ColorTable problem

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ballard andrews (andrews@ridgefield.sdr.slb.com)
Thu, 09 Sep 1999 16:58:04 -0400


Dave,

I have a problem rendering textured objects with "volumes":
The volume's color table overides the objects.
The attached program reuses the demo code.

The first image shows the window when it is first opened.
voglBasic ${DATAFILE} -sc 1 1 3.2

The second shows that the geometry's texture
is modified when the volume's grayscale is adjusted.

The third shows that the volume's LUT is applied to the object
voglBasic ${DATAFILE} -sc 1 1 3.2 -color -lutFile
${DATAPATH}/tables/CT1.table

This is probably an OpenGL issue and not a bug in Volumizer -
tables can be loaded just before the bind operation in the render
callback using the voLookup::load() method, but how do you get/set
the objects' texture table?

I attach the file voglMain.cxx which can be compiled
with the other demo code (add myImage.o).

cheers,

-ba

-- 
Dr. A. Ballard Andrews
Schlumberger Doll Research
Old Quarry Road
Ridgefield, CT 06877
tel: 203-431-5522 fax: 5521




/** * (c) Copyright 1996, 1997, 1998 Silicon Graphics, Inc. * ALL RIGHTS RESERVED * Permission to use, copy, modify, and distribute this software for * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission. * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. * * US Government Users Restricted Rights * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States. Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. */

/* @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ \\\\\\\\\\\\\\\\\\\\ ------------------------------- ////////////////////

Main routine and GUI for Volumizer demos.

Many of the demos in this directory have a similar structure. For example, voglBasic and voglRaw provide identical functionality. The only difference between them is that voglBasic takes a single 3D TIFF file as a command line argument, while voglRaw takes a list of 2D images. Once the volume is read in, all the other aspects of their behavior is identical. Therefore, voglBasic and voglRaw share the same display routine (namely, my_DrawVolume()), but each provides its own implementation of the volume construction routine (my_InitAppearance()). On the other hand, voglBasic and voglCache construct the volume in the same way, but display it differently (voglBasic repolygonizes the model for every frame, while voglCache will try to reuse the polygonization from the previous frames if possible). Thus, voglBasic and voglCache share all the code but my_DrawVolume().

The elements of the shared structure include:

my_InitAppearance() read in voxel data and create a BrickSetCollection my_InitGeometry() construct a tetrahedral model of the volume (e.g., cube) my_InitTransient() allocate storage for sampling polygons my_InitGfx() initialize graphics objects (e.g., luts and texture objects) my_DrawVolume() render the volumetric model

In addition to sharing the structure, the demos refer to a single global instance of my_DataType object, which is used to maintain the state.

While maintaining similar structure and sharing global data facilitates development and maintenance of the demo code base it does introduce a certain element of coupling between unrelated componenets. Consult voglSimple for example that is free of such dependecies (albeit at the expense of limited functionality).

\\\\\\\\\\\\\\\\\\\\ ------------------------------- //////////////////// @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ */

#include <X11/X.h> #include <X11/Intrinsic.h> #include <X11/keysym.h> #include <Xm/Xm.h> #include <GL/gl.h> #ifdef SOLARIS_251 #include <GLw/GLwMDrawA.h> #else #include <GL/GLwMDrawA.h> #endif #include <iostream.h> #include <stdio.h> #include <stdlib.h> #include <math.h>

#include <vo/AppearanceActions.h> #include <vo/GeometryActions.h>

#include "voglDemos.h" #include "trackball.h"

GLuint floorTextureObjectId[1]; unsigned int* read_texture(const char *, int *, int *, int *); void drawfloor(GLfloat ); char *floorFileName; unsigned *floortex; int texcomps, texwid, texht;

my_DataType my_Data = { voRenderingModeScope::MONOCHROME, // renderingMode voInterpolationTypeScope::DEFAULT, // interpolationType voInterleavedArrayTypeScope::V3F, // interleavedArrayFormat { 64.0, 64.0, 32.0 }, // modelCentroid { 128.0, 128.0, 128.0 }, // modelSize { 1.0, 1.0, 1.0 }, // modelScale -1.0, -1.0, // dataRangeLo, dataRangeHi 256, 0, // lutLength, lutSupplied 127, 255, NULL, // lutCenter, lutWidth, lutFileName 1.0, // samplingRate VO_TRUE, // wireframe 256, // maxSamplesNumber 1, // maxBrickCount NULL, // allVertexData NULL, // aPolygonSetArray 8, 40.0, 255.0, // tesselation Size MinValue, MaxValue NULL, // aTransientGeometryCache 0.75, // transient geometry cache threshold VO_FALSE, // report fill rate flag NULL, // aButton3CallbackPtr routine NULL, // volume's geometry NULL, // volume's appearance NULL, // for voglSpaceleap: aSpaceLeapState };

