mirror of
https://github.com/OpenSpace/OpenSpace.git
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Restructure GuiPropertyComponent to take a source function that returns a list of PropertyOwner%s instead of registering individual properties Apply restructuring
155 lines
5.9 KiB
C++
155 lines
5.9 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include <modules/base/rendering/screenspaceframebuffer.h>
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#include <openspace/engine/openspaceengine.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/util/camera.h>
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#include <openspace/rendering/renderer.h>
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#include <openspace/rendering/abufferrenderer.h>
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#include <openspace/rendering/framebufferrenderer.h>
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#include <openspace/engine/wrapper/windowwrapper.h>
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namespace openspace {
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ScreenSpaceFramebuffer::ScreenSpaceFramebuffer(const ghoul::Dictionary& dictionary)
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:ScreenSpaceRenderable(dictionary)
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,_size("size", "Size", glm::vec4(0), glm::vec4(0), glm::vec4(2000))
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,_framebuffer(nullptr)
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{
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_id = id();
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setName("ScreenSpaceFramebuffer" + std::to_string(_id));
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glm::vec2 resolution = OsEng.windowWrapper().currentWindowResolution();
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addProperty(_size);
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_size.set(glm::vec4(0, 0, resolution.x,resolution.y));
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_scale.setValue(1.0f);
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}
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ScreenSpaceFramebuffer::~ScreenSpaceFramebuffer(){}
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bool ScreenSpaceFramebuffer::initialize(){
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_originalViewportSize = OsEng.windowWrapper().currentWindowResolution();
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createPlane();
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createShaders();
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createFragmentbuffer();
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return isReady();
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}
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bool ScreenSpaceFramebuffer::deinitialize(){
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glDeleteVertexArrays(1, &_quad);
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_quad = 0;
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glDeleteBuffers(1, &_vertexPositionBuffer);
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_vertexPositionBuffer = 0;
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_texture = nullptr;
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RenderEngine& renderEngine = OsEng.renderEngine();
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if (_shader) {
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renderEngine.removeRenderProgram(_shader);
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_shader = nullptr;
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}
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_framebuffer->detachAll();
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removeAllRenderFunctions();
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return true;
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}
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void ScreenSpaceFramebuffer::render(){
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glm::vec2 resolution = OsEng.windowWrapper().currentWindowResolution();
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glm::vec4 size = _size.value();
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float xratio = _originalViewportSize.x / (size.z-size.x);
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float yratio = _originalViewportSize.y / (size.w-size.y);;
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if(!_renderFunctions.empty()){
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glViewport (-size.x*xratio, -size.y*yratio, _originalViewportSize.x*xratio, _originalViewportSize.y*yratio);
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GLint defaultFBO = _framebuffer->getActiveObject();
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_framebuffer->activate();
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glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_ALPHA_TEST);
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for(auto renderFunction : _renderFunctions){
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(*renderFunction)();
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}
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_framebuffer->deactivate();
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glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
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glViewport (0, 0, resolution.x, resolution.y);
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glm::mat4 rotation = rotationMatrix();
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glm::mat4 translation = translationMatrix();
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glm::mat4 scale = scaleMatrix();
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scale = glm::scale(scale, glm::vec3((1.0/xratio), -(1.0/yratio), 1.0f));
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glm::mat4 modelTransform = rotation*translation*scale;
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draw(modelTransform);
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}
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}
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void ScreenSpaceFramebuffer::update(){}
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bool ScreenSpaceFramebuffer::isReady() const{
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bool ready = true;
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if (!_shader)
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ready &= false;
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if(!_texture)
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ready &= false;
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return ready;
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}
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void ScreenSpaceFramebuffer::setSize(glm::vec4 size){
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_size.set(size);
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}
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void ScreenSpaceFramebuffer::addRenderFunction(std::shared_ptr<std::function<void()>> renderFunction){
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_renderFunctions.push_back(renderFunction);
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}
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void ScreenSpaceFramebuffer::removeAllRenderFunctions(){
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_renderFunctions.clear();
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}
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void ScreenSpaceFramebuffer::createFragmentbuffer(){
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_framebuffer = std::make_unique<ghoul::opengl::FramebufferObject>();
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_framebuffer->activate();
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_texture = std::make_unique<ghoul::opengl::Texture>(glm::uvec3(_originalViewportSize.x, _originalViewportSize.y, 1));
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_texture->uploadTexture();
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_texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
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_framebuffer->attachTexture(_texture.get(), GL_COLOR_ATTACHMENT0);
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_framebuffer->deactivate();
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}
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int ScreenSpaceFramebuffer::id(){
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static int id = 0;
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return id++;
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}
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} //namespace openspace
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