// ================================================================================================ // // This file is part of the CAMPVis Software Framework. // // If not explicitly stated otherwise: Copyright (C) 2012, all rights reserved, // Christian Schulte zu Berge // Chair for Computer Aided Medical Procedures // Technische Universität München // Boltzmannstr. 3, 85748 Garching b. München, Germany // 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. // // ================================================================================================ #include "simpleraycaster.h" #include "core/tools/quadrenderer.h" #include "core/datastructures/imagerepresentationrendertarget.h" #include "core/pipeline/processordecoratorshading.h" namespace campvis { const std::string SimpleRaycaster::loggerCat_ = "CAMPVis.modules.vis.SimpleRaycaster"; SimpleRaycaster::SimpleRaycaster(IVec2Property& canvasSize) : RaycastingProcessor(canvasSize, "modules/vis/glsl/simpleraycaster.frag", true) , p_targetImageID("targetImageID", "Output Image", "", DataNameProperty::WRITE) , p_enableShadowing("EnableShadowing", "Enable Hard Shadows", false, AbstractProcessor::INVALID_SHADER) , p_shadowIntensity("ShadowIntensity", "Shadow Intensity", .5f, .0f, 1.f) , p_enableAdaptiveStepsize("EnableAdaptiveStepSize", "Enable Adaptive Step Size", true, AbstractProcessor::INVALID_SHADER) { addDecorator(new ProcessorDecoratorShading()); addProperty(&p_targetImageID); addProperty(&p_enableShadowing); addProperty(&p_shadowIntensity); addProperty(&p_enableAdaptiveStepsize); decoratePropertyCollection(this); } SimpleRaycaster::~SimpleRaycaster() { } void SimpleRaycaster::processImpl(DataContainer& data) { std::pair output = ImageRepresentationRenderTarget::createWithImageData(_renderTargetSize.getValue()); output.second->createAndAttachTexture(GL_RGBA32F); output.second->createAndAttachTexture(GL_RGBA32F); output.second->activate(); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 , GL_COLOR_ATTACHMENT2 }; glDrawBuffers(3, buffers); if (p_enableShadowing.getValue()) _shader->setUniform("_shadowIntensity", p_shadowIntensity.getValue()); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDepthFunc(GL_ALWAYS); QuadRdr.renderQuad(); LGL_ERROR; output.second->deactivate(); data.addData(p_targetImageID.getValue(), output.first); p_targetImageID.issueWrite(); } std::string SimpleRaycaster::generateHeader() const { std::string toReturn = RaycastingProcessor::generateHeader(); if (p_enableShadowing.getValue()) toReturn += "#define ENABLE_SHADOWING\n"; if (p_enableAdaptiveStepsize.getValue()) toReturn += "#define ENABLE_ADAPTIVE_STEPSIZE\n"; return toReturn; } }