Mercurial > hg > orthanc-stone
view Framework/Scene2D/Internals/OpenGLFloatTextureProgram.cpp @ 987:d225bccd4d4a
Scaffolding for A/B tests with DicomStructureSet[Loader] (A/B testing)
author | Benjamin Golinvaux <bgo@osimis.io> |
---|---|
date | Mon, 09 Sep 2019 15:18:24 +0200 |
parents | 1091b2adeb5a |
children | 2d8ab34c8c91 |
line wrap: on
line source
/** * Stone of Orthanc * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics * Department, University Hospital of Liege, Belgium * Copyright (C) 2017-2019 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(); } } } }