/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2025 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #ifndef __OPENSPACE_CORE___VOLUMERAYCASTER___H__ #define __OPENSPACE_CORE___VOLUMERAYCASTER___H__ #include #include #include #include namespace ghoul::opengl { class Texture; class ProgramObject; } // namespace ghoul::opengl namespace openspace { struct RenderData; struct RaycastData; class VolumeRaycaster { public: /** * Destructor. */ virtual ~VolumeRaycaster() = default; /** * Render the volume's entry points (front face of the bounding geometry). */ virtual void renderEntryPoints(const RenderData& /*data*/, ghoul::opengl::ProgramObject& /*program*/) = 0; /** * Render the volume's exit points (back face of the bounding geometry). */ virtual void renderExitPoints(const RenderData& /*data*/, ghoul::opengl::ProgramObject& /*program*/) = 0; /** * Prepare the volume for the ABuffer's resolve step. Make sure textures are up to * date, bind them to texture units, set program uniforms etc. */ virtual void preRaycast(const RaycastData& data, ghoul::opengl::ProgramObject& program); /** * Clean up for the volume after the ABuffer's resolve step. Make sure texture units * are deinitialized, etc. */ virtual void postRaycast(const RaycastData& data, ghoul::opengl::ProgramObject& program); /** * Return true if the camera is inside the volume. Also set localPosition to the * camera position in the volume's local coordinate system. */ virtual bool isCameraInside(const RenderData& data, glm::vec3& localPosition); /** * Return a path the file to use as vertex shader. * * The shader preprocessor will have access to: * - A `#{namespace}` variable (unique per helper file) */ virtual std::filesystem::path boundsVertexShaderPath() const = 0; /** * Return a path to a file with the functions, uniforms and fragment shader in * variables required to generate the fragment color and depth. * * Should define the function: `Fragment getFragment()` * * The shader preprocessor will have access to: * - A `#{namespace}` variable (unique per helper file) */ virtual std::filesystem::path boundsFragmentShaderPath() const = 0; /** * Return a path to a file with all the uniforms, functions, etc. Required to perform * ray casting through this volume. * * The header should define the following two functions: * ``` * vec4 sample#{id}(vec3 samplePos, vec3 dir, float occludingAlpha, * inout float maxStepSize) * (return color of sample) * float stepSize#{id}(vec3 samplePos, vec3 dir) * (return the preferred step size at this sample position) * ``` * * The shader preprocessor will have access to: * - An #{id} variable (unique per volume) * - A #{namespace} variable (unique per helper file) */ virtual std::filesystem::path raycasterPath() const = 0; /** * Return a path to a glsl file with helper functions required for the transformation * and raycast steps. This file will be included once per shader program generated, * regardless of how many volumes say they require the file. Ideal to avoid * redefinitions of helper functions. * * The shader preprocessor will have access to the #{namespace} variable (unique per * helper file) which should be a prefix to all symbols defined by the helper */ virtual std::filesystem::path helperPath() const = 0; void setMaxSteps(int nsteps); int maxSteps() const; void setDownscaleRender(float value); float downscaleRender() const; private: /// Maximum number of integration steps to be executed by the volume integrator int _rayCastMaxSteps = 1000; /// Enable and set the downscale rendering of the volume. Used to improve performance float _downscaleRenderConst = 1.f; }; } // namespace openspace #endif // __OPENSPACE_CORE___VOLUMERAYCASTER___H__