1 | /******************************************************************************** |
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2 | * Volatile - Volume Visualization Software for SAGE |
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3 | * Copyright (C) 2004 Electronic Visualization Laboratory, |
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4 | * University of Illinois at Chicago |
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5 | * |
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6 | * All rights reserved. |
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7 | * |
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8 | * Redistribution and use in source and binary forms, with or without |
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9 | * modification, are permitted provided that the following conditions are met: |
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10 | * |
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11 | * * Redistributions of source code must retain the above copyright |
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12 | * notice, this list of conditions and the following disclaimer. |
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13 | * * Redistributions in binary form must reproduce the above |
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14 | * copyright notice, this list of conditions and the following disclaimer |
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15 | * in the documentation and/or other materials provided with the distribution. |
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16 | * * Neither the name of the University of Illinois at Chicago nor |
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17 | * the names of its contributors may be used to endorse or promote |
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18 | * products derived from this software without specific prior written permission. |
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19 | * |
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20 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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21 | * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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22 | * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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23 | * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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24 | * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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25 | * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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26 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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27 | * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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28 | * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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29 | * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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30 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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31 | * |
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32 | * Direct questions, comments etc about Volatile to www.evl.uic.edu/cavern/forum |
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33 | *********************************************************************************/ |
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34 | |
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35 | #ifdef WIN32 |
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36 | #include <windows.h> |
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37 | #endif |
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38 | |
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39 | #include "vRenderer.h" |
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40 | #include "VectorMath.h" |
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41 | #include "MatrixMath.h" |
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42 | #include "glUE.h" |
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43 | #include "vVolume.h" |
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44 | #include "vCG.h" |
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45 | #include "vARB.h" |
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46 | #include <math.h> |
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47 | |
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48 | |
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49 | #if defined(linux) |
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50 | extern "C" |
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51 | { |
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52 | extern void glTexImage3D (GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *); |
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53 | } |
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54 | #endif |
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55 | |
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56 | float vo[8][3] = {{0,0,0},{1.0f,0,0},{0,1.0f,0},{1.0f,1.0f,0},{0,0,1.0f},{1.0f,0,1.0f},{0,1.0f,1.0f},{1.0f,1.0f,1.0f}}; |
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57 | float tx[8][3] = {{0,0,0},{1,0,0},{0,1,0},{1,1,0},{0,0,1},{1,0,1},{0,1,1},{1,1,1}}; |
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58 | float axis[3] = {0,0,1}; |
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59 | double mv[16]; |
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60 | vRenderer::vRenderer() { |
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61 | myVolume = NULL; |
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62 | cutEnabled = true;//enable cutplane by default |
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63 | showOverview = false; |
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64 | } |
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65 | |
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66 | vRenderer::~vRenderer() { |
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67 | } |
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68 | |
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69 | |
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70 | int vRenderer::select() { |
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71 | if (withinBounds3D(mv,vo,global.pointerPos)) { |
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72 | selected = 1; |
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73 | } |
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74 | else |
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75 | selected = 0; |
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76 | return selected; |
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77 | } |
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78 | |
