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C++ TextureUnit::getEnum方法代码示例

本文整理汇总了C++中TextureUnit::getEnum方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureUnit::getEnum方法的具体用法?C++ TextureUnit::getEnum怎么用?C++ TextureUnit::getEnum使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在TextureUnit的用法示例。


在下文中一共展示了TextureUnit::getEnum方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: bindTexture

void bindTexture(const Volume& volume, const TextureUnit& texUnit) {
    if (auto volumeGL = volume.getRepresentation<VolumeGL>()) {
        volumeGL->bindTexture(texUnit.getEnum());
    } else {
        LogErrorCustom("TextureUtils", "Could not get a GL representation from volume");
    }
}
开发者ID:sarbi127,项目名称:inviwo,代码行数:7,代码来源:textureutils.cpp

示例2: preProcess

void ImageMapping::preProcess() {
    TextureUnit transFuncUnit;
    const Layer* tfLayer = transferFunction_.get().getData();
    const LayerGL* transferFunctionGL = tfLayer->getRepresentation<LayerGL>();

    transferFunctionGL->bindTexture(transFuncUnit.getEnum());
    shader_.setUniform("transferFunc_", transFuncUnit.getUnitNumber());
}
开发者ID:Ojaswi,项目名称:inviwo,代码行数:8,代码来源:imagemapping.cpp

示例3: process

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;
}
开发者ID:alvatar,项目名称:smartmatter,代码行数:48,代码来源:depthpeelingprocessor.cpp

示例4: renderLayer

void CanvasGL::renderLayer(size_t idx) {
    previousRenderedLayerIdx_ = idx;
    if (imageGL_) {
        const LayerGL* layerGL = imageGL_->getLayerGL(layerType_,idx);
        if (layerGL) {
            TextureUnit textureUnit;
            layerGL->bindTexture(textureUnit.getEnum());
            renderTexture(textureUnit.getUnitNumber());
            layerGL->unbindTexture();
            return;
        } else {
            renderNoise();
        }
    }
    if (!image_) renderNoise();
}
开发者ID:sarbi127,项目名称:inviwo,代码行数:16,代码来源:canvasgl.cpp

示例5: bindTextures

void bindTextures(const ImageOutport& outport, const TextureUnit& colorTexUnit,
                  const TextureUnit& depthTexUnit, const TextureUnit& pickingTexUnit) {
    bindTextures(*outport.getData(), true, true, true, colorTexUnit.getEnum(),
                 depthTexUnit.getEnum(), pickingTexUnit.getEnum());
}
开发者ID:sarbi127,项目名称:inviwo,代码行数:5,代码来源:textureutils.cpp

示例6: process

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++)
//.........这里部分代码省略.........
开发者ID:molsimmsu,项目名称:3mview,代码行数:101,代码来源:occlusionslicer.cpp

示例7: process

void LightVolumeGL::process() {
    bool lightColorChanged = false;

    if (lightSource_.isChanged()) {
        lightColorChanged = lightSourceChanged();
    }

    bool reattach = false;

    if (internalVolumesInvalid_ || lightColorChanged || inport_.isChanged()) {
        reattach = volumeChanged(lightColorChanged);
    }

    VolumeGL* outVolumeGL = volume_->getEditableRepresentation<VolumeGL>();
    TextureUnit volUnit;
    const VolumeGL* inVolumeGL = inport_.getData()->getRepresentation<VolumeGL>();
    inVolumeGL->bindTexture(volUnit.getEnum());
    TextureUnit transFuncUnit;
    const Layer* tfLayer = transferFunction_.get().getData();
    const LayerGL* transferFunctionGL = tfLayer->getRepresentation<LayerGL>();
    transferFunctionGL->bindTexture(transFuncUnit.getEnum());
    TextureUnit lightVolUnit[2];
    propParams_[0].vol->bindTexture(lightVolUnit[0].getEnum());
    propParams_[1].vol->bindTexture(lightVolUnit[1].getEnum());
    propagationShader_.activate();
    propagationShader_.setUniform("volume_", volUnit.getUnitNumber());
    utilgl::setShaderUniforms(propagationShader_, *inport_.getData(), "volumeParameters_");
    propagationShader_.setUniform("transferFunc_", transFuncUnit.getUnitNumber());
    propagationShader_.setUniform("lightVolumeParameters_.dimensions", volumeDimOutF_);
    propagationShader_.setUniform("lightVolumeParameters_.reciprocalDimensions", volumeDimOutFRCP_);

