/usr/include/vtk-6.3/vtkVolumeTextureMapper3D.h is in libvtk6-dev 6.3.0+dfsg1-5.
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Program: Visualization Toolkit
Module: vtkVolumeTextureMapper3D.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.
=========================================================================*/
// .NAME vtkVolumeTextureMapper3D - volume render with 3D texture mapping
// .SECTION Description
// vtkVolumeTextureMapper3D renders a volume using 3D texture mapping.
// This class is actually an abstract superclass - with all the actual
// work done by vtkOpenGLVolumeTextureMapper3D.
//
// This mappers currently supports:
//
// - any data type as input
// - one component, or two or four non-independent components
// - composite blending
// - intermixed opaque geometry
// - multiple volumes can be rendered if they can
// be sorted into back-to-front order (use the vtkFrustumCoverageCuller)
//
// This mapper does not support:
// - more than one independent component
// - maximum intensity projection
//
// Internally, this mapper will potentially change the resolution of the
// input data. The data will be resampled to be a power of two in each
// direction, and also no greater than 128*256*256 voxels (any aspect)
// for one or two component data, or 128*128*256 voxels (any aspect)
// for four component data. The limits are currently hardcoded after
// a check using the GL_PROXY_TEXTURE3D because some graphics drivers
// were always responding "yes" to the proxy call despite not being
// able to allocate that much texture memory.
//
// Currently, calculations are computed using 8 bits per RGBA channel.
// In the future this should be expanded to handle newer boards that
// can support 15 bit float compositing.
//
// This mapper supports two main families of graphics hardware:
// nvidia and ATI. There are two different implementations of
// 3D texture mapping used - one based on nvidia's GL_NV_texture_shader2
// and GL_NV_register_combiners2 extension, and one based on
// ATI's GL_ATI_fragment_shader (supported also by some nvidia boards)
// To use this class in an application that will run on various
// hardware configurations, you should have a back-up volume rendering
// method. You should create a vtkVolumeTextureMapper3D, assign its
// input, make sure you have a current OpenGL context (you've rendered
// at least once), then call IsRenderSupported with a vtkVolumeProperty
// as an argument. This method will return 0 if the input has more than
// one independent component, or if the graphics hardware does not
// support the set of required extensions for using at least one of
// the two implemented methods (nvidia or ati)
//
// .SECTION Thanks
// Thanks to Alexandre Gouaillard at the Megason Lab, Department of Systems
// Biology, Harvard Medical School
// https://wiki.med.harvard.edu/SysBio/Megason/
// for the idea and initial patch to speed-up rendering with compressed
// textures.
//
// .SECTION see also
// vtkVolumeMapper
#ifndef vtkVolumeTextureMapper3D_h
#define vtkVolumeTextureMapper3D_h
#include "vtkRenderingVolumeModule.h" // For export macro
#include "vtkVolumeMapper.h"
class vtkImageData;
class vtkColorTransferFunction;
class vtkPiecewiseFunction;
class vtkVolumeProperty;
class VTKRENDERINGVOLUME_EXPORT vtkVolumeTextureMapper3D : public vtkVolumeMapper
{
public:
vtkTypeMacro(vtkVolumeTextureMapper3D,vtkVolumeMapper);
void PrintSelf(ostream& os, vtkIndent indent);
static vtkVolumeTextureMapper3D *New();
// Description:
// The distance at which to space sampling planes. This
// may not be honored for interactive renders. An interactive
// render is defined as one that has less than 1 second of
// allocated render time.
vtkSetMacro( SampleDistance, float );
vtkGetMacro( SampleDistance, float );
// Description:
// These are the dimensions of the 3D texture
vtkGetVectorMacro( VolumeDimensions, int, 3 );
// Description:
// This is the spacing of the 3D texture
vtkGetVectorMacro( VolumeSpacing, float, 3 );
// Description:
// Based on hardware and properties, we may or may not be able to
// render using 3D texture mapping. This indicates if 3D texture
// mapping is supported by the hardware, and if the other extensions
// necessary to support the specific properties are available.
virtual int IsRenderSupported( vtkVolumeProperty *,
vtkRenderer *vtkNotUsed(r))
{return 0;}
// Description:
// Allow access to the number of polygons used for the
// rendering.
