コード例 #1
0
  def create3dView(self, viewOwnerNode):
    """
    :param viewOwnerNode: ownerNode manages this view instead of the layout manager (it can be any node in the scene)
    """

    viewLayoutName = "BitmapGenerator"
    # layout label is usually shorter than the full layout name, but in this case it helps if it is
    # obvious that the widget belongs to this module
    viewLayoutLabel = "BitmapGenerator"

    # Retrieve or create MRML view node
    if not self.threeDViewNode:
      self.threeDViewNode = slicer.mrmlScene.GetSingletonNode("BitmapGenerator","vtkMRMLViewNode")
    if not self.threeDViewNode:
      self.threeDViewNode = slicer.mrmlScene.CreateNodeByClass("vtkMRMLViewNode")
      self.threeDViewNode.UnRegister(None)
      self.threeDViewNode.SetSingletonTag("BitmapGenerator")
      self.threeDViewNode.SetName(viewLayoutName)
      self.threeDViewNode.SetLayoutName(viewLayoutName)
      self.threeDViewNode.SetLayoutLabel(viewLayoutLabel)
      self.threeDViewNode.SetLayoutColor(1, 1, 0)
      self.threeDViewNode.SetAndObserveParentLayoutNodeID(viewOwnerNode.GetID())
      self.threeDViewNode = slicer.mrmlScene.AddNode(self.threeDViewNode)

    # Create widget
    if not self.threeDWidget:
      self.threeDWidget = slicer.qMRMLThreeDWidget()
      self.threeDWidget.setObjectName("ThreeDWidget"+self.threeDViewNode.GetLayoutLabel())
      self.threeDWidget.viewLabel = self.threeDViewNode.GetLayoutLabel()
      self.threeDWidget.viewColor = qt.QColor.fromRgbF(*self.threeDViewNode.GetLayoutColor())
      self.threeDWidget.setMRMLScene(slicer.mrmlScene)
      self.threeDWidget.setMRMLViewNode(self.threeDViewNode)
コード例 #2
0
 def createWindows(self):
   self.stereoMode = self.stereoCheckBox.isChecked()
 
   # Create widgets to hold windows
   self.leftWidgets = qt.QWidget()
   self.leftWidgets.setWindowTitle("SlicerCubeMap - Left")
   leftWidgetsLayout = qt.QHBoxLayout()
   leftWidgetsLayout.setSpacing(0)
   leftWidgetsLayout.setContentsMargins(0,0,0,0)
   self.leftWidgets.setLayout(leftWidgetsLayout)
   self.rightWidgets = qt.QWidget()
   self.rightWidgets.setWindowTitle("SlicerCubeMap - Right")
   rightWidgetsLayout = qt.QHBoxLayout()
   rightWidgetsLayout.setSpacing(0)
   rightWidgetsLayout.setContentsMargins(0,0,0,0)
   self.rightWidgets.setLayout(rightWidgetsLayout)
 
   # Per cube face per eye
   leftFaces  = ["lpx", "lnz", "lnx", "lpz", "lpy", "lny"]
   rightFaces = ["rpx", "rnz", "rnx", "rpz", "rpy", "rny"]
   
   slicer.mrmlScene.AddNode(slicer.vtkMRMLViewNode()) # There's some wonky behaviour with the first view node created (ViewNode2?), so this terrible thing exists for now
   for face in leftFaces:
     # Initialize View Nodes
     view = slicer.vtkMRMLViewNode()
     slicer.mrmlScene.AddNode(view)
     self.cubeFaceViewNodes.append(view)
     
     # Initialize ThreeD Widgets
     threeDWidget = slicer.qMRMLThreeDWidget()
     threeDWidget.setFixedSize(qt.QSize(600, 600))
     threeDWidget.setMRMLViewNode(view)
     threeDWidget.setMRMLScene(slicer.mrmlScene)
     threeDWidget.setWindowTitle("SlicerCubeMap - " + face)
     threeDWidget.children()[1].hide() # Hide widget controller bar; TODO: maybe a bit more robust
     self.cubeFaceThreeDWidgets[face] = threeDWidget
     
     # Set Stereo settings
     if (self.stereoCheckBox.isChecked()):
       threeDWidget.threeDView().renderWindow().StereoRenderOn()
       threeDWidget.threeDView().renderWindow().SetStereoTypeToLeft()
     threeDWidget.threeDView().renderWindow().Render()
     
     # Add to Left eye cubemap widget
     self.leftWidgets.layout().addWidget(threeDWidget)
   
   if (self.stereoMode is True):  
     for face in rightFaces:
       # Initialize View Nodes
       view = slicer.vtkMRMLViewNode()
       slicer.mrmlScene.AddNode(view)
       self.cubeFaceViewNodes.append(view)
       
