Merge pull request #1 from vahpy/vahpy-new-features
Adding downscaling feature
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Коммит
0af309d1d5
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@ -1,4 +1,4 @@
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using System;
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using System;
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using UnityEngine;
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namespace UnityVolumeRendering
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@ -13,9 +13,13 @@ namespace UnityVolumeRendering
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[SerializeField]
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public int[] data = null;
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// Flattened 3D array of downscaled data sample values.
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[SerializeField]
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public int dimX, dimY, dimZ;
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public float[] downScaledData = null;
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[SerializeField]
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public int dimX, dimY, dimZ, halfDimX, halfDimY, halfDimZ;
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[SerializeField]
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public float scaleX = 0.0f, scaleY = 0.0f, scaleZ = 0.0f;
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@ -26,12 +30,23 @@ namespace UnityVolumeRendering
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private int maxDataValue = int.MinValue;
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private Texture3D dataTexture = null;
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private Texture3D gradientTexture = null;
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private bool downScaled = false;
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public Texture3D GetDataTexture()
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{
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return GetDataTexture(false);
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}
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public Texture3D GetDataTexture(bool forceDownscaling)
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{
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if (dataTexture == null)
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{
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dataTexture = CreateTextureInternal();
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if (forceDownscaling /* || some conditions */)
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{
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dataTexture = CreateDownScaledTextureInternal();
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downScaled = true;
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}
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else dataTexture = CreateTextureInternal();
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}
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return dataTexture;
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}
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@ -40,7 +55,8 @@ namespace UnityVolumeRendering
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{
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if (gradientTexture == null)
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{
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gradientTexture = CreateGradientTextureInternal();
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if (downScaled) gradientTexture = CreateDownScaledGradientTextureInternal();
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else gradientTexture = CreateGradientTextureInternal();
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}
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return gradientTexture;
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}
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@ -112,7 +128,7 @@ namespace UnityVolumeRendering
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TextureFormat texformat = SystemInfo.SupportsTextureFormat(TextureFormat.RHalf) ? TextureFormat.RHalf : TextureFormat.RFloat;
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Texture3D texture = new Texture3D(dimX, dimY, dimZ, texformat, false);
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texture.wrapMode = TextureWrapMode.Clamp;
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int minValue = GetMinDataValue();
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int maxValue = GetMaxDataValue();
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int maxRange = maxValue - minValue;
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@ -197,5 +213,147 @@ namespace UnityVolumeRendering
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texture.Apply();
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return texture;
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}
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private Texture3D CreateDownScaledTextureInternal()
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{
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halfDimX = dimX / 2 + dimX % 2;
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halfDimY = dimY / 2 + dimY % 2;
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halfDimZ = dimZ / 2 + dimZ % 2;
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TextureFormat texformat = SystemInfo.SupportsTextureFormat(TextureFormat.RHalf) ? TextureFormat.RHalf : TextureFormat.RFloat;
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Texture3D texture = new Texture3D(halfDimX, halfDimY, halfDimZ, texformat, false);
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texture.wrapMode = TextureWrapMode.Clamp;
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downScaledData = new float[halfDimX * halfDimY * halfDimZ];
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int minValue = GetMinDataValue();
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int maxValue = GetMaxDataValue();
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int maxRange = maxValue - minValue;
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bool isHalfFloat = texformat == TextureFormat.RHalf;
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int sampleSize = isHalfFloat ? 2 : 4;
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byte[] bytes;
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try
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{
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// Create a byte array for filling the texture. Store has half (16 bit) or single (32 bit) float values.
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bytes = new byte[halfDimX * halfDimY * halfDimZ * sampleSize]; // This can cause OutOfMemoryException
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}
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catch (OutOfMemoryException ex)
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{
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Debug.LogWarning("Out of memory when creating texture. Using fallback method.");
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bytes = null;
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}
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for (int x = 0; x < halfDimX; x++)
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{
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for (int y = 0; y < halfDimY; y++)
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{
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for (int z = 0; z < halfDimZ; z++)
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{
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float avg = GetAvgerageVoxelValues(x * 2, y * 2, z * 2);
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int index = x + y * halfDimX + z * (halfDimX * halfDimY);
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downScaledData[index] = (avg - minValue) / maxRange; //Store downscaled data for gradient texture generation, etc.
