예제 #1
0
void SimpleRaycaster::process() {
    // activate and clear output render target
    outport_.activateTarget();
    outport_.clearTarget();

    // retrieve shader from shader property
    tgt::Shader* shader = shader_.getShader();
    if (!shader || !shader->isLinked()) {
        outport_.deactivateTarget();
        return;
    }

    // activate shader and set common uniforms
    shader->activate();
    tgt::Camera cam = camera_.get();
    setGlobalShaderParameters(shader, &cam);

    // bind entry and exit params and pass texture units to the shader
    TextureUnit entryUnit, entryDepthUnit, exitUnit, exitDepthUnit;
    entryPort_.bindTextures(entryUnit, entryDepthUnit);
    shader->setUniform("entryPoints_", entryUnit.getUnitNumber());
    shader->setUniform("entryPointsDepth_", entryDepthUnit.getUnitNumber());
    entryPort_.setTextureParameters(shader, "entryParameters_");

    exitPort_.bindTextures(exitUnit, exitDepthUnit);
    shader->setUniform("exitPoints_", exitUnit.getUnitNumber());
    shader->setUniform("exitPointsDepth_", exitDepthUnit.getUnitNumber());
    exitPort_.setTextureParameters(shader, "exitParameters_");

    // bind volume texture and pass it to the shader
    std::vector<VolumeStruct> volumeTextures;
    TextureUnit volUnit;
     volumeTextures.push_back(VolumeStruct(
        volumePort_.getData(),
        &volUnit,
        "volume_",
        "volumeStruct_",
        volumePort_.getTextureClampModeProperty().getValue(),
        tgt::vec4(volumePort_.getTextureBorderIntensityProperty().get()),
        volumePort_.getTextureFilterModeProperty().getValue())
    );
    bindVolumes(shader, volumeTextures, &cam, lightPosition_.get());

    // bind transfer function and pass it to the shader
    TextureUnit transferUnit;
    if (transferFunc_.get()) {
        transferUnit.activate();
        transferFunc_.get()->bind();
        transferFunc_.get()->setUniform(shader, "transferFunc_", "transferFuncTex_", transferUnit.getUnitNumber());
    }

    // render screen aligned quad
    renderQuad();

    // clean up
    shader->deactivate();
    outport_.deactivateTarget();
    TextureUnit::setZeroUnit();
    LGL_ERROR;
}
예제 #2
0
void Renderer::drawGround() {
    // Active the ProgramObject
    _groundProgram->activate();

    // Bind the ground texture in the first available texture unit
    TextureUnit groundTextureUnit;
    groundTextureUnit.activate();
    _groundTexture->enable();
    _groundTexture->bind();

    // Bind the normal texture in the next free texture unit
    TextureUnit groundTextureNormalUnit;
    groundTextureNormalUnit.activate();
    _groundTextureNormal->enable();
    _groundTextureNormal->bind();

    // We are using 'fragColor' as the output variable from the FragmentShader
    _groundProgram->bindFragDataLocation("fragColor", 0);

    // Enable and bind the VBO holding the vertices for the ground and assign them a location
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, _groundVBO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    _groundProgram->bindAttributeLocation("in_position", _groundVBO);
    
    // Set the rest of the uniforms
    // It would be faster to cache the uniform location and reuse that, but this is more readable
    _groundProgram->setUniform("_viewProjectionMatrix", _viewProjectionMatrix);
    _groundProgram->setUniform("_cameraPosition", _position);
    _groundProgram->setUniform("_lightPosition", _lightPosition);
    _groundProgram->setUniform("_texture", groundTextureUnit.unitNumber());
    _groundProgram->setUniform("_textureNormal", groundTextureNormalUnit.unitNumber());

    // Draw one quad 
    glDrawArrays(GL_QUADS, 0, 4);

    // And disable everything again to be a good citizen
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    _groundTexture->disable();
    _groundTextureNormal->disable();
    _groundProgram->deactivate();
}
예제 #3
0
void SimpleRaycaster::process() {
    // activate and clear output render target
    outport_.activateTarget();
    outport_.clearTarget();

    // activate shader and set common uniforms
    raycastPrg_->activate();
    tgt::Camera cam = camera_.get();
    setGlobalShaderParameters(raycastPrg_, &cam);

    // bind entry and exit params and pass texture units to the shader
    TextureUnit entryUnit, entryDepthUnit, exitUnit, exitDepthUnit;
    entryPort_.bindTextures(entryUnit, entryDepthUnit);
    raycastPrg_->setUniform("entryPoints_", entryUnit.getUnitNumber());
    raycastPrg_->setUniform("entryPointsDepth_", entryDepthUnit.getUnitNumber());
    entryPort_.setTextureParameters(raycastPrg_, "entryParameters_");

    exitPort_.bindTextures(exitUnit, exitDepthUnit);
    raycastPrg_->setUniform("exitPoints_", exitUnit.getUnitNumber());
    raycastPrg_->setUniform("exitPointsDepth_", exitDepthUnit.getUnitNumber());
    exitPort_.setTextureParameters(raycastPrg_, "exitParameters_");

