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https://github.com/OpenSpace/OpenSpace.git
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Merge branch 'feature/globebrowsing' of github.com:OpenSpace/OpenSpace-Development into feature/globebrowsing
This commit is contained in:
595
modules/globebrowsing/chunk/chunkrenderer.cpp
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595
modules/globebrowsing/chunk/chunkrenderer.cpp
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include <modules/globebrowsing/chunk/chunkrenderer.h>
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#include <modules/globebrowsing/chunk/chunkedlodglobe.h>
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// open space includes
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#include <openspace/engine/wrapper/windowwrapper.h>
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#include <openspace/engine/openspaceengine.h>
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#include <openspace/rendering/renderengine.h>
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// ghoul includes
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#include <ghoul/misc/assert.h>
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#include <ghoul/opengl/texture.h>
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#include <ghoul/opengl/textureunit.h>
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// STL includes
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#include <sstream>
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#define _USE_MATH_DEFINES
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#include <math.h>
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namespace {
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const std::string _loggerCat = "PatchRenderer";
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const std::string keyFrame = "Frame";
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const std::string keyGeometry = "Geometry";
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const std::string keyShading = "PerformShading";
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const std::string keyBody = "Body";
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}
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namespace openspace {
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ChunkRenderer::ChunkRenderer(
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std::shared_ptr<Grid> grid,
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std::shared_ptr<TileProviderManager> tileProviderManager)
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: _tileProviderManager(tileProviderManager)
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, _grid(grid)
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{
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_globalRenderingShaderProvider = std::unique_ptr<LayeredTextureShaderProvider>
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(new LayeredTextureShaderProvider(
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"GlobalChunkedLodPatch",
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"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_vs.glsl",
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"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_fs.glsl"));
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_localRenderingShaderProvider = std::unique_ptr<LayeredTextureShaderProvider>
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(new LayeredTextureShaderProvider(
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"LocalChunkedLodPatch",
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"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_vs.glsl",
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"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_fs.glsl"));
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}
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void ChunkRenderer::renderChunk(const Chunk& chunk, const RenderData& data) {
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if (chunk.index().level < 9) {
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renderChunkGlobally(chunk, data);
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}
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else {
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renderChunkLocally(chunk, data);
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}
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}
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void ChunkRenderer::update() {
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// unued atm. Could be used for caching or precalculating
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}
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void ChunkRenderer::setDepthTransformUniforms(
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ProgramObject* programObject, const std::string& indexedTileKey, const TileDepthTransform& tileDepthTransform)
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{
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programObject->setUniform(
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indexedTileKey + ".depthTransform.depthScale",
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tileDepthTransform.depthScale);
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programObject->setUniform(
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indexedTileKey + ".depthTransform.depthOffset",
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tileDepthTransform.depthOffset);
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}
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void ChunkRenderer::activateTileAndSetTileUniforms(
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ProgramObject* programObject,
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ghoul::opengl::TextureUnit& texUnit,
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const std::string indexedTileKey,
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const TileAndTransform& tileAndTransform)
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{
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// Blend tile with two parents
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// The texture needs a unit to sample from
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texUnit.activate();
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tileAndTransform.tile.texture->bind();
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programObject->setUniform(indexedTileKey + ".textureSampler", texUnit);
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programObject->setUniform(
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indexedTileKey + ".uvTransform.uvScale",
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tileAndTransform.uvTransform.uvScale);
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programObject->setUniform(
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indexedTileKey + ".uvTransform.uvOffset",
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tileAndTransform.uvTransform.uvOffset);
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}
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ProgramObject* ChunkRenderer::getActivatedProgramWithTileData(
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LayeredTextureShaderProvider* layeredTextureShaderProvider,
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const Chunk& chunk)
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{
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const ChunkIndex& chunkIndex = chunk.index();
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auto heightMapProviders = _tileProviderManager->getActivatedLayerCategory("HeightMaps");
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auto colorTextureProviders = _tileProviderManager->getActivatedLayerCategory("ColorTextures");
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auto nightTextureProviders = _tileProviderManager->getActivatedLayerCategory("NightTextures");
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auto overlayProviders = _tileProviderManager->getActivatedLayerCategory("Overlays");
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auto waterMaskProviders = _tileProviderManager->getActivatedLayerCategory("WaterMasks");
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// TODO: This does not need to be updated every time. Maybe flag as dirty when
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// needing update instead.