    BufferObjectArray* rectArray = utilgl::enableImagePlaneRect();

    //Perform propagation passes
    for (int i=0; i<2; ++i) {
        propParams_[i].fbo->activate();
        glViewport(0, 0, static_cast<GLsizei>(volumeDimOut_.x), static_cast<GLsizei>(volumeDimOut_.y));

        if (reattach)
            propParams_[i].fbo->attachColorTexture(propParams_[i].vol->getTexture().get(), 0);

        propagationShader_.setUniform("lightVolume_", lightVolUnit[i].getUnitNumber());
        propagationShader_.setUniform("permutationMatrix_", propParams_[i].axisPermutation);

        if (lightSource_.getData()->getLightSourceType() == LightSourceType::LIGHT_POINT) {
            propagationShader_.setUniform("lightPos_", lightPos_);
            propagationShader_.setUniform("permutedLightMatrix_", propParams_[i].axisPermutationLight);
        }
        else {
            propagationShader_.setUniform("permutedLightDirection_", propParams_[i].permutedLightDirection);
        }

        for (unsigned int z=0; z<volumeDimOut_.z; ++z) {
            glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_3D, propParams_[i].vol->getTexture()->getID(), 0, z);
            propagationShader_.setUniform("sliceNum_", static_cast<GLint>(z));
            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
            glFlush();
        }

        propParams_[i].fbo->deactivate();
    }

    utilgl::disableImagePlaneRect(rectArray);

    propagationShader_.deactivate();
    mergeShader_.activate();
    mergeShader_.setUniform("lightVolume_", lightVolUnit[0].getUnitNumber());
    mergeShader_.setUniform("lightVolumeSec_", lightVolUnit[1].getUnitNumber());
    mergeShader_.setUniform("lightVolumeParameters_.dimensions", volumeDimOutF_);
    mergeShader_.setUniform("lightVolumeParameters_.reciprocalDimensions", volumeDimOutFRCP_);
    mergeShader_.setUniform("permMatInv_", propParams_[0].axisPermutationINV);
    mergeShader_.setUniform("permMatInvSec_", propParams_[1].axisPermutationINV);
    mergeShader_.setUniform("blendingFactor_", blendingFactor_);
    //Perform merge pass
    mergeFBO_->activate();
    glViewport(0, 0, static_cast<GLsizei>(volumeDimOut_.x), static_cast<GLsizei>(volumeDimOut_.y));

    if (reattach)
        mergeFBO_->attachColorTexture(outVolumeGL->getTexture().get(), 0);

    utilgl::multiDrawImagePlaneRect(static_cast<int>(volumeDimOut_.z));
    mergeShader_.deactivate();
    mergeFBO_->deactivate();
}
开发者ID:Ojaswi,项目名称:inviwo,代码行数:84,代码来源:lightvolumegl.cpp

示例8: copyRepresentationsTo

bool ImageGL::copyRepresentationsTo(ImageGL* target) const {
    const ImageGL* source = this;

    auto singleChannel = source->getColorLayerGL()->getDataFormat()->getComponents() == 1;

    // Set shader to copy all color layers
    if (!shader_.isReady() || singleChanelCopy_ != singleChannel ||
        colorLayerCopyCount_ != colorLayersGL_.size()) {
        std::stringstream ssUniform;
        for (size_t i = 1; i < colorLayersGL_.size(); ++i) {
            ssUniform << "layout(location = " << i + 1 << ") out vec4 FragData" << i << ";";
        }
        for (size_t i = 1; i < colorLayersGL_.size(); ++i) {
            ssUniform << "uniform sampler2D color" << i << ";";
        }
        shader_.getFragmentShaderObject()->addShaderDefine("ADDITIONAL_COLOR_LAYER_OUT_UNIFORMS",
                                                           ssUniform.str());

        std::stringstream ssWrite;
        for (size_t i = 1; i < colorLayersGL_.size(); ++i) {
            if (singleChannel) {
                ssWrite << "FragData" << i << " = vec4(texture(color" << i << ", texCoord_.xy).r);";
            } else {
                ssWrite << "FragData" << i << " = texture(color" << i << ", texCoord_.xy);";
            }
        }
        shader_.getFragmentShaderObject()->addShaderDefine("ADDITIONAL_COLOR_LAYER_WRITE",
                                                           ssWrite.str());

