depthdarkening.cpp 6.96 KB
Newer Older
1
2
// ================================================================================================
// 
schultezub's avatar
schultezub committed
3
// This file is part of the CAMPVis Software Framework.
4
5
// 
// If not explicitly stated otherwise: Copyright (C) 2012, all rights reserved,
schultezub's avatar
schultezub committed
6
//      Christian Schulte zu Berge <christian.szb@in.tum.de>
7
//      Chair for Computer Aided Medical Procedures
8
9
//      Technische Universität München
//      Boltzmannstr. 3, 85748 Garching b. München, Germany
schultezub's avatar
schultezub committed
10
// For a full list of authors and contributors, please refer to the file "AUTHORS.txt".
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
// 
// 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"
36
#include "core/datastructures/imagerepresentationgl.h"
37
#include "core/datastructures/renderdata.h"
38
#include "core/tools/glreduction.h"
39
40
41
42
43

#include "core/classification/simpletransferfunction.h"

#include "core/tools/quadrenderer.h"

schultezub's avatar
schultezub committed
44
45
namespace campvis {
    const std::string DepthDarkening::loggerCat_ = "CAMPVis.modules.vis.DepthDarkening";
46

47
48
    DepthDarkening::DepthDarkening(IVec2Property* viewportSizeProp)
        : VisualizationProcessor(viewportSizeProp)
49
50
        , p_inputImage("InputImage", "Input Image", "", DataNameProperty::READ)
        , p_outputImage("OutputImage", "Output Image", "dd.output", DataNameProperty::WRITE)
51
52
        , p_sigma("Sigma", "Sigma of Gaussian Filter", 2.f, 0.f, 10.f, 0.1f)
        , p_lambda("Lambda", "Strength of Depth Darkening Effect", 10.f, 0.f, 50.f, 0.1f)
53
        , p_useColorCoding("UseColorCoding", "Cold/Warm Color Coding", false, AbstractProcessor::INVALID_RESULT | AbstractProcessor::INVALID_SHADER)
54
55
        , p_coldColor("ColdColor", "Cold Color (Far Objects)", tgt::vec3(0.f, 0.f, 1.f), tgt::vec3(0.f), tgt::vec3(1.f))
        , p_warmColor("WarmColor", "Warm Color (Near Objects)", tgt::vec3(1.f, 0.f, 0.f), tgt::vec3(0.f), tgt::vec3(1.f))
56
        , _shader(0)
57
        , _glReduction(0)
58
    {
59
60
61
62
63
64
65
        addProperty(&p_inputImage);
        addProperty(&p_outputImage);
        addProperty(&p_sigma);
        addProperty(&p_lambda);
        addProperty(&p_useColorCoding);
        addProperty(&p_coldColor);
        addProperty(&p_warmColor);
66
67
68
69
70
71
72
73
    }

    DepthDarkening::~DepthDarkening() {

    }

    void DepthDarkening::init() {
        VisualizationProcessor::init();
74
        _shader = ShdrMgr.loadSeparate("core/glsl/passthrough.vert", "modules/vis/glsl/depthdarkening.frag", generateHeader(), false);
75
76
        _shader->setAttributeLocation(0, "in_Position");
        _shader->setAttributeLocation(1, "in_TexCoord");
77
78

        _glReduction = new GlReduction(GlReduction::MIN_MAX);
79
80
81
82
    }

    void DepthDarkening::deinit() {
        ShdrMgr.dispose(_shader);
83
84
        delete _glReduction;
        VisualizationProcessor::deinit();
85
86
87
    }

    void DepthDarkening::process(DataContainer& data) {
88
        ScopedTypedData<RenderData> inputImage(data, p_inputImage.getValue());
89

90
        if (inputImage != 0 && inputImage->hasDepthTexture()) {
91
            if (hasInvalidShader()) {
92
93
                _shader->setHeaders(generateHeader());
                _shader->rebuild();
94
                validate(INVALID_SHADER);
95
96
            }

97
            const tgt::Texture* tex = inputImage->getDepthTexture()->getRepresentation<ImageRepresentationGL>()->getTexture();
98
99
100
            std::vector<float> tmp = _glReduction->reduce(tex);
            float minDepth = tmp[0];
            float maxDepth = tmp[1];
101

102
            FramebufferActivationGuard fag(this);
103
104
105
106
107
            glEnable(GL_DEPTH_TEST);
            glDepthFunc(GL_ALWAYS);

            _shader->activate();
            tgt::TextureUnit colorUnit, depthUnit, pass2DepthUnit;
108
109
            inputImage->bind(_shader, colorUnit, depthUnit);
            inputImage->bindDepthTexture(_shader, pass2DepthUnit, "_depthPass2Texture", "_pass2TexParams");
110
            
111
            _shader->setUniform("_viewportSizeRCP", 1.f / tgt::vec2(getEffectiveViewportSize()));
112
            _shader->setUniform("_direction", tgt::vec2(1.f, 0.f));
113
114
            _shader->setUniform("_sigma", p_sigma.getValue());
            _shader->setUniform("_lambda", p_lambda.getValue());
115
116
            _shader->setUniform("_minDepth", minDepth);
            _shader->setUniform("_maxDepth", maxDepth);
117
118
119
            if (p_useColorCoding.getValue()) {
                _shader->setUniform("_coldColor", p_coldColor.getValue());
                _shader->setUniform("_warmColor", p_warmColor.getValue());
120
            }
121

122
            createAndAttachDepthTexture();
123
124
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            QuadRdr.renderQuad();
125

126
            RenderData tempTarget(_fbo);
127
128
129
            _fbo->detachAll();
            createAndAttachColorTexture();
            createAndAttachDepthTexture();
130

131
            inputImage->bind(_shader, colorUnit, depthUnit);
132
            tempTarget.bindDepthTexture(_shader, pass2DepthUnit, "_depthPass2Texture", "_pass2TexParams");
133
134
135
136
137
138
139
            _shader->setUniform("_direction", tgt::vec2(0.f, 1.f));
            
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            QuadRdr.renderQuad();

            _shader->deactivate();
            tgt::TextureUnit::setZeroUnit();
140
141
            glDepthFunc(GL_LESS);
            glDisable(GL_DEPTH_TEST);
142
143
            LGL_ERROR;

144
            data.addData(p_outputImage.getValue(), new RenderData(_fbo));
145
146
147
148
149
        }
        else {
            LERROR("No suitable input image found.");
        }

150
        validate(INVALID_RESULT);
151
152
    }

153
    std::string DepthDarkening::generateHeader() const {
154
        if (p_useColorCoding.getValue())
155
156
157
158
159
            return "#define USE_COLORCODING\n";
        else
            return "";
    }

160
161
}