1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292
|
/*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLRayCastImageDisplayHelper.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 "vtkOpenGLRayCastImageDisplayHelper.h"
#include "vtkObjectFactory.h"
#include "vtkVolume.h"
#include "vtkRenderer.h"
#include "vtkTransform.h"
#include "vtkFixedPointRayCastImage.h"
#include "vtkNew.h"
#include "vtkProperty.h"
#include "vtkTextureObject.h"
#include "vtkOpenGLRenderUtilities.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkOpenGLShaderCache.h"
#include "vtkOpenGLVertexArrayObject.h"
#include "vtkShaderProgram.h"
#include "vtkOpenGLHelper.h"
#include "vtkOpenGLError.h"
#include <cmath>
#include "vtkTextureObjectVS.h" // a pass through shader
vtkStandardNewMacro(vtkOpenGLRayCastImageDisplayHelper);
//----------------------------------------------------------------------------
// Construct a new vtkOpenGLRayCastImageDisplayHelper with default values
vtkOpenGLRayCastImageDisplayHelper::vtkOpenGLRayCastImageDisplayHelper()
{
this->TextureObject = vtkTextureObject::New();
this->ShaderProgram = NULL;
}
//----------------------------------------------------------------------------
// Destruct a vtkOpenGLRayCastImageDisplayHelper - clean up any memory used
vtkOpenGLRayCastImageDisplayHelper::~vtkOpenGLRayCastImageDisplayHelper()
{
if (this->TextureObject)
{
this->TextureObject->Delete();
this->TextureObject = 0;
}
if (this->ShaderProgram)
{
delete this->ShaderProgram;
this->ShaderProgram = 0;
}
}
//----------------------------------------------------------------------------
// imageMemorySize is how big the texture is - this is always a power of two
//
// imageViewportSize is how big the renderer viewport is in pixels
//
// imageInUseSize is the rendered image - equal or smaller than imageMemorySize
// and imageViewportSize
//
// imageOrigin is the starting pixel of the imageInUseSize image on the
// the imageViewportSize viewport
//
void vtkOpenGLRayCastImageDisplayHelper::RenderTexture( vtkVolume *vol,
vtkRenderer *ren,
vtkFixedPointRayCastImage *image,
float requestedDepth )
{
this->RenderTextureInternal( vol, ren, image->GetImageMemorySize(), image->GetImageViewportSize(),
image->GetImageInUseSize(), image->GetImageOrigin(),
requestedDepth, VTK_UNSIGNED_SHORT, image->GetImage() );
}
//----------------------------------------------------------------------------
void vtkOpenGLRayCastImageDisplayHelper::RenderTexture( vtkVolume *vol,
vtkRenderer *ren,
int imageMemorySize[2],
int imageViewportSize[2],
int imageInUseSize[2],
int imageOrigin[2],
float requestedDepth,
unsigned char *image )
{
this->RenderTextureInternal( vol, ren, imageMemorySize, imageViewportSize,
imageInUseSize, imageOrigin, requestedDepth,
VTK_UNSIGNED_CHAR, static_cast<void *>(image) );
}
//----------------------------------------------------------------------------
void vtkOpenGLRayCastImageDisplayHelper::RenderTexture( vtkVolume *vol,
vtkRenderer *ren,
int imageMemorySize[2],
int imageViewportSize[2],
int imageInUseSize[2],
int imageOrigin[2],
float requestedDepth,
unsigned short *image )
{
this->RenderTextureInternal( vol, ren, imageMemorySize, imageViewportSize,
imageInUseSize, imageOrigin, requestedDepth,
VTK_UNSIGNED_SHORT, static_cast<void *>(image) );
}
//----------------------------------------------------------------------------
void vtkOpenGLRayCastImageDisplayHelper::RenderTextureInternal( vtkVolume *vol,
vtkRenderer *ren,
int imageMemorySize[2],
int imageViewportSize[2],
int imageInUseSize[2],
int imageOrigin[2],
float requestedDepth,
int imageScalarType,
void *image )
{
vtkOpenGLClearErrorMacro();
// Set the context
vtkOpenGLRenderWindow *ctx =
vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow());
this->TextureObject->SetContext(ctx);
float offsetX, offsetY;
float depth;
if ( requestedDepth > 0.0 && requestedDepth <= 1.0 )
{
depth = requestedDepth*2.0 - 1.0;
}
else
{
// Pass the center of the volume through the world to view function
// of the renderer to get the z view coordinate to use for the
// view to world transformation of the image bounds. This way we
// will draw the image at the depth of the center of the volume
ren->SetWorldPoint( vol->GetCenter()[0],
vol->GetCenter()[1],
