Cloned library of VTK-5.0.0 with extra build files for internal package management.
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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkVolumeTextureMapper3D.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 "vtkVolumeTextureMapper3D.h"
#include "vtkVolumeRenderingFactory.h"
#include "vtkRenderer.h"
#include "vtkVolume.h"
#include "vtkCamera.h"
#include "vtkMath.h"
#include "vtkPointData.h"
#include "vtkImageData.h"
#include "vtkColorTransferFunction.h"
#include "vtkPiecewiseFunction.h"
#include "vtkVolumeProperty.h"
#include "vtkMatrix4x4.h"
vtkCxxRevisionMacro(vtkVolumeTextureMapper3D, "$Revision: 1.6 $");
//----------------------------------------------------------------------------
// Needed when we don't use the vtkStandardNewMacro.
vtkInstantiatorNewMacro(vtkVolumeTextureMapper3D);
//----------------------------------------------------------------------------
// This method moves the scalars from the input volume into volume1 (and
// possibly volume2) which are the 3D texture maps used for rendering.
//
// In the case where our volume is a power of two, the copy is done
// directly. If we need to resample, then trilinear interpolation is used.
//
// A shift/scale is applied to the input scalar value to produce an 8 bit
// value for the texture volume.
//
// When the input data is one component, the scalar value is placed in the
// second component of the two component volume1. The first component is
// filled in later with the gradient magnitude.
//
// When the input data is two component non-independent, the first component
// of the input data is placed in the first component of volume1, and the
// second component of the input data is placed in the third component of
// volume1. Volume1 has three components - the second is filled in later with
// the gradient magnitude.
//
// When the input data is four component non-independent, the first three
// components of the input data are placed in volume1 (which has three
// components), and the fourth component is placed in the second component
// of volume2. The first component of volume2 is later filled in with the
// gradient magnitude.
template <class T>
void vtkVolumeTextureMapper3DComputeScalars( T *dataPtr,
vtkVolumeTextureMapper3D *me,
float offset, float scale,
unsigned char *volume1,
unsigned char *volume2)
{
T *inPtr;
unsigned char *outPtr, *outPtr2;
int i, j, k;
int idx;
int inputDimensions[3];
double inputSpacing[3];
me->GetInput()->GetDimensions( inputDimensions );
me->GetInput()->GetSpacing( inputSpacing );
int outputDimensions[3];
float outputSpacing[3];
me->GetVolumeDimensions( outputDimensions );
me->GetVolumeSpacing( outputSpacing );
int components = me->GetInput()->GetNumberOfScalarComponents();
double wx, wy, wz;
double fx, fy, fz;
int x, y, z;
double sampleRate[3];
sampleRate[0] = (double)outputSpacing[0] / (double)inputSpacing[0];
sampleRate[1] = (double)outputSpacing[1] / (double)inputSpacing[1];
sampleRate[2] = (double)outputSpacing[2] / (double)inputSpacing[2];
// This is the case where no interpolation is needed
if ( inputDimensions[0] == outputDimensions[0] &&
inputDimensions[1] == outputDimensions[1] &&
inputDimensions[2] == outputDimensions[2] )
{
int size = outputDimensions[0] * outputDimensions[1] * outputDimensions[2];
inPtr = dataPtr;
if ( components == 1 )
{
outPtr = volume1;
if ( scale == 1.0 )
{
for ( i = 0; i < size; i++ )
{
idx = static_cast<int>(*(inPtr++) + offset);
*(outPtr++) = 0;
*(outPtr++) = idx;
}
}
else
{
for ( i = 0; i < size; i++ )
{
idx = static_cast<int>((*(inPtr++) + offset) * scale);
*(outPtr++) = 0;
*(outPtr++) = idx;
}
}
}
else if ( components == 2 )
{
outPtr = volume1;
if ( scale == 1.0 )
{
for ( i = 0; i < size; i++ )
{
idx = static_cast<int>(*(inPtr++) + offset);
*(outPtr++) = idx;
*(outPtr++) = 0;
idx = static_cast<int>(*(inPtr++) + offset);
*(outPtr++) = idx;
}
}
else
{
for ( i = 0; i < size; i++ )
{
idx = static_cast<int>((*(inPtr++) + offset) * scale);
*(outPtr++) = idx;
*(outPtr++) = 0;
idx = static_cast<int>((*(inPtr++) + offset) * scale);
*(outPtr++) = idx;
}
}
}
else if ( components == 4 )
{
outPtr = volume1;
outPtr2 = volume2;
if ( scale == 1.0 )
{
for ( i = 0; i < size; i++ )
{
idx = static_cast<int>(*(inPtr++) + offset);
*(outPtr++) = idx;
idx = static_cast<int>(*(inPtr++) + offset);
*(outPtr++) = idx;
idx = static_cast<int>(*(inPtr++) + offset);
*(outPtr++) = idx;
*(outPtr2++) = 0;
idx = static_cast<int>(*(inPtr++) + offset);
*(outPtr2++) = idx;
}
}
else
{
for ( i = 0; i < size; i++ )
{
idx = static_cast<int>((*(inPtr++) + offset) * scale);
*(outPtr++) = idx;
idx = static_cast<int>((*(inPtr++) + offset) * scale);
*(outPtr++) = idx;
idx = static_cast<int>((*(inPtr++) + offset) * scale);
*(outPtr++) = idx;
*(outPtr2++) = 0;
idx = static_cast<int>((*(inPtr++) + offset) * scale);
*(outPtr2++) = idx;
}
}
}
}
// The sizes are different and interpolation is required