       # Initialize ThreeD Widgets
       threeDWidget = slicer.qMRMLThreeDWidget()
       threeDWidget.setFixedSize(qt.QSize(600, 600))
       threeDWidget.setMRMLViewNode(view)
       threeDWidget.setMRMLScene(slicer.mrmlScene)
       threeDWidget.setWindowTitle("SlicerCubeMap - " + face)
       threeDWidget.children()[1].hide() # Hide widget controller bar; TODO: maybe a bit more robust
       self.cubeFaceThreeDWidgets[face] = threeDWidget
     
       # Set Stereo settings
       threeDWidget.threeDView().renderWindow().StereoRenderOn()
       threeDWidget.threeDView().renderWindow().SetStereoTypeToRight()
       threeDWidget.threeDView().renderWindow().Render()
       
       # Add to Right eye cubemap widget
       self.rightWidgets.layout().addWidget(threeDWidget)      
   
   # Set background colors depending on face
   # Front, Left, Right, and Back retain default color gradient
   # Top and Bottom have opposite sides of the gradient
   self.cubeFaceThreeDWidgets["lny"].threeDView().setBackgroundColor(qt.QColor(193, 195, 232))
   self.cubeFaceThreeDWidgets["lny"].threeDView().setBackgroundColor2(qt.QColor(193, 195, 232))
   self.cubeFaceThreeDWidgets["lpy"].threeDView().setBackgroundColor(qt.QColor(116, 120, 190))
   self.cubeFaceThreeDWidgets["lpy"].threeDView().setBackgroundColor2(qt.QColor(116, 120, 190))
   
   if (self.stereoMode is True):
     self.cubeFaceThreeDWidgets["rny"].threeDView().setBackgroundColor(qt.QColor(193, 195, 232))
     self.cubeFaceThreeDWidgets["rny"].threeDView().setBackgroundColor2(qt.QColor(193, 195, 232))    
     self.cubeFaceThreeDWidgets["rpy"].threeDView().setBackgroundColor(qt.QColor(116, 120, 190))
     self.cubeFaceThreeDWidgets["rpy"].threeDView().setBackgroundColor2(qt.QColor(116, 120, 190))
コード例 #3
0
ファイル: BitmapGenerator.py プロジェクト: willyci/SlicerFab
    def generate(self,
                 volumeRenderingNode,
                 filePattern="/tmp/slice_%04d.png"):  # underscore not dash
        """

    """
        lm = slicer.app.layoutManager()
        # switch on the type to get the requested window
        # just the 3D window
        mainThreeDWidget = lm.threeDWidget(0).threeDView()
        viewNode = mainThreeDWidget.mrmlViewNode()

        # create the dummy threeD widget
        threeDWidget = slicer.qMRMLThreeDWidget()
        threeDWidget.resize(self.width, self.height)
        threeDWidget.setObjectName("ThreeDWidget%s" %
                                   viewNode.GetLayoutLabel())
        threeDWidget.setMRMLScene(slicer.mrmlScene)
        threeDWidget.setMRMLViewNode(viewNode)
        self.threeDWidget = threeDWidget
        threeDWidget.show()

        # configure the view
        cacheViewNode = slicer.vtkMRMLViewNode()
        cacheViewNode.Copy(viewNode)
        viewNode.SetBoxVisible(0)
        viewNode.SetAxisLabelsVisible(0)
        viewNode.SetBackgroundColor((1, 1, 1))
        viewNode.SetBackgroundColor2((1, 1, 1))

        roi = volumeRenderingNode.GetROINode()
        roiCenter = [
            0,
        ] * 3
        roiRadius = [
            0,
        ] * 3
        roi.GetXYZ(roiCenter)
        roi.GetRadiusXYZ(roiRadius)
        roi.SetDisplayVisibility(0)
        camera = vtk.vtkCamera()
        camera.SetFocalPoint(roiCenter)
        camera.SetPosition(roiCenter[0], roiCenter[1],
                           roiCenter[2] + roiRadius[2])
        camera.SetViewUp((0, 1, 0))

        mrmlCamera = slicer.util.getNode('Default Scene Camera')
        cacheCamera = vtk.vtkCamera()
        cacheCamera.DeepCopy(mrmlCamera.GetCamera())

        mrmlCamera.GetCamera().DeepCopy(camera)
        viewNode.SetRenderMode(slicer.vtkMRMLViewNode.Orthographic)