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// Create information for the shader provider
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LayeredTextureInfo layeredTextureInfoHeight;
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LayeredTextureInfo layeredTextureInfoColor;
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LayeredTextureInfo layeredTextureInfoNight;
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LayeredTextureInfo layeredTextureInfoOverlay;
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LayeredTextureInfo layeredTextureInfoWater;
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layeredTextureInfoHeight.keyLastLayerIndex = "lastLayerIndexHeight";
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layeredTextureInfoHeight.lastLayerIndex = heightMapProviders.size() - 1;
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layeredTextureInfoHeight.keyUseThisLayerType = "useHeightMap";
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layeredTextureInfoHeight.keyLayerBlendingEnabled = "heightMapBlendingEnabled";
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layeredTextureInfoHeight.layerBlendingEnabled = chunk.owner()->blendHeightMap;
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layeredTextureInfoColor.keyLastLayerIndex = "lastLayerIndexColor";
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layeredTextureInfoColor.lastLayerIndex = colorTextureProviders.size() - 1;
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layeredTextureInfoColor.keyUseThisLayerType = "useColorTexture";
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layeredTextureInfoColor.keyLayerBlendingEnabled = "colorTextureBlendingEnabled";
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layeredTextureInfoColor.layerBlendingEnabled = chunk.owner()->blendColorMap;
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layeredTextureInfoNight.keyLastLayerIndex = "lastLayerIndexNight";
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layeredTextureInfoNight.lastLayerIndex = nightTextureProviders.size() - 1;
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layeredTextureInfoNight.keyUseThisLayerType = "useNightTexture";
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layeredTextureInfoNight.keyLayerBlendingEnabled = "nightTextureBlendingEnabled";
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layeredTextureInfoNight.layerBlendingEnabled = chunk.owner()->blendNightTexture;
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layeredTextureInfoOverlay.keyLastLayerIndex = "lastLayerIndexOverlay";
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layeredTextureInfoOverlay.lastLayerIndex = overlayProviders.size() - 1;
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layeredTextureInfoOverlay.keyUseThisLayerType = "useOverlay";
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layeredTextureInfoOverlay.keyLayerBlendingEnabled = "overlayBlendingEnabled";
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layeredTextureInfoOverlay.layerBlendingEnabled = chunk.owner()->blendOverlay;
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layeredTextureInfoWater.keyLastLayerIndex = "lastLayerIndexWater";
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layeredTextureInfoWater.lastLayerIndex = waterMaskProviders.size() - 1;
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layeredTextureInfoWater.keyUseThisLayerType = "useWaterMask";
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layeredTextureInfoWater.keyLayerBlendingEnabled = "waterMaskBlendingEnabled";
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layeredTextureInfoWater.layerBlendingEnabled = chunk.owner()->blendWaterMask;
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LayeredTexturePreprocessingData layeredTexturePreprocessingData;
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layeredTexturePreprocessingData.layeredTextureInfo.push_back(
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layeredTextureInfoHeight);
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layeredTexturePreprocessingData.layeredTextureInfo.push_back(
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layeredTextureInfoColor);
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layeredTexturePreprocessingData.layeredTextureInfo.push_back(
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layeredTextureInfoNight);
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layeredTexturePreprocessingData.layeredTextureInfo.push_back(
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layeredTextureInfoOverlay);
