#
# volume3dopts.py - The Volume3DOpts class.
#
# Author: Paul McCarthy <pauldmccarthy@gmail.com>
#
"""This module provides the :class:`.Volume3DOpts` class, a mix-in for
use with :class:`.DisplayOpts` classes.
"""
import numpy as np
import fsl.transform.affine as affine
import fsleyes_props as props
import fsleyes_widgets as fwidgets
import fsleyes.gl as fslgl
[docs]class Volume3DOpts(object):
"""The ``Volume3DOpts`` class is a mix-in for use with :class:`.DisplayOpts`
classes. It defines display properties used for ray-cast based rendering
of :class:`.Image` overlays.
The properties in this class are tightly coupled to the ray-casting
implementation used by the :class:`.GLVolume` class - see its documentation
for details.
"""
blendFactor = props.Real(minval=0.001, maxval=1, default=0.1)
"""Controls how much each sampled point on each ray contributes to the
final colour.
"""
blendByIntensity = props.Boolean(default=True)
"""If ``True``, the colours from samples are weighted by voxel intensity
as well as the blendFactor.
"""
numSteps = props.Int(minval=25, maxval=500, default=100, clamped=False)
"""Specifies the maximum number of samples to acquire in the rendering of
each pixel of the 3D scene. This corresponds to the number of iterations
of the ray-casting loop.
.. note:: In a low performance environment, the actual number of steps
may differ from this value - use the :meth:`getNumSteps` method
to get the number of steps that are actually executed.
"""
numInnerSteps = props.Int(minval=1, maxval=100, default=10, clamped=True)
"""Only used in low performance environments. Specifies the number of
ray-casting steps to execute in a single iteration on the GPU, as part
of an outer loop which is running on the CPU. See the :class:`.GLVolume`
class documentation for more details on the rendering process.
.. warning:: The maximum number of iterations that can be performed within
an ARB fragment program is implementation-dependent. Too high
a value may result in errors or a corrupted view. See the
:class:`.GLVolume` class for details.
"""
resolution = props.Int(minval=10, maxval=100, default=100, clamped=True)
"""Only used in low performance environments. Specifies the resolution
of the off-screen buffer to which the volume is rendered, as a percentage
of the screen resolution.
See the :class:`.GLVolume` class documentation for more details.
"""
smoothing = props.Int(minval=0, maxval=10, default=0, clamped=True)
"""Amount of smoothing to apply to the rendered volume - this setting
controls the smoothing filter radius, in pixels.
"""
numClipPlanes = props.Int(minval=0, maxval=5, default=0, clamped=True)
"""Number of active clip planes. """
showClipPlanes = props.Boolean(default=False)
"""If ``True``, wirframes depicting the active clipping planes will
be drawn.
"""
clipMode = props.Choice(('intersection', 'union', 'complement'))
"""This setting controls how the active clip planes are combined.
- ``intersection`` clips the intersection of all planes
- ``union`` clips the union of all planes
- ``complement`` clips the complement of all planes
"""
clipPosition = props.List(
props.Percentage(minval=0, maxval=100, clamped=True),
minlen=10,
maxlen=10)
"""Centre of clip-plane rotation, as a distance from the volume centre -
0.5 is centre.
"""
clipAzimuth = props.List(
props.Real(minval=-180, maxval=180, clamped=True),
minlen=10,
maxlen=10)
"""Rotation (degrees) of the clip plane about the Z axis, in the display
coordinate system.
"""
clipInclination = props.List(
props.Real(minval=-180, maxval=180, clamped=True),
minlen=10,
maxlen=10)
"""Rotation (degrees) of the clip plane about the Y axis in the display
coordinate system.
"""
[docs] def __init__(self):
"""Create a :class:`Volume3DOpts` instance.
"""
# If we're in an X11/SSh session,
# step down the quality so it's
# a bit faster.
if fwidgets.inSSHSession():
self.numSteps = 60
self.resolution = 70
self.blendFactor = 0.3
# If we're in GL14, restrict the
# maximum possible amount of
# smoothing, as GL14 fragment
# programs cannot be too large.
if float(fslgl.GL_COMPATIBILITY) < 2.1:
smooth = self.getProp('smoothing')
smooth.setAttribute(self, 'maxval', 6)
self.clipPosition[:] = 10 * [50]
self.clipAzimuth[:] = 10 * [0]
self.clipInclination[:] = 10 * [0]
# Give convenient initial values for
# the first three clipping planes
self.clipInclination[1] = 90
self.clipAzimuth[ 1] = 0
self.clipInclination[2] = 90
self.clipAzimuth[ 2] = 90
[docs] def destroy(self):
"""Does nothing. """
pass
[docs] def getNumSteps(self):
"""Return the value of the :attr:`numSteps` property, possibly
adjusted according to the the :attr:`numInnerSteps` property. The
result of this method should be used instead of the value of
the :attr:`numSteps` property.
