Example #1
0
        public static void drawRect(RectangleF rect, Vector4 color, Matrix4 MVPMatrix)
        {
            float x      = rect.X;
            float y      = rect.Y;
            float width  = rect.Width;
            float height = rect.Height;

            float[] Vertices =
            {
                x + width, y,
                x + width, y + height,
                x,         y,
                x,         y + height
            };

            AmbientShader shader = AmbientShader.Singleton;

            // Use shader
            shader.Use();
            shader.SetColor(color);
            shader.SetMVPMatrix(MVPMatrix);
            shader.EnableVertices(2, VertexAttribPointerType.Float, false, 0, Vertices);

            GL.DrawArrays(BeginMode.TriangleStrip, 0, 4);

            shader.DisableVertices();

            GLHelper.GetError();
        }
Example #2
0
        private void ShowZoom(uint texName, IntPtr buffer, Vector4 selectPos, float viewHeight, Matrix4 projMatrix, int offsetY)
        {
            // GL has inverted y axis
            Vector2   invertSelectPos = new Vector2(selectPos.X, viewHeight - selectPos.Y);
            Rectangle readRect        = new Rectangle((int)selectPos.X - zoomSize.Width / 2, (int)invertSelectPos.Y - zoomSize.Height / 2, zoomSize.Width, zoomSize.Height);

            Rectangle drawRect = new Rectangle((int)selectPos.X - zoomSize.Width / 2, (int)selectPos.Y - zoomSize.Height / 2 + offsetY + zoomSize.Height, zoomSize.Width, -zoomSize.Height);

            readPixelsToTexture(readRect, texName, buffer);

            GLHelper.DrawSprite(texName, drawRect, projMatrix, null, Vector4.One);

            // Draw edge

            float[] Vertices =
            {
                drawRect.X,                  drawRect.Y,
                drawRect.X + drawRect.Width, drawRect.Y,
                drawRect.X + drawRect.Width, drawRect.Y + drawRect.Height,
                drawRect.X,                  drawRect.Y + drawRect.Height
            };

            GL.LineWidth(2);
            GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.SrcColor);

            AmbientShader shader = AmbientShader.Singleton;

            shader.Use();
            shader.SetColor(new Vector4(0.2f, 0.2f, 0.2f, 0.7f));
            shader.SetMVPMatrix(projMatrix);
            shader.EnableVertices(2, VertexAttribPointerType.Float, false, 0, Vertices);

            GL.DrawArrays(BeginMode.LineLoop, 0, 4);

            shader.DisableVertices();

            GL.LineWidth(1);
        }
Example #3
0
 // TODO: find better way to access shaders
 public static void Reset()
 {
     singleton = null;
 }
Example #4
0
        public static void DrawROI(RectangleF viewRect, Vector2 vROICenter, float fROIRadius, Rectangle roiRect, uint roiMaskTexName,
                                   Vector4 outlineColor, float outlineWidth, Vector4 bgColor, Matrix4 MVMatrix, Matrix4 PMatrix)
        {
            Matrix4 MVPMatrix = MVMatrix * PMatrix;

            GL.Enable(EnableCap.Blend);
            {
                GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
//				GL.BlendFunc(All.Zero, All.OneMinusSrcAlpha);
                GLHelper.DrawSprite(roiMaskTexName, roiRect, MVPMatrix, null, bgColor);
            }

            // Draw 4 areas outside ROI
            {
                Vector4    vTopLeft     = Vector4.Transform(new Vector4(roiRect.X, roiRect.Y, 0, 1), MVMatrix);
                Vector4    vButtomRight = Vector4.Transform(new Vector4(roiRect.Right, roiRect.Bottom, 0, 1), MVMatrix);
                RectangleF boxRect;

