/*========================================================================= Program: Visualization Toolkit Module: vtkSobelGradientMagnitudePass.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 "vtkSobelGradientMagnitudePass.h" #include "vtkObjectFactory.h" #include #include "vtkRenderState.h" #include "vtkRenderer.h" #include "vtkOpenGLFramebufferObject.h" #include "vtkTextureObject.h" #include "vtkOpenGLRenderWindow.h" #include "vtkOpenGLShaderCache.h" #include "vtkOpenGLError.h" #include "vtkOpenGLVertexArrayObject.h" #include "vtkShaderProgram.h" #include "vtkOpenGLHelper.h" // to be able to dump intermediate passes into png files for debugging. // only for vtkSobelGradientMagnitudePass developers. //#define VTK_SOBEL_PASS_DEBUG #ifdef VTK_SOBEL_BLUR_PASS_DEBUG #include "vtkPNGWriter.h" #include "vtkImageImport.h" #include "vtkPixelBufferObject.h" #include "vtkImageExtractComponents.h" #endif #include "vtkSobelGradientMagnitudePass1FS.h" #include "vtkSobelGradientMagnitudePass2FS.h" #include "vtkTextureObjectVS.h" // a pass through shader vtkStandardNewMacro(vtkSobelGradientMagnitudePass); // ---------------------------------------------------------------------------- vtkSobelGradientMagnitudePass::vtkSobelGradientMagnitudePass() { this->FrameBufferObject=nullptr; this->Pass1=nullptr; this->Gx1=nullptr; this->Gy1=nullptr; this->Program1 =nullptr; this->Program2 =nullptr; } // ---------------------------------------------------------------------------- vtkSobelGradientMagnitudePass::~vtkSobelGradientMagnitudePass() { 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->Gx1!=nullptr) { vtkErrorMacro(<<"Gx1 should have been deleted in ReleaseGraphicsResources()."); } if(this->Gy1!=nullptr) { vtkErrorMacro(<<"Gx1 should have been deleted in ReleaseGraphicsResources()."); } } // ---------------------------------------------------------------------------- void vtkSobelGradientMagnitudePass::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 vtkSobelGradientMagnitudePass::Render(const vtkRenderState *s) { assert("pre: s_exists" && s!=nullptr); this->NumberOfRenderedProps=0; if(this->DelegatePass!=nullptr) { vtkRenderer *renderer = s->GetRenderer(); vtkOpenGLRenderWindow *context = vtkOpenGLRenderWindow::SafeDownCast(renderer->GetRenderWindow()); // Test for Hardware support. If not supported, just render the delegate. bool fbo_support = vtkOpenGLFramebufferObject::IsSupported(context)!=0; bool texture_support = vtkTextureObject::IsSupported(context)!=0; bool supported = fbo_support && texture_support; if (!supported) { vtkErrorMacro( << "The required extensions are not supported." << " fbo_support=" << fbo_support << " texture_support=" << texture_support); this->DelegatePass->Render(s); this->NumberOfRenderedProps += this->DelegatePass->GetNumberOfRenderedProps(); return; } vtkOpenGLClearErrorMacro(); // 1. Create a new render state with an FBO. int width=0; int height=0; int size[2]; s->GetWindowSize(size); width=size[0]; height=size[1]; const int extraPixels=1; // one on each side int w=width+2*extraPixels; int h=height+2*extraPixels; if(this->Pass1==nullptr) { this->Pass1=vtkTextureObject::New(); this->Pass1->SetContext(context); } if(this->FrameBufferObject==nullptr) { this->FrameBufferObject=vtkOpenGLFramebufferObject::New(); this->FrameBufferObject->SetContext(context); } this->FrameBufferObject->SaveCurrentBindingsAndBuffers(); this->RenderDelegate(s,width,height,w,h,this->FrameBufferObject, this->Pass1); #ifdef VTK_SOBEL_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("SobelPass1.png"); writer->SetInputConnection(rgbaToRgb->GetOutputPort()); importer->Delete(); rgbaToRgb->Delete(); writer->Write(); writer->Delete(); #endif // 3. Same FBO, but two color attachments (new TOs gx1 and gy1). if(this->Gx1==nullptr) { this->Gx1=vtkTextureObject::New(); this->Gx1->SetContext(this->FrameBufferObject->GetContext()); } if(this->Gx1->GetWidth()!=static_cast(w) || this->Gx1->GetHeight()!=static_cast(h)) { this->Gx1->Create2D(w,h,4,VTK_UNSIGNED_CHAR,false); } if(this->Gy1==nullptr) { this->Gy1=vtkTextureObject::New(); this->Gy1->SetContext(this->FrameBufferObject->GetContext()); } if(this->Gy1->GetWidth()!=static_cast(w) || this->Gy1->GetHeight()!