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Feature/model lighting (#670)
* Fix NH texture and add lighting options * Add missing comma * Light sources: work in progress. * Add light sources * Remove unused values * Add types to documentation * Add light sources to various missions * Code cleanup based on review
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2018 *
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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/base/lightsource/scenegraphlightsource.h>
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#include <openspace/documentation/documentation.h>
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#include <openspace/documentation/verifier.h>
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#include <openspace/engine/openspaceengine.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/scene/scene.h>
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#include <openspace/util/updatestructures.h>
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namespace {
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constexpr openspace::properties::Property::PropertyInfo IntensityInfo = {
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"Intensity",
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"Intensity",
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"The intensity of this light source"
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};
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constexpr openspace::properties::Property::PropertyInfo NodeInfo = {
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"Node",
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"Node",
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"The identifier of the scene graph node to follow"
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};
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} // namespace
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namespace openspace {
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documentation::Documentation SceneGraphLightSource::Documentation() {
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using namespace openspace::documentation;
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return {
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"Scene Graph Light Source",
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"base_scene_graph_light_source",
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{
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{
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"Type",
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new StringEqualVerifier("SceneGraphLightSource"),
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Optional::No,
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"The type of this light source"
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},
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{
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IntensityInfo.identifier,
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new DoubleVerifier,
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Optional::Yes,
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IntensityInfo.description
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},
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{
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NodeInfo.identifier,
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new StringVerifier,
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Optional::No,
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NodeInfo.description
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},
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}
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};
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}
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SceneGraphLightSource::SceneGraphLightSource()
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: LightSource()
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, _intensity(IntensityInfo, 1.f, 0.f, 1.f)
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, _sceneGraphNodeReference(NodeInfo, "")
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{
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addProperty(_intensity);
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addProperty(_sceneGraphNodeReference);
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}
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SceneGraphLightSource::SceneGraphLightSource(const ghoul::Dictionary& dictionary)
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: LightSource(dictionary)
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, _intensity(IntensityInfo, 1.f, 0.f, 1.f)
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, _sceneGraphNodeReference(NodeInfo, "")
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{
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addProperty(_intensity);
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addProperty(_sceneGraphNodeReference);
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documentation::testSpecificationAndThrow(Documentation(),
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dictionary,
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"SceneGraphLightSource");
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if (dictionary.hasValue<double>(IntensityInfo.identifier)) {
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_intensity = static_cast<float>(
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dictionary.value<double>(IntensityInfo.identifier)
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);
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}
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if (dictionary.hasValue<std::string>(NodeInfo.identifier)) {
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_sceneGraphNodeReference =
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dictionary.value<std::string>(NodeInfo.identifier);
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}
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_sceneGraphNodeReference.onChange([this]() {
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_sceneGraphNode =
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OsEng.renderEngine().scene()->sceneGraphNode(_sceneGraphNodeReference);
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});
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}
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bool SceneGraphLightSource::initialize() {
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_sceneGraphNode =
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OsEng.renderEngine().scene()->sceneGraphNode(_sceneGraphNodeReference);
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return _sceneGraphNode != nullptr;
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}
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float SceneGraphLightSource::intensity() const {
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return _intensity;
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}
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glm::vec3 SceneGraphLightSource::directionViewSpace(const RenderData& renderData) const {
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if (!_sceneGraphNode) {
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return glm::vec3(0.f);
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}
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const glm::dvec3 lightPosition =
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_sceneGraphNode->modelTransform() * glm::dvec4(0.0, 0.0, 0.0, 1.0);
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const glm::dvec3 renderNodePosition = renderData.modelTransform.translation;
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const glm::dvec3 lightDirectionViewSpace = renderData.camera.viewRotationMatrix() *
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glm::dvec4((lightPosition - renderNodePosition), 1.0);
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return glm::normalize(lightDirectionViewSpace);
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}
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} // namespace openspace
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