else
{
outPtr = volume1;
outPtr2 = volume2;
for ( k = 0; k < outputDimensions[2]; k++ )
{
fz = k * sampleRate[2];
fz = (fz >= inputDimensions[2]-1)?(inputDimensions[2]-1.001):(fz);
z = vtkMath::Floor( fz );
wz = fz - z;
for ( j = 0; j < outputDimensions[1]; j++ )
{
fy = j * sampleRate[1];
fy = (fy >= inputDimensions[1]-1)?(inputDimensions[1]-1.001):(fy);
y = vtkMath::Floor( fy );
wy = fy - y;
for ( i = 0; i < outputDimensions[0]; i++ )
{
fx = i * sampleRate[0];
fx = (fx >= inputDimensions[0]-1)?(inputDimensions[0]-1.001):(fx);
x = vtkMath::Floor( fx );
wx = fx - x;
inPtr =
dataPtr + components * ( z*inputDimensions[0]*inputDimensions[1] +
y*inputDimensions[0] +
x );
if ( components == 1 )
{
float A, B, C, D, E, F, G, H;
A = static_cast<float>(*(inPtr));
B = static_cast<float>(*(inPtr+1));
C = static_cast<float>(*(inPtr+inputDimensions[0]));
D = static_cast<float>(*(inPtr+inputDimensions[0]+1));
E = static_cast<float>(*(inPtr+inputDimensions[0]*inputDimensions[1]));
F = static_cast<float>(*(inPtr+inputDimensions[0]*inputDimensions[1]+1));
G = static_cast<float>(*(inPtr+inputDimensions[0]*inputDimensions[1]+inputDimensions[0]));
H = static_cast<float>(*(inPtr+inputDimensions[0]*inputDimensions[1]+inputDimensions[0]+1));
float val =
(1.0-wx)*(1.0-wy)*(1.0-wz)*A +
( wx)*(1.0-wy)*(1.0-wz)*B +
(1.0-wx)*( wy)*(1.0-wz)*C +
( wx)*( wy)*(1.0-wz)*D +
(1.0-wx)*(1.0-wy)*( wz)*E +
( wx)*(1.0-wy)*( wz)*F +
(1.0-wx)*( wy)*( wz)*G +
( wx)*( wy)*( wz)*H;
idx = static_cast<int>((val + offset)*scale);
*(outPtr++) = 0;
*(outPtr++) = idx;
}
else if ( components == 2 )
{
float A1, B1, C1, D1, E1, F1, G1, H1;
float A2, B2, C2, D2, E2, F2, G2, H2;
A1 = static_cast<float>(*(inPtr));
A2 = static_cast<float>(*(inPtr+1));
B1 = static_cast<float>(*(inPtr+2));
B2 = static_cast<float>(*(inPtr+3));
C1 = static_cast<float>(*(inPtr+2*inputDimensions[0]));
C2 = static_cast<float>(*(inPtr+2*inputDimensions[0]+1));
D1 = static_cast<float>(*(inPtr+2*inputDimensions[0]+2));
D2 = static_cast<float>(*(inPtr+2*inputDimensions[0]+3));
E1 = static_cast<float>(*(inPtr+2*inputDimensions[0]*inputDimensions[1]));
E2 = static_cast<float>(*(inPtr+2*inputDimensions[0]*inputDimensions[1]+1));
F1 = static_cast<float>(*(inPtr+2*inputDimensions[0]*inputDimensions[1]+2));
F2 = static_cast<float>(*(inPtr+2*inputDimensions[0]*inputDimensions[1]+3));
G1 = static_cast<float>(*(inPtr+2*inputDimensions[0]*inputDimensions[1]+2*inputDimensions[0]));
G2 = static_cast<float>(*(inPtr+2*inputDimensions[0]*inputDimensions[1]+2*inputDimensions[0]+1));
H1 = static_cast<float>(*(inPtr+2*inputDimensions[0]*inputDimensions[1]+2*inputDimensions[0]+2));
H2 = static_cast<float>(*(inPtr+2*inputDimensions[0]*inputDimensions[1]+2*inputDimensions[0]+3));
float val1 =
(1.0-wx)*(1.0-wy)*(1.0-wz)*A1 +
( wx)*(1.0-wy)*(1.0-wz)*B1 +
(1.0-wx)*( wy)*(1.0-wz)*C1 +
( wx)*( wy)*(1.0-wz)*D1 +
(1.0-wx)*(1.0-wy)*( wz)*E1 +
( wx)*(1.0-wy)*( wz)*F1 +
(1.0-wx)*( wy)*( wz)*G1 +
( wx)*( wy)*( wz)*H1;
float val2 =
(1.0-wx)*(1.0-wy)*(1.0-wz)*A2 +
( wx)*(1.0-wy)*(1.0-wz)*B2 +
(1.0-wx)*( wy)*(1.0-wz)*C2 +
( wx)*( wy)*(1.0-wz)*D2 +
(1.0-wx)*(1.0-wy)*( wz)*E2 +
( wx)*(1.0-wy)*( wz)*F2 +
(1.0-wx)*( wy)*( wz)*G2 +
( wx)*( wy)*( wz)*H2;
idx = static_cast<int>((val1 + offset) * scale);
*(outPtr++) = idx;
*(outPtr++) = 0;
idx = static_cast<int>((val2 + offset) * scale);
*(outPtr++) = idx;
}
else
{
float Ar, Br, Cr, Dr, Er, Fr, Gr, Hr;
float Ag, Bg, Cg, Dg, Eg, Fg, Gg, Hg;
float Ab, Bb, Cb, Db, Eb, Fb, Gb, Hb;
float Aa, Ba, Ca, Da, Ea, Fa, Ga, Ha;
Ar = static_cast<float>(*(inPtr));
Ag = static_cast<float>(*(inPtr+1));
Ab = static_cast<float>(*(inPtr+2));
Aa = static_cast<float>(*(inPtr+3));
Br = static_cast<float>(*(inPtr+4));
Bg = static_cast<float>(*(inPtr+5));
Bb = static_cast<float>(*(inPtr+6));
Ba = static_cast<float>(*(inPtr+7));
Cr = static_cast<float>(*(inPtr+4*inputDimensions[0]));
Cg = static_cast<float>(*(inPtr+4*inputDimensions[0]+1));
Cb = static_cast<float>(*(inPtr+4*inputDimensions[0]+2));
Ca = static_cast<float>(*(inPtr+4*inputDimensions[0]+3));
Dr = static_cast<float>(*(inPtr+4*inputDimensions[0]+4));
Dg = static_cast<float>(*(inPtr+4*inputDimensions[0]+5));
Db = static_cast<float>(*(inPtr+4*inputDimensions[0]+6));
Da = static_cast<float>(*(inPtr+4*inputDimensions[0]+7));
Er = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]));
Eg = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+1));
Eb = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+2));
Ea = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+3));
Fr = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+4));
Fg = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+5));
Fb = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+6));
Fa = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+7));
Gr = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+4*inputDimensions[0]));
Gg = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+4*inputDimensions[0]+1));
