Files
OpenSpace/include/openspace/rendering/volumeraycaster.h
2024-04-06 23:55:59 +02:00

150 lines
6.1 KiB
C++

/*****************************************************************************************
* *
* 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___VOLUMERAYCASTER___H__
#define __OPENSPACE_CORE___VOLUMERAYCASTER___H__
#include <ghoul/glm.h>
#include <filesystem>
#include <string>
#include <vector>
namespace ghoul::opengl {
class Texture;
class ProgramObject;
} // namespace ghoul::opengl
namespace openspace {
struct RenderData;
struct RaycastData;
class VolumeRaycaster {
public:
/**
* Destructor.
*/
virtual ~VolumeRaycaster() = 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(const RaycastData& data,
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(const RaycastData& data,
ghoul::opengl::ProgramObject& program);
/**
* Return true if the camera is inside the volume. Also set localPosition to the
* camera position in the volume's local coordinate system.
*/
virtual bool isCameraInside(const RenderData& data, glm::vec3& localPosition);
/**
* Return a path the file to use as vertex shader.
*
* The shader preprocessor will have access to:
* - A `#{namespace}` variable (unique per helper file)
*/
virtual std::filesystem::path boundsVertexShaderPath() const = 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 access to:
* - A `#{namespace}` variable (unique per helper file)
*/
virtual std::filesystem::path boundsFragmentShaderPath() const = 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 sample#{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 access to:
* - An #{id} variable (unique per volume)
* - A #{namespace} variable (unique per helper file)
*/
virtual std::filesystem::path raycasterPath() const = 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::filesystem::path helperPath() const = 0;
void setMaxSteps(int nsteps);
int maxSteps() const;
void setDownscaleRender(float value);
float downscaleRender() const;
private:
/// Maximum number of integration steps to be executed by the volume integrator
int _rayCastMaxSteps = 1000;
/// Enable and set the downscale rendering of the volume. Used to improve performance
float _downscaleRenderConst = 1.f;
};
} // namespace openspace
#endif // __OPENSPACE_CORE___VOLUMERAYCASTER___H__