Fix SphericalGrid

This commit is contained in:
Alexander Bock
2017-07-28 13:41:03 -04:00
parent dfce5a0aad
commit be6d34d5df
3 changed files with 90 additions and 81 deletions

View File

@@ -81,7 +81,7 @@ documentation::Documentation RenderableSphericalGrid::Documentation() {
{
GridMatrixInfo.identifier,
new DoubleMatrix4x4Verifier,
Optional::No,
Optional::Yes,
GridMatrixInfo.description
},
{
@@ -123,9 +123,10 @@ RenderableSphericalGrid::RenderableSphericalGrid(const ghoul::Dictionary& dictio
glm::vec4(0.f),
glm::vec4(1.f)
)
, _segments(SegmentsInfo, 36, 4, 10000)
, _segments(SegmentsInfo, 36, 4, 200)
, _lineWidth(LineWidthInfo, 0.5f, 0.f, 20.f)
, _radius(RadiusInfo, 1e20f, 1.f, 1e35f)
, _gridIsDirty(true)
, _vaoID(0)
, _vBufferID(0)
, _iBufferID(0)
@@ -137,7 +138,9 @@ RenderableSphericalGrid::RenderableSphericalGrid(const ghoul::Dictionary& dictio
"RenderableSphericalGrid"
);
_gridMatrix = dictionary.value<glm::dmat4>(GridMatrixInfo.identifier);
if (dictionary.hasKey(GridMatrixInfo.identifier)) {
_gridMatrix = dictionary.value<glm::dmat4>(GridMatrixInfo.identifier);
}
addProperty(_gridMatrix);
if (dictionary.hasKey(GridColorInfo.identifier)) {
@@ -149,7 +152,8 @@ RenderableSphericalGrid::RenderableSphericalGrid(const ghoul::Dictionary& dictio
if (dictionary.hasKey(SegmentsInfo.identifier)) {
_segments = static_cast<int>(dictionary.value<double>(SegmentsInfo.identifier));
}
//addProperty(_segments);
_segments.onChange([&]() { _gridIsDirty = true; });
addProperty(_segments);
if (dictionary.hasKey(LineWidthInfo.identifier)) {
_lineWidth = static_cast<float>(
@@ -163,61 +167,8 @@ RenderableSphericalGrid::RenderableSphericalGrid(const ghoul::Dictionary& dictio
dictionary.value<double>(RadiusInfo.identifier)
);
}
_isize = int(6 * _segments * _segments);
_vsize = int((_segments + 1) * (_segments + 1));
_varray.resize(_vsize);
_iarray.resize(_isize);
int nr = 0;
const float fsegments = static_cast<float>(_segments);
const float r = _radius;
for (int nSegment = 0; nSegment <= _segments; ++nSegment) {
// define an extra vertex around the y-axis due to texture mapping
for (int j = 0; j <= _segments; j++) {
const float fi = static_cast<float>(nSegment);
const float fj = static_cast<float>(j);
// inclination angle (north to south)
const float theta = fi * float(M_PI) / fsegments*2.f; // 0 -> PI
// azimuth angle (east to west)
const float phi = fj * float(M_PI) * 2.0f / fsegments; // 0 -> 2*PI
const float x = r * sin(phi) * sin(theta); //
const float y = r * cos(theta); // up
const float z = r * cos(phi) * sin(theta); //
glm::vec3 normal = glm::vec3(x, y, z);
if (!(x == 0.f && y == 0.f && z == 0.f))
normal = glm::normalize(normal);
//const float t1 = fj / fsegments;
const float t2 = fi / fsegments;
glm::vec4 tmp (x, y, z, 1);
glm::mat4 rot = glm::rotate(glm::mat4(1), static_cast<float>(M_PI_2), glm::vec3(1, 0, 0));
tmp = glm::vec4(_gridMatrix.value() * glm::dmat4(rot) * glm::dvec4(tmp));
for (int i = 0; i < 3; i++){
_varray[nr].location[i] = tmp[i];
}
++nr;
}
}
nr = 0;
// define indices for all triangles
for (int i = 1; i <= _segments; ++i) {
for (int j = 0; j < _segments; ++j) {
const int t = _segments + 1;
_iarray[nr] = t * (i - 1) + j + 0; ++nr;
_iarray[nr] = t * (i + 0) + j + 0; ++nr;
