基于 2D 纹理的体绘制
Posted
技术标签:
【中文标题】基于 2D 纹理的体绘制【英文标题】:2D-texture based volume rendering 【发布时间】:2014-04-13 19:24:47 【问题描述】:我在网上找到了一个很棒的体积渲染教程: volume rendering tutorial .示例代码是用 Windows 编写的,由于我在 Mac 上工作,因此我尝试根据自己的理解编写自己的代码。现在,我的程序只是在 Z 轴上从 -1 到 1 排列 2D 帧,而不应用 alpha 和混合。所以如果一切顺利,我应该可以看到第一片。但是,当我运行程序时,我得到了一些奇怪的东西。
我的代码:
//
// VolumeRendering.cpp
// Volume_Rendering
//
// Created by HOBBY on 4/5/14.
// Copyright (c) 2014 Yihao Jiang. All rights reserved.
//
#include <GLTools.h>
#include <GL/glew.h>
#include <Opengl/gl.h>
#include <glut/glut.h>
#include <fstream>
#include "VolumeRendering.h"
#include <GLMatrixStack.h>
#include <GLFrustum.h>
#include <GLGeometryTransform.h>
int m_uImageCount;
int m_uImageWidth;
int m_uImageHeight;
GLuint* m_puTextureIDs;
GLMatrixStack modelViewMatrix;
GLMatrixStack projectionMatrix;
GLFrame cameraFrame;
GLFrustum viewFrustum;
GLBatch myBatch;
GLGeometryTransform transformPipeline;
GLShaderManager shaderManager;
void ChangeSize(int w, int h)
glViewport(0, 0, w, h);
GLdouble aspectRatio = (GLdouble)(w)/(GLdouble)(h);
if (w <= h)
viewFrustum.SetOrthographic(-1.0f, 1.0f, -(1.0f/aspectRatio), 1.0f/aspectRatio, -1.0f, 1.0f);
else
viewFrustum.SetOrthographic(-1.0f, 1.0f, -(1.0f * aspectRatio), 1.0f * aspectRatio, -1.0f, 1.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
void SetupRC()
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
shaderManager.InitializeStockShaders();
glEnable(GL_DEPTH_TEST);
const char* filePath = "/Users/WensarHobby/Documents/Codes/workspace/Volume_Rendering/Volume_Rendering/head256x256x109";
if(!InitTextures2D(filePath))
printf("InitTexture error");
bool InitTextures2D(const char* filePath)
std::fstream myFile;
myFile.open(filePath, std::ios::in | std::ios::binary);
m_uImageCount = 109;
m_uImageWidth = 256;
m_uImageHeight = 256;
// Holds the texuture IDs
m_puTextureIDs = new GLuint[m_uImageCount];
// Holds the luminance buffer
char* chBuffer = new char[m_uImageWidth * m_uImageHeight];
char* chRGBABuffer = new char[m_uImageWidth * m_uImageHeight * 4];
glGenTextures(m_uImageCount, (GLuint*)m_puTextureIDs);
// Read each frames and construct the texture
for( int nIndx = 0; nIndx < m_uImageCount; ++nIndx )
// Read the frame
myFile.read(chBuffer, m_uImageWidth*m_uImageHeight);
// Set the properties of the texture.
