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581 lines
17 KiB
581 lines
17 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: vtkEncodedGradientShader.cxx,v $
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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#include "vtkEncodedGradientShader.h"
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#include "vtkCamera.h"
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#include "vtkDirectionEncoder.h"
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#include "vtkEncodedGradientEstimator.h"
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#include "vtkLight.h"
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#include "vtkLightCollection.h"
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#include "vtkMatrix4x4.h"
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#include "vtkObjectFactory.h"
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#include "vtkRenderer.h"
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#include "vtkTransform.h"
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#include "vtkVolume.h"
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#include "vtkVolumeProperty.h"
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#include <math.h>
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vtkCxxRevisionMacro(vtkEncodedGradientShader, "$Revision: 1.2 $");
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vtkStandardNewMacro(vtkEncodedGradientShader);
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vtkEncodedGradientShader::vtkEncodedGradientShader()
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{
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int i, j;
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for ( j = 0; j < VTK_MAX_SHADING_TABLES; j++ )
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{
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this->ShadingTableVolume[j] = NULL;
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this->ShadingTableSize[j] = 0;
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for ( i = 0; i < 6; i++ )
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{
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this->ShadingTable[j][i] = NULL;
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}
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}
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this->ZeroNormalDiffuseIntensity = 0.0;
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this->ZeroNormalSpecularIntensity = 0.0;
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this->ActiveComponent = 0;
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}
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vtkEncodedGradientShader::~vtkEncodedGradientShader()
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{
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int i, j;
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for ( j = 0; j < VTK_MAX_SHADING_TABLES; j++ )
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{
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for ( i=0; i<6; i++ )
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{
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if ( this->ShadingTable[j][i] )
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{
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delete [] this->ShadingTable[j][i];
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}
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}
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}
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}
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float *vtkEncodedGradientShader::GetRedDiffuseShadingTable( vtkVolume *vol )
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{
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int index;
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for ( index = 0; index < VTK_MAX_SHADING_TABLES; index++ )
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{
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if ( this->ShadingTableVolume[index] == vol )
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{
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break;
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}
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}
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if ( index == VTK_MAX_SHADING_TABLES )
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{
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vtkErrorMacro( << "No shading table found for that volume!" );
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return NULL;
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}
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return this->ShadingTable[index][0];
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}
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float *vtkEncodedGradientShader::GetGreenDiffuseShadingTable( vtkVolume *vol )
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{
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int index;
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for ( index = 0; index < VTK_MAX_SHADING_TABLES; index++ )
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{
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if ( this->ShadingTableVolume[index] == vol )
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{
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break;
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}
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}
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if ( index == VTK_MAX_SHADING_TABLES )
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{
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vtkErrorMacro( << "No shading table found for that volume!" );
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return NULL;
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}
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return this->ShadingTable[index][1];
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}
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float *vtkEncodedGradientShader::GetBlueDiffuseShadingTable( vtkVolume *vol )
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{
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int index;
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for ( index = 0; index < VTK_MAX_SHADING_TABLES; index++ )
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{
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if ( this->ShadingTableVolume[index] == vol )
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{
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break;
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}
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}
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if ( index == VTK_MAX_SHADING_TABLES )
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{
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vtkErrorMacro( << "No shading table found for that volume!" );
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return NULL;
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}
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return this->ShadingTable[index][2];
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}
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float *vtkEncodedGradientShader::GetRedSpecularShadingTable( vtkVolume *vol )
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{
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int index;
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for ( index = 0; index < VTK_MAX_SHADING_TABLES; index++ )
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{
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if ( this->ShadingTableVolume[index] == vol )
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{
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break;
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}
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}
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if ( index == VTK_MAX_SHADING_TABLES )
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{
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vtkErrorMacro( << "No shading table found for that volume!" );
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return NULL;
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}
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return this->ShadingTable[index][3];
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}
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float *vtkEncodedGradientShader::GetGreenSpecularShadingTable( vtkVolume *vol )
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{
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int index;
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for ( index = 0; index < VTK_MAX_SHADING_TABLES; index++ )
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{
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if ( this->ShadingTableVolume[index] == vol )
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{
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break;
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}
