mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-08 12:39:49 -06:00
Chunked lod patches can be rendered in camera space.
This commit is contained in:
@@ -92,20 +92,39 @@ namespace openspace {
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, _grid(grid)
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{
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_programObjectGlobalRendering = OsEng.renderEngine().buildRenderProgram(
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"GlobalChunkedLodPatch",
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"GlobalClipMapPatch",
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"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_vs.glsl",
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"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_fs.glsl");
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ghoul_assert(_programObjectGlobalRendering != nullptr, "Failed to initialize programObject!");
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_programObjectLocalRendering = OsEng.renderEngine().buildRenderProgram(
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"LocalClipMapPatch",
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"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_vs.glsl",
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"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_fs.glsl");
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ghoul_assert(_programObjectLocalRendering != nullptr, "Failed to initialize programObject!");
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using IgnoreError = ghoul::opengl::ProgramObject::IgnoreError;
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_programObjectGlobalRendering->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
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_programObjectLocalRendering->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
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}
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void ChunkRenderer::renderChunk(const Chunk& chunk, const Ellipsoid& ellipsoid,
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void ChunkRenderer::renderChunk(
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const Chunk& chunk,
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const Ellipsoid& ellipsoid,
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const RenderData& data)
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{
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if (chunk.index().level < 10) {
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renderChunkGlobally(chunk, ellipsoid, data);
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}
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else {
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renderChunkLocally(chunk, ellipsoid, data);
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}
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}
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void ChunkRenderer::renderChunkGlobally(
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const Chunk& chunk,
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const Ellipsoid& ellipsoid,
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const RenderData& data)
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{
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using namespace glm;
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@@ -172,6 +191,96 @@ namespace openspace {
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}
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void ChunkRenderer::renderChunkLocally(
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const Chunk& chunk,
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const Ellipsoid& ellipsoid,
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const RenderData& data)
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{
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using namespace glm;
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// TODO : Model transform should be fetched as a matrix directly.
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mat4 modelTransform = translate(mat4(1), data.position.vec3());
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mat4 viewTransform = data.camera.combinedViewMatrix();
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mat4 modelViewTransform = viewTransform * modelTransform;
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// activate shader
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_programObjectLocalRendering->activate();
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// For now just pick the first one from height maps
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auto heightMapProviders = _tileProviderManager->heightMapProviders();
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auto tileProviderHeight = heightMapProviders.begin()->second;
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// Get the textures that should be used for rendering
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Tile heightTile = tileProviderHeight->getMostHiResTile(chunk.index());
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// Bind and use the texture
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ghoul::opengl::TextureUnit texUnitHeight;
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texUnitHeight.activate();
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heightTile.texture->bind();
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_programObjectLocalRendering->setUniform("textureSamplerHeight", texUnitHeight);
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_programObjectLocalRendering->setUniform("heightSamplingScale", heightTile.transform.uvScale);
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_programObjectLocalRendering->setUniform("heightSamplingOffset", heightTile.transform.uvOffset);
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// Pick the first color texture
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auto colorTextureProviders = _tileProviderManager->colorTextureProviders();
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auto tileProviderColor = colorTextureProviders.begin()->second;
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Tile colorTile = tileProviderColor->getMostHiResTile(chunk.index());
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// Bind and use the texture
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ghoul::opengl::TextureUnit texUnitColor;
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texUnitColor.activate();
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colorTile.texture->bind();
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_programObjectLocalRendering->setUniform("textureSamplerColor", texUnitColor);
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_programObjectLocalRendering->setUniform("colorSamplingScale", colorTile.transform.uvScale);
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_programObjectLocalRendering->setUniform("colorSamplingOffset", colorTile.transform.uvOffset);
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Geodetic2 sw = chunk.surfacePatch().southWestCorner();
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Geodetic2 se = chunk.surfacePatch().southEastCorner();
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Geodetic2 nw = chunk.surfacePatch().northWestCorner();
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Geodetic2 ne = chunk.surfacePatch().northEastCorner();
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// Get model space positions of the four control points
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Vec3 patchSwModelSpace = ellipsoid.geodetic2ToCartesian(sw);
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Vec3 patchSeModelSpace = ellipsoid.geodetic2ToCartesian(se);
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Vec3 patchNwModelSpace = ellipsoid.geodetic2ToCartesian(nw);
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Vec3 patchNeModelSpace = ellipsoid.geodetic2ToCartesian(ne);
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// Transform all control points to camera space
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Vec3 patchSwCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchSwModelSpace, 1));
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Vec3 patchSeCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchSeModelSpace, 1));
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Vec3 patchNwCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchNwModelSpace, 1));
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Vec3 patchNeCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchNeModelSpace, 1));
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// Send control points to shader
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_programObjectLocalRendering->setUniform("p00", vec3(patchSwCameraSpace));
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_programObjectLocalRendering->setUniform("p10", vec3(patchSeCameraSpace));
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_programObjectLocalRendering->setUniform("p01", vec3(patchNwCameraSpace));
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_programObjectLocalRendering->setUniform("p11", vec3(patchNeCameraSpace));
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vec3 patchNormalCameraSpace = normalize(
