mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-05 03:00:58 -06:00
WIP: intermediary commit, will attempt to run HC's code on this machine.
This commit is contained in:
@@ -52,7 +52,9 @@ private:
|
||||
ghoul::opengl::ProgramObject* _programObject;
|
||||
std::string _speckPath;
|
||||
|
||||
GLuint _starPositionsVBO;
|
||||
GLuint _vboID;
|
||||
GLuint _vaoID;
|
||||
//GLint positionAttrib;
|
||||
int v_size;
|
||||
};
|
||||
|
||||
|
||||
@@ -36,7 +36,8 @@ namespace openspace {
|
||||
class PowerScaledSphere {
|
||||
public:
|
||||
// initializers
|
||||
PowerScaledSphere(const PowerScaledScalar& radius, int segments = 8);
|
||||
PowerScaledSphere(const PowerScaledScalar& radius,
|
||||
int segments = 8);
|
||||
~PowerScaledSphere();
|
||||
|
||||
bool initialize();
|
||||
|
||||
@@ -100,7 +100,7 @@ void main()
|
||||
|
||||
|
||||
// set the depth
|
||||
gl_FragDepth = depth;
|
||||
// gl_FragDepth = depth;
|
||||
//gl_FragDepth = 0.5;
|
||||
|
||||
// color
|
||||
|
||||
@@ -87,7 +87,7 @@ void main()
|
||||
// rotate and scale vertex with model transform and add the translation
|
||||
vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
|
||||
//vec4 lvp = ModelTransform * in_position;
|
||||
|
||||
|
||||
// PSC addition; local vertex position and the object power scaled world position
|
||||
vs_position = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
|
||||
//vs_position = psc_addition(lvp,objpos);
|
||||
|
||||
81
shaders/simpleFrag.glsl
Normal file
81
shaders/simpleFrag.glsl
Normal file
@@ -0,0 +1,81 @@
|
||||
#version 440
|
||||
out vec4 diffuse;
|
||||
|
||||
uniform vec3 Color;
|
||||
|
||||
in vec4 vs_position;
|
||||
|
||||
const float k = 10.0;
|
||||
|
||||
vec4 psc_normlization(vec4 invec) {
|
||||
|
||||
float xymax = max(invec.x,invec.y);
|
||||
|
||||
if(invec.z > 0.0f || invec.z < 0.0f) {
|
||||
return invec / abs(invec.z);
|
||||
} else if (xymax != 0.0f) {
|
||||
return invec / xymax;
|
||||
} else {
|
||||
return invec / -.0;
|
||||
}
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Observable universe is 10^27m, setting the far value to extremely high, aka 30!! ERMAHGERD!
|
||||
float s_far = 27.0; //= gl_DepthRange.far; // 40
|
||||
float s_farcutoff = 12.0;
|
||||
float s_nearcutoff = 7.0;
|
||||
float s_near = 0.0f;// gl_DepthRange.near; // 0.1
|
||||
float depth;
|
||||
|
||||
// the value can be normalized to 1
|
||||
|
||||
vec4 p = vs_position;
|
||||
if(vs_position.w <= 0.5) {
|
||||
//depth = abs(vs_position.z * pow(10, vs_position.w)) / pow(k,s_far);
|
||||
depth = (vs_position.w+log(abs(vs_position.z)))/pow(k, vs_position.w);
|
||||
} else if(vs_position.w < 3.0) {
|
||||
depth = vs_position.w+log(abs(vs_position.z))/pow(k, vs_position.w);
|
||||
} else {
|
||||
depth = vs_position.w+log(abs(vs_position.z));
|
||||
}
|
||||
|
||||
|
||||
// DEBUG
|
||||
float depth_orig = depth;
|
||||
float x = 0.0f;
|
||||
float cutoffs = 0.0;
|
||||
float orig_z = vs_position.z;
|
||||
|
||||
// calculate a normalized depth [0.0 1.0]
|
||||
if((depth > s_near && depth <= s_nearcutoff) || (depth > s_farcutoff && depth < s_far)) {
|
||||
|
||||
// completely linear interpolation [s_near .. depth .. s_far]
|
||||
depth = (depth - s_near) / (s_far - s_near);
|
||||
|
||||
} else if(depth > s_nearcutoff && depth < s_farcutoff) {
|
||||
|
||||
// DEBUG
|
||||
cutoffs = 1.0;
|
||||
|
||||
// interpolate [10^s_nearcutoff .. 10^depth .. 10^s_farcutoff]
|
||||
// calculate between 0..1 where the depth is
|
||||
x = (pow(10,depth) - pow(10, s_nearcutoff)) / (pow(10,s_farcutoff) - pow(10, s_nearcutoff));
|
||||
|
||||
// remap the depth to the 0..1 depth buffer
|
||||
depth = s_nearcutoff + x * (s_farcutoff - s_nearcutoff);
|
||||
depth = (depth - s_near) / (s_far - s_near);
|
||||
|
||||
} else {
|
||||
// where am I?
