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https://github.com/OpenSpace/OpenSpace.git
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215 lines
9.2 KiB
C++
215 lines
9.2 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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#ifndef __LAYERED_TEXTURE_SHADER_PROVIDER__
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#define __LAYERED_TEXTURE_SHADER_PROVIDER__
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#include <modules/globebrowsing/tile/layeredtextures.h>
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#include "ghoul/opengl/programobject.h"
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#include <vector>
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#include <array>
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#include <string>
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//////////////////////////////////////////////////////////////////////////////////////////
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// LAYERED TEXTURE SHADER PROVIDER //
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//////////////////////////////////////////////////////////////////////////////////////////
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namespace openspace {
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using namespace ghoul::opengl;
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class LayeredTextureShaderUniformIdHandler;
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/**
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* Settings per texture category that contains shader preprocessing information.
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*/
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struct LayeredTextureInfo
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{
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static const size_t NUM_SETTINGS_PER_CATEGORY = 3;
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enum GlslKeyPrefixes
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{
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lastLayerIndex,
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use,
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blend,
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};
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static const std::string glslKeyPrefixes[NUM_SETTINGS_PER_CATEGORY];
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int lastLayerIdx;
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bool layerBlendingEnabled;
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bool operator==(const LayeredTextureInfo& other) const;
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};
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/**
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* Data needed for shader preprocessing before compiling a layered texture shader
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* program.
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*
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* If a <code>LayeredTexturePreprocessingData</code> is compared with another it can
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* be determined wheter or not a <code>LayeredTextureShaderProvider</code> needs to
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* recompile its shader program. For each <code>TextureCategory</code> there is
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* information about how many layers it has and whether or not to blend the texture
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* levels.
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*/
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struct LayeredTexturePreprocessingData
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{
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std::array<LayeredTextureInfo, LayeredTextures::NUM_TEXTURE_CATEGORIES>
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layeredTextureInfo;
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std::vector<std::pair<std::string, std::string> > keyValuePairs;
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bool operator==(const LayeredTexturePreprocessingData& other) const;
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};
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/**
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* This class has ownership of an updated shader program for rendering tiles.
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*/
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class LayeredTextureShaderProvider
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{
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public:
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LayeredTextureShaderProvider(
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const std::string& shaderName,
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const std::string& vsPath,
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const std::string& fsPath);
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~LayeredTextureShaderProvider();
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/**
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* Returns a pointer to a <code>ProgramObject</code> for rendering tiles.
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* \param <code>preprocessingData</code> determines wherer or not the shader
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* program needs to be re-compiled. If <code>preprocessingData</code> is different
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* from the last time this function was called the shader program will be
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* recompiled before returned.
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*/
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ProgramObject* getUpdatedShaderProgram(
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LayeredTexturePreprocessingData preprocessingData);
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bool updatedOnLastCall();
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private:
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friend class LayeredTextureShaderUniformIdHandler;
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void recompileShaderProgram(LayeredTexturePreprocessingData preprocessingData);
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std::unique_ptr<ProgramObject> _programObject;
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LayeredTexturePreprocessingData _preprocessingData;
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const std::string _shaderName;
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const std::string _vsPath;
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const std::string _fsPath;
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bool _updatedOnLastCall;
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};
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/**
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* This class caches OpenGL uniform IDs for <code>LayeredTextureShaderProvider</code>s.
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*/
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class LayeredTextureShaderUniformIdHandler
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{
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public:
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static const size_t NUM_TILE_DATA_VARIABLES = 5;
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static const size_t NUM_BLEND_TEXTURES = 3;
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/**
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* Each texture can have these uniform variables associated with it in the shader
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* code.
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*
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* <code>textureSampler</code> is the actual texture that can be sampled in the
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* shader program. The associated GLSL type is <code>sampler2D</code>.
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* <code>depthTransform_depthScale</code> specifies the scale part of the depth
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* transform. Useful for height maps. The associated GLSL type is
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* <code>float</code>.
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* <code>depthTransform_depthOffset</code> specifies the offset part of the depth
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* transform. Useful for height maps. The associated GLSL type is
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* <code>float</code>.
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* <code>uvTransform_uvOffset</code> specifies an offset that can be used when
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* sampling from the texture. The associated GLSL type is <code>vec2</code>.
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* <code>uvTransform_uvScale</code> specifies a scale that can be used when
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* sampling from the texture. The associated GLSL type is <code>vec2</code>.
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*
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* The corresponding struct in GLSL code for storing these data is a
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* <code>Tile</code>. The names of the uniforms are the ones specified in
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* <code>glslTileDataNames</code>.
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*/
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enum GlslTileDataId {
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textureSampler,
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depthTransform_depthScale,
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depthTransform_depthOffset,
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uvTransform_uvOffset,
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uvTransform_uvScale,
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};
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/**
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* These suffixes are used when naming <code>Tile</code>s in GLSL code. The names
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* of the <code>Tile</code>s is one of
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* <code>LayeredTextures::TEXTURE_CATEGORY_NAMES</code> followed by the suffixes
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* defined in <code>blendLayerSuffixes</code>.
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*/
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enum BlendLayerSuffixes {
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none,
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Parent1,
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Parent2,
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};
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LayeredTextureShaderUniformIdHandler();
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~LayeredTextureShaderUniformIdHandler();
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void updateIdsIfNecessary(LayeredTextureShaderProvider* shaderProvider);
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/**
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* \param <code>category</code> can be one of the categories specified in
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* <code>LayeredTextures::TextureCategory</code>.
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* \param <code>blendLayer</code> can have a value between 0 and
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* <code>NUM_BLEND_TEXTURES</code> and specified that it is the uniform of that
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* specific blend layer that is requested.
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* \param <code>layerIndex</code> should have a value between 0 and
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* <code>LayeredTextures::MAX_NUM_TEXTURES_PER_CATEGORY - 1</code> and will specify
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* which of the texture layers that is requested.
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* \param <code>tileDataId</code> specifies what variable for the texture that
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* should be returned. It can have any of the values specified in
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* <code>GlslTileDataId</code>.
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*
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* \returns an OpenGL uniform ID for the specified arguments. If the uniform does
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* not exist in the shader program it returns -1.
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*/
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GLint getId(
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LayeredTextures::TextureCategory category,
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size_t blendLayer,
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size_t layerIndex,
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GlslTileDataId tileDataId);
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ProgramObject& programObject();
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private:
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static const std::string glslTileDataNames[NUM_TILE_DATA_VARIABLES];
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static const std::string blendLayerSuffixes[NUM_BLEND_TEXTURES];
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std::array<
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std::array<
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std::array<
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std::array<
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GLint,
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NUM_TILE_DATA_VARIABLES>,
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LayeredTextures::MAX_NUM_TEXTURES_PER_CATEGORY>,
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NUM_BLEND_TEXTURES>,
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LayeredTextures::NUM_TEXTURE_CATEGORIES>
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_tileUniformIds;
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LayeredTextureShaderProvider* _shaderProvider;
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};
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} // namespace openspace
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#endif // __LAYERED_TEXTURE_SHADER_PROVIDER__
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