\setfooter{\thepage}{}{}{}{}{\thepage}%
\section{Overview}\label{conceptoverview}\index{Concepts,Overview}%
+In CTSim, a phantom object, or a geometrical description of the object
+of a CT study is constructed and an image can be created. Then a
+scanner geometry can be specified, and the projection data simulated.
+Finally that projection data can be reconstructed using various user
+controlled algorithms producing an image of the phantom or study object.
+
+In order to use CTSim effectively, some knowledge of how CTSim works
+and the approach taken is required. \ctsim deals with a variety of
+object, but the two we need to be concerned with are the 'phantom' and
+the 'scanner'.
\section{Phantoms}\label{conceptphantom}\index{Concepts,Phantoms}%
\subsection{Overview}\label{phantomoverview}\index{Concepts,Phantoms,Overview}%
-\subsection{Phantom Elements}\label{phantoelements}\index{Concepts,Phantoms,Elements}
+
+CTSim uses geometrical objects to
+describe the object being scanned: rectangles, triangles, ellipses,
+sectors and segments. With these the standard phantoms used in the CT
+literature (the Herman and the Shepp-Logan) can be constructed. In fact
+CTSim provides a shortcut to construct those phantoms for you. It also
+allows you to write a file in which the composition of your own phantom is
+described.
+
+The types of phantom elements and their definitions are taken from Herman's 1980
+book\cite{HERMAN80}.
+
+\subsection{Phantom File}\label{phantomfile}\index{Concepts,Phantoms,File}
+Each line in the text file describes an element of the
+phantom. Each line contains seven entries, in the following form:
+\begin{verbatim}
+item cx cy dx dy r a
+\end{verbatim}
+The first entry defines the type of the element, one
+of {\tt rectangle}, {\tt ellipse}, {\tt triangle}, {\tt sector}, or {\tt segment}.
+{\tt cx}, {\tt cy}, {\tt dx} and {\tt dy} have different meanings depending on the element type.
+
+{\tt r} is the rotation applied to the object in degrees counterclockwise,
+and {\tt a} is the X-ray attenuation coefficient of the object.
+Where objects overlap, the attenuations of the overlapped objects are summed.
+
+
+
+\subsection{Phantom Elements}\label{phantomelements}\index{Concepts,Phantoms,Elements}
+
\subsubsection{ellipse}
+Ellipses use dx and dy to define the semi-major and semi-minor axis lengths,
+with the centre of the ellipse at cx and cy. Of note, the commonly used
+phantom described by Shepp and Logan\cite{SHEPP77} uses only ellipses.
+
\subsubsection{rectangle}
+Rectangles use
+cx and cy to define the position of the centre of the rectangle with respect
+to the origin. dx and dy are the half-width and half-height of the
+rectangle.
+
\subsubsection{triangle}
+Triangles are drawn with the centre of the base at cx,cy, with a base
+width of 2*dx in x direction, and a height of dy. Rotations are then
+applied about the origin.
+
\subsubsection{sector}
+It appears that dx and dy
+define the end points of a radius of the sector, from which the radius and
+the angle of the two arms of the sector are calculated. But then
+orientation and centreing of the sector don't make much sense yet.
+
\subsubsection{segment}
+Segments are the segments of a circle between a chord and the
+perimeter of the circle. This also isn't clear to me, but it appears that
+perhaps the distance from chord to circle perimeter, and circle radius is
+defined by dx and dy. Chord is always horizontal through the origin, then
+translated and then rotated (???).
+
+\subsection{Phantom Size}
+Also note that the overall dimensions of the phantom are increased by 1\%
+above the specified sizes to avoid clipping due to round-off errors. If the phantom is defined as
+a rectangle of size 0.1 by 0.1, the actual phantom has extent $\pm$0.101 in
+each direction.
\section{Scanner}\label{conceptscanner}\index{Concepts,Scanner}%
\subsection{Geometries}
-\subsection{Focal Length}
-\subsection{Field of View}
+This is where things get tricky. There are two possible approaches. The
+simple approach would be to define the size of a phantom which is put at
+the centre of the scanner. The scanner would have it's bore size defined,
+or perhaps better, the field of view defined. Here, field of view would be
+the radius or diameter of the circular area from which data is collected
+and an image reconstructed. In a real CT scanner, if the object being
+scanned is larger than the field of view, you get image artifacts. And of
+course you can't stuff an object into a scanner if the object is larger
+than the bore! In this model, the scanner size or field of view would
+be used as the standard length scale.
+
+However, CTSim takes another approach. I believe this approach arose
+because the "image" of the phantom produced from the phantom description
+was being matched to the reconstruction image of the phantom. That is,
+the dimensions of the 'before' and 'after' images were being matched.
+The code has a Phantom object and a Scanner object. The geometry of the
+Scanner is defined in part by the properties of the Phantom. In fact,
+all dimensions are determined in terms of the phantom size, which is used
+as the standard length scale. Remember, as mentioned above, the
+phantom dimensions are also padded by 1\%.
+
+The maximum of the phantom length and height is used as the phantom
+dimension, and one can think of a square bounding box of this size
+which completely contains the phantom. Let $l_p$ be the width (or height)
+of this square.
