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// PLANE.CPP
// Copyright (C) 1998 Tommi Hassinen.
// This program is free software; you can redistribute it and/or modify it
// under the terms of the license (GNU GPL) which comes with this package.
/*################################################################################################*/
#include "plane.h" // config.h is here -> we get ENABLE-macros here...
#include "project.h"
#include "appdefine.h"
#include <GL/gl.h>
#include <fstream>
#include <sstream>
using namespace std;
/*################################################################################################*/
color_plane::color_plane(cp_param & p1)
{
prj = p1.prj;
data = p1.data;
my_glname = p1.my_glname;
transparent = p1.transparent;
automatic_cv2 = p1.automatic_cv2;
np = p1.np;
// now we can allocate memory...
dist = new fGL[np];
color4 = new fGL[np * np * 4];
point3 = new fGL[np * np * 3];
// we must do these settings...
// we must do these settings...
// we must do these settings...
ref = p1.ref;
GetValue = p1.vf;
GetColor = p1.cf;
cvalue1 = p1.cvalue1;
cvalue2 = p1.cvalue2;
alpha = p1.alpha;
// ...before trying to do this!!!
// ...before trying to do this!!!
// ...before trying to do this!!!
SetDimension(p1.dim);
Update();
// add the primitives, if this is a transparent object...
// add the primitives, if this is a transparent object...
// add the primitives, if this is a transparent object...
if (transparent)
{
for (i32s n1 = 0;n1 < np - 1;n1++)
{
for (i32s n2 = 0;n2 < np - 1;n2++)
{
i32s tmp1, tmp2, tmp3;
tmp1 = n1 + 0; tmp2 = n2 + 0; tmp3 = tmp1 * np + tmp2;
fGL * c1 = & color4[tmp3 * 4]; fGL * p1 = & point3[tmp3 * 3];
tmp1 = n1 + 1; tmp2 = n2 + 0; tmp3 = tmp1 * np + tmp2;
fGL * c2 = & color4[tmp3 * 4]; fGL * p2 = & point3[tmp3 * 3];
tmp1 = n1 + 1; tmp2 = n2 + 1; tmp3 = tmp1 * np + tmp2;
fGL * c3 = & color4[tmp3 * 4]; fGL * p3 = & point3[tmp3 * 3];
tmp1 = n1 + 0; tmp2 = n2 + 1; tmp3 = tmp1 * np + tmp2;
fGL * c4 = & color4[tmp3 * 4]; fGL * p4 = & point3[tmp3 * 3];
tpd_quad_4c * tmp4;
tmp4 = new tpd_quad_4c(c1, p1, c2, p2, c3, p3, c4, p4);
transparent_primitive * tmp5;
tmp5 = new transparent_primitive((void *) this, * tmp4);
prj->AddTP((void *) this, (* tmp5));
// tmp4, the tpd_quad_4c-object, will be deleted when
// prj->RemoveAllTPs() is called for this object...
delete tmp5;
}
}
}
}
color_plane::~color_plane(void)
{
if (transparent) prj->RemoveAllTPs((void *) this);
delete[] dist;
delete[] color4;
delete[] point3;
}
void color_plane::Update(void)
{
xdir = data->ydir.vpr(data->zdir);
i32s tmp1[2]; // point indices...
fGL * tmp2 = new fGL[np * np]; // color values...
for (tmp1[0] = 0;tmp1[0] < np;tmp1[0]++)
{
for (tmp1[1] = 0;tmp1[1] < np;tmp1[1]++)
{
i32s index = tmp1[0] * np + tmp1[1];
GetCRD(tmp1, & point3[index * 3]);
tmp2[tmp1[0] * np + tmp1[1]] = GetValue(ref, & point3[index * 3], NULL);
}
}
if (automatic_cv2)
{
f64 avrg = 0.0;
for (i32s n1 = 0;n1 < np * np;n1++)
{
avrg += tmp2[n1];
}
// AUTO makes only partial correction -> just looks better and one can estimate the "bias".
