Files
OpenSpace/modules/globebrowsing/rendering/gpulayermanager.h
Alexander Bock 6d9dc2bfeb Fixed include guards
Removed unused writeToTexture file
2017-02-09 19:12:21 -05:00

321 lines
11 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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_GLOBEBROWSING___GPU_LAYER_MANAGER___H__
#define __OPENSPACE_MODULE_GLOBEBROWSING___GPU_LAYER_MANAGER___H__
#include <openspace/util/gpudata.h>
#include <string>
namespace ghoul { namespace opengl {
class ProgramObject;
}}
namespace openspace {
namespace globebrowsing {
struct ChunkTile;
struct ChunkTilePile;
class Layer;
class LayerRenderSettings;
struct TileDepthTransform;
struct TileIndex;
struct TileUvTransform;
/**
* Manages a GPU representation of a <code>TileUvTransform</code>
*/
class GPUTileUvTransform {
public:
/**
* Sets the value of <code>TileUvTransform</code> to its corresponding
* GPU struct. OBS! Users must ensure bind has been
* called before setting using this method.
*/
void setValue(ProgramObject* programObject, const TileUvTransform& uvTransform);
/**
* Binds GLSL variables with identifiers starting with
* nameBase within the provided shader program with this object.
* After this method has been called, users may invoke setValue.
*/
void bind(ProgramObject* programObject, const std::string& nameBase);
private:
GPUData<glm::vec2> gpuUvOffset;
GPUData<glm::vec2> gpuUvScale;
};
/**
* Manages a GPU representation of a <code>TileDepthTransform</code>
*/
class GPUTileDepthTransform {
public:
/**
* Sets the value of <code>TileDepthTransform</code> to its corresponding
* GPU struct. OBS! Users must ensure bind has been
* called before setting using this method.
*/
void setValue(ProgramObject* programObject, const TileDepthTransform& depthTransform);
/**
* Binds GLSL variables with identifiers starting with
* nameBase within the provided shader program with this object.
* After this method has been called, users may invoke setValue.
*/
void bind(ProgramObject* programObject, const std::string& nameBase);
private:
GPUData<float> gpuDepthOffset;
GPUData<float> gpuDepthScale;
};
/**
* Manages a GPU representation of a <code>ChunkTile</code>
*/
class GPUChunkTile {
public:
/**
* Sets the value of <code>ChunkTile</code> to its corresponding
* GPU struct. OBS! Users must ensure bind has been
* called before setting using this method.
*/
void setValue(ProgramObject* programObject, const ChunkTile& chunkTile);
/**
* Binds GLSL variables with identifiers starting with
* nameBase within the provided shader program with this object.
* After this method has been called, users may invoke setValue.
*/
void bind(ProgramObject* programObject, const std::string& nameBase);
/**
* Deactivates any <code>TextureUnit</code>s assigned by this object.
* This method should be called after the OpenGL draw call.
*/
void deactivate();
private:
GPUTexture gpuTexture;
GPUTileUvTransform gpuTileUvTransform;
};
/**
* Manages a GPU representation of a <code>ChunkTilePile</code>
*/
class GPUChunkTilePile{
public:
/**
* Sets the value of <code>ChunkTilePile</code> to its corresponding
* GPU struct. OBS! Users must ensure bind has been
* called before setting using this method.
*/
void setValue(ProgramObject* programObject, const ChunkTilePile& chunkTilePile);
/**
* Binds this object with GLSL variables with identifiers starting
* with nameBase within the provided shader program.
* After this method has been called, users may invoke setValue.
*/
void bind(ProgramObject* programObject, const std::string& nameBase,
int pileSize);
/**
* Deactivates any <code>TextureUnit</code>s assigned by this object.
* This method should be called after the OpenGL draw call.
*/
void deactivate();
private:
std::vector<GPUChunkTile> gpuChunkTiles;
};
class LayerRenderSettings;
/**
* Manages a GPU representation of a <code>LayerRenderSettings</code>
*/
class GPULayerRenderSettings{
public:
/**
* Sets the value of <code>LayerRenderSettings</code> to its corresponding
* GPU struct. OBS! Users must ensure bind has been
* called before setting using this method.
