Пример #1
0
void DepthDarkening::process() {

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

    if (!interactionMode())
        analyzeDepthBuffer(&inport_);

    // since the blurring is implemented as a separable filter,
    // two rendering passes are needed
    // first horizontal pass
    TextureUnit colorUnit, depthUnit0, depthUnit1;
    inport_.bindTextures(colorUnit.getEnum(), depthUnit0.getEnum());
    inport_.bindDepthTexture(depthUnit1.getEnum());
    // initialize shader
    program_->activate();
    setGlobalShaderParameters(program_);
    program_->setUniform("colorTex_", colorUnit.getUnitNumber());
    program_->setUniform("depthTex0_", depthUnit0.getUnitNumber());
    program_->setUniform("depthTex1_", depthUnit1.getUnitNumber());
    inport_.setTextureParameters(program_, "texParams_");
    program_->setUniform("sigma_", sigma_.get());
    program_->setUniform("lambda_", lambda_.get());
    program_->setUniform("minDepth_", minDepth_.get());
    program_->setUniform("maxDepth_", maxDepth_.get());
    program_->setUniform("dir_", tgt::vec2(1.0,0.0));

    renderQuad();

    program_->deactivate();
    LGL_ERROR;

    // second vertical pass
    outport_.activateTarget();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    inport_.bindColorTexture(colorUnit.getEnum());
    privatePort_.bindDepthTexture(depthUnit0.getEnum());

    // initialize shader
    program_->activate();
    setGlobalShaderParameters(program_);
    program_->setUniform("colorTex_", colorUnit.getUnitNumber());
    program_->setUniform("depthTex0_", depthUnit0.getUnitNumber());
    program_->setUniform("depthTex1_", depthUnit1.getUnitNumber());
    inport_.setTextureParameters(program_, "texParams_");
    program_->setUniform("sigma_", sigma_.get());
    program_->setUniform("lambda_", lambda_.get());
    program_->setUniform("minDepth_", minDepth_.get());
    program_->setUniform("maxDepth_", maxDepth_.get());
    program_->setUniform("dir_", tgt::vec2(0.0,1.0));

    renderQuad();

    program_->deactivate();
    outport_.deactivateTarget();
    LGL_ERROR;
}
Пример #2
0
void Gabor::process() {
    outport_.resize(tgt::ivec2(resolution_.get(), resolution_.get()));
    // activate and clear output render target
    outport_.activateTarget();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // activate shader and set uniforms:
    program_->activate();
    setGlobalShaderParameters(program_);
    program_->setUniform("orientation_", (angle_.get()/360.0f)*2.0f*tgt::PIf);
    program_->setUniform("wavelength_", wavelength_.get());
    program_->setUniform("offset_", offset_.get());
    program_->setUniform("sigma_", sigma_.get());
    program_->setUniform("aRatio_", aspectRatio_.get());
    //program_->setUniform("aspectRatio_", aspectRatio_.get());

    // render screen aligned quad:
    glDepthFunc(GL_ALWAYS);
    renderQuad();
    glDepthFunc(GL_LESS);

    program_->deactivate();
    outport_.deactivateTarget();
    LGL_ERROR;
}
Пример #3
0
void TouchEventSimulator::process() {

    // activate and clear output render target
    outport_.activateTarget();
    outport_.clearTarget();

    // bind input rendering to texture units
    tgt::TextureUnit colorUnit, depthUnit;
    inport_.bindTextures(colorUnit.getEnum(), depthUnit.getEnum());

    // activate shader and set uniforms
    tgtAssert(program_, "bypass shader not loaded");
    program_->activate();
    setGlobalShaderParameters(program_);
    inport_.setTextureParameters(program_, "texParams_");
    program_->setUniform("colorTex_", colorUnit.getUnitNumber());
    program_->setUniform("depthTex_", depthUnit.getUnitNumber());

    // render screen aligned quad
    renderQuad();

    // cleanup
    program_->deactivate();
    outport_.deactivateTarget();
    tgt::TextureUnit::setZeroUnit();

    // check for OpenGL errors
    LGL_ERROR;
}
Пример #4
0
void VolumeRaycaster::rescaleRendering(RenderPort& srcPort, RenderPort& destPort) {
    // activate and clear output render target
    destPort.activateTarget();
    destPort.clearTarget();

    // activate shader and set uniforms
    tgtAssert(rescaleShader_, "bypass shader not loaded");
    rescaleShader_->activate();
    setGlobalShaderParameters(rescaleShader_, 0, destPort.getSize());

    // bind input rendering to texture units
    tgt::TextureUnit colorUnit, depthUnit;
    srcPort.bindTextures(colorUnit.getEnum(), depthUnit.getEnum(), GL_LINEAR);
    srcPort.setTextureParameters(rescaleShader_, "texParams_");
    rescaleShader_->setUniform("colorTex_", colorUnit.getUnitNumber());
    rescaleShader_->setUniform("depthTex_", depthUnit.getUnitNumber());