glBindTexture( GL_TEXTURE_2D, m_puTextureIDs[nIndx] );
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, m_uImageWidth, m_uImageHeight , 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE,(GLvoid *) chBuffer);
glBindTexture( GL_TEXTURE_2D, 0 );
delete[] chBuffer;
delete[] chRGBABuffer;
return true;
void SpecialKeys(int key, int x, int y)
if(key == GLUT_KEY_UP)
if (key == GLUT_KEY_DOWN)
if (key == GLUT_KEY_LEFT)
if (key == GLUT_KEY_RIGHT)
glutPostRedisplay();
void RenderScene(void)
static GLfloat vLightPos [] = 1.0f, 1.0f, 0.0f ;
static GLfloat vWhite [] = 1.0f, 1.0f, 1.0f, 1.0f ;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
modelViewMatrix.PushMatrix();
M3DMatrix44f mCamera;
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.MultMatrix(mCamera);
for(int nIndx=0; nIndx <m_uImageCount;++nIndx)
glBindTexture(GL_TEXTURE_2D, m_puTextureIDs[nIndx]);
MakeQuads(nIndx);
glBindTexture(GL_TEXTURE_2D, m_puTextureIDs[nIndx]);
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
transformPipeline.GetModelViewMatrix(),
transformPipeline.GetProjectionMatrix(),
vLightPos, vWhite, 0);
myBatch.Draw();
modelViewMatrix.PopMatrix();
glutSwapBuffers();
void MakeQuads(int quads_index)
myBatch.Begin(GL_QUADS, 4, 1);
myBatch.Normal3f(0.0f, 0.0f, -1.0f);
myBatch.MultiTexCoord2f(quads_index, 0.0f, 0.0f);
myBatch.Vertex3f(-1.0f, -1.0f, 1.0f - (GLfloat)(quads_index/m_uImageCount));
myBatch.Normal3f(0.0f, 0.0f, -1.0f);
myBatch.MultiTexCoord2f(quads_index, 1.0f, 0.0f);
myBatch.Vertex3f(1.0f, -1.0f, 1.0f - (GLfloat)(quads_index/m_uImageCount));
myBatch.Normal3f(0.0f, 0.0f, -1.0f);
myBatch.MultiTexCoord2f(quads_index, 0.0f, 1.0f);
myBatch.Vertex3f(-1.0f, 1.0f, 1.0f - (GLfloat)(quads_index/m_uImageCount));
myBatch.Normal3f(0.0f, 0.0f, -1.0f);
myBatch.MultiTexCoord2f(quads_index, 1.0f, 1.0f);
myBatch.Vertex3f(1.0f, 1.0f, 1.0f - (GLfloat)(quads_index/m_uImageCount));
myBatch.End();
void ShutdownRC(void)
glDeleteTextures(m_uImageCount, (GLuint*)m_puTextureIDs);
int main(int argc, char* argv[])
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(400, 400);
glutCreateWindow("Volume_Rendering");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
GLenum err = glewInit();
if (GLEW_OK != err)
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
SetupRC();
glutMainLoop();
ShutdownRC();
return 0;
这是我奇怪的结果:
我是 OpenGL 和体渲染的新手,在我看来,我对着色器管理器的使用应该有问题。但我不太确定。谁能告诉我问题出在哪里?非常感谢。
【问题讨论】:
在我看来,这对于任何 opengl 或 directx 来说都是非常典型的第一步调试哈哈。你应该看看摆弄你的四边形坐标你没有得到更好的东西。这看起来像是启用了面剔除的一些错误的顶点旋转顺序。可能是任何东西。它已经很好你看到蓝色了! 我建议也发布着色器代码(我没有发现任何明显的东西。)正如@v.oddou 所说,这对于使用新代码的首次渲染来说并不罕见。我还建议暂时取消所有纹理代码,并首先专注于正确设置几何图形(使用固定颜色)。 @v.oddou 我做了一些测试,我将正交投影更改为透视投影,似乎可行。那么在我的代码中使用 setOrthographic 函数有什么问题呢? @holtavolt 我做了很多测试,现在我几乎可以肯定问题出在函数 MakeQuads() 上,更具体地说是 MultiTexCoord2f() 函数。如果我只在屏幕上绘制一帧并将所有 quads_index 替换为 0,它就可以工作。现在我正在考虑如何用一个着色器绘制多个纹理...... 【参考方案1】:终于,我想通了!我是对的,问题在于函数 MultiTexCoord2f()。这里这个函数的第一个参数应该总是0而不是quads_index。这里没有多重纹理!!新代码如下所示:
#include <GLTools.h>
#include <GL/glew.h>
#include <Opengl/gl.h>
#include <glut/glut.h>
#include <fstream>
#include "VolumeRendering.h"
#include <GLMatrixStack.h>
#include <GLFrustum.h>
#include <GLGeometryTransform.h>
int m_uImageCount;
int m_uImageWidth;
int m_uImageHeight;
GLuint* m_puTextureIDs;
GLMatrixStack modelViewMatrix;
GLMatrixStack projectionMatrix;
GLFrame cameraFrame;
GLFrame objectFrame;
GLFrustum viewFrustum;
GLBatch myBatch;
GLGeometryTransform transformPipeline;
GLShaderManager shaderManager;
void ChangeSize(int w, int h)
glViewport(0, 0, w, h);
viewFrustum.SetPerspective(35.0f, float(w) / float(h), 1.0f, 500.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
void SetupRC()
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
shaderManager.InitializeStockShaders();
glEnable(GL_DEPTH_TEST);
const char* filePath = "/Users/WensarHobby/Documents/Codes/workspace/Volume_Rendering/Volume_Rendering/head256x256x109";
if(!InitTextures2D(filePath))
printf("InitTexture error");
cameraFrame.MoveForward(-7.0f);
bool InitTextures2D(const char* filePath)
std::fstream myFile;
myFile.open(filePath, std::ios::in | std::ios::binary);
m_uImageCount = 109;
m_uImageWidth = 256;
m_uImageHeight = 256;
// Holds the texuture IDs
m_puTextureIDs = new GLuint[m_uImageCount];
// Holds the luminance buffer
char* chBuffer = new char[m_uImageWidth * m_uImageHeight];
//char* chRGBABuffer = new char[m_uImageWidth * m_uImageHeight * 4];
glGenTextures(m_uImageCount, m_puTextureIDs);
// Read each frames and construct the texture
for( int nIndx = 0; nIndx < m_uImageCount; ++nIndx )
// Read the frame
myFile.read(chBuffer, m_uImageWidth*m_uImageHeight);
// Set the properties of the texture.