    // bind volume texture and pass it to the shader
    std::vector<VolumeStruct> volumeTextures;
    TextureUnit volUnit;
     volumeTextures.push_back(VolumeStruct(
        volumePort_.getData()->getVolumeGL(),
        &volUnit,
        "volume_",
        "volumeParameters_",
        true)
    );
    bindVolumes(raycastPrg_, volumeTextures, &cam, lightPosition_.get());

    // bind transfer function and pass it to the shader
    TextureUnit transferUnit;
    if (transferFunc_.get()) {
        transferUnit.activate();
        transferFunc_.get()->bind();
        raycastPrg_->setUniform("transferFunc_", transferUnit.getUnitNumber());
    }

    // render screen aligned quad
    renderQuad();

    // clean up
    raycastPrg_->deactivate();
    outport_.deactivateTarget();
    TextureUnit::setZeroUnit();
    LGL_ERROR;
}
예제 #4
0
void EntryExitPoints::jitterEntryPoints() {
    // if canvas resolution has changed, regenerate jitter texture
    if (!jitterTexture_ ||
        (jitterTexture_->getDimensions().x != entryPort_.getSize().x) ||
        (jitterTexture_->getDimensions().y != entryPort_.getSize().y))
    {
        generateJitterTexture();
    }

    shaderProgramJitter_->activate();
    tgt::Camera cam = camera_.get();
    setGlobalShaderParameters(shaderProgramJitter_, &cam);

    // bind jitter texture
    TextureUnit jitterUnit;
    jitterUnit.activate();
    jitterTexture_->bind();
    jitterTexture_->uploadTexture();
    shaderProgramJitter_->setUniform("jitterTexture_", jitterUnit.getUnitNumber());
    shaderProgramJitter_->setIgnoreUniformLocationError(true);
    shaderProgramJitter_->setUniform("jitterParameters_.dimensions_",
                                     tgt::vec2(jitterTexture_->getDimensions().xy()));
    shaderProgramJitter_->setUniform("jitterParameters_.dimensionsRCP_",
                                     tgt::vec2(1.0f) / tgt::vec2(jitterTexture_->getDimensions().xy()));
    shaderProgramJitter_->setUniform("jitterParameters_.matrix_", tgt::mat4::identity);
    shaderProgramJitter_->setIgnoreUniformLocationError(false);

    // bind entry points texture and depth texture (have been rendered to temporary port)
    TextureUnit entryParams, exitParams, entryParamsDepth;
    tmpPort_.bindColorTexture(entryParams.getEnum());
    shaderProgramJitter_->setUniform("entryPoints_", entryParams.getUnitNumber());

    tmpPort_.bindDepthTexture(entryParamsDepth.getEnum());
    shaderProgramJitter_->setUniform("entryPointsDepth_", entryParamsDepth.getUnitNumber());
    tmpPort_.setTextureParameters(shaderProgramJitter_, "entryParameters_");

    // bind exit points texture
    exitPort_.bindColorTexture(exitParams.getEnum());
    shaderProgramJitter_->setUniform("exitPoints_", exitParams.getUnitNumber());
    exitPort_.setTextureParameters(shaderProgramJitter_, "exitParameters_");

    shaderProgramJitter_->setUniform("stepLength_", jitterStepLength_.get());

    entryPort_.activateTarget("jitteredEntryParams");
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // render screen aligned quad
    renderQuad();

    shaderProgramJitter_->deactivate();
}
예제 #5
0
void ColorDepth::process() {
    if (!enableSwitch_.get()) {
        bypass(&inport_, &outport_);
        return;
    }

    if (!chromaDepthTex_) {
        LERROR("No chroma depth texture");
        return;
    }

    //compute Depth Range
    tgt::vec2 depthRange = computeDepthRange(&inport_);

    outport_.activateTarget();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    TextureUnit colorUnit, depthUnit;
    inport_.bindTextures(colorUnit.getEnum(), depthUnit.getEnum());

    // bind chroma depth texture
    TextureUnit chromaDepthUnit;
    chromaDepthUnit.activate();
    //chromaDepthTex_ is 0 here
    chromaDepthTex_->bind();
    LGL_ERROR;

    // initialize shader
    program_->activate();
    setGlobalShaderParameters(program_);
    program_->setUniform("colorTex_", colorUnit.getUnitNumber());
    program_->setUniform("depthTex_", depthUnit.getUnitNumber());
    inport_.setTextureParameters(program_, "texParams_");
    program_->setUniform("chromadepthTex_", chromaDepthUnit.getUnitNumber());
    program_->setUniform("minDepth_", depthRange.x);
    program_->setUniform("maxDepth_", depthRange.y);
    program_->setUniform("colorMode_", colorMode_.getValue());
    program_->setUniform("colorDepthFactor_", factor_.get());

    renderQuad();

    program_->deactivate();
    TextureUnit::setZeroUnit();
    outport_.deactivateTarget();
    LGL_ERROR;
}
예제 #6
0
void Renderer::drawParticles() {
    // We want to be able to set the point size from the shader
    // and let OpenGL generate texture coordinates for each point
    glEnable(GL_PROGRAM_POINT_SIZE);
    glEnable(GL_POINT_SPRITE); // Deprecated in OpenGL 3.2, but necessary

    // Activate the ProgramObject
    _particleProgram->activate();

    // Bind the only one texture that is used as the color and normal texture
    TextureUnit textureUnit;
    textureUnit.activate();
    _particleTexture->enable();
    _particleTexture->bind();

