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executable file
·947 lines (883 loc) · 33.4 KB
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unit drawu;
{$IFDEF FPC}{$mode delphi}{$ENDIF}
interface
//{$IFDEF USETRANSFERTEXTURE}texture_3d_unita, {$ELSE} texture_3d_unit,{$ENDIF}
uses
{$IFNDEF FPC} Windows, {$ENDIF} //raycastglsl,
shaderu, clut,dglOpenGL,dialogs,Classes,define_types, sysUtils;
type
TDraw = packed record //Next: analyze Format Header structure
dim3d: array [0..3] of integer; //unused,X,Y,Z voxels in volume space
dim2d: array [0..3] of integer; //orient,X,Y,Slice in slice space
clickStartX, clickStartY,clickPrevX,clickPrevY: integer; //location of previous mouse buttons
colorLut: array [0..255] of TGLRGBQuad;
glslprogramId,view3dId, colorLutId: GLuint;
penColor : byte;
view3d, view2d, undo2d, modified2d: bytep0;
//lut: array of TGLRGBQuad;
start2dXY, prev2dXY : array [0..2] of integer; //unused,X,Y for pixel coordinates
doRedraw,doAlpha, isMouseDown, isModified, isForceCreate: boolean;
end;
// var gDraw: TDraw;
function voiInit: TDraw;
procedure voiFree(var gDraw: TDraw);
procedure voiUndo (var gDraw: TDraw);
procedure voiMouseUp (var gDraw: TDraw; autoClose, overwriteColors: boolean);
function voiMouseMove (var gDraw: TDraw; Xfrac, Yfrac, Zfrac: single): boolean;
procedure voiMouseDown(var gDraw: TDraw; Color, Orient: integer; Xfrac, Yfrac, Zfrac: single);
procedure voiMouseFloodFill(var gDraw: TDraw; Color, Orient: integer; Xfrac, Yfrac, Zfrac: single);
function voiOpenGLDraw(var gDraw: TDraw): GLuint; //must be called from OpenGL
procedure voiChangeAlpha (var gDraw: TDraw; a: byte);
procedure voiCreate(var gDraw: TDraw; X,Y,Z: integer; ptr: byteP0);
procedure voiClose(var gDraw: TDraw);
function voiGetVolume (var gDraw: TDraw): byteP0;
function voiActiveOrient(var gDraw: TDraw): integer;
function voiIsModified(var gDraw: TDraw): boolean;
function voiIsEmpty (var gDraw: TDraw): boolean;
function voiActiveX (var gDraw: TDraw): boolean;
function voiIsOpen (var gDraw: TDraw): boolean;
procedure voiPasteSlice(var gDraw: TDraw; Xfrac, Yfrac, Zfrac: single);
procedure voiColor (var gDraw: TDraw; idx, r, g, b: byte);
procedure voiDefaultLUT(var gDraw: TDraw);
procedure voiSmoothIntensity (var gDraw: TDraw; RGBAimg: bytep0);
procedure voiSetModified(var gDraw: TDraw; b: boolean);
implementation
uses
texture2raycast, mainunit, raycastglsl; //checkTextureMemory
procedure voiSetModified(var gDraw: TDraw; b: boolean);
begin
gDraw.isModified := b; //2015
end;
function numThresh (v: singlep0; lStart,lEnd: integer; thresh: single): integer; //how many members of the array are >= thresh?
var
i: integer;
begin
result := 0;
for i := lStart to lEnd do
if v[i] >= thresh then inc(result);
end;
function maxVol (v: singlep0; lStart,lEnd: integer): single; //brightest and darkest
var
i: integer;
begin
result := v[0];
for i := lStart to lEnd do
if v[i] >= result then result := v[i];
end;
procedure meanStdInMask(mask, v: singlep0; lStart,lEnd: integer) ;
//modulate mask based on variance - in v
const
kFrac = 0.7; //0..1 what proportion of signal modulatated by intensity
var
mx: single;
mean, stdev, delta,m2: double;
i,n: integer;
begin
//1.) determine max intensity in mask, e.g. if a binary 0/1 mask this will be 1
mx := maxVol(mask,lStart,lEnd);
if mx = 0 then exit;
mx := 0.75 * mx;
//calculate stdev and mean with Welford on pass methodhttp://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
n := 0;
mean := 0.0;
m2 := 0.0;
for i := lStart to lEnd do begin
if (mask[i] >= mx) then begin
n := n + 1;
delta := v[i] - mean;
mean := mean + (delta/n);
m2 := m2 + (delta * (v[i] -mean) );
