Exemple #1
0
bool VolumeRaycaster::bindVolumes(tgt::Shader* shader, const std::vector<VolumeStruct> &volumes,
        const tgt::Camera* camera, const tgt::vec4& lightPosition) {

    if (!VolumeRenderer::bindVolumes(shader, volumes, camera, lightPosition))
        return false;

    shader->setIgnoreUniformLocationError(true);

    //TODO: This uses the first volume to set the step size. Could be changed so that step
    // size is calculated for each volume, but shaders need to be adapted as well to have volume
    // parameters available in ray setup and compositing. joerg
    if (volumes.size() > 0) {
        if (!volumes[0].volume_ || !volumes[0].volume_->getRepresentation<VolumeGL>() || !volumes[0].volume_->getRepresentation<VolumeGL>()->getTexture()) {
            LWARNING("No volume texture");
        }
        else {
            shader->setUniform("samplingStepSize_", getSamplingStepSize(volumes[0].volume_));
            LGL_ERROR;
        }
    }
    shader->setIgnoreUniformLocationError(false);

    return true;
}
void SingleVolumeRaycaster::process() {

    // bind transfer function
    tgt::TextureUnit transferUnit;
    transferUnit.activate();
    LGL_ERROR;
    ClassificationModes::bindTexture(classificationMode_.get(), transferFunc_.get(), getSamplingStepSize(volumeInport_.getData()));

    portGroup_.activateTargets();
    portGroup_.clearTargets();
    LGL_ERROR;

    // bind entry params
    tgt::TextureUnit entryUnit, entryDepthUnit, exitUnit, exitDepthUnit;
    entryPort_.bindTextures(entryUnit, entryDepthUnit);
    LGL_ERROR;

    // bind exit params
    exitPort_.bindTextures(exitUnit, exitDepthUnit);
    LGL_ERROR;

    // vector containing the volumes to bind; is passed to bindVolumes()
    std::vector<VolumeStruct> volumeTextures;

    // add main volume
    TextureUnit volUnit;
    volumeTextures.push_back(VolumeStruct(
        volumeInport_.getData(),
        &volUnit,
        "volume_","volumeStruct_",
        volumeInport_.getTextureClampModeProperty().getValue(),
        tgt::vec4(volumeInport_.getTextureBorderIntensityProperty().get()),
        volumeInport_.getTextureFilterModeProperty().getValue())
    );

    // initialize shader
    tgt::Shader* raycastPrg = shaderProp_.getShader();
    raycastPrg->activate();

    // set common uniforms used by all shaders
    tgt::Camera cam = camera_.get();
    setGlobalShaderParameters(raycastPrg, &cam);
    // bind the volumes and pass the necessary information to the shader
    bindVolumes(raycastPrg, volumeTextures, &cam, lightPosition_.get());

    // pass the remaining uniforms to the shader
    raycastPrg->setUniform("entryPoints_", entryUnit.getUnitNumber());
    raycastPrg->setUniform("entryPointsDepth_", entryDepthUnit.getUnitNumber());
    entryPort_.setTextureParameters(raycastPrg, "entryParameters_");
    raycastPrg->setUniform("exitPoints_", exitUnit.getUnitNumber());
    raycastPrg->setUniform("exitPointsDepth_", exitDepthUnit.getUnitNumber());
    exitPort_.setTextureParameters(raycastPrg, "exitParameters_");

    if (compositingMode_.isSelected("iso")  ||
        compositingMode1_.isSelected("iso") ||
        compositingMode2_.isSelected("iso") )
        raycastPrg->setUniform("isoValue_", isoValue_.get());

    if (ClassificationModes::usesTransferFunction(classificationMode_.get()))
        transferFunc_.get()->setUniform(raycastPrg, "transferFunc_", "transferFuncTex_", transferUnit.getUnitNumber());

    if (compositingMode_.isSelected("mida"))
        raycastPrg->setUniform("gammaValue_", gammaValue_.get());

    if (compositingMode1_.isSelected("mida"))
        raycastPrg->setUniform("gammaValue1_", gammaValue1_.get());

    if (compositingMode2_.isSelected("mida"))
        raycastPrg->setUniform("gammaValue2_", gammaValue2_.get());

    LGL_ERROR;

    {
        PROFILING_BLOCK("raycasting");
        renderQuad();
    }

    raycastPrg->deactivate();
    portGroup_.deactivateTargets();

    TextureUnit::setZeroUnit();
    LGL_ERROR;
}