    // We are using 'fragColor' as the output variable from the FragmentShader
    _particleProgram->bindFragDataLocation("fragColor", 0);

    // Enable and bind the VBO holding the vertices for the ground and assign them a location
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, _particleVBO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_TRUE, 0, 0);
    _particleProgram->bindAttributeLocation("in_position", _particleVBO);

    // Set the rest of the uniforms
    // It would be faster to cache the uniform location and reuse that, but this is more readable
    _particleProgram->setUniform("_viewProjectionMatrix", _viewProjectionMatrix);
    _particleProgram->setUniform("_cameraPosition", _position);
    _particleProgram->setUniform("_lightPosition", _lightPosition);
    _particleProgram->setUniform("_texture", textureUnit.unitNumber());

    // _particleData holds the xyz coordinates, so it has thrice the amount of data
    // than it has points. And since we test for the correct amount of data elsewhere,
    // it is safe to assume that everything is fine
    glDrawArrays(GL_POINTS, 0, _numberOfParticles);

    // Be a good citizen and disable everything again
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    _particleTexture->disable();
    _particleProgram->deactivate();
    glDisable(GL_POINT_SPRITE);
    glDisable(GL_PROGRAM_POINT_SIZE);
}
예제 #7
0
void Renderer::drawSkybox() {
    // Active the ProgramObject
    _skyboxProgram->activate();

    // Bind the cube map texture into the first texture unit
    TextureUnit cubeMapTextureUnit;
    cubeMapTextureUnit.activate();
    glEnable(GL_TEXTURE_CUBE_MAP);
    glBindTexture(GL_TEXTURE_CUBE_MAP, _skyboxTexture);

    // We are using 'fragColor' as the output variable from the FragmentShader
    _skyboxProgram->bindFragDataLocation("fragColor", 0);

    // Enable and bind the VBO holding the vertices for the ground and assign them a location
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, _skyboxVBO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    _skyboxProgram->bindAttributeLocation("in_position", _skyboxVBO);

    // Use _skyboxIBO as our element array buffer to handle the indexed rendering
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _skyboxIBO);

    // Set the rest of the uniforms
    // It would be faster to cache the uniform location and reuse that, but this is more readable
    _skyboxProgram->setUniform("_viewProjectionMatrix", _viewProjectionMatrix);
    _skyboxProgram->setUniform("_texture", cubeMapTextureUnit.unitNumber());

    // Render the 4 quads
    glDrawElements(GL_QUADS, _numSkyboxIndices, GL_UNSIGNED_SHORT, 0);

    // And disable everything again to be a good citizen
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    glDisable(GL_TEXTURE_CUBE_MAP);
    _skyboxProgram->deactivate();
}
예제 #8
0
void CurvatureRaycaster::process() {
    // compile program if needed
    if (getInvalidationLevel() >= Processor::INVALID_PROGRAM)
        compile();
    LGL_ERROR;

    // bind transfer function
    TextureUnit transferUnit;
    transferUnit.activate();
    if (transferFunc_.get())
        transferFunc_.get()->bind();

    portGroup_.activateTargets();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    LGL_ERROR;

    transferFunc_.setVolumeHandle(volumeInport_.getData());

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

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

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

    // add main volume
    TextureUnit volUnit, volUnit2;
    volumeTextures.push_back(VolumeStruct(
        volumeInport_.getData(),
        &volUnit,
        "volumeStruct_")
        );
    volumeTextures.push_back(VolumeStruct(
        gradientInport_.getData(),
        &volUnit2,
        "gradientVolumeParameters_")
        );

    // segmentation volume
    //VolumeHandle* volumeSeg = volumeInport_.getData()->getRelatedVolumeHandle(Modality::MODALITY_SEGMENTATION);
    VolumeHandle* volumeSeg = 0;

    bool usingSegmentation = (maskingMode_.get() == "Segmentation") && volumeSeg;
    TextureUnit segUnit;
    if (usingSegmentation) {
        // Important to set the correct texture unit before getRepresentation<VolumeGL>() is called or
        // glTexParameter() might influence the wrong texture.
        segUnit.activate();

        volumeTextures.push_back(VolumeStruct(volumeSeg,
                                              &segUnit,
                                              "segmentationParameters_"));

        // set texture filtering for this texture unit
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    }

    // initialize shader
    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_.get() ==  "iso" ||
        compositingMode1_.get() == "iso" ||
        compositingMode2_.get() == "iso")
        raycastPrg_->setUniform("isoValue_", isoValue_.get());

    if (classificationMode_.get() == "transfer-function")
        transferFunc_.get()->setUniform(raycastPrg_, "transferFunc_", transferUnit.getUnitNumber());

    // curvature uniforms
    GLint curvatureType = -1;
    if (curvatureType_.get() == "first") curvatureType = 0;
    else if (curvatureType_.get() == "second") curvatureType = 1;
    else if (curvatureType_.get() == "mean") curvatureType = 2;
    else if (curvatureType_.get() == "gauss") curvatureType = 3;
    raycastPrg_->setUniform("curvatureType_", curvatureType);
    raycastPrg_->setUniform("curvatureFactor_", curvatureFactor_.get());
    raycastPrg_->setUniform("silhouetteWidth_", silhouetteWidth_.get());
    raycastPrg_->setUniform("minGradientLength_", minGradientLength_.get());