    // render screen aligned quad
    renderQuad();

    // cleanup
    rescaleShader_->deactivate();
    destPort.deactivateTarget();
    TextureUnit::setZeroUnit();

    // check for OpenGL errors
    LGL_ERROR;
}
void StereoMeshEntryExitPoints::jitterEntryPoints() {
    shaderProgramJitter_->activate();
    tgt::Camera cam = camera_.get();
    setGlobalShaderParameters(shaderProgramJitter_, &cam);

    // bind texture
    TextureUnit entryUnit, entryDepthUnit, exitUnit;

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

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

    // bind exit points texture
    exitPort_.bindColorTexture(exitUnit.getEnum());
    shaderProgramJitter_->setUniform("exitPoints_", exitUnit.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();
}
Пример #6
0
void RenderLoopInitiator::process() {
    outport_.activateTarget();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // activate shader
    shader_->activate();

    TextureUnit colorUnit, depthUnit;
    if (loopInport_.getLoopIteration() == 0) {
        // first iteration => copy initial input image to outport
        inport_.bindTextures(colorUnit.getEnum(), depthUnit.getEnum());
    }
    else {
        // loop iteration => copy loop input image to outport
        loopInport_.bindTextures(colorUnit.getEnum(), depthUnit.getEnum());
    }
    LGL_ERROR;

    // set common uniforms
    setGlobalShaderParameters(shader_);

    // pass texture parameters to the shader
    shader_->setUniform("colorTex_", colorUnit.getUnitNumber());
    shader_->setUniform("depthTex_", depthUnit.getUnitNumber());
    inport_.setTextureParameters(shader_, "texParams_");

    // execute shader
    renderQuad();

    // clean up
    shader_->deactivate();
    outport_.deactivateTarget();
    LGL_ERROR;
}
Пример #7
0
/*
* Pass the image from inport to outport without changes
*/
void ImageProcessorBypassable::bypass(RenderPort* inport, RenderPort* outport) {
    tgtAssert(inport && outport, "null pointer passed");

    // activate and clear output render target
    outport->activateTarget();
    outport->clearTarget();

    // bind input rendering to texture units
    TextureUnit colorUnit, depthUnit;
    inport->bindTextures(colorUnit.getEnum(), depthUnit.getEnum());

    // activate shader and set uniforms
    tgtAssert(bypassProgram_, "bypass shader not loaded");
    bypassProgram_->activate();
    setGlobalShaderParameters(bypassProgram_);
    inport->setTextureParameters(bypassProgram_, "texParams_");
    bypassProgram_->setUniform("colorTex_", colorUnit.getUnitNumber());
    bypassProgram_->setUniform("depthTex_", depthUnit.getUnitNumber());

    // render screen aligned quad
    renderQuad();

    // cleanup
    bypassProgram_->deactivate();
    outport->deactivateTarget();
    TextureUnit::setZeroUnit();

    // check for OpenGL errors
    LGL_ERROR;
}
Пример #8
0
void RenderLoopFinalizer::process() {
    if (loopOutport_.getLoopIteration() == loopOutport_.getNumLoopIterations()-1) {
        // last iteration: write input image to outport
        outport_.activateTarget();
    }
    else {
        // loop iteration: write input image to loop port
        loopOutport_.activateTarget();
    }

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

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

    // initialize shader
    shaderPrg_->activate();

    // set common uniforms used by all shaders
    setGlobalShaderParameters(shaderPrg_);

    // pass the remaining uniforms to the shader
    shaderPrg_->setUniform("colorTex_", colorUnit.getUnitNumber());
    shaderPrg_->setUniform("depthTex_", depthUnit.getUnitNumber());
    inport_.setTextureParameters(shaderPrg_, "texParams_");

    renderQuad();

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

    LGL_ERROR;
}
Пример #9
0
void Fade::process() {

    if (!enableSwitch_.get()){
        bypass(&inport_, &outport_);
        return;
    }

    outport_.activateTarget();

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

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

    // intialize shader
    program_->activate();
    setGlobalShaderParameters(program_);
    program_->setUniform("colorTex_", colorUnit.getUnitNumber());
    program_->setUniform("depthTex_", depthUnit.getUnitNumber());
    inport_.setTextureParameters(program_, "texParams_");
    program_->setUniform("fading_", 1-fading_.get());
    program_->setUniform("fadeColor_",color_.get());

    renderQuad();

    program_->deactivate();
    outport_.deactivateTarget();
    LGL_ERROR;
}
Пример #10
0
void ToneMapping::process() {

    if (getInvalidationLevel() >= Processor::INVALID_PROGRAM)
        compile();

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

    TextureUnit colorUnit, depthUnit;
    inport_.bindColorTexture(colorUnit.getEnum());
    if (toneMappingMethod_.get() == "rahman-retinex") {
        glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glGenerateMipmapEXT(GL_TEXTURE_2D);
    }
    inport_.bindDepthTexture(depthUnit.getEnum());

    // initialize shader
    program_->activate();
    setGlobalShaderParameters(program_);

