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

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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 */
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/* */
/**************************************************************************************/
#ifndef SlicedVolume_INCLUDE_ONCE
#define SlicedVolume_INCLUDE_ONCE
#include <vlVolume/link_config.hpp>
#include <vlGraphics/Actor.hpp>
#include <vlGraphics/Geometry.hpp>
#include <vlGraphics/Light.hpp>
namespace vl
{
class VLVOLUME_EXPORT SlicedVolume: public ActorEventCallback
{
VL_INSTRUMENT_CLASS(vl::SlicedVolume, ActorEventCallback)
public:
//! Constructor.
SlicedVolume();
void onActorRenderStarted(Actor* actor, real frame_clock, const Camera* cam, Renderable* renderable, const Shader* shader, int pass);
void onActorDelete(Actor*) { mActor = NULL; }
//! Binds a SlicedVolume to an Actor so that the SlicedVolume can generate the viewport aligned slices' geometry for the Actor as appropriate.
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);
//! Defines the number of slices used to render the volume: more slices generate a better (and slower) rendering. Default is 0.
//! If equal to 0 the number of slices is computed automatically as max(viewport.width, viewport.height).
void setSliceCount(int count) { mSliceCount = count; }
//! Returns the number of slices used to render the volume.
//! If equal to 0 the number of slices is computed automatically as max(viewport.width, viewport.height).
int sliceCount() const { return mSliceCount; }
//! Returns the Geometry associated to a SlicedVolume and its bound Actor
Geometry* geometry() { return mGeometry.get(); }
//! Returns the Geometry associated to a SlicedVolume and its bound Actor
const Geometry* geometry() const { return mGeometry.get(); }
//! Defines the dimensions of the box enclosing the volume
void setBox(const AABB& box);
//! The dimensions of the box enclosing the volume
const AABB& box() const { return mBox; }
//! Returns the texture coordinates assigned to each of the 8 box corners of the volume
const fvec3* texCoords() const { return mTexCoord; }
//! Returns the texture coordinates assigned to each of the 8 box corners of the volume
fvec3* texCoords() { return mTexCoord; }
//! Generates a default set of texture coordinates for the 8 box corners of the volume based on the given texture dimensions.
void generateTextureCoordinates(const ivec3& size);
//! Generates a default set of texture coordinates for the 8 box corners of the volume based on the given texture dimensions.
//! Use this function to visualize a subset of the volume. The subset is defined by \p min_corner and \p max_corner.
void generateTextureCoordinates(const ivec3& img_size, const ivec3& min_corner, const ivec3& max_corner);
//! Returns the currently bound actor
const Actor* actor() const { return mActor; }
//! Returns the currently bound actor
Actor* actor() { return mActor; }
protected:
int mSliceCount;
ref<Geometry> mGeometry;
AABB mBox;
fmat4 mCache;
fvec3 mTexCoord[8];
// Naked pointer on purpose in order not to create cyclical dependencies and mem leaks: the Actor owns the SlicedVolume
Actor* mActor;
};
}
#endif