+
+\subsubsection{Focal Length & Field of View}
+The two other important variables are the field-of-view-ratio ($f_{vR}$)
+and the focal-length-ratio ($f_{lR}$). These are used along with $l_p$ to
+define the focal length and the field of view (not ratios) according to
+\begin{equation}
+f_l = \sqrt{2} (l_p/2)(f_{lR})= (l_p/\sqrt{2}) f_{lR}
+\end{equation}
+\begin{equation}
+f_v = \sqrt{2}l_p f_{vR}
+\end{equation}
+So the field of view ratio is specified in units of the phantom diameter,
+whereas the focal length is specified in units of the phantom radius. The
+factor of $\sqrt(2)$ can be understood if one refers to figure 1, where
+we consider the case of a first generation parallel beam CT scanner.
+
+\subsubsection{Parallel Geometry}\label{geometryparallel}\index{Concepts,Scanner,Geometries,Parallel}
+\begin{figure}
+\includegraphics[width=\textwidth]{ctsimfig1.eps}
+\caption{Geometry used for a 1st generation, parallel beam CT scanner.}
+\end{figure}
+
+In figure 1A, the excursion of the source and detector need only be $l_p$,
+the height (or width) of the phantom's bounding square. However, if the
+field of view were only $l_p$, then the projection shown in figure 1B
+would clip the corners of the phantom. By increasing the field of view by
+$\sqrt{2}$ the whole phantom is included in every projection. Of course,
+if the field-of-view ratio $f_{vR}$ is larger than 1, there is no problem.
+However, if $f_{vR}$ is less than one and thus the scanner is smaller than
+the phantom, then distortions will occur without warning from the program.
+
+The code also sets the detector length equal to the field of view in this
+case. The focal length is chosen to be $\sqrt{2}l_p$ so the phantom will
+fit between the source and detector at all rotation angles, when the focal
+length ratio is specified as 1. Again, what happens if the focal length
+ratio is chosen less than 1?
+
+The other thing to note is that in this code the detector array is set to
+be the same size as the field-of-view $f_v$, equation (2). So, one has to
+know the size of the phantom to specify a given scanner geometry with a
+given source-detector distance (or $f_l$ here) and a given range of
+excursion ($f_v$ here).
+
+\subsubsection{Divergent Geometries}\label{geometrydivergent}\index{Concepts,Scanner,Geometries,Divergent}
+Next consider the case of equilinear (second generation) and equiangular
+(third, fourth, and fifth generation) geometries.
+The parts of the code relevant to this
+discussion are the same for both modes. In the equilinear mode, a single
+source produces a fan beam which is read by a linear array of detectors. If
+the detectors occupy an arc of a circle, then the geometry is equiangular.
+See figure 2.
+\begin{figure}
+\includegraphics[width=\textwidth]{ctsimfig2.eps}
+\caption{Equilinear and equiangular geometries.}
+\end{figure}
+
+For these geometries, the following logic is executed: A variable dHalfSquare
+$d_{hs}$ is defined as
+\begin{equation}
+d_{hs} = (f_v)/(2\sqrt{2}) = (l_p/2) f_{vR}
+\end{equation}
+This is then subtracted from the focal length $f_l$ as calculated above, and
+assigned to a new variable $\mathrm{dFocalPastPhm} = f_l - d_{hs}$. Since $f_l$ and
+$d_{hs}$ are derived from the phantom dimension and the input focal length and field of view ratios, one can write,
+\begin{equation}
+\mathrm{dFocalPastPhm} = f_l -d_{hs}
+ = \sqrt{2}(l_p/2) f_{lR} - (l_p/2) f_{vR} = l_p(\sqrt{2}f_{lR} - f_{vR})
+\end{equation}
+If this quantity is less than or equal to zero, then at least for some
+projections the source is inside the phantom. Perhaps a figure will help at
+this point. Consider first the case where $f_{vR} = f_{lR} =1 $, figure 3. The
+square in the figure bounds the phantom and has sides $l_p$. For this case
+then,
+\[
+f_l=\sqrt{2}l_p/2 = l_p/\sqrt{2},
+\]
+\[
+f_v = \sqrt{2}l_p,
+\]
+and
+\[
+d_{hs} = {l_p}/{2}.
+\]
+Then
+\[
+\mathrm{dFocalPastPhm} = ({l_p}/{2}) (\sqrt{2}-1)
+\]
+\begin{figure}
+\includegraphics[height=0.5\textheight]{ctsimfig3.eps}
+\caption{Equilinear and equiangluar geometry when focal length ratio =
+field of view ratio = 1.}
+\end{figure}
+The angle $\alpha$ is now defined as shown in figure 3, and the detector
+length is adjusted to subtend the angle $2\alpha$ as shown. Note that the
+size of the detector array may have changed and the field of view is not
+used.
+For a circular array of detectors, the detectors are spaced around a
+circle covering an angular distance of $2\alpha$. The dotted circle in
+figure 3 indicates the positions of the detectors in this case. Note that
+detectors at the ends of the range would not be illuminated by the source.
