Changed default moon scene for a total lunar eclipse.

This commit is contained in:
Jonathas Costa
2016-05-16 16:41:09 -04:00
parent 3fa5ed39d5
commit 36ebe69f60
5 changed files with 262 additions and 43 deletions

View File

@@ -19,8 +19,16 @@ function preInitialization()
-- 6:20 -> 23:20 day before in UTC
]]--
openspace.time.setTime("2016-03-08T23:00:00")
openspace.time.setDeltaTime(500.0)
--openspace.time.setTime("2016-03-08T22:45:00")
-- Total Lunar Eclipse Jan 31, 2018 at 10:51:13 UTC
-- Regions seeing, at least, some parts of the eclipse: North/East Europe,
-- Asia, Australia, North/East Africa, North America, North/East South America,
-- Pacific, Atlantic, Indian Ocean, Arctic, Antarctica.
openspace.time.setTime("2018-01-31T10:30:00")
openspace.time.setDeltaTime(200.0)
dofile(openspace.absPath('${SCRIPTS}/bind_keys.lua'))
end
@@ -48,7 +56,8 @@ return {
ScenePath = ".",
CommonFolder = "common",
Camera = {
Focus = "Earth",
--Focus = "Earth",
Focus = "Moon",
Position = {1, 0, 0, 5},
},
Modules = {

View File

@@ -12,6 +12,16 @@ return {
Radius = { 1.737, 6},
Segments = 100
},
Shadow_Group = {
Source1 = {
Name = "Sun",
Radius = {696.3, 6}
},
Caster1 = {
Name = "Earth",
Radius = {6.371, 6}
},
},
Textures = {
Type = "simple",
Color = "textures/Moon16K.dds",

View File

@@ -137,6 +137,7 @@ RenderablePlanet::RenderablePlanet(const ghoul::Dictionary& dictionary)
// Shadow data:
ghoul::Dictionary shadowDictionary;
success = dictionary.getValue(keyShadowGroup, shadowDictionary);
bool disableShadows = false;
if (success) {
std::vector< std::pair<std::string, float > > sourceArray;
unsigned int sourceCounter = 1;
@@ -151,58 +152,60 @@ RenderablePlanet::RenderablePlanet(const ghoul::Dictionary& dictionary)
ss << keyShadowSource << sourceCounter << ".Radius";
success = shadowDictionary.getValue(ss.str(), sourceRadius);
if (success) {
sourceArray.push_back(std::pair< std::string, float>(sourceName, sourceRadius[0] * glm::pow(10, sourceRadius[1])));
sourceArray.push_back(std::pair< std::string, float>(
sourceName, sourceRadius[0] * glm::pow(10, sourceRadius[1])));
}
else {
// TODO: handle not success
;
LWARNING("No Radius value expecified for Shadow Source Name "
<< sourceName << " from " << name
<< " planet.\nDisabling shadows for this planet.");
disableShadows = true;
break;
}
}
else {
// TODO: handle not success
;
}
sourceCounter++;
}
success = true;
std::vector< std::pair<std::string, float > > casterArray;
unsigned int casterCounter = 1;
while (success) {
std::string casterName;
std::stringstream ss;
ss << keyShadowCaster << casterCounter << ".Name";
success = shadowDictionary.getValue(ss.str(), casterName);
if (success) {
glm::vec2 casterRadius;
ss.str(std::string());
ss << keyShadowCaster << casterCounter << ".Radius";
success = shadowDictionary.getValue(ss.str(), casterRadius);
if (!disableShadows && !sourceArray.empty()) {
success = true;
std::vector< std::pair<std::string, float > > casterArray;
unsigned int casterCounter = 1;
while (success) {
std::string casterName;
std::stringstream ss;
ss << keyShadowCaster << casterCounter << ".Name";
success = shadowDictionary.getValue(ss.str(), casterName);
if (success) {
casterArray.push_back(std::pair< std::string, float>(casterName, casterRadius[0] * glm::pow(10, casterRadius[1])));
glm::vec2 casterRadius;
ss.str(std::string());
ss << keyShadowCaster << casterCounter << ".Radius";
success = shadowDictionary.getValue(ss.str(), casterRadius);
if (success) {
casterArray.push_back(std::pair< std::string, float>(
casterName, casterRadius[0] * glm::pow(10, casterRadius[1])));
}
else {
LWARNING("No Radius value expecified for Shadow Caster Name "
<< casterName << " from " << name
<< " planet.\nDisabling shadows for this planet.");
disableShadows = true;
break;
}
}
else {
// TODO: handle not success
;
}
}
else {
// TODO: handle not success
;
casterCounter++;
}
casterCounter++;
if (!disableShadows && (!sourceArray.empty() && !casterArray.empty())) {
for (const auto & source : sourceArray)
for (const auto & caster : casterArray) {
ShadowConf sc;
sc.source = source;
sc.caster = caster;
_shadowConfArray.push_back(sc);
}
}
}
for ( const auto & source : sourceArray )
for (const auto & caster : casterArray) {
ShadowConf sc;
sc.source = source;
sc.caster = caster;
_shadowConfArray.push_back(sc);
}
}
}