    LGL_ERROR;

    renderQuad();

    raycastPrg_->deactivate();

    if (usingSegmentation) {
        // restore default texture filtering mode
        segUnit.activate();
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    }

    LGL_ERROR;
}
예제 #9
0
void TransFuncOverlay::process() {
    #ifndef VRN_MODULE_FONTRENDERING
    LWARNING("Empty output, enable module 'fontrendering'.");
    return;
    #endif

    tgtAssert(outport_.isReady(), "Outport not ready");
    tgtAssert(imageInport_.isReady(), "Inport not ready");
    tgtAssert(program_ && copyShader_, "Shader missing");

    if(dynamic_cast<TransFunc1DKeys*>(transferFunc_.get()) == 0){
        LWARNING("No transfer function of class TransFuncIntensity is given!!!");
        return;
    }
    TransFunc1DKeys* tfi = dynamic_cast<TransFunc1DKeys*>(transferFunc_.get());

    //render overlay
    privatePort_.activateTarget();
        glPushAttrib(GL_ALL_ATTRIB_BITS);
            glClearColor(fontColor_.get().r,fontColor_.get().g,fontColor_.get().b,0.0f);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            //render the transfer function texture
            const tgt::Texture* tfTex = 0;
            if(renderPreIntegrationTable_.get())
                tfTex = tfi->getPreIntegrationTable(1.0f / (41.0f * 2.0f))->getTexture();
            else
                tfTex = tfi->getTexture();

            tgtAssert(tfTex, "No transfer function texture");
            tfTex->bind();
            glColor4f(1.f,1.f,1.f,1.f);
            glDisable(GL_DEPTH_TEST);
                glBegin(GL_QUADS);
                    glVertex2f(-0.8f,-0.9f);
                    glVertex2f(-0.5f,-0.9f);
                    glVertex2f(-0.5f,0.7f);
                    glVertex2f(-0.8f,0.7f);
                glEnd();
                glColor4f(0.8f,0.8f,0.8f,1.f);
                glBegin(GL_QUADS);
                    glVertex2f(-0.8f,-0.9f);
                    glVertex2f(-0.65f,-0.9f);
                    glVertex2f(-0.65f,-0.58f);
                    glVertex2f(-0.8f,-0.58f);

                    glVertex2f(-0.65f,-0.58f);
                    glVertex2f(-0.5f,-0.58f);
                    glVertex2f(-0.5f,-0.26f);
                    glVertex2f(-0.65f,-0.26f);

                    glVertex2f(-0.8f,-0.26f);
                    glVertex2f(-0.65f,-0.26f);
                    glVertex2f(-0.65f,0.06f);
                    glVertex2f(-0.8f,0.06f);

                    glVertex2f(-0.65f,0.06f);
                    glVertex2f(-0.5f,0.06f);
                    glVertex2f(-0.5f,0.38f);
                    glVertex2f(-0.65f,0.38f);

                    glVertex2f(-0.8f,0.38f);
                    glVertex2f(-0.65f,0.38f);
                    glVertex2f(-0.65f,0.7f);
                    glVertex2f(-0.8f,0.7f);
                glEnd();
                glColor4f(1.f,1.f,1.f,1.f);

                if(renderPreIntegrationTable_.get())
                    glEnable(GL_TEXTURE_2D);
                else
                    glEnable(GL_TEXTURE_1D);
                