+
+Now, consider increasing the focal length ratio to two leaving the
+field of view ratio as 1, as in Figure 4. Now the detectors array is
+denser, and the real field of view is closer to that specified, but note
+again that the field of view is not used. Instead, the focal length is
+used to give a distance from the centre of the phantom to the source, and
+the detector array is adjusted to give an angular coverage to include the
+whole phantom.
+\begin{figure}
+\includegraphics[width=\textwidth]{ctsimfig4.eps}
+\caption{Equilinear and equiangluar geometry when focal length ratio = 2
+and the field of view ratio = 1.}
+\end{figure}
+Now consider a focal length ratio of 4 (figure 5). As expected, the angle
+$\alpha$ is smaller still. The dotted square is the bounding square of
+the phantom rotated by 45 degrees, corresponding to the geometry of a
+projection taken at that angle. Note that the fan beam now clips the top
+and bottom corners of the bounding square. This illustrates that one may
+still be clipping the phantom, despite CTSim's best efforts. You have
+been warned.
+\begin{figure}
+\includegraphics[width=\textwidth]{ctsimfig5.eps}
+\caption{Equilinear and equiangluar geometry when focal length ratio = 4.}
+
+\end{figure}
+
\section{Reconstruction}\label{conceptreconstruction}\index{Concepts,Reconstruction}%
+\subsection{Overview}
\subsection{Filtered Backprojection}
+\subsection{Direct Inverse Fourier}
+This method is not currently implemented in \ctsim, however it is planned for a
+future release. This method does not give as accurate result as filtered
+backprojection mostly due to interpolation occuring in the frequency domain rather
+than the spatial domain. The technique is comprised of two sequential steps:
+filtering projections and then backprojecting the filtered projections. Though
+these two steps are sequential, each view position can be processed individually.
+This parallelism is exploited in the MPI versions of \ctsim where the data from
+all the views are spread about amongst all of the processors. This has been testing
+in a 16-CPU cluster with good results.
+
+\subsubsection{Filter projections}
+The projections for a single view have their frequency data multipled by
+a filter of absolute(w). \ctsim permits four different ways to accomplish this
+filtering. Two of the methods use convolution of the projection data with the
+inverse fourier transform of absolute(x). The other two methods perform an fourier
+transform of the projection data and multiply that by the absolute(x) filter and
+then perform an inverse fourier transform.
+
+\item{Backprojection of filtered projections}
\ No newline at end of file
** This is part of the CTSim program
** Copyright (c) 1983-2001 Kevin Rosenberg
**
-** $Id: graph3dview.cpp,v 1.4 2001/01/31 01:01:22 kevin Exp $
+** $Id: graph3dview.cpp,v 1.5 2001/02/02 00:46:38 kevin Exp $
**
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License (version 2) as
#include <sstream_subst>
#endif
+// Rainbow: Purple->Blue->Cyan->Green->Yellow->Red = (1,0,1)-(0,0,1)-(0,1,1)-(0,1,0)-(1,1,0)-(1,0,0)
+static void
+intensityToColor (double dIntensity, float vecColor[3])
+{
+ double dRange = dIntensity * 5;
+ int iRange = static_cast<int>(floor (dRange));
+ double dFrac = dRange - iRange;
+
+ switch (iRange) {
+ case 0:
+ vecColor[0] = 1 - dFrac; vecColor[1] = 0; vecColor[2] = 1;
+ break;
+ case 1:
+ vecColor[0] = 0; vecColor[1] = dFrac; vecColor[2] = 1;
+ break;
+ case 2:
+ vecColor[0] = 0; vecColor[1] = 1; vecColor[2] = 1 - dFrac;
+ break;
+ case 3:
+ vecColor[0] = dFrac; vecColor[1] = 1; vecColor[2] = 0;
+ break;
+ case 4:
+ vecColor[0] = 0; vecColor[1] = 1 - dFrac; vecColor[2] = 0;
+ break;
+ case 5:
+ vecColor[0] = 1; vecColor[1] = 0; vecColor[2] = 0;
+ break;
