diff --git a/Core/Code/Rendering/mitkShaderRepository.cpp b/Core/Code/Rendering/mitkShaderRepository.cpp index 249eef08ae..20e1fd81b3 100644 --- a/Core/Code/Rendering/mitkShaderRepository.cpp +++ b/Core/Code/Rendering/mitkShaderRepository.cpp @@ -1,519 +1,520 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ #define SR_INFO MITK_INFO("shader.repository") #define SR_WARN MITK_WARN("shader.repository") #define SR_ERROR MITK_ERROR("shader.repository") #include "mitkShaderRepository.h" #include "mitkShaderProperty.h" #include "mitkProperties.h" #include "mitkDataNode.h" #include #include #include #include #include #include #include int mitk::ShaderRepository::shaderId = 0; +const bool mitk::ShaderRepository::debug = false; mitk::ShaderRepository::ShaderRepository() { LoadShaders(); } mitk::ShaderRepository::~ShaderRepository() { } mitk::ShaderRepository *mitk::ShaderRepository::GetGlobalShaderRepository() { static mitk::ShaderRepository::Pointer i; if(i.IsNull()) { i=mitk::ShaderRepository::New(); } return i; } void mitk::ShaderRepository::LoadShaders() { itk::Directory::Pointer dir = itk::Directory::New(); std::string dirPath = "./vtk_shader"; if( dir->Load( dirPath.c_str() ) ) { int n = dir->GetNumberOfFiles(); for(int r=0;rGetFile( r ); std::string extension = itksys::SystemTools::GetFilenameExtension(filename); if(extension.compare(".xml")==0) { Shader::Pointer element=Shader::New(); element->SetName(itksys::SystemTools::GetFilenameWithoutExtension(filename)); std::string filePath = dirPath + std::string("/") + element->GetName() + std::string(".xml"); element->path = filePath; SR_INFO << "found shader '" << element->GetName() << "'"; element->LoadProperties(filePath); shaders.push_back(element); } } } } mitk::ShaderRepository::Shader::Pointer mitk::ShaderRepository::GetShaderImpl(const std::string &name) const { std::list::const_iterator i = shaders.begin(); while( i != shaders.end() ) { if( (*i)->GetName() == name) return (*i); i++; } return Shader::Pointer(); } int mitk::ShaderRepository::LoadShader(const std::string& filename) { std::string extension = itksys::SystemTools::GetFilenameExtension(filename); if (extension.compare(".xml")==0) { Shader::Pointer element=Shader::New(); element->SetName(itksys::SystemTools::GetFilenameWithoutExtension(filename)); element->name = element->GetName(); element->path = filename; element->SetId(shaderId++); element->LoadProperties(filename); shaders.push_back(element); - SR_INFO << "found shader '" << element->GetName() << "'"; + SR_INFO(debug) << "found shader '" << element->GetName() << "'"; return element->GetId(); } else { - SR_INFO << "Error: no xml shader file!"; + SR_INFO(debug) << "Error: no xml shader file!"; return -1; } } int mitk::ShaderRepository::LoadShader(std::istream& stream, const std::string& filename) { Shader::Pointer element=Shader::New(); element->SetName(filename); element->name = filename; element->SetId(shaderId++); element->LoadProperties(stream); shaders.push_back(element); - SR_INFO << "found shader '" << element->GetName() << "'"; + SR_INFO(debug) << "found shader '" << element->GetName() << "'"; return element->GetId(); } bool mitk::ShaderRepository::UnloadShader(int id) { for (std::list::iterator i = shaders.begin(); i != shaders.end(); ++i) { if ((*i)->GetId() == id) { shaders.erase(i); return true; } } return false; } mitk::ShaderRepository::Shader::Shader() { } mitk::ShaderRepository::Shader::~Shader() { } void mitk::ShaderRepository::Shader::LoadPropertiesFromPath() { LoadProperties(path); } void mitk::ShaderRepository::Shader::LoadProperties(vtkProperty* p) { vtkXMLMaterial *m=p->GetMaterial(); if (m == NULL) return; // Vertexshader uniforms { vtkXMLShader *s=m->GetVertexShader(); if (s) { vtkXMLDataElement *x=s->GetRootElement(); int n=x->GetNumberOfNestedElements(); for(int r=0;rGetNestedElement(r); if(!strcmp(y->GetName(),"ApplicationUniform")) { Uniform::Pointer