|
||||
// do I need to be discarded?
|
||||
// discard;
|
||||
}
|
||||
|
||||
// set the depth
|
||||
gl_FragDepth = depth;
|
||||
|
||||
// calculate normal from texture coordinates
|
||||
diffuse = vec4(Color,1);
|
||||
}
|
||||
76
shaders/simpleVert.glsl
Normal file
76
shaders/simpleVert.glsl
Normal file
@@ -0,0 +1,76 @@
|
||||
#version 440
|
||||
uniform mat4 ViewProjection;
|
||||
uniform mat4 ModelTransform;
|
||||
uniform vec4 campos;
|
||||
uniform mat4 camrot;
|
||||
uniform vec2 scaling;
|
||||
uniform vec4 objpos;
|
||||
|
||||
|
||||
in vec4 in_position;
|
||||
|
||||
out vec4 vs_position;
|
||||
|
||||
const float k = 10.0;
|
||||
const float dgr_to_rad = 0.0174532925;
|
||||
|
||||
vec4 psc_addition(vec4 v1, vec4 v2) {
|
||||
float ds = v2.w - v1.w;
|
||||
if(ds >= 0) {
|
||||
float p = pow(k,-ds);
|
||||
return vec4(v1.x*p + v2.x, v1.y*p + v2.y, v1.z*p + v2.z, v2.w);
|
||||
} else {
|
||||
float p = pow(k,ds);
|
||||
return vec4(v1.x + v2.x*p, v1.y + v2.y*p, v1.z + v2.z*p, v1.w);
|
||||
}
|
||||
}
|
||||
|
||||
vec4 psc_to_meter(vec4 v1, vec2 v2) {
|
||||
float factor = v2.x * pow(k,v2.y + v1.w);
|
||||
return vec4(v1.xyz * factor, 1.0);
|
||||
}
|
||||
|
||||
vec4 psc_scaling(vec4 v1, vec2 v2) {
|
||||
float ds = v2.y - v1.w;
|
||||
if(ds >= 0) {
|
||||
return vec4(v1.xyz * v2.x * pow(k,v1.w), v2.y);
|
||||
} else {
|
||||
return vec4(v1.xyz * v2.x * pow(k,v2.y), v1.w);
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// rotate and scale vertex with model transform and add the translation
|
||||
vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
|
||||
//vec4 lvp = ModelTransform * in_position;
|
||||
|
||||
// PSC addition; local vertex position and the object power scaled world position
|
||||
vs_position = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
|
||||
//vs_position = psc_addition(lvp,objpos);
|
||||
|
||||
// PSC addition; rotated and viewscaled vertex and the cmaeras negative position
|
||||
vs_position = psc_addition(vs_position,vec4(-campos.xyz,campos.w));
|
||||
|
||||
// rotate the camera
|
||||
local_vertex_pos = mat3(camrot) * vs_position.xyz;
|
||||
vs_position = vec4(local_vertex_pos, vs_position.w);
|
||||
//vs_position = camrot * vs_position;
|
||||
|
||||
// rescales the scene to fit inside the view frustum
|
||||
// is set from the main program, but these are decent values
|
||||
// scaling = vec2(1.0, -8.0);
|
||||
|
||||
// project using the rescaled coordinates,
|
||||
//vec4 vs_position_rescaled = psc_scaling(vs_position, scaling);
|
||||
vec4 vs_position_rescaled = psc_to_meter(vs_position, scaling);
|
||||
//vs_position = vs_position_rescaled;
|
||||
|
||||
|
||||
// project the position to view space
|
||||
gl_Position = ViewProjection * vs_position_rescaled;
|
||||
|
||||
|
||||
|
||||
//gl_Position = MVP*in_position;
|
||||
}
|
||||
116
shaders/star_fs.glsl
Normal file
116
shaders/star_fs.glsl
Normal file
@@ -0,0 +1,116 @@
|
||||
/**
|
||||
Copyright (C) 2012-2014 Jonas Strandstedt
|
||||
|
||||
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.
