This commit is contained in:
Jonathas Costa
2017-11-09 15:46:46 -05:00
423 changed files with 5962 additions and 2561 deletions
+99 -33
View File
@@ -1,4 +1,4 @@
/*****************************************************************************************
/*****************************************************************************************
* *
* OpenSpace *
* *
@@ -61,7 +61,7 @@ namespace {
const char* keyShadowGroup = "Shadow_Group";
const char* keyShadowSource = "Source";
const char* keyShadowCaster = "Caster";
static const openspace::properties::Property::PropertyInfo ColorTextureInfo = {
"ColorTexture",
"Color Base Texture",
@@ -413,11 +413,26 @@ glm::dmat4 RenderablePlanet::computeModelTransformMatrix(const openspace::Transf
glm::dmat4(transformData.rotation) * // Spice rotation
glm::dmat4(glm::scale(glm::dmat4(1.0), glm::dvec3(transformData.scale)));
// scale the planet to appropriate size since the planet is a unit sphere
//glm::mat4 transform = glm::mat4(1);
//earth needs to be rotated for that to work.
glm::dmat4 rot = glm::rotate(glm::dmat4(1.0), M_PI_2, glm::dvec3(1, 0, 0));
glm::dmat4 roty = glm::rotate(glm::dmat4(1.0), M_PI_2, glm::dvec3(0, -1, 0));
glm::dmat4 rot = glm::rotate(
glm::dmat4(1.0),
glm::half_pi<double>(),
glm::dvec3(1, 0, 0)
);
glm::dmat4 roty = glm::rotate(
glm::dmat4(1.0),
glm::half_pi<double>(),
glm::dvec3(0, -1, 0)
);
//glm::dmat4 rotProp = glm::rotate(
// glm::dmat4(1.0),
// glm::radians(static_cast<double>(_rotation)), glm::dvec3(0, 1, 0)
//);
return modelTransform * rot * roty;
return modelTransform = modelTransform * rot * roty /** rotProp*/;
}
void RenderablePlanet::render(const RenderData& data, RendererTasks& renderTask) {
@@ -435,8 +450,20 @@ void RenderablePlanet::render(const RenderData& data, RendererTasks& renderTask)
);
_programObject->setUniform("ModelTransform", glm::mat4(modelTransform));
// Normal Transformation
//glm::mat4 translateObjTrans = glm::translate(glm::mat4(1.0), data.position.vec3());
//glm::mat4 translateCamTrans = glm::translate(
// glm::mat4(1.0),
// -data.camera.position().vec3()
//);
//float scaleFactor = data.camera.scaling().x * powf(10.0, data.camera.scaling().y);
//glm::mat4 scaleCamTrans = glm::scale(glm::mat4(1.0), glm::vec3(scaleFactor));
// glm::mat4 ModelViewTrans = data.camera.viewMatrix() * scaleCamTrans *
// translateCamTrans * translateObjTrans * glm::mat4(modelTransform);
setPscUniforms(*_programObject.get(), data.camera, data.position);
_programObject->setUniform("_performShading", _performShading);
_programObject->setUniform("_hasHeightMap", _hasHeightTexture);
_programObject->setUniform("_heightExaggeration", _heightExaggeration);
@@ -476,23 +503,49 @@ void RenderablePlanet::render(const RenderData& data, RendererTasks& renderTask)
shadowDataArray.reserve(_shadowConfArray.size());
for (const auto & shadowConf : _shadowConfArray) {
// TO REMEMBER: all distances and lengths in world coordinates are in meters!!! We need to move this to view space...
// TO REMEMBER: all distances and lengths in world coordinates are in meters!!
// We need to move this to view space...