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79 | |
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80 | void vRenderer::init() |
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81 | { |
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82 | if (myVolume) { |
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83 | glGenTextures(1, &myVolume->texName); |
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84 | loadTexture3D(myVolume->getVoxelData(), myVolume->dimX,myVolume->dimY,myVolume->dimZ); |
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85 | GlErr("vRenderer", "init"); |
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86 | } |
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87 | |
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88 | } |
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89 | |
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90 | //load 1 byte volume |
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91 | void vRenderer::loadTexture3D(unsigned char *tex, int sx, int sy, int sz) |
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92 | { |
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93 | glEnable(GL_TEXTURE_3D); |
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94 | glBindTexture(GL_TEXTURE_3D, myVolume->texName); |
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95 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
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96 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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97 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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98 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
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99 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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100 | glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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101 | |
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102 | #ifdef _WIN32 |
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103 | glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_ALPHA8, sx, sy, sz, 0, GL_ALPHA, GL_UNSIGNED_BYTE, tex); |
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104 | #else |
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105 | glTexImage3D(GL_TEXTURE_3D, 0, GL_ALPHA8, sx, sy, sz, 0, GL_ALPHA, GL_UNSIGNED_BYTE, tex); |
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106 | #endif |
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107 | |
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108 | GlErr("vRenderer", "loadTexture3D"); |
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109 | glDisable(GL_TEXTURE_3D); |
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110 | } |
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111 | |
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112 | void vRenderer::drawBoundBox() { |
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113 | glDisable(GL_LIGHTING); |
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114 | glPushMatrix(); |
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115 | glTranslatef(-0.5f,-0.5f,-0.5f); |
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116 | glBegin(GL_LINES); |
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117 | glVertex3f(1.0f,1.0f,1.0f); |
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118 | glVertex3f(1.0f,1.0f,0.0f); |
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119 | glVertex3f(1.0f,0.0f,1.0f); |
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120 | glVertex3f(1.0f,0.0f,0.0f); |
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121 | glVertex3f(0.0f,1.0f,1.0f); |
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122 | glVertex3f(0.0f,1.0f,0.0f); |
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123 | glVertex3f(0.0f,0.0f,1.0f); |
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124 | glVertex3f(0.0f,0.0f,0.0f); |
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125 | glVertex3f(1.0f,1.0f,1.0f); |
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126 | glVertex3f(1.0f,0.0f,1.0f); |
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127 | glVertex3f(1.0f,1.0f,0.0f); |
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128 | glVertex3f(1.0f,0.0f,0.0f); |
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129 | glVertex3f(0.0f,1.0f,1.0f); |
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130 | glVertex3f(0.0f,0.0f,1.0f); |
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131 | glVertex3f(0.0f,1.0f,0.0f); |
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132 | glVertex3f(0.0f,0.0f,0.0f); |
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133 | glVertex3f(1.0f,1.0f,1.0f); |
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134 | glVertex3f(0.0f,1.0f,1.0f); |
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135 | glVertex3f(1.0f,1.0f,0.0f); |
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136 | glVertex3f(0.0f,1.0f,0.0f); |
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137 | glVertex3f(1.0f,0.0f,1.0f); |
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138 | glVertex3f(0.0f,0.0f,1.0f); |
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139 | glVertex3f(1.0f,0.0f,0.0f); |
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140 | glVertex3f(0.0f,0.0f,0.0f); |
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141 | glEnd(); |
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142 | glPopMatrix(); |
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143 | glEnable(GL_LIGHTING); |
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144 | } |
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145 | |
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146 | void vRenderer::next() { |
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147 | myVolume->next(); |
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148 | global.volren.loadVolume = true; |
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149 | } |
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150 | |
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151 | void vRenderer::prev() { |
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152 | myVolume->prev(); |
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153 | global.volren.loadVolume = true; |
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154 | } |
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155 | |
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156 | |
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157 | void vRenderer::drawSubvolBoundBox() { |
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158 | float scaleX, scaleY, scaleZ; |
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159 | float offsetX, offsetY, offsetZ; |
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160 | global.volume->getNormOffset(offsetX, offsetY, offsetZ); |
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161 | global.volume->getNormDim(scaleX, scaleY, scaleZ); |