end;
end;
if (n < 2) then exit;
stdev := sqrt(m2/(n-1)); //convert to standard deviation
//GLForm1.Caption := inttostr(n)+' '+ floattostr(mean)+' '+floattostr(stdev);
for i := lStart to lEnd do begin
delta := (v[i] - mean)/stdev; //z-score
delta := abs(delta)/3; //e.g. Z= -1.5 -> 0.5
if delta > kFrac then delta := kFrac; //delta is clipped to 0..kFrac
delta := 1-delta;
//if (mask[i] > 0) then mask[i] := 243 * delta; //purely drive by intensity
mask[i] := mask[i] * (delta + (1-kFrac) );
end;
end;
procedure SmoothImg(vol: singlep0; X,Y,Z: integer);
var
vol2: singlep0;
i, nPix, dimOff: integer;
begin
if (X < 5) or (Y < 5) or (Z < 5) then exit;
nPix := X * Y * Z;
getmem(vol2, nPix * sizeof(single));
Move(vol^, vol2^,nPix * sizeof(single));//source/dest -> only for edges
for i := 2 to (nPix-1-2) do //smooth in X direction
vol[i] := vol2[i-2] + 2*vol2[i-1] + 3* vol2[i] + 2* vol2[i+1] + vol2[i+2]; //x9 of original value
dimOff := X;
for i := 2*dimOff to (nPix-1-(2*dimOff)) do //smooth in Y direction
vol2[i] := vol[i-2*dimOff] + 2*vol[i-dimOff] + 3* vol[i] + 2* vol[i+dimOff] + vol[i+2*dimOff]; //x9 of original value
dimOff := X * Y;
for i := 2*dimOff to (nPix-1-(2*dimOff)) do //smooth in Z direction
vol[i] := vol2[i-2*dimOff] + 2*vol2[i-dimOff] + 3* vol2[i] + 2* vol2[i+dimOff] + vol2[i+2*dimOff]; //x9 of original value
freemem(vol2);
end;
procedure SmoothVol(var gDraw: TDraw; lColor: integer; intenVol: singlep0);
label
666;
var
vol: singlep0;
nPix,i, origVol : integer;
tLo,tMid,tHi, nMid : integer;
t1stVox, tLastVox: integer;
begin
//volume dimensions must be at least 5x5x5 voxels for smooth
nPix := gDraw.dim3d[1] * gDraw.dim3d[2]*gDraw.dim3d[3];
getmem(vol, nPix * sizeof(single));
origVol := 0;
for i := 0 to (nPix-1) do
if (gDraw.view2d[i] = lColor) then begin
vol[i] := 1;
inc(origVol);
end else
vol[i] := 0;
if (origVol < 1) then goto 666;
SmoothImg(vol, gDraw.dim3d[1], gDraw.dim3d[2], gDraw.dim3d[3]);
t1stVox := -1;
tLastVox := -1;
for i := 0 to (nPix-1) do begin
vol[i] := vol[i] * (1/3); //normalize from 0..729 to 0..243
if vol[i] = 0.0 then begin
tLastVox := i;
if (t1stVox < 0) then t1stVox := i;
end;
end;
if (intenVol <> nil) then
meanStdInMask(vol, intenVol, t1stVox,tLastVox) ;
//find threshold that maintains overall volume
tLo := 1;
tMid := 121;
tHi := 243;
nMid := numThresh (vol, t1stVox,tLastVox , tMid);
while (tHi-tLo) > 3 do begin
if (nMid > origVol) then
tLo := tMid
else
tHi := tMid;
tMid := ((tHi-tLo) div 2) + tLo;
nMid := numThresh (vol, t1stVox,tLastVox , tMid);
end;
for i := 0 to (nPix-1) do
if (vol[i] >= tMid) then
gDraw.view2d[i] := lColor
else
gDraw.view2d[i] := 0;
666:
freemem(vol);
end;
procedure UpdateView3d (var gDraw: TDraw);
var
volOffset, i,j,k, nPix: integer;
begin
if (gDraw.undo2d = nil) or (gDraw.view3d = nil) then exit;
if (gDraw.dim2d[0] = 0) then begin //3D volume
nPix := gDraw.dim3d[1]* gDraw.dim3d[2] * gDraw.dim3d[3];
if nPix < 1 then exit;
Move(gDraw.view2d^, gDraw.view3d^,nPix);//source/dest
exit;
end;
nPix := gDraw.dim2d[1] * gDraw.dim2d[2]; //dim[3] = number of pixels
if (nPix < 1) then exit;
if (gDraw.dim2d[0] = 3) then begin//Sag
volOffset := gDraw.dim2d[3]; //sag slices are in X direction
i := 0; //sag is Y*Z
for j := 0 to (gDraw.dim3d[3]-1) do begin //read each slice (Z)
for k := 0 to (gDraw.dim3d[2]-1) do begin //read Y direction
gDraw.view3d[(k*gDraw.dim3d[1]) +volOffset] := gDraw.view2d[i];
i := i + 1;
end;
volOffset := volOffset + (gDraw.dim3d[1]*gDraw.dim3d[2]); //next Z slice
end;
end else if (gDraw.dim2d[0] = 2) then begin//Coro
volOffset := gDraw.dim2d[3]*gDraw.dim3d[1]; //coro slices are in Y direction
i := 0; //coro is X*Z