// BEGIN LOCAL GUI STATE

static int buttonReleased; static float cumulativeQuaternion[4], deltaQuaternion[4]; static int windowSizeX = 400, windowSizeY = 400;

// END LOCAL GUI STATE

enum myProjectionType { myORTHO, myPERSPECTIVE };

void GinitCB(Widget w, XtPointer /* clientData */ , XtPointer /* cal */ ) { Arg arg; XVisualInfo *vip; GLXContext glCtxt;

XtSetArg(arg, GLwNvisualInfo, &vip); XtGetValues(w, &arg, 1); glCtxt = glXCreateContext(XtDisplay(w), vip, NULL, GL_TRUE); glXMakeCurrent(XtDisplay(w), XtWindow(w), glCtxt);

my_InitGfx(my_Data.aTetraSet, my_Data.aVolume);

}

void Draw(Widget widget) {

glEnable(GL_DEPTH_TEST);

glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

float m[4][4]; build_rotmatrix(m, cumulativeQuaternion); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMultMatrixf(&(m[0][0])); glRotatef(180, 0, 1, 0); // initial rotations glRotatef( 90, 1, 0, 0); // initial rotations

drawfloor(0.5f); /* draw the floor */

/* draw the volume */ glScalef( my_Data.modelScale[0], my_Data.modelScale[1], my_Data.modelScale[2]); glTranslatef( -my_Data.modelCentroid[0], -my_Data.modelCentroid[1], -my_Data.modelCentroid[2]);

my_DrawVolume(my_Data.aTetraSet, my_Data.aVolume);

GLwDrawingAreaSwapBuffers(widget);

}

void SetUpProjection(myProjectionType type, int width, int height) {

glViewport(0,0,width,height);

switch( type ) { case myPERSPECTIVE: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum( -0.0025, 0.0025, -0.0025, 0.0025, 0.01, my_Data.modelSize[2]*4); glTranslatef(0, 0, -my_Data.modelSize[2]*3); glMatrixMode(GL_MODELVIEW); break; case myORTHO: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho( -my_Data.modelSize[0] * 0.8, my_Data.modelSize[0] * 0.8, -my_Data.modelSize[1] * 0.8, my_Data.modelSize[1] * 0.8, -my_Data.modelSize[2] * 0.8, my_Data.modelSize[2] * 0.8); glMatrixMode(GL_MODELVIEW); break; }

}

void ExposeCB(Widget widget, XtPointer /* clientData */ , XtPointer cal) { GLwDrawingAreaCallbackStruct *csp = (GLwDrawingAreaCallbackStruct *) cal;

SetUpProjection(myPERSPECTIVE,csp->width, csp->height);

Draw(widget);

}

void ResizeCB(Widget widget, XtPointer /* clientData */ , XtPointer cal) { GLwDrawingAreaCallbackStruct *csp = (GLwDrawingAreaCallbackStruct *) cal;

SetUpProjection(myPERSPECTIVE,csp->width, csp->height);

Draw(widget);

windowSizeX = csp->width; windowSizeY = csp->height;

}

void KeybdInput(XKeyEvent * keyEvent) { const float DELTA = 0.1; KeySym keySym; char buf[32];

XLookupString(keyEvent, buf, 32, &keySym, NULL);

switch (keySym) { case XK_o: // use orthographics projection SetUpProjection(myORTHO,windowSizeX, windowSizeY); break; case XK_p: // use perspective projection SetUpProjection(myPERSPECTIVE,windowSizeX, windowSizeY); break; case XK_h: // reset to initial view (home) trackball(cumulativeQuaternion, 0.0, 0.0, 0.0, 0.0); break; case XK_w: my_Data.wireframe = my_Data.wireframe ^ 1; break; case XK_Right: trackball(deltaQuaternion,0.0,0.0,DELTA,0.0); add_quats(deltaQuaternion, cumulativeQuaternion, cumulativeQuaternion); break; case XK_Left: trackball(deltaQuaternion,0.0,0.0,-DELTA,0.0); add_quats(deltaQuaternion, cumulativeQuaternion, cumulativeQuaternion); break; case XK_Up: trackball(deltaQuaternion,0.0,0.0,0.0,DELTA); add_quats(deltaQuaternion, cumulativeQuaternion, cumulativeQuaternion); break; case XK_Down: trackball(deltaQuaternion,0.0,0.0,0.0,-DELTA); add_quats(deltaQuaternion, cumulativeQuaternion, cumulativeQuaternion); break; case XK_Escape: my_Cleanup(my_Data.aTetraSet,my_Data.aVolume); exit(0); } }

void MotionInput(XMotionEvent * motionEvent) { static int prevX = 0, prevY=0; static int currX = 0, currY=0;