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162 | |
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163 | glPushMatrix(); |
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164 | glTranslatef(offsetX, offsetY, offsetZ); |
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165 | glTranslatef(-0.5f, -0.5f, -0.5f); |
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166 | glScalef(scaleX,scaleY,scaleZ); |
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167 | |
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168 | glBegin(GL_LINES); |
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169 | glColor3f(1.0f,0.0f,0.0f); |
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170 | glVertex3f(1.0f,1.0f,1.0f); |
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171 | glVertex3f(1.0f,1.0f,0.0f); |
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172 | glVertex3f(1.0f,0.0f,1.0f); |
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173 | glVertex3f(1.0f,0.0f,0.0f); |
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174 | glVertex3f(0.0f,1.0f,1.0f); |
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175 | glVertex3f(0.0f,1.0f,0.0f); |
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176 | glVertex3f(0.0f,0.0f,1.0f); |
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177 | glVertex3f(0.0f,0.0f,0.0f); |
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178 | glVertex3f(1.0f,1.0f,1.0f); |
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179 | glVertex3f(1.0f,0.0f,1.0f); |
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180 | glVertex3f(1.0f,1.0f,0.0f); |
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181 | glVertex3f(1.0f,0.0f,0.0f); |
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182 | glVertex3f(0.0f,1.0f,1.0f); |
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183 | glVertex3f(0.0f,0.0f,1.0f); |
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184 | glVertex3f(0.0f,1.0f,0.0f); |
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185 | glVertex3f(0.0f,0.0f,0.0f); |
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186 | glVertex3f(1.0f,1.0f,1.0f); |
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187 | glVertex3f(0.0f,1.0f,1.0f); |
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188 | glVertex3f(1.0f,1.0f,0.0f); |
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189 | glVertex3f(0.0f,1.0f,0.0f); |
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190 | glVertex3f(1.0f,0.0f,1.0f); |
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191 | glVertex3f(0.0f,0.0f,1.0f); |
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192 | glVertex3f(1.0f,0.0f,0.0f); |
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193 | glVertex3f(0.0f,0.0f,0.0f); |
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194 | glEnd(); |
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195 | glPopMatrix(); |
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196 | |
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197 | } |
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198 | //update any variables here- must be called from draw |
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199 | void vRenderer::update() { |
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200 | //check if we need to reload volume, typically set by the roamer |
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201 | if (global.volren.loadVolume) { |
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202 | loadTexture3D(myVolume->getVoxelData(),myVolume->dimX,myVolume->dimY,myVolume->dimZ); |
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203 | global.volren.loadVolume = false; |
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204 | } |
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205 | myVolume->getNormProbe(xptr,yptr,zptr);//between 0..1 |
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206 | } |
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207 | |
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208 | //called by the main |
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209 | void vRenderer::draw() |
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210 | { |
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211 | //update any variables before doing the draw |
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212 | update(); |
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213 | //finally render |
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214 | renderAll(); |
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215 | } |
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216 | |
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217 | // |
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218 | // (010) (110) |
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219 | // 6 +---------+ 7 Where 1's are the size of the brick |
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220 | // /| /| allong that axis |
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221 | // / | / | |
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222 | // (011)/ |(111) / | |
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223 | // 4 +---------+ 5 | |
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224 | // | | | |(100) y axis |
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225 | // | 2 +-----+---+ 3 ^ |
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226 | // | /(000) | / | |
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227 | // | / | / | |
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228 | // |/ |/ | |
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229 | // 0 +---------+ 1 +-------> x axis |
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230 | // (001) (101) / |
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231 | // /z axis |
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232 | |
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233 | void vRenderer::renderAll() |
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234 | { |
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235 | //now start the render |
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236 | glPushMatrix(); |
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237 | { //move to the volume location |
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238 | glTranslatef(xform.trans[0], xform.trans[1], xform.trans[2]); |
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239 | /*if (rot) { |
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240 | glRotatef(rotAngle,0.0f,1.0f,0.0f); |
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241 | rotAngle ++; |
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242 | }*/ |
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243 | glMultMatrixf(xform.rotn); //rotate |
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244 | glScalef(myVolume->spacingX*xform.scale, myVolume->spacingY*xform.scale, myVolume->spacingZ*xform.scale); |
