/*========================================================================= 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 "vtkOpenGLFramebufferObject.h" #include "vtkTextureObject.h" #include "vtkOpenGLRenderWindow.h" #include "vtkOpenGLError.h" #include "vtkShaderProgram.h" #include "vtkOpenGLShaderCache.h" #include "vtkOpenGLRenderWindow.h" #include "vtkOpenGLVertexArrayObject.h" #include "vtkOpenGLHelper.h" // to be able to dump intermediate passes into png files for debugging. // only for vtkGaussianBlurPass developers. //#define VTK_GAUSSIAN_BLUR_PASS_DEBUG #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG #include "vtkPNGWriter.h" #include "vtkImageImport.h" #include "vtkPixelBufferObject.h" #include "vtkImageExtractComponents.h" #endif #include "vtkGaussianBlurPassFS.h" #include "vtkGaussianBlurPassVS.h" vtkStandardNewMacro(vtkGaussianBlurPass); // ---------------------------------------------------------------------------- vtkGaussianBlurPass::vtkGaussianBlurPass() { this->FrameBufferObject=nullptr; this->Pass1=nullptr; this->Pass2=nullptr; this->BlurProgram = nullptr; } // ---------------------------------------------------------------------------- vtkGaussianBlurPass::~vtkGaussianBlurPass() { if(this->FrameBufferObject!=nullptr) { vtkErrorMacro(<<"FrameBufferObject should have been deleted in ReleaseGraphicsResources()."); } if(this->Pass1!=nullptr) { vtkErrorMacro(<<"Pass1 should have been deleted in ReleaseGraphicsResources()."); } if(this->Pass2!=nullptr) { vtkErrorMacro(<<"Pass2 should have been deleted in ReleaseGraphicsResources()."); } } // ---------------------------------------------------------------------------- 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!=nullptr); vtkOpenGLClearErrorMacro(); this->NumberOfRenderedProps=0; vtkRenderer *r=s->GetRenderer(); vtkOpenGLRenderWindow *renWin = static_cast(r->GetRenderWindow()); if(this->DelegatePass!=nullptr) { // backup GL state GLboolean savedBlend = glIsEnabled(GL_BLEND); GLboolean savedDepthTest = glIsEnabled(GL_DEPTH_TEST); // 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]; // I suggest set this to 100 for debugging, makes some errors // much easier to find 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==nullptr) { this->Pass1=vtkTextureObject::New(); this->Pass1->SetContext(renWin); } if(this->FrameBufferObject==nullptr) { this->FrameBufferObject=vtkOpenGLFramebufferObject::New(); this->FrameBufferObject->SetContext(renWin); } this->FrameBufferObject->SaveCurrentBindingsAndBuffers(); 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==nullptr) { 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->AddColorAttachment( this->FrameBufferObject->GetBothMode(), 0,this->Pass2); this->FrameBufferObject->Start(w, h); #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) // has something changed that would require us to recreate the shader? if (!this->BlurProgram) { this->BlurProgram = new vtkOpenGLHelper; // build the shader source code std::string VSSource = vtkGaussianBlurPassVS; std::string FSSource = vtkGaussianBlurPassFS; std::string GSSource; // compile and bind it if needed vtkShaderProgram *newShader = renWin->GetShaderCache()->ReadyShaderProgram( VSSource.c_str(), FSSource.c_str(), GSSource.c_str()); // if the shader changed reinitialize the VAO if (newShader != this->BlurProgram->Program) { this->BlurProgram->Program = newShader; this->BlurProgram->VAO->ShaderProgramChanged(); // reset the VAO as the shader has changed } this->BlurProgram->ShaderSourceTime.Modified(); } else { renWin->GetShaderCache()->ReadyShaderProgram(this->BlurProgram->Program); } if(!this->BlurProgram->Program || this->BlurProgram->Program->GetCompiled() != true) { 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(); this->FrameBufferObject->RestorePreviousBindingsAndBuffers(); return; } this->Pass1->Activate(); int sourceId = this->Pass1->GetTextureUnit(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); this->BlurProgram->Program->SetUniformi("source",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; } this->BlurProgram->Program->SetUniform1fv("coef", 3, fvalues); // horizontal offset fvalues[0]=static_cast(1.2/w); this->BlurProgram->Program->SetUniformf("offsetx",fvalues[0]); fvalues[0]=0.0f; this->BlurProgram->Program->SetUniformf("offsety",fvalues[0]); #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG cout << "gauss finish3-" << endl; glFinish(); #endif glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); this->FrameBufferObject->RenderQuad(0,w-1,0,h-1, this->BlurProgram->Program, this->BlurProgram->VAO); #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG cout << "gauss finish3" << endl; glFinish(); #endif this->Pass1->Deactivate(); #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(); // no pbo this->Pass2->Bind(); glGetTexImage(GL_TEXTURE_2D,0,GL_RGBA,GL_UNSIGNED_BYTE,openglRawData); this->Pass2->UnBind(); 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(); this->FrameBufferObject->RestorePreviousBindingsAndBuffers(); // to2 is the source this->Pass2->Activate(); sourceId = this->Pass2->GetTextureUnit(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); this->BlurProgram->Program->SetUniformi("source",sourceId); // Use the same blur shader, do it vertically. // vertical offset. fvalues[0]=0.0f; this->BlurProgram->Program->SetUniformf("offsetx",fvalues[0]); fvalues[0]=static_cast(1.2/h); this->BlurProgram->Program->SetUniformf("offsety",fvalues[0]); this->Pass2->CopyToFrameBuffer(extraPixels, extraPixels, w-1-extraPixels,h-1-extraPixels, 0,0, width, height, this->BlurProgram->Program, this->BlurProgram->VAO); this->Pass2->Deactivate(); // restore GL state if(savedBlend) { glEnable(GL_BLEND); } if(savedDepthTest) { glEnable(GL_DEPTH_TEST); } #ifdef VTK_GAUSSIAN_BLUR_PASS_DEBUG cout << "gauss finish4" << endl; glFinish(); #endif } 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!=nullptr); this->Superclass::ReleaseGraphicsResources(w); if (this->BlurProgram !=nullptr) { this->BlurProgram->ReleaseGraphicsResources(w); delete this->BlurProgram; this->BlurProgram = nullptr; } if(this->FrameBufferObject!=nullptr) { this->FrameBufferObject->Delete(); this->FrameBufferObject=nullptr; } if(this->Pass1!=nullptr) { this->Pass1->Delete(); this->Pass1=nullptr; } if(this->Pass2!=nullptr) { this->Pass2->Delete(); this->Pass2=nullptr; } }