    // set uniforms
    program_->setUniform("colorTex_", colorUnit.getUnitNumber());
    program_->setUniform("depthTex_", depthUnit.getUnitNumber());
    inport_.setTextureParameters(program_, "textureParameters_");

    // set method specific uniforms
    if (toneMappingMethod_.get() == "s-curve") {
        program_->setUniform("sigma_", scurveSigma_.get());
        program_->setUniform("power_", scurvePower_.get());
    }
    if (toneMappingMethod_.get() == "rahman-retinex") {
        if(rahmanTotalUpdate_ || inport_.hasChanged()){
            wTotal_ = 0.0f;
            float i = 0.0f;
            while(i<rahmanIterations_.get()){
                wTotal_ += pow(rahmanIterations_.get() - i + 1, rahmanFrequency_.get());
                i++;
            }
            rahmanTotalUpdate_ = false;
        }

        //colorUnit.activate();
        //glGenerateMipmapEXT(GL_TEXTURE_2D);

        program_->setUniform("frequency_", rahmanFrequency_.get());
        program_->setUniform("subtractionFactor_", rahmanSubtractionFactor_.get());
        program_->setUniform("iterations_", rahmanIterations_.get());
        program_->setUniform("maxLevel_", rahmanMaxLevel_.get());
        program_->setUniform("wTotal_", wTotal_);
    }

    renderQuad();

    program_->deactivate();
    outport_.deactivateTarget();
    TextureUnit::setZeroUnit();
    LGL_ERROR;
}
Пример #11
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;
}
Пример #12
0
void ImageThreshold::process() {

    if (!enableSwitch_.get()){
        bypass(&inport_, &outport_);
        return;
    }

    outport_.activateTarget();
    outport_.clearTarget();

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

    // initialize shader
    program_->activate();
    setGlobalShaderParameters(program_);
    program_->setUniform("colorTex_", colorUnit.getUnitNumber());
    program_->setUniform("depthTex_", depthUnit.getUnitNumber());
    inport_.setTextureParameters(program_, "texParams_");
    program_->setUniform("lowerThreshold_", lowerThreshold_.get());
    program_->setUniform("upperThreshold_", upperThreshold_.get());
    program_->setUniform("lowerMaskColor_", lowerMaskColor_.get());
    program_->setUniform("upperMaskColor_", upperMaskColor_.get());

    renderQuad();

    program_->deactivate();
    outport_.deactivateTarget();
    TextureUnit::setZeroUnit();
    LGL_ERROR;
}
Пример #13
0
  void RenderColorCube::fillEntryPoints(tgt::RenderTarget *firstBackTarget,
    tgt::RenderTarget *firstFrontTarget,
    tgt::RenderTarget *output,
    const tgt::Geometry *geometry,
    tgt::Camera *camera)
  {
    MatStack.matrixMode(tgt::MatrixStack::PROJECTION);
    MatStack.pushMatrix();
    MatStack.loadIdentity();

    MatStack.matrixMode(tgt::MatrixStack::MODELVIEW);
    MatStack.pushMatrix();
    MatStack.loadIdentity();

    shaderInsideVolume_->activate();
    setGlobalShaderParameters(shaderInsideVolume_, camera, output->getSize());

    // bind texture
    tgt::TextureUnit firstFrontUnit, firstFrontDepthUnit, firstBackUnit, firstBackDepthUnit;

    // bind firstFront points texture and depth texture
    firstFrontTarget->bindColorTexture(firstFrontUnit.getEnum());
    shaderInsideVolume_->setUniform("firstFront_", firstFrontUnit.getUnitNumber());
    firstFrontTarget->bindDepthTexture(firstFrontDepthUnit.getEnum());
    shaderInsideVolume_->setUniform("firstFrontDepth_", firstFrontDepthUnit.getUnitNumber());
    firstFrontTarget->setTextureParameters(shaderInsideVolume_, "firstFrontParameters_");

    // bind firstBack points texture
    firstBackTarget->bindColorTexture(firstBackUnit.getEnum());
    shaderInsideVolume_->setUniform("firstBack_", firstBackUnit.getUnitNumber());
    firstBackTarget->bindDepthTexture(firstBackDepthUnit.getEnum());
    //shaderInsideVolume_->setUniform("firstBackDepth_", firstBackDepthUnit.getUnitNumber());
    firstBackTarget->setTextureParameters(shaderInsideVolume_, "firstBackParameters_");

    shaderInsideVolume_->setUniform("near_", camera->getNearDist());
    shaderInsideVolume_->setUniform("far_", camera->getFarDist());

    tgt::BoundingBox bounds = geometry->getBoundingBox(false);
    shaderInsideVolume_->setUniform("llf_", bounds.getLLF());
    shaderInsideVolume_->setUniform("urb_", bounds.getURB());

    glm::mat4 worldToTextureMatrix = glm::inverse(geometry->getTransformationMatrix());
    shaderInsideVolume_->setUniform("worldToTexture_", worldToTextureMatrix);

    output->activateTarget();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // render screen aligned quad
    renderQuad();

    shaderInsideVolume_->deactivate();
    output->deactivateTarget();