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245 | glGetDoublev(GL_MODELVIEW_MATRIX, mv); //save modelview matrix |
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246 | //translate the volume and render it |
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247 | if (global.cut.update && cutEnabled) { |
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248 | cut.setTransform(xform.rotn); |
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249 | global.cut.update = false; |
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250 | } |
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251 | if (cutEnabled) |
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252 | cut.draw(); |
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253 | //draw the box framing everything |
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254 | if (global.ui.bboxEnabled) { |
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255 | glColor3f(0.0f,0.25f,0.25f); |
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256 | drawBoundBox(); |
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257 | } |
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258 | if (selected) { |
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259 | glColor3f(0.5f,0.5f,0.0f); |
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260 | drawBoundBox(); |
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261 | } |
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262 | if (showOverview) |
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263 | drawSubvolBoundBox(); |
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264 | |
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265 | //draw just the 3d textures |
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266 | enableTex3D(myVolume->texName); |
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267 | if (cutEnabled) |
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268 | cut.enable(); |
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269 | |
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270 | glPushMatrix(); |
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271 | glTranslatef(-0.5, -0.5,-0.5); |
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272 | disableTex3D(); |
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273 | volProbe.setTranslation(xptr,yptr,zptr); |
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274 | volProbe.draw(); |
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275 | |
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276 | glGetDoublev(GL_MODELVIEW_MATRIX, mv); //save modelview matrix |
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277 | #if defined(ADDCGGL) |
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278 | setCurTextureCG(global.volren.scaledDeptexName); |
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279 | #endif |
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280 | #if defined(ADDARBGL) |
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281 | setCurTextureARB(global.volren.scaledDeptexName); |
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282 | #endif |
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283 | |
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284 | |
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285 | enableTex3D(myVolume->texName); |
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286 | renderTexture3D(global.volren.sampleRate,mv,vo,tx,axis); |
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287 | |
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288 | |
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289 | glPopMatrix(); |
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290 | |
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291 | if (cutEnabled) |
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292 | cut.disable(); |
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293 | }glPopMatrix(); |
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294 | |
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295 | disableTex3D(); |
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296 | |
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297 | } |
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298 | void enableTex3D(unsigned int texName) |
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299 | { |
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300 | glDisable(GL_LIGHTING); //light makes it look bad! |
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301 | glPolygonMode(GL_FRONT, GL_FILL); |
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302 | glPolygonMode(GL_BACK, GL_FILL); |
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303 | glEnable(GL_TEXTURE_3D); |
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304 | glEnable(GL_ALPHA_TEST); |
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305 | glEnable(GL_BLEND); |
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306 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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307 | |
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308 | #if defined(ADDCGGL) |
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309 | enableCG(texName); |
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310 | #endif |
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311 | #if defined(ADDARBGL) |
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312 | enableARB(texName); |
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313 | #endif |
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314 | } |
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315 | |
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316 | void disableTex3D() { |
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317 | glDisable(GL_BLEND); |
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318 | glDisable(GL_TEXTURE_3D); |
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319 | glDisable(GL_ALPHA_TEST); |
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320 | glEnable(GL_LIGHTING); |
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321 | glDepthMask(GL_TRUE); |
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322 | |
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323 | #if defined(ADDCGGL) |
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324 | disableCG(); |
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325 | #endif |
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326 | #if defined(ADDARBGL) |
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327 | disableARB(); |
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328 | #endif |
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329 | } |
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330 | |
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331 | //understand the edge vertex computation from JMK@cs.utah.edu |
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332 | //ASSUMPTION: eye is along z-axis |
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333 | //vo: volume vertex coords model-space coords |