        if (colorLayersGL_.size() > 1) {
            shader_.getFragmentShaderObject()->addShaderDefine("ADDITIONAL_COLOR_LAYERS");
        } else {
            shader_.getFragmentShaderObject()->removeShaderDefine("ADDITIONAL_COLOR_LAYERS");
        }

        if (singleChannel) {
            shader_.getFragmentShaderObject()->addShaderDefine("SINGLE_CHANNEL");
        } else {
            shader_.getFragmentShaderObject()->removeShaderDefine("SINGLE_CHANNEL");
        }

        colorLayerCopyCount_ = colorLayersGL_.size();
        singleChanelCopy_ = singleChannel;

        shader_.build();
    }

    TextureUnit colorUnit, depthUnit, pickingUnit;
    source->getColorLayerGL()->bindTexture(colorUnit.getEnum());
    if (source->getDepthLayerGL()) {
        source->getDepthLayerGL()->bindTexture(depthUnit.getEnum());
    }
    if (source->getPickingLayerGL()) {
        source->getPickingLayerGL()->bindTexture(pickingUnit.getEnum());
    }
    TextureUnitContainer additionalColorUnits;
    for (size_t i = 0; i < colorLayersGL_.size(); ++i) {
        TextureUnit unit;
        source->getColorLayerGL(i)->bindTexture(unit.getEnum());
        additionalColorUnits.push_back(std::move(unit));
    }

    // Render to FBO, with correct scaling
    target->activateBuffer(ImageType::AllLayers);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    float ratioSource = (float)source->getDimensions().x / (float)source->getDimensions().y;
    float ratioTarget = (float)target->getDimensions().x / (float)target->getDimensions().y;
    glm::mat4 scale;

    if (ratioTarget < ratioSource)
        scale = glm::scale(glm::vec3(1.0f, ratioTarget / ratioSource, 1.0f));
    else
        scale = glm::scale(glm::vec3(ratioSource / ratioTarget, 1.0f, 1.0f));

    GLint prog;
    glGetIntegerv(GL_CURRENT_PROGRAM, &prog);

    shader_.activate();
    shader_.setUniform("color_", colorUnit.getUnitNumber());
    if (source->getDepthLayerGL()) {
        shader_.setUniform("depth_", depthUnit.getUnitNumber());
    }
    if (source->getPickingLayerGL()) {
        shader_.setUniform("picking_", pickingUnit.getUnitNumber());
    }
    for (size_t i = 0; i < additionalColorUnits.size(); ++i) {
        shader_.setUniform("color" + toString<size_t>(i + 1),
                           additionalColorUnits[i].getUnitNumber());
    }
    shader_.setUniform("dataToClip", scale);

    LGL_ERROR;
    target->renderImagePlaneRect();
    LGL_ERROR;
    shader_.deactivate();
    target->deactivateBuffer();
    LGL_ERROR;

    glUseProgram(prog);
//.........这里部分代码省略.........
开发者ID:ResearchDaniel,项目名称:inviwo,代码行数:101,代码来源:imagegl.cpp

示例9: bindDepthTexture

void bindDepthTexture(const Image& image, const TextureUnit& texUnit) {
    bindTextures(image, false, true, false, 0, texUnit.getEnum(), 0);
}
开发者ID:sarbi127,项目名称:inviwo,代码行数:3,代码来源:textureutils.cpp

示例10: bindColorTexture

void bindColorTexture(const ImageOutport& outport, const TextureUnit& texUnit) {
    bindTextures(*outport.getData(), true, false, false, texUnit.getEnum(), 0, 0);
}
开发者ID:sarbi127,项目名称:inviwo,代码行数:3,代码来源:textureutils.cpp

示例11: bindPickingTexture

void bindPickingTexture(const ImageOutport& outport, const TextureUnit& texUnit) {
    bindTextures(*outport.getData(), false, false, true, 0, 0, texUnit.getEnum());
}
开发者ID:sarbi127,项目名称:inviwo,代码行数:3,代码来源:textureutils.cpp


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