ManageShaders.cpp
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/*This file manages all of the shader program stuff, including:
o) Loading shaders
o) Combining the ray-casting code with the volume shader code
*/
#include "trueeyes.h"
#include "VolumeShaderStruct.h"
#include "rtsFilename.h"
rts_glShaderProgram gVertexShader;
vector<VolumeShader> ShaderList;
int SelectedShader = -1;
void SetRenderSource()
{
ShaderList[SelectedShader].glProgram.AttachGlobalUniform("camera", SourceList[RenderSource].pos);
}
void AttachShaderVariables()
{
if(SelectedShader < 0)
return;
//ShaderList[id].glProgram.AttachGlobalUniform("camera", SourceList[SelectedSource].pos);
ShaderList[SelectedShader].glProgram.AttachGlobalUniform("d", gpVolSize);
ShaderList[SelectedShader].glProgram.AttachGlobalUniform("stepsize", &StepSize);
ShaderList[SelectedShader].glProgram.AttachGlobalUniform("ray_min", gpCropMin);
ShaderList[SelectedShader].glProgram.AttachGlobalUniform("ray_max", gpCropMax);
//attach all available texture maps
for(int v = 0; v<VolumeList.size(); v++)
ShaderList[SelectedShader].glProgram.AttachTextureMap(VolumeList[v].Name.c_str(), VolumeList[v].Texture);
for(int t = 0; t<TextureList.size(); t++)
ShaderList[SelectedShader].glProgram.AttachTextureMap(TextureList[t].Name.c_str(), TextureList[t].Texture);
//attach all sources
for(int s=1; s<SourceList.size(); s++)
{
ShaderList[SelectedShader].glProgram.AttachGlobalUniform(SourceList[s].Name.c_str(), SourceList[s].pos);
}
//attach the selected render source to the "camera" variable
SetRenderSource();
}
void ReloadShaders()
{
int nShaders = ShaderList.size();
for(int s = 0; s<nShaders; s++)
{
//load the source code for the ray caster
rtsSourceCode sourceRayCaster("fragRayCast.glsl");
//add the sampler for each loaded volume
for(int v=0; v<VolumeList.size(); v++)
{
string samplerString = "uniform sampler3D ";
samplerString += VolumeList[v].Name;
samplerString += ";";
sourceRayCaster += samplerString;
}
//add the sampler for each texture map
for(int t=0; t<TextureList.size(); t++)
{
string samplerString = "uniform sampler2D ";
samplerString += TextureList[t].Name;
samplerString += ";";
sourceRayCaster += samplerString;
}
//add a variable for each source (SourceList[0] is the camera)
for(int src=1; src<SourceList.size(); src++)
{
string sourceString = "uniform vec3 ";
sourceString += SourceList[src].Name;
sourceString += ";";
sourceRayCaster += sourceString;
}
//load the user-designed portion of the shader
rtsSourceCode sourceShader(ShaderList[s].Filename.c_str());
//assemble the source code
sourceRayCaster += sourceShader;
//compile and show logs
cout<<endl;
cout<<"Compile and Link Log for \""<<ShaderList[s].Name<<"\""<<endl;
cout<<"---------------------------------------------------------"<<endl;
ShaderList[s].glProgram.Clean();
ShaderList[s].glProgram.AttachShader(GL_FRAGMENT_SHADER, sourceRayCaster);
ShaderList[s].glProgram.Compile();
ShaderList[s].glProgram.Link();
ShaderList[s].glProgram.PrintLog();
}
//attach variables to the selected shader
AttachShaderVariables();
}
void CreateShader(string filename)
{
VolumeShader newShader;
//create a name for the shader
rtsFilename f(filename);
newShader.Name = f.getPrefix();
//save the shader filename
newShader.Filename = filename;
//push the shader into the shader list
ShaderList.push_back(newShader);
SelectedShader = ShaderList.size() - 1;
//reload the shaders
ReloadShaders();
}