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334 | //tx: texture vertex coords tex-space coords |
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335 | //axis: axis to slice along world-space coords |
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336 | void vRenderer::renderTexture3D(float sampleFrequency,GLdouble mv[16],float vo[8][3],float tx[8][3],float axis[3]) |
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337 | { |
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338 | float rv[8][3]; //the rotated volume (may include a scale) |
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339 | float maxval = -10; //(tmp) |
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340 | float minval = 10; |
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341 | int minvert = 0, maxvert = 0; |
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342 | GLdouble mvinv[16]; |
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343 | int i, j, k; |
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344 | inverseMatrix(mvinv, mv); //invert model view matrix |
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345 | |
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346 | for(i=0; i<8; ++i){ |
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347 | translateV3(rv[i], mv, vo[i]); //get the rotated vol coords |
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348 | //now get the max and min z in view space |
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349 | if(maxval < MAX(maxval, rv[i][2])){ |
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350 | maxval = MAX(maxval, rv[i][2]); |
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351 | maxvert = i; |
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352 | } |
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353 | if(minval > MIN(minval, rv[i][2])){ |
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354 | minval = MIN(minval, rv[i][2]); |
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355 | minvert = i; //determine the starting corner for slicing |
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356 | } |
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357 | } |
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358 | |
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359 | //find the slice plane point 'sp' (initial) and the slice plane normal 'sn' |
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360 | //sp is the slice starting point, simply the vertex farthest from the eye |
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361 | float sp[3] = {vo[minvert][0], vo[minvert][1], vo[minvert][2]}; |
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362 | // float sp[3] = {vo[maxvert][0], vo[maxvert][1], vo[maxvert][2]}; |
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363 | float vpn[3]; |
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364 | vpn[0] = axis[0]; vpn[1] = axis[1]; vpn[2] = axis[2]; |
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365 | |
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366 | //now calculate sn which is the normalized vpn in the model space |
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367 | //ie where the orginal slices are stored |
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368 | float sn[3]; |
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369 | translateV3(sn, mvinv, vpn); //move vpn to sn (model space); |
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370 | //now normalize this |
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371 | float normsn = (float)sqrt(sn[0]*sn[0] + sn[1]*sn[1] + sn[2]*sn[2]); //normalize |
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372 | sn[0]/=normsn; |
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373 | sn[1]/=normsn; |
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374 | sn[2]/=normsn; |
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375 | |
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376 | //now find the distance we need to slice (|max_vertex - min_vertex|) |
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377 | float maxd[3] = {0, 0, maxval}; //(tmp) only use z-coord (view space) |
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378 | float mind[3] = {0, 0, minval}; //(tmp) ditto (view space) |
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379 | float maxv[3], minv[3]; //(tmp) |
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380 | translateV3(maxv, mvinv, maxd); //translate back to model space |
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381 | translateV3(minv, mvinv, mind); //ditto |
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382 | maxv[0] -= minv[0]; //subtract |
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383 | maxv[1] -= minv[1]; |
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384 | maxv[2] -= minv[2]; |
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385 | |
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386 | //now take the norm of this vector... we have the distance to be sampled |
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387 | //this distance is in the world space |
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388 | float dist = (float)sqrt(maxv[0]*maxv[0] + maxv[1]*maxv[1] + maxv[2]*maxv[2]); |
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389 | |
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390 | #if defined(ADDCGGL) || defined(ADDARBGL) |
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391 | glColor4f(1.0f,1.0f,1.0f,0.01); |
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392 | #else |
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393 | glColor4f(1.0f,1.0f,1.0f,0.1); |
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394 | #endif |
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395 | |
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396 | GlErr("vRenderer","drawVA"); |
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397 | |
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398 | //distance between samples |
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399 | float sampleSpacing = 1.0 / (myVolume->maxDim* sampleFrequency); |
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400 | float del[3] = {sn[0]*sampleSpacing, sn[1]*sampleSpacing, sn[2]*sampleSpacing}; |
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401 | |
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402 | int samples = (int)((dist) / sampleSpacing);//(total distance to be sam //highly un-optimized!!!!!!!!! |
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403 | float poly[6][3]; // for edge intersections |
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404 | float tcoord[6][3]; // for texture intersections |
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405 | float tpoly[6][3]; // for transformed edge intersections |
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406 | int edges; // total number of edge intersections |
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407 | |
