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nmWTAI-Platform/3rd/VTK7.1/source/VTK-7.1.1/Rendering/OpenGL/vtkSobelGradientMagnitudePa...

558 lines
15 KiB
C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkSobelGradientMagnitudePass.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 "vtkSobelGradientMagnitudePass.h"
#include "vtkObjectFactory.h"
#include <cassert>
#include "vtkRenderState.h"
#include "vtkRenderer.h"
#include "vtkgl.h"
#include "vtkFrameBufferObject.h"
#include "vtkTextureObject.h"
#include "vtkShaderProgram2.h"
#include "vtkShader2.h"
#include "vtkShader2Collection.h"
#include "vtkUniformVariables.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkOpenGLExtensionManager.h"
#include "vtkOpenGLError.h"
#include "vtkTextureUnitManager.h"
// to be able to dump intermediate passes into png files for debugging.
// only for vtkSobelGradientMagnitudePass developers.
//#define VTK_SOBEL_PASS_DEBUG
#include "vtkPNGWriter.h"
#include "vtkImageImport.h"
#include "vtkPixelBufferObject.h"
#include "vtkPixelBufferObject.h"
#include "vtkImageExtractComponents.h"
vtkStandardNewMacro(vtkSobelGradientMagnitudePass);
extern const char *vtkSobelGradientMagnitudePassShader1_fs;
extern const char *vtkSobelGradientMagnitudePassShader2_fs;
// ----------------------------------------------------------------------------
vtkSobelGradientMagnitudePass::vtkSobelGradientMagnitudePass()
{
this->FrameBufferObject=0;
this->Pass1=0;
this->Gx1=0;
this->Gy1=0;
this->Program1=0;
this->Program2=0;
}
// ----------------------------------------------------------------------------
vtkSobelGradientMagnitudePass::~vtkSobelGradientMagnitudePass()
{
if(this->FrameBufferObject!=0)
{
vtkErrorMacro(<<"FrameBufferObject should have been deleted in ReleaseGraphicsResources().");
}
if(this->Pass1!=0)
{
vtkErrorMacro(<<"Pass1 should have been deleted in ReleaseGraphicsResources().");
}
if(this->Gx1!=0)
{
vtkErrorMacro(<<"Gx1 should have been deleted in ReleaseGraphicsResources().");
}
if(this->Gy1!=0)
{
vtkErrorMacro(<<"Gx1 should have been deleted in ReleaseGraphicsResources().");
}
if(this->Program1!=0)
{
this->Program1->Delete();
}
if(this->Program2!=0)
{
this->Program2->Delete();
}
}
// ----------------------------------------------------------------------------
void vtkSobelGradientMagnitudePass::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
}
// ----------------------------------------------------------------------------
// Description:
// Perform rendering according to a render state \p s.
// \pre s_exists: s!=0
void vtkSobelGradientMagnitudePass::Render(const vtkRenderState *s)
{
assert("pre: s_exists" && s!=0);
this->NumberOfRenderedProps=0;
if(this->DelegatePass!=0)
{
vtkRenderer *renderer = s->GetRenderer();
vtkOpenGLRenderWindow *context
= vtkOpenGLRenderWindow::SafeDownCast(renderer->GetRenderWindow());
// Test for Hardware support. If not supported, just render the delegate.
bool fbo_support = vtkFrameBufferObject::IsSupported(context)!=0;
bool texture_support = vtkTextureObject::IsSupported(context)!=0;
bool shader_support = vtkShaderProgram2::IsSupported(context)!=0;
bool supported
= fbo_support && texture_support && shader_support;
if (!supported)
{
vtkErrorMacro(
<< "The required extensions are not supported."
<< " fbo_support=" << fbo_support
<< " texture_support=" << texture_support
<< " shader_support=" << shader_support);
this->DelegatePass->Render(s);
this->NumberOfRenderedProps
+= this->DelegatePass->GetNumberOfRenderedProps();
return;
}
vtkOpenGLClearErrorMacro();
GLint savedDrawBuffer;
glGetIntegerv(GL_DRAW_BUFFER,&savedDrawBuffer);
// 1. Create a new render state with an FBO.