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layeredTexturePreprocessingData.layeredTextureInfo.push_back(
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layeredTextureInfoWater);
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layeredTexturePreprocessingData.keyValuePairs.push_back(
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std::pair<std::string, std::string>(
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"useAtmosphere",
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std::to_string(chunk.owner()->atmosphereEnabled)));
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layeredTexturePreprocessingData.keyValuePairs.push_back(
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std::pair<std::string, std::string>(
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"showChunkEdges",
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std::to_string(chunk.owner()->showChunkEdges)));
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// Now the shader program can be accessed
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ProgramObject* programObject =
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layeredTextureShaderProvider->getUpdatedShaderProgram(
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layeredTexturePreprocessingData);
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// Activate the shader program
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programObject->activate();
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// Create all the texture units
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std::vector<ghoul::opengl::TextureUnit> texUnitHeight;
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std::vector<ghoul::opengl::TextureUnit> texUnitHeightParent1;
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std::vector<ghoul::opengl::TextureUnit> texUnitHeightParent2;
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texUnitHeight.resize(heightMapProviders.size());
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texUnitHeightParent1.resize(heightMapProviders.size());
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texUnitHeightParent2.resize(heightMapProviders.size());
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std::vector<ghoul::opengl::TextureUnit> texUnitColor;
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std::vector<ghoul::opengl::TextureUnit> texUnitColorParent1;
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std::vector<ghoul::opengl::TextureUnit> texUnitColorParent2;
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texUnitColor.resize(colorTextureProviders.size());
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texUnitColorParent1.resize(colorTextureProviders.size());
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texUnitColorParent2.resize(colorTextureProviders.size());
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std::vector<ghoul::opengl::TextureUnit> texUnitNight;
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std::vector<ghoul::opengl::TextureUnit> texUnitNightParent1;
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std::vector<ghoul::opengl::TextureUnit> texUnitNightParent2;
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texUnitNight.resize(nightTextureProviders.size());
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texUnitNightParent1.resize(nightTextureProviders.size());
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texUnitNightParent2.resize(nightTextureProviders.size());
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std::vector<ghoul::opengl::TextureUnit> texUnitOverlay;
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std::vector<ghoul::opengl::TextureUnit> texUnitOverlayParent1;
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std::vector<ghoul::opengl::TextureUnit> texUnitOverlayParent2;
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texUnitOverlay.resize(overlayProviders.size());
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texUnitOverlayParent1.resize(overlayProviders.size());
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texUnitOverlayParent2.resize(overlayProviders.size());
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std::vector<ghoul::opengl::TextureUnit> texUnitWater;
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std::vector<ghoul::opengl::TextureUnit> texUnitWaterParent1;
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std::vector<ghoul::opengl::TextureUnit> texUnitWaterParent2;
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texUnitWater.resize(waterMaskProviders.size());
