void ROI::draw (const Projection& projection, bool is_3D, int, int) { if (is_3D) return; if (!is_3D) { // set up OpenGL environment: gl::Enable (gl::BLEND); gl::Disable (gl::DEPTH_TEST); gl::DepthMask (gl::FALSE_); gl::ColorMask (gl::TRUE_, gl::TRUE_, gl::TRUE_, gl::TRUE_); gl::BlendFunc (gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA); gl::BlendEquation (gl::FUNC_ADD); } for (int i = 0; i < list_model->rowCount(); ++i) { if (list_model->items[i]->show && !hide_all_button->isChecked()) { ROI_Item* roi = dynamic_cast<ROI_Item*>(list_model->items[i].get()); //if (is_3D) //window.get_current_mode()->overlays_for_3D.push_back (image); //else roi->render (shader, projection, projection.depth_of (window().focus())); } } if (!is_3D) { // restore OpenGL environment: gl::Disable (gl::BLEND); gl::Enable (gl::DEPTH_TEST); gl::DepthMask (gl::TRUE_); } }
// Draw without setting up matrices/no crosshairs/no orientation labels void Slice::draw_plane_primitive (int axis, Displayable::Shader& shader_program, Projection& with_projection) { // render image: if (visible) { if (snap_to_image()) image()->render2D (shader_program, with_projection, axis, slice (axis)); else image()->render3D (shader_program, with_projection, with_projection.depth_of (focus())); } render_tools (with_projection, false, axis, slice (axis)); }
void Overlay::draw (const Projection& projection, bool is_3D, int, int) { ASSERT_GL_MRVIEW_CONTEXT_IS_CURRENT; if (!is_3D) { // set up OpenGL environment: gl::Enable (gl::BLEND); gl::Disable (gl::DEPTH_TEST); gl::DepthMask (gl::FALSE_); gl::ColorMask (gl::TRUE_, gl::TRUE_, gl::TRUE_, gl::TRUE_); gl::BlendFunc (gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA); gl::BlendEquation (gl::FUNC_ADD); } bool need_to_update = false; for (int i = 0; i < image_list_model->rowCount(); ++i) { if (image_list_model->items[i]->show && !hide_all_button->isChecked()) { Overlay::Item* image = dynamic_cast<Overlay::Item*>(image_list_model->items[i].get()); need_to_update |= !std::isfinite (image->intensity_min()); image->transparent_intensity = image->opaque_intensity = image->intensity_min(); if (is_3D) window().get_current_mode()->overlays_for_3D.push_back (image); else image->render3D (image->slice_shader, projection, projection.depth_of (window().focus())); } } if (need_to_update) update_selection(); if (!is_3D) { // restore OpenGL environment: gl::Disable (gl::BLEND); gl::Enable (gl::DEPTH_TEST); gl::DepthMask (gl::TRUE_); } ASSERT_GL_MRVIEW_CONTEXT_IS_CURRENT; }
void AbstractFixel::update_interp_image_buffer (const Projection& projection, const MR::Image::ConstHeader &fixel_header, const MR::Image::Transform &header_transform) { // Code below "inspired" by ODF::draw Point<> p (Window::main->target()); p += projection.screen_normal() * (projection.screen_normal().dot (Window::main->focus() - p)); p = header_transform.scanner2voxel (p); if (fixel_tool.do_lock_to_grid) { p[0] = (int)std::round (p[0]); p[1] = (int)std::round (p[1]); p[2] = (int)std::round (p[2]); } p = header_transform.voxel2scanner (p); const MR::Image::Info& header_info = fixel_header.info(); Point<> x_dir = projection.screen_to_model_direction (1.0f, 0.0f, projection.depth_of (p)); x_dir.normalise(); x_dir = header_transform.scanner2image_dir (x_dir); x_dir[0] *= header_info.vox(0); x_dir[1] *= header_info.vox(1); x_dir[2] *= header_info.vox(2); x_dir = header_transform.image2scanner_dir (x_dir); Point<> y_dir = projection.screen_to_model_direction (0.0f, 1.0f, projection.depth_of (p)); y_dir.normalise(); y_dir = header_transform.scanner2image_dir (y_dir); y_dir[0] *= header_info.vox(0); y_dir[1] *= header_info.vox(1); y_dir[2] *= header_info.vox(2); y_dir = header_transform.image2scanner_dir (y_dir); Point<> x_width = projection.screen_to_model_direction (projection.width()/2.0f, 0.0f, projection.depth_of (p)); int nx = std::ceil (x_width.norm() / x_dir.norm()); Point<> y_width = projection.screen_to_model_direction (0.0f, projection.height()/2.0f, projection.depth_of (p)); int ny = std::ceil (y_width.norm() / y_dir.norm()); regular_grid_buffer_pos.clear(); regular_grid_buffer_dir.clear(); regular_grid_buffer_val.clear(); for (int y = -ny; y <= ny; ++y) { for (int x = -nx; x <= nx; ++x) { Point<> scanner_pos = p + float(x)*x_dir + float(y)*y_dir; Point<> voxel_pos = header_transform.scanner2voxel(scanner_pos); // Round to nearest neighbour voxel_pos[0] = (int)std::round (voxel_pos[0]); voxel_pos[1] = (int)std::round (voxel_pos[1]); voxel_pos[2] = (int)std::round (voxel_pos[2]); // Find and add point indices that correspond to projected voxel const auto &voxel_indices = voxel_to_indices_map[voxel_pos]; // Load all corresponding fixel data into separate buffer // We can't reuse original buffer because off-axis rendering means that // two or more points in our regular grid may correspond to the same nearest voxel for(const GLsizei index : voxel_indices) { regular_grid_buffer_pos.push_back(scanner_pos); regular_grid_buffer_dir.push_back(buffer_dir[index]); regular_grid_buffer_val.push_back(buffer_val[2 * index]); regular_grid_buffer_val.push_back(buffer_val[(2 * index) + 1]); } } } if(!regular_grid_buffer_pos.size()) return; regular_grid_vao.bind(); regular_grid_vertex_buffer.bind (gl::ARRAY_BUFFER); gl::BufferData (gl::ARRAY_BUFFER, regular_grid_buffer_pos.size() * sizeof(Point<float>), ®ular_grid_buffer_pos[0], gl::DYNAMIC_DRAW); gl::EnableVertexAttribArray (0); gl::VertexAttribPointer (0, 3, gl::FLOAT, gl::FALSE_, 0, (void*)0); // fixel directions regular_grid_dir_buffer.bind (gl::ARRAY_BUFFER); gl::BufferData (gl::ARRAY_BUFFER, regular_grid_buffer_dir.size() * sizeof(Point<float>), ®ular_grid_buffer_dir[0], gl::DYNAMIC_DRAW); gl::EnableVertexAttribArray (1); gl::VertexAttribPointer (1, 3, gl::FLOAT, gl::FALSE_, 0, (void*)0); // fixel sizes and values regular_grid_val_buffer.bind (gl::ARRAY_BUFFER); gl::BufferData (gl::ARRAY_BUFFER, regular_grid_buffer_val.size() * sizeof(float), ®ular_grid_buffer_val[0], gl::DYNAMIC_DRAW); gl::EnableVertexAttribArray (2); gl::VertexAttribPointer (2, 2, gl::FLOAT, gl::FALSE_, 0, (void*)0); }