int width=0;
int height=0;
int size[2];
s->GetWindowSize(size);
width=size[0];
height=size[1];
const int extraPixels=1; // one on each side
int w=width+2*extraPixels;
int h=height+2*extraPixels;
if(this->Pass1==0)
{
this->Pass1=vtkTextureObject::New();
this->Pass1->SetContext(context);
}
if(this->FrameBufferObject==0)
{
this->FrameBufferObject=vtkFrameBufferObject::New();
this->FrameBufferObject->SetContext(context);
}
this->RenderDelegate(s,width,height,w,h,this->FrameBufferObject,
this->Pass1);
#ifdef VTK_SOBEL_PASS_DEBUG
// Save first pass in file for debugging.
vtkPixelBufferObject *pbo=this->Pass1->Download();
unsigned char *openglRawData=new unsigned char[4*w*h];
unsigned int dims[2];
dims[0]=w;
dims[1]=h;
vtkIdType incs[2];
incs[0]=0;
incs[1]=0;
bool status=pbo->Download2D(VTK_UNSIGNED_CHAR,openglRawData,dims,4,incs);
assert("check" && status);
pbo->Delete();
// no pbo
this->Pass1->Bind();
glGetTexImage(GL_TEXTURE_2D,0,GL_RGBA,GL_UNSIGNED_BYTE,openglRawData);
this->Pass1->UnBind();
vtkImageImport *importer=vtkImageImport::New();
importer->CopyImportVoidPointer(openglRawData,4*w*h*sizeof(unsigned char));
importer->SetDataScalarTypeToUnsignedChar();
importer->SetNumberOfScalarComponents(4);
importer->SetWholeExtent(0,w-1,0,h-1,0,0);
importer->SetDataExtentToWholeExtent();
delete[] openglRawData;
vtkImageExtractComponents *rgbaToRgb=vtkImageExtractComponents::New();
rgbaToRgb->SetInputConnection(importer->GetOutputPort());
rgbaToRgb->SetComponents(0,1,2);
vtkPNGWriter *writer=vtkPNGWriter::New();
writer->SetFileName("SobelPass1.png");
writer->SetInputConnection(rgbaToRgb->GetOutputPort());
importer->Delete();
rgbaToRgb->Delete();
writer->Write();
writer->Delete();
#endif
// 3. Same FBO, but two color attachments (new TOs gx1 and gy1).
if(this->Gx1==0)
{
this->Gx1=vtkTextureObject::New();
this->Gx1->SetContext(this->FrameBufferObject->GetContext());
}
if(this->Gx1->GetWidth()!=static_cast<unsigned int>(w) ||
this->Gx1->GetHeight()!=static_cast<unsigned int>(h))
{
this->Gx1->Create2D(w,h,4,VTK_UNSIGNED_CHAR,false);
}
if(this->Gy1==0)
{
this->Gy1=vtkTextureObject::New();
this->Gy1->SetContext(this->FrameBufferObject->GetContext());
}
if(this->Gy1->GetWidth()!=static_cast<unsigned int>(w) ||
this->Gy1->GetHeight()!=static_cast<unsigned int>(h))
{
this->Gy1->Create2D(w,h,4,VTK_UNSIGNED_CHAR,false);
}
#ifdef VTK_SOBEL_PASS_DEBUG
cout << "gx1 TOid=" << this->Gx1->GetHandle() <<endl;
cout << "gy1 TOid=" << this->Gy1->GetHandle() <<endl;
#endif
this->FrameBufferObject->SetNumberOfRenderTargets(2);
this->FrameBufferObject->SetColorBuffer(0,this->Gx1);
this->FrameBufferObject->SetColorBuffer(1,this->Gy1);
unsigned int indices[2]={0,1};
this->FrameBufferObject->SetActiveBuffers(2,indices);
this->FrameBufferObject->Start(w,h,false);
#ifdef VTK_SOBEL_PASS_DEBUG
cout << "sobel finish2" << endl;
glFinish();
#endif
// Use the horizontal shader to compute the first pass of Gx and Gy.
