/*========================================================================= Program: Visualization Toolkit Module: vtkGaussianBlurPass.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 "vtkGaussianBlurPass.h" #include "vtkObjectFactory.h" #include #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 "vtkTextureUnitManager.h" #include "vtkOpenGLError.h" // to be able to dump intermediate passes into png files for debugging. // only for vtkGaussianBlurPass developers. //#define VTK_GAUSSIAN_BLUR_PASS_DEBUG #include "vtkPNGWriter.h" #include "vtkImageImport.h" #include "vtkPixelBufferObject.h" #include "vtkPixelBufferObject.h" #include "vtkImageExtractComponents.h" #include "vtkCamera.h" #include "vtkMath.h" vtkStandardNewMacro(vtkGaussianBlurPass); extern const char *vtkGaussianBlurPassShader_fs; // ---------------------------------------------------------------------------- vtkGaussianBlurPass::vtkGaussianBlurPass() { this->FrameBufferObject=0; this->Pass1=0; this->Pass2=0; this->BlurProgram=0; this->Supported=false; this->SupportProbed=false; } // ---------------------------------------------------------------------------- vtkGaussianBlurPass::~vtkGaussianBlurPass() { 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->Pass2!=0) { vtkErrorMacro(<<"Pass2 should have been deleted in ReleaseGraphicsResources()."); } if(this->BlurProgram!=0) { this->BlurProgram->Delete(); } } // ---------------------------------------------------------------------------- void vtkGaussianBlurPass::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 vtkGaussianBlurPass::Render(const vtkRenderState *s) { assert("pre: s_exists" && s!=0); vtkOpenGLClearErrorMacro(); this->NumberOfRenderedProps=0; vtkRenderer *r=s->GetRenderer(); if(this->DelegatePass!=0) { if(!this->SupportProbed) { this->SupportProbed=true; // Test for Hardware support. If not supported, just render the delegate. bool supported=vtkFrameBufferObject::IsSupported(r->GetRenderWindow()); if(!supported) { vtkErrorMacro("FBOs are not supported by the context. Cannot blur the image."); } if(supported) { supported=vtkTextureObject::IsSupported(r->GetRenderWindow()); if(!supported) { vtkErrorMacro("Texture Objects are not supported by the context. Cannot blur the image."); } } if(supported) { supported= vtkShaderProgram2::IsSupported(static_cast( r->GetRenderWindow())); if(!supported) { vtkErrorMacro("GLSL is not supported by the context. Cannot blur the image."); } } if(supported) { // FBO extension is supported. Is the specific FBO format supported? if(this->FrameBufferObject==0) { this->FrameBufferObject=vtkFrameBufferObject::New(); this->FrameBufferObject->SetContext(r->GetRenderWindow()); } if(this->Pass1==0) { this->Pass1=vtkTextureObject::New(); this->Pass1->SetContext(r->GetRenderWindow()); } this->Pass1->Create2D(64,64,4,VTK_UNSIGNED_CHAR,false); this->FrameBufferObject->SetColorBuffer(0,this->Pass1); this->FrameBufferObject->SetNumberOfRenderTargets(1); this->FrameBufferObject->SetActiveBuffer(0); this->FrameBufferObject->SetDepthBufferNeeded(true); GLint savedCurrentDrawBuffer; glGetIntegerv(GL_DRAW_BUFFER,&savedCurrentDrawBuffer); supported=this->FrameBufferObject->StartNonOrtho(64,64,false); if(!supported) { vtkErrorMacro("The requested FBO format is not supported by the context. Cannot blur the image."); } else { this->FrameBufferObject->UnBind(); glDrawBuffer(static_cast(savedCurrentDrawBuffer)); } } this->Supported=supported; } if(!this->Supported) { this->DelegatePass->Render(s); this->NumberOfRenderedProps+= this->DelegatePass->GetNumberOfRenderedProps(); return; } GLint savedDrawBuffer; glGetIntegerv(GL_DRAW_BUFFER,&savedDrawBuffer); // 1. Create a new render state with an FBO. int width; int height; int size[2]; s->GetWindowSize(size); width=size[0]; height=size[1]; const int extraPixels=2; // two on each side, as the kernel is 5x5 int w=width+extraPixels*2; int h=height+extraPixels*2; if(this->Pass1==0) { this->Pass1=vtkTextureObject::New(); this->Pass1->SetContext(r->GetRenderWindow()); } if(this->FrameBufferObject==0) { this->FrameBufferObject=vtkFrameBufferObject::New(); this->FrameBufferObject->SetContext(r->GetRenderWindow()); } this->RenderDelegate(s,width,height,w,h,this->FrameBufferObject, this->Pass1); #ifdef VTK_GAUSSIAN_BLUR_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("BlurPass1.png"); writer->SetInputConnection(rgbaToRgb->GetOutputPort()); importer->Delete(); rgbaToRgb->Delete(); writer->Write(); writer->Delete(); #endif // 3. Same FBO, but new color attachment (new TO). if(this->Pass2==0) { this->Pass2=vtkTextureObject::New(); this->Pass2->SetContext(this->FrameBufferObject->GetContext()); } if(this->Pass2->GetWidth()!