Layers can be turned on and off during runtime and shaders will be recompiled accordingly.

This commit is contained in:
Kalle Bladin
2016-05-31 19:26:42 -04:00
parent aa5e64c31b
commit 0202828c73
7 changed files with 112 additions and 236 deletions
+10 -200
View File
@@ -69,12 +69,12 @@ namespace openspace {
}
void PatchRenderer::update() {
auto heightMapProviders = _tileProviderManager->heightMapProviders();
auto heightMapProviders = _tileProviderManager->getActiveHeightMapProviders();
for (auto iter = heightMapProviders.begin(); iter != heightMapProviders.end(); iter++)
{
iter->get()->prerender();
}
auto colorTextureProviders = _tileProviderManager->colorTextureProviders();
auto colorTextureProviders = _tileProviderManager->getActiveColorTextureProviders();
for (auto iter = colorTextureProviders.begin(); iter != colorTextureProviders.end(); iter++)
{
iter->get()->prerender();
@@ -101,24 +101,6 @@ namespace openspace {
"LocalChunkedLodPatch",
"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_vs.glsl",
"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_fs.glsl"));
/*
_programObjectGlobalRendering = OsEng.renderEngine().buildRenderProgram(
"GlobalChunkedLodPatch",
"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_vs.glsl",
"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_fs.glsl");
ghoul_assert(_programObjectGlobalRendering != nullptr, "Failed to initialize programObject!");
_programObjectLocalRendering = OsEng.renderEngine().buildRenderProgram(
"LocalChunkedLodPatch",
"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_vs.glsl",
"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_fs.glsl");
ghoul_assert(_programObjectLocalRendering != nullptr, "Failed to initialize programObject!");
using IgnoreError = ghoul::opengl::ProgramObject::IgnoreError;
_programObjectGlobalRendering->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
_programObjectLocalRendering->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
*/
}
void ChunkRenderer::renderChunk(const Chunk& chunk, const RenderData& data) {
@@ -134,8 +116,8 @@ namespace openspace {
using namespace glm;
// All providers of tiles
auto heightMapProviders = _tileProviderManager->heightMapProviders();
auto colorTextureProviders = _tileProviderManager->colorTextureProviders();
auto heightMapProviders = _tileProviderManager->getActiveHeightMapProviders();
auto colorTextureProviders = _tileProviderManager->getActiveColorTextureProviders();
int numHeightMapProviders = heightMapProviders.size();
int numColorTextureProviders = colorTextureProviders.size();
@@ -261,73 +243,6 @@ namespace openspace {
// disable shader
programObject->deactivate();
/*
// activate shader
_programObjectGlobalRendering->activate();
// For now just pick the first one from height maps
//auto heightMapProviders = _tileProviderManager->heightMapProviders();
//auto tileProviderHeight = heightMapProviders.begin()->second;
// Get the textures that should be used for rendering
Tile heightTile = tileProviderHeight->getHighestResolutionTile(chunk.index());
// Bind and use the texture
ghoul::opengl::TextureUnit texUnitHeight;
texUnitHeight.activate();
heightTile.texture->bind();
_programObjectGlobalRendering->setUniform("heightTile.textureSampler", texUnitHeight);
_programObjectGlobalRendering->setUniform("heightTile.uvTransform.uvScale", heightTile.uvTransform.uvScale);
_programObjectGlobalRendering->setUniform("heightTile.uvTransform.uvOffset", heightTile.uvTransform.uvOffset);
TileDepthTransform depthTransformHeight = tileProviderHeight->depthTransform();
_programObjectGlobalRendering->setUniform("heightTile.depthTransform.depthScale", depthTransformHeight.depthScale);
_programObjectGlobalRendering->setUniform("heightTile.depthTransform.depthOffset", depthTransformHeight.depthOffset);
// Pick the first color texture
auto colorTextureProviders = _tileProviderManager->colorTextureProviders();