for j := 0 to (gDraw.dim3d[3]-1) do begin //read each slice (Z)
for k := 0 to (gDraw.dim3d[1]-1) do begin //read X direction
gDraw.view3d[k+volOffset] := gDraw.view2d[i];
i := i + 1;
end;
volOffset := volOffset + (gDraw.dim3d[1]*gDraw.dim3d[2]); //next Z slice
end;
end else begin //Axial
volOffset := gDraw.dim2d[3]*gDraw.dim3d[1]*gDraw.dim3d[2]; //axial slices are in Z direction, each X*Y pixels
Move(gDraw.view2d^, gDraw.view3d^[volOffset],nPix);//source/dest
//for i := 0 to (nPix -1) do //data contiguous - we replaced for loop with single move operation
// gDraw.view3d[i+volOffset] := gDraw.view2d[i];
end;
end;
procedure voiSmoothIntensity (var gDraw: TDraw; RGBAimg: bytep0);
var
nPix, dark, bright, i, alpha: integer;
intenVol: singlep0;
begin
if (gDraw.view3d = nil) then exit;
if (gDraw.dim3d[1] < 5) or (gDraw.dim3d[1] < 5) or (gDraw.dim3d[1] < 5) then exit;
nPix := gDraw.dim3d[1] * gDraw.dim3d[2]*gDraw.dim3d[3];
dark := 256;
bright := 0;
for i := 0 to (nPix -1) do begin
if (gDraw.view3d[i] < dark) then dark := gDraw.view3d[i];
if (gDraw.view3d[i] > bright) then bright := gDraw.view3d[i];
end;
if (bright = dark) then exit; //no variability
gDraw.dim2d[0] := 0; //dim[0] = slice orientation 0 = 3d volume
getmem(gDraw.view2d, nPix);
getmem(gDraw.undo2d, nPix);
Move(gDraw.view3d^, gDraw.undo2d^,nPix);//source/dest
Move(gDraw.undo2d^,gDraw.view2d^,nPix);//source/dest
if (RGBAimg <> nil) then begin
getmem(intenVol, nPix * sizeof(single));
alpha := 3; //array is red/green/blue/aplha 0=R,1=G,2=B,3=A
for i := 0 to nPix do begin
intenVol^[i] := RGBAimg[alpha];//Alpha
inc(alpha,4);
end; //for each vox
SmoothImg(intenVol, gDraw.dim3d[1], gDraw.dim3d[2], gDraw.dim3d[3]);
end else
intenVol := nil;
if (dark = 0) then dark := 1;
for i := dark to bright do
SmoothVol(gTexture3D.Draw, i, intenVol);
if (RGBAimg <> nil) then
freemem(intenVol);
gDraw.doRedraw := true;
UpdateView3d(gTexture3D.Draw);
gDraw.isModified := true; //2015
end;
procedure voiColor (var gDraw: TDraw; idx, r, g, b: byte);
begin
gDraw.doAlpha := true;
gDraw.colorLut[idx].rgbRed := r;
gDraw.colorLut[idx].rgbGreen := g;
gDraw.colorLut[idx].rgbBlue := b;
end;
function voiIsOpen (var gDraw: TDraw): boolean;
begin
result := (gDraw.view3d <> nil);
end;
function voiIsModified(var gDraw: TDraw): boolean;
begin
result := gDraw.isModified;
end;
function voiIsEmpty (var gDraw: TDraw): boolean;
var
i,vx: integer;
begin
result := true;
vx := gDraw.dim3d[1] * gDraw.dim3d[2]*gDraw.dim3d[3];
if (vx < 0) or (gDraw.view3d = nil) then exit;
i := 0;
while (i < vx) and (gDraw.view3d[i] = 0) do
inc(i);
if (i < vx) then
result := false;
end;
function frac2pix (frac: single; dimPix: integer): integer;
begin
//result := round(((frac- (0.5/dimPix))*dimPix))-1; //e.g. if 6 slices anything greater than 0.167 counted in slice 2
//result := round(frac * dimPix);
result := round((frac * dimPix)-0.5);
if (result < 0) then result := 0;
if (result >= dimPix) then result := dimPix - 1;
end;
procedure click2pix (var gDraw: TDraw; var Xpix, Ypix: integer; Xfrac, Yfrac, Zfrac: single);
begin
if (gDraw.dim2d[0] = 3) then begin //Sag
Xpix := frac2pix(Yfrac, gDraw.dim2d[1]); //Sag is Y*Z
Ypix := frac2pix(Zfrac, gDraw.dim2d[2]); //Sag is Y*Z
end else if (gDraw.dim2d[0] = 2) then begin //Coro
Xpix := frac2pix(Xfrac, gDraw.dim2d[1]); //Coro X*Z
Ypix := frac2pix(Zfrac, gDraw.dim2d[2]); //Coro is X*Z
end else begin //Axial
Xpix := frac2pix(Xfrac, gDraw.dim2d[1]); //Axial X*Y
//GLForm1.Caption := floattostr(Xfrac)+' fcx '+inttostr(gDraw.dim2d[1])+' '+inttostr(Xpix);
Ypix := frac2pix(Yfrac, gDraw.dim2d[2]); //Axial X*Y
end;
end;
function voiActiveX (var gDraw: TDraw): boolean;
