/*========================================================================= Program: Visualization Toolkit Module: vtkWindowLevelLookupTable.cxx Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen All rights reserved. See Copyright.txt or http://www.kitware.com/Copyright.htm for details. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the above copyright notice for more information. =========================================================================*/ #include "vtkWindowLevelLookupTable.h" #include "vtkObjectFactory.h" #include vtkStandardNewMacro(vtkWindowLevelLookupTable); //------------------------------------------------------------------------------ vtkWindowLevelLookupTable::vtkWindowLevelLookupTable(int sze, int ext) : vtkLookupTable(sze, ext) { this->Level = (this->TableRange[0] + this->TableRange[1]) / 2; this->Window = (this->TableRange[1] - this->TableRange[0]); this->InverseVideo = 0; this->MinimumTableValue[0] = 0.0; this->MinimumTableValue[1] = 0.0; this->MinimumTableValue[2] = 0.0; this->MinimumTableValue[3] = 1.0; this->MaximumTableValue[0] = 1.0; this->MaximumTableValue[1] = 1.0; this->MaximumTableValue[2] = 1.0; this->MaximumTableValue[3] = 1.0; } //------------------------------------------------------------------------------ // Table is built as a linear ramp between MinimumTableValue and // MaximumTableValue. void vtkWindowLevelLookupTable::ForceBuild() { double start[4], incr[4]; for (int j = 0; j < 4; j++) { start[j] = this->MinimumTableValue[j] * 255; incr[j] = ((this->MaximumTableValue[j] - this->MinimumTableValue[j]) / (this->NumberOfColors - 1) * 255); } if (this->InverseVideo) { for (vtkIdType i = 0; i < this->NumberOfColors; i++) { unsigned char* rgba = this->Table->WritePointer(4 * i, 4); for (int j = 0; j < 4; j++) { rgba[j] = static_cast(start[j] + (this->NumberOfColors - i - 1) * incr[j] + 0.5); } } } else { for (vtkIdType i = 0; i < this->NumberOfColors; i++) { unsigned char* rgba = this->Table->WritePointer(4 * i, 4); for (int j = 0; j < 4; j++) { rgba[j] = static_cast(start[j] + i * incr[j] + 0.5); } } } this->BuildSpecialColors(); this->BuildTime.Modified(); } //------------------------------------------------------------------------------ // Reverse the color table (don't rebuild in case someone has // been adjusting the table values by hand) // This is a little ugly ... it might be best to remove // SetInverseVideo altogether and just use a negative Window. void vtkWindowLevelLookupTable::SetInverseVideo(vtkTypeBool iv) { if (this->InverseVideo == iv) { return; } this->InverseVideo = iv; if (this->Table->GetNumberOfTuples() < 1) { return; } unsigned char *rgba, *rgba2; unsigned char tmp[4]; int i; int n = this->NumberOfColors - 1; for (i = 0; i < this->NumberOfColors / 2; i++) { rgba = this->Table->WritePointer(4 * i, 4); rgba2 = this->Table->WritePointer(4 * (n - i), 4); tmp[0] = rgba[0]; tmp[1] = rgba[1]; tmp[2] = rgba[2]; tmp[3] = rgba[3]; rgba[0] = rgba2[0]; rgba[1] = rgba2[1]; rgba[2] = rgba2[2]; rgba[3] = rgba2[3]; rgba2[0] = tmp[0]; rgba2[1] = tmp[1]; rgba2[2] = tmp[2]; rgba2[3] = tmp[3]; } this->Modified(); } //------------------------------------------------------------------------------ void vtkWindowLevelLookupTable::PrintSelf(ostream& os, vtkIndent indent) { this->Superclass::PrintSelf(os, indent); os << indent << "Window: " << this->Window << "\n"; os << indent << "Level: " << this->Level << "\n"; os << indent << "InverseVideo: " << (this->InverseVideo ? "On\n" : "Off\n"); os << indent << "MinimumTableValue : (" << this->MinimumTableValue[0] << ", " << this->MinimumTableValue[1] << ", " << this->MinimumTableValue[2] << ", " << this->MinimumTableValue[3] << ")\n"; os << indent << "MaximumTableValue : (" << this->MaximumTableValue[0] << ", " << this->MaximumTableValue[1] << ", " << this->MaximumTableValue[2] << ", " << this->MaximumTableValue[3] << ")\n"; }