simpleraycaster.cpp 4.53 KB
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// ================================================================================================
// 
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// This file is part of the CAMPVis Software Framework.
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// 
// If not explicitly stated otherwise: Copyright (C) 2012, all rights reserved,
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//      Christian Schulte zu Berge <christian.szb@in.tum.de>
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//      Chair for Computer Aided Medical Procedures
//      Technische Universitt Mnchen
//      Boltzmannstr. 3, 85748 Garching b. Mnchen, Germany
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// For a full list of authors and contributors, please refer to the file "AUTHORS.txt".
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// 
// The licensing of this softare is not yet resolved. Until then, redistribution in source or
// binary forms outside the CAMP chair is not permitted, unless explicitly stated in legal form.
// However, the names of the original authors and the above copyright notice must retain in its
// original state in any case.
// 
// Legal disclaimer provided by the BSD license:
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY 
// AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR 
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR 
// OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
// 
// ================================================================================================

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#include "simpleraycaster.h"

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#include "core/tools/quadrenderer.h"
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#include "core/datastructures/renderdata.h"
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#include "core/pipeline/processordecoratorshading.h"
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namespace campvis {
    const std::string SimpleRaycaster::loggerCat_ = "CAMPVis.modules.vis.SimpleRaycaster";
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    SimpleRaycaster::SimpleRaycaster(IVec2Property* viewportSizeProp)
        : RaycastingProcessor(viewportSizeProp, "modules/vis/glsl/simpleraycaster.frag", true)
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        , p_targetImageID("targetImageID", "Output Image", "", DataNameProperty::WRITE)
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        , p_enableShadowing("EnableShadowing", "Enable Hard Shadows (Expensive!)", false, AbstractProcessor::INVALID_RESULT | AbstractProcessor::INVALID_SHADER | AbstractProcessor::INVALID_PROPERTIES)
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        , p_shadowIntensity("ShadowIntensity", "Shadow Intensity", .5f, .0f, 1.f)
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        , p_enableAdaptiveStepsize("EnableAdaptiveStepSize", "Enable Adaptive Step Size", true, AbstractProcessor::INVALID_SHADER)
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    {
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        addDecorator(new ProcessorDecoratorShading());

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        addProperty(&p_targetImageID);
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        addProperty(&p_enableAdaptiveStepsize);

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        addProperty(&p_enableShadowing);
        addProperty(&p_shadowIntensity);
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        p_shadowIntensity.setVisible(false);

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        decoratePropertyCollection(this);
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    }

    SimpleRaycaster::~SimpleRaycaster() {

    }

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    void SimpleRaycaster::processImpl(DataContainer& data, ImageRepresentationGL::ScopedRepresentation& image) {
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        FramebufferActivationGuard fag(this);
        createAndAttachTexture(GL_RGBA8);
        createAndAttachTexture(GL_RGBA32F);
        createAndAttachTexture(GL_RGBA32F);
        createAndAttachDepthTexture();
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        static const GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 , GL_COLOR_ATTACHMENT2 };
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        glDrawBuffers(3, buffers);
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        if (p_enableShadowing.getValue())
            _shader->setUniform("_shadowIntensity", p_shadowIntensity.getValue());
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        glEnable(GL_DEPTH_TEST);
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        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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        QuadRdr.renderQuad();
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        glDisable(GL_DEPTH_TEST);
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        LGL_ERROR;
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        data.addData(p_targetImageID.getValue(), new RenderData(_fbo));
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    }
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    std::string SimpleRaycaster::generateHeader() const {
        std::string toReturn = RaycastingProcessor::generateHeader();
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        if (p_enableShadowing.getValue())
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            toReturn += "#define ENABLE_SHADOWING\n";
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        if (p_enableAdaptiveStepsize.getValue())
            toReturn += "#define ENABLE_ADAPTIVE_STEPSIZE\n";
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        return toReturn;
    }

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    void SimpleRaycaster::updateProperties() {
        p_shadowIntensity.setVisible(p_enableShadowing.getValue());
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        validate(AbstractProcessor::INVALID_PROPERTIES);
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    }

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}