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texUnitWaterParent1.resize(waterMaskProviders.size());
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texUnitWaterParent2.resize(waterMaskProviders.size());
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// Go through all the height map providers
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int i = 0;
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for (auto it = heightMapProviders.begin(); it != heightMapProviders.end(); it++)
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{
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auto tileProvider = *it;
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// Get the texture that should be used for rendering
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TileAndTransform tileAndTransform = tileProvider->getHighestResolutionTile(chunkIndex);
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if (tileAndTransform.tile.status == Tile::Status::Unavailable) {
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// don't render if no tile was available
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programObject->deactivate();
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return nullptr;
|
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}
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TileDepthTransform depthTransform = tileProvider->depthTransform();
|
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std::string indexedTileKey = "heightTiles[" + std::to_string(i) + "]";
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setDepthTransformUniforms(programObject, indexedTileKey, depthTransform);
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activateTileAndSetTileUniforms(programObject, texUnitHeight[i], indexedTileKey, tileAndTransform);
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// If blending is enabled, two more textures are needed
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if (layeredTextureInfoHeight.layerBlendingEnabled) {
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TileAndTransform tileAndTransformParent1 = tileProvider->getHighestResolutionTile(chunkIndex, 1);
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if (tileAndTransformParent1.tile.status == Tile::Status::Unavailable) {
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tileAndTransformParent1 = tileAndTransform;
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}
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std::string indexedTileKeyParent1 = "heightTilesParent1[" + std::to_string(i) + "]";
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activateTileAndSetTileUniforms(programObject, texUnitHeightParent1[i], indexedTileKeyParent1, tileAndTransformParent1);
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TileAndTransform tileAndTransformParent2 = tileProvider->getHighestResolutionTile(chunkIndex, 2);
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if (tileAndTransformParent2.tile.status == Tile::Status::Unavailable) {
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tileAndTransformParent2 = tileAndTransformParent1;
|
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}
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std::string indexedTileKeyParent2 = "heightTilesParent2[" + std::to_string(i) + "]";
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activateTileAndSetTileUniforms(programObject, texUnitHeightParent2[i], indexedTileKeyParent2, tileAndTransformParent2);
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}
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i++;
|
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}
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|
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// Go through all the color texture providers
|
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i = 0;
|
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for (auto it = colorTextureProviders.begin(); it != colorTextureProviders.end(); it++)
|
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{
|
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auto tileProvider = *it;
|
||||
|
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TileAndTransform tileAndTransform = tileProvider->getHighestResolutionTile(chunkIndex);
|
||||
if (tileAndTransform.tile.status == Tile::Status::Unavailable) {
|
||||
// don't render if no tile was available
|
||||
programObject->deactivate();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::string indexedTileKey = "colorTiles[" + std::to_string(i) + "]";
|
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|