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408 | //the dep texture should be scaled |
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409 | glBindTexture(GL_TEXTURE_3D, myVolume->texName); |
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410 | //sp:slice plane point |
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411 | //sn:the slice dirn to cut thru the volume |
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412 | //the above 2 are in world coord space |
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413 | |
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414 | for(i = 0 ; i < samples; ++i){ //for each slice |
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415 | //increment the slice plane point by the slice distance |
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416 | // sp[0] -= del[0]; |
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417 | // sp[1] -= del[1]; |
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418 | // sp[2] -= del[2]; |
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419 | |
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420 | sp[0] += del[0]; |
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421 | sp[1] += del[1]; |
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422 | sp[2] += del[2]; |
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423 | |
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424 | edges = 0; |
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425 | //now check each edge of the volume for intersection with.. |
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426 | //the plane defined by sp & sn |
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427 | //front bottom edge |
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428 | edges += intersect(vo[0], vo[1], tx[0], tx[1], rv[0], rv[1], sp, sn, |
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429 | poly[edges], tcoord[edges], tpoly[edges]); |
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430 | //front left edge |
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431 | edges += intersect(vo[0], vo[2], tx[0], tx[2], rv[0], rv[2], sp, sn, |
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432 | poly[edges], tcoord[edges], tpoly[edges]); |
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433 | //front right edge |
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434 | edges += intersect(vo[1], vo[3], tx[1], tx[3], rv[1], rv[3], sp, sn, |
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435 | poly[edges], tcoord[edges], tpoly[edges]); |
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436 | //left bottom edge |
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437 | edges += intersect(vo[4], vo[0], tx[4], tx[0], rv[4], rv[0], sp, sn, |
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438 | poly[edges], tcoord[edges], tpoly[edges]); |
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439 | //right bottom edge |
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440 | edges += intersect(vo[1], vo[5], tx[1], tx[5], rv[1], rv[5], sp, sn, |
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441 | poly[edges], tcoord[edges], tpoly[edges]); |
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442 | //front top edge |
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443 | edges += intersect(vo[2], vo[3], tx[2], tx[3], rv[2], rv[3], sp, sn, |
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444 | poly[edges], tcoord[edges], tpoly[edges]); |
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445 | //back bottom edge |
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446 | edges += intersect(vo[4], vo[5], tx[4], tx[5], rv[4], rv[5], sp, sn, |
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447 | poly[edges], tcoord[edges], tpoly[edges]); |
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448 | //back left edge |
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449 | edges += intersect(vo[4], vo[6], tx[4], tx[6], rv[4], rv[6], sp, sn, |
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450 | poly[edges], tcoord[edges], tpoly[edges]); |
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451 | //back right edge |
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452 | edges += intersect(vo[5], vo[7], tx[5], tx[7], rv[5], rv[7], sp, sn, |
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453 | poly[edges], tcoord[edges], tpoly[edges]); |
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454 | //back top edge |
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455 | edges += intersect(vo[6], vo[7], tx[6], tx[7], rv[6], rv[7], sp, sn, |
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456 | poly[edges], tcoord[edges], tpoly[edges]); |
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457 | //left top edge |
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458 | edges += intersect(vo[2], vo[6], tx[2], tx[6], rv[2], rv[6], sp, sn, |
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459 | poly[edges], tcoord[edges], tpoly[edges]); |
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460 | //right top edge |
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461 | edges += intersect(vo[3], vo[7], tx[3], tx[7], rv[3], rv[7], sp, sn, |
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462 | poly[edges], tcoord[edges], tpoly[edges]); |
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463 | |
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464 | // B.M.E. Moret & H.D. Shapiro "P to NP" pp. 453 |
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465 | |
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466 | float dx, dy, tt ,theta, cen[2]; //tt= TempTheta |
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467 | cen[0] = cen[1] = 0.0; |
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468 | int next; |
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469 | //rather than swap 3 arrays, only one? |
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470 | int order[6] ={0,1,2,3,4,5}; |
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471 | |
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472 | // order[6] could be an extreemly inefficient way to do this |
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473 | for(j=0; j<edges; ++j){ //find the center of the points |
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474 | cen[0] += tpoly[j][0]; |
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475 | cen[1] += tpoly[j][1]; |
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476 | } //by averaging |
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477 | cen[0]/= edges; |
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478 | cen[1]/= edges; |
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479 | |
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480 | for(j=0; j<edges; ++j){ //for each vertex |
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481 | theta = -10; //find one with largest angle from center.. |
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482 | next = j; |
