Reputation: 219
I am trying to apply window level similar to this example ,drag your mouse over the image to see the brightness + contrast effect.
But I want to achieve the same using WebGL ,as GPU will process them more faster than CPU.
Here's what I have done:
Vertex Shader:
attribute vec3 attrVertexPos;
attribute vec2 attrTextureCoord;
varying highp vec2 vTextureCoord;
void main(void) {
gl_Position = vec4(attrVertexPos, 0.81);
vTextureCoord = attrTextureCoord;
}
Fragment Shader:
#ifdef GL_ES
precision highp float;
#endif
varying highp vec2 vTextureCoord;
uniform sampler2D uImage;
uniform float brightnessFactor;
uniform float contrastFactor;
void main(void) {
gl_FragColor = texture2D(uImage, vTextureCoord) *(brightnessFactor/contrastFactor);
}
But it doesn't work as expected according the link given above.
Here's the Javascript code:
var isMouseDown = false;
document.getElementById('canvas').onmousedown = function() { isMouseDown = true };
document.getElementById('canvas').onmouseup = function() { isMouseDown = false };
document.getElementById('canvas').onmousemove = function(e) {
if (isMouseDown) {
var intWidth = $('canvas').innerWidth();
var intHeight = $('canvas').innerHeight();
var x = (e.clientX/intWidth)*100;
var y = (e.clientY/intHeight)*100;
console.log(x/10 + ' :: ' + y/10);
brightnessVal = x/10;
gl.uniform1f(gl.getUniformLocation(program, "contrastFactor"), brightnessVal);
contrastVal = y/10;
gl.uniform1f(gl.getUniformLocation(program, "brightnessFactor"), contrastVal);
}
};
Upvotes: 1
Views: 2122
Reputation: 3629
The difference is in pixel manipulation. You're just multiplying by a coefficient (also, the names of the coefficient you use are incorrect), where as in the linked exampled something a bit more complicated is happening. Some colour range (described by its center and width) from the source image gets expanded to full [0,1] range:
newColor = (oldColor - rangeCenter) / rangeWidth + 0.5
Why is it doing this is beyond my knowledge (the page is an example for medical imaging library and I don't know anything about it). Nevertheless, I've managed to port the formula to your code. First, fragment shader changes:
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
varying highp vec2 vTextureCoord;
uniform sampler2D uImage;
// New uniforms
uniform float rangeCenter;
uniform float rangeWidth;
void main(void) {
vec3 c = texture2D(uImage, vTextureCoord).rgb;
gl_FragColor = vec4(
// The above formula, clamped to [0, 1]
clamp((c - windowCenter) / windowWidth + 0.5, 0.0, 1.0),
// Also, let's not screw alpha
1
);
}
As for JavaScript, I've taken the liberty to make it a bit closer to linked example:
var isMouseDown = false,
// Initially we set "equality" colour mapping
rangeCenter = 0.5,
ragneWidth = 1,
lastX, lastY;
document.getElementById('canvas').onmousedown = function(e) {
lastX = e.clientX;
lastY = e.clientY;
isMouseDown = true
};
document.getElementById('canvas').onmouseup = function() {
isMouseDown = false
};
document.getElementById('canvas').onmousemove = function(e) {
if (isMouseDown) {
var intWidth = $('canvas').innerWidth();
var intHeight = $('canvas').innerHeight();
// Change params according to cursor coords delta
rangeWidth += (e.clientX - lastX) / intWidth;
rangeCenter += (e.clientY - lastY) / intHeight;
gl.uniform1f(
gl.getUniformLocation(program, "rangeWidth"),
rangeWidth
);
gl.uniform1f(
gl.getUniformLocation(program, "rangeCenter"),
rangeCenter
);
lastX = e.clientX;
lastY = e.clientY;
}
};
Old answer:
The problem is that, according to your code, you don't redraw the picture after
mousemove
event. Just insert a draw call (or several draw calls) with appropriate parameters after setting uniforms. For example, it may look like this:document.getElementById('canvas').onmousemove = function(e) { if (isMouseDown) { // your code gl.drawArrays(/* params, e.g gl.TRIANGLES, 0 and vertex count */); } };
A better way would be using
requestAnimationFrame
callback to redraw. To do that, define adraw
function, which will make the draw call for you and use it arequestAnimationFrame
callback:function draw () { /* your draw calls here */ } document.getElementById('canvas').onmousemove = function(e) { if (isMouseDown) { // your code requestAnimationFrame(draw); } };
P.S. Also, I'm intersted, where does this #ifdef GL_ES
thing come from? It's incorrect to set highp
precision based on GL_ES
macro. Hardware doesn't have to support it according to the standard. The right way would be:
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
Upvotes: 3