                glEnable(GL_BLEND);
                    glBlendColor(0.0f,0.0f,0.0f,overlayOpacity_.get());
                    glBlendFuncSeparate(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA,GL_ZERO,GL_CONSTANT_ALPHA);
                    glBegin(GL_QUADS);
                    if(renderPreIntegrationTable_.get()) {
                        glTexCoord2f(0.f, 0.f); glVertex2f(-0.8f,-0.9f);
                        glTexCoord2f(1.f, 0.f); glVertex2f(-0.5f,-0.9f);
                        glTexCoord2f(1.f, 1.f); glVertex2f(-0.5f,0.7f);
                        glTexCoord2f(0.f, 1.f); glVertex2f(-0.8f,0.7f);
                    }
                    else {
                        glTexCoord1f(0.f); glVertex2f(-0.8f,-0.9f);
                        glTexCoord1f(0.f); glVertex2f(-0.5f,-0.9f);
                        glTexCoord1f(1.f); glVertex2f(-0.5f,0.7f);
                        glTexCoord1f(1.f); glVertex2f(-0.8f,0.7f);
                    }
                    glEnd();
                glDisable(GL_BLEND);
                glDisable(GL_TEXTURE_1D);
            glEnable(GL_DEPTH_TEST);
            //render fonts
            glPushMatrix();
                glTranslatef(-1.f,-1.f,0.f);
                float scaleFactorX = 2.0f / (float)privatePort_.getSize().x;
                float scaleFactorY = 2.0f / (float)privatePort_.getSize().y;
                glScalef(scaleFactorX, scaleFactorY, 1.f);
                glColor4f(fontColor_.get().r,fontColor_.get().g,fontColor_.get().b,fontColor_.get().a*overlayOpacity_.get());
                fontProp_.get()->setSize(privatePort_.getSize().y/12);
                fontProp_.get()->setVerticalTextAlignment(tgt::Font::Middle);
                fontProp_.get()->setFontType(tgt::Font::BitmapFont);
                fontProp_.get()->setLineWidth(privatePort_.getSize().x*0.35f);
                fontProp_.get()->setTextAlignment(tgt::Font::Center);
                fontProp_.get()->render(tgt::vec3(0,privatePort_.getSize().y*0.925f,0), tfUnit_.get());
                fontProp_.get()->setLineWidth((float)privatePort_.getSize().x);
                fontProp_.get()->setTextAlignment(tgt::Font::Left);
                std::stringstream strstr;
                strstr << tfi->getDomain(0).x * scalingProp_.get();
                fontProp_.get()->render(tgt::vec3(privatePort_.getSize().x*0.3f,privatePort_.getSize().y*0.05f,0), strstr.str());
                strstr.clear();
                strstr.str("");
                strstr << (tfi->getDomain(0).x+((tfi->getDomain(0).y-tfi->getDomain(0).x)/2)) * scalingProp_.get();
                fontProp_.get()->render(tgt::vec3(privatePort_.getSize().x*0.3f,privatePort_.getSize().y*0.45f,0), strstr.str());
                strstr.clear();
                strstr.str("");
                strstr << tfi->getDomain(0).y * scalingProp_.get();
                fontProp_.get()->render(tgt::vec3(privatePort_.getSize().x*0.3f,privatePort_.getSize().y*0.85f,0), strstr.str());
            glPopMatrix();
        glPopAttrib();
         // render border around overlay
        if (renderBorder_.get()) {
            glPushAttrib(GL_ALL_ATTRIB_BITS);
                glColor4f(borderColor_.get().r,borderColor_.get().g,borderColor_.get().b,borderColor_.get().a*overlayOpacity_.get());
                glLineWidth(borderWidth_.get());
                glDepthFunc(GL_ALWAYS);
                glBegin(GL_LINE_STRIP);
                    glVertex2f(-0.8f,-0.9f);
                    glVertex2f(-0.5f,-0.9f);
                    glVertex2f(-0.5f,0.7f);
                    glVertex2f(-0.8f,0.7f);
                    glVertex2f(-0.8f,-0.9f);
                glEnd();
            glPopAttrib();
        }
        LGL_ERROR;
    privatePort_.deactivateTarget();

    //same code as in ImageOverlay
    //          |
    //          v
    outport_.activateTarget();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // bind input image to tex unit
    TextureUnit imageUnit, imageUnitDepth;
    imageInport_.bindTextures(imageUnit.getEnum(), imageUnitDepth.getEnum());

    // 1. copy input image to outport
    copyShader_->activate();
    setGlobalShaderParameters(copyShader_);
    imageInport_.setTextureParameters(copyShader_, "texParams_");
    copyShader_->setUniform("colorTex_", imageUnit.getUnitNumber());
    copyShader_->setUniform("depthTex_", imageUnitDepth.getUnitNumber());
    renderQuad();
    copyShader_->deactivate();
    LGL_ERROR;

    // 2. render overlay over copied input image (using compositor shader)
    // check, if overlay dims are greater zero
    bool dimensionsValid = ( (usePixelCoordinates_.getValue()  && tgt::hand(tgt::greaterThan(overlayDimensions_.get(), tgt::ivec2(0)))) ||
                             (!usePixelCoordinates_.getValue() && tgt::hand(tgt::greaterThan(overlayDimensionsRelative_.get(), tgt::vec2(0.f)))) );
    if (renderOverlay_.get() && /*overlayInport_.isReady() &&*/ dimensionsValid) {
        // bind overlay to tex unit
        TextureUnit overlayUnit;
        tgt::Texture* overlayTex = privatePort_.getColorTexture();//overlayInport_.getColorTexture();
        tgtAssert(overlayTex, "No overlay texture");
        overlayUnit.activate();
        overlayTex->bind();

        program_->activate();
        setGlobalShaderParameters(program_);

        // image texture parameters
        imageInport_.setTextureParameters(program_, "textureParameters0_");
        program_->setUniform("colorTex0_", imageUnit.getUnitNumber());
        program_->setUniform("depthTex0_", imageUnitDepth.getUnitNumber());
        program_->setUniform("colorTex1_", overlayUnit.getUnitNumber());
        //program_->setUniform("weightingFactor_", 1.f-overlayOpacity_.get());

        // determine overlay dimensions and bottom-left in float pixel coords
        tgt::vec2 outportDim = tgt::vec2(outport_.getSize());
        tgt::vec2 overlayDim, overlayBL;
        if (usePixelCoordinates_.getValue()) {
            overlayDim = tgt::vec2(overlayDimensions_.get());
            overlayBL = tgt::vec2(overlayBottomLeft_.get());
        }
        else {
            overlayDim = overlayDimensionsRelative_.get() * outportDim;
            overlayBL = overlayBottomLeftRelative_.get() * outportDim;
        }