|
||||
*/
|
||||
#version 400 core
|
||||
|
||||
uniform mat4 ViewProjection;
|
||||
uniform mat4 ModelTransform;
|
||||
uniform vec4 campos;
|
||||
//uniform vec4 objpos;
|
||||
uniform float time;
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
uniform sampler2D texture3;
|
||||
uniform float TessLevel;
|
||||
uniform bool Wireframe;
|
||||
uniform bool Lightsource;
|
||||
uniform bool UseTexture;
|
||||
|
||||
in vec2 vs_st;
|
||||
//in vec3 vs_stp;
|
||||
in vec4 vs_normal;
|
||||
in vec4 vs_position;
|
||||
|
||||
out vec4 diffuse;
|
||||
|
||||
const float k = 10.0;
|
||||
|
||||
vec4 psc_normlization(vec4 invec) {
|
||||
|
||||
float xymax = max(invec.x,invec.y);
|
||||
|
||||
if(invec.z > 0.0f || invec.z < 0.0f) {
|
||||
return invec / abs(invec.z);
|
||||
} else if (xymax != 0.0f) {
|
||||
return invec / xymax;
|
||||
} else {
|
||||
return invec / -.0;
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
// Observable universe is 10^27m, setting the far value to extremely high, aka 30!! ERMAHGERD!
|
||||
float s_far = 27.0; //= gl_DepthRange.far; // 40
|
||||
float s_farcutoff = 12.0;
|
||||
float s_nearcutoff = 7.0;
|
||||
float s_near = 0.0f;// gl_DepthRange.near; // 0.1
|
||||
float depth;
|
||||
|
||||
// the value can be normalized to 1
|
||||
|
||||
vec4 p = vs_position;
|
||||
if(vs_position.w <= 0.5) {
|
||||
//depth = abs(vs_position.z * pow(10, vs_position.w)) / pow(k,s_far);
|
||||
depth = (vs_position.w+log(abs(vs_position.z)))/pow(k, vs_position.w);
|
||||
} else if(vs_position.w < 3.0) {
|
||||
depth = vs_position.w+log(abs(vs_position.z))/pow(k, vs_position.w);
|
||||
} else {
|
||||
depth = vs_position.w+log(abs(vs_position.z));
|
||||
}
|
||||
|
||||
|
||||
// DEBUG
|
||||
float depth_orig = depth;
|
||||
float x = 0.0f;
|
||||
float cutoffs = 0.0;
|
||||
float orig_z = vs_position.z;
|
||||
|
||||
// calculate a normalized depth [0.0 1.0]
|
||||
if((depth > s_near && depth <= s_nearcutoff) || (depth > s_farcutoff && depth < s_far)) {
|
||||
|
||||
// completely linear interpolation [s_near .. depth .. s_far]
|
||||
depth = (depth - s_near) / (s_far - s_near);
|
||||
|
||||
} else if(depth > s_nearcutoff && depth < s_farcutoff) {
|
||||
|
||||
// DEBUG
|
||||
cutoffs = 1.0;
|
||||
|
||||
// interpolate [10^s_nearcutoff .. 10^depth .. 10^s_farcutoff]
|
||||
// calculate between 0..1 where the depth is
|
||||
x = (pow(10,depth) - pow(10, s_nearcutoff)) / (pow(10,s_farcutoff) - pow(10, s_nearcutoff));
|
||||
|
||||
// remap the depth to the 0..1 depth buffer
|
||||
depth = s_nearcutoff + x * (s_farcutoff - s_nearcutoff);
|
||||
depth = (depth - s_near) / (s_far - s_near);
|
||||
|
||||
} else {
|
||||
// where am I?
|
||||
// do I need to be discarded?
|
||||
// discard;
|
||||
}
|
||||
|
||||
|
||||
// set the depth
|
||||
gl_FragDepth = depth;
|
||||
//gl_FragDepth = 0.5;
|
||||
|
||||
// color
|
||||
diffuse = vec4(1.0,1.0,1.0,1.0);
|
||||
// diffuse = texture(texture1, vs_st);
|
||||
//diffuse = vec4(vs_position.z,0.0, 0.0, 1.0);
|
||||
// diffuse = vec4(vs_position.xyz * pow(10, vs_position.w), 1.0);
|
||||
//diffuse = vec4(vs_st, 0.0, 1.0);
|
||||
//diffuse = vec4(1.0,1.0, 0.0, 1.0);
|
||||
//diffuse = vec4(depth*5,0.0, 0.0, 1.0);
|
||||
//diffuse = vec4(vs_position.w,0.0, 0.0, 1.0);
|
||||
//diffuse = vec4(1.0,0.0,0.0,1.0);
|
||||
}
|
||||
116
shaders/star_vs.glsl
Normal file
116
shaders/star_vs.glsl
Normal file
@@ -0,0 +1,116 @@
|
||||
/**
|
||||
Copyright (C) 2012-2014 Jonas Strandstedt
|
||||
|
||||
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.
