/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2015 * * * * 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 #include namespace { std::string _loggerCat = "ABufferFrameBuffer"; } namespace openspace { ABufferFramebuffer::ABufferFramebuffer() {} ABufferFramebuffer::~ABufferFramebuffer() {} bool ABufferFramebuffer::initialize() { return initializeABuffer(); } bool ABufferFramebuffer::reinitializeInternal() { return true; } void ABufferFramebuffer::clear() { } void ABufferFramebuffer::preRender() { } void ABufferFramebuffer::postRender() { } void ABufferFramebuffer::resolve(float blackoutFactor) { } std::vector ABufferFramebuffer::pixelData() { return std::vector(); } bool ABufferFramebuffer::initializeABuffer() { // ============================ // SHADERS // ============================ auto shaderCallback = [this](ghoul::opengl::ProgramObject* program) { // Error for visibility in log _validShader = false; }; generateShaderSource(); _resolveShader = ghoul::opengl::ProgramObject::Build( "ABufferResolve", "${SHADERS}/ABuffer/abufferResolveVertex.glsl", "${SHADERS}/ABuffer/abufferResolveFragment.glsl"); if (!_resolveShader) return false; _resolveShader->setProgramObjectCallback(shaderCallback); } void ABufferFramebuffer::resolve() { } } // openspace