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// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-License-Identifier: BSD-3-Clause
#include "vtkOpenGLImageGradient.h"
#include "vtkOpenGLImageAlgorithmHelper.h"
#include "vtkCellData.h"
#include "vtkDataArray.h"
#include "vtkImageData.h"
#include "vtkInformation.h"
#include "vtkInformationVector.h"
#include "vtkObjectFactory.h"
#include "vtkPointData.h"
#include "vtkShaderProgram.h"
#include "vtkStreamingDemandDrivenPipeline.h"
#include <algorithm> // for std::nth_element
VTK_ABI_NAMESPACE_BEGIN
vtkStandardNewMacro(vtkOpenGLImageGradient);
//------------------------------------------------------------------------------
// Construct an instance of vtkOpenGLImageGradient filter.
vtkOpenGLImageGradient::vtkOpenGLImageGradient()
{
// for GPU we do not want threading
this->NumberOfThreads = 1;
this->EnableSMP = false;
this->Helper = vtkOpenGLImageAlgorithmHelper::New();
}
//------------------------------------------------------------------------------
vtkOpenGLImageGradient::~vtkOpenGLImageGradient()
{
if (this->Helper)
{
this->Helper->Delete();
this->Helper = nullptr;
}
}
void vtkOpenGLImageGradient::SetRenderWindow(vtkRenderWindow* renWin)
{
this->Helper->SetRenderWindow(renWin);
}
//------------------------------------------------------------------------------
void vtkOpenGLImageGradient::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "Helper: ";
this->Helper->PrintSelf(os, indent);
}
// this is used as a callback by the helper to set shader parameters
// before running and to update them on each slice
class vtkOpenGLGradientCB : public vtkOpenGLImageAlgorithmCallback
{
public:
// initialize the spacing
void InitializeShaderUniforms(vtkShaderProgram* program) override
{
float sp[3];
sp[0] = this->Spacing[0];
sp[1] = this->Spacing[1];
sp[2] = this->Spacing[2];
program->SetUniform3f("spacing", sp);
}
// no uniforms change on a per slice basis so empty
void UpdateShaderUniforms(vtkShaderProgram* /* program */, int /* zExtent */) override {}
double* Spacing;
vtkOpenGLGradientCB() = default;
~vtkOpenGLGradientCB() override = default;
private:
vtkOpenGLGradientCB(const vtkOpenGLGradientCB&) = delete;
void operator=(const vtkOpenGLGradientCB&) = delete;
};
//------------------------------------------------------------------------------
// This method contains the first switch statement that calls the correct
// templated function for the input and output region types.
void vtkOpenGLImageGradient::ThreadedRequestData(vtkInformation* vtkNotUsed(request),
vtkInformationVector** inputVector, vtkInformationVector* vtkNotUsed(outputVector),
vtkImageData*** inData, vtkImageData** outData, int outExt[6], int vtkNotUsed(id))
{
vtkDataArray* inArray = this->GetInputArrayToProcess(0, inputVector);
outData[0]->GetPointData()->GetScalars()->SetName(inArray->GetName());
// The output scalar type must be double to store proper gradients.
if (outData[0]->GetScalarType() != VTK_DOUBLE)
{
vtkErrorMacro(
"Execute: output ScalarType is " << outData[0]->GetScalarType() << "but must be double.");
return;
}
// Gradient makes sense only with one input component. This is not
// a Jacobian filter.
if (inArray->GetNumberOfComponents() != 1)
{
vtkErrorMacro("Execute: input has more than one component. "
"The input to gradient should be a single component image. "
"Think about it. If you insist on using a color image then "
"run it though RGBToHSV then ExtractComponents to get the V "
"components. That's probably what you want anyhow.");
return;
}
vtkOpenGLGradientCB cb;
cb.Spacing = inData[0][0]->GetSpacing();
// build the fragment shader for 2D or 3D gradient
std::string fragShader =
"//VTK::System::Dec\n"
"varying vec2 tcoordVSOutput;\n"
"uniform sampler3D inputTex1;\n"
"uniform float zPos;\n"
"uniform vec3 spacing;\n"
"uniform float inputScale;\n"
"uniform float inputShift;\n"
"//VTK::Output::Dec\n"
"void main(void) {\n"
" float dx = textureOffset(inputTex1, vec3(tcoordVSOutput, zPos), ivec3(1,0,0)).r\n"
" - textureOffset(inputTex1, vec3(tcoordVSOutput, zPos), ivec3(-1,0,0)).r;\n"
" dx = inputScale*0.5*dx/spacing.x;\n"
" float dy = textureOffset(inputTex1, vec3(tcoordVSOutput, zPos), ivec3(0,1,0)).r\n"
" - textureOffset(inputTex1, vec3(tcoordVSOutput, zPos), ivec3(0,-1,0)).r;\n"
" dy = inputScale*0.5*dy/spacing.y;\n";
if (this->Dimensionality == 3)
{
fragShader +=
" float dz = textureOffset(inputTex1, vec3(tcoordVSOutput, zPos), ivec3(0,0,1)).r\n"
" - textureOffset(inputTex1, vec3(tcoordVSOutput, zPos), ivec3(0,0,-1)).r;\n"
" dz = inputScale*0.5*dz/spacing.z;\n"
" gl_FragData[0] = vec4(dx, dy, dz, 1.0);\n"
"}\n";
}
else
{
fragShader += " gl_FragData[0] = vec4(dx, dy, 0.0, 1.0);\n"
"}\n";
}
// call the helper to execute this code
this->Helper->Execute(&cb, inData[0][0], inArray, outData[0], outExt,
"//VTK::System::Dec\n"
"attribute vec4 vertexMC;\n"
"attribute vec2 tcoordMC;\n"
"varying vec2 tcoordVSOutput;\n"
"void main() {\n"
" tcoordVSOutput = tcoordMC;\n"
" gl_Position = vertexMC;\n"
"}\n",
fragShader.c_str(),
"");
}
VTK_ABI_NAMESPACE_END
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