vol->GetCenter()[2],
1.0 );
ren->WorldToDisplay();
depth = ren->GetDisplayPoint()[2];
}
// Don't write into the Zbuffer - just use it for comparisons
glDepthMask( 0 );
this->TextureObject->SetMinificationFilter(vtkTextureObject::Linear);
this->TextureObject->SetMagnificationFilter(vtkTextureObject::Linear);
if ( imageScalarType == VTK_UNSIGNED_CHAR )
{
this->TextureObject->Create2DFromRaw(
imageMemorySize[0], imageMemorySize[1], 4,
VTK_UNSIGNED_CHAR, static_cast<unsigned char *>(image));
}
else
{
this->TextureObject->Create2DFromRaw(
imageMemorySize[0], imageMemorySize[1], 4,
VTK_UNSIGNED_SHORT, static_cast<unsigned short *>(image));
}
offsetX = .5 / static_cast<float>(imageMemorySize[0]);
offsetY = .5 / static_cast<float>(imageMemorySize[1]);
float tcoords[8];
tcoords[0] = 0.0 + offsetX;
tcoords[1] = 0.0 + offsetY;
tcoords[2] =
(float)imageInUseSize[0]/(float)imageMemorySize[0] - offsetX;
tcoords[3] = offsetY;
tcoords[4] =
(float)imageInUseSize[0]/(float)imageMemorySize[0] - offsetX;
tcoords[5] =
(float)imageInUseSize[1]/(float)imageMemorySize[1] - offsetY;
tcoords[6] = offsetX;
tcoords[7] =
(float)imageInUseSize[1]/(float)imageMemorySize[1] - offsetY;
float verts[12] = {
2.0f*imageOrigin[0]/imageViewportSize[0] - 1.0f,
2.0f*imageOrigin[1]/imageViewportSize[1] - 1.0f, depth,
2.0f*(imageOrigin[0]+imageInUseSize[0]) /
imageViewportSize[0] - 1.0f,
2.0f*imageOrigin[1]/imageViewportSize[1] - 1.0f, depth,
2.0f*(imageOrigin[0]+imageInUseSize[0]) /
imageViewportSize[0] - 1.0f,
2.0f*(imageOrigin[1]+imageInUseSize[1]) /
imageViewportSize[1] - 1.0f, depth,
2.0f*imageOrigin[0]/imageViewportSize[0] - 1.0f,
2.0f*(imageOrigin[1]+imageInUseSize[1]) /
imageViewportSize[1] - 1.0f, depth};
if (!this->ShaderProgram)
{
this->ShaderProgram = new vtkOpenGLHelper;
// build the shader source code
std::string VSSource = vtkTextureObjectVS;
std::string FSSource =
"//VTK::System::Dec\n"
"//VTK::Output::Dec\n"
"varying vec2 tcoordVC;\n"
"uniform sampler2D source;\n"
"uniform float scale;\n"
"void main(void)\n"
"{\n"
" gl_FragData[0] = texture2D(source,tcoordVC)*scale;\n"
"}\n";
std::string GSSource;
// compile and bind it if needed
vtkShaderProgram *newShader =
ctx->GetShaderCache()->ReadyShaderProgram(VSSource.c_str(),
FSSource.c_str(),
GSSource.c_str());
// if the shader changed reinitialize the VAO
if (newShader != this->ShaderProgram->Program)
{
this->ShaderProgram->Program = newShader;
this->ShaderProgram->VAO->ShaderProgramChanged(); // reset the VAO as the shader has changed
}
this->ShaderProgram->ShaderSourceTime.Modified();
}
else
{
ctx->GetShaderCache()->ReadyShaderProgram(this->ShaderProgram->Program);
}
glEnable(GL_BLEND);
// backup current GL blend state
GLint blendSrcA = GL_SRC_ALPHA;
GLint blendDstA = GL_ONE;
GLint blendSrcC = GL_SRC_ALPHA;
GLint blendDstC = GL_ONE;
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcA);
glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDstA);
glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcC);
glGetIntegerv(GL_BLEND_DST_RGB, &blendDstC);
if (this->PreMultipliedColors)
{
// make the blend function correct for textures premultiplied by alpha.
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
// bind and activate this texture
this->TextureObject->Activate();
int sourceId = this->TextureObject->GetTextureUnit();
this->ShaderProgram->Program->SetUniformi("source",sourceId);
this->ShaderProgram->Program->SetUniformf("scale",this->PixelScale);
vtkOpenGLRenderUtilities::RenderQuad(verts, tcoords, this->ShaderProgram->Program,
this->ShaderProgram->VAO);
this->TextureObject->Deactivate();
// restore GL blend state
glBlendFuncSeparate(blendSrcC,blendDstC,blendSrcA,blendDstA);
vtkOpenGLCheckErrorMacro("failed after RenderTextureInternal");
}
//----------------------------------------------------------------------------
void vtkOpenGLRayCastImageDisplayHelper::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
}
//----------------------------------------------------------------------------
void vtkOpenGLRayCastImageDisplayHelper::ReleaseGraphicsResources(vtkWindow *win)
{
this->TextureObject->ReleaseGraphicsResources(win);
if (this->ShaderProgram)
{
this->ShaderProgram->ReleaseGraphicsResources(win);
delete this->ShaderProgram;
this->ShaderProgram = NULL;
}
}
|