begin
if (gDraw.view3d = nil) then
result := false
else
result := true;
end;
function voiActiveOrient (var gDraw: TDraw): integer;
begin
if (gDraw.view3d <> nil) and (gDraw.isMouseDown) then
result := gDraw.dim2d[0] //return Axial(1), Coronal(2) or Sagittal(3)
else
result := -1;
end;
procedure closeSlice (var gDraw: TDraw);
begin
if (gDraw.view2d <> nil) then freemem(gDraw.view2d);
if (gDraw.undo2d <> nil) then freemem(gDraw.undo2d);
if (gDraw.modified2d <> nil) then freemem(gDraw.modified2d);
gDraw.view2d := nil;
gDraw.undo2d := nil;
gDraw.modified2d := nil;
end;
procedure voiMouseDown(var gDraw: TDraw; Color, Orient: integer; Xfrac, Yfrac, Zfrac: single);
//Orient: Ax(1), Cor(2), Sag(3)
var
nPix, nSlices, volOffset,i,j, k: integer;
begin
if (gDraw.view3d = nil) then exit;
if ((gDraw.dim3d[1] * gDraw.dim3d[2]*gDraw.dim3d[3]) < 1) then exit;
if (Color < 0) or (Color > 255) or (Xfrac < 0.0) or (Yfrac < 0.0) or (Zfrac < 0.0) or (Xfrac > 1.0) or (Yfrac > 1.0) or (Zfrac > 1.0) then exit;
if (Orient < 1) or (Orient > 3) then exit; //accept Axial, Sag, Coro
closeSlice(gTexture3D.Draw);
gDraw.penColor := Color;
gDraw.dim2d[0] := Orient; //dim[0] = slice orient
if (Orient = 3) then begin
gDraw.dim2d[1] := gDraw.dim3d[2]; //Sag is Y*Z
gDraw.dim2d[2] := gDraw.dim3d[3]; //Sag is Y*Z
nSlices := gDraw.dim3d[1]; //Sag slices in X direction
//gDraw.dim2d[3] := round(Xfrac * gDraw.dim3d[1]) //sag slices select Left-Right slices
gDraw.dim2d[3] := frac2pix(Xfrac, gDraw.dim3d[1]); //sag slices select Left-Right slices
end else if (Orient = 2) then begin
gDraw.dim2d[1] := gDraw.dim3d[1]; //Coro X*Z
gDraw.dim2d[2] := gDraw.dim3d[3]; //Coro is X*Z
nSlices := gDraw.dim3d[2]; //Axial slices in Y direction
//gDraw.dim2d[3] := round(Yfrac * gDraw.dim3d[2]) //coro slices select Anterio-Posterior slices
gDraw.dim2d[3] := frac2pix(Yfrac, gDraw.dim3d[2]); //coro slices select Anterio-Posterior slices
end else begin //Axial
gDraw.dim2d[1] := gDraw.dim3d[1]; //Axial X*Y
gDraw.dim2d[2] := gDraw.dim3d[2]; //Axial X*Y
nSlices := gDraw.dim3d[3]; //Axial slices in Z direction
//gDraw.dim2d[3] := round(Zfrac * gDraw.dim3d[3]); //axial influences head-foot
gDraw.dim2d[3] := frac2pix(Zfrac, gDraw.dim3d[3]); //axial influences head-foot
end;
nPix := gDraw.dim2d[1] * gDraw.dim2d[2]; //dim[3] = number of pixels
if (nPix < 1) then exit;
//gDraw.dim2d[3] is the active slice we will be manipulating
if (gDraw.dim2d[3] < 0) or (gDraw.dim2d[3] >= nSlices) then exit;
//create slices holding initial pixel values
getmem(gDraw.view2d, nPix);
getmem(gDraw.undo2d, nPix);
getmem(gDraw.modified2d, nPix);
FillChar(gDraw.modified2d^,nPix,0); //set all to zero: nothing drawn yet
//
if (Orient = 3) then begin//Sag
volOffset := gDraw.dim2d[3]; //sag slices are in X direction
i := 0; //sag is Y*Z
for j := 0 to (gDraw.dim3d[3]-1) do begin //read each slice (Z)
for k := 0 to (gDraw.dim3d[2]-1) do begin //read Y direction
gDraw.undo2d[i] := gDraw.view3d[(k*gDraw.dim3d[1]) +volOffset];
i := i + 1;
end;
volOffset := volOffset + (gDraw.dim3d[1]*gDraw.dim3d[2]); //next Z slice
end;
end else if (Orient = 2) then begin//Coro
volOffset := gDraw.dim2d[3]*gDraw.dim3d[1]; //coro slices are in Y direction
i := 0; //coro is X*Z
for j := 0 to (gDraw.dim3d[3]-1) do begin //read each slice (Z)
for k := 0 to (gDraw.dim3d[1]-1) do begin //read X direction
gDraw.undo2d[i] := gDraw.view3d[k+volOffset];
i := i + 1;
end;
volOffset := volOffset + (gDraw.dim3d[1]*gDraw.dim3d[2]); //next Z slice
end;
end else begin //Axial
volOffset := gDraw.dim2d[3]*gDraw.dim3d[1]*gDraw.dim3d[2]; //axial slices are in Z direction, each X*Y pixels