+ }
+}
//***********************************************************************
// Function: CalculateVectorNormal
BEGIN_EVENT_TABLE(Graph3dFileView, wxView)
EVT_MENU(IFMENU_FILE_PROPERTIES, Graph3dFileView::OnProperties)
+EVT_MENU(GRAPH3D_VIEW_LIGHTING, Graph3dFileView::OnLighting)
+EVT_MENU(GRAPH3D_VIEW_COLOR, Graph3dFileView::OnColor)
+EVT_MENU(GRAPH3D_VIEW_SMOOTH, Graph3dFileView::OnSmooth)
+EVT_MENU(GRAPH3D_VIEW_SURFACE, Graph3dFileView::OnSurface)
END_EVENT_TABLE()
Graph3dFileView::Graph3dFileView ()
-: m_pFileMenu(NULL)
+: m_pFileMenu(NULL), m_pViewMenu(NULL)
{
- m_bUseVertexArrays = GL_FALSE;
- m_bDoubleBuffer = GL_TRUE;
- m_bSmooth = GL_TRUE;
- m_bLighting = GL_TRUE;
+ m_bUseVertexArrays = false;
+ m_bDoubleBuffer = true;
+ m_bSmooth = true;
+ m_bLighting = true;
+ m_bSurface = true;
+ m_bLighting = true;
+ m_bColor = true;
m_dXRotate = 0;
m_dYRotate = 0;
+ m_dZRotate = 0;
}
Graph3dFileView::~Graph3dFileView()
m_pFrame->Show(true);
Activate(true);
+ m_pViewMenu->Check (GRAPH3D_VIEW_COLOR, m_bColor);
+ m_pViewMenu->Check (GRAPH3D_VIEW_LIGHTING, m_bLighting);
+ m_pViewMenu->Check (GRAPH3D_VIEW_SMOOTH, m_bSmooth);
+ m_pViewMenu->Check (GRAPH3D_VIEW_SURFACE, m_bSurface);
return true;
}
void
Graph3dFileView::DrawSurface()
{
- int nVertices = GetDocument()->m_nVertices;
- glTripleFloat* pVertices = GetDocument()->m_pVertices;
- glTripleFloat* pNormals = GetDocument()->m_pNormals;
-
#ifdef GL_EXT_vertex_array
if (m_bUseVertexArrays) {
- glDrawArraysEXT( GL_TRIANGLE_STRIP, 0, nVertices );
+ // glDrawArraysEXT( GL_TRIANGLE_STRIP, 0, nVertices );
}
else {
#endif
- double edge = 1.;
- unsigned int nx = GetDocument()->m_nx;
- unsigned int ny = GetDocument()->m_ny;
- const ImageFileArray v = GetDocument()->m_array;
- if (nx == 0 || ny == 0 || ! v)
- return;
-
- double dMin = v[0][0];
- double dMax = dMin;
- unsigned int ix;
- for (ix = 0; ix < nx; ix++)
- for (unsigned int iy = 0; iy < ny; iy++)
- if (v[ix][iy] < dMin)
- dMin = v[ix][iy];
- else if (v[ix][iy] > dMax)
- dMax = v[ix][iy];
-
- double actOffset = dMin;
- double actScale = 0.3 * sqrt(nx*nx+ny*ny) / (dMax - dMin);
-
- glRotatef( m_dYRotate, 0.0, 0.0, 1.0 );
- glRotatef( m_dXRotate, 1.0, 0.0, 0.0 );
- glTranslatef (-static_cast<double>(nx) / 2, -static_cast<double>(ny) / 2, 0);
-
-// glNewList(opnListNum++,GL_COMPILE);
- for (ix = 0; ix < nx-1; ix++) {
- for (unsigned int iy = 0; iy < ny-1; iy++) {
-
- float p1[3], p2[3], p3[3], p4[3];
- float n1[3], n2[3], n3[3], n4[3];
- glBegin(GL_LINE_LOOP);
-
- p1[0] = ix; p1[1] = actScale * (v[ix][iy] + actOffset); p1[2] = iy;
- p2[0] = ix+1; p2[1] = actScale * (v[ix+1][iy] + actOffset); p2[2] = iy;
- p3[0] = ix+1; p3[1] = actScale * (v[ix+1][iy+1] + actOffset); p3[2] = iy;
- p4[0] = ix; p4[1] = actScale * (v[ix][iy+1] + actOffset); p4[2] = iy;
-
- n1[0] = -(p2[1] - p1[1])*(p3[2] - p1[2]) + (p2[2] - p1[2])*(p3[1] - p2[1]);
- n1[1] = -(p2[2] - p1[2])*(p3[0] - p2[0]) + (p2[0] - p1[0])*(p3[2] - p2[2]);
- n1[2] = -(p2[0] - p1[0])*(p3[1] - p2[1]) + (p2[1] - p1[1])*(p3[0] - p2[0]);
-
- glVertex3fv(p1); glNormal3fv(n1);
- glVertex3fv(p2); glNormal3fv(n1);
- glVertex3fv(p3); glNormal3fv(n1);
- glVertex3fv(p4); glNormal3fv(n1);
- glEnd();
- }
-
- }
- glEndList();
-
+ double edge = 1.;
+ unsigned int nx = GetDocument()->nx();
+ unsigned int ny = GetDocument()->ny();
+ const ImageFileArrayConst v = GetDocument()->getArray();
+ if (nx == 0 || ny == 0 || ! v)
+ return;
+
+ glRotatef( m_dXRotate, 1.0, 0.0, 0.0 );
+ glRotatef( m_dZRotate, 0.0, 1.0, 0.0 );
+ glRotatef( m_dYRotate, 0.0, 0.0, 1.0 );
+ glTranslatef (-static_cast<double>(nx) / 2., 0, -static_cast<double>(ny) / 2.);
+
+ InitMaterials();
+
+ if (m_bSmooth) {
+ glShadeModel (GL_SMOOTH);
+ } else {
+ glShadeModel (GL_FLAT);
+ }
+
+ if (m_bLighting) {
+ glEnable (GL_LIGHTING);