element=Uniform::New(); element->LoadFromXML(y); uniforms.push_back(element); } } } } // Fragmentshader uniforms { vtkXMLShader *s=m->GetFragmentShader(); if (s) { vtkXMLDataElement *x=s->GetRootElement(); int n=x->GetNumberOfNestedElements(); for(int r=0;rGetNestedElement(r); if(!strcmp(y->GetName(),"ApplicationUniform")) { Uniform::Pointer element=Uniform::New(); element->LoadFromXML(y); uniforms.push_back(element); } } } } } void mitk::ShaderRepository::Shader::LoadProperties(const std::string& path) { vtkProperty *p = vtkProperty::New(); p->LoadMaterial(path.c_str()); LoadProperties(p); p->Delete(); } void mitk::ShaderRepository::Shader::LoadProperties(std::istream& stream) { std::string content; content.reserve(2048); char buffer[2048]; while (stream.read(buffer, sizeof(buffer))) { content.append(buffer, sizeof(buffer)); } content.append(buffer, static_cast(stream.gcount())); if (content.empty()) return; this->SetMaterialXml(content); vtkProperty *p = vtkProperty::New(); p->LoadMaterialFromString(content.c_str()); LoadProperties(p); p->Delete(); } mitk::ShaderRepository::Shader::Uniform::Uniform() { } mitk::ShaderRepository::Shader::Uniform::~Uniform() { } mitk::ShaderRepository::Shader *mitk::ShaderRepository::GetShader(const char *id) const { std::list::const_iterator i = shaders.begin(); while( i != shaders.end() ) { if( (*i)->GetName() ==id) return (*i); i++; } return 0; } void mitk::ShaderRepository::Shader::Uniform::LoadFromXML(vtkXMLDataElement *y) { //MITK_INFO << "found uniform '" << y->GetAttribute("name") << "' type=" << y->GetAttribute("type");// << " default=" << y->GetAttribute("value"); name = y->GetAttribute("name"); const char *sType=y->GetAttribute("type"); if(!strcmp(sType,"float")) type=glsl_float; else if(!strcmp(sType,"vec2")) type=glsl_vec2; else if(!strcmp(sType,"vec3")) type=glsl_vec3; else if(!strcmp(sType,"vec4")) type=glsl_vec4; else if(!strcmp(sType,"int")) type=glsl_int; else if(!strcmp(sType,"ivec2")) type=glsl_ivec2; else if(!strcmp(sType,"ivec3")) type=glsl_ivec3; else if(!strcmp(sType,"ivec4")) type=glsl_ivec4; else { type=glsl_none; SR_WARN << "unknown type for uniform '" << name << "'" ; } defaultFloat[0]=defaultFloat[1]=defaultFloat[2]=defaultFloat[3]=0; /* const char *sDefault=y->GetAttribute("value"); switch(type) { case glsl_float: sscanf(sDefault,"%f",&defaultFloat[0]); break; case glsl_vec2: sscanf(sDefault,"%f %f",&defaultFloat[0],&defaultFloat[1]); break; case glsl_vec3: sscanf(sDefault,"%f %f %f",&defaultFloat[0],&defaultFloat[1],&defaultFloat[2]); break; case glsl_vec4: sscanf(sDefault,"%f %f %f %f",&defaultFloat[0],&defaultFloat[1],&defaultFloat[2],&defaultFloat[3]); break; } */ } void mitk::ShaderRepository::AddDefaultProperties(mitk::DataNode* node, mitk::BaseRenderer* renderer, bool overwrite) const { node->AddProperty( "shader", mitk::ShaderProperty::New(), renderer, overwrite ); std::list::const_iterator i = shaders.begin(); while( i != shaders.end() ) { std::list *l = (*i)->GetUniforms(); std::string shaderName = (*i)->GetName(); std::list::const_iterator j = l->begin(); while( j != l->end() ) { std::string propertyName = "shader." + shaderName + "." + (*j)->name; switch( (*j)->type ) { case Shader::Uniform::glsl_float: node->AddProperty( propertyName.c_str(), mitk::FloatProperty::New( (*j)->defaultFloat[0] ), renderer, overwrite ); break; case Shader::Uniform::glsl_vec2: node->AddProperty( (propertyName+".x").c_str(), mitk::FloatProperty::New( (*j)->defaultFloat[0] ), renderer, overwrite ); node->AddProperty( (propertyName+".y").c_str(), mitk::FloatProperty::New( (*j)->defaultFloat[1] ), renderer, overwrite ); break; case Shader::Uniform::glsl_vec3: node->AddProperty( (propertyName+".x").c_str(), mitk::FloatProperty::New( (*j)->defaultFloat[0] ), renderer, overwrite ); node->AddProperty( (propertyName+".y").c_str(), mitk::FloatProperty::New( (*j)->defaultFloat[1] ), renderer, overwrite ); node->AddProperty( (propertyName+".z").c_str(), mitk::FloatProperty::New( (*j)->defaultFloat[2] ), renderer, overwrite ); break; case Shader::Uniform::glsl_vec4: node->AddProperty( (propertyName+".x").c_str(), mitk::FloatProperty::New( (*j)->defaultFloat[0] ), renderer, overwrite ); node->AddProperty( (propertyName+".y").c_str(), mitk::FloatProperty::New( (*j)->defaultFloat[1] ), renderer, overwrite ); node->AddProperty( (propertyName+".z").c_str(), mitk::FloatProperty::New( (*j)->defaultFloat[2] ), renderer, overwrite ); node->AddProperty( (propertyName+".w").c_str(), mitk::FloatProperty::New( (*j)->defaultFloat[3] ), renderer, overwrite ); break; default: break; } j++; } i++; } } void mitk::ShaderRepository::ApplyProperties(mitk::DataNode* node, vtkActor *actor, mitk::BaseRenderer* renderer,itk::TimeStamp &MTime) const { bool setMTime = false; vtkProperty* property = actor->GetProperty(); unsigned long ts = MTime.GetMTime(); mitk::ShaderProperty *sep= dynamic_cast(node->GetProperty("shader",renderer)); if(!sep) { property->ShadingOff(); return; } std::string shader=sep->GetValueAsString(); // Need update pipeline mode if(sep->GetMTime() > ts) { if(shader.compare("fixed")==0) { //MITK_INFO << "disabling shader"; property->ShadingOff(); } else { Shader::Pointer s=GetShaderImpl(shader); if(s.IsNotNull()) { //MITK_INFO << "enabling shader"; property->ShadingOn(); property->LoadMaterialFromString(s->GetMaterialXml().c_str()); } } setMTime = true; } if(shader.compare("fixed")!=0) { Shader::Pointer s=GetShaderImpl(shader); if(s.IsNull()) return; std::list::const_iterator j = s->uniforms.begin(); while( j != s->uniforms.end() ) { std::string propertyName = "shader." + s->GetName() + "." + (*j)->name; // MITK_INFO << "querying property: " << propertyName; // mitk::BaseProperty *p = node->GetProperty( propertyName.c_str(), renderer ); // if( p && p->GetMTime() > MTime.GetMTime() ) { float fval[4]; // MITK_INFO << "copying property " << propertyName << " ->->- " << (*j)->name << " type=" << (*j)->type ; switch( (*j)->type ) { case Shader::Uniform::glsl_float: node->GetFloatProperty( propertyName.c_str(), fval[0], renderer ); property->AddShaderVariable( (*j)->name.c_str(), 1 , fval ); break; case Shader::Uniform::glsl_vec2: node->GetFloatProperty( (propertyName+".x").c_str(), fval[0], renderer ); node->GetFloatProperty( (propertyName+".y").c_str(), fval[1], renderer ); property->AddShaderVariable( (*j)->name.c_str(), 2 , fval ); break; case Shader::Uniform::glsl_vec3: node->GetFloatProperty( (propertyName+".x").c_str(), fval[0], renderer ); node->GetFloatProperty( (propertyName+".y").c_str(), fval[1], renderer ); node->GetFloatProperty( (propertyName+".z").c_str(), fval[2], renderer ); property->AddShaderVariable( (*j)->name.c_str(), 3 , fval ); break; case Shader::Uniform::glsl_vec4: node->GetFloatProperty( (propertyName+".x").c_str(), fval[0], renderer ); node->GetFloatProperty( (propertyName+".y").c_str(), fval[1], renderer ); node->GetFloatProperty( (propertyName+".z").c_str(), fval[2], renderer ); node->GetFloatProperty( (propertyName+".w").c_str(), fval[3], renderer ); property->AddShaderVariable( (*j)->name.c_str(), 4 , fval ); break; default: break; } //setMTime=true; } j++; } } if(setMTime) MTime.Modified(); } std::list mitk::ShaderRepository::GetShaders() const { std::list result; for (std::list::const_iterator i = shaders.begin(); i != shaders.end(); ++i) { result.push_back(i->GetPointer()); } return result; } mitk::IShaderRepository::Shader::Pointer mitk::ShaderRepository::GetShader(const std::string& name) const { for (std::list::const_iterator i = shaders.begin(); i != shaders.end(); ++i) { if ((*i)->GetName() == name) return i->GetPointer(); } return IShaderRepository::Shader::Pointer(); } mitk::IShaderRepository::Shader::Pointer mitk::ShaderRepository::GetShader(int id) const { for (std::list::const_iterator i = shaders.begin(); i != shaders.end(); ++i) { if ((*i)->GetId() == id) return i->GetPointer(); } return IShaderRepository::Shader::Pointer(); } diff --git a/Core/Code/Rendering/mitkShaderRepository.h b/Core/Code/Rendering/mitkShaderRepository.h index f7c718065a..905352bf9c 100644 --- a/Core/Code/Rendering/mitkShaderRepository.h +++ b/Core/Code/Rendering/mitkShaderRepository.h @@ -1,196 +1,197 @@ /*=================================================================== The Medical Imaging Interaction Toolkit (MITK) Copyright (c) German Cancer Research Center, Division of Medical and Biological Informatics. All rights reserved. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE.txt or http://www.mitk.org for details. ===================================================================*/ #ifndef _MITKSHADERREPOSITORY_H_ #define _MITKSHADERREPOSITORY_H_ #include #include "mitkIShaderRepository.h" class vtkXMLDataElement; class vtkProperty; namespace mitk { /** * \brief Management class for vtkShader XML descriptions. * * Looks for all XML shader files in a given directory and adds default properties * for each shader object (shader uniforms) to the specified mitk::DataNode. * * Additionally, it provides a utility function for applying properties for shaders * in mappers. * * \deprecatedSince{2013_03} Use the micro service interface IShaderRepository instead. */ class MITK_CORE_EXPORT ShaderRepository : public itk::LightObject, public IShaderRepository { public: mitkClassMacro( ShaderRepository, itk::LightObject ) itkFactorylessNewMacro( Self ) DEPRECATED(static ShaderRepository *GetGlobalShaderRepository()); /** * \deprecatedSince{2013_03} Use IShaderRepository::Shader instead. */ class Shader : public IShaderRepository::Shader { public: mitkClassMacro( Shader, itk::Object ) itkFactorylessNewMacro( Self ) class Uniform : public itk::Object { public: mitkClassMacro( Uniform, itk::Object ) itkFactorylessNewMacro( Self ) enum Type { glsl_none, glsl_float, glsl_vec2, glsl_vec3, glsl_vec4, glsl_int, glsl_ivec2, glsl_ivec3, glsl_ivec4 }; /** * Constructor */ Uniform(); /** * Destructor */ ~Uniform(); Type type; std::string name; int defaultInt[4]; float defaultFloat[4]; void LoadFromXML(vtkXMLDataElement *e); }; std::list uniforms; /** * Constructor */ Shader(); /** * Destructor */ ~Shader(); // DEPRECATED since 2013.03 std::string name; // DEPRECATED since 2013.03 std::string path; DEPRECATED(void LoadPropertiesFromPath()); Uniform *GetUniform(char * /*id*/) { return 0; } std::list *GetUniforms() { return &uniforms; } private: friend class ShaderRepository; void LoadProperties(vtkProperty* prop); void LoadProperties(const std::string& path); void LoadProperties(std::istream& stream); }; protected: std::list shaders; void LoadShaders(); Shader::Pointer GetShaderImpl(const std::string& name) const; /** * Constructor */ ShaderRepository(); /** * Destructor */ ~ShaderRepository(); private: static int shaderId; + static const bool debug; public: DEPRECATED(std::list *GetShaders()) { return &shaders; } DEPRECATED(Shader *GetShader(const char *id) const); std::list GetShaders() const; IShaderRepository::Shader::Pointer GetShader(const std::string& name) const; IShaderRepository::Shader::Pointer GetShader(int id) const; /** \brief Adds all parsed shader uniforms to property list of the given DataNode; * used by mappers. */ void AddDefaultProperties(mitk::DataNode* node, mitk::BaseRenderer* renderer, bool overwrite) const; /** \brief Applies shader and shader specific variables of the specified DataNode * to the VTK object by updating the shader variables of its vtkProperty. */ void ApplyProperties(mitk::DataNode* node, vtkActor *actor, mitk::BaseRenderer* renderer,itk::TimeStamp &MTime) const; /** \brief Loads a shader from a given file. Make sure that this file is in the XML shader format. */ DEPRECATED(int LoadShader(const std::string& filename)); int LoadShader(std::istream& stream, const std::string& name); bool UnloadShader(int id); }; } //end of namespace mitk #endif