Gb = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+4*inputDimensions[0]+2));
Ga = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+4*inputDimensions[0]+3));
Hr = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+4*inputDimensions[0]+4));
Hg = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+4*inputDimensions[0]+5));
Hb = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+4*inputDimensions[0]+6));
Ha = static_cast<float>(*(inPtr+4*inputDimensions[0]*inputDimensions[1]+4*inputDimensions[0]+7));
float valr =
(1.0-wx)*(1.0-wy)*(1.0-wz)*Ar +
( wx)*(1.0-wy)*(1.0-wz)*Br +
(1.0-wx)*( wy)*(1.0-wz)*Cr +
( wx)*( wy)*(1.0-wz)*Dr +
(1.0-wx)*(1.0-wy)*( wz)*Er +
( wx)*(1.0-wy)*( wz)*Fr +
(1.0-wx)*( wy)*( wz)*Gr +
( wx)*( wy)*( wz)*Hr;
float valg =
(1.0-wx)*(1.0-wy)*(1.0-wz)*Ag +
( wx)*(1.0-wy)*(1.0-wz)*Bg +
(1.0-wx)*( wy)*(1.0-wz)*Cg +
( wx)*( wy)*(1.0-wz)*Dg +
(1.0-wx)*(1.0-wy)*( wz)*Eg +
( wx)*(1.0-wy)*( wz)*Fg +
(1.0-wx)*( wy)*( wz)*Gg +
( wx)*( wy)*( wz)*Hg;
float valb =
(1.0-wx)*(1.0-wy)*(1.0-wz)*Ab +
( wx)*(1.0-wy)*(1.0-wz)*Bb +
(1.0-wx)*( wy)*(1.0-wz)*Cb +
( wx)*( wy)*(1.0-wz)*Db +
(1.0-wx)*(1.0-wy)*( wz)*Eb +
( wx)*(1.0-wy)*( wz)*Fb +
(1.0-wx)*( wy)*( wz)*Gb +
( wx)*( wy)*( wz)*Hb;
float vala =
(1.0-wx)*(1.0-wy)*(1.0-wz)*Aa +
( wx)*(1.0-wy)*(1.0-wz)*Ba +
(1.0-wx)*( wy)*(1.0-wz)*Ca +
( wx)*( wy)*(1.0-wz)*Da +
(1.0-wx)*(1.0-wy)*( wz)*Ea +
( wx)*(1.0-wy)*( wz)*Fa +
(1.0-wx)*( wy)*( wz)*Ga +
( wx)*( wy)*( wz)*Ha;
idx = static_cast<int>((valr + offset) * scale);
*(outPtr++) = idx;
idx = static_cast<int>((valg + offset) * scale);
*(outPtr++) = idx;
idx = static_cast<int>((valb + offset) * scale);
*(outPtr++) = idx;
*(outPtr2++) = 0;
idx = static_cast<int>((vala + offset) * scale);
*(outPtr2++) = idx;
}
}
}
}
}
}
template <class T>
void vtkVolumeTextureMapper3DComputeGradients( T *dataPtr,
vtkVolumeTextureMapper3D *me,
double scalarRange[2],
unsigned char *volume1,
unsigned char *volume2,
unsigned char *volume3)
{
int x, y, z;
int offset, outputOffset;
int x_start, x_limit;
int y_start, y_limit;
int z_start, z_limit;
T *dptr;
float n[3], t;
float gvalue;
float zeroNormalThreshold;
int xlow, xhigh;
double aspect[3];
unsigned char *outPtr1, *outPtr2;
unsigned char *normals, *gradmags;
int gradmagIncrement;
int gradmagOffset;
double floc[3];
int loc[3];
// me->InvokeEvent( vtkEvent::VolumeMapperComputeGradientsStartEvent, NULL );
float outputSpacing[3];
me->GetVolumeSpacing( outputSpacing );
double spacing[3];
me->GetInput()->GetSpacing( spacing );
double sampleRate[3];
sampleRate[0] = (double)outputSpacing[0] / (double)spacing[0];
sampleRate[1] = (double)outputSpacing[1] / (double)spacing[1];
sampleRate[2] = (double)outputSpacing[2] / (double)spacing[2];
int components = me->GetInput()->GetNumberOfScalarComponents();
int dim[3];
me->GetInput()->GetDimensions(dim);
int outputDim[3];
me->GetVolumeDimensions( outputDim );
double avgSpacing = ((double)spacing[0] +
(double)spacing[1] +
(double)spacing[2]) / 3.0;
// adjust the aspect
aspect[0] = (double)spacing[0] * 2.0 / avgSpacing;
aspect[1] = (double)spacing[1] * 2.0 / avgSpacing;
aspect[2] = (double)spacing[2] * 2.0 / avgSpacing;
float scale;
scale = 255.0 / (0.25*(scalarRange[1] - scalarRange[0]));
// Get the length at or below which normals are considered to
// be "zero"
zeroNormalThreshold =.001 * (scalarRange[1] - scalarRange[0]);
int thread_id = 0;
int thread_count = 1;
x_start = 0;
x_limit = outputDim[0];
y_start = 0;
y_limit = outputDim[1];
z_start = (int)(( (float)thread_id / (float)thread_count ) *
outputDim[2] );
z_limit = (int)(( (float)(thread_id + 1) / (float)thread_count ) *
outputDim[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])?(outputDim[0]):(x_limit);
y_limit = (y_limit>dim[1])?(outputDim[1]):(y_limit);
z_limit = (z_limit>dim[2])?(outputDim[2]):(z_limit);
if ( components == 1 || components == 2 )
{
normals = volume2;
gradmags = volume1;
gradmagIncrement = components+1;
gradmagOffset = components-1;
}
else
{
normals = volume3;
gradmags = volume2;
gradmagIncrement = 2;
gradmagOffset = 0;
}
double wx, wy, wz;
// 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++ )
{
floc[2] = z*sampleRate[2];
floc[2] = (floc[2]>=(dim[2]-1))?(dim[2]-1.001):(floc[2]);
loc[2] = vtkMath::Floor(floc[2]);
wz = floc[2] - loc[2];
for ( y = y_start; y < y_limit; y++ )
{
floc[1] = y*sampleRate[1];
floc[1] = (floc[1]>=(dim[1]-1))?(dim[1]-1.001):(floc[1]);
loc[1] = vtkMath::Floor(floc[1]);
wy = floc[1] - loc[1];
xlow = x_start;
xhigh = x_limit;
outputOffset = z * outputDim[0] * outputDim[1] + y * outputDim[0] + xlow;
// Set some pointers
outPtr1 = gradmags + gradmagIncrement*outputOffset;
outPtr2 = normals + 3*outputOffset;
for ( x = xlow; x < xhigh; x++ )
{
floc[0] = x*sampleRate[0];
floc[0] = (floc[0]>=(dim[0]-1))?(dim[0]-1.001):(floc[0]);
loc[0] = vtkMath::Floor(floc[0]);
wx = floc[0] - loc[0];
offset = loc[2] * dim[0] * dim[1] + loc[1] * dim[0] + loc[0];
