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Slices2DinRAW.cpp
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Slices2DinRAW.cpp
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#include <iostream>
#include "volume.h"
#include "GL/glut.h"
#pragma comment(lib, "glut32.lib")
#define WINDOW_TITLE "Volume Slicing"
using namespace std;
int m_iWidth = 800; //width of the viewport
int m_iHeight = 600; //height of the viewport
CVolume m_volume;
enum Axis {Axial = 0, Coronal, Sagittal};
// variables to handle the slice
int m_arrCurrentSlice[] {0, 0, 0}; //integer to point the current slice
unsigned int m_arrTextureID[]{ 0, 0, 0 }; //opengl ID for texture
// Update the Axial texture invoking the getAxialSlice function from volume class
void changeTextureAxial(int iIndex)
{
puchar slice = m_volume.getAxialSlice(m_arrCurrentSlice[Axial]);
//bind the texture
glBindTexture(GL_TEXTURE_2D, m_arrTextureID[Axial]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_volume.m_ncols, m_volume.m_nrows, 0, GL_RGB, GL_UNSIGNED_BYTE, slice);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
free(slice);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Update the Coronal texture invoking the getCoronalSlice function from volume class
void changeTextureCoronal(int iIndex)
{
puchar slice = m_volume.getCoronalSlice(m_arrCurrentSlice[Coronal]);
//create the texture
glBindTexture(GL_TEXTURE_2D, m_arrTextureID[Coronal]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_volume.m_ncols, m_volume.m_nslices, 0, GL_RGB, GL_UNSIGNED_BYTE, slice);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
free(slice);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Update the Sagittal texture invoking the getSagittalSlice function from volume class
void changeTextureSagittal(int iIndex)
{
puchar slice = m_volume.getSagittalSlice(m_arrCurrentSlice[Sagittal]);
//create the texture
glBindTexture(GL_TEXTURE_2D, m_arrTextureID[Sagittal]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_volume.m_nrows, m_volume.m_nslices, 0, GL_RGB, GL_UNSIGNED_BYTE, slice);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
free(slice);
glBindTexture(GL_TEXTURE_2D, 0);
}
///
/// Function designed to be use in the glutKeyboardFunc
/// @param key represents the key pressed in the keyboard
///
void keyboardDown(unsigned char key, int x, int y)
{
switch (key) {
case '1':
changeTextureAxial(++m_arrCurrentSlice[Axial]);
std::cout << "Axial slice: " << m_arrCurrentSlice[Axial] << " / " << m_volume.m_nslices << std::endl;
glutPostRedisplay();
break;
case '2':
changeTextureAxial(--m_arrCurrentSlice[Axial]);
std::cout << "Axial slice: " << m_arrCurrentSlice[Axial] << " / " << m_volume.m_nslices << std::endl;
glutPostRedisplay();
break;
case '3':
changeTextureCoronal(++m_arrCurrentSlice[Coronal]);
std::cout << "Coronal slice: " << m_arrCurrentSlice[Coronal] << " / " << m_volume.m_nrows << std::endl;
glutPostRedisplay();
break;
case '4':
changeTextureCoronal(--m_arrCurrentSlice[Coronal]);
std::cout << "Coronal slice: " << m_arrCurrentSlice[Coronal] << " / " << m_volume.m_nrows << std::endl;
glutPostRedisplay();
break;
case '5':
changeTextureSagittal(++m_arrCurrentSlice[Sagittal]);
std::cout << "Sagittal slice: " << m_arrCurrentSlice[Sagittal] << " / " << m_volume.m_ncols << std::endl;
glutPostRedisplay();
break;
case '6':
changeTextureSagittal(--m_arrCurrentSlice[Sagittal]);
std::cout << "Sagittal slice: " << m_arrCurrentSlice[Sagittal] << " / " << m_volume.m_ncols << std::endl;
glutPostRedisplay();
break;
case 'Q':
case 'q':
case 27: // ESC
exit(0);
}
}
/// Function invoked on idle time of program
void idle(void)
{
glutPostRedisplay();
}
/// All the drawing code here
void draw()
{
glClear(GL_DEPTH_BUFFER_BIT);
////////////////////////////////
// from left to right, the axial
glViewport(0, 0, m_iWidth / 3, m_iHeight);
glScissor(0, 0, m_iWidth / 3, m_iHeight);
glEnable(GL_SCISSOR_TEST); // the scissor is only to obtain different background colors
glClearColor(0.1, 0.1, 0.1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST); //removing the scissor, it is possible apply glClearColor to all viewport
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, m_arrTextureID[Axial]);
//begin - rendering a simple quad with its texture coordinates
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -0.5, 0);
glTexCoord2f(1, 0);
glVertex3f(+1, -0.5, 0);
glTexCoord2f(1, 1);
glVertex3f(+1, +0.5, 0);
glTexCoord2f(0, 1);
glVertex3f(-1, +0.5, 0);
glEnd();
////////////////////////////////
// from left to right, the coronal
glViewport(m_iWidth / 3, 0, 1 * m_iWidth / 3, m_iHeight);
glScissor(m_iWidth / 3, 0, 1 * m_iWidth / 3, m_iHeight);
glEnable(GL_SCISSOR_TEST);
glClearColor(0.2, 0.2, 0.2, 1);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, m_arrTextureID[Coronal]);
//begin - rendering a simple quad with its texture coordinates
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -0.5, 0);
glTexCoord2f(1, 0);
glVertex3f(+1, -0.5, 0);
glTexCoord2f(1, 1);
glVertex3f(+1, +0.5, 0);
glTexCoord2f(0, 1);
glVertex3f(-1, +0.5, 0);
glEnd();
////////////////////////////////
// from left to right, the coronal
glViewport(2 * m_iWidth / 3, 0, 1 * m_iWidth / 3, m_iHeight);
glScissor(2 * m_iWidth / 3, 0, 1 * m_iWidth / 3, m_iHeight);
glEnable(GL_SCISSOR_TEST);
glClearColor(0.3, 0.3, 0.3, 1);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, m_arrTextureID[Sagittal]);
//begin - rendering a simple quad with its texture coordinates
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -0.5, 0);
glTexCoord2f(1, 0);
glVertex3f(+1, -0.5, 0);
glTexCoord2f(1, 1);
glVertex3f(+1, +0.5, 0);
glTexCoord2f(0, 1);
glVertex3f(-1, +0.5, 0);
glEnd();
glutSwapBuffers();
}
/// Is invoked when window is resized, modifying the projection matrix and viewport
void reshape(int width, int height)
{
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
m_iWidth = width;
m_iHeight = height;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
}
/// Insert all your initialization objects and OpenGL status
bool initialize()
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//read the volume
string name = "CTHeadBabyClean256x256x94.raw"; //a raw binary-format volume
if (!m_volume.readFile(name, 256, 256, 94))
std::cout << "error opening the file" << std::endl;
glGenTextures(1, &m_arrTextureID[Axial]);
glGenTextures(1, &m_arrTextureID[Coronal]);
glGenTextures(1, &m_arrTextureID[Sagittal]);
changeTextureAxial(m_arrCurrentSlice[Axial]);
changeTextureCoronal(m_arrCurrentSlice[Coronal]);
changeTextureSagittal(m_arrCurrentSlice[Sagittal]);
return true;
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(m_iWidth, m_iHeight);
glutCreateWindow(WINDOW_TITLE);
if (!initialize()) return 1;
glutDisplayFunc(draw);
glutIdleFunc(idle);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboardDown);
glutMainLoop();
return 0;
}