auto tileProviderColor = colorTextureProviders.begin()->second;
Tile colorTile = tileProviderColor->getHighestResolutionTile(chunk.index());
// Bind and use the texture
ghoul::opengl::TextureUnit texUnitColor;
texUnitColor.activate();
colorTile.texture->bind();
_programObjectGlobalRendering->setUniform("colorTile.textureSampler", texUnitColor);
_programObjectGlobalRendering->setUniform("colorTile.uvTransform.uvScale", colorTile.uvTransform.uvScale);
_programObjectGlobalRendering->setUniform("colorTile.uvTransform.uvOffset", colorTile.uvTransform.uvOffset);
Geodetic2 swCorner = chunk.surfacePatch().southWestCorner();
auto patchSize = chunk.surfacePatch().size();
const Ellipsoid& ellipsoid = chunk.owner()->ellipsoid();
_programObjectGlobalRendering->setUniform("modelViewProjectionTransform", modelViewProjectionTransform);
_programObjectGlobalRendering->setUniform("minLatLon", vec2(swCorner.toLonLatVec2()));
_programObjectGlobalRendering->setUniform("lonLatScalingFactor", vec2(patchSize.toLonLatVec2()));
_programObjectGlobalRendering->setUniform("radiiSquared", vec3(ellipsoid.radiiSquared()));
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// render
_grid->geometry().drawUsingActiveProgram();
// disable shader
_programObjectGlobalRendering->deactivate();
*/
}
void ChunkRenderer::renderChunkLocally(const Chunk& chunk, const RenderData& data)
@@ -335,8 +250,8 @@ namespace openspace {
using namespace glm;
// All providers of tiles
auto heightMapProviders = _tileProviderManager->heightMapProviders();
auto colorTextureProviders = _tileProviderManager->colorTextureProviders();
auto heightMapProviders = _tileProviderManager->getActiveHeightMapProviders();
auto colorTextureProviders = _tileProviderManager->getActiveColorTextureProviders();
int numHeightMapProviders = heightMapProviders.size();
int numColorTextureProviders = colorTextureProviders.size();
@@ -434,12 +349,6 @@ namespace openspace {
}
// Calculate other uniform variables needed for rendering
// TODO : Model transform should be fetched as a matrix directly.
@@ -499,105 +408,6 @@ namespace openspace {
// disable shader
programObject->deactivate();
/*
using namespace glm;
// TODO : Model transform should be fetched as a matrix directly.
mat4 modelTransform = translate(mat4(1), data.position.vec3());
mat4 viewTransform = data.camera.combinedViewMatrix();
mat4 modelViewTransform = viewTransform * modelTransform;
// activate shader
_programObjectLocalRendering->activate();
// For now just pick the first one from height maps
auto heightMapProviders = _tileProviderManager->heightMapProviders();
auto tileProviderHeight = heightMapProviders.begin()->second;
// Get the textures that should be used for rendering
Tile heightTile = tileProviderHeight->getHighestResolutionTile(chunk.index());
// Bind and use the texture
ghoul::opengl::TextureUnit texUnitHeight;
texUnitHeight.activate();
heightTile.texture->bind();
_programObjectLocalRendering->setUniform("heightTile.textureSampler", texUnitHeight);
_programObjectLocalRendering->setUniform("heightTile.uvTransform.uvScale", heightTile.uvTransform.uvScale);
_programObjectLocalRendering->setUniform("heightTile.uvTransform.uvOffset", heightTile.uvTransform.uvOffset);
TileDepthTransform depthTransformHeight = tileProviderHeight->depthTransform();
_programObjectLocalRendering->setUniform("heightTile.depthTransform.depthScale", depthTransformHeight.depthScale);
_programObjectLocalRendering->setUniform("heightTile.depthTransform.depthOffset", depthTransformHeight.depthOffset);
// Pick the first color texture
auto colorTextureProviders = _tileProviderManager->colorTextureProviders();
auto tileProviderColor = colorTextureProviders.begin()->second;
Tile colorTile = tileProviderColor->getHighestResolutionTile(chunk.index());
// Bind and use the texture
ghoul::opengl::TextureUnit texUnitColor;
