depthdarkening.cpp 7.54 KB
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// ================================================================================================
// 
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// This file is part of the CAMPVis Software Framework.
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// 
// If not explicitly stated otherwise: Copyright (C) 2012, all rights reserved,
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//      Christian Schulte zu Berge <christian.szb@in.tum.de>
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//      Chair for Computer Aided Medical Procedures
//      Technische Universitt Mnchen
//      Boltzmannstr. 3, 85748 Garching b. Mnchen, Germany
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// For a full list of authors and contributors, please refer to the file "AUTHORS.txt".
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// 
// 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"
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#include "core/datastructures/imagerepresentationgl.h"
#include "core/datastructures/imagerepresentationrendertarget.h"
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#include "core/classification/simpletransferfunction.h"

#include "core/tools/quadrenderer.h"

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namespace campvis {
    const std::string DepthDarkening::loggerCat_ = "CAMPVis.modules.vis.DepthDarkening";
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    DepthDarkening::DepthDarkening(GenericProperty<tgt::ivec2>& canvasSize)
        : VisualizationProcessor(canvasSize)
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        , p_inputImage("InputImage", "Input Image", "", DataNameProperty::READ)
        , p_outputImage("OutputImage", "Output Image", "dd.output", DataNameProperty::WRITE)
        , p_sigma("Sigma", "Sigma of Gaussian Filter", 2.f, 0.f, 10.f)
        , p_lambda("Lambda", "Strength of Depth Darkening Effect", 10.f, 0.f, 50.f)
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        , p_useColorCoding("UseColorCoding", "Cold/Warm Color Coding", false, AbstractProcessor::INVALID_SHADER)
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        , 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))
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        , _shader(0)
    {
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        addProperty(&p_inputImage);
        addProperty(&p_outputImage);
        addProperty(&p_sigma);
        addProperty(&p_lambda);
        addProperty(&p_useColorCoding);
        addProperty(&p_coldColor);
        addProperty(&p_warmColor);
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    }

    DepthDarkening::~DepthDarkening() {

    }

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

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

    void DepthDarkening::process(DataContainer& data) {
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        ImageRepresentationRenderTarget::ScopedRepresentation inputImage(data, p_inputImage.getValue());
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        if (inputImage != 0) {
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            if (hasInvalidShader()) {
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                _shader->setHeaders(generateHeader());
                _shader->rebuild();
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                validate(INVALID_SHADER);
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            }

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            // 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);
            }

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            std::pair<ImageData*, ImageRepresentationRenderTarget*> tempTarget = ImageRepresentationRenderTarget::createWithImageData(_renderTargetSize.getValue());
            std::pair<ImageData*, ImageRepresentationRenderTarget*> outputTarget = ImageRepresentationRenderTarget::createWithImageData(_renderTargetSize.getValue());
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            glPushAttrib(GL_ALL_ATTRIB_BITS);
            glEnable(GL_DEPTH_TEST);
            glDepthFunc(GL_ALWAYS);

            _shader->activate();
            tgt::TextureUnit colorUnit, depthUnit, pass2DepthUnit;
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            inputImage->bind(_shader, colorUnit, depthUnit);
            inputImage->bindDepthTexture(_shader, pass2DepthUnit, "_depthPass2Texture", "_pass2TexParams");
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            _shader->setUniform("_viewportSizeRCP", 1.f / tgt::vec2(_renderTargetSize.getValue()));
            _shader->setUniform("_direction", tgt::vec2(1.f, 0.f));
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            _shader->setUniform("_sigma", p_sigma.getValue());
            _shader->setUniform("_lambda", p_lambda.getValue());
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            _shader->setUniform("_minDepth", minDepth);
            _shader->setUniform("_maxDepth", maxDepth);
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            if (p_useColorCoding.getValue()) {
                _shader->setUniform("_coldColor", p_coldColor.getValue());
                _shader->setUniform("_warmColor", p_warmColor.getValue());
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            }
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            tempTarget.second->activate();
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            LGL_ERROR;
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            QuadRdr.renderQuad();
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            tempTarget.second->deactivate();
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            inputImage->bind(_shader, colorUnit, depthUnit);
            tempTarget.second->bindDepthTexture(_shader, pass2DepthUnit, "_depthPass2Texture", "_pass2TexParams");
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            _shader->setUniform("_direction", tgt::vec2(0.f, 1.f));
            
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            outputTarget.second->activate();
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            LGL_ERROR;
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            QuadRdr.renderQuad();
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            outputTarget.second->deactivate();
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            _shader->deactivate();
            tgt::TextureUnit::setZeroUnit();
            glPopAttrib();
            LGL_ERROR;

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

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        validate(INVALID_RESULT);
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    }

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    std::string DepthDarkening::generateHeader() const {
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        if (p_useColorCoding.getValue())
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            return "#define USE_COLORCODING\n";
        else
            return "";
    }

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}