+ } else {
+ glDisable (GL_LIGHTING);
+ }
+
+ double dMin = v[0][0];
+ double dMax = dMin;
+ unsigned int ix;
+ for (ix = 0; ix < nx; ix++)
+ for (unsigned int iy = 0; iy < ny; iy++)
+ if (v[ix][iy] < dMin)
+ dMin = v[ix][iy];
+ else if (v[ix][iy] > dMax)
+ dMax = v[ix][iy];
+
+ double dIntensityScale = dMax - dMin;
+ double actOffset = dMin;
+ double actScale = 0.3 * sqrt(nx*nx+ny*ny) / (dMax - dMin);
+
+ // glNewList(opnListNum++,GL_COMPILE);
+ if (! m_bColor)
+ glColor3f (1.0, 1.0, 1.0);
+
+ glDisable (GL_CULL_FACE);
+ for (ix = 0; ix < nx-1; ix++) {
+ for (unsigned int iy = 0; iy < ny-1; iy++) {
+
+ float p1[3], p2[3], p3[3], p4[3];
+ float n1[3], n2[3], n3[3], n4[3];
+ if (m_bSurface)
+ glBegin(GL_QUADS);
+ else
+ glBegin(GL_LINE_LOOP);
+
+ p1[0] = ix; p1[1] = actScale * (v[ix][iy] + actOffset); p1[2] = iy;
+ p2[0] = ix+1; p2[1] = actScale * (v[ix+1][iy] + actOffset); p2[2] = iy;
+ p3[0] = ix+1; p3[1] = actScale * (v[ix+1][iy+1] + actOffset); p3[2] = iy+1;
+ p4[0] = ix; p4[1] = actScale * (v[ix][iy+1] + actOffset); p4[2] = iy+1;
+
+ // n1[0] = -(p2[1] - p1[1])*(p3[2] - p1[2]) + (p2[2] - p1[2])*(p3[1] - p2[1]);
+ // n1[1] = -(p2[2] - p1[2])*(p3[0] - p2[0]) + (p2[0] - p1[0])*(p3[2] - p2[2]);
+ // n1[2] = -(p2[0] - p1[0])*(p3[1] - p2[1]) + (p2[1] - p1[1])*(p3[0] - p2[0]);
+ CalculateVectorNormal (p1, p2, p4, &n1[0], &n1[1], &n1[2]);
+ //CalculateVectorNormal (p2, p1, p3, &n2[0], &n2[1], &n2[2])
+ //CalculateVectorNormal (p3, p2, p4, &n1[0], &n1[1], &n1[2])
+ double dIntensity1, dIntensity2, dIntensity3, dIntensity4;
+ if (m_bColor) {
+ dIntensity1 = (v[ix][iy] - dMin) / dIntensityScale;
+ dIntensity2 = (v[ix+1][iy] - dMin) / dIntensityScale;
+ dIntensity3 = (v[ix+1][iy+1] - dMin) / dIntensityScale;
+ dIntensity4 = (v[ix][iy+1] - dMin) / dIntensityScale;
+ }
+ float vecColor[3];
+ if (m_bColor) {
+ intensityToColor (dIntensity1, vecColor);
+ glColor3fv (vecColor);
+ }
+ glVertex3fv (p1); glNormal3fv (n1);
+ if (m_bColor) {
+ intensityToColor (dIntensity2, vecColor);
+ glColor3fv (vecColor);
+ }
+ glVertex3fv (p2); glNormal3fv (n1);
+ if (m_bColor) {
+ intensityToColor (dIntensity3, vecColor);
+ glColor3fv (vecColor);
+ }
+ glVertex3fv (p3); glNormal3fv (n1);
+ if (m_bColor) {
+ intensityToColor (dIntensity4, vecColor);
+ glColor3fv (vecColor);
+ }
+ glVertex3fv (p4); glNormal3fv (n1);
+ glEnd();
+ }
+
+ }
+ glEndList();
+
#ifdef GL_EXT_vertex_array
}
#endif
void
Graph3dFileView::OnProperties (wxCommandEvent& event)
{
- std::ostringstream os;
- *theApp->getLog() << ">>>>\n" << os.str().c_str() << "<<<<\n";
- wxMessageDialog dialogMsg (getFrameForChild(), os.str().c_str(), "Imagefile Properties", wxOK | wxICON_INFORMATION);
- dialogMsg.ShowModal();
+ std::ostringstream os;
+ *theApp->getLog() << ">>>>\n" << os.str().c_str() << "<<<<\n";
+ wxMessageDialog dialogMsg (getFrameForChild(), os.str().c_str(), "Imagefile Properties", wxOK | wxICON_INFORMATION);
+ dialogMsg.ShowModal();
+}
+
+void
+Graph3dFileView::OnLighting (wxCommandEvent& event)
+{
+ m_bLighting = ! m_bLighting;
+ m_pViewMenu->Check (GRAPH3D_VIEW_LIGHTING, m_bLighting);
+
+ m_pCanvas->Refresh();
+}
+
+void
+Graph3dFileView::OnSurface (wxCommandEvent& event)
+{
+ m_bSurface = ! m_bSurface;
+ m_pViewMenu->Check (GRAPH3D_VIEW_SURFACE, m_bSurface);
+ m_pCanvas->Refresh();
+}
+
+void
+Graph3dFileView::OnColor (wxCommandEvent& event)
+{
+ m_bColor = ! m_bColor;
+ m_pViewMenu->Check (GRAPH3D_VIEW_COLOR, m_bColor);
+ m_pCanvas->Refresh();
+}
+
+void
+Graph3dFileView::OnSmooth (wxCommandEvent& event)
+{
+ m_bSmooth = ! m_bSmooth;
+ m_pViewMenu->Check (GRAPH3D_VIEW_SMOOTH, m_bSmooth);
+ m_pCanvas->Refresh();
}
#endif
Draw();
+ std::ostringstream os;
+ os << "Xangle=" << m_dXRotate << ", Yangle=" << m_dYRotate << ", Zangle=" << m_dZRotate;