*/
void setValue(ProgramObject* programObject, const LayerRenderSettings& layerSettings);
/**
* Binds this object with GLSL variables with identifiers starting
* with nameBase within the provided shader program.
* After this method has been called, users may invoke setValue.
*/
void bind(ProgramObject* programObject, const std::string& nameBase);
private:
GPUData<float> gpuOpacity;
GPUData<float> gpuGamma;
GPUData<float> gpuMultiplier;
};
class Layer;
/**
* Manages a GPU representation of a <code>Layer</code>
*/
class GPULayer {
public:
/**
* Sets the value of <code>Layer</code> to its corresponding
* GPU struct. OBS! Users must ensure bind has been
* called before setting using this method.
*/
virtual void setValue(ProgramObject* programObject, const Layer& layer,
const TileIndex& tileIndex, int pileSize);
/**
* Binds this object with GLSL variables with identifiers starting
* with nameBase within the provided shader program.
* After this method has been called, users may invoke setValue.
*/
virtual void bind(ProgramObject* programObject, const Layer& layer,
const std::string& nameBase, int pileSize);
/**
* Deactivates any <code>TextureUnit</code>s assigned by this object.
* This method should be called after the OpenGL draw call.
*/
virtual void deactivate();
private:
GPUChunkTilePile gpuChunkTilePile;
GPULayerRenderSettings gpuRenderSettings;
};
/**
* Manages a GPU representation of a <code>Layer</code> representing
* a height map.
*/
class GPUHeightLayer : public GPULayer {
public:
/**
* Sets the value of <code>Layer</code> to its corresponding
* GPU struct. OBS! Users must ensure bind has been
* called before setting using this method.
*/
virtual void setValue(ProgramObject* programObject, const Layer& layer,
const TileIndex& tileIndex, int pileSize);
/**
* Binds this object with GLSL variables with identifiers starting
* with nameBase within the provided shader program.
* After this method has been called, users may invoke setValue.
*/
virtual void bind(ProgramObject* programObject, const Layer& layer,
const std::string& nameBase, int pileSize);
private:
GPUTileDepthTransform gpuDepthTransform;
};
class LayerGroup;
/**
* Manages a GPU representation of a <code>LayerGroup</code>
*/
class GPULayerGroup{
public:
/**
* Sets the value of <code>LayerGroup</code> to its corresponding
* GPU struct. OBS! Users must ensure bind has been
* called before setting using this method.
*/
virtual void setValue(ProgramObject* programObject, const LayerGroup& layerGroup,
const TileIndex& tileIndex);
/**
* Binds this object with GLSL variables with identifiers starting
* with nameBase within the provided shader program.
* After this method has been called, users may invoke setValue.
*/
virtual void bind(ProgramObject* programObject, const LayerGroup& layerGroup,
const std::string& nameBase, int category);
/**
* Deactivates any <code>TextureUnit</code>s assigned by this object.
* This method should be called after the OpenGL draw call.
*/
virtual void deactivate();
private:
std::vector<std::unique_ptr<GPULayer>> gpuActiveLayers;
};
class LayerManager;
/**
* Manages a GPU representation of a <code>LayerGroup</code>
*/
class GPULayerManager{
public:
/**
* Sets the value of <code>LayerGroup</code> to its corresponding
* GPU struct. OBS! Users must ensure bind has been
* called before setting using this method.
*/
virtual void setValue(ProgramObject* programObject, const LayerManager& layerManager,
const TileIndex& tileIndex);
/**
* Binds this object with GLSL variables with identifiers starting
* with nameBase within the provided shader program.
* After this method has been called, users may invoke setValue.
*/
virtual void bind(ProgramObject* programObject, const LayerManager& layerManager);
/**
* Deactivates any <code>TextureUnit</code>s assigned by this object.
* This method should be called after the OpenGL draw call.
*/
virtual void deactivate();
private:
std::vector<std::unique_ptr<GPULayerGroup>> gpuLayerGroups;
};
} // namespace globebrowsing
} // namespace openspace
#endif // __OPENSPACE_MODULE_GLOBEBROWSING___GPU_LAYER_MANAGER___H__