dptr = dataPtr + components*offset + components - 1;
// Use a central difference method if possible,
// otherwise use a forward or backward difference if
// we are on the edge
int sampleOffset[6];
sampleOffset[0] = (loc[0]<1) ?(0):(-components);
sampleOffset[1] = (loc[0]>=dim[0]-2)?(0):( components);
sampleOffset[2] = (loc[1]<1) ?(0):(-components*dim[0]);
sampleOffset[3] = (loc[1]>=dim[1]-2)?(0):( components*dim[0]);
sampleOffset[4] = (loc[2]<1) ?(0):(-components*dim[0]*dim[1]);
sampleOffset[5] = (loc[2]>=dim[2]-2)?(0):( components*dim[0]*dim[1]);
float sample[6];
for ( int i = 0; i < 6; i++ )
{
float A, B, C, D, E, F, G, H;
T *samplePtr = dptr + sampleOffset[i];
A = static_cast<float>(*(samplePtr));
B = static_cast<float>(*(samplePtr+components));
C = static_cast<float>(*(samplePtr+components*dim[0]));
D = static_cast<float>(*(samplePtr+components*dim[0]+components));
E = static_cast<float>(*(samplePtr+components*dim[0]*dim[1]));
F = static_cast<float>(*(samplePtr+components*dim[0]*dim[1]+components));
G = static_cast<float>(*(samplePtr+components*dim[0]*dim[1]+components*dim[0]));
H = static_cast<float>(*(samplePtr+components*dim[0]*dim[1]+components*dim[0]+components));
sample[i] =
(1.0-wx)*(1.0-wy)*(1.0-wz)*A +
( wx)*(1.0-wy)*(1.0-wz)*B +
(1.0-wx)*( wy)*(1.0-wz)*C +
( wx)*( wy)*(1.0-wz)*D +
(1.0-wx)*(1.0-wy)*( wz)*E +
( wx)*(1.0-wy)*( wz)*F +
(1.0-wx)*( wy)*( wz)*G +
( wx)*( wy)*( wz)*H;
}
n[0] = ((sampleOffset[0]==0 || sampleOffset[1]==0)?(2.0):(1.0))*(sample[0] -sample[1]);
n[1] = ((sampleOffset[2]==0 || sampleOffset[3]==0)?(2.0):(1.0))*(sample[2] -sample[3]);
n[2] = ((sampleOffset[4]==0 || sampleOffset[5]==0)?(2.0):(1.0))*(sample[4] -sample[5]);
// 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] /= aspect[0];
n[1] /= aspect[1];
n[2] /= 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 4 bit value
gvalue = t * scale;
gvalue = (gvalue<0.0)?(0.0):(gvalue);
gvalue = (gvalue>255.0)?(255.0):(gvalue);
*(outPtr1+gradmagOffset) = static_cast<unsigned char>(gvalue + 0.5);
// Normalize the gradient direction
if ( t > zeroNormalThreshold )
{
n[0] /= t;
n[1] /= t;
n[2] /= t;
}
else
{
n[0] = n[1] = n[2] = 0.0;
}
int nx = static_cast<int>((n[0] / 2.0 + 0.5)*255.0 + 0.5);
int ny = static_cast<int>((n[1] / 2.0 + 0.5)*255.0 + 0.5);
int nz = static_cast<int>((n[2] / 2.0 + 0.5)*255.0 + 0.5);
nx = (nx<0)?(0):(nx);
ny = (ny<0)?(0):(ny);
nz = (nz<0)?(0):(nz);
nx = (nx>255)?(255):(nx);
ny = (ny>255)?(255):(ny);
nz = (nz>255)?(255):(nz);
*(outPtr2 ) = nx;
*(outPtr2+1) = ny;
*(outPtr2+2) = nz;
outPtr1 += gradmagIncrement;
outPtr2 += 3;
}
}
// if ( z%8 == 7 )
// {
// float args[1];
// args[0] =
// static_cast<float>(z - z_start) /
// static_cast<float>(z_limit - z_start - 1);
// me->InvokeEvent( vtkEvent::VolumeMapperComputeGradientsProgressEvent, args );
// }
}
// me->InvokeEvent( vtkEvent::VolumeMapperComputeGradientsEndEvent, NULL );
}
vtkVolumeTextureMapper3D::vtkVolumeTextureMapper3D()
{
this->PolygonBuffer = NULL;
this->IntersectionBuffer = NULL;
this->NumberOfPolygons = 0;
this->BufferSize = 0;
// The input used when creating the textures
this->SavedTextureInput = NULL;
// The input used when creating the color tables
this->SavedParametersInput = NULL;
this->SavedRGBFunction = NULL;
this->SavedGrayFunction = NULL;
this->SavedScalarOpacityFunction = NULL;
this->SavedColorChannels = 0;
this->SavedSampleDistance = 0;
this->SavedScalarOpacityDistance = 0;
this->Volume1 = NULL;
this->Volume2 = NULL;
this->Volume3 = NULL;
this->VolumeSize = 0;
this->VolumeComponents = 0;
this->SampleDistance = 1.0;
this->ActualSampleDistance = 1.0;
this->RenderMethod = vtkVolumeTextureMapper3D::NO_METHOD;
this->PreferredRenderMethod = vtkVolumeTextureMapper3D::FRAGMENT_PROGRAM_METHOD;
}
vtkVolumeTextureMapper3D::~vtkVolumeTextureMapper3D()
{
delete [] this->PolygonBuffer;
delete [] this->IntersectionBuffer;
delete [] this->Volume1;
delete [] this->Volume2;
delete [] this->Volume3;
}
vtkVolumeTextureMapper3D *vtkVolumeTextureMapper3D::New()
{
// First try to create the object from the vtkObjectFactory
vtkObject* ret =
vtkVolumeRenderingFactory::CreateInstance("vtkVolumeTextureMapper3D");
return (vtkVolumeTextureMapper3D*)ret;
}
void vtkVolumeTextureMapper3D::ComputePolygons( vtkRenderer *ren,
vtkVolume *vol,
double inBounds[6] )
{
// Get the camera position and focal point
double focalPoint[4], position[4];
double plane[4];
vtkCamera *camera = ren->GetActiveCamera();
camera->GetPosition( position );
camera->GetFocalPoint( focalPoint );
position[3] = 1.0;
focalPoint[3] = 1.0;
// Pass the focal point and position through the inverse of the
// volume's matrix to map back into the data coordinates. We
// are going to compute these polygons in the coordinate system
// of the input data - this is easiest since this data must be
// axis aligned. Then we'll use OpenGL to transform these polygons
// into the world coordinate system through the use of the
// volume's matrix.
