mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-06 03:29:44 -06:00
Changed default moon scene for a total lunar eclipse.
This commit is contained in:
@@ -19,8 +19,16 @@ function preInitialization()
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-- 6:20 -> 23:20 day before in UTC
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]]--
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openspace.time.setTime("2016-03-08T23:00:00")
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openspace.time.setDeltaTime(500.0)
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--openspace.time.setTime("2016-03-08T22:45:00")
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-- Total Lunar Eclipse Jan 31, 2018 at 10:51:13 UTC
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-- Regions seeing, at least, some parts of the eclipse: North/East Europe,
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-- Asia, Australia, North/East Africa, North America, North/East South America,
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-- Pacific, Atlantic, Indian Ocean, Arctic, Antarctica.
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openspace.time.setTime("2018-01-31T10:30:00")
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openspace.time.setDeltaTime(200.0)
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dofile(openspace.absPath('${SCRIPTS}/bind_keys.lua'))
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end
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@@ -48,7 +56,8 @@ return {
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ScenePath = ".",
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CommonFolder = "common",
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Camera = {
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Focus = "Earth",
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--Focus = "Earth",
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Focus = "Moon",
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Position = {1, 0, 0, 5},
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},
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Modules = {
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@@ -12,6 +12,16 @@ return {
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Radius = { 1.737, 6},
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Segments = 100
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},
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Shadow_Group = {
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Source1 = {
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Name = "Sun",
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Radius = {696.3, 6}
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},
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Caster1 = {
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Name = "Earth",
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Radius = {6.371, 6}
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},
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},
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Textures = {
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Type = "simple",
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Color = "textures/Moon16K.dds",
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@@ -137,6 +137,7 @@ RenderablePlanet::RenderablePlanet(const ghoul::Dictionary& dictionary)
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// Shadow data:
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ghoul::Dictionary shadowDictionary;
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success = dictionary.getValue(keyShadowGroup, shadowDictionary);
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bool disableShadows = false;
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if (success) {
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std::vector< std::pair<std::string, float > > sourceArray;
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unsigned int sourceCounter = 1;
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@@ -151,58 +152,60 @@ RenderablePlanet::RenderablePlanet(const ghoul::Dictionary& dictionary)
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ss << keyShadowSource << sourceCounter << ".Radius";
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success = shadowDictionary.getValue(ss.str(), sourceRadius);
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if (success) {
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sourceArray.push_back(std::pair< std::string, float>(sourceName, sourceRadius[0] * glm::pow(10, sourceRadius[1])));
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sourceArray.push_back(std::pair< std::string, float>(
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sourceName, sourceRadius[0] * glm::pow(10, sourceRadius[1])));
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}
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else {
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// TODO: handle not success
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;
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LWARNING("No Radius value expecified for Shadow Source Name "
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<< sourceName << " from " << name
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<< " planet.\nDisabling shadows for this planet.");
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disableShadows = true;
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break;
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}
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}
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else {
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// TODO: handle not success
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;
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}
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sourceCounter++;
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}
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success = true;
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std::vector< std::pair<std::string, float > > casterArray;
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unsigned int casterCounter = 1;
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while (success) {
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std::string casterName;
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std::stringstream ss;
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ss << keyShadowCaster << casterCounter << ".Name";
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success = shadowDictionary.getValue(ss.str(), casterName);
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if (success) {
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glm::vec2 casterRadius;
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ss.str(std::string());
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ss << keyShadowCaster << casterCounter << ".Radius";
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success = shadowDictionary.getValue(ss.str(), casterRadius);
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if (!disableShadows && !sourceArray.empty()) {
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success = true;
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std::vector< std::pair<std::string, float > > casterArray;
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unsigned int casterCounter = 1;
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while (success) {
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std::string casterName;
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std::stringstream ss;
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ss << keyShadowCaster << casterCounter << ".Name";
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success = shadowDictionary.getValue(ss.str(), casterName);
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if (success) {
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casterArray.push_back(std::pair< std::string, float>(casterName, casterRadius[0] * glm::pow(10, casterRadius[1])));
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glm::vec2 casterRadius;
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ss.str(std::string());
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ss << keyShadowCaster << casterCounter << ".Radius";
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success = shadowDictionary.getValue(ss.str(), casterRadius);
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if (success) {
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casterArray.push_back(std::pair< std::string, float>(
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casterName, casterRadius[0] * glm::pow(10, casterRadius[1])));
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}
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else {
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LWARNING("No Radius value expecified for Shadow Caster Name "
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<< casterName << " from " << name
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<< " planet.\nDisabling shadows for this planet.");
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disableShadows = true;
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break;
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}
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}
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else {
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// TODO: handle not success
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;
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}
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}
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else {
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// TODO: handle not success
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;
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casterCounter++;
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}
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casterCounter++;
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if (!disableShadows && (!sourceArray.empty() && !casterArray.empty())) {
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for (const auto & source : sourceArray)
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for (const auto & caster : casterArray) {
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ShadowConf sc;
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sc.source = source;
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sc.caster = caster;
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_shadowConfArray.push_back(sc);
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}
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}
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}