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cross(patchSeCameraSpace - patchSwCameraSpace,
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patchNwCameraSpace - patchSwCameraSpace));
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_programObjectLocalRendering->setUniform(
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"patchNormalCameraSpace",
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patchNormalCameraSpace);
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_programObjectLocalRendering->setUniform(
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"projectionTransform",
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data.camera.projectionMatrix());
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// render
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_grid->geometry().drawUsingActiveProgram();
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// disable shader
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_programObjectLocalRendering->deactivate();
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}
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//////////////////////////////////////////////////////////////////////////////////////
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// CLIPMAP PATCH RENDERER //
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@@ -83,10 +83,19 @@ namespace openspace {
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ChunkRenderer(shared_ptr<Grid> grid,
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shared_ptr<TileProviderManager> tileProviderManager);
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void ChunkRenderer::renderChunk(const Chunk& chunk, const Ellipsoid& ellipsoid, const RenderData& data);
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void ChunkRenderer::renderChunk(
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const Chunk& chunk,
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const Ellipsoid& ellipsoid,
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const RenderData& data);
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private:
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void ChunkRenderer::renderChunkGlobally(
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const Chunk& chunk,
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const Ellipsoid& ellipsoid,
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const RenderData& data);
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void ChunkRenderer::renderChunkLocally(
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const Chunk& chunk,
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const Ellipsoid& ellipsoid,
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const RenderData& data);
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shared_ptr<Grid> _grid;
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};
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@@ -55,7 +55,7 @@ Fragment getFragment() {
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//frag.color = frag.color * 0.9 + 0.2*vec4(samplePos, 0, 1);
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// Border overlay
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frag.color = frag.color + borderOverlay(fs_uv, vec3(0.5, 0.5, 0.5), 0.02);
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//frag.color = frag.color + borderOverlay(fs_uv, vec3(0.5, 0.5, 0.5), 0.02);
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frag.depth = vs_position.w;
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60
modules/globebrowsing/shaders/localchunkedlodpatch_fs.glsl
Normal file
60
modules/globebrowsing/shaders/localchunkedlodpatch_fs.glsl
Normal file
@@ -0,0 +1,60 @@
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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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// Colortexture coverage
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uniform sampler2D textureSamplerColor;
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uniform vec2 colorSamplingScale;
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uniform vec2 colorSamplingOffset;
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in vec4 fs_position;
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in vec2 fs_uv;
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#include "PowerScaling/powerScaling_fs.hglsl"
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#include "fragment.glsl"
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vec4 borderOverlay(vec2 uv, vec3 borderColor, float borderSize){
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vec2 uvOffset = uv - vec2(0.5);
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float thres = 0.5 - borderSize/2;
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bool isBorder = abs(uvOffset.x) > thres || abs(uvOffset.y) > thres;
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vec3 color = isBorder ? borderColor : vec3(0);
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return vec4(color, 0);
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}
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Fragment getFragment() {
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Fragment frag;
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vec2 samplePos = colorSamplingScale * fs_uv + colorSamplingOffset;
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frag.color = texture(textureSamplerColor, samplePos);// + vec4(0.5,0,0,0);
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// Sample position overlay
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//frag.color = frag.color * 0.9 + 0.2*vec4(samplePos, 0, 1);
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// Border overlay
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//frag.color = frag.color + borderOverlay(fs_uv, vec3(0.5, 0.5, 0.5), 0.02);
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frag.depth = fs_position.w;
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return frag;
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}
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77
modules/globebrowsing/shaders/localchunkedlodpatch_vs.glsl
Normal file
77
modules/globebrowsing/shaders/localchunkedlodpatch_vs.glsl
Normal file
@@ -0,0 +1,77 @@
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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 projectionTransform;
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// Input points in camera space
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uniform vec3 p00;
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uniform vec3 p10;
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uniform vec3 p01;
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uniform vec3 p11;
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uniform vec3 patchNormalCameraSpace;
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uniform sampler2D textureSamplerHeight;
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uniform vec2 heightSamplingScale;
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uniform vec2 heightSamplingOffset;
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layout(location = 1) in vec2 in_uv;
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out vec2 fs_uv;
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out vec4 fs_position;
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#include "PowerScaling/powerScaling_vs.hglsl"
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#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
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vec3 bilinearInterpolation(vec2 uv) {
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// Bilinear interpolation
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vec3 p0 = (1 - uv.x) * p00 + uv.x * p10;
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vec3 p1 = (1 - uv.x) * p01 + uv.x * p11;
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vec3 p = (1 - uv.y) * p0 + uv.y * p1;
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return p;
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}
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void main()
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{
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fs_uv = in_uv;
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// Position in cameraspace
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vec3 p = bilinearInterpolation(fs_uv);
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// Transform uv coordinates to texture space
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vec2 samplePos = heightSamplingScale * in_uv + heightSamplingOffset;
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float sampledHeight = texture(textureSamplerHeight, samplePos).r;
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// Translate the point along normal
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p += patchNormalCameraSpace * sampledHeight * pow(2,15);
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vec4 positionClippingSpace = projectionTransform * vec4(p, 1);
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gl_Position = z_normalization(positionClippingSpace);
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fs_position = gl_Position;
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}
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