/***************************************************************************************** * * * 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. * ****************************************************************************************/ #include #include #include #include #include #include #include namespace openspace { ScreenSpaceImage::ScreenSpaceImage() :ScreenSpaceRenderable() { setName("ScreenSpaceImage"); OsEng.gui()._property.registerProperty(&_enabled); OsEng.gui()._property.registerProperty(&_flatScreen); OsEng.gui()._property.registerProperty(&_position); OsEng.gui()._property.registerProperty(&_scale); OsEng.gui()._property.registerProperty(&_texturePath); _texturePath.onChange([this](){ loadTexture(); }); } ScreenSpaceImage::~ScreenSpaceImage(){} void ScreenSpaceImage::render(){ GLint m_viewport[4]; glGetIntegerv(GL_VIEWPORT, m_viewport); float height = (float(m_viewport[2])/m_viewport[3])* (float(_texture->height())/float(_texture->width())); glm::mat4 transform = glm::translate(glm::mat4(1.f), _position.value()); transform = glm::scale(transform, glm::vec3(_scale.value(),_scale.value()*height,1)); _shader->activate(); _shader->setUniform("ModelTransform",transform); ghoul::opengl::TextureUnit unit; unit.activate(); _texture->bind(); _shader->setUniform("texture1", unit); glBindVertexArray(_quad); glDrawArrays(GL_TRIANGLES, 0, 6); _shader->deactivate(); } bool ScreenSpaceImage::initialize(){ glGenVertexArrays(1, &_quad); // generate array glGenBuffers(1, &_vertexPositionBuffer); // generate buffer createPlane(); if(_shader == nullptr) { RenderEngine& renderEngine = OsEng.renderEngine(); _shader = renderEngine.buildRenderProgram("ScreenSpaceProgram", "${MODULE_BASE}/shaders/screnspace_vs.glsl", "${MODULE_BASE}/shaders/screnspace_fs.glsl" ); if (!_shader) return false; } loadTexture(); return isReady(); } bool ScreenSpaceImage::deinitialize(){ } void ScreenSpaceImage::update(){ } bool ScreenSpaceImage::isReady() const{ bool ready = true; if (!_shader) ready &= false; if(!_texture) ready &= false; return ready; } void ScreenSpaceImage::loadTexture() { if (_texturePath.value() != "") { std::unique_ptr texture = ghoul::io::TextureReader::ref().loadTexture(absPath(_texturePath.value())); if (texture) { // LDEBUG("Loaded texture from '" << absPath(_texturePath) << "'"); // std::cout<< std::endl << std::endl << "Loaded texture from '" << absPath(_texturePath) << "'" <uploadTexture(); // Textures of planets looks much smoother with AnisotropicMipMap rather than linear texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear); _texture = std::move(texture); // delete _textureFile; // _textureFile = new ghoul::filesystem::File(_texturePath); // _textureFile->setCallback([&](const ghoul::filesystem::File&) { _textureIsDirty = true; }); } } } }