本文整理汇总了C++中Projection::depth_of方法的典型用法代码示例。如果您正苦于以下问题:C++ Projection::depth_of方法的具体用法?C++ Projection::depth_of怎么用?C++ Projection::depth_of使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Projection
的用法示例。
在下文中一共展示了Projection::depth_of方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: draw
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_);
}
}
示例2: draw_plane_primitive
// 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));
}
示例3: draw
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;
}
示例4: update_interp_image_buffer
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);
}