+ m_statusBar.SetStatusText (os.str().c_str());
m_pCanvas->SwapBuffers();
}
void
Graph3dFileView::InitMaterials()
{
+ if (! GetDocument())
+ return;
+ int nx = GetDocument()->nx();
+ int ny = GetDocument()->ny();
+
+#if 1
static float ambient[] = {0.1, 0.1, 0.1, 1.0};
- static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
- static float position0[] = {0.0, 0.0, 20.0, 0.0};
- static float position1[] = {0.0, 0.0, -20.0, 0.0};
- static float front_mat_shininess[] = {60.0};
- static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
- static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
+ static float diffuse[] = {1.0, 1.0, 1.0, 1.0};
+ static float position0[] = {0, 0, -nx/4, 0, 0.0};
+ static float position1[] = {nx/2, ny/2, nx/4, 0.0};
+ // static float position0[] = {0.0, 0.0, 20.0, 0.0};
+ // static float position1[] = {0.0, 0.0, -20.0, 0.0};
+ static float front_mat_shininess[] = {5.0};
+ static float front_mat_specular[] = {0.1, 0.1, 0.1, 1.0};
+ static float front_mat_diffuse[] = {0.3, 0.3, 0.3, 1.0};
/*
static float back_mat_shininess[] = {60.0};
- static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
- static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
+ static float back_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
+ static float back_mat_diffuse[] = {1.0, 1.0, 1.0, 1.0};
*/
static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
static float lmodel_twoside[] = {GL_FALSE};
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT0, GL_POSITION, position0);
- glEnable(GL_LIGHT0);
+ glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
+ glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
+ glLightfv (GL_LIGHT0, GL_POSITION, position0);
+ glEnable (GL_LIGHT0);
- glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT1, GL_POSITION, position1);
- glEnable(GL_LIGHT1);
+ glLightfv (GL_LIGHT1, GL_AMBIENT, ambient);
+ glLightfv (GL_LIGHT1, GL_DIFFUSE, diffuse);
+ glLightfv (GL_LIGHT1, GL_POSITION, position1);
+ glEnable (GL_LIGHT1);
+
+ glLightModelfv (GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glLightModelfv (GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+
+ glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse);
+
+ glColorMaterial (GL_FRONT_AND_BACK, GL_DIFFUSE);
+ // glColorMaterial (GL_FRONT_AND_BACK, GL_SPECULAR);
+ glEnable(GL_COLOR_MATERIAL);
+#else
+ GLfloat impLPos[] = {1.0, 1.0, 1.0, 0.0};
+
+ GLfloat defaultLightAmb [] = {.2, .2, .2, 1.0};
+ GLfloat defaultLightDiff [] = {.2, .2, .2, 1.0};
+ GLfloat defaultLightSpec [] = { .3, .3, .3, 1.0};
+
+ GLfloat defaultGlobalAmb [] = {.3, .3, .3, 1.0};
+ GLfloat defaultGlobalDiff[] = {.3, .3, .3, 1.0};
+
+ GLfloat defaultMatShine[] = { 30.0 };
+ GLfloat defaultMatSpec[] = { .4, .4, .4, 1.0};
+ GLfloat defaultMatAmb[] = { .3, .3, .3, 1.0};
+ GLfloat defaultMatDiff[] = { .5, .5, .5, 1.0};
+
+ GLfloat brassMatAmb[] = { .33, .22, .03, 1.0};
+ GLfloat brassMatDiff[] = { .78, .57, .11, 1.0};
+ GLfloat brassMatSpec[] = { .99, .91, .81, 1.0};
+ GLfloat brassMatShine[] = { 27.8 };
+
+ GLfloat emeraldMatAmb[] = { .021, .1745 , .021, 1.0};
+ GLfloat emeraldMatDiff[] = { .075, .6142 , .075, 1.0 };
+ GLfloat emeraldMatSpec[] = { .633, .7278 , .633, 1.0 };
+ GLfloat emeraldMatShine[] = { 76.8 };
+
+ GLfloat slateMatAmb[] = { .02, .02 , .02, 1.0 };
+ GLfloat slateMatDiff[] = { .02, .01 , .01, 1.0 };
+ GLfloat slateMatSpec[] = { .4, .4 , .4 , 1.0 };
+ GLfloat slateMatShine[] = { .768 };
+
+ // double opnX = nx, opnY = ny, opnZ = z;
+ // eyeX = 1; eyeY = 1, eyeZ = 1;
+
+ impLPos[0] = nx/2.; impLPos[1]= ny/2.; impLPos[2] = 0.;
+ //opnListNum = 1;
+ //impGraphicsFlag = IMP__3D;
+
+ // glutInitDisplayMode (GLUT_DOUBLE| GLUT_RGB | GLUT_DEPTH | GLUT_ACCUM);
+ // glutInitWindowSize (IMP_WIN_X, IMP_WIN_Y);