|
||||
*/
|
||||
#version 400 core
|
||||
|
||||
uniform mat4 ViewProjection;
|
||||
uniform mat4 ModelTransform;
|
||||
uniform vec4 campos;
|
||||
uniform mat4 camrot;
|
||||
uniform vec2 scaling;
|
||||
//uniform vec4 objpos;
|
||||
uniform float time;
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
uniform sampler2D texture3;
|
||||
uniform float TessLevel;
|
||||
uniform bool Wireframe;
|
||||
uniform bool Lightsource;
|
||||
uniform bool UseTexture;
|
||||
|
||||
layout(location = 0) in vec4 in_position;
|
||||
//in vec3 in_position;
|
||||
layout(location = 1) in vec2 in_st;
|
||||
layout(location = 2) in vec3 in_normal;
|
||||
layout(location = 3) in vec4 objpos;
|
||||
|
||||
out vec2 vs_st;
|
||||
out vec3 vs_stp;
|
||||
out vec4 vs_normal;
|
||||
out vec4 vs_position;
|
||||
|
||||
const float k = 10.0;
|
||||
const float dgr_to_rad = 0.0174532925;
|
||||
|
||||
vec4 psc_addition(vec4 v1, vec4 v2) {
|
||||
float ds = v2.w - v1.w;
|
||||
if(ds >= 0) {
|
||||
float p = pow(k,-ds);
|
||||
return vec4(v1.x*p + v2.x, v1.y*p + v2.y, v1.z*p + v2.z, v2.w);
|
||||
} else {
|
||||
float p = pow(k,ds);
|
||||
return vec4(v1.x + v2.x*p, v1.y + v2.y*p, v1.z + v2.z*p, v1.w);
|
||||
}
|
||||
}
|
||||
|
||||
vec4 psc_to_meter(vec4 v1, vec2 v2) {
|
||||
float factor = v2.x * pow(k,v2.y + v1.w);
|
||||
return vec4(v1.xyz * factor, 1.0);
|
||||
}
|
||||
|
||||
vec4 psc_scaling(vec4 v1, vec2 v2) {
|
||||
float ds = v2.y - v1.w;
|
||||
if(ds >= 0) {
|
||||
return vec4(v1.xyz * v2.x * pow(k,v1.w), v2.y);
|
||||
} else {
|
||||
return vec4(v1.xyz * v2.x * pow(k,v2.y), v1.w);
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// set variables
|
||||
vs_st = in_st;
|
||||
//vs_stp = in_position.xyz;
|
||||
vs_normal = normalize(ModelTransform * vec4(in_normal,0));
|
||||
|
||||
// fetch model and view translation
|
||||
//vec4 vertex_translate = ModelTransform[3];
|
||||
|
||||
// rotate and scale vertex with model transform and add the translation
|
||||
vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
|
||||
//vec4 lvp = ModelTransform * in_position;
|
||||
|
||||
// PSC addition; local vertex position and the object power scaled world position
|
||||
vs_position = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
|
||||
//vs_position = psc_addition(lvp,objpos);
|
||||
|
||||
// PSC addition; rotated and viewscaled vertex and the cmaeras negative position
|
||||
vs_position = psc_addition(vs_position,vec4(-campos.xyz,campos.w));
|
||||
|
||||
// rotate the camera
|
||||
local_vertex_pos = mat3(camrot) * vs_position.xyz;
|
||||
vs_position = vec4(local_vertex_pos, vs_position.w);
|
||||
//vs_position = camrot * vs_position;
|
||||
|
||||
// rescales the scene to fit inside the view frustum
|
||||
// is set from the main program, but these are decent values
|
||||
// scaling = vec2(1.0, -8.0);
|
||||
|
||||
// project using the rescaled coordinates,
|
||||
//vec4 vs_position_rescaled = psc_scaling(vs_position, scaling);
|
||||
vec4 vs_position_rescaled = psc_to_meter(vs_position, scaling);
|
||||
//vs_position = vs_position_rescaled;
|
||||
|
||||
|
||||
// project the position to view space
|
||||
gl_Position = ViewProjection * vs_position_rescaled;
|
||||
}
|
||||
10
shaders/unchanged/simpleFrag.glsl
Normal file
10
shaders/unchanged/simpleFrag.glsl
Normal file
@@ -0,0 +1,10 @@
|
||||
#version 440
|
||||
out vec4 vFragColor;
|
||||
|
||||
uniform vec3 Color;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// calculate normal from texture coordinates
|
||||
vFragColor = vec4(Color,1);
|
||||
}
|
||||
9
shaders/unchanged/simpleVert.glsl
Normal file
9
shaders/unchanged/simpleVert.glsl
Normal file
@@ -0,0 +1,9 @@
|
||||
#version 440
|
||||
|
||||
in vec3 in_position;
|
||||
|
||||
uniform mat4 MVP;
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVP*vec4(in_position,1.0);
|
||||
}
|
||||
@@ -352,11 +352,11 @@ void InteractionHandler::keyboardCallback(int key, int action) {
|
||||
distance(dist);
|
||||
}
|
||||
if (key == 'T') {
|
||||
PowerScaledScalar dist(-speed * 100.0 * dt, 0.0);