vtkMatrix4x4 *matrix = vtkMatrix4x4::New();
vol->GetMatrix( matrix );
matrix->Invert();
matrix->MultiplyPoint( position, position );
matrix->MultiplyPoint( focalPoint, focalPoint );
matrix->Delete();
if ( position[3] )
{
position[0] /= position[3];
position[1] /= position[3];
position[2] /= position[3];
}
if ( focalPoint[3] )
{
focalPoint[0] /= focalPoint[3];
focalPoint[1] /= focalPoint[3];
focalPoint[2] /= focalPoint[3];
}
// Create a plane equation using the direction and position of the camera
plane[0] = (double)focalPoint[0] - (double)position[0];
plane[1] = (double)focalPoint[1] - (double)position[1];
plane[2] = (double)focalPoint[2] - (double)position[2];
vtkMath::Normalize( plane );
plane[3] = -(plane[0] * (double)position[0] +
plane[1] * (double)position[1] +
plane[2] * (double)position[2]);
// Find the min and max distances of the boundary points of the volume
double minDistance = VTK_FLOAT_MAX;
double maxDistance = -VTK_FLOAT_MAX;
// The inBounds parameter is the bounds we are using for clipping the
// texture planes against. First we need to clip these against the bounds
// of the volume to make sure they don't exceed it.
double volBounds[6];
this->GetInput()->GetBounds( volBounds );
double bounds[6];
bounds[0] = (inBounds[0]>volBounds[0])?(inBounds[0]):(volBounds[0]);
bounds[1] = (inBounds[1]<volBounds[1])?(inBounds[1]):(volBounds[1]);
bounds[2] = (inBounds[2]>volBounds[2])?(inBounds[2]):(volBounds[2]);
bounds[3] = (inBounds[3]<volBounds[3])?(inBounds[3]):(volBounds[3]);
bounds[4] = (inBounds[4]>volBounds[4])?(inBounds[4]):(volBounds[4]);
bounds[5] = (inBounds[5]<volBounds[5])?(inBounds[5]):(volBounds[5]);
// Create 8 vertices for the bounding box we are rendering
int i, j, k;
double vertices[8][3];
int idx = 0;
for ( k = 0; k < 2; k++ )
{
for ( j = 0; j < 2; j++ )
{
for ( i = 0; i < 2; i++ )
{
vertices[idx][2] = bounds[4+k];
vertices[idx][1] = bounds[2+j];
vertices[idx][0] = bounds[i];
double d =
plane[0] * vertices[idx][0] +
plane[1] * vertices[idx][1] +
plane[2] * vertices[idx][2] +
plane[3];
idx++;
// Keep track of closest and farthest point
minDistance = (d<minDistance)?(d):(minDistance);
maxDistance = (d>maxDistance)?(d):(maxDistance);
}
}
}
int dim[6];
this->GetVolumeDimensions(dim);
float tCoordOffset[3], tCoordScale[3];
tCoordOffset[0] = 0.5 / static_cast<float>( dim[0] );
tCoordOffset[1] = 0.5 / static_cast<float>( dim[1] );
tCoordOffset[2] = 0.5 / static_cast<float>( dim[2] );
tCoordScale[0] =
static_cast<float>( dim[0]-1 ) /
static_cast<float>( dim[0] );
tCoordScale[1] =
static_cast<float>( dim[1]-1 ) /
static_cast<float>( dim[1] );
tCoordScale[2] =
static_cast<float>( dim[2]-1 ) /
static_cast<float>( dim[2] );
float spacing[3];
this->GetVolumeSpacing( spacing );
double offset =
0.333 * 0.5 * (spacing[0] + spacing[1] + spacing[2]);
minDistance += 0.1*offset;
maxDistance -= 0.1*offset;
minDistance = (minDistance < offset)?(offset):(minDistance);
double stepSize = this->ActualSampleDistance;
// Determine the number of polygons
int numPolys = (int)((maxDistance - minDistance)/(double)stepSize);
// Check if we have space, free old space only if it is too small
if ( this->BufferSize < numPolys )
{
delete [] this->PolygonBuffer;
delete [] this->IntersectionBuffer;
this->BufferSize = numPolys;
this->PolygonBuffer = new float [36*this->BufferSize];
this->IntersectionBuffer = new float [12*this->BufferSize];
}
this->NumberOfPolygons = numPolys;
// Compute the intersection points for each edge of the volume
int lines[12][2] = { {0,1}, {1,3}, {2,3}, {0,2},
{4,5}, {5,7}, {6,7}, {4,6},
{0,4}, {1,5}, {3,7}, {2,6} };
float *iptr, *pptr;
for ( i = 0; i < 12; i++ )
{
double line[3];
line[0] = vertices[lines[i][1]][0] - vertices[lines[i][0]][0];
line[1] = vertices[lines[i][1]][1] - vertices[lines[i][0]][1];
line[2] = vertices[lines[i][1]][2] - vertices[lines[i][0]][2];
double d = maxDistance;
iptr = this->IntersectionBuffer + i;
double planeDotLineOrigin = vtkMath::Dot( plane, vertices[lines[i][0]] );
double planeDotLine = vtkMath::Dot( plane, line );
double t, increment;
if ( planeDotLine != 0.0 )
{
t = (d - planeDotLineOrigin - plane[3] ) / planeDotLine;
increment = -stepSize / planeDotLine;
}
else
{
t = -1.0;
increment = 0.0;
}
for ( j = 0; j < numPolys; j++ )
{
*iptr = (t > 0.0 && t < 1.0)?(t):(-1.0);
t += increment;
iptr += 12;
}
}
// Compute the polgons by determining which edges were intersected
int neighborLines[12][6] =
{ { 1, 2, 3, 4, 8, 9}, { 0, 2, 3, 5, 9, 10},
{ 0, 1, 3, 6, 10, 11}, { 0, 1, 2, 7, 8, 11},
{ 0, 5, 6, 7, 8, 9}, { 1, 4, 6, 7, 9, 10},
{ 2, 4, 5, 7, 10, 11}, { 3, 4, 5, 6, 8, 11},
{ 0, 3, 4, 7, 9, 11}, { 0, 1, 4, 5, 8, 10},
