Mercurial > hg > orthanc-stone
view Framework/Scene2D/Internals/OpenGLFloatTextureProgram.cpp @ 1327:4f8db2d202c8 broker
OrthancSeriesProgressiveLoader now has two modes that
can be selected at object creation :
- progressive (will first load jpeg50, then jpeg90 then PAM)
- non-progressive (will directly load PAM (uncompressed))
Please note that the slice loading order remains dynamic
and depending upon the slice that the client code wishes
to extract from the volume.
author | Benjamin Golinvaux <bgo@osimis.io> |
---|---|
date | Wed, 25 Mar 2020 14:34:27 +0100 |
parents | 2d8ab34c8c91 |
children | 30deba7bc8e2 |
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/** * Stone of Orthanc * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics * Department, University Hospital of Liege, Belgium * Copyright (C) 2017-2020 Osimis S.A., Belgium * * This program is free software: you can redistribute it and/or * modify it under the terms of the GNU Affero General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. **/ #include "OpenGLFloatTextureProgram.h" #include "OpenGLShaderVersionDirective.h" #include <Core/OrthancException.h> #include <Core/Images/Image.h> #include <Core/Images/ImageProcessing.h> static const char* FRAGMENT_SHADER = ORTHANC_STONE_OPENGL_SHADER_VERSION_DIRECTIVE "uniform float u_offset; \n" "uniform float u_slope; \n" "uniform float u_windowCenter; \n" "uniform float u_windowWidth; \n" "uniform bool u_invert; \n" "uniform sampler2D u_texture; \n" "varying vec2 v_texcoord; \n" "void main() \n" "{ \n" " vec4 t = texture2D(u_texture, v_texcoord); \n" " float v = (t.r * 256.0 + t.g) * 256.0; \n" " v = v * u_slope + u_offset; \n" // (*) " float a = u_windowCenter - u_windowWidth / 2.0; \n" " float dy = 1.0 / u_windowWidth; \n" " if (v <= a) \n" " v = 0.0; \n" " else \n" " { \n" " v = (v - a) * dy; \n" " if (v >= 1.0) \n" " v = 1.0; \n" " } \n" " if (u_invert) \n" " v = 1.0 - v; \n" " gl_FragColor = vec4(v, v, v, 1); \n" "}"; namespace OrthancStone { namespace Internals { OpenGLFloatTextureProgram::Data::Data( OpenGL::IOpenGLContext& context , const Orthanc::ImageAccessor& texture , bool isLinearInterpolation) : texture_(context) , offset_(0.0f) , slope_(0.0f) { if (texture.GetFormat() != Orthanc::PixelFormat_Float32) { throw Orthanc::OrthancException(Orthanc::ErrorCode_IncompatibleImageFormat); } float minValue, maxValue; Orthanc::ImageProcessing::GetMinMaxFloatValue(minValue, maxValue, texture); offset_ = minValue; if (LinearAlgebra::IsCloseToZero(maxValue - minValue)) { slope_ = 1; } else { slope_ = (maxValue - minValue) / 65536.0f; assert(!LinearAlgebra::IsCloseToZero(slope_)); } const unsigned int width = texture.GetWidth(); const unsigned int height = texture.GetHeight(); Orthanc::Image converted(Orthanc::PixelFormat_RGB24, width, height, true); for (unsigned int y = 0; y < height; y++) { const float *p = reinterpret_cast<const float*>(texture.GetConstRow(y)); uint8_t *q = reinterpret_cast<uint8_t*>(converted.GetRow(y)); for (unsigned int x = 0; x < width; x++) { /** * At (*), the floating-point "value" is reconstructed as * "value = texture * slope + offset". * <=> texture = (value - offset) / slope **/ float texture = (*p - offset_) / slope_; if (texture < 0) { texture = 0; } else if (texture >= 65535.0f) { texture = 65535.0f; } uint16_t t = static_cast<uint16_t>(texture); q[0] = t / 256; // red q[1] = t % 256; // green q[2] = 0; // blue is unused p++; q += 3; } } texture_.Load(converted, isLinearInterpolation); } OpenGLFloatTextureProgram::OpenGLFloatTextureProgram(OpenGL::IOpenGLContext& context) : program_(context, FRAGMENT_SHADER) , context_(context) { } void OpenGLFloatTextureProgram::Apply(Data& data, const AffineTransform2D& transform, float windowCenter, float windowWidth, bool invert) { if (!context_.IsContextLost()) { OpenGLTextureProgram::Execution execution(program_, data.GetTexture(), transform); glUniform1f(execution.GetUniformLocation("u_slope"), data.GetSlope()); glUniform1f(execution.GetUniformLocation("u_offset"), data.GetOffset()); glUniform1f(execution.GetUniformLocation("u_windowCenter"), windowCenter); glUniform1f(execution.GetUniformLocation("u_windowWidth"), windowWidth); glUniform1f(execution.GetUniformLocation("u_invert"), invert); execution.DrawTriangles(); } } } }