depthdarkening.cpp 7.26 KB
Newer Older
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
// ================================================================================================
// 
// This file is part of the TUMVis Visualization Framework.
// 
// If not explicitly stated otherwise: Copyright (C) 2012, all rights reserved,
//      Christian Schulte zu Berge (christian.szb@in.tum.de)
//      Chair for Computer Aided Medical Procedures
//      Technische Universitt Mnchen
//      Boltzmannstr. 3, 85748 Garching b. Mnchen, Germany
// 
// The licensing of this softare is not yet resolved. Until then, redistribution in source or
// binary forms outside the CAMP chair is not permitted, unless explicitly stated in legal form.
// However, the names of the original authors and the above copyright notice must retain in its
// original state in any case.
// 
// Legal disclaimer provided by the BSD license:
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY 
// AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR 
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR 
// OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
// 
// ================================================================================================

#include "depthdarkening.h"
#include "tgt/logmanager.h"
#include "tgt/shadermanager.h"
#include "tgt/textureunit.h"

#include "core/datastructures/imagedata.h"
#include "core/datastructures/imagedatagl.h"
#include "core/datastructures/imagedatarendertarget.h"
#include "core/datastructures/imagedataconverter.h"

#include "core/classification/simpletransferfunction.h"

#include "core/tools/quadrenderer.h"

namespace TUMVis {
    const std::string DepthDarkening::loggerCat_ = "TUMVis.modules.vis.DepthDarkening";

    DepthDarkening::DepthDarkening(GenericProperty<tgt::ivec2>& canvasSize)
        : VisualizationProcessor(canvasSize)
        , _inputImage("InputImage", "Input Image", "", DataNameProperty::READ)
        , _outputImage("OutputImage", "Output Image", "dd.output", DataNameProperty::WRITE)
        , _sigma("Sigma", "Sigma of Gaussian Filter", 2.f, 0.f, 10.f)
        , _lambda("Lambda", "Strength of Depth Darkening Effect", 10.f, 0.f, 50.f)
52
53
54
        , _useColorCoding("UseColorCoding", "Cold/Warm Color Coding", false, InvalidationLevel::INVALID_SHADER)
        , _coldColor("ColdColor", "Cold Color (Far Objects)", tgt::vec3(0.f, 0.f, 1.f), tgt::vec3(0.f), tgt::vec3(1.f))
        , _warmColor("WarmColor", "Warm Color (Near Objects)", tgt::vec3(1.f, 0.f, 0.f), tgt::vec3(0.f), tgt::vec3(1.f))
55
56
57
58
59
60
        , _shader(0)
    {
        addProperty(&_inputImage);
        addProperty(&_outputImage);
        addProperty(&_sigma);
        addProperty(&_lambda);
61
62
63
        addProperty(&_useColorCoding);
        addProperty(&_coldColor);
        addProperty(&_warmColor);
64
65
66
67
68
69
70
71
    }

    DepthDarkening::~DepthDarkening() {

    }

    void DepthDarkening::init() {
        VisualizationProcessor::init();
72
        _shader = ShdrMgr.loadSeparate("core/glsl/passthrough.vert", "modules/vis/depthdarkening.frag", generateHeader(), false);
73
74
75
76
77
78
79
80
81
82
83
84
85
        _shader->setAttributeLocation(0, "in_Position");
        _shader->setAttributeLocation(1, "in_TexCoord");
    }

    void DepthDarkening::deinit() {
        VisualizationProcessor::deinit();
        ShdrMgr.dispose(_shader);
    }

    void DepthDarkening::process(DataContainer& data) {
        DataContainer::ScopedTypedData<ImageDataRenderTarget> inputImage(data, _inputImage.getValue());

        if (inputImage != 0) {
86
87
88
89
90
            if (_invalidationLevel.isInvalidShader()) {
                _shader->setHeaders(generateHeader());
                _shader->rebuild();
            }

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
            // TODO: const cast is ugly...
            const_cast<tgt::Texture*>(inputImage->getDepthTexture())->downloadTexture();
            float* pixels = (float*)inputImage->getDepthTexture()->getPixelData();
            float curDepth = *(pixels);
            float minDepth = curDepth;
            float maxDepth = curDepth;
            size_t numPixels = inputImage->getNumElements();
            for (size_t i = 1; i < numPixels; ++i) {
                curDepth = pixels[i];
                minDepth = std::min(minDepth, curDepth);
                maxDepth = std::max(maxDepth, curDepth);
            }

            ImageDataRenderTarget* tempTarget = new ImageDataRenderTarget(tgt::svec3(_renderTargetSize.getValue(), 1));
            ImageDataRenderTarget* outputTarget = new ImageDataRenderTarget(tgt::svec3(_renderTargetSize.getValue(), 1));
            glPushAttrib(GL_ALL_ATTRIB_BITS);
            glEnable(GL_DEPTH_TEST);
            glDepthFunc(GL_ALWAYS);

            _shader->activate();
            tgt::TextureUnit colorUnit, depthUnit, pass2DepthUnit;
            inputImage->bind(_shader, &colorUnit, &depthUnit);
            inputImage->bind(_shader, 0, &pass2DepthUnit, "", "_depthPass2Texture");
            
            _shader->setUniform("_viewportSizeRCP", 1.f / tgt::vec2(_renderTargetSize.getValue()));
            _shader->setUniform("_direction", tgt::vec2(1.f, 0.f));
            _shader->setUniform("_sigma", _sigma.getValue());
            _shader->setUniform("_lambda", _lambda.getValue());
            _shader->setUniform("_minDepth", minDepth);
            _shader->setUniform("_maxDepth", maxDepth);
121
122
123
124
            if (_useColorCoding.getValue()) {
                _shader->setUniform("_coldColor", _coldColor.getValue());
                _shader->setUniform("_warmColor", _warmColor.getValue());
            }
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

            tempTarget->activate();
            LGL_ERROR;
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            QuadRdr.renderQuad();
            tempTarget->deactivate();

            inputImage->bind(_shader, &colorUnit, &depthUnit);
            tempTarget->bind(_shader, 0, &pass2DepthUnit, "", "_depthPass2Texture");
            _shader->setUniform("_direction", tgt::vec2(0.f, 1.f));
            
            outputTarget->activate();
            LGL_ERROR;
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            QuadRdr.renderQuad();
            outputTarget->deactivate();

            _shader->deactivate();
            tgt::TextureUnit::setZeroUnit();
            glPopAttrib();
            LGL_ERROR;

            data.addData(_outputImage.getValue() + "temp", tempTarget);
            data.addData(_outputImage.getValue(), outputTarget);
            _outputImage.issueWrite();
        }
        else {
            LERROR("No suitable input image found.");
        }

        _invalidationLevel.setValid();
    }

158
159
160
161
162
163
164
    std::string DepthDarkening::generateHeader() const {
        if (_useColorCoding.getValue())
            return "#define USE_COLORCODING\n";
        else
            return "";
    }

165
166
}