        // overlay texture matrix mapping from normalized frag coords (outport) to overlay tex coords
        tgt::mat4 overlayTexCoordMatrix = tgt::mat4::identity;
        overlayTexCoordMatrix *= tgt::mat4::createScale(tgt::vec3(outportDim / overlayDim, 0.f));
        overlayTexCoordMatrix *= tgt::mat4::createTranslation(-tgt::vec3(overlayBL / outportDim, 1.f));

        // overlay texture parameters
        bool oldIgnoreError = program_->getIgnoreUniformLocationError();
        program_->setIgnoreUniformLocationError(true);
        program_->setUniform("textureParameters1_.dimensions_",    overlayDim);
        program_->setUniform("textureParameters1_.dimensionsRCP_", tgt::vec2(1.f) / overlayDim);
        program_->setUniform("textureParameters1_.matrix_", overlayTexCoordMatrix);
        program_->setIgnoreUniformLocationError(oldIgnoreError);
        LGL_ERROR;

        // render overlay at specified position and size
        tgt::vec2 bl = 2.f*overlayBL / outportDim - 1.f;
        tgt::vec2 dim = 2.f*overlayDim / outportDim;
        glDepthFunc(GL_ALWAYS);
        glBegin(GL_QUADS);
            glVertex2f(bl.x, bl.y);
            glVertex2f(bl.x + dim.x, bl.y);
            glVertex2f(bl.x + dim.x, bl.y + dim.y);
            glVertex2f(bl.x, bl.y + dim.y);
        glEnd();
        glDepthFunc(GL_LESS);
        program_->deactivate();
        LGL_ERROR;
    }

    outport_.deactivateTarget();
    TextureUnit::setZeroUnit();
    LGL_ERROR;
}
예제 #10
0
void OcclusionSlicer::process() {

    // compile program if needed
    if (getInvalidationLevel() >= Processor::INVALID_PROGRAM)
        compile();
    LGL_ERROR;

    occlusionbuffer0_.activateTarget();
    glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    occlusionbuffer1_.activateTarget();
    glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    outport_.activateTarget();
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    LGL_ERROR;

    // bind transfer function
    TextureUnit transferUnit;
    transferUnit.activate();
    if (transferFunc_.get())
        transferFunc_.get()->bind();

    transferFunc_.setVolumeHandle(volumeInport_.getData());

    // 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_")
    );

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

    // fragment shader uniforms
    TextureUnit occlusionUnit;
    transferFunc_.get()->setUniform(slicingPrg, "transferFunc_", "transferFuncTex_", transferUnit.getUnitNumber());
    slicingPrg->setUniform("occlusion_", occlusionUnit.getUnitNumber());
    occlusionbuffer1_.setTextureParameters(slicingPrg, "occlusionParams_");

    //clipping uniforms
    setupUniforms(slicingPrg);

    // set common uniforms used by all shaders
    tgt::Camera cam = camera_.get();
    setGlobalShaderParameters(slicingPrg, &cam);

    slicingPrg->setUniform("sigma_", sigma_.get());
    slicingPrg->setUniform("radius_", radius_.get());
    slicingPrg->setUniform("lightPos_", lightPosition_.get().xyz());

    // bind the volumes and pass the necessary information to the shader
    bindVolumes(slicingPrg, volumeTextures, &cam, lightPosition_.get());

    glDisable(GL_DEPTH_TEST);

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    tgt::loadMatrix(camera_.get().getProjectionMatrix(outport_.getSize()));

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    tgt::loadMatrix(camera_.get().getViewMatrix());

    unsigned int numSlices = static_cast<unsigned int>(maxLength_ / sliceDistance_);

    slicingPrg->activate();

    for (unsigned int curSlice=0; curSlice<numSlices; curSlice++) {
        // first pass
        slicingPrg->setUniform("secondPass_", false);
        outport_.activateTarget();
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);

        occlusionbuffer0_.bindColorTexture(occlusionUnit.getEnum());

        glBegin(GL_POLYGON);
        for (unsigned int curPoint=0; curPoint<6; curPoint++)
            glVertex2i(curPoint, curSlice);
        glEnd();
        glDisable(GL_BLEND);

        outport_.deactivateTarget();

        // second pass
        slicingPrg->setUniform("secondPass_", true);

        occlusionbuffer1_.activateTarget();

        slicingPrg->setUniform("blurDirection_", tgt::vec2(1.f, 0.f));
        glBegin(GL_POLYGON);
        for (unsigned int curPoint=0; curPoint<6; curPoint++)
            glVertex2i(curPoint, curSlice);
        glEnd();

        occlusionbuffer1_.deactivateTarget();
        occlusionbuffer0_.activateTarget();
        occlusionbuffer1_.bindColorTexture(occlusionUnit.getEnum());

        slicingPrg->setUniform("blurDirection_", tgt::vec2(0.f, 1.f));
        glBegin(GL_POLYGON);
        for (unsigned int curPoint=0; curPoint<6; curPoint++)
            glVertex2i(curPoint, curSlice);
        glEnd();

        occlusionbuffer0_.deactivateTarget();
    }

    slicingPrg->deactivate();

    glEnable(GL_DEPTH_TEST);