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
cvalue2 = -0.80 * avrg / (f64) (np * np);
}
for (tmp1[0] = 0;tmp1[0] < np;tmp1[0]++)
{
for (tmp1[1] = 0;tmp1[1] < np;tmp1[1]++)
{
i32s index = tmp1[0] * np + tmp1[1];
fGL tmp3 = tmp2[tmp1[0] * np + tmp1[1]] + cvalue2;
GetColor((tmp3 / cvalue1), alpha, & color4[index * 4]);
}
}
delete[] tmp2;
// update the primitives, if this is a transparent object...
// update the primitives, if this is a transparent object...
// update the primitives, if this is a transparent object...
if (transparent) prj->UpdateMPsForAllTPs((void *) this);
}
void color_plane::Render(void)
{
glPushMatrix();
glPushName(GLNAME_OBJECT);
glPushName(my_glname);
// if this is a transparent object, we will not render the quads here.
// instead, the quads get rendered at project::Render(), like all other
// transparent primitives.
if (!transparent)
{
glBegin(GL_QUADS);
for (i32s n1 = 0;n1 < np - 1;n1++)
{
for (i32s n2 = 0;n2 < np - 1;n2++)
{
i32s tmp1, tmp2, tmp3;
tmp1 = n1 + 0; tmp2 = n2 + 0; tmp3 = tmp1 * np + tmp2;
glColor4fv(& color4[tmp3 * 4]); glVertex3fv(& point3[tmp3 * 3]);
tmp1 = n1 + 1; tmp2 = n2 + 0; tmp3 = tmp1 * np + tmp2;
glColor4fv(& color4[tmp3 * 4]); glVertex3fv(& point3[tmp3 * 3]);
tmp1 = n1 + 1; tmp2 = n2 + 1; tmp3 = tmp1 * np + tmp2;
glColor4fv(& color4[tmp3 * 4]); glVertex3fv(& point3[tmp3 * 3]);
tmp1 = n1 + 0; tmp2 = n2 + 1; tmp3 = tmp1 * np + tmp2;
glColor4fv(& color4[tmp3 * 4]); glVertex3fv(& point3[tmp3 * 3]);
}
}
glEnd();
}
SetModelView(data);
fGL tmp1 = -0.55 * dim;
fGL tmp2 = -0.45 * dim;
glBegin(GL_LINES);
glColor3f(1.0, 1.0, 1.0); glVertex3f(tmp1, tmp1, 0.0);
glColor3f(0.0, 0.0, 1.0); glVertex3f(tmp2, tmp1, 0.0);
glColor3f(1.0, 1.0, 1.0); glVertex3f(tmp1, tmp1, 0.0);
glColor3f(0.0, 0.0, 1.0); glVertex3f(tmp1, tmp2, 0.0);
glColor3f(1.0, 1.0, 1.0); glVertex3f(tmp1, tmp1, 0.0);
glColor3f(0.0, 0.0, 1.0); glVertex3f(tmp1, tmp1, 0.1 * dim);
glEnd();
glPopName();
glPopName();
glPopMatrix();
}
void color_plane::SetDimension(fGL p1)
{
dim = p1; fGL tmp1 = np - 1;
for (i32s n1 = 0;n1 < np;n1++)
{
fGL tmp2 = (fGL) n1 / tmp1;
dist[n1] = dim * (tmp2 - 0.5);
}
}
void color_plane::GetCRD(i32s * p1, fGL * p2)
{
for (i32s n1 = 0;n1 < 3;n1++)
{
fGL tmp1 = xdir[n1] * dist[p1[0]];
fGL tmp2 = data->ydir[n1] * dist[p1[1]];
p2[n1] = data->crd[n1] + tmp1 + tmp2;
}
}
/*################################################################################################*/
color_plane_object::color_plane_object(const object_location & p1, cp_param & p2, const char * p3) : smart_object(p1)
{
p2.data = GetLocData();
p2.my_glname = p2.prj->RegisterGLName((dummy_object *) this);
cp = new color_plane(p2);
ostringstream str;
str << p3 << "plane" << ends;
copy_of_ref = p2.ref;
object_name = new char[strlen(str.str().c_str()) + 1];
strcpy(object_name, str.str().c_str());
}
color_plane_object::~color_plane_object(void)
{
delete cp;
delete[] object_name;
// TODO : unregister my_glname???
