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nmWTAI-Platform/3rd/VTK7.1/include/vtkFixedPointRayCastImage.h

238 lines
7.8 KiB
C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkFixedPointRayCastImage.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkFixedPointRayCastImage
* @brief helper class for a ray cast image
*
* This is a helper class for storing the ray cast image including the
* underlying data and the size of the image. This class is not intended
* to be used directly - just as an internal class in the
* vtkFixedPointVolumeRayCastMapper so that multiple mappers can share
* the same image. This class also stored the ZBuffer (if necessary due
* to intermixed geometry). Perhaps this class could be generalized
* in the future to be used for other ray cast methods other than the
* fixed point method.
*
* @sa
* vtkFixedPointVolumeRayCastMapper
*/
#ifndef vtkFixedPointRayCastImage_h
#define vtkFixedPointRayCastImage_h
#include "vtkRenderingVolumeModule.h" // For export macro
#include "vtkObject.h"
class VTKRENDERINGVOLUME_EXPORT vtkFixedPointRayCastImage : public vtkObject
{
public:
static vtkFixedPointRayCastImage *New();
vtkTypeMacro(vtkFixedPointRayCastImage,vtkObject);
void PrintSelf(ostream& os, vtkIndent indent) VTK_OVERRIDE;
/**
* Get the internal storage for the image. It is a pointer to
* unsigned short with four components (RGBA) per pixel. This
* memory is allocated when the AllocateImage method is called.
*/
unsigned short *GetImage() {return this->Image;}
//@{
/**
* Set / Get the ImageViewportSize. This is the size of the
* whole viewport in pixels.
*/
vtkSetVector2Macro( ImageViewportSize, int );
vtkGetVectorMacro( ImageViewportSize, int, 2 );
//@}
//@{
/**
* Set / Get the ImageMemorySize. This is the size in pixels
* of the Image ivar. This will be a power of two in order
* to ensure that the texture can be rendered by graphics
* hardware that requires power of two textures.
*/
vtkSetVector2Macro( ImageMemorySize, int );
vtkGetVectorMacro( ImageMemorySize, int, 2 );
//@}
//@{
/**
* Set / Get the size of the image we are actually using. As
* long as the memory size is big enough, but not too big,
* we won't bother deleting and re-allocated, we'll just
* continue to use the memory size we have. This size will
* always be equal to or less than the ImageMemorySize.
*/
vtkSetVector2Macro( ImageInUseSize, int );
vtkGetVectorMacro( ImageInUseSize, int, 2 );
//@}
//@{
/**
* Set / Get the origin of the image. This is the starting
* pixel within the whole viewport that our Image starts on.
* That is, we could be generating just a subregion of the
* whole viewport due to the fact that our volume occupies
* only a portion of the viewport. The Image pixels will
* start from this location.
*/
vtkSetVector2Macro( ImageOrigin, int );
vtkGetVectorMacro( ImageOrigin, int, 2 );
//@}
//@{
/**
* Set / Get the ImageSampleDistance that will be used for
* rendering. This is a copy of the value stored in the
* mapper. It is stored here for sharing between all mappers
* that are participating in the creation of this image.
*/
vtkSetMacro( ImageSampleDistance, float );
vtkGetMacro( ImageSampleDistance, float );
//@}
/**
* Call this method once the ImageMemorySize has been set
* the allocate the image. If an image already exists,
* it will be deleted first.
*/
void AllocateImage();
/**
* Clear the image to (0,0,0,0) for each pixel.
*/
void ClearImage();
//@{
/**
* Set / Get the size of the ZBuffer in pixels. The zbuffer will
* be captured for the region of the screen covered by the
* ImageInUseSize image. However, due to subsampling, the size
* of the ImageInUseSize image may be smaller than this ZBuffer
* image which will be captured at screen resolution.
*/
vtkSetVector2Macro( ZBufferSize, int );
vtkGetVectorMacro( ZBufferSize, int, 2 );
//@}
//@{
/**
* Set / Get the origin of the ZBuffer. This is the distance
* from the lower left corner of the viewport where the ZBuffer
* started (multiply the ImageOrigin by the ImageSampleDistance)
* This is the pixel location on the full resolution viewport
* where the ZBuffer capture will start. These values are used
* to convert the (x,y) pixel location within the ImageInUseSize
* image into a ZBuffer location.
*/
vtkSetVector2Macro( ZBufferOrigin, int );
vtkGetVectorMacro( ZBufferOrigin, int, 2 );
//@}
//@{
/**
* The UseZBuffer flag indicates whether the ZBuffer is in use.
* The ZBuffer is captured and used when IntermixIntersectingGeometry
* is on in the mapper, and when there are props that have been
* rendered before the current volume.
*/
vtkSetClampMacro( UseZBuffer, int, 0, 1 );
vtkGetMacro( UseZBuffer, int );
vtkBooleanMacro( UseZBuffer, int );
//@}
/**
* Get the ZBuffer value corresponding to location (x,y) where (x,y)
* are indexing into the ImageInUse image. This must be converted to
* the zbuffer image coordinates. Nearest neighbor value is returned.
* If UseZBuffer is off, then 1.0 is always returned.
*/
float GetZBufferValue( int x, int y );
/**
* Get the ZBuffer. The size of the ZBuffer should be specific
* with SetZBufferSize, and AllocateZBuffer method should be called
* before getting the ZBuffer.
*/
float *GetZBuffer() {return this->ZBuffer;}
// Descipriotn:
// Allocate the space for the ZBuffer according to the size.
void AllocateZBuffer();
protected:
vtkFixedPointRayCastImage();
~vtkFixedPointRayCastImage();
// This is how big the image would be if it covered the entire viewport
int ImageViewportSize[2];
// This is how big the allocated memory for image is. This may be bigger
// or smaller than ImageFullSize - it will be bigger if necessary to
// ensure a power of 2, it will be smaller if the volume only covers a
// small region of the viewport
int ImageMemorySize[2];
// This is the size of subregion in ImageSize image that we are using for
// the current image. Since ImageSize is a power of 2, there is likely
// wasted space in it. This number will be used for things such as clearing
// the image if necessary.
int ImageInUseSize[2];
// This is the location in ImageFullSize image where our ImageSize image
// is located.
int ImageOrigin[2];
// This is a copy of the ImageSampleDistance from the mapper - copied here
// in order to share among all mappers contributing to this image
float ImageSampleDistance;
// This is the allocated image
unsigned short *Image;
// This is the size of the zbuffer in pixels
int ZBufferSize[2];
// This is the size of the memory for the zbuffer - this can be
// bigger than the size of the zbuffer since we will allocate enough
// space for the whole viewport to avoid re-allocating over and over
int ZBufferMemorySize;
// This is the distance from the lower left corner of the viewport
// where the ZBuffer starts
int ZBufferOrigin[2];
// This is the flag that indicate whether the ZBuffer is in use
int UseZBuffer;
// This is the actual ZBuffer data in floats
float *ZBuffer;
private:
vtkFixedPointRayCastImage(const vtkFixedPointRayCastImage&) VTK_DELETE_FUNCTION;
void operator=(const vtkFixedPointRayCastImage&) VTK_DELETE_FUNCTION;
};
#endif