From 013d4c5bb6c4bee96bcd897b8389681cff042e83 Mon Sep 17 00:00:00 2001 From: michal Date: Mon, 25 Aug 2014 17:37:23 -0400 Subject: [PATCH] WIP: intermediary commit, will attempt to run HC's code on this machine. --- .../rendering/stars/renderablestars.h | 4 +- include/openspace/util/powerscaledsphere.h | 3 +- shaders/pscstandard_fs.glsl | 2 +- shaders/pscstandard_vs.glsl | 2 +- shaders/simpleFrag.glsl | 81 ++++++++++++ shaders/simpleVert.glsl | 76 +++++++++++ shaders/star_fs.glsl | 116 +++++++++++++++++ shaders/star_vs.glsl | 116 +++++++++++++++++ shaders/unchanged/simpleFrag.glsl | 10 ++ shaders/unchanged/simpleVert.glsl | 9 ++ src/interaction/interactionhandler.cpp | 4 +- src/main.cpp | 2 +- src/rendering/planets/renderableplanet.cpp | 2 +- src/rendering/stars/renderablestars.cpp | 123 ++++++++++-------- src/scenegraph/scenegraph.cpp | 16 ++- src/scenegraph/scenegraphnode.cpp | 36 +++-- src/util/powerscaledsphere.cpp | 1 + 17 files changed, 516 insertions(+), 87 deletions(-) create mode 100644 shaders/simpleFrag.glsl create mode 100644 shaders/simpleVert.glsl create mode 100644 shaders/star_fs.glsl create mode 100644 shaders/star_vs.glsl create mode 100644 shaders/unchanged/simpleFrag.glsl create mode 100644 shaders/unchanged/simpleVert.glsl diff --git a/include/openspace/rendering/stars/renderablestars.h b/include/openspace/rendering/stars/renderablestars.h index 185facc870..7a63a68a8a 100644 --- a/include/openspace/rendering/stars/renderablestars.h +++ b/include/openspace/rendering/stars/renderablestars.h @@ -52,7 +52,9 @@ private: ghoul::opengl::ProgramObject* _programObject; std::string _speckPath; - GLuint _starPositionsVBO; + GLuint _vboID; + GLuint _vaoID; + //GLint positionAttrib; int v_size; }; diff --git a/include/openspace/util/powerscaledsphere.h b/include/openspace/util/powerscaledsphere.h index 11fb8aa315..cf17f8ef19 100644 --- a/include/openspace/util/powerscaledsphere.h +++ b/include/openspace/util/powerscaledsphere.h @@ -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(); diff --git a/shaders/pscstandard_fs.glsl b/shaders/pscstandard_fs.glsl index 6a3faef107..12df062719 100644 --- a/shaders/pscstandard_fs.glsl +++ b/shaders/pscstandard_fs.glsl @@ -100,7 +100,7 @@ void main() // set the depth - gl_FragDepth = depth; +// gl_FragDepth = depth; //gl_FragDepth = 0.5; // color diff --git a/shaders/pscstandard_vs.glsl b/shaders/pscstandard_vs.glsl index 0c588a7ccd..7410c300f6 100644 --- a/shaders/pscstandard_vs.glsl +++ b/shaders/pscstandard_vs.glsl @@ -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); diff --git a/shaders/simpleFrag.glsl b/shaders/simpleFrag.glsl new file mode 100644 index 0000000000..6febb87cf9 --- /dev/null +++ b/shaders/simpleFrag.glsl @@ -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); +} \ No newline at end of file diff --git a/shaders/simpleVert.glsl b/shaders/simpleVert.glsl new file mode 100644 index 0000000000..94bea635a9 --- /dev/null +++ b/shaders/simpleVert.glsl @@ -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; +} \ No newline at end of file diff --git a/shaders/star_fs.glsl b/shaders/star_fs.glsl new file mode 100644 index 0000000000..5d5e5aeee8 --- /dev/null +++ b/shaders/star_fs.glsl @@ -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); +} \ No newline at end of file diff --git a/shaders/star_vs.glsl b/shaders/star_vs.glsl new file mode 100644 index 0000000000..a6dfc6b542 --- /dev/null +++ b/shaders/star_vs.glsl @@ -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; +} \ No newline at end of file diff --git a/shaders/unchanged/simpleFrag.glsl b/shaders/unchanged/simpleFrag.glsl new file mode 100644 index 0000000000..6abf345c57 --- /dev/null +++ b/shaders/unchanged/simpleFrag.glsl @@ -0,0 +1,10 @@ +#version 440 +out vec4 vFragColor; + +uniform vec3 Color; + +void main(void) +{ + // calculate normal from texture coordinates + vFragColor = vec4(Color,1); +} \ No newline at end of file diff --git a/shaders/unchanged/simpleVert.glsl b/shaders/unchanged/simpleVert.glsl new file mode 100644 index 0000000000..17e91bcf25 --- /dev/null +++ b/shaders/unchanged/simpleVert.glsl @@ -0,0 +1,9 @@ +#version 440 + +in vec3 in_position; + +uniform mat4 MVP; +void main() +{ + gl_Position = MVP*vec4(in_position,1.0); +} \ No newline at end of file diff --git a/src/interaction/interactionhandler.cpp b/src/interaction/interactionhandler.cpp index b9a18a634e..05e58efb5f 100644 --- a/src/interaction/interactionhandler.cpp +++ b/src/interaction/interactionhandler.cpp @@ -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); } /* diff --git a/src/main.cpp b/src/main.cpp index 3d3c47515f..92407ad736 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -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(); diff --git a/src/rendering/planets/renderableplanet.cpp b/src/rendering/planets/renderableplanet.cpp index 79c08236bd..e13647242e 100644 --- a/src/rendering/planets/renderableplanet.cpp +++ b/src/rendering/planets/renderableplanet.cpp @@ -126,7 +126,7 @@ void RenderablePlanet::render(const Camera* camera, const psc& thisPosition) transform = glm::rotate( transform, 4.1f * static_cast(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); diff --git a/src/rendering/stars/renderablestars.cpp b/src/rendering/stars/renderablestars.cpp index 7a306c0ed8..a1bdcd9eff 100644 --- a/src/rendering/stars/renderablestars.cpp +++ b/src/rendering/stars/renderablestars.cpp @@ -35,6 +35,27 @@ #include #include +#define printOpenGLError() printOglError(__FILE__, __LINE__) + +#define _USE_MATH_DEFINES +#include + +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 strvec; - std::vector positions; - std::vector doubleData; + std::vector positions; + std::vector 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(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(); } diff --git a/src/scenegraph/scenegraph.cpp b/src/scenegraph/scenegraph.cpp index 17a55e4158..f66a936eba 100644 --- a/src/scenegraph/scenegraph.cpp +++ b/src/scenegraph/scenegraph.cpp @@ -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); diff --git a/src/scenegraph/scenegraphnode.cpp b/src/scenegraph/scenegraphnode.cpp index b0b3e752df..6451674a46 100644 --- a/src/scenegraph/scenegraphnode.cpp +++ b/src/scenegraph/scenegraphnode.cpp @@ -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::children() const -{ +const std::vector& 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; } diff --git a/src/util/powerscaledsphere.cpp b/src/util/powerscaledsphere.cpp index 84c3f0ad24..295d85852a 100644 --- a/src/util/powerscaledsphere.cpp +++ b/src/util/powerscaledsphere.cpp @@ -121,6 +121,7 @@ PowerScaledSphere::~PowerScaledSphere() glDeleteBuffers(1, &_iBufferID); glDeleteVertexArrays(1, &_vaoID); } +#define cppOffsetOf(s, m) ((size_t)&(((s *)NULL)->m)) bool PowerScaledSphere::initialize() {