Move(gDraw.view3d^[volOffset], gDraw.undo2d^,nPix);//source/dest
//for i := 0 to (nPix -1) do //data contiguous - we can replace for loop with move
// gDraw.undo2d[i] := gDraw.view3d[i+volOffset];
end;
Move(gDraw.undo2d^,gDraw.view2d^,nPix);//source/dest
//for i := 0 to (nPix div 4) do
// gDraw.view2d[i] := i mod 2;
//record mouse
click2pix (gTexture3D.Draw, gDraw.clickStartX, gDraw.clickStartY, Xfrac, Yfrac, Zfrac);
gDraw.clickPrevX := gDraw.clickStartX;
gDraw.clickPrevY := gDraw.clickStartY;
gDraw.isMouseDown := true;
gDraw.isModified := true;
end;
const
kFillNewColor = 255;//255;
kIgnoreColor = 253;//253;
kFillOldColor = 0;
procedure borderPixel (var gDraw: TDraw; x,y: integer);
var
px : integer;
begin
px := x + y* gDraw.dim2d[1];
if gDraw.modified2d[px] = kFillOldColor then
gDraw.modified2d[px] := kFillNewColor;
end;
procedure fillPixel (var gDraw: TDraw; x,y: integer);
var
px : integer;
begin
px := x + y* gDraw.dim2d[1];
if gDraw.modified2d[px] <> kFillOldColor then exit;
gDraw.modified2d[px] := kFillNewColor;
fillPixel (gDraw, x-1,y);
fillPixel (gDraw, x+1,y);
fillPixel (gDraw, x,y-1);
fillPixel (gDraw, x,y+1);
end;
procedure fillPixelBound (var gDraw: TDraw; x,y: integer);
//fill pixel with range checking
var
px : integer;
begin
px := x + y* gDraw.dim2d[1];
if gDraw.modified2d[px] <> kFillOldColor then exit;
gDraw.modified2d[px] := kFillNewColor;
if (x > 0) then fillPixelBound (gDraw, x-1,y);
if (x < (gDraw.dim2d[1]-1)) then fillPixelBound (gDraw, x+1,y);
if (y > 0) then fillPixelBound (gDraw, x,y-1);
if (y < (gDraw.dim2d[2]-1)) then fillPixelBound (gDraw, x,y+1);
end;
function isFillNewColor (var gDraw: TDraw; x,y: integer): boolean;
begin
result := (gDraw.modified2d[x + y* gDraw.dim2d[1] ] = kFillNewColor);
end;
procedure setColor (var gDraw: TDraw; x,y: integer; clr: byte);
begin
gDraw.modified2d[x + y* gDraw.dim2d[1]] := clr;
end;
procedure fillBubbles (var gDraw: TDraw);
//from borders identifies all connected voxels of kFillOldColor and makes them kFillNewColor
var
i: integer;
begin
if (gDraw.view2d = nil) or (gDraw.modified2d = nil) then exit;
if (gDraw.dim2d[1] < 3) or (gDraw.dim2d[2] < 3) then exit;
//blank left and right sides to prevent overflow errors
for i := 0 to (gDraw.dim2d[2]-1) do begin
borderPixel(gDraw, 0,i);
borderPixel(gDraw, gDraw.dim2d[1]-1,i);
end;
//blank top and bottom sides to prevent overflow errors
for i := 0 to (gDraw.dim2d[1]-1) do begin
borderPixel(gDraw, i,0);
borderPixel(gDraw, i,gDraw.dim2d[2]-1);
end;
//seed left and right edges
for i := 1 to (gDraw.dim2d[2]-2) do begin
if isFillNewColor(gDraw, 0,i) then fillPixel(gDraw, 1,i);
if isFillNewColor(gDraw, gDraw.dim2d[1]-1,i) then fillPixel(gDraw, gDraw.dim2d[1]-2,i);
end;
//seed top and bottom edges
for i := 1 to (gDraw.dim2d[1]-2) do begin
if isFillNewColor(gDraw, i, 0) then fillPixel(gDraw, i,1);
if isFillNewColor(gDraw, i, gDraw.dim2d[2]-1) then fillPixel(gDraw, i,gDraw.dim2d[2]-2);
end;
end;
procedure fillRegion (var gDraw: TDraw);
var
i: integer;
begin
if (gDraw.view2d = nil) or (gDraw.modified2d = nil) then exit;
if (gDraw.dim2d[1] < 3) or (gDraw.dim2d[2] < 3) then exit;
fillBubbles(gDraw);
for i := 0 to ((gDraw.dim2d[1]*gDraw.dim2d[2])-1) do
if (gDraw.modified2d[i] = kFillOldColor) then
gDraw.view2d[i] := gDraw.penColor;
end;
procedure doFloodFill(var gDraw: TDraw; x,y: integer; newColor, oldColor: byte);
//set all voxels connected to location x,y of oldColor to have newColor
var
nPix, i: integer;
begin
nPix := gDraw.dim2d[1]*gDraw.dim2d[2];
for i := 0 to (nPix-1) do begin
if gDraw.view2d[i] = oldColor then
gDraw.modified2d[i] := kFillOldColor
else
gDraw.modified2d[i] := kIgnoreColor;
end;
fillPixelBound (gDraw, x,y);