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// Blend tile with two parents
|
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// The texture needs a unit to sample from
|
||||
activateTileAndSetTileUniforms(programObject, texUnitColor[i], indexedTileKey, tileAndTransform);
|
||||
|
||||
// If blending is enabled, two more textures are needed
|
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if (layeredTextureInfoColor.layerBlendingEnabled) {
|
||||
TileAndTransform tileAndTransformParent1 = tileProvider->getHighestResolutionTile(chunkIndex, 1);
|
||||
if (tileAndTransformParent1.tile.status == Tile::Status::Unavailable) {
|
||||
tileAndTransformParent1 = tileAndTransform;
|
||||
}
|
||||
|
||||
std::string indexedTileKeyParent1 = "colorTilesParent1[" + std::to_string(i) + "]";
|
||||
activateTileAndSetTileUniforms(programObject, texUnitColorParent1[i], indexedTileKeyParent1, tileAndTransformParent1);
|
||||
|
||||
|
||||
TileAndTransform tileAndTransformParent2 = tileProvider->getHighestResolutionTile(chunkIndex, 2);
|
||||
if (tileAndTransformParent2.tile.status == Tile::Status::Unavailable) {
|
||||
tileAndTransformParent2 = tileAndTransformParent1;
|
||||
}
|
||||
std::string indexedTileKeyParent2 = "colorTilesParent2[" + std::to_string(i) + "]";
|
||||
activateTileAndSetTileUniforms(programObject, texUnitColorParent2[i], indexedTileKeyParent2, tileAndTransformParent2);
|
||||
|
||||
}
|
||||
i++;
|
||||
}
|
||||
|
||||
// Go through all the night texture providers
|
||||
i = 0;
|
||||
for (auto it = nightTextureProviders.begin(); it != nightTextureProviders.end(); it++)
|
||||
{
|
||||
auto tileProvider = *it;
|
||||
|
||||
TileAndTransform tileAndTransform = tileProvider->getHighestResolutionTile(chunkIndex);
|
||||
if (tileAndTransform.tile.status == Tile::Status::Unavailable) {
|
||||
// don't render if no tile was available
|
||||
programObject->deactivate();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::string indexedTileKey = "nightTiles[" + std::to_string(i) + "]";
|
||||
|
||||
// Blend tile with two parents
|
||||
// The texture needs a unit to sample from
|
||||
activateTileAndSetTileUniforms(programObject, texUnitNight[i], indexedTileKey, tileAndTransform);
|
||||
|
||||
// If blending is enabled, two more textures are needed
|
||||
if (layeredTextureInfoNight.layerBlendingEnabled) {
|
||||
TileAndTransform tileAndTransformParent1 = tileProvider->getHighestResolutionTile(chunkIndex, 1);
|
||||
if (tileAndTransformParent1.tile.status == Tile::Status::Unavailable) {
|
||||
tileAndTransformParent1 = tileAndTransform;
|
||||
}
|
||||
|
||||
std::string indexedTileKeyParent1 = "nightTilesParent1[" + std::to_string(i) + "]";
|
||||
activateTileAndSetTileUniforms(programObject, texUnitNightParent1[i], indexedTileKeyParent1, tileAndTransformParent1);
|
||||
|
||||
|
||||
TileAndTransform tileAndTransformParent2 = tileProvider->getHighestResolutionTile(chunkIndex, 2);
|
||||
if (tileAndTransformParent2.tile.status == Tile::Status::Unavailable) {
|
||||
tileAndTransformParent2 = tileAndTransformParent1;
|
||||
}
|
||||
std::string indexedTileKeyParent2 = "nightTilesParent2[" + std::to_string(i) + "]";
|
||||
activateTileAndSetTileUniforms(programObject, texUnitNightParent2[i], indexedTileKeyParent2, tileAndTransformParent2);
|
||||
|
||||
}
|
||||
i++;
|
||||
}
|
||||
|
||||
// Go through all the overlay providers
|
||||
i = 0;
|
||||
for (auto it = overlayProviders.begin(); it != overlayProviders.end(); it++)
|
||||
{
|
||||
auto tileProvider = *it;
|
||||
|
||||
TileAndTransform tileAndTransform = tileProvider->getHighestResolutionTile(chunkIndex);
|
||||
if (tileAndTransform.tile.status == Tile::Status::Unavailable) {
|
||||
// don't render if no tile was available
|
||||
programObject->deactivate();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::string indexedTileKey = "overlayTiles[" + std::to_string(i) + "]";
|
||||
|
||||
// Blend tile with two parents
|
||||
// The texture needs a unit to sample from
|
||||
activateTileAndSetTileUniforms(programObject, texUnitOverlay[i], indexedTileKey, tileAndTransform);
|
||||
|
||||
// If blending is enabled, two more textures are needed
|
||||
if (layeredTextureInfoOverlay.layerBlendingEnabled) {
|
||||
TileAndTransform tileAndTransformParent1 = tileProvider->getHighestResolutionTile(chunkIndex, 1);
|
||||
if (tileAndTransformParent1.tile.status == Tile::Status::Unavailable) {
|
||||
tileAndTransformParent1 = tileAndTransform;
|
||||
}
|
||||
|
||||
std::string indexedTileKeyParent1 = "overlayTilesParent1[" + std::to_string(i) + "]";
|
||||
