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OpenSpace/modules/base/rendering/screenspaceframebuffer.h
Alexander Bock 4f4764209f Happy new year
2023-01-02 11:19:33 +01:00

85 lines
3.8 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2023 *
* *
* 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_MODULE_BASE___SCREENSPACEFRAMEBUFFER___H__
#define __OPENSPACE_MODULE_BASE___SCREENSPACEFRAMEBUFFER___H__
#include <openspace/rendering/screenspacerenderable.h>
#include <openspace/properties/vector/vec4property.h>
namespace ghoul::opengl {
class FramebufferObject;
class Texture;
} // namespace ghoul::opengl
namespace openspace {
namespace documentation { struct Documentation; }
/**
* @brief Creates a texture by rendering to a framebuffer, this is then used on a screen
* space plane.
* @details This class lets you ass renderfunctions that should render to a framebuffer
* with an attached texture.
* The texture is then used on a screen space plane that works both in fisheye and flat
* screens.
*/
class ScreenSpaceFramebuffer : public ScreenSpaceRenderable {
public:
using RenderFunction = std::function<void()>;
ScreenSpaceFramebuffer(const ghoul::Dictionary& dictionary = ghoul::Dictionary());
virtual ~ScreenSpaceFramebuffer() override;
bool initializeGL() override;
bool deinitializeGL() override;
void render() override;
bool isReady() const override;
void setSize(glm::vec4 size);
void addRenderFunction(RenderFunction renderFunction);
void removeAllRenderFunctions();
static documentation::Documentation Documentation();
protected:
void createFramebuffer();
properties::Vec4Property _size;
private:
void bindTexture() override;
static int id();
std::unique_ptr<ghoul::opengl::FramebufferObject> _framebuffer;
std::vector<std::function<void()>> _renderFunctions;
std::unique_ptr<ghoul::opengl::Texture> _texture;
};
} //namespace openspace
#endif // __OPENSPACE_MODULE_BASE___SCREENSPACEFRAMEBUFFER___H__