// Getting source and caster:
glm::dvec3 sourcePos = SpiceManager::ref().targetPosition(shadowConf.source.first, "SUN", "GALACTIC", {}, _time, lt);
glm::dvec3 sourcePos = SpiceManager::ref().targetPosition(
shadowConf.source.first,
"SUN",
"GALACTIC",
{},
_time,
lt
);
sourcePos *= 1000.0; // converting to meters
glm::dvec3 casterPos = SpiceManager::ref().targetPosition(shadowConf.caster.first, "SUN", "GALACTIC", {}, _time, lt);
glm::dvec3 casterPos = SpiceManager::ref().targetPosition(
shadowConf.caster.first,
"SUN",
"GALACTIC",
{},
_time,
lt
);
casterPos *= 1000.0; // converting to meters
psc caster_pos = PowerScaledCoordinate::CreatePowerScaledCoordinate(casterPos.x, casterPos.y, casterPos.z);
// First we determine if the caster is shadowing the current planet (all calculations in World Coordinates):
glm::vec3 planetCasterVec = (caster_pos - data.position).vec3();
glm::vec3 sourceCasterVec = glm::vec3(casterPos - sourcePos);
float sc_length = glm::length(sourceCasterVec);
glm::vec3 planetCaster_proj = (glm::dot(planetCasterVec, sourceCasterVec) / (sc_length*sc_length)) * sourceCasterVec;
float d_test = glm::length(planetCasterVec - planetCaster_proj);
float xp_test = shadowConf.caster.second * sc_length / (shadowConf.source.second + shadowConf.caster.second);
float rp_test = shadowConf.caster.second * (glm::length(planetCaster_proj) + xp_test) / xp_test;
psc caster_pos = PowerScaledCoordinate::CreatePowerScaledCoordinate(
casterPos.x,
casterPos.y,
casterPos.z
);
// First we determine if the caster is shadowing the current planet (all
// calculations in World Coordinates):
glm::vec3 planetCasterVec = (caster_pos - data.position).vec3();
glm::vec3 sourceCasterVec = glm::vec3(casterPos - sourcePos);
float sc_length = glm::length(sourceCasterVec);
glm::vec3 planetCaster_proj =
(glm::dot(planetCasterVec, sourceCasterVec) /
(sc_length*sc_length)) * sourceCasterVec;
float d_test = glm::length(planetCasterVec - planetCaster_proj);
float xp_test =
shadowConf.caster.second * sc_length /
(shadowConf.source.second + shadowConf.caster.second);
float rp_test =
shadowConf.caster.second * (glm::length(planetCaster_proj) + xp_test) /
xp_test;
double casterDistSun = glm::length(casterPos);
float planetDistSun = glm::length(data.position.vec3());
@@ -502,12 +555,13 @@ void RenderablePlanet::render(const RenderData& data, RendererTasks& renderTask)
if ( ((d_test - rp_test) < _planetRadius) &&
(casterDistSun < planetDistSun) ) {
// The current caster is shadowing the current planet
shadowData.isShadowing = true;
shadowData.rs = shadowConf.source.second;
shadowData.rc = shadowConf.caster.second;
shadowData.sourceCasterVec = sourceCasterVec;
shadowData.xp = xp_test;
shadowData.xu = shadowData.rc * sc_length / (shadowData.rs - shadowData.rc);
shadowData.isShadowing = true;
shadowData.rs = shadowConf.source.second;
shadowData.rc = shadowConf.caster.second;
shadowData.sourceCasterVec = sourceCasterVec;
shadowData.xp = xp_test;
shadowData.xu =
shadowData.rc * sc_length / (shadowData.rs - shadowData.rc);
shadowData.casterPositionVec = glm::vec3(casterPos);
}
shadowDataArray.push_back(shadowData);
@@ -563,7 +617,9 @@ void RenderablePlanet::update(const UpdateData& data) {
void RenderablePlanet::loadTexture() {
_texture = nullptr;
if (_colorTexturePath.value() != "") {
_texture = ghoul::io::TextureReader::ref().loadTexture(absPath(_colorTexturePath));
_texture = ghoul::io::TextureReader::ref().loadTexture(
absPath(_colorTexturePath)
);
if (_texture) {
if (_texture->numberOfChannels() == 1) {
_texture->setSwizzleMask({ GL_RED, GL_RED, GL_RED, GL_RED });
@@ -572,7 +628,8 @@ void RenderablePlanet::loadTexture() {
LDEBUG("Loaded texture from '" << _colorTexturePath << "'");
_texture->uploadTexture();
// Textures of planets looks much smoother with AnisotropicMipMap rather than linear
// Textures of planets looks much smoother with AnisotropicMipMap rather than
// linear
// TODO: AnisotropicMipMap crashes on ATI cards ---abock
//_texture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
_texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
@@ -582,12 +639,16 @@ void RenderablePlanet::loadTexture() {
if (_hasNightTexture) {
_nightTexture = nullptr;
if (_nightTexturePath.value() != "") {
_nightTexture = ghoul::io::TextureReader::ref().loadTexture(absPath(_nightTexturePath));
_nightTexture = ghoul::io::TextureReader::ref().loadTexture(
absPath(_nightTexturePath)
);
if (_nightTexture) {
LDEBUG("Loaded texture from '" << _nightTexturePath << "'");
_nightTexture->uploadTexture();
_nightTexture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
//_nightTexture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
//_nightTexture->setFilter(
// ghoul::opengl::Texture::FilterMode::AnisotropicMipMap
//);
}
}
}
@@ -595,14 +656,19 @@ void RenderablePlanet::loadTexture() {
if (_hasHeightTexture) {
_heightMapTexture = nullptr;
if (_heightMapTexturePath.value() != "") {
_heightMapTexture = ghoul::io::TextureReader::ref().loadTexture(absPath(_heightMapTexturePath));
_heightMapTexture = ghoul::io::TextureReader::ref().loadTexture(
absPath(_heightMapTexturePath)
);
if (_heightMapTexture) {
LDEBUG("Loaded texture from '" << _heightMapTexturePath << "'");
_heightMapTexture->uploadTexture();
_heightMapTexture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
//_nightTexture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
//_nightTexture->setFilter(
// ghoul::opengl::Texture::FilterMode::AnisotropicMipMap
//);
}
}
}
}
} // namespace openspace
} // namespace openspace