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}
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if ( index == VTK_MAX_SHADING_TABLES )
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{
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vtkErrorMacro( << "No shading table found for that volume!" );
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return NULL;
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}
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return this->ShadingTable[index][4];
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}
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float *vtkEncodedGradientShader::GetBlueSpecularShadingTable( vtkVolume *vol )
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{
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int index;
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for ( index = 0; index < VTK_MAX_SHADING_TABLES; index++ )
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{
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if ( this->ShadingTableVolume[index] == vol )
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{
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break;
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}
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}
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if ( index == VTK_MAX_SHADING_TABLES )
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{
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vtkErrorMacro( << "No shading table found for that volume!" );
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return NULL;
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}
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return this->ShadingTable[index][5];
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}
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void vtkEncodedGradientShader::UpdateShadingTable(
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vtkRenderer *ren, vtkVolume *vol,
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vtkEncodedGradientEstimator *gradest)
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{
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double lightDirection[3], material[4], lightColor[3];
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double lightPosition[3], lightFocalPoint[3];
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double lightIntensity, viewDirection[3];
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double cameraPosition[3], cameraFocalPoint[3], mag;
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vtkLightCollection *lightCollection;
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vtkLight *light;
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double norm;
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int update_flag;
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vtkVolumeProperty *property;
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vtkTransform *transform;
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vtkMatrix4x4 *m;
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double in[4], out[4], zero[4];
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int index;
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// Figure out which shading table we are working with
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// First search through all existing ones, then if one
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// is not found, use the first available index
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for ( index = 0; index < VTK_MAX_SHADING_TABLES; index++ )
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{
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if ( this->ShadingTableVolume[index] == vol )
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{
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break;
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}
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}
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if ( index == VTK_MAX_SHADING_TABLES )
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{
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for ( index = 0; index < VTK_MAX_SHADING_TABLES; index++ )
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{
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if ( this->ShadingTableVolume[index] == NULL )
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{
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this->ShadingTableVolume[index] = vol;
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break;
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}
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}
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}
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if ( index == VTK_MAX_SHADING_TABLES )
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{
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vtkErrorMacro( << "Too many shading tables!\n" <<
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"Increase limit VTK_MAX_SHADING_TABLES and recompile!" );
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return;
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}
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transform = vtkTransform::New();
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m = vtkMatrix4x4::New();
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vol->GetMatrix(m);
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transform->SetMatrix(m);
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transform->Inverse();
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property = vol->GetProperty();
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material[0] = property->GetAmbient(this->ActiveComponent);
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material[1] = property->GetDiffuse(this->ActiveComponent);
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material[2] = property->GetSpecular(this->ActiveComponent);
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material[3] = property->GetSpecularPower(this->ActiveComponent);
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update_flag = 0;
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ren->GetActiveCamera()->GetPosition( cameraPosition );
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ren->GetActiveCamera()->GetFocalPoint( cameraFocalPoint );
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viewDirection[0] = cameraFocalPoint[0] - cameraPosition[0];
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viewDirection[1] = cameraFocalPoint[1] - cameraPosition[1];
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viewDirection[2] = cameraFocalPoint[2] - cameraPosition[2];
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mag = sqrt( (double)(
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viewDirection[0] * viewDirection[0] +
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viewDirection[1] * viewDirection[1] +
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viewDirection[2] * viewDirection[2] ) );
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if ( mag )
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{
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viewDirection[0] /= mag;
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viewDirection[1] /= mag;
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viewDirection[2] /= mag;
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}
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memcpy( in, viewDirection, 3*sizeof(double) );
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in[3] = 1.0;
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transform->MultiplyPoint( in, out );
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viewDirection[0] = out[0] / out[3];
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viewDirection[1] = out[1] / out[3];
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viewDirection[2] = out[2] / out[3];
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in[0] = 0.0;
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in[1] = 0.0;
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in[2] = 0.0;
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transform->MultiplyPoint( in, zero );
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zero[0] /= zero[3];
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zero[1] /= zero[3];
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zero[2] /= zero[3];
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viewDirection[0] -= zero[0];
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viewDirection[1] -= zero[1];
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viewDirection[2] -= zero[2];
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// Loop through all lights and compute a shading table. For
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// the first light, pass in an update_flag of 0, which means
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// overwrite the shading table. For each light after that, pass
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// in an update flag of 1, which means add to the shading table.
