コード例 #1
0
        static public void UpdateSegmentation(ICollection <Tag> tags, Rectangle roiRect, uint frameBuffer,
                                              uint thresholdTexName, uint roiTexName, uint[] segmentationPixelData,
                                              int[] roiThresholdMin, int[] roiThresholdMax)
        {
            float[] thresholdMin = { 1, 1, 1 };
            float[] thresholdMax = { 0, 0, 0 };

            if (tags.Count == 0)
            {
                thresholdMin = new float[] { (float)roiThresholdMin[0] / 255.0f, (float)roiThresholdMin[1] / 255.0f, (float)roiThresholdMin[2] / 255.0f };
                thresholdMax = new float[] { (float)roiThresholdMax[0] / 255.0f, (float)roiThresholdMax[1] / 255.0f, (float)roiThresholdMax[2] / 255.0f };
            }
            else
            {
                // TODO: use ALL thresholds
                foreach (Tag tag in tags)
                {
                    float[] min = new float[3];
                    float[] max = new float[3];
                    tag.GetNormalizedMaxMin(ref min, ref max);

                    thresholdMin[0] = Math.Min(thresholdMin[0], min[0]);
                    thresholdMin[1] = Math.Min(thresholdMin[1], min[1]);
                    thresholdMin[2] = Math.Min(thresholdMin[2], min[2]);
                    thresholdMax[0] = Math.Max(thresholdMax[0], max[0]);
                    thresholdMax[1] = Math.Max(thresholdMax[1], max[1]);
                    thresholdMax[2] = Math.Max(thresholdMax[2], max[2]);
//					thresholdMin = new float[3] { min[0], min[1], min[2]};
//					thresholdMax = new float[3] { max[0], max[1], max[2]};

                    Console.WriteLine("color:" + tag.Color[0] + "," + tag.Color[1] + "," + tag.Color[2]);
                }
            }

            // Setup thresholdTexName as framebuffer
            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, thresholdTexName);

            // Clear
            GL.ClearColor(1.0f, 0.0f, 0.0f, 1.0f);
            GL.Clear(ClearBufferMask.ColorBufferBit);


            float x      = 0;
            float y      = 0;
            float width  = roiRect.Size.Width;
            float height = roiRect.Size.Height;

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

            float[] Texture = { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f };

            Vector4 color = new Vector4(1, 1, 1, 1);

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

            ThresholdShader shader = ThresholdShader.Singleton;

            // Use shader
            shader.Use();

            // Set texture
            shader.SetTexture(roiTexName);

            // Set threshold
            Vector4 vMin = new Vector4(thresholdMin[0], thresholdMin[2], thresholdMin[2], 1);
            Vector4 vMax = new Vector4(thresholdMax[0], thresholdMax[2], thresholdMax[2], 1);

            shader.SetThreshold(vMin, vMax);
            shader.setColor(color);

            // Set Model view
            GL.UniformMatrix4(shader.muMVPMatrixHandle, 1, false, ref mat.Row0.X);

            // Set vertex and texture coords
            GL.EnableVertexAttribArray(shader.maPositionHandle);
            GL.EnableVertexAttribArray(shader.maTexCoordHandle);

            GL.VertexAttribPointer(shader.maPositionHandle, 2, VertexAttribPointerType.Float, false, 0, Vertices);
            GL.VertexAttribPointer(shader.maTexCoordHandle, 2, VertexAttribPointerType.Float, false, 0, Texture);

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

            GL.DisableVertexAttribArray(shader.maPositionHandle);
            GL.DisableVertexAttribArray(shader.maTexCoordHandle);

            // Read pixel data
            {
                GL.ReadPixels(0, 0, roiRect.Size.Width, roiRect.Size.Height, PixelFormat.Rgba, PixelType.UnsignedByte, segmentationPixelData);
//				GL.ReadPixels<uint>(0, 0, roiRect.Size.Width, roiRect.Size.Height, All.Rgba, All.UnsignedByte, segmentationPixelData);
            }

            // unbind framebuffer and cleanup viewport
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, fboOld);
            GL.Viewport(oldViewPort[0], oldViewPort[1], oldViewPort[2], oldViewPort[3]);
        }
コード例 #2
0
 // TODO: find better way to access shaders
 public static void Reset()
 {
     singleton = null;
 }