texUnitColor.activate();
colorTile.texture->bind();
_programObjectLocalRendering->setUniform("colorTile.textureSampler", texUnitColor);
_programObjectLocalRendering->setUniform("colorTile.uvTransform.uvScale", colorTile.uvTransform.uvScale);
_programObjectLocalRendering->setUniform("colorTile.uvTransform.uvOffset", colorTile.uvTransform.uvOffset);
Geodetic2 sw = chunk.surfacePatch().southWestCorner();
Geodetic2 se = chunk.surfacePatch().southEastCorner();
Geodetic2 nw = chunk.surfacePatch().northWestCorner();
Geodetic2 ne = chunk.surfacePatch().northEastCorner();
const Ellipsoid& ellipsoid = chunk.owner()->ellipsoid();
// Get model space positions of the four control points
Vec3 patchSwModelSpace = ellipsoid.cartesianSurfacePosition(sw);
Vec3 patchSeModelSpace = ellipsoid.cartesianSurfacePosition(se);
Vec3 patchNwModelSpace = ellipsoid.cartesianSurfacePosition(nw);
Vec3 patchNeModelSpace = ellipsoid.cartesianSurfacePosition(ne);
// Transform all control points to camera space
Vec3 patchSwCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchSwModelSpace, 1));
Vec3 patchSeCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchSeModelSpace, 1));
Vec3 patchNwCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchNwModelSpace, 1));
Vec3 patchNeCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchNeModelSpace, 1));
// Send control points to shader
_programObjectLocalRendering->setUniform("p00", vec3(patchSwCameraSpace));
_programObjectLocalRendering->setUniform("p10", vec3(patchSeCameraSpace));
_programObjectLocalRendering->setUniform("p01", vec3(patchNwCameraSpace));
_programObjectLocalRendering->setUniform("p11", vec3(patchNeCameraSpace));
vec3 patchNormalCameraSpace = normalize(
cross(patchSeCameraSpace - patchSwCameraSpace,
patchNwCameraSpace - patchSwCameraSpace));
_programObjectLocalRendering->setUniform(
"patchNormalCameraSpace",
patchNormalCameraSpace);
_programObjectLocalRendering->setUniform(
"projectionTransform",
data.camera.projectionMatrix());
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// render
_grid->geometry().drawUsingActiveProgram();
// disable shader
_programObjectLocalRendering->deactivate();
*/
}
//////////////////////////////////////////////////////////////////////////////////////
@@ -692,7 +502,7 @@ namespace openspace {
// For now just pick the first one from height maps
auto heightMapProviders = _tileProviderManager->heightMapProviders();
auto heightMapProviders = _tileProviderManager->getActiveHeightMapProviders();
auto tileProviderHeight = heightMapProviders[0];
PatchCoverage patchCoverageHeight = _patchCoverageProvider.getCoverage(newPatch, tileProviderHeight);
@@ -747,7 +557,7 @@ namespace openspace {
// Pick the first color texture
auto colorTextureProviders = _tileProviderManager->colorTextureProviders();
auto colorTextureProviders = _tileProviderManager->getActiveColorTextureProviders();
auto tileProviderColor = colorTextureProviders[0];
PatchCoverage patchCoverageColor = _patchCoverageProvider.getCoverage(newPatch, tileProviderColor);
@@ -879,7 +689,7 @@ namespace openspace {
_programObjectLocalRendering->setUniform("patchNormal", patchNormal);
// For now just pick the first one from height maps
auto heightMapProviders = _tileProviderManager->heightMapProviders();
auto heightMapProviders = _tileProviderManager->getActiveHeightMapProviders();
auto tileProviderHeight = heightMapProviders[0];
PatchCoverage patchCoverageHeight = _patchCoverageProvider.getCoverage(newPatch, tileProviderHeight);
@@ -935,7 +745,7 @@ namespace openspace {
// Pick the first color texture
auto colorTextureProviders = _tileProviderManager->colorTextureProviders();
auto colorTextureProviders = _tileProviderManager->getActiveColorTextureProviders();
auto tileProviderColor = colorTextureProviders[0];
PatchCoverage patchCoverageColor = _patchCoverageProvider.getCoverage(newPatch, tileProviderColor);