/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2021 * * * * 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___VOLUME___H__ #define __OPENSPACE_CORE___VOLUME___H__ #include #include namespace ghoul::opengl { class Texture; class ProgramObject; } // namespace ghoul::opengl namespace openspace { class Volume { public: /** * Constructor */ Volume() = default; /** * Destructor */ virtual ~Volume() = 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(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(ghoul::opengl::ProgramObject* program) {}; /** * Return a path to a file with the uniforms, per-vertex variables, functions etc * required to transform the vertices of the bounding geometry to view space. * It could also set other vertex out variables for the fragment shader to access. * * The shader preprocessor will have acceess to * A #{namespace} variable (unique per helper file) * * Should define the function: * vec4 getVertex() */ //virtual std::string boundsVertexShaderPath() = 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 acceess to * A #{namespace} variable (unique per helper file) */ //virtual std::string boundsFragmentShaderPath() = 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 sampler#{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 acceess to * An #{id} variable (unique per volume) * A #{namespace} variable (unique per helper file) */ //virtual std::string getRayCastPath() = 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::string helperPath() = 0; }; } // namespace openspace #endif // __OPENSPACE_CORE___VOLUME___H__