tumvispainter.cpp 4.22 KB
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#include "tumvispainter.h"
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#include "tgt/assert.h"
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#include "tgt/camera.h"
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#include "tgt/glcontext.h"
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#include "tgt/quadrenderer.h"
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#include "tgt/quadric.h"

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#include "core/datastructures/imagedatarendertarget.h"

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namespace TUMVis {
    const std::string TumVisPainter::loggerCat_ = "TUMVis.core.TumVisPainter";

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    TumVisPainter::TumVisPainter(tgt::QtCanvas* canvas, VisualizationPipeline* pipeline)
        : tgt::QtThreadedPainter(canvas)
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        , _pipeline(0)
        , _dirty(0)
        , _currentlyRendering(false)
        , _copyShader(0)
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    {
        tgtAssert(getCanvas() != 0, "The given canvas must not be 0!");
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        setPipeline(pipeline);
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    }

    void TumVisPainter::paint() {
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        if (getCanvas() == 0)
            return;

        const tgt::ivec2 size = getCanvas()->getSize();
        glViewport(0, 0, size.x, size.y);

        // try get Data
        const ImageDataRenderTarget* image = _pipeline->getRenderTarget();
        if (image != 0) {
            
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

            // activate shader
            _copyShader->activate();
            _copyShader->setIgnoreUniformLocationError(true);
            _copyShader->setUniform("_viewportSize", size);
            _copyShader->setUniform("_viewportSizeRCP", 1.f / tgt::vec2(size));
            _copyShader->setIgnoreUniformLocationError(false);

            // bind input textures
            tgt::TextureUnit colorUnit, depthUnit;
            image->bind(_copyShader, colorUnit, depthUnit);
            LGL_ERROR;

            // execute the shader
            tgt::QuadRenderer::renderQuad();
            _copyShader->deactivate();
            LGL_ERROR;
        }
        else {
            // TODO: render some nifty error texture
            //       so long, we do some dummy rendering
            glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);  
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            tgt::Camera c(tgt::vec3(0.f,0.f,2.f)); 
            c.look();  
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            glColor3f(1.f, 0.f, 0.f);  
            tgt::Sphere sphere(.5f, 64, 32);  
            sphere.render();  

            /*
            // render error texture
            if (!errorTex_) {
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
                return;
            }
            glClear(GL_DEPTH_BUFFER_BIT);

            glActiveTexture(GL_TEXTURE0);
            errorTex_->bind();
            errorTex_->enable();

            glColor3f(1.f, 1.f, 1.f);
            renderQuad();

            errorTex_->disable();*/
        }
        LGL_ERROR;

        {
            tbb::mutex::scoped_lock lock(_localMutex);
            _currentlyRendering = false;
        }
        if (_dirty)
            getCanvas()->repaint();
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    }

    void TumVisPainter::sizeChanged(const tgt::ivec2& size) {
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        _pipeline->setRenderTargetSize(size);
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    }

    void TumVisPainter::init() {
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        try {
            // TODO:    Remove hardcoded paths, and use ShdrMgr.addPath() at some central location
            _copyShader = ShdrMgr.loadSeparate("core/glsl/passthrough.vert", "core/glsl/copyimage.frag", "", false);
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        }
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        catch (tgt::Exception& e) {
            LERRORC("main.cpp", "Encountered tgt::Exception: " << e.what());
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        }
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    }
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    void TumVisPainter::setPipeline(VisualizationPipeline* pipeline) {
        tgtAssert(pipeline != 0, "The given pipeline must not be 0.");
        if (_pipeline != 0) {
            _pipeline->s_renderTargetChanged.disconnect(this);
            if (getCanvas()->getEventHandler() != 0)
                getCanvas()->getEventHandler()->removeListener(_pipeline);
        }
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        _pipeline = pipeline;
        _pipeline->s_renderTargetChanged.connect(this, &TumVisPainter::onPipelineInvalidated);
        _pipeline->setRenderTargetSize(getCanvas()->getSize());
        if (getCanvas()->getEventHandler() != 0)
            getCanvas()->getEventHandler()->addListenerToFront(_pipeline);
    }
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    void TumVisPainter::onPipelineInvalidated() {
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        // TODO:    What happens, if the mutex is still acquired?
        //          Will the render thread woken up as soon as it is released?
        _renderCondition.wakeAll();
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    }
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}