activateTileAndSetTileUniforms(programObject, texUnitOverlayParent1[i], indexedTileKeyParent1, tileAndTransformParent1);
|
||||
|
||||
|
||||
TileAndTransform tileAndTransformParent2 = tileProvider->getHighestResolutionTile(chunkIndex, 2);
|
||||
if (tileAndTransformParent2.tile.status == Tile::Status::Unavailable) {
|
||||
tileAndTransformParent2 = tileAndTransformParent1;
|
||||
}
|
||||
std::string indexedTileKeyParent2 = "overlayTilesParent2[" + std::to_string(i) + "]";
|
||||
activateTileAndSetTileUniforms(programObject, texUnitOverlayParent2[i], indexedTileKeyParent2, tileAndTransformParent2);
|
||||
}
|
||||
i++;
|
||||
}
|
||||
|
||||
// Go through all the water mask providers
|
||||
i = 0;
|
||||
for (auto it = waterMaskProviders.begin(); it != waterMaskProviders.end(); it++)
|
||||
{
|
||||
auto tileProvider = *it;
|
||||
|
||||
TileAndTransform tileAndTransform = tileProvider->getHighestResolutionTile(chunkIndex);
|
||||
if (tileAndTransform.tile.status == Tile::Status::Unavailable) {
|
||||
// don't render if no tile was available
|
||||
programObject->deactivate();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::string indexedTileKey = "waterTiles[" + std::to_string(i) + "]";
|
||||
|
||||
// Blend tile with two parents
|
||||
// The texture needs a unit to sample from
|
||||
activateTileAndSetTileUniforms(programObject, texUnitWater[i], indexedTileKey, tileAndTransform);
|
||||
|
||||
// If blending is enabled, two more textures are needed
|
||||
if (layeredTextureInfoWater.layerBlendingEnabled) {
|
||||
TileAndTransform tileAndTransformParent1 = tileProvider->getHighestResolutionTile(chunkIndex, 1);
|
||||
if (tileAndTransformParent1.tile.status == Tile::Status::Unavailable) {
|
||||
tileAndTransformParent1 = tileAndTransform;
|
||||
}
|
||||
|
||||
std::string indexedTileKeyParent1 = "waterTilesParent1[" + std::to_string(i) + "]";
|
||||
activateTileAndSetTileUniforms(programObject, texUnitWaterParent1[i], indexedTileKeyParent1, tileAndTransformParent1);
|
||||
|
||||
|
||||
TileAndTransform tileAndTransformParent2 = tileProvider->getHighestResolutionTile(chunkIndex, 2);
|
||||
if (tileAndTransformParent2.tile.status == Tile::Status::Unavailable) {
|
||||
tileAndTransformParent2 = tileAndTransformParent1;
|
||||
}
|
||||
std::string indexedTileKeyParent2 = "waterTilesParent2[" + std::to_string(i) + "]";
|
||||
activateTileAndSetTileUniforms(programObject, texUnitWaterParent2[i], indexedTileKeyParent2, tileAndTransformParent2);
|
||||
}
|
||||
i++;
|
||||
}
|
||||
|
||||
// The length of the skirts is proportional to its size
|
||||
programObject->setUniform("skirtLength", min(static_cast<float>(chunk.surfacePatch().halfSize().lat * 1000000), 8700.0f));
|
||||
programObject->setUniform("xSegments", _grid->xSegments());
|
||||
|
||||
return programObject;
|
||||
}
|
||||
|
||||
void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& data){
|
||||
|
||||
ProgramObject* programObject = getActivatedProgramWithTileData(_globalRenderingShaderProvider.get(), chunk);
|
||||
if (programObject == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto heightMapProviders = _tileProviderManager->getActivatedLayerCategory("HeightMaps");
|
||||
auto colorTextureProviders = _tileProviderManager->getActivatedLayerCategory("ColorTextures");
|
||||
auto nightTextureProviders = _tileProviderManager->getActivatedLayerCategory("NightTextures");
|
||||
auto overlayProviders = _tileProviderManager->getActivatedLayerCategory("Overlays");
|
||||
auto waterMaskProviders = _tileProviderManager->getActivatedLayerCategory("WaterMasks");
|
||||
const Ellipsoid& ellipsoid = chunk.owner()->ellipsoid();
|
||||
|
||||
// This information is only needed when doing blending
|
||||
if ((heightMapProviders.size() > 0 && chunk.owner()->blendHeightMap) ||
|
||||
(colorTextureProviders.size() > 0 && chunk.owner()->blendColorMap) ||
|
||||
(nightTextureProviders.size() > 0 && chunk.owner()->blendNightTexture) ||
|
||||
(overlayProviders.size() > 0 && chunk.owner()->blendOverlay) ||
|
||||
(waterMaskProviders.size() > 0 && chunk.owner()->blendWaterMask)) {
|
||||
float distanceScaleFactor = chunk.owner()->lodScaleFactor * ellipsoid.minimumRadius();
|
||||
programObject->setUniform("cameraPosition", vec3(data.camera.positionVec3()));
|
||||
programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
|
||||
programObject->setUniform("chunkLevel", chunk.index().level);
|
||||
}
|
||||
|
||||
// Calculate other uniform variables needed for rendering
|
||||
Geodetic2 swCorner = chunk.surfacePatch().southWestCorner();
|
||||
auto patchSize = chunk.surfacePatch().size();
|
||||
|
||||
// TODO : Model transform should be fetched as a matrix directly.