    MatStack.matrixMode(tgt::MatrixStack::PROJECTION);
    MatStack.popMatrix();
    MatStack.matrixMode(tgt::MatrixStack::MODELVIEW);
    MatStack.popMatrix();
    LGL_ERROR;
  }
Пример #14
0
  void RenderBackground::Process(tgt::RenderTarget *input)
  {
    privatetarget_->activateTarget();

    MatStack.matrixMode(tgt::MatrixStack::PROJECTION);
    MatStack.loadIdentity();

    MatStack.matrixMode(tgt::MatrixStack::MODELVIEW);
    MatStack.loadIdentity();

    glClearDepth(1.0);

    glDisable(GL_DEPTH_TEST);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // first the background
    renderBackground();

    privatetarget_->deactivateTarget();

    ///
    ///

    glEnable(GL_DEPTH_TEST);

    // blending background with input
    output_->activateTarget();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // use the shader to to blend the original picture over the background and to keep the
    // depth values

    tgt::TextureUnit colorUnit0, depthUnit0, colorUnit1, depthUnit1;
    privatetarget_->bindTextures(colorUnit0.getEnum(), depthUnit0.getEnum());
    input->bindTextures(colorUnit1.getEnum(), depthUnit1.getEnum());

    // initialize shader
    program_->activate();
    setGlobalShaderParameters(program_, 0, output_->getSize());
    program_->setUniform("colorTex0_", colorUnit0.getUnitNumber());
    program_->setUniform("depthTex0_", depthUnit0.getUnitNumber());
    program_->setUniform("colorTex1_", colorUnit1.getUnitNumber());
    program_->setUniform("depthTex1_", depthUnit1.getUnitNumber());
    privatetarget_->setTextureParameters(program_, "textureParameters0_");
    input->setTextureParameters(program_, "textureParameters1_");

    glDepthFunc(GL_ALWAYS);
    renderQuad();
    glDepthFunc(GL_LESS);
    program_->deactivate();

    output_->deactivateTarget();
    
    tgt::TextureUnit::setZeroUnit();
  }
Пример #15
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();
}
Пример #16
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;
}
Пример #17
0
void DepthPeelingProcessor::process() {
    outport_.activateTarget();

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // set modelview and projection matrices
    glMatrixMode(GL_PROJECTION);
    tgt::loadMatrix(camera_.get().getProjectionMatrix());
    glMatrixMode(GL_MODELVIEW);
    tgt::loadMatrix(camera_.get().getViewMatrix());
    LGL_ERROR;

    TextureUnit depthTexUnit;
    inport_.bindDepthTexture(depthTexUnit.getEnum());
    LGL_ERROR;

    // initialize shader
    shaderPrg_->activate();

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

    // pass the remaining uniforms to the shader
    shaderPrg_->setUniform("depthTex_", depthTexUnit.getUnitNumber());
    inport_.setTextureParameters(shaderPrg_, "depthTexParameters_");

    std::vector<GeometryRendererBase*> portData = cpPort_.getConnectedProcessors();
    for (size_t i=0; i<portData.size(); i++) {
        GeometryRendererBase* pdcp = portData.at(i);
        if(pdcp->isReady()) {
            pdcp->setCamera(camera_.get());
            pdcp->setViewport(outport_.getSize());
            pdcp->render();
            LGL_ERROR;
        }
    }

    shaderPrg_->deactivate();
    outport_.deactivateTarget();

    // restore matrices
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    LGL_ERROR;
}
Пример #18
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;
}
Пример #19
0
void ButtonOverlayProcessor::process() {
    if (!outport_.isReady())
        return;

    if (!inport_.isReady())
        return;

    if (getInvalidationLevel() >= Processor::INVALID_PROGRAM)
        compile();

    if(outport_.getSize() != oldSize_) {
        regenerateOverlay_ = true;
        oldSize_ = outport_.getSize();
    }

    if(regenerateOverlay_)
        renderOverlayImage();

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

    TextureUnit colorUnit0, depthUnit0, colorUnit1, depthUnit1;
    overlayPort_.bindTextures(colorUnit0.getEnum(), depthUnit0.getEnum());
    inport_.bindTextures(colorUnit1.getEnum(), depthUnit1.getEnum());

    // initialize shader
    program_->activate();
    setGlobalShaderParameters(program_);
    program_->setUniform("colorTex0_", colorUnit0.getUnitNumber());
    program_->setUniform("depthTex0_", depthUnit0.getUnitNumber());
    program_->setUniform("colorTex1_", colorUnit1.getUnitNumber());
    program_->setUniform("depthTex1_", depthUnit1.getUnitNumber());
    overlayPort_.setTextureParameters(program_, "textureParameters0_");
    inport_.setTextureParameters(program_, "textureParameters1_");

    glDepthFunc(GL_ALWAYS);
    renderQuad();
    glDepthFunc(GL_LESS);
    outport_.deactivateTarget();

    program_->deactivate();
    TextureUnit::setZeroUnit();
    LGL_ERROR;
}
Пример #20
0
void EntryExitPoints::complementClippedEntryPoints() {
    // note: since this a helper function which is only called internally,
    //       we assume that the modelview and projection matrices have already been set correctly
    //       and that a current dataset is available

    tgtAssert(inport_.getData(), "No Volume active");
    tgtAssert(shaderProgramClipping_, "Clipping shader not available");