switch ( motionEvent->state ) {

case Button1MotionMask: prevX = currX; prevY = currY; currX = motionEvent->x; currY = motionEvent->y;

if( ! buttonReleased ) { prevX = motionEvent->x; prevY = motionEvent->y; buttonReleased = 1; }

trackball(deltaQuaternion, (2.0*prevX-windowSizeX)/(float)windowSizeX, (windowSizeY-2.0*prevY)/(float)windowSizeY, (2.0*currX-windowSizeX)/(float)windowSizeX, (windowSizeY-2.0*currY)/(float)windowSizeY);

add_quats(deltaQuaternion, cumulativeQuaternion, cumulativeQuaternion);

break; case Button2MotionMask: my_Button2Callback(motionEvent->x, motionEvent->y, my_Data.aVolume); break; case Button3MotionMask: if( my_Data.aButton3CallbackPtr ) (*my_Data.aButton3CallbackPtr)( motionEvent->x, motionEvent->y, my_Data.aVolume); break; default: break;

}

}

void InputCB(Widget widget, XtPointer /* clientData */ , XtPointer callData) { XmDrawingAreaCallbackStruct *dacs = (XmDrawingAreaCallbackStruct *)callData;

switch (dacs->event->type) { case ButtonPress: buttonReleased = 0; break; case ButtonRelease: return; case MotionNotify: MotionInput((XMotionEvent *) dacs->event); break; case KeyPress: KeybdInput((XKeyEvent *) dacs->event); break; case KeyRelease: return; // do not redraw on key release default: break; }

Draw(widget);

}

void main(int argc, char **argv) { fprintf(stderr,"%s\n",voVersion());

fprintf(stderr, "\nLeft mouse button to rotate, right to adjust lookup table.\n\n");

myParseArgs(argc, argv);

voError::setDebugLevel( my_Data.reportFillRateFlag == VO_TRUE ? 2 : 1);

/* load pattern for current 2d texture */

floorFileName = "plank.rgb"; floortex = read_texture("plank.rgb", &texwid, &texht, &texcomps); if (floortex == NULL) { printf("Bad file name.\n"); exit(1); }

my_Data.aVolume = my_InitAppearance(argc, argv); my_Data.aTetraSet = my_InitGeometry(my_Data.aVolume); my_Data.aPolygonSetArray = my_InitTransient(my_Data.aTetraSet,my_Data.aVolume);

Widget toplevel; XtAppContext appCtxt; XVisualInfo *visual; Cardinal n1 = 0; Arg args[4];

GLint attribs[] = {GLX_RGBA, GLX_DOUBLEBUFFER, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_DEPTH_SIZE, 1, None};

toplevel = XtAppInitialize(&appCtxt, "Lean", NULL, 0, &argc, argv, NULL, NULL, 0); XtSetArg(args[n1], XmNwidth, (int)windowSizeX); n1++; XtSetArg(args[n1], XmNheight, (int)windowSizeY); n1++; XtSetArg(args[n1], GLwNattribList, attribs); n1++; Widget drawArea = GLwCreateMDrawingArea(toplevel, "pb", args, n1);

visual = glXChooseVisual(XtDisplay(toplevel), 0, attribs); if (!visual) fprintf(stderr, "Bad visual\n");

XtAddCallback(drawArea, GLwNinputCallback, InputCB, NULL); XtAddCallback(drawArea, GLwNginitCallback, GinitCB, NULL); XtAddCallback(drawArea, GLwNexposeCallback, ExposeCB, NULL); XtAddCallback(drawArea, GLwNresizeCallback, ResizeCB, NULL);

XtManageChild(drawArea);

trackball(cumulativeQuaternion, 0.0, 0.0, 0.0, 0.0);

XtRealizeWidget(toplevel); XtAppMainLoop(appCtxt);

}

void drawfloor(GLfloat alpha) {

static GLfloat floor_mat[] = {.5f, .5f, .5f, 1.f}; floor_mat[3] = alpha; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, floor_mat);

glGenTexturesEXT(1, floorTextureObjectId); glBindTextureEXT(GL_TEXTURE_2D, floorTextureObjectId[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texwid, texht, 0, GL_RGBA, GL_UNSIGNED_BYTE, floortex);

/* makes texturing faster, and looks better than GL_LINEAR */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

glEnable(GL_TEXTURE_2D);

glBegin(GL_QUADS);

/* floor */ glNormal3f(0.f, 1.f, 0.f); glTexCoord2i(0, 0); glVertex3f(-100.f, 0.f, 100.f); glTexCoord2i(2, 0); glVertex3f( 100.f, 0.f, 100.f); glTexCoord2i(2, 2); glVertex3f( 100.f, 0.f, -100.f); glTexCoord2i(0, 2); glVertex3f(-100.f, 0.f, -100.f);

glEnd();

glDisable(GL_TEXTURE_2D);

}


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