2012-03-06 06:22:02 +00:00
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from OpenGL.GL import *
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from .. GLGraphicsItem import GLGraphicsItem
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from pyqtgraph.Qt import QtGui
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import numpy as np
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__all__ = ['GLVolumeItem']
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class GLVolumeItem(GLGraphicsItem):
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2012-03-09 17:38:15 +00:00
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def __init__(self, data, sliceDensity=1, smooth=True):
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self.sliceDensity = sliceDensity
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self.smooth = smooth
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self.data = data
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GLGraphicsItem.__init__(self)
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2012-03-06 06:22:02 +00:00
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def initializeGL(self):
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glEnable(GL_TEXTURE_3D)
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self.texture = glGenTextures(1)
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glBindTexture(GL_TEXTURE_3D, self.texture)
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2012-03-09 17:38:15 +00:00
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if self.smooth:
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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else:
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER)
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2012-03-09 17:38:15 +00:00
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shape = self.data.shape
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glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, shape[0], shape[1], shape[2], 0, GL_RGBA, GL_UNSIGNED_BYTE, self.data.transpose((2,1,0,3)))
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2012-03-06 06:22:02 +00:00
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glDisable(GL_TEXTURE_3D)
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self.lists = {}
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for ax in [0,1,2]:
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for d in [-1, 1]:
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l = glGenLists(1)
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self.lists[(ax,d)] = l
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glNewList(l, GL_COMPILE)
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self.drawVolume(ax, d)
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glEndList()
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def paint(self):
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glEnable(GL_TEXTURE_3D)
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glBindTexture(GL_TEXTURE_3D, self.texture)
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2012-03-09 17:38:15 +00:00
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glEnable(GL_DEPTH_TEST)
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#glDisable(GL_CULL_FACE)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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glEnable( GL_BLEND )
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glEnable( GL_ALPHA_TEST )
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glColor4f(1,1,1,1)
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view = self.view()
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center = QtGui.QVector3D(*[x/2. for x in self.data.shape[:3]])
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cam = self.mapFromParent(view.cameraPosition()) - center
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cam = np.array([cam.x(), cam.y(), cam.z()])
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ax = np.argmax(abs(cam))
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d = 1 if cam[ax] > 0 else -1
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glCallList(self.lists[(ax,d)]) ## draw axes
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glDisable(GL_TEXTURE_3D)
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def drawVolume(self, ax, d):
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N = 5
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imax = [0,1,2]
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imax.remove(ax)
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tp = [[0,0,0],[0,0,0],[0,0,0],[0,0,0]]
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vp = [[0,0,0],[0,0,0],[0,0,0],[0,0,0]]
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nudge = [0.5/x for x in self.data.shape]
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tp[0][imax[0]] = 0+nudge[imax[0]]
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tp[0][imax[1]] = 0+nudge[imax[1]]
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tp[1][imax[0]] = 1-nudge[imax[0]]
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tp[1][imax[1]] = 0+nudge[imax[1]]
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tp[2][imax[0]] = 1-nudge[imax[0]]
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tp[2][imax[1]] = 1-nudge[imax[1]]
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tp[3][imax[0]] = 0+nudge[imax[0]]
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tp[3][imax[1]] = 1-nudge[imax[1]]
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2012-03-09 17:38:15 +00:00
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vp[0][imax[0]] = 0
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vp[0][imax[1]] = 0
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vp[1][imax[0]] = self.data.shape[imax[0]]
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vp[1][imax[1]] = 0
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vp[2][imax[0]] = self.data.shape[imax[0]]
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vp[2][imax[1]] = self.data.shape[imax[1]]
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vp[3][imax[0]] = 0
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vp[3][imax[1]] = self.data.shape[imax[1]]
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slices = self.data.shape[ax] * self.sliceDensity
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r = range(slices)
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if d == -1:
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r = r[::-1]
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glBegin(GL_QUADS)
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tzVals = np.linspace(nudge[ax], 1.0-nudge[ax], slices)
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vzVals = np.linspace(0, self.data.shape[ax], slices)
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for i in r:
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z = tzVals[i]
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w = vzVals[i]
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tp[0][ax] = z
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tp[1][ax] = z
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tp[2][ax] = z
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tp[3][ax] = z
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vp[0][ax] = w
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vp[1][ax] = w
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vp[2][ax] = w
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vp[3][ax] = w
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glTexCoord3f(*tp[0])
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glVertex3f(*vp[0])
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glTexCoord3f(*tp[1])
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glVertex3f(*vp[1])
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glTexCoord3f(*tp[2])
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glVertex3f(*vp[2])
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glTexCoord3f(*tp[3])
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glVertex3f(*vp[3])
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glEnd()
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## Interesting idea:
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## remove projection/modelview matrixes, recreate in texture coords.
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## it _sorta_ works, but needs tweaking.
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#mvm = glGetDoublev(GL_MODELVIEW_MATRIX)
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#pm = glGetDoublev(GL_PROJECTION_MATRIX)
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#m = QtGui.QMatrix4x4(mvm.flatten()).inverted()[0]
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#p = QtGui.QMatrix4x4(pm.flatten()).inverted()[0]
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#glMatrixMode(GL_PROJECTION)
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#glPushMatrix()
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#glLoadIdentity()
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#N=1
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#glOrtho(-N,N,-N,N,-100,100)
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#glMatrixMode(GL_MODELVIEW)
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#glLoadIdentity()
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#glMatrixMode(GL_TEXTURE)
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#glLoadIdentity()
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#glMultMatrixf(m.copyDataTo())
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#view = self.view()
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#w = view.width()
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#h = view.height()
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#dist = view.opts['distance']
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#fov = view.opts['fov']
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#nearClip = dist * .1
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#farClip = dist * 5.
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#r = nearClip * np.tan(fov)
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#t = r * h / w
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#p = QtGui.QMatrix4x4()
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#p.frustum( -r, r, -t, t, nearClip, farClip)
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#glMultMatrixf(p.inverted()[0].copyDataTo())
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#glBegin(GL_QUADS)
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#M=1
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#for i in range(500):
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#z = i/500.
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#w = -i/500.
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#glTexCoord3f(-M, -M, z)
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#glVertex3f(-N, -N, w)
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#glTexCoord3f(M, -M, z)
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#glVertex3f(N, -N, w)
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#glTexCoord3f(M, M, z)
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#glVertex3f(N, N, w)
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#glTexCoord3f(-M, M, z)
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#glVertex3f(-N, N, w)
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#glEnd()
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#glDisable(GL_TEXTURE_3D)
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#glMatrixMode(GL_PROJECTION)
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#glPopMatrix()
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