|
||||
PowerScaledScalar dist(-speed * 1000.0 * dt, 0.0);
|
||||
distance(dist);
|
||||
}
|
||||
if (key == 'G') {
|
||||
PowerScaledScalar dist(speed * 100.0 * dt, 0.0);
|
||||
PowerScaledScalar dist(speed * 1000.0 * dt, 0.0);
|
||||
distance(dist);
|
||||
}
|
||||
/*
|
||||
|
||||
@@ -91,7 +91,7 @@ int main(int argc, char** argv)
|
||||
_interface = new openspace::Interface(&OsEng);
|
||||
|
||||
// try to open a window
|
||||
if (!_sgctEngine->init(sgct::Engine::OpenGL_3_3_Core_Profile)) {
|
||||
if (!_sgctEngine->init(sgct::Engine::OpenGL_4_3_Core_Profile)) {
|
||||
// could not open a window, deallocates and exits
|
||||
delete _sgctEngine;
|
||||
openspace::OpenSpaceEngine::destroy();
|
||||
|
||||
@@ -126,7 +126,7 @@ void RenderablePlanet::render(const Camera* camera, const psc& thisPosition)
|
||||
transform = glm::rotate(
|
||||
transform, 4.1f * static_cast<float>(sgct::Engine::instance()->getTime()),
|
||||
glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
|
||||
|
||||
// setup the data to the shader
|
||||
_programObject->setUniform("ViewProjection", camera->viewProjectionMatrix());
|
||||
_programObject->setUniform("ModelTransform", transform);
|
||||
|
||||
@@ -35,6 +35,27 @@
|
||||
#include <openspace/engine/openspaceengine.h>
|
||||
#include <sgct.h>
|
||||
|
||||
#define printOpenGLError() printOglError(__FILE__, __LINE__)
|
||||
|
||||
#define _USE_MATH_DEFINES
|
||||
#include <math.h>
|
||||
|
||||
int printOglError(char *file, int line)
|
||||
{
|
||||
|
||||
GLenum glErr;
|
||||
int retCode = 0;
|
||||
|
||||
glErr = glGetError();
|
||||
if (glErr != GL_NO_ERROR)
|
||||
{
|
||||
printf("glError in file %s @ line %d: %s\n",
|
||||
file, line, gluErrorString(glErr));
|
||||
retCode = 1;
|
||||
}
|
||||
return retCode;
|
||||
}
|
||||
|
||||
namespace {
|
||||
const std::string _loggerCat = "RenderableStars";
|
||||
}
|
||||
@@ -44,6 +65,7 @@ RenderableStars::RenderableStars(const ghoul::Dictionary& dictionary)
|
||||
: Renderable(dictionary),
|
||||
_programObject(nullptr){
|
||||
|
||||
//setBoundingSphere(PowerScaledScalar::CreatePSS(100));
|
||||
std::string path;
|
||||
dictionary.getValue(constants::renderablestars::keySpeckFile, path);
|
||||
_speckPath = FileSys.absolutePath(path);
|
||||
@@ -84,8 +106,8 @@ bool RenderableStars::readSpeckFile(const std::string& path){
|
||||
std::ifstream file;
|
||||
std::string str, starDescription, datastr;
|
||||
std::vector<std::string> strvec;
|
||||
std::vector<double> positions;
|
||||
std::vector<double> doubleData;
|
||||
std::vector<float> positions;
|
||||
std::vector<float> doubleData;
|
||||
int count = 0;
|
||||
|
||||
const std::string absPath = FileSys.absolutePath(path);
|
||||
@@ -136,16 +158,13 @@ bool RenderableStars::readSpeckFile(const std::string& path){
|
||||
doubleData.reserve(strvec.size());
|
||||
transform(strvec.begin(), strvec.end(), back_inserter(doubleData),
|
||||
[](std::string const& val) {return std::stod(val); });
|
||||
|
||||
// convert to powerscaled coordinate
|
||||
const psc powerscaled =
|
||||
PowerScaledCoordinate::CreatePowerScaledCoordinate(doubleData[0],
|
||||
doubleData[1],
|
||||
doubleData[2]);
|
||||
const psc powerscaled = PowerScaledCoordinate::CreatePowerScaledCoordinate(doubleData[0], doubleData[1], doubleData[2]);
|
||||
for (int i = 0; i < 4; i++){
|
||||
positions.push_back(powerscaled[i]);
|
||||
cache << ' ' << powerscaled[i];
|
||||
}
|
||||
|
||||
strvec.clear();
|
||||
doubleData.clear();
|
||||
count++;
|
||||
@@ -157,50 +176,44 @@ bool RenderableStars::readSpeckFile(const std::string& path){
|
||||
file.open(cacheName, std::ios::binary);
|
||||
while (file.good()){
|
||||
if (file.eof()) break;
|
||||
double cachedValue;
|
||||
count++;
|
||||
float cachedValue;
|
||||
file >> cachedValue;
|
||||
positions.push_back(cachedValue);
|
||||
}
|
||||
}
|
||||
// pass in the vectors internal array to create vbo method
|
||||
v_size = positions.size();
|
||||
std::cout << v_size << std::endl;
|
||||
/* // use fread() instead ??
