示例#1
0
        public static void updateROIImage(Rectangle roiRect, uint frameBuffer, uint imageTexName, Size imageSize, uint roiTexName, uint roiMaskTexName)
        {
            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, roiTexName);

            // 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 };

            // Render source
            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);

            GLHelper.DrawSprite(imageTexName, r, mat, texCoords, Vector4.One);

            // Render mask onto source
            GL.Enable(EnableCap.Blend);

            GL.BlendFunc(BlendingFactorSrc.Zero, BlendingFactorDest.OneMinusSrcAlpha);
            GLHelper.DrawSprite(roiMaskTexName, r, mat);

            GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.Zero);

            GL.Disable(EnableCap.Blend);

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

            GLHelper.GetError();
        }
示例#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);
        }
示例#3
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);
            }
        }
示例#4
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();
        }
示例#5
0
        private void CreateSaveImage(ICollection <Tag> tagArray)
        {
            if (SaveCountResult == null)
            {
                return;
            }

            Size size          = ccContext.ImageSize;
            uint outputTexName = 0;

            // Generate texture
            GL.GenTextures(1, out outputTexName);
            CCContext.setupTexture(outputTexName, size, IntPtr.Zero);

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

            GL.Disable(EnableCap.Blend);

            Matrix4 projectionMatrix = Matrix4.CreateOrthographicOffCenter(0, (float)size.Width, 0, (float)size.Height, -1.0f, 1.0f);
//			Matrix4 projectionMatrix = ccContext.ProjectionMatrix;
            Matrix4 modelViewMatrix = Matrix4.Identity;

            // Draw image
            {
                Matrix4   mat       = modelViewMatrix * projectionMatrix;
                Rectangle imageRect = new Rectangle(0, 0, (int)size.Width, (int)size.Height);
                GLHelper.DrawSprite(ccContext.ImageTexName, imageRect, mat);
            }

            // Draw ROI
            Vector4    outlineColor = ColorHelper.ColorToVec(ColorHelper.ROIEdge);
            Vector4    bgColor      = ColorHelper.ColorToVec(ColorHelper.ROIBackground);
            float      outlineWidth = 1.0f;
            RectangleF rect         = new RectangleF(PointF.Empty, new SizeF(size));

            CountLayerHelper.DrawROI(rect, roiSphere.center, roiSphere.radius, roiRect, roiMaskTexName, outlineColor, outlineWidth, bgColor, modelViewMatrix, projectionMatrix);

            // Regions
            CountLayerHelper.DrawRegions(regions, modelViewMatrix, projectionMatrix);

            // Draw tags
            {
                float tagSize = 16;
                CountLayerHelper.drawTags(tagArray, null, true, modelViewMatrix, projectionMatrix, tagSize);
            }

            // allocate array and read pixels into it.
            int myDataLength = size.Width * size.Height * 4;

            byte[] buffer = new byte[myDataLength];
            GL.ReadPixels(0, 0, size.Width, size.Height, PixelFormat.Rgba, PixelType.UnsignedByte, buffer);

            // Call save image event
            SaveCountResult(buffer, size, tags.Count, regions.Count);

            buffer = null;

            GL.DeleteTextures(1, ref outputTexName);

            // unbind framebuffer
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, fboOld);
            GL.Viewport(oldViewPort[0], oldViewPort[1], oldViewPort[2], oldViewPort[3]);
        }
示例#6
0
        // Should be called from GL thread
        public void RenderUpdate(RectangleF rect)
        {
            //if (bUpdateImage) {
            //	bUpdateImage = false;

            //	Console.WriteLine("CountLayerContext UPDATE IMAGE");

            //	CCContext.setupTexture (maskTexName, ccContext.ImageSize, IntPtr.Zero);

            //	int[] oldViewPort = new int[4];
            //	GL.GetInteger (GetPName.Viewport, oldViewPort);
            //	GL.Viewport (0, 0, ccContext.ImageSize.Width, ccContext.ImageSize.Height);
            //	int fboOld = GLHelper.bindFrameBuffer (frameBuffer, maskTexName);

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

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

            //	bUpdateROI = true;
            //	bUpdateROIThreshold = true;
            //	bUpdateSeqmentation = true;
            //}


            //if (bUpdateROI) {
            //	bUpdateROI = false;
            //	Console.WriteLine("CountLayerContext UPDATE ROI");
            //	UpdateROI();
            //	bUpdateROIThreshold = true;
            //}

            List <Tag> tagsCopy = null;

            lock (tags) {
                tagsCopy = new List <Tag>(tags);
            }

            //if (bLateUpdateSegmentation) {

            //	bLateUpdateSegmentation = false;
            //	Console.WriteLine("CountLayerContext LATE UPDATE SEGMENTATION");

            //	// End running calc region task
            //	if (cCalcRegionTokenSource != null) {
            //		cCalcRegionTokenSource.Cancel ();
            //		calcRegionTask = null;
            //	}

            //	if(bUpdateROIThreshold && tagsCopy.Count == 0)
            //	{
            //		CountLayerHelper.GetROIThreshold(roiRect, segmentationPixelData, roiThresholdMin, roiThresholdMax, frameBuffer, roiTexName);
            //		bUpdateROIThreshold = false;
            //	}

            //	CountLayerHelper.UpdateThresholds (tagsCopy, roiRect, frameBuffer, roiTexName);

            //	GLHelper.GetError ();

            //	// Stop region task
            //	CountLayerHelper.UpdateSegmentation (tagsCopy, roiRect, frameBuffer, thresholdTexName, roiTexName,
            //	                             segmentationPixelData, roiThresholdMin, roiThresholdMax);

            //	GLHelper.GetError ();