                boxRect = RectangleF.Intersect(viewRect, new RectangleF(0, 0, viewRect.Width, vTopLeft.Y));
                if (boxRect != RectangleF.Empty)
                {
                    GLHelper.drawRect(boxRect, bgColor, PMatrix);
                }
                boxRect = RectangleF.Intersect(viewRect, new RectangleF(0, vButtomRight.Y, viewRect.Width, viewRect.Height - vButtomRight.Y));
                if (boxRect != RectangleF.Empty)
                {
                    GLHelper.drawRect(boxRect, bgColor, PMatrix);
                }
                boxRect = RectangleF.Intersect(viewRect, new RectangleF(0, vTopLeft.Y, vTopLeft.X, vButtomRight.Y - vTopLeft.Y));
                if (boxRect != RectangleF.Empty)
                {
                    GLHelper.drawRect(boxRect, bgColor, PMatrix);
                }
                boxRect = RectangleF.Intersect(viewRect, new RectangleF(vButtomRight.X, vTopLeft.Y, viewRect.Width - vButtomRight.X, vButtomRight.Y - vTopLeft.Y));
                if (boxRect != RectangleF.Empty)
                {
                    GLHelper.drawRect(boxRect, bgColor, PMatrix);
                }
            }
            GL.Disable(EnableCap.Blend);


            // ROI sphere
            {
                float   r        = fROIRadius;
                Vector2 pos      = vROICenter;
                float[] vertices = GLHelper.CreateSphereVertices(pos, r, false);

                float oldLineWidth = 1;
                GL.GetFloat(GetPName.LineWidth, out oldLineWidth);
                GL.LineWidth(outlineWidth);

                AmbientShader shader = AmbientShader.Singleton;
                shader.Use();
                shader.SetColor(outlineColor);
                shader.SetMVPMatrix(MVPMatrix);
                shader.EnableVertices(2, VertexAttribPointerType.Float, false, 0, vertices);

                GL.DrawArrays(BeginMode.LineLoop, 0, vertices.Length / 2);

                shader.DisableVertices();

                GL.LineWidth(oldLineWidth);
            }
        }
Example #5
0
        public static void DrawRegions(ICollection <Region> regions, Matrix4 modelViewMatrix, Matrix4 projectionMatrix)
        {
            float offsetX = modelViewMatrix.M41;
            float offsetY = modelViewMatrix.M42;
            float scale   = modelViewMatrix.M11;

            AmbientShader shader = AmbientShader.Singleton;

            shader.Use();

            bool bDrawRegionData = false;

            if (bDrawRegionData)
            {
                shader.SetColor(new Vector4(1, 0, 0, 1));
                shader.SetMVPMatrix(projectionMatrix);

                foreach (Region region in regions)
                {
                    int count = region.Points.Count;
                    if (count > 0)
                    {
                        float[] vertices = new float[count * 2];
                        int     iSource  = 0;
                        int     iTarget  = 0;
                        while (iSource < count)
                        {
                            vertices[iTarget++] = region.Points[iSource].X * scale + offsetX;
                            vertices[iTarget++] = region.Points[iSource].Y * scale + offsetY;
                            iSource++;
                        }

                        shader.EnableVertices(2, VertexAttribPointerType.Float, false, 0, vertices);

                        GL.DrawArrays(BeginMode.Points, 0, count);

                        shader.DisableVertices();
                    }
                }
            }

            Vector4 color = ColorHelper.Region;

            shader.SetColor(color);
            shader.SetMVPMatrix(modelViewMatrix * projectionMatrix);
            foreach (Region region in regions)
            {
                int     x        = region.Bounds.X;
                int     y        = region.Bounds.Y;
                int     width    = region.Bounds.Width;
                int     height   = region.Bounds.Height;
                float[] Vertices =
                {
                    x + width, y,
                    x + width, y + height,
                    x,         y + height,
                    x,         y,
                };

                shader.EnableVertices(2, VertexAttribPointerType.Float, false, 0, Vertices);

                GL.DrawArrays(BeginMode.LineLoop, 0, 4);

                shader.DisableVertices();
            }
        }
Example #6
0
        public static void updateROIMask(Rectangle roiRect, Size imageSize, uint frameBuffer, uint roiMaskTexName, uint maskTexName)
        {
            GLHelper.GetError();

            // Setup viewport
            int[] oldViewPort = new int[4];
            GL.GetInteger(GetPName.Viewport, oldViewPort);
            GL.Viewport(0, 0, roiRect.Size.Width, roiRect.Size.Height);
            int fboOld = GLHelper.bindFrameBuffer(frameBuffer, roiMaskTexName);

