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102 lines
3.3 KiB
C++
102 lines
3.3 KiB
C++
#ifndef __OPENSPACE_MODULE_SKYBROWSER___SCREENSPACESKYTARGET___H__
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#define __OPENSPACE_MODULE_SKYBROWSER___SCREENSPACESKYTARGET___H__
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#include <openspace/rendering/screenspacerenderable.h>
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#include <openspace/documentation/documentation.h>
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#include <openspace/properties/scalar/floatproperty.h>
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#include <openspace/properties/scalar/doubleproperty.h>
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#include <openspace/properties/stringproperty.h>
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#include <openspace/properties/vector/vec2property.h>
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#include <openspace/properties/numericalproperty.h>
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#include <ghoul/opengl/ghoul_gl.h>
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#include <ghoul/opengl/texture.h>
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namespace openspace::documentation { struct Documentation; }
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namespace openspace {
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class ScreenSpaceSkyBrowser;
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class ScreenSpaceSkyTarget : public ScreenSpaceRenderable {
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public:
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// Constructor & destructor
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ScreenSpaceSkyTarget(const ghoul::Dictionary& dictionary);
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virtual ~ScreenSpaceSkyTarget();
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// ScreenSpaceRenderable inherited functions
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bool initializeGL() override;
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bool deinitializeGL() override;
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bool isReady() const override;
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void render() override;
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glm::mat4 scaleMatrix() override;
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void bindTexture() override; // Empty function but has to be defined
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void createShaders();
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// Sky browser functionality
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bool findSkyBrowser();
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void matchAppearanceToSkyBrowser();
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// Getters
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ScreenSpaceSkyBrowser* getSkyBrowser();
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glm::ivec3 borderColor() const;
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float opacity() const;
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// Setters
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void setScale(float verticalFov);
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void setDimensions(glm::vec2 dimensions);
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void setColor(glm::ivec3 color);
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void setOpacity(float opacity);
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// Target directions
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glm::dvec3 directionGalactic() const;
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glm::dvec3 directionEquatorial() const;
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// Locking functionality
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void lock();
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void unlock();
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bool isLocked();
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// Animation
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bool isAnimated();
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void startAnimation(glm::dvec3 end, bool lockAfter);
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void animateToCoordinate(float deltaTime);
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// Display
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void highlight(glm::ivec3 addition);
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void removeHighlight(glm::ivec3 removal);
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private:
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// Properties
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properties::StringProperty _skyBrowserId;
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properties::FloatProperty _showCrosshairThreshold;
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properties::FloatProperty _showRectangleThreshold;
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properties::DoubleProperty _stopAnimationThreshold;
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properties::DoubleProperty _animationSpeed;
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// Flags
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bool _isLocked{ false };
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bool _isAnimated{ false };
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bool _lockAfterAnimation{ false };
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// Shader
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UniformCache(modelTransform, viewProj, showCrosshair, showRectangle, lineWidth, dimensions, lineColor) _uniformCache;
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GLuint _vertexArray = 0;
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GLuint _vertexBuffer = 0;
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// Sky browser
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ScreenSpaceSkyBrowser* _skyBrowser;
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glm::ivec3 _color;
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// Lock target to a coordinate on the sky
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glm::dvec3 _lockedCoordinates; // Spherical celestial coordinates
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std::thread _lockTarget;
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glm::dvec3 _animationEnd; // Cartesian celestial coordinates
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glm::dvec3 _animationStart; // Cartesian celestial coordinates
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};
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}
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#endif // __OPENSPACE_MODULE_SKYBROWSER___SCREENSPACESKYTARGET___H__
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