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if (bytes == null)
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{
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texture.SetPixel(x, y, z, new Color(downScaledData[index], 0.0f, 0.0f, 0.0f));
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}
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else
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{
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byte[] pixelBytes = isHalfFloat ? BitConverter.GetBytes(Mathf.FloatToHalf(downScaledData[index])) : BitConverter.GetBytes(downScaledData[index]);
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Array.Copy(pixelBytes, 0, bytes, index * sampleSize, sampleSize);
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}
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}
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}
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}
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if (bytes != null) texture.SetPixelData(bytes, 0);
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texture.Apply();
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return texture;
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}
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private Texture3D CreateDownScaledGradientTextureInternal()
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{
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if (!downScaled || downScaledData == null) throw new InvalidOperationException("Downscaled gradient texture must be generated after downscaled main texture!");
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TextureFormat texformat = SystemInfo.SupportsTextureFormat(TextureFormat.RGBAHalf) ? TextureFormat.RGBAHalf : TextureFormat.RGBAFloat;
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Texture3D texture = new Texture3D(halfDimX, halfDimY, halfDimZ, texformat, false);
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texture.wrapMode = TextureWrapMode.Clamp;
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Color[] cols;
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try
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{
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cols = new Color[downScaledData.Length];
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}
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catch (OutOfMemoryException ex)
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{
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cols = null;
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}
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for (int x = 0; x < halfDimX; x++)
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{
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for (int y = 0; y < halfDimY; y++)
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{
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for (int z = 0; z < halfDimZ; z++)
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{
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int iData = x + y * halfDimX + z * (halfDimX * halfDimY);
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float x1 = downScaledData[Math.Min(x + 1, halfDimX - 1) + y * halfDimX + z * (halfDimX * halfDimY)];
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float x2 = downScaledData[Math.Max(x - 1, 0) + y * halfDimX + z * (halfDimX * halfDimY)];
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float y1 = downScaledData[x + Math.Min(y + 1, halfDimY - 1) * halfDimX + z * (halfDimX * halfDimY)];
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float y2 = downScaledData[x + Math.Max(y - 1, 0) * halfDimX + z * (halfDimX * halfDimY)];
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float z1 = downScaledData[x + y * halfDimX + Math.Min(z + 1, halfDimZ - 1) * (halfDimX * halfDimY)];
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float z2 = downScaledData[x + y * halfDimX + Math.Max(z - 1, 0) * (halfDimX * halfDimY)];
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Vector3 grad = new Vector3(x2 - x1, y2 - y1, z2 - z1);
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if (cols == null)
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{
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texture.SetPixel(x, y, z, new Color(grad.x, grad.y, grad.z, downScaledData[iData]));
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}
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else
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{
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cols[iData] = new Color(grad.x, grad.y, grad.z, downScaledData[iData]);
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}
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}
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}
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}
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if (cols != null) texture.SetPixels(cols);
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texture.Apply();
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return texture;
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}
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public float GetAvgerageVoxelValues(int x, int y, int z)
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{
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// if a dimension length is not an even number
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bool xC = x + 1 == dimX;
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bool yC = y + 1 == dimY;
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bool zC = z + 1 == dimZ;
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//if expression can only be true on the edges of the texture
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if (xC || yC || zC)
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{
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if (!xC && yC && zC) return (GetData(x, y, z) + GetData(x + 1, y, z)) / 2.0f;
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else if (xC && !yC && zC) return (GetData(x, y, z) + GetData(x, y + 1, z)) / 2.0f;
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else if (xC && yC && !zC) return (GetData(x, y, z) + GetData(x, y, z + 1)) / 2.0f;
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else if (!xC && !yC && zC) return (GetData(x, y, z) + GetData(x + 1, y, z) + GetData(x, y + 1, z) + GetData(x + 1, y + 1, z)) / 4.0f;
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else if (!xC && yC && !zC) return (GetData(x, y, z) + GetData(x + 1, y, z) + GetData(x, y, z + 1) + GetData(x + 1, y, z + 1)) / 4.0f;
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else if (xC && !yC && !zC) return (GetData(x, y, z) + GetData(x, y + 1, z) + GetData(x, y, z + 1) + GetData(x, y + 1, z + 1)) / 4.0f;
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else return GetData(x, y, z); // if xC && yC && zC
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}
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return (GetData(x, y, z) + GetData(x + 1, y, z) + GetData(x, y + 1, z) + GetData(x + 1, y + 1, z)
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+ GetData(x, y, z + 1) + GetData(x, y + 1, z + 1) + GetData(x + 1, y, z + 1) + GetData(x + 1, y + 1, z + 1)) / 8.0f;
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}
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public int GetData(int x, int y, int z)
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{
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return data[x + y * dimX + z * (dimX * dimY)];
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}
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public float GetDownScaledData(int x, int y, int z)
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{
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return downScaledData[x + y * halfDimX + z * (halfDimX * halfDimY)];
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}
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}
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}
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