            // Fill with 1.1.1.1
            GL.ClearColor(1.0f, 1.0f, 1.0f, 1.0f);
            GL.Clear(ClearBufferMask.ColorBufferBit);

            GLHelper.GetError();

            // Draw crop
            if (true)
            {
                float[] vertices = GLHelper.CreateSphereVertices(new Vector2((float)roiRect.Size.Width * 0.5f, (float)roiRect.Size.Height * 0.5f), (float)roiRect.Size.Height * 0.5f, true);

                // Set Model view
                Matrix4 MVPMatrix = Matrix4.CreateOrthographicOffCenter(0, (float)roiRect.Size.Width, 0, (float)roiRect.Size.Height, -1.0f, 1.0f);

                AmbientShader shader = AmbientShader.Singleton;
                shader.Use();
                shader.SetColor(new Vector4(0, 0, 0, 0));
                shader.SetMVPMatrix(MVPMatrix);
                shader.EnableVertices(2, VertexAttribPointerType.Float, false, 0, vertices);

                GLHelper.GetError();

                GL.DrawArrays(BeginMode.TriangleFan, 0, vertices.Length / 2);

                shader.DisableVertices();
            }

            // Draw mask
            if (true)
            {
                // Render to source texture
                float left   = (float)roiRect.Location.X / (float)imageSize.Width;
                float right  = (float)(roiRect.Location.X + roiRect.Size.Width) / (float)imageSize.Width;
                float top    = (float)roiRect.Location.Y / (float)imageSize.Height;
                float button = (float)(roiRect.Location.Y + roiRect.Size.Height) / (float)imageSize.Height;

                // NB: texture coords are mirrored vertically
                float[] texCoords = { right, top,  right, button, left,
                                      top,   left, button };

                Matrix4   mat = Matrix4.CreateOrthographicOffCenter(0, (float)roiRect.Size.Width, 0, (float)roiRect.Size.Height, -1.0f, 1.0f);
                Rectangle r   = new Rectangle(0, 0, roiRect.Width, roiRect.Height);

                GL.Enable(EnableCap.Blend);
                GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
                GLHelper.DrawSprite(maskTexName, r, mat, texCoords, Vector4.One);

                GL.Disable(EnableCap.Blend);
            }



            // unbind framebuffer
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, fboOld);

            // Cleanup viewport
            GL.Viewport(oldViewPort[0], oldViewPort[1], oldViewPort[2], oldViewPort[3]);

            GLHelper.GetError();
        }
Example #7
0
        public static void drawTags(ICollection <Tag> tags, Tag selectedTag, bool layerActive, Matrix4 modelViewMatrix, Matrix4 projectionMatrix, float size)
        {
            float offsetX = modelViewMatrix.M41;
            float offsetY = modelViewMatrix.M42;
            float scale   = modelViewMatrix.M11;

            float[] Vertices =
            {
                0.0f,        0.0f + size,
                0.0f - size,           0,
                0.0f + size,           0,
                0.0f, 0.0f - size
            };

//			bool bShowThreshold = true;

            AmbientShader shader = AmbientShader.Singleton;

            // Use shader
            GL.UseProgram(shader.mProgram);

            // Set vertex and texture coords
            GL.EnableVertexAttribArray(shader.maPositionHandle);
            GL.VertexAttribPointer(shader.maPositionHandle, 2, VertexAttribPointerType.Float, false, 0, Vertices);

            foreach (Tag tag in tags)
            {
                float x = (tag.Pos.X) * scale + offsetX;
                float y = (tag.Pos.Y) * scale + offsetY;

                Vector4 color;
                if (tag == selectedTag)
                {
                    color = ColorHelper.TagColorSelected;
                }
                else
                {
                    color = layerActive ? ColorHelper.TagColorActive : ColorHelper.TagColor;
                }
                GL.Uniform4(shader.muColorHandle, 1, ref color.X);

                Matrix4 mat = Matrix4.CreateTranslation(x, y, 0) * projectionMatrix;
                GL.UniformMatrix4(shader.muMVPMatrixHandle, 1, false, ref mat.Row0.X);