    RenderPort& activePort = jitterEntryPoints_.get() ? entryPort_ : tmpPort_;
    TextureUnit entryUnit, entryDepthUnit, exitUnit;
    activePort.bindTextures(entryUnit.getEnum(), entryDepthUnit.getEnum());
    exitPort_.bindColorTexture(exitUnit.getEnum());

    LGL_ERROR;

    shaderProgramClipping_->activate();
    tgt::Camera cam = camera_.get();
    setGlobalShaderParameters(shaderProgramClipping_, &cam);
    shaderProgramClipping_->setUniform("entryTex_", entryUnit.getUnitNumber());
    activePort.setTextureParameters(shaderProgramClipping_, "entryParameters_");
    shaderProgramClipping_->setUniform("exitTex_", exitUnit.getUnitNumber());
    exitPort_.setTextureParameters(shaderProgramClipping_, "exitParameters_");
    shaderProgramClipping_->setUniform("entryTexDepth_", entryDepthUnit.getUnitNumber());
    shaderProgramClipping_->setUniform("volumeCubeSizeRCP_", 1.f / inport_.getData()->getVolume()->getCubeSize());
    LGL_ERROR;

    glCullFace(GL_FRONT);

    // write to temporary target if jittering is active
    if (jitterEntryPoints_.get())
        tmpPort_.activateTarget("entry filled");
    else
        entryPort_.activateTarget("entry filled");

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    cpPort_.getConnectedProcessor()->render();

    shaderProgramClipping_->deactivate();

    glCullFace(GL_BACK);
    LGL_ERROR;
}
Пример #21
0
void ImageSource::process() {

    // clear output
    outport_.activateTarget();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    LGL_ERROR;

    // no image to render
    if (!texture_) {
        outport_.invalidateResult();
        outport_.deactivateTarget();
        LGL_ERROR;
        return;
    }

    // activate shader
    shader_->activate();

    // set common uniforms
    setGlobalShaderParameters(shader_);

    // bind image texture
    glActiveTexture(GL_TEXTURE0);
    texture_->bind();
    LGL_ERROR;

    // pass texture parameters to the shader
    shader_->setUniform("colorTex_", 0);
    shader_->setIgnoreUniformLocationError(true);
    shader_->setUniform("texParams_.dimensions_", tgt::vec2(texture_->getDimensions().xy()));
    shader_->setUniform("texParams_.dimensionsRCP_", tgt::vec2(1.f) / tgt::vec2(texture_->getDimensions().xy()));
    shader_->setUniform("texParams_.matrix_", tgt::mat4::identity);
    shader_->setIgnoreUniformLocationError(false);

    // execute the shader
    renderQuad();
    LGL_ERROR;

    // clean up
    shader_->deactivate();
    outport_.deactivateTarget();
    LGL_ERROR;
}
Пример #22
0
void UnaryImageProcessor::process() {

    if (!enableSwitch_.get()) {
        bypass(&inport_, &outport_);
        return;
    }

    outport_.activateTarget();

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

    // initialize shader
    if (!program_ || !program_->isLinked())
        return;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

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

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

    program_->setIgnoreUniformLocationError(true);
    program_->setUniform("colorTex_", colorUnit.getUnitNumber());
    program_->setUniform("depthTex_", depthUnit.getUnitNumber());
    inport_.setTextureParameters(program_, "texParams_");
    program_->setIgnoreUniformLocationError(false);

    glDepthFunc(GL_ALWAYS);
    renderQuad();
    glDepthFunc(GL_LESS);

    program_->deactivate();
    outport_.deactivateTarget();
    glActiveTexture(GL_TEXTURE0);
    LGL_ERROR;
}
Пример #23
0
void Convolution::process() {
    if (!enableSwitch_.get()) {
        bypass(&inport_, &outport_);
        return;
    }

    // activate and clear output render target
    outport_.activateTarget();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // bind result from previous processor
    inport_.bindTextures(GL_TEXTURE0, GL_TEXTURE1);
    filterPort_.bindColorTexture(GL_TEXTURE2);

    // activate shader and set uniforms:
    program_->activate();
    setGlobalShaderParameters(program_);
    LGL_ERROR;
    program_->setUniform("colorTex_", 0);
    program_->setUniform("depthTex_", 1);
    inport_.setTextureParameters(program_, "textureParameters_");
    LGL_ERROR;

    program_->setUniform("filter_", 2);
    LGL_ERROR;
    filterPort_.setTextureParameters(program_, "filterParameters_");
    LGL_ERROR;

    program_->setUniform("filterSize_", filterSize_.get());