vtkGetMacro( NumberOfPolygons, int );
// Description:
// Allow access to the actual sample distance used to render
// the image.
vtkGetMacro( ActualSampleDistance, float );
//BTX
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
// Render the volume
virtual void Render(vtkRenderer *, vtkVolume *) {}
// Description:
// What rendering method is supported?
enum
{
FRAGMENT_PROGRAM_METHOD=0,
NVIDIA_METHOD=1,
ATI_METHOD=2,
NO_METHOD=3
};
// Description:
// Returns the number of components of the point scalar field
int GetNumberOfScalarComponents(vtkImageData *input);
//ETX
// Description:
// Set the preferred render method. If it is supported, this
// one will be used. Don't allow ATI_METHOD - it is not actually
// supported.
vtkSetClampMacro( PreferredRenderMethod, int,
vtkVolumeTextureMapper3D::FRAGMENT_PROGRAM_METHOD,
vtkVolumeTextureMapper3D::NVIDIA_METHOD );
void SetPreferredMethodToFragmentProgram()
{ this->SetPreferredRenderMethod( vtkVolumeTextureMapper3D::FRAGMENT_PROGRAM_METHOD ); }
void SetPreferredMethodToNVidia()
{ this->SetPreferredRenderMethod( vtkVolumeTextureMapper3D::NVIDIA_METHOD ); }
vtkGetMacro(PreferredRenderMethod, int);
// Description:
// Set/Get if the mapper use compressed textures (if supported by the
// hardware). Initial value is false.
// There are two reasons to use compressed textures: 1. rendering can be 4
// times faster. 2. It saves some VRAM.
// There is one reason to not use compressed textures: quality may be lower
// than with uncompressed textures.
vtkSetMacro(UseCompressedTexture,bool);
vtkGetMacro(UseCompressedTexture,bool);
protected:
vtkVolumeTextureMapper3D();
~vtkVolumeTextureMapper3D();
float *PolygonBuffer;
float *IntersectionBuffer;
int NumberOfPolygons;
int BufferSize;
unsigned char *Volume1;
unsigned char *Volume2;
unsigned char *Volume3;
int VolumeSize;
int VolumeComponents;
int VolumeDimensions[3];
float VolumeSpacing[3];
float SampleDistance;
float ActualSampleDistance;
vtkImageData *SavedTextureInput;
vtkImageData *SavedParametersInput;
vtkColorTransferFunction *SavedRGBFunction;
vtkPiecewiseFunction *SavedGrayFunction;
vtkPiecewiseFunction *SavedScalarOpacityFunction;
vtkPiecewiseFunction *SavedGradientOpacityFunction;
int SavedColorChannels;
float SavedSampleDistance;
float SavedScalarOpacityDistance;
unsigned char ColorLookup[65536*4];
unsigned char AlphaLookup[65536];
float TempArray1[3*4096];
float TempArray2[4096];
int ColorTableSize;
float ColorTableScale;
float ColorTableOffset;
unsigned char DiffuseLookup[65536*4];
unsigned char SpecularLookup[65536*4];
vtkTimeStamp SavedTextureMTime;
vtkTimeStamp SavedParametersMTime;
int RenderMethod;
int PreferredRenderMethod;
bool UseCompressedTexture;
bool SupportsNonPowerOfTwoTextures;
// Description:
// For the given viewing direction, compute the set of polygons.
void ComputePolygons( vtkRenderer *ren, vtkVolume *vol, double bounds[6] );
// Description:
// Update the internal RGBA representation of the volume. Return 1 if
// anything change, 0 if nothing changed.
int UpdateVolumes( vtkVolume * );
int UpdateColorLookup( vtkVolume * );
// Description:
// Impemented in subclass - check is texture size is OK.
//BTX
virtual int IsTextureSizeSupported(int vtkNotUsed(size)[3],
int vtkNotUsed(components))
{
return 0;
}
//ETX
private:
vtkVolumeTextureMapper3D(const vtkVolumeTextureMapper3D&); // Not implemented.
void operator=(const vtkVolumeTextureMapper3D&); // Not implemented.
};
#endif
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