        # cycle through the slabs
        slabRadius = list(roiRadius)
        slabRadius[2] = self.slabThickness
        roi.SetRadiusXYZ(slabRadius)
        slabCounter = 0
        slabCenter = [roiCenter[0], roiCenter[1], roiCenter[2] - roiRadius[2]]
        slabTop = roiCenter[2] + roiRadius[2]

        threeDView = threeDWidget.threeDView()
        renderWindow = threeDView.renderWindow()
        self.delayDisplay("Starting render...", 300)

        while slabCenter[2] <= slabTop:
            roi.SetXYZ(slabCenter)
            threeDView.forceRender()
            windowToImage = vtk.vtkWindowToImageFilter()
            windowToImage.SetInput(renderWindow)
            writer = vtk.vtkPNGWriter()
            writer.SetInputConnection(windowToImage.GetOutputPort())
            filePath = filePattern % slabCounter
            windowToImage.Update()
            writer.SetFileName(filePath)
            writer.Write()
            slabCounter += 1
            slabCenter[2] = slabCenter[2] + self.slabSpacing

        # reset things
        viewNode.Copy(cacheViewNode)
        mrmlCamera.GetCamera().DeepCopy(cacheCamera)
        roi.SetXYZ(roiCenter)
        roi.SetRadiusXYZ(roiRadius)
        roi.SetDisplayVisibility(1)
コード例 #4
0
ファイル: ShadedModels.py プロジェクト: afruehstueck/CommonGL
  def test_ShadedModels1(self):
    """ Ideally you should have several levels of tests.  At the lowest level
    tests should exercise the functionality of the logic with different inputs
    (both valid and invalid).  At higher levels your tests should emulate the
    way the user would interact with your code and confirm that it still works
    the way you intended.
    One of the most important features of the tests is that it should alert other
    developers when their changes will have an impact on the behavior of your
    module.  For example, if a developer removes a feature that you depend on,
    your test should break so they know that the feature is needed.
    """

    self.delayDisplay("Starting the test")

    import SampleData
    sampleDataLogic = SampleData.SampleDataLogic()
    print("Getting MR Head Volume")
    mrHeadVolume = sampleDataLogic.downloadMRHead()

    resize = vtk.vtkImageResize()
    resize.SetInputDataObject(mrHeadVolume.GetImageData())
    resize.SetOutputDimensions(256,256,128)
    resize.Update()


    tdw = slicer.qMRMLThreeDWidget()
    tdw.setMRMLScene(slicer.mrmlScene)
    tdw.setMRMLViewNode(slicer.util.getNode("*ViewNode*"))
    tdw.show()

    from vtkSlicerShadedActorModuleLogicPython import *

    shadedActor=vtkOpenGLShadedActor()
    tdv = tdw.threeDView()
    rw = tdv.renderWindow()
    rens = rw.GetRenderers()
    ren = rens.GetItemAsObject(0)
    ren.AddActor(shadedActor)
    mapper = vtk.vtkPolyDataMapper()
    shadedActor.SetMapper(mapper)
    shadedActor.SetVertexShaderSource("""
      #version 120
      attribute vec3 vertexAttribute;
      attribute vec2 textureCoordinateAttribute;
      varying vec4 interpolatedColor;
      varying vec3 interpolatedTextureCoordinate;
      void main()
      {
        interpolatedColor = vec4(0.5) + vec4(vertexAttribute, 1.);
        interpolatedTextureCoordinate = vec3(textureCoordinateAttribute, .5);
        gl_Position = vec4(vertexAttribute, 1.);
      }
    """)

    shadedActor.SetFragmentShaderSource("""
      #version 120
      varying vec4 interpolatedColor;
      varying vec3 interpolatedTextureCoordinate;
      uniform sampler3D volumeSampler;
      void main()
      {
        gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );
        gl_FragColor = interpolatedColor;
        vec4 volumeSample = texture3D(volumeSampler, interpolatedTextureCoordinate);
        volumeSample *= 100;
        gl_FragColor = mix( volumeSample, interpolatedColor, 0.5);
        
        vec4 integratedRay = vec4(0.);
        for (int i = 0; i < 256; i++) {
          vec3 samplePoint = vec3(interpolatedTextureCoordinate.st, i/256.);
          vec4 volumeSample = texture3D(volumeSampler, samplePoint);
          integratedRay += volumeSample;
        }
        gl_FragColor = integratedRay;
      }
    """)
    shadedActor.SetTextureImageData(resize.GetOutputDataObject(0))
    #shadedActor.SetTextureImageData(mrHeadVolume.GetImageData())
    sphereSource = vtk.vtkSphereSource()
    mapper.SetInputConnection(sphereSource.GetOutputPort())
    actor = vtk.vtkActor()
    actor.SetScale(20,20,20)
    actor.SetMapper(mapper)
    ren.AddActor(actor)
    rw.Render()

    wti = vtk.vtkWindowToImageFilter()
    wti.SetInput(rw)
    iv = vtk.vtkImageViewer()
    iv.SetColorLevel(128)
    iv.SetColorWindow(256)
    iv.SetInputConnection(wti.GetOutputPort())
    iv.Render()