+ // glutInitWindowPosition (100, 100);
+ // glutCreateWindow ("- imp3D graphics -" );
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+
+ glShadeModel (GL_SMOOTH);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glHint(GL_LINE_SMOOTH, GL_DONT_CARE);
+ glEnable(GL_NORMALIZE);
+
+
+ glEnable(GL_DEPTH_TEST);
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, defaultLightAmb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, defaultLightDiff);
+ glLightfv(GL_LIGHT0, GL_SPECULAR,defaultLightSpec);
+
+ glLightfv(GL_LIGHT1, GL_AMBIENT, defaultLightAmb);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, defaultLightDiff);
+ glLightfv(GL_LIGHT1, GL_SPECULAR,defaultLightSpec);
+
+ glLightfv(GL_LIGHT2, GL_AMBIENT , defaultLightAmb);
+ glLightfv(GL_LIGHT2, GL_DIFFUSE , defaultLightDiff);
+ glLightfv(GL_LIGHT2, GL_SPECULAR, defaultLightSpec);
+
+ glLightfv(GL_LIGHT0, GL_POSITION,impLPos);
+ glLightfv(GL_LIGHT1, GL_POSITION,impLPos);
+ glLightfv(GL_LIGHT2, GL_POSITION,impLPos);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT , defaultMatAmb);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE , defaultMatDiff);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR , defaultMatSpec);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, defaultMatShine);
+
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, defaultGlobalAmb);
+
+ glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+
+ glEnable(GL_COLOR_MATERIAL);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
- glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT1);
+ glEnable(GL_LIGHT2);
+ glEnable(GL_LIGHT0);
+#endif
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse);
}
{
glClearColor(0.0, 0.0, 0.0, 0.0);
- glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
- InitMaterials();
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho (-300, 300, -300, 300, 200, -200);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
}
void
int nVertices = GetDocument()->m_nVertices;
glTripleFloat* pVertices = GetDocument()->m_pVertices;
glTripleFloat* pNormals = GetDocument()->m_pNormals;
-
-#if 0
- const ImageFile& rIF = GetDocument()->getImageFile();
- ImageFileArrayConst v = rIF.getArray();
- int nx = rIF.nx();
- int ny = rIF.ny();
- if (v != NULL && nx != 0 && ny != 0) {
- unsigned char* imageData = new unsigned char [nx * ny * 3];
- for (int ix = 0; ix < nx; ix++) {
- for (int iy = 0; iy < ny; iy++) {
- double scaleValue = ((v[ix][iy] - m_dMinPixel) / scaleWidth) * 255;
- int intensity = static_cast<int>(scaleValue + 0.5);
- intensity = clamp (intensity, 0, 255);
- int baseAddr = ((ny - 1 - iy) * nx + ix) * 3;
- imageData[baseAddr] = imageData[baseAddr+1] = imageData[baseAddr+2] = intensity;
- }
- }
- wxImage image (nx, ny, imageData, true);
- m_bitmap = image.ConvertToBitmap();
- delete imageData;
- int xSize = nx;
- int ySize = ny;
- ySize = clamp (ySize, 0, 800);
- m_pFrame->SetClientSize (xSize, ySize);
- m_pCanvas->SetScrollbars(20, 20, nx/20, ny/20);
- m_pCanvas->SetBackgroundColour(*wxWHITE);
- }
-#endif
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (! GetDocument())
+ return;
+ int nx = GetDocument()->nx();
+ int ny = GetDocument()->ny();
+ int maxDim = maxValue<int> (nx, ny);
+
+ glOrtho (-maxDim * 0.71, maxDim * 0.71, -maxDim * 0.71, maxDim * 0.71, maxDim * 0.71, -maxDim * 0.71);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
#ifdef GL_EXT_vertex_array
if (m_bUseVertexArrays) {
glEnable( GL_NORMAL_ARRAY_EXT );
}
#endif
+
if (m_pCanvas)
m_pCanvas->Refresh();
}
#endif
theApp->setIconForFrame (subframe);
+ m_statusBar.Create (subframe, -1);
+ subframe->SetStatusBar (&m_statusBar);
+
m_pFileMenu = new wxMenu;
m_pFileMenu->Append(MAINMENU_FILE_CREATE_PHANTOM, "Cr&eate Phantom...\tCtrl-P");