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// All lights are forced to be directional light sources
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// regardless of what they really are
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// Set up the lights for traversal
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lightCollection = ren->GetLights();
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// In rare cases there are no lights
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vtkLight *artificialLight=NULL;
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if ( lightCollection->GetNumberOfItems() == 0 )
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{
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artificialLight = vtkLight::New();
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artificialLight->SetIntensity(0.0);
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lightCollection->AddItem(artificialLight);
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}
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vtkCollectionSimpleIterator sit;
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lightCollection->InitTraversal(sit);
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while ( (light = lightCollection->GetNextLight(sit)) != NULL )
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{
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if ( ! light->GetSwitch() )
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{
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continue;
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}
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// Get the light color, position, focal point, and intensity
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light->GetColor( lightColor );
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light->GetTransformedPosition( lightPosition );
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light->GetTransformedFocalPoint( lightFocalPoint );
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lightIntensity = light->GetIntensity( );
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// Compute the light direction and normalize it
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lightDirection[0] = lightFocalPoint[0] - lightPosition[0];
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lightDirection[1] = lightFocalPoint[1] - lightPosition[1];
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lightDirection[2] = lightFocalPoint[2] - lightPosition[2];
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norm = sqrt( (double) ( lightDirection[0] * lightDirection[0] +
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lightDirection[1] * lightDirection[1] +
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lightDirection[2] * lightDirection[2] ) );
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lightDirection[0] /= -norm;
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lightDirection[1] /= -norm;
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lightDirection[2] /= -norm;
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memcpy( in, lightDirection, 3*sizeof(double) );
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transform->MultiplyPoint( in, out );
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lightDirection[0] = out[0] / out[3] - zero[0];
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lightDirection[1] = out[1] / out[3] - zero[1];
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lightDirection[2] = out[2] / out[3] - zero[2];
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// Build / Add to the shading table
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this->BuildShadingTable( index, lightDirection, lightColor,
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lightIntensity, viewDirection,
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material, ren->GetTwoSidedLighting(),
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gradest, update_flag );
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update_flag = 1;
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}//while there is a light in the list of lights
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if ( artificialLight )
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{
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lightCollection->RemoveItem(artificialLight);
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artificialLight->Delete();
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}
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transform->Delete();
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m->Delete();
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}
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// Build a shading table for a light with the given direction and
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// color, for a material of the given type. material[0] = ambient,
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// material[1] = diffuse, material[2] = specular, material[3] =
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// specular exponent. If the ambient flag is 1, then ambient
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// illumination is added. If not, then this means we are calculating
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// the "other side" of two sided lighting, so no ambient intensity
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// is added in. If update_flag is 0, the table is overwritten
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// with the new values. If update_flag is 1, the new intensity values
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// are added into the table. This way multiple light sources can
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// be handled. There is one shading table per volume, and the index
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// value indicates which index table is to be updated
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void vtkEncodedGradientShader::BuildShadingTable( int index,
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double lightDirection[3],
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double lightColor[3],
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double lightIntensity,
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double viewDirection[3],
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double material[4],
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int twoSided,
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vtkEncodedGradientEstimator *gradest,
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int updateFlag )
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{
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double lx, ly, lz;
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float n_dot_l;
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float n_dot_v;
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int i;
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float *nptr;
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float *sdr_ptr;
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float *sdg_ptr;
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float *sdb_ptr;
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float *ssr_ptr;
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float *ssg_ptr;
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float *ssb_ptr;
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float Ka, Es, Kd_intensity, Ks_intensity;
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double half_x, half_y, half_z;
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float mag, n_dot_h, specular_value;
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int norm_size;
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// Move to local variables
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lx = lightDirection[0];
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ly = lightDirection[1];
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lz = lightDirection[2];
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half_x = lx - viewDirection[0];
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half_y = ly - viewDirection[1];
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half_z = lz - viewDirection[2];
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mag = sqrt( (double)(half_x*half_x + half_y*half_y + half_z*half_z ) );
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if( mag != 0.0 )
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{
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half_x /= mag;
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half_y /= mag;
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half_z /= mag;
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}
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Ka = material[0] * lightIntensity;
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Es = material[3];
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Kd_intensity = material[1] * lightIntensity;