if newColor = oldColor then begin
for i := 0 to (nPix-1) do begin
if gDraw.modified2d[i] = kFillNewColor then
gDraw.modified2d[i] := kIgnoreColor
else
gDraw.modified2d[i] := kFillOldColor;
end;
fillBubbles(gDraw); //any oldcolor connected to the border set to newcolor
for i := 0 to (nPix-1) do begin
if gDraw.modified2d[i] = kFillOldColor then
gDraw.modified2d[i] := kFillNewColor //fill pockets
else
gDraw.modified2d[i] := kIgnoreColor;
end;
end;
for i := 0 to (nPix-1) do
if gDraw.modified2d[i] = kFillNewColor then
gDraw.view2d[i] := newColor;
end;
procedure voiMouseFloodFill(var gDraw: TDraw; Color, Orient: integer; Xfrac, Yfrac, Zfrac: single);
var
x,y: integer;
oldColor: byte;
begin
voiMouseDown(gDraw, Color, Orient, Xfrac, Yfrac, Zfrac);
gDraw.isMouseDown := false;
if (gDraw.view2d = nil) or (gDraw.modified2d = nil) then exit;
if (gDraw.dim2d[1] < 3) or (gDraw.dim2d[2] < 3) then exit;
click2pix (gDraw, x, y, Xfrac, Yfrac, Zfrac);
oldColor := gDraw.view2d[x + y* gDraw.dim2d[1]];
//GLForm1.caption :=inttostr(oldColor) +'->'+ inttostr(Color)+'xxxx'+inttostr(random(888));
doFloodFill(gDraw, x,y, Color, oldColor);
gDraw.doRedraw := true;
UpdateView3d(gDraw);
end;
procedure drawPixel (var gDraw: TDraw; x,y: integer);
var
px : integer;
begin
px := x + y* gDraw.dim2d[1];
gDraw.modified2d[px] := kIgnoreColor;//1;
gDraw.view2d[px] := gDraw.penColor;
end;
procedure DrawLine (var gDraw:TDraw; x,y, x2, y2: integer);
//http://www.edepot.com/lineb.html
var
yLonger: boolean;
i,incrementVal, shortLen, longLen, swap: integer;
multDiff: double;
begin
//drawPixel(x,y);
drawPixel(gDraw, x2,y2);
yLonger:=false;
shortLen:=y2-y;
longLen:=x2-x;
if (abs(shortLen)>abs(longLen)) then begin
swap:=shortLen;
shortLen:=longLen;
longLen:=swap;
yLonger:=true;
end;
if (longLen<0) then
incrementVal:=-1
else
incrementVal:=1;
if (longLen=0.0) then
multDiff:=shortLen
else
multDiff:=shortLen/longLen;
i := 0;
if (yLonger) then begin
while (i <> longLen) do begin
drawPixel(gDraw, round(x+(i*multDiff)),y+i);
i := i +incrementVal;
end;
end else begin
while (i <> longLen) do begin
drawPixel(gDraw, x+i,round(y+(i*multDiff)));
i := i +incrementVal;
end;
end;
end; //DrawX
function voiMouseMove (var gDraw: TDraw; Xfrac, Yfrac, Zfrac: single): boolean;
var
clickX, clickY: integer;
begin
result := false;
if not gDraw.isMouseDown then exit;
click2pix (gDraw, clickX, clickY, Xfrac, Yfrac, Zfrac);
if (clickX = gDraw.clickPrevX) and (clickY = gDraw.clickPrevY) then exit;
DrawLine (gDraw, gDraw.clickPrevX, gDraw.clickPrevY, clickX, clickY);
gDraw.clickPrevX := clickX;
gDraw.clickPrevY := clickY;
gDraw.doRedraw := true;
result := true;
end;
procedure preserveColors (var gDraw: TDraw);
var
i: integer;
begin
for i := 0 to ((gDraw.dim2d[1]*gDraw.dim2d[2])-1) do
if (gDraw.undo2d[i] <> 0) then
gDraw.view2d[i] := gDraw.undo2d[i];
end;
procedure voiMouseUp (var gDraw: TDraw; autoClose, overwriteColors: boolean);
begin
if (autoClose) then begin
DrawLine (gDraw, gDraw.clickPrevX, gDraw.clickPrevY, gDraw.clickStartX, gDraw.clickStartY);
fillRegion(gDraw);
end;
if not overwriteColors then
preserveColors(gDraw);
gDraw.doRedraw := true;
UpdateView3d(gDraw);
gDraw.isMouseDown := false;
end;
procedure voiUndo (var gDraw: TDraw);
var
temp: bytep0;
nPix: integer;
begin
if (gDraw.view3dId = 0) or ( gDraw.view2d = nil) or ( gDraw.undo2d = nil) then exit;
if (gDraw.dim2d[0] = 0) then //3D volume
nPix := gDraw.dim3d[1]* gDraw.dim3d[2] * gDraw.dim3d[3]
else
nPix := gDraw.dim2d[1] * gDraw.dim2d[2]; //dim[3] = number of pixels
if (nPix < 1) then exit;
//swap active and undo images, so multiple calls to 'Undo' will undo/redo last drawing...