    LGL_ERROR;
    // render screen aligned quad:
    glDepthFunc(GL_ALWAYS);
    renderQuad();
    glDepthFunc(GL_LESS);

    program_->deactivate();
    outport_.deactivateTarget();
    glActiveTexture(GL_TEXTURE0);
    LGL_ERROR;
}
Пример #24
0
  void RenderColorCube::renderGeometry(const tgt::Geometry* geometry,
    tgt::Camera *camera,
    tgt::RenderTarget* outport,
    GLenum depthFunc,
    float clearDepth,
    GLenum cullFace)
  {
    // activate shader program
    shader_->activate();

    setGlobalShaderParameters(shader_, camera, outport->getSize());
    shader_->setUniform("modelMatrix_", geometry->getTransformationMatrix());

    // enable culling
    glEnable(GL_CULL_FACE);

    outport->activateTarget();
    outport->clearTarget();
    glClearDepth(clearDepth);
    glDepthFunc(depthFunc);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glCullFace(cullFace);

    geometry->render();

    outport->deactivateTarget();

    glFinish();

    // deactivate shader program
    shader_->deactivate();

    glDepthFunc(GL_LESS);
    glDisable(GL_CULL_FACE);
    glCullFace(GL_BACK);
    glClearDepth(1.0f);
    LGL_ERROR;
  }
Пример #25
0
void BinaryImageProcessor::process() {
    // compile program if needed
    if (getInvalidationLevel() >= Processor::INVALID_PROGRAM)
        compile();
    LGL_ERROR;

    if(!program_ || !program_->isLinked())
        return;

    outport_.activateTarget();
    outport_.clearTarget();

    TextureUnit colorUnit0, depthUnit0, colorUnit1, depthUnit1;
    inport0_.bindTextures(colorUnit0.getEnum(), depthUnit0.getEnum());
    inport1_.bindTextures(colorUnit1.getEnum(), depthUnit1.getEnum());

    // initialize shader
    program_->activate();
    setGlobalShaderParameters(program_);

    program_->setIgnoreUniformLocationError(true);
    program_->setUniform("colorTex0_", colorUnit0.getUnitNumber());
    program_->setUniform("depthTex0_", depthUnit0.getUnitNumber());
    program_->setUniform("colorTex1_", colorUnit1.getUnitNumber());
    program_->setUniform("depthTex1_", depthUnit1.getUnitNumber());
    inport0_.setTextureParameters(program_, "texParams0_");
    inport1_.setTextureParameters(program_, "texParams1_");
    program_->setIgnoreUniformLocationError(false);

    glDepthFunc(GL_ALWAYS);
    renderQuad();
    glDepthFunc(GL_LESS);

    program_->deactivate();
    outport_.deactivateTarget();
    TextureUnit::setZeroUnit();
    LGL_ERROR;
}
Пример #26
0
void ImageMasking::process() {
    outport_.activateTarget();
    outport_.clearTarget();

    TextureUnit colorUnit, depthUnit, maskUnit;
    inport_.bindTextures(colorUnit.getEnum(), depthUnit.getEnum());
    inportMask_.bindColorTexture(maskUnit.getEnum());

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

    // initialize shader
    program_->activate();
    setGlobalShaderParameters(program_);

    program_->setIgnoreUniformLocationError(true);
    program_->setUniform("colorTex_", colorUnit.getUnitNumber());
    program_->setUniform("depthTex_", depthUnit.getUnitNumber());
    program_->setUniform("colorTexMask_", maskUnit.getUnitNumber());
    inport_.setTextureParameters(program_, "texParams_");
    inportMask_.setTextureParameters(program_, "texParamsMask_");
    program_->setIgnoreUniformLocationError(false);

    program_->setUniform("maskColor_", maskColor_.get());

    glDepthFunc(GL_ALWAYS);
    renderQuad();
    glDepthFunc(GL_LESS);

    program_->deactivate();
    outport_.deactivateTarget();
    glActiveTexture(GL_TEXTURE0);
    LGL_ERROR;
}
Пример #27
0
void ConnectedComponents2D::process() {

    // activate and clear output render target
    outport_.activateTarget();
    outport_.clearTarget();