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483 | for (k= j; k<edges; ++k){ |
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484 | //... and check angle made between other edges |
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485 | dx = tpoly[order[k]][0] - cen[0]; |
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486 | dy = tpoly[order[k]][1] - cen[1]; |
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487 | if( (dx == 0) && (dy == 0)){ //same as center? |
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488 | next = k; |
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489 | cout << "what teh " << endl; |
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490 | break; //out of this for-loop |
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491 | } |
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492 | tt = dy/(ABS(dx) + ABS(dy)); //else compute theta [0-4] |
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493 | if( dx < 0.0 ) tt = (float)(2.0 - tt); //check quadrants 2&3 |
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494 | else if( dy < 0.0 ) tt = (float)(4.0 + tt); //quadrant 4 |
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495 | if( theta <= tt ){ //grab the max theta |
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496 | next = k; |
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497 | theta = tt; |
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498 | } |
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499 | } //end for(k) angle checking |
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500 | // i am using 'tt' as a temp |
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501 | // swap polygon vertex ( is this better than another branch?) |
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502 | // I am not sure wich is worse: swapping 3 vectors for every edge |
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503 | // or: using an array to index into another array??? hmmm.... |
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504 | // should have payed more attention in class |
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505 | int tmp = order[j]; |
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506 | order[j] = order[next]; |
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507 | order[next] = tmp; |
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508 | |
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509 | } //end for(j) edge /angle sort |
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510 | renderSlice(edges, tcoord, poly, order); |
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511 | //}//end else compute convex hull |
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512 | }// end for(i) each slice |
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513 | //now draw each slice view |
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514 | |
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515 | } |
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516 | |
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517 | |
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518 | inline void vRenderer::renderSlice(int edges,float tc[6][3], float pc[6][3],int order[6]) |
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519 | { |
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520 | glBegin(GL_POLYGON); {//draw slice and texture map it |
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521 | for(int j=0; j< edges; ++j) |
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522 | { |
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523 | glTexCoord3fv(tc[order[j]]); |
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524 | glVertex3fv(pc[order[j]]); |
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525 | } |
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526 | } glEnd(); |
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527 | } |
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528 | |
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529 | inline int vRenderer::intersect(const float p0[3], const float p1[3], //line end points |
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530 | const float t0[3], const float t1[3], //texture points |
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531 | const float v0[3], const float v1[3], //view coord points |
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532 | const float sp[3], const float sn[3], //plane point & norm |
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533 | float pnew[3], float tnew[3], float vnew[3]) //new values |
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534 | { |
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535 | //t = (sn.(sp - p0))/(sn.(p1 - p0)) |
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536 | float t = ((sn[0]*(sp[0] - p0[0]) + sn[1]*(sp[1] - p0[1]) |
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537 | + sn[2]*(sp[2] - p0[2])) / |
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538 | (sn[0]*(p1[0] - p0[0]) + sn[1]*(p1[1] - p0[1]) |
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539 | + sn[2]*(p1[2] - p0[2]))); |
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540 | //note if the denominator is zero t is a NAN so we should have no problems? |
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541 | |
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542 | if( (t>=0) && (t<=1) ){ |
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543 | //compute line intersection |
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544 | pnew[0] = p0[0] + t*(p1[0] - p0[0]); |
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545 | pnew[1] = p0[1] + t*(p1[1] - p0[1]); |
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546 | pnew[2] = p0[2] + t*(p1[2] - p0[2]); |
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547 | //compute texture interseciton |
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548 | tnew[0] = t0[0] + t*(t1[0] - t0[0]); |
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549 | tnew[1] = t0[1] + t*(t1[1] - t0[1]); |
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550 | tnew[2] = t0[2] + t*(t1[2] - t0[2]); |
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551 | //compute view coordinate intersections |
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552 | vnew[0] = v0[0] + t*(v1[0] - v0[0]); |
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553 | vnew[1] = v0[1] + t*(v1[1] - v0[1]); |
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554 | vnew[2] = v0[2] + t*(v1[2] - v0[2]); |
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555 | return 1; |
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556 | } |
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557 | return 0; |
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558 | } |
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559 | |
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560 | |
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