See the :class:`.GLVolume` class for more details.
"""
if float(fslgl.GL_COMPATIBILITY) >= 2.1:
return self.numSteps
outer = self.getNumOuterSteps()
return int(outer * self.numInnerSteps)
[docs] def getNumOuterSteps(self):
"""Returns the number of iterations for the outer ray-casting loop.
See the :class:`.GLVolume` class for more details.
"""
total = self.numSteps
inner = self.numInnerSteps
outer = np.ceil(total / float(inner))
return int(outer)
[docs] def calculateRayCastSettings(self, view=None, proj=None):
"""Calculates various parameters required for 3D ray-cast rendering
(see the :class:`.GLVolume` class).
:arg view: Transformation matrix which transforms from model
coordinates to view coordinates (i.e. the GL view matrix).
:arg proj: Transformation matrix which transforms from view coordinates
to normalised device coordinates (i.e. the GL projection
matrix).
Returns a tuple containing:
- A vector defining the amount by which to move along a ray in a
single iteration of the ray-casting algorithm. This can be added
directly to the volume texture coordinates.
- A transformation matrix which transforms from image texture
coordinates into the display coordinate system.
.. note:: This method will raise an error if called on a
``GLImageObject`` which is managing an overlay that is not
associated with a :class:`.Volume3DOpts` instance.
"""
if view is None: view = np.eye(4)
if proj is None: proj = np.eye(4)
# In GL, the camera position
# is initially pointing in
# the -z direction.
eye = [0, 0, -1]
target = [0, 0, 1]
# We take this initial camera
# configuration, and transform
# it by the inverse modelview
# matrix
t2dmat = self.getTransform('texture', 'display')
xform = affine.concat(view, t2dmat)
ixform = affine.invert(xform)
eye = affine.transform(eye, ixform, vector=True)
target = affine.transform(target, ixform, vector=True)
# Direction that the 'camera' is
# pointing, normalied to unit length
cdir = affine.normalise(eye - target)
# Calculate the length of one step
# along the camera direction in a
# single iteration of the ray-cast
# loop. Multiply by sqrt(3) so that
# the maximum number of steps will
# be reached across the longest axis
# of the image texture cube.
rayStep = np.sqrt(3) * cdir / self.getNumSteps()
# A transformation matrix which can
# transform image texture coordinates
# into the corresponding screen
# (normalised device) coordinates.
# This allows the fragment shader to
# convert an image texture coordinate
# into a relative depth value.
#
# The projection matrix puts depth into
# [-1, 1], but we want it in [0, 1]
zscale = affine.scaleOffsetXform([0.5, 0.5, 0.5], [0.5, 0.5, 0.5])
xform = affine.concat(zscale, proj, xform)
# The Scene3DViewProfile needs to know the image
# texture to screen transformation so it can
# transform screen locations into image
# coordinates. So we construct an appropriate
# transform and cache it in the overlay list
# whenever it is recalculated.
scr2disp = affine.concat(t2dmat, affine.invert(xform))
self.overlayList.setData(
self.overlay, 'screen2DisplayXform_{}'.format(id(self)), scr2disp)
return rayStep, xform
[docs] def get3DClipPlane(self, planeIdx):
"""A convenience method which calculates a point-vector description
of the specified clipping plane. ``planeIdx`` is an index into the
:attr:`clipPosition`, :attr:`clipAzimuth`, and
:attr:`clipInclination`, properties.
Returns the clip plane at the given ``planeIdx`` as an origin and
normal vector, in the display coordinate system..
"""
pos = self.clipPosition[ planeIdx]
azimuth = self.clipAzimuth[ planeIdx]
incline = self.clipInclination[planeIdx]
b = self.bounds
pos = pos / 100.0
azimuth = azimuth * np.pi / 180.0
incline = incline * np.pi / 180.0
xmid = b.xlo + 0.5 * b.xlen
ymid = b.ylo + 0.5 * b.ylen
zmid = b.zlo + 0.5 * b.zlen
centre = [xmid, ymid, zmid]
normal = [0, 0, -1]
rot1 = affine.axisAnglesToRotMat(incline, 0, 0)
rot2 = affine.axisAnglesToRotMat(0, 0, azimuth)
rotation = affine.concat(rot2, rot1)
normal = affine.transformNormal(normal, rotation)
normal = affine.normalise(normal)
offset = (pos - 0.5) * max((b.xlen, b.ylen, b.zlen))
origin = centre + normal * offset
return origin, normal