quadview.cpp 4.78 KB
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// ================================================================================================
// 
// This file is part of the CAMPVis Software Framework.
// 
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// If not explicitly stated otherwise: Copyright (C) 2012-2014, all rights reserved,
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//      Christian Schulte zu Berge <christian.szb@in.tum.de>
//      Chair for Computer Aided Medical Procedures
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//      Technische Universitaet Muenchen
//      Boltzmannstr. 3, 85748 Garching b. Muenchen, Germany
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// 
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// For a full list of authors and contributors, please refer to the file "AUTHORS.txt".
// 
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// Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file 
// except in compliance with the License. You may obtain a copy of the License at
// 
// http://www.apache.org/licenses/LICENSE-2.0
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// 
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// Unless required by applicable law or agreed to in writing, software distributed under the 
// License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, 
// either express or implied. See the License for the specific language governing permissions 
// and limitations under the License.
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// 
// ================================================================================================

#include "quadview.h"
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#include "cgt/logmanager.h"
#include "cgt/shadermanager.h"
#include "cgt/textureunit.h"
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#include "core/datastructures/renderdata.h"
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#include "core/classification/simpletransferfunction.h"

#include "core/tools/quadrenderer.h"

namespace campvis {
    const std::string QuadView::loggerCat_ = "CAMPVis.modules.vis.QuadView";

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    QuadView::QuadView(IVec2Property* viewportSizeProp)
        : VisualizationProcessor(viewportSizeProp)
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        , p_inputImage1("InputImage1", "First Input Image", "", DataNameProperty::READ)
        , p_inputImage2("InputImage2", "Second Input Image", "", DataNameProperty::READ)
        , p_inputImage3("InputImage3", "Third Input Image", "", DataNameProperty::READ)
        , p_inputImage4("InputImage4", "Fourth Input Image", "", DataNameProperty::READ)
        , p_outputImage("OutputImage", "Output Image", "dd.output", DataNameProperty::WRITE)
        , _shader(0)
    {
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        addProperty(p_inputImage1);
        addProperty(p_inputImage2);
        addProperty(p_inputImage3);
        addProperty(p_inputImage4);
        addProperty(p_outputImage);
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    }

    QuadView::~QuadView() {

    }

    void QuadView::init() {
        VisualizationProcessor::init();
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        _shader = ShdrMgr.load("core/glsl/passthrough.vert", "modules/vis/glsl/quadview.frag", "");
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        _shader->setAttributeLocation(0, "in_Position");
        _shader->setAttributeLocation(1, "in_TexCoord");
    }

    void QuadView::deinit() {
        VisualizationProcessor::deinit();
        ShdrMgr.dispose(_shader);
    }

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    void QuadView::updateResult(DataContainer& data) {
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        ScopedTypedData<RenderData> inputImage1(data, p_inputImage1.getValue());
        ScopedTypedData<RenderData> inputImage2(data, p_inputImage2.getValue());
        ScopedTypedData<RenderData> inputImage3(data, p_inputImage3.getValue());
        ScopedTypedData<RenderData> inputImage4(data, p_inputImage4.getValue());
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        if (inputImage1 == 0 && inputImage2 == 0 && inputImage3 == 0 && inputImage4 == 0) {
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            return;
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        }
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        FramebufferActivationGuard fag(this);
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        createAndAttachColorTexture();
        createAndAttachDepthTexture();

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        tgt::TextureUnit colorUnit, depthUnit;
        _shader->activate();
        _shader->setUniform("_modelMatrix", tgt::mat4::createScale(tgt::vec3(.5f, .5f, .5f)));
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        if (inputImage1 != 0) {
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            inputImage1->bind(_shader, colorUnit, depthUnit);
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            _shader->setUniform("_viewMatrix", tgt::mat4::createTranslation(tgt::vec3(-.5f, .5f, 0.f)));
            QuadRdr.renderQuad();
        }
        if (inputImage2 != 0) {
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            inputImage2->bind(_shader, colorUnit, depthUnit);
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            _shader->setUniform("_viewMatrix", tgt::mat4::createTranslation(tgt::vec3(.5f, .5f, 0.f)));
            QuadRdr.renderQuad();
        }
        if (inputImage3 != 0) {
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            inputImage3->bind(_shader, colorUnit, depthUnit);
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            _shader->setUniform("_viewMatrix", tgt::mat4::createTranslation(tgt::vec3(-.5f, -.5f, 0.f)));
            QuadRdr.renderQuad();
        }
        if (inputImage4 != 0) {
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            inputImage4->bind(_shader, colorUnit, depthUnit);
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            _shader->setUniform("_viewMatrix", tgt::mat4::createTranslation(tgt::vec3(.5f, -.5f, 0.f)));
            QuadRdr.renderQuad();
        }

        _shader->deactivate();
        tgt::TextureUnit::setZeroUnit();
        LGL_ERROR;

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        data.addData(p_outputImage.getValue(), new RenderData(_fbo));
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    }

}