renderdata.h 7.42 KB
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// ================================================================================================
// 
// This file is part of the CAMPVis Software Framework.
// 
// If not explicitly stated otherwise: Copyright (C) 2012, all rights reserved,
//      Christian Schulte zu Berge <christian.szb@in.tum.de>
//      Chair for Computer Aided Medical Procedures
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//      Technische Universität München
//      Boltzmannstr. 3, 85748 Garching b. München, Germany
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// For a full list of authors and contributors, please refer to the file "AUTHORS.txt".
// 
// 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.
// 
// ================================================================================================

#ifndef RENDERDATA_H__
#define RENDERDATA_H__

#include "core/datastructures/datahandle.h"
#include "core/datastructures/abstractdata.h"

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#include <string>
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#include <vector>

namespace tgt {
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    class FramebufferObject;
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    class Shader;
    class TextureUnit;
}

namespace campvis {
    class ImageData;

    /**
     * Class storing render data (i.e. rendering results).
     * RenderData itself is only a container for multiple ImageData objects representing color
     * and/or depth textures.
     * 
     * \note    Write access to RenderData is \b not thread-safe!
     * \note    RenderData does not care whether its textures have the same size and their formats
     *          make sense.
     */
    class RenderData : public AbstractData {
    public:
        /**
         * Constructor, creates empty RenderData.
         */
        RenderData();

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        /**
         * Constructur, creates RenderData from all textures attached to \a fbo.
         * \note    Must be called from a valid OpenGL context.
         * \param   fbo     FBO to use textures from.
         */
        explicit RenderData(const tgt::FramebufferObject* fbo);

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        /**
         * Destructor
         */
        virtual ~RenderData();

        /// \see AbstractData::clone()
        virtual RenderData* clone() const;

        /// \see AbstractData::getLocalMemoryFootprint()
        virtual size_t getLocalMemoryFootprint() const;

        /// \see AbstractData::getVideoMemoryFootprint()
        virtual size_t getVideoMemoryFootprint() const;


        /**
         * Gets the number of color textures in this RenderData.
         * \return  _colorTextures.size()
         */
        size_t getNumColorTextures() const;

        /**
         * Gets the color texture in this RenderData.
         * \param   index   Index of the color texture to return.
         * \return  _colorTextures[index], 0 if index out of bounds.
         */
        const ImageData* getColorTexture(size_t index = 0) const;

        /**
         * Returns, whether this RenderData has a depth texture.
         * \return  _depthTexture != 0;
         */
        bool hasDepthTexture() const;

        /**
         * Gets the depth texture in this RenderData, if present.
         * Returns 0 if no depth texture is present.
         * \return  _depthTexture, may be 0.
         */
        const ImageData* getDepthTexture() const;


        /**
         * Adds \a texture to this RenderData.
         * \note    RenderData takes ownership of \a texture.
         * \param   texture     Color texture to add.
         */
        void addColorTexture(ImageData* texture);

        /**
         * Sets \a texture as depth texture of this RenderData.
         * \note    RenderData takes ownership of \a texture.
         * \param   texture     New depth texture.
         */
        void setDepthTexture(ImageData* texture);


        
        /**
         * Binds the color texture with index \a index of this render target
         * and sets the corresponding shader uniforms.
         * 
         * \param shader                    Shader to set the uniforms to.
         * \param colorTexUnit              Color texture unit.
         * \param colorTexUniform           Name for color texture sampler.
         * \param texParamsUniform           Name for texture parameters struct uniform.
         * \param index                     Index of the color texture to bind.
         */
        void bindColorTexture(
            tgt::Shader* shader,
            const tgt::TextureUnit& colorTexUnit, 
            const std::string& colorTexUniform = "_colorTexture",
            const std::string& texParamsUniform = "_texParams",
            size_t index = 0) const;
        
        /**
         * Binds the depth texture of this render target and sets the corresponding shader uniforms.
         * 
         * \param shader                    Shader to set the uniforms to.
         * \param depthTexUnit              Depth texture unit.
         * \param depthTexUniform           Name for depth texture sampler.
         * \param texParamsUniform           Name for texture parameters struct uniform.
         */
        void bindDepthTexture(
            tgt::Shader* shader,
            const tgt::TextureUnit& depthTexUnit,
            const std::string& depthTexUniform = "_depthTexture", 
            const std::string& texParamsUniform = "_texParams") const;

        /**
         * Binds the color texture with index \a index and the depth texture of this render target
         * and sets the corresponding shader uniforms.
         * 
         * \param shader                    Shader to set the uniforms to.
         * \param colorTexUnit              Color texture unit.
         * \param depthTexUnit              Depth texture unit.
         * \param colorTexUniform           Name for color texture sampler.
         * \param depthTexUniform           Name for depth texture sampler.
         * \param texParamsUniform           Name for texture parameters struct uniform.
         * \param index                     Index of the color texture to bind.
         */
        void bind(
            tgt::Shader* shader,
            const tgt::TextureUnit& colorTexUnit, 
            const tgt::TextureUnit& depthTexUnit, 
            const std::string& colorTexUniform = "_colorTexture",
            const std::string& depthTexUniform = "_depthTexture",
            const std::string& texParamsUniform = "_texParams",
            size_t index = 0) const;

    protected:
        std::vector<DataHandle> _colorTextures;     ///< color textures
        DataHandle _depthTexture;                   ///< depth texture

        static const std::string loggerCat_;

    };

}

#endif // RENDERDATA_H__