vtkIdType num_scalars)
{
for (vtkIdType i = 0; i < num_scalars; i++)
{
colors[0] = colors[1] = colors[2] = static_cast<ColorType>(scalars[0]);
colors[3] = static_cast<ColorType>(scalars[3]);
colors += 4;
scalars += 2;
}
}
template<class ColorType, class ScalarType>
void Map4DependentComponents(ColorType *colors, ScalarType *scalars,
vtkIdType num_scalars)
{
for (vtkIdType i = 0; i < num_scalars; i++)
{
colors[0] = static_cast<ColorType>(scalars[0]);
colors[1] = static_cast<ColorType>(scalars[1]);
colors[2] = static_cast<ColorType>(scalars[2]);
colors[3] = static_cast<ColorType>(scalars[3]);
colors += 4;
scalars += 4;
}
}
}