            //	// Start calc region task
            //	regions.Clear();
            //	incommingRegions.Clear();
            //	CountLayerHelper.SCalcRegionTask calcRegionTaskData = new CountLayerHelper.SCalcRegionTask ();
            //	calcRegionTaskData.pixelData = segmentationPixelData;
            //	calcRegionTaskData.roiRect = roiRect;
            //	calcRegionTaskData.tags = tagsCopy.ToArray();
            //	calcRegionTaskData.debugTexture = debugTexture;
            //	calcRegionTaskData.debugTexture.Clear ();
            //	calcRegionTaskData.bDebugDrawEDM = false;
            //	calcRegionTaskData.bDebugDrawRegions = false;
            //	calcRegionTaskData.startTime = DateTime.Now;
            //	calcRegionTaskData.regions = new List<Region>();
            //	calcRegionTaskData.regionAdded += delegate(object sender, EventArgs e) {

            //		lock(incommingRegions) {
            //			incommingRegions.Add (sender as Region);
            //		};
            //		ccContext.RequestRender ();
            //		//					if (CountLayerUpdated != null) {
            //		//						CountLayerUpdated (tags.Count, regions.Count);
            //		//					}
            //	};

            //	cCalcRegionTokenSource = new CancellationTokenSource ();
            //	CancellationToken cToken = cCalcRegionTokenSource.Token;

            //	calcRegionTask = Task.Factory.StartNew<CountLayerHelper.SCalcRegionTask> (() => CountLayerHelper.calcRegions (cToken, calcRegionTaskData), cToken);
            //	calcRegionTask.ContinueWith (task => {
            //		// Request render so we can get task result in render thread
            //		ccContext.RequestRender ();
            //	});
            //}

            //// Handle incomming regions
            //lock(incommingRegions) {
            //	if(incommingRegions.Count > 0) {
            //		regions.AddRange(incommingRegions);
            //		incommingRegions.Clear();
            //	}
            //};


            //// Trigger segmentation update next frame
            //if(bUpdateSeqmentation) {
            //	bUpdateSeqmentation = false;
            //	bLateUpdateSegmentation = true;
            //	Console.WriteLine("CountLayerContext UPDATE SEGMENTATION");
            //	ccContext.RequestRender ();
            //}

            //// Check calc region task
            //if (calcRegionTask != null && calcRegionTask.IsCompleted) { //calcRegionTaskComplete)
            //	CountLayerHelper.SCalcRegionTask taskData = calcRegionTask.Result;

            //	ICollection<Region> result = taskData.regions;

            //	TimeSpan span = DateTime.Now.Subtract(taskData.startTime);
            //	Console.WriteLine("CountLayerContext REGION RESULT (duration:"+span.TotalSeconds+")");

            //	regions.Clear ();
            //	regions.AddRange (result);
            //	calcRegionTask = null;

            //	if (CountLayerUpdated != null) {
            //		CountLayerUpdated (tagsCopy.Count, regions.Count);
            //	}
            //}

            // RENDERING !!!

            // Clear background
            GLHelper.GetError();
            GL.ClearColor(1.0f, 0.0f, 0.0f, 1);
            GLHelper.GetError();
            GL.Clear(ClearBufferMask.ColorBufferBit);
            GLHelper.GetError();

            Matrix4 mat = ccContext.ModelViewMatrix * ccContext.ProjectionMatrix;

            // Draw image
            {
                Rectangle imageRect = new Rectangle(0, 0, (int)ccContext.ImageSize.Width, (int)ccContext.ImageSize.Height);
                GLHelper.DrawSprite(ccContext.ImageTexName, imageRect, mat);
            }

            //// Draw ROI
            //{
            //	Vector4 outlineColor = ColorHelper.ColorToVec(ColorHelper.ROIEdge);
            //	Vector4 bgColor = ColorHelper.ColorToVec(ColorHelper.ROIBackground);
            //	float outlineWidth = 1.0f;
            //	if (activeTool == Tool.ROIEdit) {
            //		bool selected = selectedPrim != null && selectedPrim.GetPrimitive () == roiSphere;
            //		outlineColor = selected ? ColorHelper.ColorToVec(ColorHelper.ROIEdgeSelected) : ColorHelper.ColorToVec(ColorHelper.ROIEdgeActive);
            //		bgColor = ColorHelper.ColorToVec(ColorHelper.ROIBackgroundActive);
            //		outlineWidth = 2;
            //	}
            //	CountLayerHelper.DrawROI (rect, roiSphere.center, roiSphere.radius, roiRect, roiMaskTexName, outlineColor, outlineWidth, bgColor, ccContext.ModelViewMatrix, ccContext.ProjectionMatrix);
            //}

//			// Draw debug texture
//			bool bDragDebugTexture = false;
//			if (bDragDebugTexture) {
//				debugTexture.prepareForRender ();
////				GLHelper.DrawSprite(debugTexName, roiRect, mat);
////				GLHelper.DrawSprite(roiTexName, roiRect, mat);
//				GLHelper.DrawSprite (roiMaskTexName, roiRect, mat);
//			}

            //{
            //	CountLayerHelper.DrawRegions (regions, ccContext.ModelViewMatrix, ccContext.ProjectionMatrix);
            //}

            // Draw tags
            {
                Tag selectedTag = selectedPrim != null?selectedPrim.GetPrimitive() as Tag : null;

                bool  layerActive = activeTool == Tool.TagCreate || activeTool == Tool.TagDelete;
                float tagSize     = ccContext.TagSize;
                CountLayerHelper.drawTags(tagsCopy, selectedTag, layerActive, ccContext.ModelViewMatrix, ccContext.ProjectionMatrix, tagSize);
            }

            if (bRequestSaveImage)
            {
                bRequestSaveImage = false;
                CreateSaveImage(tagsCopy);
            }
        }