|
||||
dmat4 modelTransform = dmat4(chunk.owner()->stateMatrix()); // Rotation
|
||||
modelTransform = translate(dmat4(1), data.position.dvec3()) * modelTransform; // Translation
|
||||
dmat4 viewTransform = data.camera.combinedViewMatrix();
|
||||
mat4 modelViewTransform = mat4(viewTransform * modelTransform);
|
||||
mat4 modelViewProjectionTransform = data.camera.projectionMatrix() * modelViewTransform;
|
||||
|
||||
// Upload the uniform variables
|
||||
programObject->setUniform("modelViewProjectionTransform", modelViewProjectionTransform);
|
||||
programObject->setUniform("minLatLon", vec2(swCorner.toLonLatVec2()));
|
||||
programObject->setUniform("lonLatScalingFactor", vec2(patchSize.toLonLatVec2()));
|
||||
programObject->setUniform("radiiSquared", vec3(ellipsoid.radiiSquared()));
|
||||
|
||||
if (nightTextureProviders.size() > 0) {
|
||||
programObject->setUniform("modelViewTransform", modelViewTransform);
|
||||
}
|
||||
|
||||
|
||||
// OpenGL rendering settings
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
// render
|
||||
_grid->geometry().drawUsingActiveProgram();
|
||||
|
||||
// disable shader
|
||||
programObject->deactivate();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ChunkRenderer::renderChunkLocally(const Chunk& chunk, const RenderData& data) {
|
||||
|
||||
ProgramObject* programObject = getActivatedProgramWithTileData(_localRenderingShaderProvider.get(), chunk);
|
||||
if (programObject == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
using namespace glm;
|
||||
|
||||
auto heightMapProviders = _tileProviderManager->getActivatedLayerCategory("HeightMaps");
|
||||
auto colorTextureProviders = _tileProviderManager->getActivatedLayerCategory("ColorTextures");
|
||||
auto nightTextureProviders = _tileProviderManager->getActivatedLayerCategory("NightTextures");
|
||||
auto overlayProviders = _tileProviderManager->getActivatedLayerCategory("Overlays");
|
||||
auto waterMaskProviders = _tileProviderManager->getActivatedLayerCategory("WaterMasks");
|
||||
const Ellipsoid& ellipsoid = chunk.owner()->ellipsoid();
|
||||
|
||||
if ((heightMapProviders.size() > 0 && chunk.owner()->blendHeightMap) ||
|
||||
(colorTextureProviders.size() > 0 && chunk.owner()->blendColorMap) ||
|
||||
(nightTextureProviders.size() > 0 && chunk.owner()->blendNightTexture) ||
|
||||
(overlayProviders.size() > 0 && chunk.owner()->blendOverlay) ||
|
||||
(waterMaskProviders.size() > 0 && chunk.owner()->blendWaterMask)) {
|
||||
float distanceScaleFactor = chunk.owner()->lodScaleFactor * chunk.owner()->ellipsoid().minimumRadius();
|
||||
programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
|
||||
programObject->setUniform("chunkLevel", chunk.index().level);
|
||||
}
|
||||
|
||||
// Calculate other uniform variables needed for rendering
|
||||
|
||||
// TODO : Model transform should be fetched as a matrix directly.
|
||||
dmat4 modelTransform = translate(dmat4(1), data.position.dvec3());
|
||||
dmat4 viewTransform = data.camera.combinedViewMatrix();
|
||||
dmat4 modelViewTransform = viewTransform * modelTransform;
|
||||
|
||||
Geodetic2 sw = chunk.surfacePatch().southWestCorner();
|
||||
Geodetic2 se = chunk.surfacePatch().southEastCorner();
|
||||
Geodetic2 nw = chunk.surfacePatch().northWestCorner();
|
||||
Geodetic2 ne = chunk.surfacePatch().northEastCorner();
|
||||
|
||||
// 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
|
||||
programObject->setUniform("p00", vec3(patchSwCameraSpace));
|
||||
programObject->setUniform("p10", vec3(patchSeCameraSpace));
|
||||
programObject->setUniform("p01", vec3(patchNwCameraSpace));
|
||||
programObject->setUniform("p11", vec3(patchNeCameraSpace));
|
||||
|
||||
vec3 patchNormalCameraSpace = normalize(
|
||||
cross(patchSeCameraSpace - patchSwCameraSpace,
|
||||
patchNwCameraSpace - patchSwCameraSpace));
|
||||
|
||||
programObject->setUniform("patchNormalCameraSpace", patchNormalCameraSpace);
|
||||
programObject->setUniform("projectionTransform", data.camera.projectionMatrix());
|
||||
|
||||
|
||||
// OpenGL rendering settings
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
// render
|
||||
_grid->geometry().drawUsingActiveProgram();
|
||||
|
||||
// disable shader
|
||||
programObject->deactivate();
|
||||
}
|
||||
} // namespace openspace
|
||||
Reference in New Issue
Block a user