glBindTexture( GL_TEXTURE_2D, m_puTextureIDs[nIndx] );
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, m_uImageWidth, m_uImageHeight , 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE,(GLvoid *) chBuffer);
glBindTexture( GL_TEXTURE_2D, 0 );
delete[] chBuffer;
// delete[] chRGBABuffer;
return true;
void SpecialKeys(int key, int x, int y)
glutPostRedisplay();
void RenderScene(void)
static GLfloat vLightPos [] = 1.0f, 1.0f, 0.0f ;
static GLfloat vWhite [] = 1.0f, 1.0f, 1.0f, 1.0f ;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
modelViewMatrix.PushMatrix();
M3DMatrix44f mCamera;
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.MultMatrix(mCamera);
M3DMatrix44f mObjectFrame;
objectFrame.GetMatrix(mObjectFrame);
modelViewMatrix.MultMatrix(mObjectFrame);
for(int nIndx=0; nIndx <m_uImageCount;++nIndx)
glBindTexture(GL_TEXTURE_2D, m_puTextureIDs[nIndx]);
MakeQuads(nIndx);
glBindTexture(GL_TEXTURE_2D, m_puTextureIDs[nIndx]);
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
transformPipeline.GetModelViewMatrix(),
transformPipeline.GetProjectionMatrix(),
vLightPos, vWhite, 0);
myBatch.Draw();
modelViewMatrix.PopMatrix();
glutSwapBuffers();
void MakeQuads(int quads_index)
myBatch.Begin(GL_QUADS, 4, 1);
myBatch.Normal3f(0.0f, 0.0f, -1.0f);
myBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
myBatch.Vertex3f(-1.0f, -1.0f, 1.0f - (GLfloat)(quads_index/m_uImageCount));
//myBatch.Vertex3f(-1.0f, -1.0f, 1.0f);
myBatch.Normal3f(0.0f, 0.0f, -1.0f);
myBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
myBatch.Vertex3f(1.0f, -1.0f, 1.0f - (GLfloat)(quads_index/m_uImageCount));
//myBatch.Vertex3f(1.0f, -1.0f, 1.0f);
myBatch.Normal3f(0.0f, 0.0f, -1.0f);
myBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
myBatch.Vertex3f(1.0f, 1.0f, 1.0f - (GLfloat)(quads_index/m_uImageCount));
//myBatch.Vertex3f(1.0f, 1.0f, 1.0f);
myBatch.Normal3f(0.0f, 0.0f, -1.0f);
myBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
myBatch.Vertex3f(-1.0f, 1.0f, 1.0f - (GLfloat)(quads_index/m_uImageCount));
//myBatch.Vertex3f(-1.0f, 1.0f, 1.0f);
myBatch.End();
void ShutdownRC(void)
glDeleteTextures(m_uImageCount, (GLuint*)m_puTextureIDs);
int main(int argc, char* argv[])
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(400, 400);
glutCreateWindow("Volume_Rendering");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
GLenum err = glewInit();
if (GLEW_OK != err)
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
SetupRC();
glutMainLoop();
ShutdownRC();
return 0;
【讨论】:
以上是关于基于 2D 纹理的体绘制的主要内容,如果未能解决你的问题,请参考以下文章
vtk等值面体绘制|纹理映射体绘制 附:不透明传输函数,颜色传输函数光照与阴影