|
||||
FILE * pFile;
|
||||
pFile = fopen("myfile.bin", "wb");
|
||||
fwrite(&positions[0], sizeof(double), positions.size(), pFile);
|
||||
fclose(pFile);
|
||||
*/
|
||||
_starPositionsVBO = createVBO(&positions[0], v_size*sizeof(GLdouble), GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW);
|
||||
|
||||
glGenVertexArrays(1, &_vaoID);
|
||||
glGenBuffers(1, &_vboID);
|
||||
|
||||
glBindVertexArray(_vaoID);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboID);
|
||||
glBufferData(GL_ARRAY_BUFFER, v_size*sizeof(GLfloat), &positions[0], GL_DYNAMIC_DRAW);
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderableStars::initialize(){
|
||||
using ghoul::opengl::ShaderObject;
|
||||
using ghoul::opengl::ProgramObject;
|
||||
|
||||
bool completeSuccess = true;
|
||||
if (_programObject == nullptr)
|
||||
completeSuccess &= OsEng.ref().configurationManager().getValue("pscShader", _programObject);
|
||||
completeSuccess &= OsEng.ref().configurationManager().getValue("StarProgram", _programObject);
|
||||
|
||||
if (!readSpeckFile(_speckPath))
|
||||
LERROR("Failed to read speck file for path : '" << _speckPath << "'");
|
||||
|
||||
/*
|
||||
loadTexture();
|
||||
completeSuccess &= (_texture != nullptr);
|
||||
|
||||
completeSuccess &= _geometry->initialize(this);
|
||||
*/
|
||||
return completeSuccess;
|
||||
}
|
||||
|
||||
bool RenderableStars::deinitialize(){
|
||||
// TODO: set private VBO and deinitialize here..
|
||||
/*_geometry->deinitialize();
|
||||
delete _geometry;
|
||||
_geometry = nullptr;
|
||||
delete _texture;
|
||||
_texture = nullptr;*/
|
||||
glDeleteBuffers(1, &_starPositionsVBO);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -210,46 +223,42 @@ void RenderableStars::render(const Camera* camera, const psc& thisPosition){
|
||||
// activate shader
|
||||
_programObject->activate();
|
||||
|
||||
psc currentPosition = thisPosition;
|
||||
// fetch data
|
||||
psc currentPosition = glm::vec4(0);// thisPosition; // NOTE : currentPosition now same as Earth.