// this->Pass1 is the source
// (this->Gx1 and this->Gy1 are fbo render targets)
if(this->Program1==0)
{
this->Program1=vtkShaderProgram2::New();
this->Program1->SetContext(
static_cast<vtkOpenGLRenderWindow *>(
this->FrameBufferObject->GetContext()));
vtkShader2 *shader=vtkShader2::New();
shader->SetType(VTK_SHADER_TYPE_FRAGMENT);
shader->SetSourceCode(vtkSobelGradientMagnitudePassShader1_fs);
shader->SetContext(this->Program1->GetContext());
this->Program1->GetShaders()->AddItem(shader);
shader->Delete();
}
this->Program1->Build();
#ifdef VTK_SOBEL_PASS_DEBUG
this->Program1->PrintActiveUniformVariablesOnCout();
#endif
#ifdef VTK_SOBEL_PASS_DEBUG
cout << "sobel finish build 1" << endl;
glFinish();
#endif
if(this->Program1->GetLastBuildStatus()
!=VTK_SHADER_PROGRAM2_LINK_SUCCEEDED)
{
vtkErrorMacro("Couldn't build the shader program. At this point , it can be an error in a shader or a driver bug.");
// restore some state.
this->FrameBufferObject->UnBind();
glDrawBuffer(savedDrawBuffer);
return;
}
vtkUniformVariables *var=this->Program1->GetUniformVariables();
vtkTextureUnitManager *tu=context->GetTextureUnitManager();
int sourceId=tu->Allocate();
vtkgl::ActiveTexture(vtkgl::TEXTURE0+sourceId);
this->Pass1->Bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
var->SetUniformi("source",1,&sourceId);
float fvalue=static_cast<float>(1.0/w);
var->SetUniformf("stepSize",1,&fvalue);
this->Program1->Use();
#ifdef VTK_SOBEL_PASS_DEBUG
cout << "sobel finish use 1" << endl;
glFinish();
#endif
#ifdef VTK_SOBEL_PASS_DEBUG
this->Program1->PrintActiveUniformVariablesOnCout();
#endif
if(!this->Program1->IsValid())
{
vtkErrorMacro(<<this->Program1->GetLastValidateLog());
}
#ifdef VTK_SOBEL_PASS_DEBUG
cout << "sobel finish3-" << endl;
glFinish();
#endif
this->FrameBufferObject->RenderQuad(0,w-1,0,h-1);
#ifdef VTK_SOBEL_PASS_DEBUG
cout << "sobel finish3" << endl;
glFinish();
#endif
this->Pass1->UnBind();
tu->Free(sourceId);
#ifdef VTK_SOBEL_PASS_DEBUG
// Save second pass in file for debugging.
pbo=this->Gx1->Download();
openglRawData=new unsigned char[4*w*h];
status=pbo->Download2D(VTK_UNSIGNED_CHAR,openglRawData,dims,4,incs);
assert("check2" && status);
pbo->Delete();
importer=vtkImageImport::New();
importer->CopyImportVoidPointer(openglRawData,4*w*h*sizeof(unsigned char));
importer->SetDataScalarTypeToUnsignedChar();
importer->SetNumberOfScalarComponents(4);
importer->SetWholeExtent(0,w-1,0,h-1,0,0);
importer->SetDataExtentToWholeExtent();
delete[] openglRawData;
rgbaToRgb=vtkImageExtractComponents::New();
rgbaToRgb->SetInputConnection(importer->GetOutputPort());
rgbaToRgb->SetComponents(0,1,2);
writer=vtkPNGWriter::New();
writer->SetFileName("SobelPass2Gx1.png");
writer->SetInputConnection(rgbaToRgb->GetOutputPort());
importer->Delete();
rgbaToRgb->Delete();
writer->Write();
writer->Delete();
pbo=this->Gy1->Download();
openglRawData=new unsigned char[4*w*h];
status=pbo->Download2D(VTK_UNSIGNED_CHAR,openglRawData,dims,4,incs);
assert("check3" && status);
pbo->Delete();
importer=vtkImageImport::New();
importer->CopyImportVoidPointer(openglRawData,4*w*h*sizeof(unsigned char));
importer->SetDataScalarTypeToUnsignedChar();
importer->SetNumberOfScalarComponents(4);
importer->SetWholeExtent(0,w-1,0,h-1,0,0);
importer->SetDataExtentToWholeExtent();
delete[] openglRawData;
rgbaToRgb=vtkImageExtractComponents::New();
rgbaToRgb->SetInputConnection(importer->GetOutputPort());
rgbaToRgb->SetComponents(0,1,2);
writer=vtkPNGWriter::New();