    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);

    glBlendFunc(GL_ONE, GL_ZERO);
    TextureUnit::setZeroUnit();
    LGL_ERROR;
}
예제 #11
0
void ButtonOverlayProcessor::renderOverlayImage() {

    regenerateOverlay_ = false;

    tgt::Texture* pickingTex = pickingPort_.getColorTexture();
    if(pickingTex->getPixelData())
        pickingTex->destroy();

    glDisable(GL_LIGHTING);
    glDisable(GL_TEXTURE_2D);

    overlayPort_.activateTarget();
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glMatrixMode(GL_TEXTURE);
    glLoadIdentity();

    glClearDepth(1.0);
    glDisable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    pickingPort_.activateTarget();
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glClearDepth(1.0);
    glDisable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    TextureUnit overlayUnit;
    tgt::ivec2 groupCoords = inport_.getSize() - tgt::ivec2(horzBorder_.get(), vertBorder_.get());

    int count = 0;

    for(size_t i = 0; i < buttonProps_.size(); i++) {

        if(!isVisibleProps_.at(i)->get())
            continue;

        overlayPort_.activateTarget();
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);

        // add support for transparent buttons in combination with user controlled transparency, otherwise
        // the texture transparency always has priority
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

        overlayUnit.activate();
        if(buttonProps_.at(i)->get()) {
            //buttonTexturesPressed_.at(i)->bind();
            //buttonTexturesPressed_.at(i)->enable();
            buttonTexturePressed_->bind();
            buttonTexturePressed_->enable();
        } else {
            //buttonTexturesNonPressed_.at(i)->bind();
            //buttonTexturesNonPressed_.at(i)->enable();
            buttonTextureReleased_->bind();
            buttonTextureReleased_->enable();
        }
        LGL_ERROR;

        tgt::ivec2 radius = tgt::ivec2(buttonRadiusX_.get(), buttonRadiusY_.get());
        tgt::ivec2 centerCoords = groupCoords - tgt::ivec2(0, count*(groupBorder_.get() + 2*radius.y)) - radius;

        //radius.x = (float(buttonTexturePressed_->getWidth()) / float(buttonTexturePressed_->getHeight())) * radius.y;

        glColor4f(1.0f, 1.0f, 1.0f, opacity_.get());
        glBegin(GL_QUADS);

        tgt::vec2 ll = tgt::vec2(float(centerCoords.x - radius.x) / inport_.getSize().x, float(centerCoords.y - radius.y) / inport_.getSize().y);
        tgt::vec2 ur = tgt::vec2(float(centerCoords.x + radius.x) / inport_.getSize().x, float(centerCoords.y + radius.y) / inport_.getSize().y);
        ll = 2.0f * ll - 1.0f;
        ur = 2.0f * ur - 1.0f;

        glTexCoord2f(0.0f, 0.0f);
        glVertex2f(ll.x, ll.y);
        glTexCoord2f(1.0f, 0.0f);
        glVertex2f(ur.x, ll.y);
        glTexCoord2f(1.0f, 1.0f);
        glVertex2f(ur.x, ur.y);
        glTexCoord2f(0.0f, 1.0f);
        glVertex2f(ll.x, ur.y);

        glEnd();

        if(buttonProps_.at(i)->get())
            buttonTexturePressed_->disable();
        else
            buttonTextureReleased_->disable();

        renderFont(static_cast<int>(i), centerCoords);

        overlayPort_.deactivateTarget();
        glBlendFunc(GL_ONE, GL_ZERO);
        glDisable(GL_BLEND);

        pickingPort_.activateTarget();
        float col = float(i+1) / 255.f;
        glColor4f(col, col, col, 1.f);

        glRectf(ll.x, ll.y, ur.x, ur.y);
        pickingPort_.deactivateTarget();

        count++;
    }

    // download the picking texture to a buffer so we can perform picking on the cpu
    pickingPort_.getColorTexture()->downloadTexture();
    TextureUnit::setZeroUnit();
    glDisable(GL_BLEND);
    glEnable(GL_DEPTH_TEST);
}
예제 #12
0
void SingleVolumeSlicer::process() {

    // compile program if needed
    if (getInvalidationLevel() >= Processor::INVALID_PROGRAM)
        compile();
    LGL_ERROR;

    // bind transfer function
    TextureUnit transferUnit;
    transferUnit.activate();
    if (transferFunc_.get())
        transferFunc_.get()->bind();

    transferFunc_.setVolumeHandle(volumeInport_.getData());

    // 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_")
    );

    // initialize slicing shader
    tgt::Shader* slicingPrg = shaderProp_.getShader();
    slicingPrg->activate();
    // fragment shader uniforms
    transferFunc_.get()->setUniform(slicingPrg, "transferFunc_", "transferFuncTex_", transferUnit.getUnitNumber());

    setupUniforms(slicingPrg);

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

    glDisable(GL_DEPTH_TEST);

    MatStack.matrixMode(tgt::MatrixStack::PROJECTION);
    MatStack.pushMatrix();
    MatStack.loadMatrix(camera_.get().getProjectionMatrix(outport_.getSize()));

    MatStack.matrixMode(tgt::MatrixStack::MODELVIEW);
    MatStack.pushMatrix();
    MatStack.loadMatrix(camera_.get().getViewMatrix());

    unsigned int numSlices = static_cast<unsigned int>(maxLength_ / sliceDistance_);

    slicingPrg->activate();
    outport_.activateTarget();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glEnable(GL_BLEND);
    glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);

    for (unsigned int curSlice=0; curSlice<numSlices; curSlice++) {
        glBegin(GL_POLYGON);
            for (unsigned int curPoint=0; curPoint<6; curPoint++)
                glVertex2i(curPoint, curSlice);
        glEnd();
    }

    glBlendFunc(GL_ONE, GL_ZERO);
    glDisable(GL_BLEND);
    glEnable(GL_DEPTH_TEST);