View File

@@ -0,0 +1,129 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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. *
****************************************************************************************/
const uint numberOfShadows = 1;
struct ShadowRenderingStruct {
float xu, xp;
float rs, rc;
vec3 sourceCasterVec;
vec3 casterPositionVec;
bool isShadowing;
};
uniform ShadowRenderingStruct shadowDataArray[numberOfShadows];
uniform vec4 campos;
uniform vec4 objpos;
uniform vec3 sun_pos;
uniform bool _performShading = true;
uniform float transparency;
uniform int shadows;
uniform float time;
uniform sampler2D texture1;
in vec2 vs_st;
in vec4 vs_normal;
in vec4 vs_position;
in vec4 vs_posWorld;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
vec4 butterworthFunc(const float d, const float r, const float n) {
return vec4(vec3(sqrt(r/(r + pow(d, 2*n)))), 1.0);
}
vec4 calcShadow(const ShadowRenderingStruct shadowInfoArray[numberOfShadows], const vec3 position) {
if (shadowInfoArray[0].isShadowing) {
vec3 pc = shadowInfoArray[0].casterPositionVec - position;
vec3 sc_norm = normalize(shadowInfoArray[0].sourceCasterVec); // we can pass this normalized to the shader
vec3 pc_proj = dot(pc, sc_norm) * sc_norm;
vec3 d = pc - pc_proj;
float length_d = length(d);
float length_pc_proj = length(pc_proj);
float r_p_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xp) / shadowInfoArray[0].xp;
//float r_u_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xu) / shadowInfoArray[0].xu;
float r_u_pi = shadowInfoArray[0].rc * (shadowInfoArray[0].xu - length_pc_proj) / shadowInfoArray[0].xu;
if ( length_d < r_u_pi ) { // umbra
return vec4(0.0, 0.0, 0.0, 1.0);
//return vec4(1.0, 0.0, 0.0, 1.0);
//return butterworthFunc(length_d, r_u_pi, 4.0);
}
else if ( length_d < r_p_pi ) {// penumbra
return vec4(0.5, 0.5, 0.5, 1.0);
//return vec4(0.0, 1.0, 0.0, 1.0);
//return vec4(vec3(length_d/r_p_pi), 1.0);
}
}
return vec4(1.0);
}
Fragment getFragment() {
vec4 position = vs_position;
float depth = pscDepth(position);
vec4 diffuse = texture(texture1, vs_st);
Fragment frag;
if (_performShading) {
// directional lighting
vec3 origin = vec3(0.0);
vec4 spec = vec4(0.0);
vec3 n = normalize(vs_normal.xyz);
//vec3 e = normalize(camdir);
vec3 l_pos = vec3(sun_pos); // sun.
vec3 l_dir = normalize(l_pos-objpos.xyz);
float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
float darkSide = min(max(5*dot(n,-l_dir), 0.0), 1);
float shine = 0.0001;
vec4 specular = vec4(0.5);
vec4 ambient = vec4(0.0,0.0,0.0,transparency);
vec4 daytex = max(intensity * diffuse, ambient);
//vec4 mixtex = mix(diffuse, diffuse2, (1+dot(n,-l_dir))/2);
//diffuse = (daytex*2 + mixtex)/3;
diffuse = daytex;
diffuse *= calcShadow(shadowDataArray, vs_posWorld.xyz);
}
diffuse[3] = transparency;
frag.color = diffuse;
frag.depth = depth;
return frag;
}

View File

@@ -0,0 +1,68 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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 __CONTEXT__
uniform mat4 ViewProjection;
uniform mat4 ModelTransform;
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
//layout(location = 3) in vec2 in_nightTex;
out vec2 vs_st;
out vec4 vs_normal;
out vec4 vs_position;
out vec4 vs_posWorld;
out float s;
#include "PowerScaling/powerScaling_vs.hglsl"
void main()
{
// set variables
vs_st = in_st;
vs_position = in_position;
vec4 tmp = in_position;
// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
vs_normal = normalize(ModelTransform * vec4(in_normal,0));
// The things is not in world coordinates, they are in
// regular view/eye coordinates.
vec4 position = pscTransform(tmp, ModelTransform);
vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
vec4 vP = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
vec4 conv = vec4(vP.xyz * pow(10,vP.w), 1.0);
vs_posWorld = conv;
vs_position = tmp;
// Now is transforming from view position to SGCT projection
// coordinates.
position = ViewProjection * position;
gl_Position = z_normalization(position);
}