{ 1, 2, 5, 6, 9, 11}, { 2, 3, 6, 7, 8, 10} };
float tCoord[12][4] =
{{0,0,0,0}, {1,0,0,1}, {0,1,0,0}, {0,0,0,1},
{0,0,1,0}, {1,0,1,1}, {0,1,1,0}, {0,0,1,1},
{0,0,0,2}, {1,0,0,2}, {1,1,0,2}, {0,1,0,2}};
double low[3];
double high[3];
low[0] = (bounds[0] - (double)volBounds[0]) /
((double)volBounds[1] - (double)volBounds[0]);
high[0] = (bounds[1] - (double)volBounds[0]) /
((double)volBounds[1] - (double)volBounds[0]);
low[1] = (bounds[2] - (double)volBounds[2]) /
((double)volBounds[3] - (double)volBounds[2]);
high[1] = (bounds[3] - (double)volBounds[2]) /
((double)volBounds[3] - (double)volBounds[2]);
low[2] = (bounds[4] - (double)volBounds[4]) /
((double)volBounds[5] - (double)volBounds[4]);
high[2] = (bounds[5] - (double)volBounds[4]) /
((double)volBounds[5] - (double)volBounds[4]);
for ( i = 0; i < 12; i++ )
{
tCoord[i][0] = (tCoord[i][0])?(high[0]):(low[0]);
tCoord[i][1] = (tCoord[i][1])?(high[1]):(low[1]);
tCoord[i][2] = (tCoord[i][2])?(high[2]):(low[2]);
}
iptr = this->IntersectionBuffer;
pptr = this->PolygonBuffer;
for ( i = 0; i < numPolys; i++ )
{
// Look for a starting point
int start = 0;
while ( start < 12 && iptr[start] == -1.0 )
{
start++;
}
if ( start == 12 )
{
pptr[0] = -1.0;
}
else
{
int current = start;
int previous = -1;
int errFlag = 0;
idx = 0;
while ( idx < 6 && !errFlag && ( idx == 0 || current != start) )
{
double t = iptr[current];
*(pptr + idx*6) =
tCoord[current][0] * tCoordScale[0] + tCoordOffset[0];
*(pptr + idx*6 + 1) =
tCoord[current][1] * tCoordScale[1] + tCoordOffset[1];
*(pptr + idx*6 + 2) =
tCoord[current][2] * tCoordScale[2] + tCoordOffset[2];
int coord = static_cast<int>(tCoord[current][3]);
*(pptr + idx*6 + coord) =
(low[coord] + t*(high[coord]-low[coord]))*tCoordScale[coord] + tCoordOffset[coord];
*(pptr + idx*6 + 3) = (float)(
vertices[lines[current][0]][0] +
t*(vertices[lines[current][1]][0] - vertices[lines[current][0]][0]));
*(pptr + idx*6 + 4) = (float)(
vertices[lines[current][0]][1] +
t*(vertices[lines[current][1]][1] - vertices[lines[current][0]][1]));
*(pptr + idx*6 + 5) = (float)(
vertices[lines[current][0]][2] +
t*(vertices[lines[current][1]][2] - vertices[lines[current][0]][2]));
idx++;
j = 0;
while ( j < 6 &&
(*(this->IntersectionBuffer + i*12 +
neighborLines[current][j]) < 0 ||
neighborLines[current][j] == previous) )
{
j++;
}
if ( j >= 6 )
{
errFlag = 1;
}
else
{
previous = current;
current = neighborLines[current][j];
}
}
if ( idx < 6 )
{
*(pptr + idx*6) = -1;
}
}
iptr += 12;
pptr += 36;
}
}
int vtkVolumeTextureMapper3D::UpdateVolumes(vtkVolume *vtkNotUsed(vol))
{
int needToUpdate = 0;
// Get the image data
vtkImageData *input = this->GetInput();
input->Update();
// Has the volume changed in some way?
if ( this->SavedTextureInput != input ||
this->SavedTextureMTime.GetMTime() < input->GetMTime() )
{
needToUpdate = 1;
}
if ( !needToUpdate )
{
return 0;
}
this->SavedTextureInput = input;
this->SavedTextureMTime.Modified();
// How big does the Volume need to be?
int dim[3];
input->GetDimensions(dim);
int powerOfTwoDim[3];
for ( int i = 0; i < 3; i++ )
{
powerOfTwoDim[i] = 32;
while ( powerOfTwoDim[i] < dim[i] )
{
powerOfTwoDim[i] *= 2;
}
}
while ( ! this->IsTextureSizeSupported( powerOfTwoDim ) )
{
if ( powerOfTwoDim[0] >= powerOfTwoDim[1] &&
powerOfTwoDim[0] >= powerOfTwoDim[2] )
{
powerOfTwoDim[0] /= 2;
}
else if ( powerOfTwoDim[1] >= powerOfTwoDim[0] &&
powerOfTwoDim[1] >= powerOfTwoDim[2] )
{
powerOfTwoDim[1] /= 2;
}
else
{
powerOfTwoDim[2] /= 2;
}
}
int neededSize = powerOfTwoDim[0] * powerOfTwoDim[1] * powerOfTwoDim[2];
int components = input->GetNumberOfScalarComponents();
// What is the spacing?
double spacing[3];
input->GetSpacing(spacing);
// Is it the right size? If not, allocate it.
if ( this->VolumeSize != neededSize ||
this->VolumeComponents != components )
{
delete [] this->Volume1;
delete [] this->Volume2;
delete [] this->Volume3;
switch (components)
{
case 1:
this->Volume1 = new unsigned char [2*neededSize];
this->Volume2 = new unsigned char [3*neededSize];
this->Volume3 = NULL;
break;
case 2:
this->Volume1 = new unsigned char [3*neededSize];
this->Volume2 = new unsigned char [3*neededSize];
this->Volume3 = NULL;
break;
case 3:
case 4:
this->Volume1 = new unsigned char [3*neededSize];
this->Volume2 = new unsigned char [2*neededSize];
this->Volume3 = new unsigned char [3*neededSize];
break;
}
this->VolumeSize = neededSize;
this->VolumeComponents = components;
}
// Find the scalar range
double scalarRange[2];
input->GetPointData()->GetScalars()->GetRange(scalarRange, components-1);
// Is the difference between max and min less than 4096? If so, and if
// the data is not of float or double type, use a simple offset mapping.