                GL.DrawArrays(BeginMode.TriangleStrip, 0, 4);
            }

            // Draw threshold rect
            //			foreach (Tag tag in tags) {
            //				Rectangle thresholdRect = tag.ThresholdSampleRect;
            //				float[] v = {
            //					thresholdRect.Right, thresholdRect.Bottom,
            //					thresholdRect.Right, thresholdRect.Top,
            //					thresholdRect.Left, thresholdRect.Top,
            //					thresholdRect.Left, thresholdRect.Bottom};
            //				GL.VertexAttribPointer (shader.maPositionHandle, 2, VertexAttribPointerType.Float, false, 0, v);
            //
            //				Matrix4 mat = modelViewMatrix * projectionMatrix;
            //				GL.UniformMatrix4 (shader.muMVPMatrixHandle, 1, false, ref mat.Row0.X);
            //
            //				GL.DrawArrays (All.LineLoop, 0, 4);
            //			}

            GL.DisableVertexAttribArray(shader.maPositionHandle);
        }
Example #8
0
        public static void MaskDraw(Vector2 pos, Vector2 prevPos, bool bForeground, uint frameBuffer,
                                    uint texName, Size texSize, float[] sphereVertices, int scale)
        {
            // FIXME: radius is in image space and needs to be dps adjusted

            // Setup viewport
            int[] oldViewPort = new int[4];
            GL.GetInteger(GetPName.Viewport, oldViewPort);
            GL.Viewport(0, 0, texSize.Width, texSize.Height);
            int fboOld = GLHelper.bindFrameBuffer(frameBuffer, texName);

            Vector4 foreground = new Vector4(1, 1, 1, 1);
            Vector4 background = new Vector4(0, 0, 0, 0);
            Vector4 color      = bForeground ? foreground : background;

            AmbientShader shader = AmbientShader.Singleton;

            shader.Use();
            shader.SetColor(color);

            Matrix4 ProjMatrix = Matrix4.CreateOrthographicOffCenter(0, (float)texSize.Width, 0, (float)texSize.Height, -1.0f, 1.0f);

            // Draw sphere at pos
            {
                // Set Model view
                Matrix4 MVPMatrix = Matrix4.Scale(scale) * Matrix4.CreateTranslation(new Vector3(pos)) * ProjMatrix;

                shader.SetMVPMatrix(MVPMatrix);
                shader.EnableVertices(2, VertexAttribPointerType.Float, false, 0, sphereVertices);

                GLHelper.GetError();

                GL.DrawArrays(BeginMode.TriangleFan, 0, sphereVertices.Length / 2);

                shader.DisableVertices();
            }

            // Connect prev to current
            if (!pos.Equals(prevPos))
            {
                shader.SetMVPMatrix(ProjMatrix);


                //				shader.SetMVPMatrix(projMatrix);

                //				Vector2 v0 = CCContext.ViewToModel(prevPos, modelViewMatrix);
                //				Vector2 v1 = CCContext.ViewToModel(pos, modelViewMatrix);
                Vector2 v0 = prevPos;
                Vector2 v1 = pos;

                Vector3 up  = new Vector3(0, 0, 1);
                Vector3 dir = new Vector3(v1) - new Vector3(v0);
                dir = Vector3.Normalize(dir);

                Vector3 cross = Vector3.Cross(up, dir) * scale;

                float[] vertices = new float[4 * 2];
                int     i        = 0;

                vertices[i++] = v0.X - cross.X;
                vertices[i++] = v0.Y - cross.Y;

                vertices[i++] = v0.X + cross.X;
                vertices[i++] = v0.Y + cross.Y;

                vertices[i++] = v1.X - cross.X;
                vertices[i++] = v1.Y - cross.Y;

                vertices[i++] = v1.X + cross.X;
                vertices[i++] = v1.Y + cross.Y;

                shader.EnableVertices(2, VertexAttribPointerType.Float, false, 0, vertices);

                GL.DrawArrays(BeginMode.TriangleStrip, 0, 4);

                //				GLES20.glDrawArrays(GLES20.GL_LINE_STRIP, 0, 4);

                shader.DisableVertices();
            }

            // unbind framebuffer
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, fboOld);
            GL.Viewport(oldViewPort[0], oldViewPort[1], oldViewPort[2], oldViewPort[3]);
        }