------------------------------------------------------------------------------ This method contains the first switch statement that calls the correct templated function for the input and output region types.
| 84 | // This method contains the first switch statement that calls the correct |
| 85 | // templated function for the input and output region types. |
| 86 | void vtkOpenGLImageGradient::ThreadedRequestData(vtkInformation* vtkNotUsed(request), |
| 87 | vtkInformationVector** inputVector, vtkInformationVector* vtkNotUsed(outputVector), |
| 88 | vtkImageData*** inData, vtkImageData** outData, int outExt[6], int vtkNotUsed(id)) |
| 89 | { |
| 90 | vtkDataArray* inArray = this->GetInputArrayToProcess(0, inputVector); |
| 91 | outData[0]->GetPointData()->GetScalars()->SetName(inArray->GetName()); |
| 92 | |
| 93 | // The output scalar type must be double to store proper gradients. |
| 94 | if (outData[0]->GetScalarType() != VTK_DOUBLE) |
| 95 | { |
| 96 | vtkErrorMacro( |
| 97 | "Execute: output ScalarType is " << outData[0]->GetScalarType() << "but must be double."); |
| 98 | return; |
| 99 | } |
| 100 | |
| 101 | // Gradient makes sense only with one input component. This is not |
| 102 | // a Jacobian filter. |
| 103 | if (inArray->GetNumberOfComponents() != 1) |
| 104 | { |
| 105 | vtkErrorMacro("Execute: input has more than one component. " |
| 106 | "The input to gradient should be a single component image. " |
| 107 | "Think about it. If you insist on using a color image then " |
| 108 | "run it though RGBToHSV then ExtractComponents to get the V " |
| 109 | "components. That's probably what you want anyhow."); |
| 110 | return; |
| 111 | } |
| 112 | |
| 113 | vtkOpenGLGradientCB cb; |
| 114 | cb.Spacing = inData[0][0]->GetSpacing(); |
| 115 | |
| 116 | // build the fragment shader for 2D or 3D gradient |
| 117 | std::string fragShader = |
| 118 | "//VTK::System::Dec\n" |
| 119 | "varying vec2 tcoordVSOutput;\n" |
| 120 | "uniform sampler3D inputTex1;\n" |
| 121 | "uniform float zPos;\n" |
| 122 | "uniform vec3 spacing;\n" |
| 123 | "uniform float inputScale;\n" |
| 124 | "uniform float inputShift;\n" |
| 125 | "//VTK::Output::Dec\n" |
| 126 | "void main(void) {\n" |
| 127 | " float dx = textureOffset(inputTex1, vec3(tcoordVSOutput, zPos), ivec3(1,0,0)).r\n" |
| 128 | " - textureOffset(inputTex1, vec3(tcoordVSOutput, zPos), ivec3(-1,0,0)).r;\n" |
| 129 | " dx = inputScale*0.5*dx/spacing.x;\n" |
| 130 | " float dy = textureOffset(inputTex1, vec3(tcoordVSOutput, zPos), ivec3(0,1,0)).r\n" |
| 131 | " - textureOffset(inputTex1, vec3(tcoordVSOutput, zPos), ivec3(0,-1,0)).r;\n" |
| 132 | " dy = inputScale*0.5*dy/spacing.y;\n"; |
| 133 | |
| 134 | if (this->Dimensionality == 3) |
| 135 | { |
| 136 | fragShader += |
| 137 | " float dz = textureOffset(inputTex1, vec3(tcoordVSOutput, zPos), ivec3(0,0,1)).r\n" |
| 138 | " - textureOffset(inputTex1, vec3(tcoordVSOutput, zPos), ivec3(0,0,-1)).r;\n" |
| 139 | " dz = inputScale*0.5*dz/spacing.z;\n" |
| 140 | " gl_FragData[0] = vec4(dx, dy, dz, 1.0);\n" |
| 141 | "}\n"; |
| 142 | } |
| 143 | else |
nothing calls this directly
no test coverage detected