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OpenSpace/include/openspace/rendering/helper.h

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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2024 *
* *
* 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___HELPER___H__
#define __OPENSPACE_CORE___HELPER___H__
#include <ghoul/opengl/uniformcache.h>
namespace ghoul::opengl {
class ProgramObject;
class Texture;
} // namespace ghoul::opengl
namespace openspace {
class LightSource;
struct RenderData;
} // namespace openspace
namespace openspace::rendering::helper {
enum class Anchor {
Center,
NW,
NE,
SW,
SE
};
void initialize();
void deinitialize();
glm::mat4 ortho(const glm::vec2& position, const glm::vec2& size,
Anchor anchor = Anchor::NW);
void renderBox(ghoul::opengl::ProgramObject& program, GLint orthoLocation,
GLint colorLocation, const glm::vec2& position, const glm::vec2& size,
const glm::vec4& color, Anchor anchor = Anchor::NW);
void renderBox(const glm::vec2& position, const glm::vec2& size, const glm::vec4& color,
Anchor anchor = Anchor::NW);
void renderBox(const glm::vec2& position, const glm::vec2& size, const glm::vec4& color,
const ghoul::opengl::Texture& texture, Anchor anchor = Anchor::NW);
struct Shaders {
struct {
std::unique_ptr<ghoul::opengl::ProgramObject> program;
UniformCache(tex, hasTexture, shouldFlipTexture, proj, color) cache;
} xyuvrgba;
struct {
std::unique_ptr<ghoul::opengl::ProgramObject> program;
UniformCache(tex, hasTexture, shouldFlipTexture, proj, color) cache;
} screenfilling;
};
struct VertexObjects {
struct {
GLuint vao = 0;
GLuint vbo = 0;
} square;
struct {
GLuint vao = 0;
GLuint vbo = 0;
GLuint ibo = 0;
int nElements = 64;
} sphere;
struct {
GLuint vao = 0;
GLuint vbo = 0;
GLuint ibo = 0;
int nElements = 64;
} cylinder;
struct {
GLuint vao = 0;
GLuint vbo = 0;
GLuint ibo = 0;
int nElements = 64;
} cone;
struct {
GLuint vao = 0;
} empty;
};
namespace detail {
Shaders& gShadersConstructor();
VertexObjects& gVertexObjectsConstructor();
} // namespace detail
static Shaders& shaders = detail::gShadersConstructor();
static VertexObjects& vertexObjects = detail::gVertexObjectsConstructor();
struct Vertex {
GLfloat xyz[3];
GLfloat uv[2];
GLfloat rgba[4];
};
struct VertexXYZ {
GLfloat xyz[3];
};
struct VertexXYZNormal {
GLfloat xyz[3];
GLfloat normal[3];
};
template <typename V>
struct VertexIndexListCombo {
std::vector<V> vertices;
std::vector<GLushort> indices;
};
VertexXYZ convertToXYZ(const Vertex& v);
std::vector<VertexXYZ> convert(std::vector<Vertex> v);
std::vector<Vertex> createRing(int nSegments, float radius,
const glm::vec4& colors = glm::vec4(1.f));
std::vector<VertexXYZ> createRingXYZ(int nSegments, float radius);
VertexIndexListCombo<Vertex>
createSphere(int nSegments, glm::vec3 radii, const glm::vec4& colors = glm::vec4(1.f));
VertexIndexListCombo<VertexXYZNormal> createCylinder(unsigned int nSegments,
float radius, float height);
VertexIndexListCombo<VertexXYZNormal> createCone(unsigned int nSegments, float radius,
float height);
/**
* Data structure that can be used for rendering using multiple light directions.
*/
struct LightSourceRenderData {
unsigned int nLightSources = 0;
// Buffers for uniform uploading
std::vector<float> intensitiesBuffer;
std::vector<glm::vec3> directionsViewSpaceBuffer;
void updateBasedOnLightSources(const RenderData& renderData,
const std::vector<std::unique_ptr<LightSource>>& sources);
};
} // namespace openspace::rendering::helper
#endif // __OPENSPACE_CORE___HELPER___H__