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for ( const auto & source : sourceArray )
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for (const auto & caster : casterArray) {
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ShadowConf sc;
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sc.source = source;
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sc.caster = caster;
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_shadowConfArray.push_back(sc);
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}
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}
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}
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129
modules/base/shaders/shadow_fs.glsl
Normal file
129
modules/base/shaders/shadow_fs.glsl
Normal file
@@ -0,0 +1,129 @@
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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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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const uint numberOfShadows = 1;
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struct ShadowRenderingStruct {
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float xu, xp;
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float rs, rc;
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vec3 sourceCasterVec;
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vec3 casterPositionVec;
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bool isShadowing;
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};
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uniform ShadowRenderingStruct shadowDataArray[numberOfShadows];
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uniform vec4 campos;
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uniform vec4 objpos;
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uniform vec3 sun_pos;
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uniform bool _performShading = true;
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uniform float transparency;
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uniform int shadows;
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uniform float time;
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uniform sampler2D texture1;
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in vec2 vs_st;
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in vec4 vs_normal;
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in vec4 vs_position;
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in vec4 vs_posWorld;
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#include "PowerScaling/powerScaling_fs.hglsl"
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#include "fragment.glsl"
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vec4 butterworthFunc(const float d, const float r, const float n) {
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return vec4(vec3(sqrt(r/(r + pow(d, 2*n)))), 1.0);
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}
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vec4 calcShadow(const ShadowRenderingStruct shadowInfoArray[numberOfShadows], const vec3 position) {
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if (shadowInfoArray[0].isShadowing) {
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vec3 pc = shadowInfoArray[0].casterPositionVec - position;
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vec3 sc_norm = normalize(shadowInfoArray[0].sourceCasterVec); // we can pass this normalized to the shader
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vec3 pc_proj = dot(pc, sc_norm) * sc_norm;
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vec3 d = pc - pc_proj;
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float length_d = length(d);
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float length_pc_proj = length(pc_proj);
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float r_p_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xp) / shadowInfoArray[0].xp;
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//float r_u_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xu) / shadowInfoArray[0].xu;
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float r_u_pi = shadowInfoArray[0].rc * (shadowInfoArray[0].xu - length_pc_proj) / shadowInfoArray[0].xu;
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if ( length_d < r_u_pi ) { // umbra
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return vec4(0.0, 0.0, 0.0, 1.0);
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//return vec4(1.0, 0.0, 0.0, 1.0);
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//return butterworthFunc(length_d, r_u_pi, 4.0);
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}
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else if ( length_d < r_p_pi ) {// penumbra
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return vec4(0.5, 0.5, 0.5, 1.0);
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//return vec4(0.0, 1.0, 0.0, 1.0);
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//return vec4(vec3(length_d/r_p_pi), 1.0);
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}
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}
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return vec4(1.0);
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}
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Fragment getFragment() {
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vec4 position = vs_position;
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float depth = pscDepth(position);
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vec4 diffuse = texture(texture1, vs_st);
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Fragment frag;
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if (_performShading) {
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// directional lighting
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vec3 origin = vec3(0.0);
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vec4 spec = vec4(0.0);
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vec3 n = normalize(vs_normal.xyz);
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//vec3 e = normalize(camdir);
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vec3 l_pos = vec3(sun_pos); // sun.
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vec3 l_dir = normalize(l_pos-objpos.xyz);
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float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
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float darkSide = min(max(5*dot(n,-l_dir), 0.0), 1);
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float shine = 0.0001;
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vec4 specular = vec4(0.5);
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vec4 ambient = vec4(0.0,0.0,0.0,transparency);
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vec4 daytex = max(intensity * diffuse, ambient);
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//vec4 mixtex = mix(diffuse, diffuse2, (1+dot(n,-l_dir))/2);
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//diffuse = (daytex*2 + mixtex)/3;
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diffuse = daytex;
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diffuse *= calcShadow(shadowDataArray, vs_posWorld.xyz);
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}
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diffuse[3] = transparency;
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frag.color = diffuse;
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frag.depth = depth;
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return frag;
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}
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68
modules/base/shaders/shadow_vs.glsl
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68
modules/base/shaders/shadow_vs.glsl
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@@ -0,0 +1,68 @@
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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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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#version __CONTEXT__
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uniform mat4 ViewProjection;
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uniform mat4 ModelTransform;
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layout(location = 0) in vec4 in_position;
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layout(location = 1) in vec2 in_st;
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layout(location = 2) in vec3 in_normal;
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//layout(location = 3) in vec2 in_nightTex;
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out vec2 vs_st;
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out vec4 vs_normal;
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out vec4 vs_position;
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out vec4 vs_posWorld;
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out float s;
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#include "PowerScaling/powerScaling_vs.hglsl"
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void main()
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{
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// set variables
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vs_st = in_st;
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vs_position = in_position;
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vec4 tmp = in_position;
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// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
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vs_normal = normalize(ModelTransform * vec4(in_normal,0));
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// The things is not in world coordinates, they are in
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// regular view/eye coordinates.
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vec4 position = pscTransform(tmp, ModelTransform);
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vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
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vec4 vP = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
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vec4 conv = vec4(vP.xyz * pow(10,vP.w), 1.0);
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vs_posWorld = conv;
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vs_position = tmp;
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// Now is transforming from view position to SGCT projection
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// coordinates.
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position = ViewProjection * position;
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gl_Position = z_normalization(position);
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}
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