Files
OpenSpace/include/openspace/rendering/volume.h
Alexander Bock d139dd2d22 Clean include guards in OpenSpace core
Remove unused files
2016-12-09 13:54:22 +01:00

133 lines
5.4 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* 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___VOLUME___H__
#define __OPENSPACE_CORE___VOLUME___H__
#include <string>
#include <vector>
namespace ghoul {
namespace opengl {
class Texture;
class ProgramObject;
}
}
namespace openspace {
class Volume {
public:
/**
* Constructor
*/
Volume() {};
/**
* Destructor
*/
virtual ~Volume() {};
/**
* 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(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(ghoul::opengl::ProgramObject* program) {};
/**
* Return a path to a file with the uniforms, per-vertex variables, functions etc
* required to transform the vertices of the bounding geometry to view space.
* It could also set other vertex out variables for the fragment shader to access.
*
* The shader preprocessor will have acceess to
* A #{namespace} variable (unique per helper file)
*
* Should define the function:
* vec4 getVertex()
*/
//virtual std::string getBoundsVsPath() = 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 acceess to
* A #{namespace} variable (unique per helper file)
*/
//virtual std::string getBoundsFsPath() = 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 sampler#{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 acceess to
* An #{id} variable (unique per volume)
* A #{namespace} variable (unique per helper file)
*/
//virtual std::string getRayCastPath() = 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::string getHelperPath() = 0;
};
} // namespace openspace
#endif // __OPENSPACE_CORE___VOLUME___H__