|
||||
psc campos = camera->position();
|
||||
glm::mat4 camrot = camera->viewRotationMatrix();
|
||||
PowerScaledScalar scaling = camera->scaling();
|
||||
|
||||
// scale the planet to appropriate size since the planet is a unit sphere
|
||||
glm::mat4 transform = glm::mat4(1);
|
||||
|
||||
//scaling = glm::vec2(1,0);
|
||||
/*
|
||||
transform = glm::rotate(
|
||||
transform, 8.1f * static_cast<float>(sgct::Engine::instance()->getTime()),
|
||||
glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
*/
|
||||
_programObject->setUniform("ViewProjection", camera->viewProjectionMatrix());
|
||||
_programObject->setUniform("ModelTransform", transform);
|
||||
_programObject->setUniform("campos", campos.vec4());
|
||||
_programObject->setUniform("objpos", currentPosition.vec4());
|
||||
_programObject->setUniform("camrot", camrot);
|
||||
_programObject->setUniform("scaling", scaling.vec2());
|
||||
_programObject->setUniform("Color", glm::vec3(1, 1, 1));
|
||||
|
||||
glPointSize(1.0);
|
||||
|
||||
glColor4f(1.f, 1.f, 1.f, 1.f);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _starPositionsVBO);
|
||||
glVertexPointer(4, GL_FLOAT, 0, 0);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
GLint vertsToDraw = v_size / 4;
|
||||
|
||||
GLint positionAttrib = _programObject->attributeLocation("in_position");
|
||||
glBindVertexArray(_vaoID);
|
||||
glEnableVertexAttribArray(positionAttrib); // use specific input in shader
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboID); // bind vbo
|
||||
glVertexAttribPointer(positionAttrib, 4, GL_FLOAT, GL_FALSE, 0, (void*)0);
|
||||
glDrawArrays(GL_POINTS, 0, vertsToDraw);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glDisableVertexAttribArray(positionAttrib);
|
||||
glBindVertexArray(0);
|
||||
|
||||
glDrawArrays(GL_POINTS, 0, 4*v_size);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
|
||||
/*
|
||||
// REQUIRES OWN SHADER.
|
||||
GLint vertexLoc = _programObject->attributeLocation("in_position");
|
||||
glEnableVertexAttribArray(vertexLoc);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _starPositionsVBO);
|
||||
glVertexAttribPointer(vertexLoc, // attribute
|
||||
4, // size
|
||||
GL_DOUBLE, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0);
|
||||
|
||||
glDrawElements(GL_POINTS, // mode
|
||||
v_size/4, // count
|
||||
GL_DOUBLE, // type
|
||||
(void*)0); // element array buffer offset
|
||||
*/
|
||||
_programObject->deactivate();
|
||||
|
||||
}
|
||||
|
||||
@@ -108,6 +108,18 @@ bool SceneGraph::initialize()
|
||||
|
||||
OsEng.ref().configurationManager().setValue("pscShader", po);
|
||||
|
||||
ProgramObject* _starProgram = new ProgramObject("StarProgram");
|
||||
ShaderObject* starvs = new ShaderObject(ShaderObject::ShaderTypeVertex,
|
||||
absPath("${SHADERS}/simpleVert.glsl"));
|
||||
ShaderObject* starfs = new ShaderObject(ShaderObject::ShaderTypeFragment,
|
||||
absPath("${SHADERS}/simpleFrag.glsl"));
|
||||
_starProgram->attachObject(starvs);
|
||||
_starProgram->attachObject(starfs);
|
||||
_starProgram->compileShaderObjects();
|
||||
_starProgram->linkProgramObject();
|
||||
|
||||
OsEng.ref().configurationManager().setValue("StarProgram", _starProgram);
|
||||
|
||||
ProgramObject* _fboProgram = new ProgramObject("RaycastProgram");
|
||||
ShaderObject* vertexShader = new ShaderObject(ShaderObject::ShaderTypeVertex,
|
||||
absPath("${SHADERS}/exitpoints.vert"));
|
||||
@@ -248,6 +260,7 @@ bool SceneGraph::loadScene(const std::string& sceneDescriptionFilePath,
|
||||
_allNodes.emplace(_rootNodeName, _root);
|
||||
|
||||
Dictionary dictionary;
|
||||
//load default.scene
|
||||
loadDictionaryFromFile(sceneDescriptionFilePath, dictionary);
|
||||
Dictionary moduleDictionary;
|
||||
if (dictionary.getValue(constants::scenegraph::keyModules, moduleDictionary)) {
|
||||
@@ -255,7 +268,7 @@ bool SceneGraph::loadScene(const std::string& sceneDescriptionFilePath,
|
||||
std::sort(keys.begin(), keys.end());
|
||||
for (const std::string& key : keys) {
|
||||
std::string moduleFolder;
|
||||
if (moduleDictionary.getValue(key, moduleFolder))
|
||||
if (moduleDictionary.getValue(key, moduleFolder))
|
||||
loadModule(defaultModulePath + "/" + moduleFolder);
|
||||
}
|
||||
}
|
||||
@@ -318,6 +331,7 @@ void SceneGraph::loadModule(const std::string& modulePath)
|
||||
|
||||
element.setValue(constants::scenegraph::keyPathModule, modulePath);
|
||||
|
||||
//each element in this new dictionary becomes a scenegraph node.