    MatStack.popMatrix();
    MatStack.matrixMode(tgt::MatrixStack::PROJECTION);
    MatStack.popMatrix();
    MatStack.matrixMode(tgt::MatrixStack::MODELVIEW);

    slicingPrg->deactivate();
    outport_.deactivateTarget();
    TextureUnit::setZeroUnit();

    LGL_ERROR;
}
예제 #13
0
void HalfAngleSlicer::process() {

    // compile program if needed
    if (getInvalidationLevel() >= Processor::INVALID_PROGRAM)
        compile();
    LGL_ERROR;

    lightport_.activateTarget();
    glClearColor(1.0, 1.0, 1.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    lightport_.deactivateTarget();
    outport_.activateTarget();
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    outport_.deactivateTarget();

    // bind transfer function
    TextureUnit transferUnit;
    transferUnit.activate();
    if (transferFunc_.get())
        transferFunc_.get()->bind();

    transferFunc_.setVolumeHandle(volumeInport_.getData());

    // 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_")
    );

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

    // fragment shader uniforms
    transferFunc_.get()->setUniform(slicingPrg, "transferFunc_", "transferFuncTex_", transferUnit.getUnitNumber());

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

    setupUniforms(slicingPrg);

    // correct slice distance for this technique
    sliceDistance_ *= 0.5f*std::sqrt(1.f + dot(eyeCamera_.get().getLook(), lightCamera_.getLook()));
    slicingPrg->setUniform("dPlaneIncr_", sliceDistance_);

    glDisable(GL_DEPTH_TEST);

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    tgt::loadMatrix(eyeCamera_.get().getProjectionMatrix(outport_.getSize()));

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    tgt::loadMatrix(eyeCamera_.get().getViewMatrix());

    slicingPrg->activate();
    glEnable(GL_BLEND);

    unsigned int numSlices = static_cast<unsigned int>(maxLength_ / sliceDistance_);

    TextureUnit lightBufferUnit;

    slicingPrg->setUniform("lightBuf_", lightBufferUnit.getUnitNumber());
    slicingPrg->setUniform("lightMat_", lightCamera_.getViewMatrix());
    lightport_.setTextureParameters(slicingPrg, "lightBufParameters_");

    for (unsigned int curSlice = 0; curSlice < numSlices; curSlice++) {
        outport_.activateTarget();

        // FIRST PASS
        if(invert_)
            glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
        else
            glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);

        lightBufferUnit.activate();
        glEnable(GL_TEXTURE_2D);
        lightport_.bindColorTexture();

        tgt::Camera cam = eyeCamera_.get();
        setGlobalShaderParameters(slicingPrg, &cam);
        slicingPrg->setUniform("secondPass_", false);

        glBegin(GL_POLYGON);
            for (unsigned int curPoint=0; curPoint<6; curPoint++)
                glVertex2i(curPoint, curSlice);
        glEnd();

        outport_.deactivateTarget();

        // SECOND PASS
        lightport_.activateTarget();

        glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
        glPushMatrix();
        tgt::loadMatrix(lightCamera_.getViewMatrix());
        setGlobalShaderParameters(slicingPrg, &lightCamera_);
        slicingPrg->setUniform("secondPass_", true);

        glBegin(GL_POLYGON);
            for (unsigned int curPoint=0; curPoint<6; curPoint++)
                glVertex2i(curPoint, curSlice);
        glEnd();
        glPopMatrix();

        lightport_.deactivateTarget();
    }

    glBlendFunc(GL_ONE, GL_ZERO);
    glDisable(GL_BLEND);
    glEnable(GL_DEPTH_TEST);

    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);

    slicingPrg->deactivate();

    glClearColor(0.0, 0.0, 0.0, 0.0);
    TextureUnit::setZeroUnit();
    LGL_ERROR;
}
예제 #14
0
void RGBRaycaster::process() {

    if (!volumePort_.isReady())
        return;

    if (!outport_.isReady())
        return;

    outport_.activateTarget();

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // compile program
    if (getInvalidationLevel() >= Processor::INVALID_PROGRAM)
        compile();
    LGL_ERROR;

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

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

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

    // add main volume
    TextureUnit volUnit;
    volumeTextures.push_back(VolumeStruct(
        volumePort_.getData(),
        &volUnit,
        "volumeStruct_")
    );

    // bind transfer function
    TextureUnit transferUnit;
    transferUnit.activate();
    if (transferFunc_.get())
        transferFunc_.get()->bind();

    // initialize shader
    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_");
    transferFunc_.get()->setUniform(raycastPrg_, "transferFunc_", transferUnit.getUnitNumber());
    raycastPrg_->setUniform("applyColorModulation_", applyColorModulation_.get());

    renderQuad();

    raycastPrg_->deactivate();
    TextureUnit::setZeroUnit();

    outport_.deactivateTarget();
    LGL_ERROR;
}