m_pFileMenu->Append(MAINMENU_FILE_CREATE_FILTER, "Create &Filter...\tCtrl-F");
m_pFileMenu->Append(wxID_OPEN, "&Open...\tCtrl-O");
- m_pFileMenu->Append(wxID_SAVE, "&Save\tCtrl-S");
- m_pFileMenu->Append(wxID_SAVEAS, "Save &As...");
m_pFileMenu->Append(wxID_CLOSE, "&Close\tCtrl-W");
m_pFileMenu->AppendSeparator();
GetDocumentManager()->FileHistoryAddFilesToMenu(m_pFileMenu);
GetDocumentManager()->FileHistoryUseMenu(m_pFileMenu);
+ m_pViewMenu = new wxMenu;
+ m_pViewMenu->Append(GRAPH3D_VIEW_SURFACE, "&Surface\tCtrl-U", "", true);
+ m_pViewMenu->Append(GRAPH3D_VIEW_SMOOTH, "&Smooth\tCtrl-M", "", true);
+ m_pViewMenu->Append(GRAPH3D_VIEW_COLOR, "&Color\tCtrl-R", "", true);
+ m_pViewMenu->Append(GRAPH3D_VIEW_LIGHTING, "&Lighting\tCtrl-L", "", true);
+
wxMenu *help_menu = new wxMenu;
help_menu->Append(MAINMENU_HELP_CONTENTS, "&Contents\tF1");
help_menu->Append(MAINMENU_HELP_TOPICS, "&Topics\tCtrl-H");
wxMenuBar *menu_bar = new wxMenuBar;
menu_bar->Append(m_pFileMenu, "&File");
+ menu_bar->Append(m_pViewMenu, "&View");
menu_bar->Append(help_menu, "&Help");
subframe->SetMenuBar(menu_bar);
wxAcceleratorEntry accelEntries[10];
accelEntries[0].Set (wxACCEL_CTRL, static_cast<int>('O'), wxID_OPEN);
- accelEntries[1].Set (wxACCEL_CTRL, static_cast<int>('S'), wxID_SAVE);
- accelEntries[2].Set (wxACCEL_CTRL, static_cast<int>('W'), wxID_CLOSE);
- accelEntries[3].Set (wxACCEL_CTRL, static_cast<int>('H'), MAINMENU_HELP_TOPICS);
- accelEntries[4].Set (wxACCEL_CTRL, static_cast<int>('P'), MAINMENU_FILE_CREATE_PHANTOM);
- accelEntries[5].Set (wxACCEL_CTRL, static_cast<int>('F'), MAINMENU_FILE_CREATE_FILTER);
- accelEntries[6].Set (wxACCEL_NORMAL, WXK_F1, MAINMENU_HELP_CONTENTS);
- accelEntries[7].Set (wxACCEL_CTRL, static_cast<int>('A'), IFMENU_VIEW_SCALE_AUTO);
- accelEntries[8].Set (wxACCEL_CTRL, static_cast<int>('U'), IFMENU_VIEW_SCALE_FULL);
- accelEntries[9].Set (wxACCEL_CTRL, static_cast<int>('E'), IFMENU_VIEW_SCALE_MINMAX);
- wxAcceleratorTable accelTable (10, accelEntries);
+ accelEntries[1].Set (wxACCEL_CTRL, static_cast<int>('H'), MAINMENU_HELP_TOPICS);
+ accelEntries[2].Set (wxACCEL_CTRL, static_cast<int>('P'), MAINMENU_FILE_CREATE_PHANTOM);
+ accelEntries[3].Set (wxACCEL_CTRL, static_cast<int>('F'), MAINMENU_FILE_CREATE_FILTER);
+ accelEntries[4].Set (wxACCEL_NORMAL, WXK_F1, MAINMENU_HELP_CONTENTS);
+ accelEntries[5].Set (wxACCEL_CTRL, static_cast<int>('U'), GRAPH3D_VIEW_SURFACE);
+ accelEntries[6].Set (wxACCEL_CTRL, static_cast<int>('R'), GRAPH3D_VIEW_COLOR);
+ accelEntries[7].Set (wxACCEL_CTRL, static_cast<int>('L'), GRAPH3D_VIEW_LIGHTING);
+ accelEntries[8].Set (wxACCEL_CTRL, static_cast<int>('M'), GRAPH3D_VIEW_SMOOTH);
+ wxAcceleratorTable accelTable (9, accelEntries);
subframe->SetAcceleratorTable (accelTable);
return subframe;
if (! m_pView)
return;
- switch(event.KeyCode()) {
+ wxCommandEvent dummyEvent;
+ switch (event.KeyCode()) {
case WXK_LEFT:
m_pView->m_dYRotate -= 15.0;
break;
case WXK_DOWN:
m_pView->m_dXRotate -= 15.0;
break;
+ case 'z': case 'Z':
+ m_pView->m_dZRotate += 15.0;
+ break;
+ case 'x': case 'X':
+ m_pView->m_dZRotate -= 15.0;
+ break;
case 's': case 'S':
- m_pView->m_bSmooth = !m_pView->m_bSmooth;
- if (m_pView->m_bSmooth) {
- glShadeModel(GL_SMOOTH);
- } else {
- glShadeModel(GL_FLAT);
- }
+ m_pView->OnSmooth (dummyEvent);
break;
case 'l': case 'L':
- m_pView->m_bLighting = !m_pView->m_bLighting;
- if (m_pView->m_bLighting) {
- glEnable(GL_LIGHTING);
- } else {
- glDisable(GL_LIGHTING);
- }
+ m_pView->OnLighting (dummyEvent);
+ break;
+ case 'c': case 'C':
+ m_pView->OnColor (dummyEvent);
break;
default:
{
static int dragging = 0;
static float last_x, last_y;
+ if (! m_pView)
+ return;
+
if(event.LeftIsDown()) {
- if(!dragging) {
+ if(! dragging) {
dragging = 1;
} else {
m_pView->m_dXRotate += (event.GetX() - last_x)*1.0;