/*========================================================================= 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 "vtkOpenGLError.h" #include "vtkOpenGLFramebufferObject.h" #include "vtkOpenGLRenderWindow.h" #include "vtkOpenGLShaderCache.h" #include "vtkOpenGLState.h" #include "vtkOpenGLVertexArrayObject.h" #include "vtkRenderState.h" #include "vtkRenderer.h" #include "vtkShaderProgram.h" #include "vtkTextureObject.h" #include #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 "vtkImageExtractComponents.h" #include "vtkImageImport.h" #include "vtkPNGWriter.h" #include "vtkPixelBufferObject.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()); vtkOpenGLState* ostate = renWin->GetState(); if (this->DelegatePass != nullptr) { // 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); } // backup GL state vtkOpenGLState::ScopedglEnableDisable bsaver(ostate, GL_BLEND); vtkOpenGLState::ScopedglEnableDisable dsaver(ostate, GL_DEPTH_TEST); ostate->PushFramebufferBindings(); 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(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()) { 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. ostate->PopFramebufferBindings(); 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 ostate->vtkglDisable(GL_BLEND); ostate->vtkglDisable(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) ostate->PopFramebufferBindings(); // 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(); #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; } }