=static_cast(w) || this->Pass2->GetHeight()!=static_cast(h)) { this->Pass2->Create2D(static_cast(w), static_cast(h),4, VTK_UNSIGNED_CHAR,false); } this->FrameBufferObject->SetColorBuffer(0,this->Pass2); this->FrameBufferObject->Start(w,h,false); #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG cout << "gauss finish2" << endl; glFinish(); #endif // Use a blur shader, do it horizontally. this->Pass1 is the source // (this->Pass2 is the fbo render target) if(this->BlurProgram==0) { this->BlurProgram=vtkShaderProgram2::New(); this->BlurProgram->SetContext( static_cast( this->FrameBufferObject->GetContext())); vtkShader2 *shader=vtkShader2::New(); shader->SetType(VTK_SHADER_TYPE_FRAGMENT); shader->SetSourceCode(vtkGaussianBlurPassShader_fs); shader->SetContext(this->BlurProgram->GetContext()); this->BlurProgram->GetShaders()->AddItem(shader); shader->Delete(); } this->BlurProgram->Build(); #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG this->BlurProgram->PrintActiveUniformVariablesOnCout(); #endif #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG cout << "gauss finish build" << endl; glFinish(); #endif if(this->BlurProgram->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(static_cast(savedDrawBuffer)); return; } vtkUniformVariables *var=this->BlurProgram->GetUniformVariables(); vtkTextureUnitManager *tu= static_cast(r->GetRenderWindow())->GetTextureUnitManager(); int sourceId=tu->Allocate(); vtkgl::ActiveTexture(vtkgl::TEXTURE0+static_cast(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 fvalues[3]; static float kernel[3]={5.0f,6.0f,5.0f}; int i=0; float sum=0.0f; while(i<3) { sum+=kernel[i]; ++i; } // kernel i=0; while(i<3) { fvalues[i]=kernel[i]/sum; ++i; } var->SetUniformf("coef[0]",1,fvalues); var->SetUniformf("coef[1]",1,fvalues+1); var->SetUniformf("coef[2]",1,fvalues+2); // horizontal offset fvalues[0]=static_cast(1.2/w); var->SetUniformf("offsetx",1,fvalues); fvalues[0]=0.0f; var->SetUniformf("offsety",1,fvalues); this->BlurProgram->Use(); #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG cout << "gauss finish use" << endl; glFinish(); #endif #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG this->BlurProgram->PrintActiveUniformVariablesOnCout(); #endif if(!this->BlurProgram->IsValid()) { vtkErrorMacro(<BlurProgram->GetLastValidateLog()); } #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG cout << "gauss finish3-" << endl; glFinish(); #endif this->FrameBufferObject->RenderQuad(0,w-1,0,h-1); #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG cout << "gauss finish3" << endl; glFinish(); #endif this->Pass1->UnBind(); #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG // Save second pass in file for debugging. pbo=this->Pass2->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("BlurPass2.png"); writer->SetInputConnection(rgbaToRgb->GetOutputPort()); importer->Delete(); rgbaToRgb->Delete(); writer->Write(); writer->Delete(); #endif // 4. Render in original FB (from renderstate in arg) this->FrameBufferObject->UnBind(); glDrawBuffer(static_cast(savedDrawBuffer)); // to2 is the source this->Pass2->Bind(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Use the same blur shader, do it vertically. // vertical offset. fvalues[0]=0.0f; var->SetUniformf("offsetx",1,fvalues); fvalues[0]=static_cast(1.2/h); var->SetUniformf("offsety",1,fvalues); this->BlurProgram->SendUniforms(); if(!this->BlurProgram->IsValid()) { vtkErrorMacro(<BlurProgram->GetLastValidateLog()); } // Prepare blitting glDisable(GL_ALPHA_TEST); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDisable(GL_SCISSOR_TEST); this->Pass2->CopyToFrameBuffer(extraPixels,extraPixels, w-1-extraPixels,h-1-extraPixels, 0,0,width,height); this->Pass2->UnBind(); tu->Free(sourceId); vtkgl::ActiveTexture(vtkgl::TEXTURE0); #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG cout << "gauss finish4" << endl; glFinish(); #endif this->BlurProgram->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 vtkGaussianBlurPass::ReleaseGraphicsResources(vtkWindow *w) { assert("pre: w_exists" && w!=0); this->Superclass::ReleaseGraphicsResources(w); if(this->BlurProgram!=0) { this->BlurProgram->ReleaseGraphicsResources(); } if(this->FrameBufferObject!=0) { this->FrameBufferObject->Delete(); this->FrameBufferObject=0; } if(this->Pass1!=0) { this->Pass1->Delete(); this->Pass1=0; } if(this->Pass2!=0) { this->Pass2->Delete(); this->Pass2=0; } }