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refactor abuffer and add msaa support. volumes temporarily disabled.
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#ifndef __VOLUME_H__
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#define __VOLUME_H__
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#include <string>
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#include <vector>
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namespace ghoul {
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namespace opengl {
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class Texture;
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class ProgramObject;
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}
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}
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namespace openspace {
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class Volume {
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public:
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/**
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* Constructor
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*/
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Volume() {};
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/**
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* Destructor
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*/
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virtual ~Volume() {};
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/**
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* Render the volume's entry points (front face of the bounding geometry)
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*/
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//virtual void renderEntryPoints(const RenderData& data, ghoul::opengl::ProgramObject* program) = 0;
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/**
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* Render the volume's exit points (back face of the bounding geometry)
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*/
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//virtual void renderExitPoints(const RenderData& data, ghoul::opengl::ProgramObject* program) = 0;
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/**
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* Prepare the volume for the ABuffer's resolve step.
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* Make sure textures are up to date, bind them to texture units, set program uniforms etc.
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*/
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//virtual void preRayCast(ghoul::opengl::ProgramObject* program) {};
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/**
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* Clean up for the volume after the ABuffer's resolve step.
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* Make sure texture units are deinitialized, etc.
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*/
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//virtual void postRayCast(ghoul::opengl::ProgramObject* program) {};
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/**
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* Return a path to a file with the uniforms, per-vertex variables, functions etc
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* required to transform the vertices of the bounding geometry to view space.
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* It could also set other vertex out variables for the fragment shader to access.
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*
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* The shader preprocessor will have acceess to
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* A #{namespace} variable (unique per helper file)
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*
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* Should define the function:
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* vec4 getVertex()
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*/
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//virtual std::string getBoundsVsPath() = 0;
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/*
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* Return a path to a file with the functions, uniforms and fragment shader in variables
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* required to generate the fragment color and depth.
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*
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* Should define the function:
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* Fragment getFragment()
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*
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* The shader preprocessor will have acceess to
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* A #{namespace} variable (unique per helper file)
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*/
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//virtual std::string getBoundsFsPath() = 0;
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/**
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* Return a path to a file with all the uniforms, functions etc
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* required to perform ray casting through this volume.
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*
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* The header should define the following two functions:
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* vec4 sampler#{id}(vec3 samplePos, vec3 dir, float occludingAlpha, inout float maxStepSize)
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* (return color of sample)
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* float stepSize#{id}(vec3 samplePos, vec3 dir)
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* (return the preferred step size at this sample position)
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*
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* The shader preprocessor will have acceess to
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* An #{id} variable (unique per volume)
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* A #{namespace} variable (unique per helper file)
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*/
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//virtual std::string getRayCastPath() = 0;
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/**
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* Return a path to a glsl file with helper functions required for the
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* transformation and raycast steps.
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* This file will be included once per shader program generated,
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* regardless of how many volumes say they require the file.
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* Ideal to avoid redefinitions of helper functions.
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*
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* The shader preprocessor will have access to the #{namespace} variable (unique per helper file)
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* which should be a prefix to all symbols defined by the helper
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*/
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//virtual std::string getHelperPath() = 0;
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}; // Volume
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} // openspace
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#endif // __VOLUME_H__
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