    tgt::col4* colorBuffer = inport_.readColorBuffer<uint8_t>();
    LGL_ERROR;
    int numPixels = tgt::hmul(inport_.getSize());
    uint8_t* img = new uint8_t[numPixels];
    switch (channel_.getValue()) {
        case GL_RED:
            for (int i=0; i<numPixels; i++)
                img[i] = colorBuffer[i].r;
            break;
        case GL_GREEN:
            for (int i=0; i<numPixels; i++)
                img[i] = colorBuffer[i].g;
            break;
        case GL_BLUE:
            for (int i=0; i<numPixels; i++)
                img[i] = colorBuffer[i].b;
            break;
        case GL_ALPHA:
            for (int i=0; i<numPixels; i++)
                img[i] = colorBuffer[i].a;
            break;
        case GL_RGB:
            // no correct gray value conversion necessary here, since we only need to assign a value greater zero
            // to foreground pixels
            for (int i=0; i<numPixels; i++)
                img[i] = (colorBuffer[i].r > 0 ? 1 : 0) + (colorBuffer[i].g > 0 ? 1 : 0) + (colorBuffer[i].b > 0 ? 1 : 0);
            break;
        case GL_RGBA:
            for (int i=0; i<numPixels; i++)
               img[i] = (colorBuffer[i].r > 0 ? 1 : 0) + (colorBuffer[i].g > 0 ? 1 : 0) + (colorBuffer[i].b > 0 ? 1 : 0) + (colorBuffer[i].a > 0 ? 1 : 0);
            break;

        default:
            LWARNING("Unknown channel option: " << channel_.get());
    }
    delete[] colorBuffer;

    // compute connected components
    uint16_t* labels = new uint16_t[tgt::hmul(inport_.getSize())];
    //Connexe_verbose();
    tgt::ivec3 size(inport_.getSize(), 1);
    int numLabels = CountConnectedComponentsWithAllParams(reinterpret_cast<void*>(img), UCHAR_TYPE,
        reinterpret_cast<void*>(labels), USHORT_TYPE, size.elem, 1.0,
        connectivity_.getValue(), minComponentSize_.get(), maxComponents_.get(), binarizeOutput_.get() ? 1 : 0);

    // free cpu buffer
    delete[] img;

    // sort components
    if (!componentSorting_.isSelected("none") && !binarizeOutput_.get()) {
        int decreasing = componentSorting_.isSelected("decreasing") ? 1 : 0;
        RelabelConnectedComponentsBySize(labels, USHORT_TYPE, size.elem, decreasing);
    }

    // stretch labels to use full range
    if (stretchLabels_.get() && !binarizeOutput_.get()) {
        float scale = static_cast<float>((1<<16) - 2) / numLabels;
        for (int i=0; i<tgt::hmul(inport_.getSize()); i++)
            labels[i] = tgt::ifloor(labels[i]*scale);
    }

    // render label texture
    TextureUnit colorUnit, depthUnit;
    colorUnit.activate();
    tgt::Texture* labelTex = new tgt::Texture(reinterpret_cast<GLubyte*>(labels), tgt::ivec3(inport_.getSize(), 1),
        GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_SHORT, tgt::Texture::NEAREST, !GpuCaps.isNpotSupported());
    labelTex->uploadTexture();

    program_->activate();
    inport_.bindDepthTexture(depthUnit.getEnum());
    inport_.setTextureParameters(program_, "texParams_");

    setGlobalShaderParameters(program_);
    program_->setUniform("colorTex_", colorUnit.getUnitNumber());
    program_->setUniform("depthTex_", depthUnit.getUnitNumber());

    // render screen aligned quad:
    glDepthFunc(GL_ALWAYS);
    renderQuad();
    glDepthFunc(GL_LESS);

    // cleanup
    program_->deactivate();
    delete labelTex;
    outport_.deactivateTarget();
    glActiveTexture(GL_TEXTURE0);

    LGL_ERROR;
}
Пример #28
0
/**
 * Performs the raycasting.
 *
 * Initialize two texture units with the entry and exit params and renders
 * a screen aligned quad.
 */
void IDRaycaster::process() {

    if (!volumePort_.isReady())
        return;

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

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

    // don't render when in interaction mode
    if (interactionMode()) {
        idMapPort_.deactivateTarget();
        TextureUnit::setZeroUnit();
        return;
    }

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

    // bind first hit points
    firstHitpointsPort_.bindColorTexture(firstHitPointUnit.getEnum());

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

    // vector containing the volumes to bind
    std::vector<VolumeStruct> volumes;

    TextureUnit volUnit;
    volumes.push_back(VolumeStruct(
        volumePort_.getData(),
        &volUnit,
        "segmentation_","segmentationParameters_",
        GL_CLAMP_TO_EDGE,
        tgt::vec4(0.f),
        GL_NEAREST)
    );

    // initialize shader
    raycastPrg_->activate();
    tgt::Camera cam = camera_.get();
    setGlobalShaderParameters(raycastPrg_, &cam);
    bindVolumes(raycastPrg_, volumes, &cam, lightPosition_.get());
    raycastPrg_->setUniform("entryPoints_", entryUnit.getUnitNumber());
    raycastPrg_->setUniform("entryPointsDepth_", entryDepthUnit.getUnitNumber());
    entryPort_.setTextureParameters(raycastPrg_, "entryParameters_");
    raycastPrg_->setUniform("firstHitPoints_", firstHitPointUnit.getUnitNumber());
    firstHitpointsPort_.setTextureParameters(raycastPrg_, "firstHitParameters_");
    raycastPrg_->setUniform("exitPoints_", exitUnit.getUnitNumber());
    raycastPrg_->setUniform("exitPointsDepth_", exitDepthUnit.getUnitNumber());
    entryPort_.setTextureParameters(raycastPrg_, "exitParameters_");

    raycastPrg_->setUniform("penetrationDepth_", penetrationDepth_.get());
    renderQuad();

    raycastPrg_->deactivate();
    idMapPort_.deactivateTarget();
    TextureUnit::setZeroUnit();
    LGL_ERROR;
}
Пример #29
0
void TextOverlay::process() {
    if (!inport_.isReady())
        outport_.activateTarget();
    else
        privatePort_.activateTarget();

    if (getInvalidationLevel() >= Processor::INVALID_PROGRAM)
        compile();