getmem(temp, nPix);
Move(gDraw.undo2d^,temp^,nPix);//source/dest
Move(gDraw.view2d^,gDraw.undo2d^,nPix);//source/dest
Move(temp^,gDraw.view2d^,nPix);//source/dest
freemem(temp);
gDraw.doRedraw := true;
UpdateView3d(gDraw);
end;
procedure voiPasteSlice(var gDraw: TDraw; Xfrac, Yfrac, Zfrac: single);
begin
if (gDraw.view3dId = 0) or ( gDraw.view2d = nil) then exit;
if (gDraw.dim2d[0] = 3) then begin
gDraw.dim2d[3] := round(Xfrac * gDraw.dim3d[1]) //sag slices select Left-Right slices
end else if (gDraw.dim2d[0] = 2) then begin
gDraw.dim2d[3] := round(Yfrac * gDraw.dim3d[2]) //coro slices select Anterio-Posterior slices
end else begin //Axial
gDraw.dim2d[3] := round(Zfrac * gDraw.dim3d[3]); //axial influences head-foot
end;
gDraw.doRedraw := true;
UpdateView3d(gDraw);
end;
procedure Redraw (var gDraw: TDraw);
begin
if (gDraw.view3dId = 0) or ( gDraw.view2d = nil) then exit;
glBindTexture(GL_TEXTURE_3D, gDraw.view3dId);
if (gDraw.dim2d[0] = 0) then begin //insert 3D volume
glTexSubImage3D(GL_TEXTURE_3D,0,
0, 0,0,
gDraw.dim3d[1], gDraw.dim3d[2], gDraw.dim3d[3],
GL_ALPHA, GL_UNSIGNED_BYTE,@gDraw.view2d[0]);
end else if (gDraw.dim2d[0] = 3) then begin//Sag - insert slice in X dimension
glTexSubImage3D(GL_TEXTURE_3D,0,
gDraw.dim2d[3], 0,0,
1, gDraw.dim2d[1],gDraw.dim2d[2],
GL_ALPHA, GL_UNSIGNED_BYTE,@gDraw.view2d[0]);
end else if (gDraw.dim2d[0] = 2) then begin//Coro - insert slice in Y dimension
glTexSubImage3D(GL_TEXTURE_3D,0,
0,gDraw.dim2d[3], 0,
gDraw.dim2d[1],1, gDraw.dim2d[2],
GL_ALPHA, GL_UNSIGNED_BYTE,@gDraw.view2d[0]);
end else begin//Axial - insert slice in Z dimension
glTexSubImage3D(GL_TEXTURE_3D,0,
0, 0,gDraw.dim2d[3],
gDraw.dim2d[1],gDraw.dim2d[2],1,
GL_ALPHA, GL_UNSIGNED_BYTE,@gDraw.view2d[0]);
end;
end;
procedure voiChangeAlpha (var gDraw: TDraw; a: byte);
var
i: integer;
begin
//gDraw.alpha := a;
gDraw.doAlpha := true;
gDraw.colorLut[0].rgbReserved := 0;
for i := 1 to 255 do
gDraw.colorLut[i].rgbReserved := a;
end;
function voiGetVolume (var gDraw: TDraw): byteP0;
begin
result := gDraw.view3d;
end;
function makeRGB(r,g,b: byte): TGLRGBQuad;
begin
result.rgbRed := r;
result.rgbGreen := g;
result.rgbBlue := b;
end;
procedure voiDefaultLUT;
var
i:integer;
begin
with gDraw do begin
colorLut[0] := makeRGB(0,0,0);
colorLut[1] := makeRGB(255,0,0);//red
colorLut[2] := makeRGB(0,128,0);//green
colorLut[3] := makeRGB(0,0,255);//blue
colorLut[4] := makeRGB(255,128,0);//orange
colorLut[5] := makeRGB(128,0,255);//purple
colorLut[6] := makeRGB(0,200,200);//cyan
colorLut[7] := makeRGB(160,48,48);//brick
colorLut[8] := makeRGB(32,255,32);//lime
colorLut[9] := makeRGB(128,160,230);//lightblue
for i := 10 to 255 do
colorLut[i] := colorLut[((i-1) mod 9)+1];
end;
end;
procedure CreateColorTable (gDraw: TDraw);// Load image data
begin
if (gDraw.colorLutId <> 0) then glDeleteTextures(1,@gDraw.colorLutId);
glGenTextures(1, @gDraw.colorLutId);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_1D, gDraw.colorLutId);
glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, @gDraw.colorLut[0]);
end;
procedure voiClose (var gDraw: TDraw);
begin
if (gDraw.view3d <> nil) then freemem(gDraw.view3d);
gDraw.view3d := nil;
gDraw.isMouseDown:= false;
closeSlice (gDraw);
end;
procedure voiCloseGL (var gDraw: TDraw);
begin
if (gDraw.view3dId <> 0) then glDeleteTextures(1,@gDraw.view3dId);
if (gDraw.colorLutId <> 0) then glDeleteTextures(1,@gDraw.colorLutId);
if (gDraw.glslprogramId <> 0) then glDeleteProgram(gDraw.glslprogramId);
gDraw.view3dId := 0;
gDraw.colorLutId := 0;
gDraw.glslprogramId := 0;
end;
procedure voiCreate(var gDraw: TDraw; X,Y,Z: integer; Ptr: ByteP0);
var
vx: integer;
begin
gDraw.isModified := false;
gDraw.dim3d[1] := X;
gDraw.dim3d[2] := Y;
gDraw.dim3d[3] := Z;
closeSlice(gDraw);
if (gDraw.view3d <> nil) then freemem(gDraw.view3d);
vx := gDraw.dim3d[1] * gDraw.dim3d[2] * gDraw.dim3d[3];
