2024-03-19 17:45:12 +08:00

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5.2 KiB
C++

/**************************************************************************************/
/* */
/* Visualization Library */
/* http://visualizationlibrary.org */
/* */
/* Copyright (c) 2005-2020, Michele Bosi */
/* All rights reserved. */
/* */
/* Redistribution and use in source and binary forms, with or without modification, */
/* are permitted provided that the following conditions are met: */
/* */
/* - Redistributions of source code must retain the above copyright notice, this */
/* list of conditions and the following disclaimer. */
/* */
/* - Redistributions in binary form must reproduce the above copyright notice, this */
/* list of conditions and the following disclaimer in the documentation and/or */
/* other materials provided with the distribution. */
/* */
/* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */
/* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */
/* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */
/* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */
/* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */
/* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */
/* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */
/* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */
/* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */
/* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
/* */
/**************************************************************************************/
#include <vlVolume/link_config.hpp>
#include <vlGraphics/Geometry.hpp>
#include <vlGraphics/Actor.hpp>
#ifndef RaycastVolume_INCLUDE_ONCE
#define RaycastVolume_INCLUDE_ONCE
namespace vl
{
class VLVOLUME_EXPORT RaycastVolume: public ActorEventCallback
{
VL_INSTRUMENT_CLASS(vl::RaycastVolume, ActorEventCallback)
public:
RaycastVolume();
void onActorRenderStarted( Actor* actor, real frame_clock, const Camera* cam, Renderable* renderable, const Shader* shader, int pass );
void onActorDelete( Actor* ) {}
/** Binds a RaycastVolume to an Actor. */
void bindActor( Actor* );
/** Updates the uniforms used by the GLSLProgram to render the volume each time the onActorRenderStarted() method is called. */
virtual void updateUniforms( Actor* actor, real clock, const Camera* camera, Renderable* rend, const Shader* shader );
/** Returns the Geometry associated to a RaycastVolume and its bound Actor. */
Geometry* geometry() { return mGeometry.get(); }
/** Returns the Geometry associated to a RaycastVolume and its bound Actor. */
const Geometry* geometry() const { return mGeometry.get(); }
/** Defines the dimensions of the box in model coordinates enclosing the volume and generates the actual geometry of the box to be rendered. */
void setBox( const AABB& box );
/** The dimensions of the box enclosing the volume. */
const AABB& box() const { return mBox; }
/** Returns the coordinates assigned to each of the 8 box corners of the volume. */
const fvec3* vertCoords() const { return mVertCoord->begin(); }
/** Returns the coordinates assigned to each of the 8 box corners of the volume. */
fvec3* vertCoords() { return mVertCoord->begin(); }
/** Returns the texture coordinates assigned to each of the 8 box corners of the volume. */
const fvec3* texCoords() const { return mTexCoord->begin(); }
/** Returns the texture coordinates assigned to each of the 8 box corners of the volume. */
fvec3* texCoords() { return mTexCoord->begin(); }
/** Generates a default set of texture coordinates for the 8 box corners of the volume based on the given texture dimensions.
\param img_size Size in texels of the volume texture. */
void generateTextureCoordinates( const ivec3& img_size );
const std::vector< ref<Light> >& lights() const { return mLights; }
std::vector< ref<Light> >& lights() { return mLights; }
protected:
ref<Geometry> mGeometry;
AABB mBox;
ref<ArrayFloat3> mTexCoord;
ref<ArrayFloat3> mVertCoord;
std::vector< ref<Light> > mLights;
};
}
#endif