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glClearDepth(1.0);

    glDisable(GL_DEPTH_TEST);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

#ifndef VRN_MODULE_FONTRENDERING
    LWARNING("Empty output, enable module 'fontrendering'.");
#endif

    if(enabled_.get())
        renderOverlay();

    if (!inport_.isReady())
        outport_.deactivateTarget();
    else
        privatePort_.deactivateTarget();

    glEnable(GL_DEPTH_TEST);

    // skip if there's nothing to render above
    if (inport_.isReady()) {
        outport_.activateTarget();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        TextureUnit colorUnit0, colorUnit1, depthUnit0, depthUnit1;
        privatePort_.bindTextures(colorUnit0.getEnum(), depthUnit0.getEnum());
        inport_.bindTextures(colorUnit1.getEnum(), depthUnit1.getEnum());

        // initialize shader
        program_->activate();
        setGlobalShaderParameters(program_);
        program_->setUniform("colorTex0_", colorUnit0.getUnitNumber());
        program_->setUniform("colorTex1_", colorUnit1.getUnitNumber());
        program_->setUniform("depthTex1_", depthUnit1.getUnitNumber());
        privatePort_.setTextureParameters(program_, "textureParameters0_");
        inport_.setTextureParameters(program_, "textureParameters1_");
        program_->setUniform("option_", blendMode_.getValue());

        ImageProcessor::renderQuad();

        outport_.deactivateTarget();

        TextureUnit::setZeroUnit();
        program_->deactivate();
    }
    LGL_ERROR;
}
Пример #30
0
void GeometryRenderer::render() {
    tgtAssert(inport_.hasData(), "No geometry");

    if(useShader_.get() && (!shaderProp_.hasValidShader() || getInvalidationLevel() >= Processor::INVALID_PROGRAM))
        compile();

    if(useShader_.get() && !shaderProp_.hasValidShader()) {
        LERROR("Shader for geometry failed to compile");
        return;
    }

    glPushAttrib(GL_ALL_ATTRIB_BITS);
    glPolygonMode(GL_FRONT_AND_BACK, polygonMode_.getValue());
    glShadeModel(GL_SMOOTH);

    if (polygonMode_.isSelected("point"))
        glPointSize(pointSize_.get());
    else if (polygonMode_.isSelected("line"))
        glLineWidth(lineWidth_.get());

    if (mapTexture_.get() && texPort_.isReady()) {
        texPort_.bindColorTexture(GL_TEXTURE0);
        glEnable(GL_TEXTURE_2D);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, textureMode_.getValue());
    }

    if (enableLighting_.get()) {
        glEnable(GL_LIGHTING);
        glEnable(GL_COLOR_MATERIAL);
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, tgt::vec4(0.f).elem);

        glEnable(GL_LIGHT0);
        glLightfv(GL_LIGHT0, GL_POSITION, lightPosition_.get().elem);
        glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient_.get().elem);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse_.get().elem);
        glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular_.get().elem);
        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, materialShininess_.get());
        LGL_ERROR;
    }

    // for triangle meshes, we need to use a correctly layouted shader
    if(useShader_.get()) {
        tgt::Shader* prog = shaderProp_.getShader();
        prog->activate();
        setGlobalShaderParameters(prog, &camera_);
        prog->setIgnoreUniformLocationError(true);

        prog->setUniform("enableLighting_", enableLighting_.get());
        if(enableLighting_.get()) {
            prog->setUniform("lightPosition_", lightPosition_.get());
            prog->setUniform("lightSource_.ambientColor_", lightAmbient_.get().xyz());
            prog->setUniform("lightSource_.diffuseColor_", lightDiffuse_.get().xyz());
            prog->setUniform("lightSource_.specularColor_", lightSpecular_.get().xyz());
            //prog->setUniform("lightSource_.attenuation_", tgt::vec3(1.f, 0.f, 0.f));
            prog->setUniform("shininess_", materialShininess_.get());
        }

        prog->setUniform("enableClipping_", enableClipping_.get());
        if(enableClipping_.get())
            prog->setUniform("plane_", tgt::vec4(normalize(planeNormal_.get()), planeDistance_.get()));
    }

    inport_.getData()->render();

    if(useShader_.get())
        shaderProp_.getShader()->deactivate();

    glPopAttrib();
}