// If the difference between max and min is 4096 or greater, or the data
// is of type float or double, we must use an offset / scaling mapping.
// In this case, the array size will be 4096 - we need to figure out the
// offset and scale factor.
float offset;
float scale;
int arraySizeNeeded;
int scalarType = input->GetScalarType();
if ( scalarType == VTK_FLOAT ||
scalarType == VTK_DOUBLE ||
scalarRange[1] - scalarRange[0] > 255 )
{
arraySizeNeeded = 256;
offset = -scalarRange[0];
scale = 255.0 / (scalarRange[1] - scalarRange[0]);
}
else
{
arraySizeNeeded = (int)(scalarRange[1] - scalarRange[0] + 1);
offset = -scalarRange[0];
scale = 1.0;
}
this->ColorTableSize = arraySizeNeeded;
this->ColorTableOffset = offset;
this->ColorTableScale = scale;
// Save the volume size
this->VolumeDimensions[0] = powerOfTwoDim[0];
this->VolumeDimensions[1] = powerOfTwoDim[1];
this->VolumeDimensions[2] = powerOfTwoDim[2];
// Compute the new spacing
this->VolumeSpacing[0] =
(static_cast<double>(dim[0])-1.01)*(double)spacing[0] / static_cast<double>(this->VolumeDimensions[0]-1);
this->VolumeSpacing[1] =
(static_cast<double>(dim[1])-1.01)*(double)spacing[1] / static_cast<double>(this->VolumeDimensions[1]-1);
this->VolumeSpacing[2] =
(static_cast<double>(dim[2])-1.01)*(double)spacing[2] / static_cast<double>(this->VolumeDimensions[2]-1);
// Transfer the input volume to the RGBA volume
void *dataPtr = input->GetScalarPointer();
switch ( scalarType )
{
vtkTemplateMacro(
vtkVolumeTextureMapper3DComputeScalars(
(VTK_TT *)(dataPtr), this,
offset, scale,
this->Volume1,
this->Volume2));
}
switch ( scalarType )
{
vtkTemplateMacro(
vtkVolumeTextureMapper3DComputeGradients(
(VTK_TT *)(dataPtr), this,
scalarRange,
this->Volume1,
this->Volume2,
this->Volume3));
}
return 1;
}
int vtkVolumeTextureMapper3D::UpdateColorLookup( vtkVolume *vol )
{
int needToUpdate = 0;
// Get the image data
vtkImageData *input = this->GetInput();
input->Update();
// Has the volume changed in some way?
if ( this->SavedParametersInput != input ||
this->SavedParametersMTime.GetMTime() < input->GetMTime() )
{
needToUpdate = 1;
}
// What sample distance are we going to use for rendering? If we
// have to render quickly according to our allocated render time,
// don't necessary obey the sample distance requested by the user.
// Instead set the sample distance to the average spacing.
this->ActualSampleDistance = this->SampleDistance;
if ( vol->GetAllocatedRenderTime() < 1.0 )
{
float spacing[3];
this->GetVolumeSpacing(spacing);
this->ActualSampleDistance =
0.333 * ((double)spacing[0] + (double)spacing[1] + (double)spacing[2]);
}
// How many components?
int components = input->GetNumberOfScalarComponents();
// Has the sample distance changed?
if ( this->SavedSampleDistance != this->ActualSampleDistance )
{
needToUpdate = 1;
}
vtkColorTransferFunction *rgbFunc = NULL;
vtkPiecewiseFunction *grayFunc = NULL;
// How many color channels for this component?
int colorChannels = vol->GetProperty()->GetColorChannels(0);
if ( components < 3 )
{
// Has the number of color channels changed?
if ( this->SavedColorChannels != colorChannels )
{
needToUpdate = 1;
}
// Has the color transfer function changed in some way,
// and we are using it?
if ( colorChannels == 3 )
{
rgbFunc = vol->GetProperty()->GetRGBTransferFunction(0);
if ( this->SavedRGBFunction != rgbFunc ||
this->SavedParametersMTime.GetMTime() < rgbFunc->GetMTime() )
{
needToUpdate = 1;
}
}
// Has the gray transfer function changed in some way,
// and we are using it?
if ( colorChannels == 1 )
{
grayFunc = vol->GetProperty()->GetGrayTransferFunction(0);
if ( this->SavedGrayFunction != grayFunc ||
this->SavedParametersMTime.GetMTime() < grayFunc->GetMTime() )
{
needToUpdate = 1;
}
}
}
// Has the scalar opacity transfer function changed in some way?
vtkPiecewiseFunction *scalarOpacityFunc =
vol->GetProperty()->GetScalarOpacity(0);
if ( this->SavedScalarOpacityFunction != scalarOpacityFunc ||
this->SavedParametersMTime.GetMTime() <
scalarOpacityFunc->GetMTime() )
{
needToUpdate = 1;
}
// Has the gradient opacity transfer function changed in some way?
vtkPiecewiseFunction *gradientOpacityFunc =
vol->GetProperty()->GetGradientOpacity(0);
if ( this->SavedGradientOpacityFunction != gradientOpacityFunc ||
this->SavedParametersMTime.GetMTime() <
gradientOpacityFunc->GetMTime() )
{
needToUpdate = 1;
}
double scalarOpacityDistance =
vol->GetProperty()->GetScalarOpacityUnitDistance(0);
if ( this->SavedScalarOpacityDistance != scalarOpacityDistance )
{
needToUpdate = 1;
}
// If we have not found any need to update, return now
if ( !needToUpdate )
{
return 0;
}
this->SavedRGBFunction = rgbFunc;
this->SavedGrayFunction = grayFunc;
this->SavedScalarOpacityFunction = scalarOpacityFunc;
this->SavedGradientOpacityFunction = gradientOpacityFunc;
this->SavedColorChannels = colorChannels;
this->SavedSampleDistance = this->ActualSampleDistance;
this->SavedScalarOpacityDistance = scalarOpacityDistance;
this->SavedParametersInput = input;
this->SavedParametersMTime.Modified();
// Find the scalar range
double scalarRange[2];
input->GetPointData()->GetScalars()->GetRange(scalarRange, components-1);
int arraySizeNeeded = this->ColorTableSize;
if ( components < 3 )
{
// Sample the transfer functions between the min and max.
