Mercurial > hg > orthanc-stone
view OrthancStone/Sources/Scene2D/Internals/OpenGLFloatTextureProgram.cpp @ 1886:ca89fec8c48f
test
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Fri, 14 Jan 2022 19:10:30 +0100 |
parents | 7053b8a0aaec |
children | ee68ee732aa7 |
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/** * Stone of Orthanc * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics * Department, University Hospital of Liege, Belgium * Copyright (C) 2017-2022 Osimis S.A., Belgium * Copyright (C) 2021-2022 Sebastien Jodogne, ICTEAM UCLouvain, Belgium * * This program is free software: you can redistribute it and/or * modify it under the terms of the GNU Lesser 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this program. If not, see * <http://www.gnu.org/licenses/>. **/ #include "OpenGLFloatTextureProgram.h" #include "OpenGLShaderVersionDirective.h" #include <OrthancException.h> #include <Images/Image.h> #include <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 value = (*p - offset_) / slope_; if (value < 0) { value = 0; } else if (value >= 65535.0f) { value = 65535.0f; } uint16_t t = static_cast<uint16_t>(value); 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, unsigned int canvasWidth, unsigned int canvasHeight, float windowCenter, float windowWidth, bool invert) { if (!context_.IsContextLost()) { OpenGLTextureProgram::Execution execution( program_, data.GetTexture(), transform, canvasWidth, canvasHeight); 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(); } } } }