|
||||
SceneGraphNode* node = SceneGraphNode::createFromDictionary(element);
|
||||
|
||||
_allNodes.emplace(node->nodeName(), node);
|
||||
|
||||
@@ -176,7 +176,7 @@ void SceneGraphNode::evaluate(const Camera* camera, const psc& parentPosition)
|
||||
_renderableVisible = false;
|
||||
|
||||
// check if camera is outside the node boundingsphere
|
||||
if (toCamera.length() > _boundingSphere) {
|
||||
/* if (toCamera.length() > _boundingSphere) {
|
||||
// check if the boudningsphere is visible before avaluating children
|
||||
if (!sphereInsideFrustum(thisPosition, _boundingSphere, camera)) {
|
||||
// the node is completely outside of the camera view, stop evaluating this
|
||||
@@ -184,7 +184,7 @@ void SceneGraphNode::evaluate(const Camera* camera, const psc& parentPosition)
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
*/
|
||||
// inside boudningsphere or parts of the sphere is visible, individual
|
||||
// children needs to be evaluated
|
||||
_boundingSphereVisible = true;
|
||||
@@ -192,8 +192,7 @@ void SceneGraphNode::evaluate(const Camera* camera, const psc& parentPosition)
|
||||
// this node has an renderable
|
||||
if (_renderable) {
|
||||
// check if the renderable boundingsphere is visible
|
||||
_renderableVisible = sphereInsideFrustum(
|
||||
thisPosition, _renderable->getBoundingSphere(), camera);
|
||||
_renderableVisible = true;// sphereInsideFrustum(thisPosition, _renderable->getBoundingSphere(), camera);
|
||||
}
|
||||
|
||||
// evaluate all the children, tail-recursive function(?)
|
||||
@@ -207,9 +206,10 @@ void SceneGraphNode::render(const Camera* camera, const psc& parentPosition)
|
||||
const psc thisPosition = parentPosition + _ephemeris->position();
|
||||
|
||||
// check if camera is outside the node boundingsphere
|
||||
if (!_boundingSphereVisible) {
|
||||
/*if (!_boundingSphereVisible) {
|
||||
return;
|
||||
}
|
||||
}*/
|
||||
|
||||
if (_renderableVisible) {
|
||||
// LDEBUG("Render");
|
||||
_renderable->render(camera, thisPosition);
|
||||
@@ -255,26 +255,22 @@ psc SceneGraphNode::getWorldPosition() const
|
||||
}
|
||||
}
|
||||
|
||||
std::string SceneGraphNode::nodeName() const
|
||||
{
|
||||
std::string SceneGraphNode::nodeName() const{
|
||||
return _nodeName;
|
||||
}
|
||||
|
||||
SceneGraphNode* SceneGraphNode::parent() const
|
||||
{
|
||||
SceneGraphNode* SceneGraphNode::parent() const{
|
||||
return _parent;
|
||||
}
|
||||
const std::vector<SceneGraphNode*>& SceneGraphNode::children() const
|
||||
{
|
||||
const std::vector<SceneGraphNode*>& SceneGraphNode::children() const{
|
||||
return _children;
|
||||
}
|
||||
|
||||
// bounding sphere
|
||||
PowerScaledScalar SceneGraphNode::calculateBoundingSphere()
|
||||
{
|
||||
PowerScaledScalar SceneGraphNode::calculateBoundingSphere(){
|
||||
// set the bounding sphere to 0.0
|
||||
_boundingSphere = 0.0;
|
||||
|
||||
_boundingSphere = 1000.0;
|
||||
|
||||
if (_children.size() > 0) { // node
|
||||
PowerScaledScalar maxChild;
|
||||
|
||||
@@ -296,19 +292,17 @@ PowerScaledScalar SceneGraphNode::calculateBoundingSphere()
|
||||
if (_renderable)
|
||||
_boundingSphere += _renderable->getBoundingSphere();
|
||||
}
|
||||
|
||||
|
||||
return _boundingSphere;
|
||||
}
|
||||
|
||||
// renderable
|
||||
void SceneGraphNode::setRenderable(Renderable* renderable)
|
||||
{
|
||||
void SceneGraphNode::setRenderable(Renderable* renderable) {
|
||||
_renderable = renderable;
|
||||
update();
|
||||
}
|
||||
|
||||
const Renderable* SceneGraphNode::getRenderable() const
|
||||
{
|
||||
const Renderable* SceneGraphNode::getRenderable() const{
|
||||
return _renderable;
|
||||
}
|
||||
|
||||
|
||||
@@ -121,6 +121,7 @@ PowerScaledSphere::~PowerScaledSphere()
|
||||
glDeleteBuffers(1, &_iBufferID);
|
||||
glDeleteVertexArrays(1, &_vaoID);
|
||||
}
|
||||
#define cppOffsetOf(s, m) ((size_t)&(((s *)NULL)->m))
|
||||
|
||||
bool PowerScaledSphere::initialize()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user