protected override void DoInitialize()
        {
            base.DoInitialize();

            string folder = System.Windows.Forms.Application.StartupPath;
            {
                string tff = "tff.png";
                this.texTransfer = InitTFF1DTexture(tff);
            }

            //{
            //    string filename = System.IO.Path.Combine(folder + @"\..\..\..\..\Infrastructure\CSharpGL.Models", "filename.raw");
            //    byte[] volumeData = GetVolumeData(filename);
            //    this.volume3DTexture = InitVolume3DTexture(volumeData, 16, 16, 16);
            //}
            {
                int    width = 128, height = 128, depth = 128;
                byte[] volumeData = VolumeDataGenerator.GetData(width, height, depth);
                // write volume data to raw file.
                //using (var fs = new FileStream("self.raw", FileMode.Create, FileAccess.Write))
                //using (var bw = new BinaryWriter(fs))
                //{
                //    bw.Write(volumeData);
                //}
                this.texVolume = InitVolume3DTexture(volumeData, width, height, depth);
            }
            {
                RenderMethod  method  = this.RenderUnit.Methods[1];
                ShaderProgram program = method.Program;
                program.SetUniform("texTansfer", this.texTransfer);
                program.SetUniform("texVolume", this.texVolume);
                program.SetUniform("backgroundColor", System.Drawing.Color.SkyBlue.ToVec4());
            }
        }
Beispiel #2
0
        //private float g_stepSize = 0.001f;

        protected override void DoInitialize()
        {
            base.DoInitialize();

            string folder = System.Windows.Forms.Application.StartupPath;
            {
                string tff = "tff.png";
                this.transferFunc1DTexture = InitTFF1DTexture(tff);
            }

            {
                //string head256 = System.IO.Path.Combine(folder + @"\..\..\..\..\Infrastructure\CSharpGL.Models", "head256.raw");
                //byte[] volumeData = GetVolumeData(head256);
                //this.volume3DTexture = InitVolume3DTexture(volumeData, 256,256,225);
            }
            {
                //string head256 = System.IO.Path.Combine(folder + @"\..\..\..\..\Infrastructure\CSharpGL.Models", "heart125-154-145.raw");
                //byte[] volumeData = GetVolumeData(head256);
                //this.volume3DTexture = InitVolume3DTexture(volumeData, 125,154,145);
            }
            //{
            //    string head256 = System.IO.Path.Combine(folder + @"\..\..\..\..\Infrastructure\CSharpGL.Models", "harmonic16-16-16.raw");
            //    byte[] volumeData = GetVolumeData(head256);
            //    this.volume3DTexture = InitVolume3DTexture(volumeData, 16, 16, 16);
            //}
            {
                int    width = 128, height = 128, depth = 128;
                byte[] volumeData = VolumeDataGenerator.GetData(width, height, depth);
                // write volume data to raw file.
                //using (var fs = new FileStream("self.raw", FileMode.Create, FileAccess.Write))
                //using (var bw = new BinaryWriter(fs))
                //{
                //    bw.Write(volumeData);
                //}
                this.volume3DTexture = InitVolume3DTexture(volumeData, width, height, depth);
            }
            {
                // setting uniforms such as
                // ScreenSize
                // StepSize
                // TransferFunc
                // ExitPoints i.e. the backface, the backface hold the ExitPoints of ray casting
                // VolumeTex the texture that hold the volume data i.e. head256.raw
                RenderMethod  method  = this.RenderUnit.Methods[1];
                ShaderProgram program = method.Program;
                //program.SetUniform("StepSize", this.g_stepSize);
                program.SetUniform("TransferFunc", this.transferFunc1DTexture);
                program.SetUniform("VolumeTex", this.volume3DTexture);
                var clearColor = new float[4];
                //GL.Instance.GetFloatv((uint)GetTarget.ColorClearValue, clearColor);
                //program.SetUniform("backgroundColor", new vec4(clearColor[0], clearColor[1], clearColor[2], clearColor[3]));
                program.SetUniform("backgroundColor", System.Drawing.Color.SkyBlue.ToVec4());
            }
        }