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Merge remote-tracking branch 'origin/feature/iSWA' into release/ips
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@@ -24,38 +24,33 @@
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#ifndef __SCREENSPACERENDERABLE_H__
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#define __SCREENSPACERENDERABLE_H__
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#include <ghoul/opengl/programobject.h>
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#include <openspace/engine/wrapper/windowwrapper.h>
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#include <openspace/properties/propertyowner.h>
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#include <openspace/properties/vectorproperty.h>
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#include <openspace/properties/scalarproperty.h>
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#include <openspace/properties/stringproperty.h>
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#include <openspace/properties/triggerproperty.h>
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#include <ghoul/opengl/texture.h>
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#include <modules/onscreengui/include/gui.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/engine/openspaceengine.h>
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#include <ghoul/opengl/textureunit.h>
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#include <openspace/util/camera.h>
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#ifdef WIN32
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#define _USE_MATH_DEFINES
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#include <math.h>
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#endif
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#include <openspace/properties/propertyowner.h>
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#include <openspace/properties/scalarproperty.h>
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#include <openspace/properties/triggerproperty.h>
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#include <openspace/properties/vectorproperty.h>
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#include <ghoul/opengl/programobject.h>
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#include <ghoul/opengl/texture.h>
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#include <ghoul/opengl/textureunit.h>
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namespace openspace {
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/**
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* @brief The base class for screen scape images and screen space framebuffers
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* @details This base class handles general functionality specific to planes that
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* are rendered infront of the camera. It implements protected methods and properties for converting
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* the planes from spherical to euclidean coordinates and back. It also specifies the interface
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* that it's children needs to implement.
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* The base class for screen space images and screen space framebuffers.
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* This base class handles general functionality specific to planes that are rendered in
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* front of the camera. It implements protected methods and properties for converting
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* the planes from Spherical to Euclidean coordinates and back. It also specifies the
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* interface that its children need to implement.
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*/
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class ScreenSpaceRenderable : public properties::PropertyOwner {
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public:
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static ScreenSpaceRenderable* createFromDictionary(const ghoul::Dictionary& dictionary);
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static ScreenSpaceRenderable* createFromDictionary(
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const ghoul::Dictionary& dictionary);
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ScreenSpaceRenderable(const ghoul::Dictionary& dictionary);
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~ScreenSpaceRenderable();
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virtual ~ScreenSpaceRenderable();
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virtual void render() = 0;
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virtual bool initialize() = 0;
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@@ -64,31 +59,30 @@ public:
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virtual bool isReady() const = 0;
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bool isEnabled() const;
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glm::vec2 euclideanPosition() const {return _euclideanPosition.value();};
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glm::vec2 sphericalPosition() const {return _sphericalPosition.value();};
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float depth() const {return _depth.value();};
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glm::vec3 euclideanPosition() const;
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glm::vec3 sphericalPosition() const;
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float depth() const;
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protected:
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void createPlane();
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void useEuclideanCoordinates(bool b);
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/**
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* @brief Converts vec2 polar coordinates to euclidean
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*
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* @param polar the coordinates theta and phi
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* @param radius the radius position value of the plane
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*
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* @return glm::vec2 with the x and y position value of the plane
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* Converts Spherical coordinates to Euclidean.
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* \param spherical The coordinates theta and phi
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* \param radius The radius position value of the plane
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* \return The x and y position value of the plane
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*/
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glm::vec2 toEuclidean(glm::vec2 polar, float radius);
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glm::vec2 toEuclidean(const glm::vec2& spherical, float radius);
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/**
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* @brief Converts vec2 euclidean coordinates to sperical
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*
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* @param euclidean the coordinates x and y
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* @return glm::vec2 with the spherical coordinates theta and phi.
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* Converts Euclidean coordinates to Spherical.
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* \param euclidean The coordinates x and y
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* \return The spherical coordinates theta and phi.
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*/
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glm::vec2 toSpherical(glm::vec2 euclidean);
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glm::vec2 toSpherical(const glm::vec2& euclidean);
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void registerProperties();
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void unregisterProperties();
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@@ -109,18 +103,15 @@ protected:
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GLuint _quad;
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GLuint _vertexPositionBuffer;
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const std::string _rendererPath;
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ghoul::Dictionary _rendererData;
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const std::string _vertexPath;
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const std::string _fragmentPath;
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std::unique_ptr<ghoul::opengl::Texture> _texture;
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std::unique_ptr<ghoul::opengl::ProgramObject> _shader;
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bool _useEuclideanCoordinates;
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const float _planeDepth = -2.0;
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glm::vec2 _originalViewportSize;
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float _radius;
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};
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} // namespace openspace
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#endif // __SCREENSPACERENDERABLE_H__
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#endif // __SCREENSPACERENDERABLE_H__
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