//----------------------------------------------------------------------------- void RaycastVolume::generateTextureCoordinates(const ivec3& img_size, const ivec3& min_corner, const ivec3& max_corner) { if (!img_size.x() || !img_size.y() || !img_size.z()) { Log::error("RaycastVolume::setDisplayRegion(): failed! The size passed does not represent a 3D image.\n"); return; } float dx = 0.5f/img_size.x(); float dy = 0.5f/img_size.y(); float dz = 0.5f/img_size.z(); float x0 = min_corner.x()/(float)img_size.x() + dx; float x1 = max_corner.x()/(float)img_size.x() - dx; float y0 = min_corner.y()/(float)img_size.y() + dy; float y1 = max_corner.y()/(float)img_size.y() - dy; float z0 = min_corner.z()/(float)img_size.z() + dz; float z1 = max_corner.z()/(float)img_size.z() - dz; fvec3 texc[] = { fvec3( x0,y0,z1 ), fvec3( x1,y0,z1 ), fvec3( x1,y1,z1 ), fvec3( x0,y1,z1 ), fvec3( x0,y0,z0 ), fvec3( x1,y0,z0 ), fvec3( x1,y1,z0 ), fvec3( x0,y1,z0 ), }; memcpy( mTexCoord->ptr(), texc, sizeof(texc) ); }
//----------------------------------------------------------------------------- void SlicedVolume::generateTextureCoordinates(const ivec3& img_size) { if (!img_size.x() || !img_size.y() || !img_size.z()) { Log::error("SlicedVolume::generateTextureCoordinates(): failed! The img_size passed does not represent a 3D image.\n"); return; } float dx = 0.5f/img_size.x(); float dy = 0.5f/img_size.y(); float dz = 0.5f/img_size.z(); float x0 = 0.0f + dx; float x1 = 1.0f - dx; float y0 = 0.0f + dy; float y1 = 1.0f - dy; float z0 = 0.0f + dz; float z1 = 1.0f - dz; fvec3 texc[] = { fvec3(x0,y0,z0), fvec3(x1,y0,z0), fvec3(x1,y1,z0), fvec3(x0,y1,z0), fvec3(x0,y0,z1), fvec3(x1,y0,z1), fvec3(x1,y1,z1), fvec3(x0,y1,z1), }; memcpy(mTexCoord, texc, sizeof(texc)); }
//----------------------------------------------------------------------------- void RaycastVolume::generateTextureCoordinates( const ivec3& size ) { if ( !size.x() || !size.y() || !size.z() ) { Log::error( "RaycastVolume::generateTextureCoordinates(): failed! The size passed does not represent a 3D image.\n" ); return; } float dx = 0.5f/size.x(); float dy = 0.5f/size.y(); float dz = 0.5f/size.z(); float x0 = 0.0f + dx; float x1 = 1.0f - dx; float y0 = 0.0f + dy; float y1 = 1.0f - dy; float z0 = 0.0f + dz; float z1 = 1.0f - dz; fvec3 texc[] = { fvec3( x0,y0,z1 ), fvec3( x1,y0,z1 ), fvec3( x1,y1,z1 ), fvec3( x0,y1,z1 ), // mic fixme: i don't remember why we need z1 here and z0 below... fvec3( x0,y0,z0 ), fvec3( x1,y0,z0 ), fvec3( x1,y1,z0 ), fvec3( x0,y1,z0 ), }; memcpy( mTexCoord->ptr(), texc, sizeof( texc ) ); }
explicit ivec4(const ivec3& v, GLint w) { mVec[0] = v.x(); mVec[1] = v.y(); mVec[2] = v.z(); mVec[3] = w; }
inline ivec3 max(const ivec3& a, int b) { return ivec3( a.x() > b ? a.x() : b, a.y() > b ? a.y() : b, a.z() > b ? a.z() : b ); }
inline ivec3 max(const ivec3& a, const ivec3& b) { return ivec3( a.x() > b.x() ? a.x() : b.x(), a.y() > b.y() ? a.y() : b.y(), a.z() > b.z() ? a.z() : b.z() ); }
inline ivec3 min(const ivec3& a, int b) { return ivec3( a.x() < b ? a.x() : b, a.y() < b ? a.y() : b, a.z() < b ? a.z() : b ); }
inline float dot(const ivec3& v1, const ivec3& v2) { return (float)(v1.x()*v2.x() + v1.y()*v2.y() + v1.z()*v2.z()); }