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Ks_intensity = material[2] * lightIntensity;
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nptr = gradest->GetDirectionEncoder()->GetDecodedGradientTable();
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norm_size = gradest->GetDirectionEncoder()->GetNumberOfEncodedDirections();
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if ( this->ShadingTableSize[index] != norm_size )
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{
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for ( i=0; i<6; i++ )
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{
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if ( this->ShadingTable[index][i] )
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{
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delete [] this->ShadingTable[index][i];
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}
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this->ShadingTable[index][i] = new float[norm_size];
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}
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this->ShadingTableSize[index] = norm_size;
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}
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sdr_ptr = this->ShadingTable[index][0];
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sdg_ptr = this->ShadingTable[index][1];
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sdb_ptr = this->ShadingTable[index][2];
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ssr_ptr = this->ShadingTable[index][3];
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ssg_ptr = this->ShadingTable[index][4];
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ssb_ptr = this->ShadingTable[index][5];
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// For each possible normal, compute the intensity of light at
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// a location with that normal, and the given lighting and
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// material properties
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for ( i = 0; i < norm_size; i++ )
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{
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// If we have a zero normal, treat it specially
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if ( ( *(nptr+0) == 0.0 ) &&
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( *(nptr+1) == 0.0 ) &&
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( *(nptr+2) == 0.0 ) )
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{
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// If we are not updating, initial everything to 0.0
|
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if ( !updateFlag )
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{
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*(sdr_ptr) = 0.0;
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*(sdg_ptr) = 0.0;
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*(sdb_ptr) = 0.0;
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*(ssr_ptr) = 0.0;
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*(ssg_ptr) = 0.0;
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*(ssb_ptr) = 0.0;
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}
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// Now add in ambient
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*(sdr_ptr) += Ka * lightColor[0];
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*(sdg_ptr) += Ka * lightColor[1];
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*(sdb_ptr) += Ka * lightColor[2];
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|
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// Add in diffuse
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*(sdr_ptr) +=
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(Kd_intensity * this->ZeroNormalDiffuseIntensity * lightColor[0]);
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*(sdg_ptr) +=
|
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(Kd_intensity * this->ZeroNormalDiffuseIntensity * lightColor[1]);
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*(sdb_ptr) +=
|
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(Kd_intensity * this->ZeroNormalDiffuseIntensity * lightColor[2]);
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|
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// Add in specular
|
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*(ssr_ptr) += this->ZeroNormalSpecularIntensity * lightColor[0];
|
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*(ssg_ptr) += this->ZeroNormalSpecularIntensity * lightColor[1];
|
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*(ssb_ptr) += this->ZeroNormalSpecularIntensity * lightColor[2];
|
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}
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else
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{
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// The dot product between the normal and the light vector
|
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// used for diffuse illumination
|
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n_dot_l = (*(nptr+0) * lx + *(nptr+1) * ly + *(nptr+2) * lz);
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|
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// The dot product between the normal and the halfway vector
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// used for specular illumination
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n_dot_h = (*(nptr+0) * half_x + *(nptr+1) * half_y + *(nptr+2) * half_z);
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|
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// Flip the normal if two sided lighting is on and the normal
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// is pointing away from the viewer
|
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if ( twoSided )
|
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{
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// The dot product between the normal and the view vector
|
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// used for two sided lighting
|
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n_dot_v = (*(nptr+0) * viewDirection[0] +
|
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*(nptr+1) * viewDirection[1] +
|
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*(nptr+2) * viewDirection[2]);
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|
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if ( n_dot_v > 0.0 )
|
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{
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n_dot_l = -n_dot_l;
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n_dot_h = -n_dot_h;
|
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}
|
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}
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|
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// If we are updating, then begin by adding in ambient
|
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if ( updateFlag )
|
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{
|
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*(sdr_ptr) += Ka * lightColor[0];
|
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*(sdg_ptr) += Ka * lightColor[1];
|
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*(sdb_ptr) += Ka * lightColor[2];
|
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}
|
|
// Otherwise begin by setting the value to the ambient contribution
|
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else
|
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{
|
|
*(sdr_ptr) = Ka * lightColor[0];
|
|
*(sdg_ptr) = Ka * lightColor[1];
|
|
*(sdb_ptr) = Ka * lightColor[2];
|
|
*(ssr_ptr) = 0.0;
|
|
*(ssg_ptr) = 0.0;
|
|
*(ssb_ptr) = 0.0;
|
|
}
|
|
|
|
// If there is some diffuse contribution, add it in
|
|
if ( n_dot_l > 0 )
|
|
{
|
|
*(sdr_ptr) += (Kd_intensity * n_dot_l * lightColor[0]);
|
|
*(sdg_ptr) += (Kd_intensity * n_dot_l * lightColor[1]);
|
|
*(sdb_ptr) += (Kd_intensity * n_dot_l * lightColor[2]);
|
|
|
|
if ( n_dot_h > 0.001 )
|
|
{
|
|
specular_value = Ks_intensity * pow( (double)n_dot_h, (double)Es );
|
|
*(ssr_ptr) += specular_value * lightColor[0];
|
|
*(ssg_ptr) += specular_value * lightColor[1];
|
|
*(ssb_ptr) += specular_value * lightColor[2];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Increment all the pointers
|
|
nptr += 3;
|
|
sdr_ptr++;
|
|
sdg_ptr++;
|
|
sdb_ptr++;
|
|
ssr_ptr++;
|
|
ssg_ptr++;
|
|
ssb_ptr++;
|
|
}
|
|
}
|
|
|
|
|
|
// Print the vtkEncodedGradientShader
|
|
void vtkEncodedGradientShader::PrintSelf(ostream& os, vtkIndent indent)
|
|
{
|
|
this->Superclass::PrintSelf(os,indent);
|
|
|
|
os << indent << "Zero Normal Diffuse Intensity: " <<
|
|
this->ZeroNormalDiffuseIntensity << endl;
|
|
|
|
os << indent << "Zero Normal Specular Intensity: " <<
|
|
this->ZeroNormalSpecularIntensity << endl;
|
|
os << indent << "ActiveComponent: " << this->ActiveComponent << endl;
|
|
}
|
|
|
|
|