}
void color_plane_object::OrbitObject(const fGL * p1, const camera & p2)
{
dummy_object::RotateObject(p1, p2);
Update();
}
void color_plane_object::RotateObject(const fGL * p1, const camera & p2)
{
dummy_object::OrbitObject(p1, p2);
Update();
}
void color_plane_object::TranslateObject(const fGL * p1, const obj_loc_data * p2)
{
fGL tmp1[3] = { p1[0], p1[1], p1[2] };
if (p2 == GetLocData())
{
tmp1[0] = -tmp1[0];
tmp1[2] = -tmp1[2];
}
dummy_object::TranslateObject(tmp1, p2);
Update();
}
/*################################################################################################*/
volume_rendering_object::volume_rendering_object(const object_location & p1,
cp_param & p2, i32s p3, fGL p4, camera & p5, const char * p6) : smart_object(p1)
{
for (i32s n1 = 0;n1 < p3;n1++)
{
data_vector.push_back(new obj_loc_data);
p2.data = data_vector.back();
p2.my_glname = p2.prj->RegisterGLName((dummy_object *) this);
cp_vector.push_back(new color_plane(p2));
}
thickness = p4;
ConnectCamera(p5);
ostringstream str;
str << p6 << "VR" << ends;
copy_of_ref = p2.ref;
object_name = new char[strlen(str.str().c_str()) + 1];
strcpy(object_name, str.str().c_str());
CameraEvent(p5);
}
volume_rendering_object::~volume_rendering_object(void)
{
for (i32u n1 = 0;n1 < cp_vector.size();n1++)
{
delete cp_vector[n1];
delete data_vector[n1];
// TODO : unregister my_glname???
}
delete[] object_name;
}
void volume_rendering_object::CameraEvent(const camera & p1)
{
v3d<fGL> newz = v3d<fGL>(GetLocData()->crd, p1.GetLocData()->crd);
newz = newz / newz.len();
v3d<fGL> newx = newz.vpr(p1.GetLocData()->ydir);
newx = newx / newx.len();
v3d<fGL> newy = newx.vpr(newz);
newy = newy / newy.len();
GetLocDataRW()->zdir = newz;
GetLocDataRW()->ydir = newy;
for (i32u n1 = 0;n1 < cp_vector.size();n1++)
{
fGL z1 = (fGL) n1 / (fGL) (cp_vector.size() - 1);
fGL z2 = 2.0 * (z1 - 0.5) * thickness;
v3d<fGL> pv = v3d<fGL>(GetLocData()->crd);
pv = pv + (GetLocData()->zdir * z2);
data_vector[n1]->crd[0] = pv.data[0];
data_vector[n1]->crd[1] = pv.data[1];
data_vector[n1]->crd[2] = pv.data[2];
data_vector[n1]->zdir = GetLocData()->zdir;
data_vector[n1]->ydir = GetLocData()->ydir;
}
Update(); // update the planes!!!!!
}
void volume_rendering_object::OrbitObject(const fGL *, const camera &)
{
}
void volume_rendering_object::RotateObject(const fGL *, const camera &)
{
}
void volume_rendering_object::TranslateObject(const fGL * p1, const obj_loc_data * p2)
{
fGL tmp1[3] = { p1[0], p1[1], p1[2] };
if (p2 == GetLocData())
{
tmp1[0] = -tmp1[0];
tmp1[2] = -tmp1[2];
}
dummy_object::TranslateObject(tmp1, p2);
Update();
}
void volume_rendering_object::Render(void)
{
for (i32u n1 = 0;n1 < cp_vector.size();n1++)
{
cp_vector[n1]->Render();
}
}
void volume_rendering_object::Update(void)
{
for (i32u n1 = 0;n1 < cp_vector.size();n1++)
{
cp_vector[n1]->Update();
}
}
/*################################################################################################*/
// eof
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