=static_cast(h)) { this->Gy1->Create2D(w,h,4,VTK_UNSIGNED_CHAR,false); } #ifdef VTK_SOBEL_PASS_DEBUG cout << "gx1 TOid=" << this->Gx1->GetHandle() <Pass1 is the source // (this->Gx1 and this->Gy1 are fbo render targets) // has something changed that would require us to recreate the shaders? if (!this->Program1) { this->Program1 = new vtkOpenGLHelper; // build the shader source code std::string VSSource = vtkTextureObjectVS; std::string FSSource = vtkSobelGradientMagnitudePass1FS; std::string GSSource; // compile and bind it if needed vtkShaderProgram *newShader = context->GetShaderCache()->ReadyShaderProgram( VSSource.c_str(), FSSource.c_str(), GSSource.c_str()); // if the shader changed reinitialize the VAO if (newShader != this->Program1->Program) { this->Program1->Program = newShader; this->Program1->VAO->ShaderProgramChanged(); // reset the VAO as the shader has changed } this->Program1->ShaderSourceTime.Modified(); } else { context->GetShaderCache()->ReadyShaderProgram(this->Program1->Program); } #ifdef VTK_SOBEL_PASS_DEBUG cout << "sobel finish build 1" << endl; glFinish(); #endif if (!this->Program1->Program || this->Program1->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->Program1->Program->SetUniformi("source",sourceId); float fvalue=static_cast(1.0/w); this->Program1->Program->SetUniformf("stepSize",fvalue); #ifdef VTK_SOBEL_PASS_DEBUG cout << "sobel finish3-" << endl; glFinish(); #endif this->FrameBufferObject->RenderQuad(0,w-1,0,h-1, this->Program1->Program, this->Program1->VAO); #ifdef VTK_SOBEL_PASS_DEBUG cout << "sobel finish3" << endl; glFinish(); #endif this->Pass1->Deactivate(); #ifdef VTK_SOBEL_PASS_DEBUG // Save second pass in file for debugging. pbo=this->Gx1->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("SobelPass2Gx1.png"); writer->SetInputConnection(rgbaToRgb->GetOutputPort()); importer->Delete(); rgbaToRgb->Delete(); writer->Write(); writer->Delete(); pbo=this->Gy1->Download(); openglRawData=new unsigned char[4*w*h]; status=pbo->Download2D(VTK_UNSIGNED_CHAR,openglRawData,dims,4,incs); assert("check3" && 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("SobelPass2Gy1.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(); // has something changed that would require us to recreate the shaders? if (!this->Program2) { this->Program2 = new vtkOpenGLHelper; // build the shader source code std::string VSSource = vtkTextureObjectVS; std::string FSSource = vtkSobelGradientMagnitudePass2FS; std::string GSSource; // compile and bind it if needed vtkShaderProgram *newShader = context->GetShaderCache()->ReadyShaderProgram( VSSource.c_str(), FSSource.c_str(), GSSource.c_str()); // if the shader changed reinitialize the VAO if (newShader != this->Program2->Program) { this->Program2->Program = newShader; this->Program2->VAO->ShaderProgramChanged(); // reset the VAO as the shader has changed } this->Program2->ShaderSourceTime.Modified(); } else { context->GetShaderCache()->ReadyShaderProgram(this->Program2->Program); } #ifdef VTK_SOBEL_PASS_DEBUG cout << "sobel finish build 2" << endl; glFinish(); #endif if(!this->Program2->Program || this->Program2->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."); return; } #ifdef VTK_SOBEL_PASS_DEBUG cout << "sobel finish build 2" << endl; glFinish(); #endif // this->Gx1 and this->Gy1 are the sources this->Gx1->Activate(); int id0 = this->Gx1->GetTextureUnit(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); this->Gy1->Activate(); int id1 = this->Gy1->GetTextureUnit(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); this->Program2->Program->SetUniformi("gx1",id0); this->Program2->Program->SetUniformi("gy1",id1); fvalue=static_cast(1.0/h); this->Program2->Program->SetUniformf("stepSize",fvalue); #ifdef VTK_SOBEL_PASS_DEBUG cout << "sobel finish use 2" << endl; glFinish(); #endif #ifdef VTK_SOBEL_PASS_DEBUG cout << "sobel finish 4-" << endl; glFinish(); #endif // Prepare blitting glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); // Trigger a draw on Gy1 (could be called on Gx1). this->Gy1->CopyToFrameBuffer(extraPixels, extraPixels, w-1-extraPixels,h-1-extraPixels, 0, 0, width, height, this->Program2->Program, this->Program2->VAO); this->Gy1->Deactivate(); this->Gx1->Deactivate(); #ifdef VTK_SOBEL_PASS_DEBUG cout << "sobel 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 vtkSobelGradientMagnitudePass::ReleaseGraphicsResources(vtkWindow *w) { assert("pre: w_exists" && w!=nullptr); this->Superclass::ReleaseGraphicsResources(w); if (this->Program1!=nullptr) { this->Program1->ReleaseGraphicsResources(w); delete this->Program1; this->Program1 = nullptr; } if (this->Program2!=nullptr) { this->Program2->ReleaseGraphicsResources(w); delete this->Program2; this->Program2 = nullptr; } if(this->FrameBufferObject!=nullptr) { this->FrameBufferObject->Delete(); this->FrameBufferObject=nullptr; } if(this->Pass1!=nullptr) { this->Pass1->Delete(); this->Pass1=nullptr; } if(this->Gx1!=nullptr) { this->Gx1->Delete(); this->Gx1=nullptr; } if(this->Gy1!=nullptr) { this->Gy1->Delete(); this->Gy1=nullptr; } }