// ================================================================================================ // // This file is part of the CAMPVis Software Framework. // // If not explicitly stated otherwise: Copyright (C) 2012-2014, all rights reserved, // Christian Schulte zu Berge // Chair for Computer Aided Medical Procedures // Technische Universitaet Muenchen // Boltzmannstr. 3, 85748 Garching b. Muenchen, Germany // // For a full list of authors and contributors, please refer to the file "AUTHORS.txt". // // 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 // // 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. // // ================================================================================================ #include "processordecoratorbackground.h" #include "tgt/shadermanager.h" #include "core/properties/propertycollection.h" namespace campvis { ProcessorDecoratorBackground::ProcessorDecoratorBackground() : AbstractProcessorDecorator() , _backgroundColor1("backgroundColor1", "Background Color 1", tgt::vec4(.9f, .9f, .9f, 1), tgt::vec4(0.f), tgt::vec4(1.f)) , _backgroundColor2("backgroundColor2", "Background Color 2", tgt::vec4(.6f, .6f, .6f, 1), tgt::vec4(0.f), tgt::vec4(1.f)) { } ProcessorDecoratorBackground::~ProcessorDecoratorBackground() { } void ProcessorDecoratorBackground::addProperties(HasPropertyCollection* propCollection) { propCollection->addProperty(_backgroundColor1); propCollection->addProperty(_backgroundColor2); } void ProcessorDecoratorBackground::renderProlog(const DataContainer& dataContainer, tgt::Shader* shader) { shader->setUniform("_backgroundColor1", _backgroundColor1.getValue()); shader->setUniform("_backgroundColor2", _backgroundColor2.getValue()); } }