if ( colorChannels == 1 )
{
grayFunc->GetTable( scalarRange[0], scalarRange[1],
arraySizeNeeded, this->TempArray1 );
}
else
{
rgbFunc->GetTable( scalarRange[0], scalarRange[1],
arraySizeNeeded, this->TempArray1 );
}
}
scalarOpacityFunc->GetTable( scalarRange[0], scalarRange[1],
arraySizeNeeded, this->TempArray2 );
float goArray[256];
gradientOpacityFunc->GetTable( 0, (scalarRange[1] - scalarRange[0])*0.25,
256, goArray );
// Correct the opacity array for the spacing between the planes.
int i;
float *fptr2 = this->TempArray2;
double factor = (double)this->ActualSampleDistance / scalarOpacityDistance;
for ( i = 0; i < arraySizeNeeded; i++ )
{
if ( *fptr2 > 0.0001 )
{
*fptr2 = 1.0-pow((double)(1.0-(*fptr2)),factor);
}
fptr2++;
}
int goLoop;
unsigned char *ptr, *rgbptr, *aptr;
float *fptr1;
switch (components)
{
case 1:
// Move the two temp float arrays into one RGBA unsigned char array
ptr = this->ColorLookup;
for ( goLoop = 0; goLoop < 256; goLoop++ )
{
fptr1 = this->TempArray1;
fptr2 = this->TempArray2;
if ( colorChannels == 1 )
{
for ( i = 0; i < arraySizeNeeded; i++ )
{
*(ptr++) = static_cast<unsigned char>(*(fptr1)*255.0 + 0.5);
*(ptr++) = static_cast<unsigned char>(*(fptr1)*255.0 + 0.5);
*(ptr++) = static_cast<unsigned char>(*(fptr1++)*255.0 + 0.5);
*(ptr++) = static_cast<unsigned char>(*(fptr2++)*goArray[goLoop]*255.0 + 0.5);
}
}
else
{
for ( i = 0; i < arraySizeNeeded; i++ )
{
*(ptr++) = static_cast<unsigned char>(*(fptr1++)*255.0 + 0.5);
*(ptr++) = static_cast<unsigned char>(*(fptr1++)*255.0 + 0.5);
*(ptr++) = static_cast<unsigned char>(*(fptr1++)*255.0 + 0.5);
*(ptr++) = static_cast<unsigned char>(*(fptr2++)*goArray[goLoop]*255.0 + 0.5);
}
}
for ( ; i < 256; i++ )
{
*(ptr++) = 0;
*(ptr++) = 0;
*(ptr++) = 0;
*(ptr++) = 0;
}
}
break;
case 2:
// Move the two temp float arrays into one RGB unsigned char array and
// one alpha array.
rgbptr = this->ColorLookup;
aptr = this->AlphaLookup;
if ( colorChannels == 1 )
{
for ( i = 0; i < arraySizeNeeded; i++ )
{
fptr1 = this->TempArray1;
fptr2 = this->TempArray2;
for ( goLoop = 0; goLoop < 256; goLoop++ )
{
*(rgbptr++) = static_cast<unsigned char>(*(fptr1)*255.0 + 0.5);
*(rgbptr++) = static_cast<unsigned char>(*(fptr1)*255.0 + 0.5);
*(rgbptr++) = static_cast<unsigned char>(*(fptr1++)*255.0 + 0.5);
*(aptr++) = static_cast<unsigned char>(*(fptr2++)*goArray[goLoop]*255.0 + 0.5);
}
}
}
else
{
fptr1 = this->TempArray1;
fptr2 = this->TempArray2;
for ( i = 0; i < arraySizeNeeded; i++ )
{
for ( goLoop = 0; goLoop < 256; goLoop++ )
{
*(rgbptr++) = static_cast<unsigned char>(*(fptr1)*255.0 + 0.5);
*(rgbptr++) = static_cast<unsigned char>(*(fptr1+1)*255.0 + 0.5);
*(rgbptr++) = static_cast<unsigned char>(*(fptr1+2)*255.0 + 0.5);
*(aptr++) = static_cast<unsigned char>(*(fptr2)*goArray[goLoop]*255.0 + 0.5);
}
fptr1+=3;
fptr2++;
}
}
for ( ; i < 256; i++ )
{
for ( goLoop = 0; goLoop < 256; goLoop++ )
{
*(rgbptr++) = 0;
*(rgbptr++) = 0;
*(rgbptr++) = 0;
*(aptr++) = 0;
}
}
break;
case 3:
case 4:
// Move the two temp float arrays into one alpha array
aptr = this->AlphaLookup;
for ( goLoop = 0; goLoop < 256; goLoop++ )
{
fptr2 = this->TempArray2;
for ( i = 0; i < arraySizeNeeded; i++ )
{
*(aptr++) = static_cast<unsigned char>(*(fptr2++)*goArray[goLoop]*255.0 + 0.5);
}
for ( ; i < 256; i++ )
{
*(aptr++) = 0;
}
}
break;
}
return 1;
}
// Print the vtkVolumeTextureMapper3D
void vtkVolumeTextureMapper3D::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "Sample Distance: " << this->SampleDistance << endl;
os << indent << "Render Method: " << this->RenderMethod << endl;
os << indent << "Preferred Render Method: " << this->PreferredRenderMethod << endl;
os << indent << "NumberOfPolygons: " << this->NumberOfPolygons << endl;
os << indent << "ActualSampleDistance: "
<< this->ActualSampleDistance << endl;
os << indent << "VolumeDimensions: " << this->VolumeDimensions[0] << " "
<< this->VolumeDimensions[1] << " " << this->VolumeDimensions[2] << endl;
os << indent << "VolumeSpacing: " << this->VolumeSpacing[0] << " "
<< this->VolumeSpacing[1] << " " << this->VolumeSpacing[2] << endl;
}