/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2016 * * * * 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 __SCREENSPACERENDERABLE_H__ #define __SCREENSPACERENDERABLE_H__ #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef WIN32 #define _USE_MATH_DEFINES #include #endif namespace openspace { /** * @brief The base class for screen scape images and screen space framebuffers * @details This base class handles general functionality specific to planes that * are rendered infront of the camera. It implements protected methods and properties for converting * the planes from spherical to euclidean coordinates and back. It also specifies the interface * that it's children needs to implement. */ class ScreenSpaceRenderable : public properties::PropertyOwner { public: static ScreenSpaceRenderable* createFromDictionary(const ghoul::Dictionary& dictionary); ScreenSpaceRenderable(const ghoul::Dictionary& dictionary); ~ScreenSpaceRenderable(); virtual void render() = 0; virtual bool initialize() = 0; virtual bool deinitialize() = 0; virtual void update() = 0; virtual bool isReady() const = 0; bool isEnabled() const; glm::vec2 euclideanPosition() const {return _euclideanPosition.value();}; glm::vec2 sphericalPosition() const {return _sphericalPosition.value();}; float depth() const {return _depth.value();}; protected: void createPlane(); void useEuclideanCoordinates(bool b); /** * @brief Converts vec2 polar coordinates to euclidean * * @param polar the coordinates theta and phi * @param radius the radius position value of the plane * * @return glm::vec2 with the x and y position value of the plane */ glm::vec2 toEuclidean(glm::vec2 polar, float radius); /** * @brief Converts vec2 euclidean coordinates to sperical * * @param euclidean the coordinates x and y * @return glm::vec2 with the spherical coordinates theta and phi. */ glm::vec2 toSpherical(glm::vec2 euclidean); void registerProperties(); void unregisterProperties(); void createShaders(); glm::mat4 scaleMatrix(); glm::mat4 rotationMatrix(); glm::mat4 translationMatrix(); void draw(glm::mat4 modelTransform); properties::BoolProperty _enabled; properties::BoolProperty _useFlatScreen; properties::Vec2Property _euclideanPosition; properties::Vec2Property _sphericalPosition; properties::FloatProperty _depth; properties::FloatProperty _scale; properties::FloatProperty _alpha; properties::TriggerProperty _delete; GLuint _quad; GLuint _vertexPositionBuffer; const std::string _rendererPath; ghoul::Dictionary _rendererData; const std::string _vertexPath; const std::string _fragmentPath; std::unique_ptr _texture; std::unique_ptr _shader; bool _useEuclideanCoordinates; const float _planeDepth = -2.0; glm::vec2 _originalViewportSize; float _radius; }; } // namespace openspace #endif // __SCREENSPACERENDERABLE_H__