Chunked lod patches can be rendered in camera space.

This commit is contained in:
Kalle Bladin
2016-05-11 15:47:29 -04:00
parent 1e37e62bdc
commit 41865bdc92
5 changed files with 264 additions and 9 deletions

View File

@@ -92,20 +92,39 @@ namespace openspace {
, _grid(grid)
{
_programObjectGlobalRendering = OsEng.renderEngine().buildRenderProgram(
"GlobalChunkedLodPatch",
"GlobalClipMapPatch",
"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_vs.glsl",
"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_fs.glsl");
ghoul_assert(_programObjectGlobalRendering != nullptr, "Failed to initialize programObject!");
_programObjectLocalRendering = OsEng.renderEngine().buildRenderProgram(
"LocalClipMapPatch",
"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_vs.glsl",
"${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 Ellipsoid& ellipsoid,
void ChunkRenderer::renderChunk(
const Chunk& chunk,
const Ellipsoid& ellipsoid,
const RenderData& data)
{
if (chunk.index().level < 10) {
renderChunkGlobally(chunk, ellipsoid, data);
}
else {
renderChunkLocally(chunk, ellipsoid, data);
}
}
void ChunkRenderer::renderChunkGlobally(
const Chunk& chunk,
const Ellipsoid& ellipsoid,
const RenderData& data)
{
using namespace glm;
@@ -172,6 +191,96 @@ namespace openspace {
}
void ChunkRenderer::renderChunkLocally(
const Chunk& chunk,
const Ellipsoid& ellipsoid,
const RenderData& data)
{
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->getMostHiResTile(chunk.index());
// Bind and use the texture
ghoul::opengl::TextureUnit texUnitHeight;
texUnitHeight.activate();
heightTile.texture->bind();
_programObjectLocalRendering->setUniform("textureSamplerHeight", texUnitHeight);
_programObjectLocalRendering->setUniform("heightSamplingScale", heightTile.transform.uvScale);
_programObjectLocalRendering->setUniform("heightSamplingOffset", heightTile.transform.uvOffset);
// Pick the first color texture
auto colorTextureProviders = _tileProviderManager->colorTextureProviders();
auto tileProviderColor = colorTextureProviders.begin()->second;
Tile colorTile = tileProviderColor->getMostHiResTile(chunk.index());
// Bind and use the texture
ghoul::opengl::TextureUnit texUnitColor;
texUnitColor.activate();
colorTile.texture->bind();
_programObjectLocalRendering->setUniform("textureSamplerColor", texUnitColor);
_programObjectLocalRendering->setUniform("colorSamplingScale", colorTile.transform.uvScale);
_programObjectLocalRendering->setUniform("colorSamplingOffset", colorTile.transform.uvOffset);
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.geodetic2ToCartesian(sw);
Vec3 patchSeModelSpace = ellipsoid.geodetic2ToCartesian(se);
Vec3 patchNwModelSpace = ellipsoid.geodetic2ToCartesian(nw);
Vec3 patchNeModelSpace = ellipsoid.geodetic2ToCartesian(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();
}
//////////////////////////////////////////////////////////////////////////////////////
// CLIPMAP PATCH RENDERER //

View File

@@ -83,10 +83,19 @@ namespace openspace {
ChunkRenderer(shared_ptr<Grid> grid,
shared_ptr<TileProviderManager> tileProviderManager);
void ChunkRenderer::renderChunk(const Chunk& chunk, const Ellipsoid& ellipsoid, const RenderData& data);
void ChunkRenderer::renderChunk(
const Chunk& chunk,
const Ellipsoid& ellipsoid,
const RenderData& data);
private:
void ChunkRenderer::renderChunkGlobally(
const Chunk& chunk,
const Ellipsoid& ellipsoid,
const RenderData& data);
void ChunkRenderer::renderChunkLocally(
const Chunk& chunk,
const Ellipsoid& ellipsoid,
const RenderData& data);
shared_ptr<Grid> _grid;
};

View File

@@ -55,7 +55,7 @@ Fragment getFragment() {
//frag.color = frag.color * 0.9 + 0.2*vec4(samplePos, 0, 1);
// Border overlay
frag.color = frag.color + borderOverlay(fs_uv, vec3(0.5, 0.5, 0.5), 0.02);
//frag.color = frag.color + borderOverlay(fs_uv, vec3(0.5, 0.5, 0.5), 0.02);
frag.depth = vs_position.w;

View File

@@ -0,0 +1,60 @@
/*****************************************************************************************
* *
* 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. *
****************************************************************************************/
// Colortexture coverage
uniform sampler2D textureSamplerColor;
uniform vec2 colorSamplingScale;
uniform vec2 colorSamplingOffset;
in vec4 fs_position;
in vec2 fs_uv;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
vec4 borderOverlay(vec2 uv, vec3 borderColor, float borderSize){
vec2 uvOffset = uv - vec2(0.5);
float thres = 0.5 - borderSize/2;
bool isBorder = abs(uvOffset.x) > thres || abs(uvOffset.y) > thres;
vec3 color = isBorder ? borderColor : vec3(0);
return vec4(color, 0);
}
Fragment getFragment() {
Fragment frag;
vec2 samplePos = colorSamplingScale * fs_uv + colorSamplingOffset;
frag.color = texture(textureSamplerColor, samplePos);// + vec4(0.5,0,0,0);
// Sample position overlay
//frag.color = frag.color * 0.9 + 0.2*vec4(samplePos, 0, 1);
// Border overlay
//frag.color = frag.color + borderOverlay(fs_uv, vec3(0.5, 0.5, 0.5), 0.02);
frag.depth = fs_position.w;
return frag;
}

View File

@@ -0,0 +1,77 @@
/*****************************************************************************************
* *
* 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 projectionTransform;
// Input points in camera space
uniform vec3 p00;
uniform vec3 p10;
uniform vec3 p01;
uniform vec3 p11;
uniform vec3 patchNormalCameraSpace;
uniform sampler2D textureSamplerHeight;
uniform vec2 heightSamplingScale;
uniform vec2 heightSamplingOffset;
layout(location = 1) in vec2 in_uv;
out vec2 fs_uv;
out vec4 fs_position;
#include "PowerScaling/powerScaling_vs.hglsl"
#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
vec3 bilinearInterpolation(vec2 uv) {
// Bilinear interpolation
vec3 p0 = (1 - uv.x) * p00 + uv.x * p10;
vec3 p1 = (1 - uv.x) * p01 + uv.x * p11;
vec3 p = (1 - uv.y) * p0 + uv.y * p1;
return p;
}
void main()
{
fs_uv = in_uv;
// Position in cameraspace
vec3 p = bilinearInterpolation(fs_uv);
// Transform uv coordinates to texture space
vec2 samplePos = heightSamplingScale * in_uv + heightSamplingOffset;
float sampledHeight = texture(textureSamplerHeight, samplePos).r;
// Translate the point along normal
p += patchNormalCameraSpace * sampledHeight * pow(2,15);
vec4 positionClippingSpace = projectionTransform * vec4(p, 1);
gl_Position = z_normalization(positionClippingSpace);
fs_position = gl_Position;
}