Mercurial > hg > orthanc-stone
annotate OrthancStone/Sources/Scene2D/Internals/OpenGLFloatTextureProgram.cpp @ 1512:244ad1e4e76a
reorganization of folders
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Tue, 07 Jul 2020 16:21:02 +0200 |
parents | Framework/Scene2D/Internals/OpenGLFloatTextureProgram.cpp@30deba7bc8e2 |
children | 85e117739eca |
rev | line source |
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591 | 1 /** |
2 * Stone of Orthanc | |
3 * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics | |
4 * Department, University Hospital of Liege, Belgium | |
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5 * Copyright (C) 2017-2020 Osimis S.A., Belgium |
591 | 6 * |
7 * This program is free software: you can redistribute it and/or | |
8 * modify it under the terms of the GNU Affero General Public License | |
9 * as published by the Free Software Foundation, either version 3 of | |
10 * the License, or (at your option) any later version. | |
11 * | |
12 * This program is distributed in the hope that it will be useful, but | |
13 * WITHOUT ANY WARRANTY; without even the implied warranty of | |
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
15 * Affero General Public License for more details. | |
16 * | |
17 * You should have received a copy of the GNU Affero General Public License | |
18 * along with this program. If not, see <http://www.gnu.org/licenses/>. | |
19 **/ | |
20 | |
21 | |
22 #include "OpenGLFloatTextureProgram.h" | |
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23 #include "OpenGLShaderVersionDirective.h" |
591 | 24 |
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25 #include <OrthancException.h> |
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26 #include <Images/Image.h> |
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27 #include <Images/ImageProcessing.h> |
591 | 28 |
29 | |
30 static const char* FRAGMENT_SHADER = | |
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31 ORTHANC_STONE_OPENGL_SHADER_VERSION_DIRECTIVE |
771 | 32 "uniform float u_offset; \n" |
33 "uniform float u_slope; \n" | |
34 "uniform float u_windowCenter; \n" | |
35 "uniform float u_windowWidth; \n" | |
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36 "uniform bool u_invert; \n" |
771 | 37 "uniform sampler2D u_texture; \n" |
38 "varying vec2 v_texcoord; \n" | |
39 "void main() \n" | |
40 "{ \n" | |
41 " vec4 t = texture2D(u_texture, v_texcoord); \n" | |
42 " float v = (t.r * 256.0 + t.g) * 256.0; \n" | |
43 " v = v * u_slope + u_offset; \n" // (*) | |
44 " float a = u_windowCenter - u_windowWidth / 2.0; \n" | |
45 " float dy = 1.0 / u_windowWidth; \n" | |
46 " if (v <= a) \n" | |
47 " v = 0.0; \n" | |
48 " else \n" | |
49 " { \n" | |
50 " v = (v - a) * dy; \n" | |
51 " if (v >= 1.0) \n" | |
52 " v = 1.0; \n" | |
53 " } \n" | |
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54 " if (u_invert) \n" |
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55 " v = 1.0 - v; \n" |
771 | 56 " gl_FragColor = vec4(v, v, v, 1); \n" |
591 | 57 "}"; |
58 | |
59 | |
60 namespace OrthancStone | |
61 { | |
62 namespace Internals | |
63 { | |
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64 OpenGLFloatTextureProgram::Data::Data( |
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65 OpenGL::IOpenGLContext& context |
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66 , const Orthanc::ImageAccessor& texture |
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67 , bool isLinearInterpolation) |
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68 : texture_(context) |
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69 , offset_(0.0f) |
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70 , slope_(0.0f) |
591 | 71 { |
72 if (texture.GetFormat() != Orthanc::PixelFormat_Float32) | |
73 { | |
74 throw Orthanc::OrthancException(Orthanc::ErrorCode_IncompatibleImageFormat); | |
75 } | |
76 | |
77 float minValue, maxValue; | |
78 Orthanc::ImageProcessing::GetMinMaxFloatValue(minValue, maxValue, texture); | |
79 | |
80 offset_ = minValue; | |
81 | |
82 if (LinearAlgebra::IsCloseToZero(maxValue - minValue)) | |
83 { | |
84 slope_ = 1; | |
85 } | |
86 else | |
87 { | |
88 slope_ = (maxValue - minValue) / 65536.0f; | |
89 assert(!LinearAlgebra::IsCloseToZero(slope_)); | |
90 } | |
91 | |
92 const unsigned int width = texture.GetWidth(); | |
93 const unsigned int height = texture.GetHeight(); | |
94 | |
95 Orthanc::Image converted(Orthanc::PixelFormat_RGB24, width, height, true); | |
96 | |
97 for (unsigned int y = 0; y < height; y++) | |
98 { | |
99 const float *p = reinterpret_cast<const float*>(texture.GetConstRow(y)); | |
100 uint8_t *q = reinterpret_cast<uint8_t*>(converted.GetRow(y)); | |
101 | |
102 for (unsigned int x = 0; x < width; x++) | |
103 { | |
104 /** | |
105 * At (*), the floating-point "value" is reconstructed as | |
106 * "value = texture * slope + offset". | |
107 * <=> texture = (value - offset) / slope | |
108 **/ | |
109 | |
110 float texture = (*p - offset_) / slope_; | |
111 if (texture < 0) | |
112 { | |
113 texture = 0; | |
114 } | |
115 else if (texture >= 65535.0f) | |
116 { | |
117 texture = 65535.0f; | |
118 } | |
119 | |
120 uint16_t t = static_cast<uint16_t>(texture); | |
121 | |
122 q[0] = t / 256; // red | |
123 q[1] = t % 256; // green | |
124 q[2] = 0; // blue is unused | |
125 | |
126 p++; | |
127 q += 3; | |
128 } | |
129 } | |
130 | |
131 texture_.Load(converted, isLinearInterpolation); | |
132 } | |
133 | |
134 | |
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135 OpenGLFloatTextureProgram::OpenGLFloatTextureProgram(OpenGL::IOpenGLContext& context) |
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136 : program_(context, FRAGMENT_SHADER) |
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137 , context_(context) |
592 | 138 { |
139 } | |
140 | |
141 | |
591 | 142 void OpenGLFloatTextureProgram::Apply(Data& data, |
143 const AffineTransform2D& transform, | |
144 float windowCenter, | |
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145 float windowWidth, |
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146 bool invert) |
591 | 147 { |
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148 if (!context_.IsContextLost()) |
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149 { |
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150 OpenGLTextureProgram::Execution execution(program_, data.GetTexture(), transform); |
591 | 151 |
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152 glUniform1f(execution.GetUniformLocation("u_slope"), data.GetSlope()); |
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153 glUniform1f(execution.GetUniformLocation("u_offset"), data.GetOffset()); |
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154 glUniform1f(execution.GetUniformLocation("u_windowCenter"), windowCenter); |
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155 glUniform1f(execution.GetUniformLocation("u_windowWidth"), windowWidth); |
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156 glUniform1f(execution.GetUniformLocation("u_invert"), invert); |
591 | 157 |
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158 execution.DrawTriangles(); |
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159 } |
591 | 160 } |
161 } | |
162 } |