writer->SetFileName("SobelPass2Gy1.png");
writer->SetInputConnection(rgbaToRgb->GetOutputPort());
importer->Delete();
rgbaToRgb->Delete();
writer->Write();
writer->Delete();
#endif
// 4. Render in original FB (from renderstate in arg)
this->Program1->Restore();
this->FrameBufferObject->UnBind();
glDrawBuffer(savedDrawBuffer);
if(this->Program2==0)
{
this->Program2=vtkShaderProgram2::New();
this->Program2->SetContext(
static_cast<vtkOpenGLRenderWindow *>(
this->FrameBufferObject->GetContext()));
vtkShader2 *shader=vtkShader2::New();
shader->SetType(VTK_SHADER_TYPE_FRAGMENT);
shader->SetSourceCode(vtkSobelGradientMagnitudePassShader2_fs);
shader->SetContext(this->Program2->GetContext());
this->Program2->GetShaders()->AddItem(shader);
shader->Delete();
}
this->Program2->Build();
#ifdef VTK_SOBEL_PASS_DEBUG
this->Program2->PrintActiveUniformVariablesOnCout();
#endif
#ifdef VTK_SOBEL_PASS_DEBUG
cout << "sobel finish build 2" << endl;
glFinish();
#endif
if(this->Program2->GetLastBuildStatus()
!=VTK_SHADER_PROGRAM2_LINK_SUCCEEDED)
{
vtkErrorMacro("Couldn't build the shader program. At this point , it can be an error in a shader or a driver bug.");
// restore some state.
vtkgl::ActiveTexture(vtkgl::TEXTURE0);
return;
}
// this->Gx1 and this->Gy1 are the sources
int id0=tu->Allocate();
int id1=tu->Allocate();
vtkgl::ActiveTexture(vtkgl::TEXTURE0+id0);
this->Gx1->Bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
vtkgl::ActiveTexture(vtkgl::TEXTURE0+id1);
this->Gy1->Bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
var=this->Program2->GetUniformVariables();
var->SetUniformi("gx1",1,&id0);
var->SetUniformi("gy1",1,&id1);
fvalue=static_cast<float>(1.0/h);
var->SetUniformf("stepSize",1,&fvalue);
this->Program2->Use();
#ifdef VTK_SOBEL_PASS_DEBUG
cout << "sobel finish use 2" << endl;
glFinish();
#endif
#ifdef VTK_SOBEL_PASS_DEBUG
this->Program2->PrintActiveUniformVariablesOnCout();
#endif
if(!this->Program2->IsValid())
{
vtkErrorMacro(<<this->Program2->GetLastValidateLog());
}
#ifdef VTK_SOBEL_PASS_DEBUG
cout << "sobel finish 4-" << endl;
glFinish();
#endif
// Prepare blitting
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_SCISSOR_TEST);
// Trigger a draw on Gy1 (could be called on Gx1).
this->Gy1->CopyToFrameBuffer(extraPixels,extraPixels,
w-1-extraPixels,h-1-extraPixels,
0,0,width,height);
this->Gy1->UnBind();
vtkgl::ActiveTexture(vtkgl::TEXTURE0+id0);
this->Gx1->UnBind();
vtkgl::ActiveTexture(vtkgl::TEXTURE0);
tu->Free(id1);
tu->Free(id0);
#ifdef VTK_SOBEL_PASS_DEBUG
cout << "sobel finish4" << endl;
glFinish();
#endif
this->Program2->Restore();
}
else
{
vtkWarningMacro(<<" no delegate.");
}
vtkOpenGLCheckErrorMacro("failed after Render");
}
// ----------------------------------------------------------------------------
// Description:
// Release graphics resources and ask components to release their own
// resources.
// \pre w_exists: w!=0
void vtkSobelGradientMagnitudePass::ReleaseGraphicsResources(vtkWindow *w)
{
assert("pre: w_exists" && w!=0);
this->Superclass::ReleaseGraphicsResources(w);
if(this->Program1!=0)
{
this->Program1->ReleaseGraphicsResources();
}
if(this->Program2!=0)
{
this->Program2->ReleaseGraphicsResources();
}
if(this->FrameBufferObject!=0)
{
this->FrameBufferObject->Delete();
this->FrameBufferObject=0;
}
if(this->Pass1!=0)
{
this->Pass1->Delete();
this->Pass1=0;
}
if(this->Gx1!=0)
{
this->Gx1->Delete();
this->Gx1=0;
}
if(this->Gy1!=0)
{
this->Gy1->Delete();
this->Gy1=0;
}
}