if (vx <1) or (gDraw.dim3d[1] < 1) or (gDraw.dim3d[2] < 1) or (gDraw.dim3d[3] < 1) then begin
gDraw.view3d := nil;
exit;
end;
gDraw.isForceCreate := true;
getmem(gDraw.view3d, vx);
if (Ptr <> nil) then
Move(Ptr^,gDraw.view3d^,vx)//source/dest
else begin
FillChar(gDraw.view3d^,vx,0); //set all to zero
end;
end;
procedure voiCreateGL (var gDraw: TDraw);
//portion of voiCreate that requires OpenGL context
begin
gDraw.isForceCreate := false;
if (gDraw.view3dId <> 0) then glDeleteTextures(1,@gDraw.view3dId);
if (gDraw.colorLutId <> 0) then glDeleteTextures(1,@gDraw.colorLutId);
gDraw.view3dId := 0;
gDraw.colorLutId := 0;
if (gDraw.dim3d[1] < 1) or (gDraw.dim3d[2] < 1) or (gDraw.dim3d[3] < 1) then begin
gDraw.dim3d[1] := 0; gDraw.dim3d[2] := 0; gDraw.dim3d[3] := 0;
exit;
end;
CreateColorTable(gDraw);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glGenTextures(1, @gDraw.view3dId);
glBindTexture(GL_TEXTURE_3D, gDraw.view3dId);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
glTexImage3D(GL_TEXTURE_3D, 0, GL_ALPHA8, gDraw.dim3d[1], gDraw.dim3d[2], gDraw.dim3d[3], 0, GL_ALPHA, GL_UNSIGNED_BYTE,@gDraw.view3d[0]);
end;
const kMinimalShaderFrag = 'uniform float coordZ;'
+#10'uniform int orientAxCorSag;'
+#10'uniform sampler3D drawVol, intensityVol;'
+#10'uniform sampler1D drawLUT;'
+#10'uniform vec3 clearColor;'
+#10'void main(void){'
+#10'vec3 vox;'
+#10'if (orientAxCorSag == 2) vox = vec3(gl_TexCoord[0].x, coordZ, gl_TexCoord[0].y);'
+#10'else if (orientAxCorSag == 3) vox = vec3( coordZ, gl_TexCoord[0].x, gl_TexCoord[0].y);'
+#10'else vox = vec3(gl_TexCoord[0].xy, coordZ);'
+#10'vec4 bg = texture3D(intensityVol, vox);'
+#10'if (bg.a < 0.01) bg.rgb = clearColor;'
+#10'vec4 dr = texture1D(drawLUT, texture3D(drawVol, vox).a).rgba;'
+#10'gl_FragColor.rgb = mix(bg.rgb,dr.rgb,dr.a);'
+#10'}';
procedure StartGLSL (var gDraw: TDraw);
begin
if (gDraw.glslprogramId = 0) then gDraw.glslprogramId := initVertFrag('',kMinimalShaderFrag);
glUseProgram(gDraw.glslprogramId);
glEnable(GL_BLEND);
glActiveTexture( GL_TEXTURE0 ); //required if we will draw 2d slices next
glBindTexture(GL_TEXTURE_3D,gRayCast.intensityTexture3D);
glUniform1ix(gDraw.glslprogramId, 'intensityVol', 0);
glActiveTexture( GL_TEXTURE2);
glBindTexture(GL_TEXTURE_1D, gDraw.colorLutId);
glUniform1ix(gDraw.glslprogramId, 'drawLUT', 2);
glActiveTexture( GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, gDraw.view3dId);
glUniform1ix(gDraw.glslprogramId, 'drawVol', 1);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
end;
function voiOpenGLDraw(var gDraw: TDraw): GLuint;
begin
result := 0;
if (gDraw.view3d = nil) and (gDraw.view3dId <> 0) then voiCloseGL(gDraw);
if (gDraw.view3d <> nil) and ((gDraw.view3dId = 0) or (gDraw.isForceCreate)) then voiCreateGL(gDraw);
if gDraw.view3dId = 0 then exit;
if gDraw.doAlpha then begin
CreateColorTable(gDraw);
gDraw.doAlpha := false;
end;
if gDraw.doRedraw then begin
Redraw(gDraw);
gDraw.doRedraw := false;
end;
StartGLSL(gDraw);
result := gDraw.glslprogramId;
end;
function voiInit: TDraw;
begin
result.doRedraw := false;
result.doAlpha:= false;
result.glslprogramId := 0;
result.colorLutId := 0;
result.view3dId := 0;
voiDefaultLUT(result);
voiChangeAlpha(result, 128);
result.doAlpha := false;
result.isModified := false;
result.view2d := nil;
result.undo2d := nil;
result.modified2d := nil;
result.view3d := nil;
result.isForceCreate := false;
result.isMouseDown:= false;
end;
procedure voiFree(var gDraw: TDraw);
begin
voiClose(gDraw);
end;
(*initialization
gDraw.doRedraw := false;
gDraw.doAlpha:= false;
gDraw.glslprogramId := 0;
gDraw.colorLutId := 0;
gDraw.view3dId := 0;
voiDefaultLUT;
voiChangeAlpha(128);
gDraw.doAlpha := false;
gDraw.isModified := false;
gDraw.view2d := nil;
gDraw.undo2d := nil;
gDraw.modified2d := nil;
gDraw.view3d := nil;
gDraw.isForceCreate := false;
gDraw.isMouseDown:= false;
finalization
voiClose;
end.*)
end.