    extensionManager = vtk.vtkOpenGLExtensionManager()
    extensionManager.SetRenderWindow(rw)
    extensionManager.Update()
    print(extensionManager) 
    print(extensionManager.GetDriverGLVendor()) 
    print(extensionManager.GetDriverGLVersion()) 
    print(extensionManager.GetDriverGLRenderer()) 

    slicer.modules.ShadedModelsWidget.tdw = tdw
    slicer.modules.ShadedModelsWidget.iv = iv
コード例 #5
0
ファイル: ShadedModels.py プロジェクト: pieper/CommonGL
    def test_ShadedModels1(self):
        """ Ideally you should have several levels of tests.  At the lowest level
    tests should exercise the functionality of the logic with different inputs
    (both valid and invalid).  At higher levels your tests should emulate the
    way the user would interact with your code and confirm that it still works
    the way you intended.
    One of the most important features of the tests is that it should alert other
    developers when their changes will have an impact on the behavior of your
    module.  For example, if a developer removes a feature that you depend on,
    your test should break so they know that the feature is needed.
    """

        self.delayDisplay("Starting the test")

        import SampleData
        sampleDataLogic = SampleData.SampleDataLogic()
        print("Getting MR Head Volume")
        mrHeadVolume = sampleDataLogic.downloadMRHead()

        resize = vtk.vtkImageResize()
        resize.SetInputDataObject(mrHeadVolume.GetImageData())
        resize.SetOutputDimensions(256, 256, 128)
        resize.Update()

        tdw = slicer.qMRMLThreeDWidget()
        tdw.setMRMLScene(slicer.mrmlScene)
        tdw.setMRMLViewNode(slicer.util.getNode("*ViewNode*"))
        tdw.show()

        from vtkSlicerShadedActorModuleLogicPython import *

        shadedActor = vtkOpenGLShadedActor()
        tdv = tdw.threeDView()
        rw = tdv.renderWindow()
        rens = rw.GetRenderers()
        ren = rens.GetItemAsObject(0)
        ren.AddActor(shadedActor)
        mapper = vtk.vtkPolyDataMapper()
        shadedActor.SetMapper(mapper)
        shadedActor.SetVertexShaderSource("""
      #version 120
      attribute vec3 vertexAttribute;
      attribute vec2 textureCoordinateAttribute;
      varying vec4 interpolatedColor;
      varying vec3 interpolatedTextureCoordinate;
      void main()
      {
        interpolatedColor = vec4(0.5) + vec4(vertexAttribute, 1.);
        interpolatedTextureCoordinate = vec3(textureCoordinateAttribute, .5);
        gl_Position = vec4(vertexAttribute, 1.);
      }
    """)

        shadedActor.SetFragmentShaderSource("""
      #version 120
      varying vec4 interpolatedColor;
      varying vec3 interpolatedTextureCoordinate;
      uniform sampler3D volumeSampler;
      void main()
      {
        gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );
        gl_FragColor = interpolatedColor;
        vec4 volumeSample = texture3D(volumeSampler, interpolatedTextureCoordinate);
        volumeSample *= 100;
        gl_FragColor = mix( volumeSample, interpolatedColor, 0.5);
        
        vec4 integratedRay = vec4(0.);
        for (int i = 0; i < 256; i++) {
          vec3 samplePoint = vec3(interpolatedTextureCoordinate.st, i/256.);
          vec4 volumeSample = texture3D(volumeSampler, samplePoint);
          integratedRay += volumeSample;
        }
        gl_FragColor = integratedRay;
      }
    """)
        shadedActor.SetTextureImageData(resize.GetOutputDataObject(0))
        #shadedActor.SetTextureImageData(mrHeadVolume.GetImageData())
        sphereSource = vtk.vtkSphereSource()
        mapper.SetInputConnection(sphereSource.GetOutputPort())
        actor = vtk.vtkActor()
        actor.SetScale(20, 20, 20)
        actor.SetMapper(mapper)
        ren.AddActor(actor)
        rw.Render()

        wti = vtk.vtkWindowToImageFilter()
        wti.SetInput(rw)
        iv = vtk.vtkImageViewer()
        iv.SetColorLevel(128)
        iv.SetColorWindow(256)
        iv.SetInputConnection(wti.GetOutputPort())
        iv.Render()

        extensionManager = vtk.vtkOpenGLExtensionManager()
        extensionManager.SetRenderWindow(rw)
        extensionManager.Update()
        print(extensionManager)
        print(extensionManager.GetDriverGLVendor())
        print(extensionManager.GetDriverGLVersion())
        print(extensionManager.GetDriverGLRenderer())

        slicer.modules.ShadedModelsWidget.tdw = tdw
        slicer.modules.ShadedModelsWidget.iv = iv