_iarray[nr] = t * (i + 0) + j + 1; ++nr;
_iarray[nr] = t * (i - 1) + j + 1; ++nr;
_iarray[nr] = t * (i - 1) + j + 0; ++nr;
}
}
_radius.onChange([&]() { _gridIsDirty = true; });
addProperty(_radius);
}
RenderableSphericalGrid::~RenderableSphericalGrid() {}
@@ -242,34 +193,23 @@ bool RenderableSphericalGrid::deinitialize() {
}
bool RenderableSphericalGrid::initialize() {
bool completeSuccess = true;
_gridProgram = OsEng.renderEngine().buildRenderProgram(
"GridProgram",
"${MODULE_BASE}/shaders/grid_vs.glsl",
"${MODULE_BASE}/shaders/grid_fs.glsl"
);
// Initialize and upload to graphics card
glGenVertexArrays(1, &_vaoID);
glGenBuffers(1, &_vBufferID);
glGenBuffers(1, &_iBufferID);
// First VAO setup
glBindVertexArray(_vaoID);
glBindBuffer(GL_ARRAY_BUFFER, _vBufferID);
glBufferData(GL_ARRAY_BUFFER, _vsize * sizeof(Vertex), _varray.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, location)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _isize * sizeof(int), _iarray.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
return completeSuccess;
return true;
}
void RenderableSphericalGrid::render(const RenderData& data, RendererTasks&){
@@ -300,4 +240,73 @@ void RenderableSphericalGrid::render(const RenderData& data, RendererTasks&){
_gridProgram->deactivate();
}
void RenderableSphericalGrid::update(const UpdateData& data) {
if (_gridIsDirty) {
_isize = int(6 * _segments * _segments);
_vsize = int((_segments + 1) * (_segments + 1));
_varray.resize(_vsize);
_iarray.resize(_isize);
int nr = 0;
const float fsegments = static_cast<float>(_segments);
const float r = _radius;
for (int nSegment = 0; nSegment <= _segments; ++nSegment) {
// define an extra vertex around the y-axis due to texture mapping
for (int j = 0; j <= _segments; j++) {
const float fi = static_cast<float>(nSegment);
const float fj = static_cast<float>(j);
// inclination angle (north to south)
const float theta = fi * float(M_PI) / fsegments*2.f; // 0 -> PI
// azimuth angle (east to west)
const float phi = fj * float(M_PI) * 2.0f / fsegments; // 0 -> 2*PI
const float x = r * sin(phi) * sin(theta); //
const float y = r * cos(theta); // up
const float z = r * cos(phi) * sin(theta); //
glm::vec3 normal = glm::vec3(x, y, z);
if (!(x == 0.f && y == 0.f && z == 0.f))
normal = glm::normalize(normal);
//const float t1 = fj / fsegments;
const float t2 = fi / fsegments;
glm::vec4 tmp(x, y, z, 1);
glm::mat4 rot = glm::rotate(glm::mat4(1), static_cast<float>(M_PI_2), glm::vec3(1, 0, 0));
tmp = glm::vec4(_gridMatrix.value() * glm::dmat4(rot) * glm::dvec4(tmp));
for (int i = 0; i < 3; i++) {
_varray[nr].location[i] = tmp[i];
}
++nr;
}
}
nr = 0;
// define indices for all triangles
for (int i = 1; i <= _segments; ++i) {
for (int j = 0; j < _segments; ++j) {
const int t = _segments + 1;
_iarray[nr] = t * (i - 1) + j + 0; ++nr;
_iarray[nr] = t * (i + 0) + j + 0; ++nr;
_iarray[nr] = t * (i + 0) + j + 1; ++nr;
_iarray[nr] = t * (i - 1) + j + 1; ++nr;
_iarray[nr] = t * (i - 1) + j + 0; ++nr;
}
}
glBindVertexArray(_vaoID);
glBindBuffer(GL_ARRAY_BUFFER, _vBufferID);
glBufferData(GL_ARRAY_BUFFER, _vsize * sizeof(Vertex), _varray.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, location)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _isize * sizeof(int), _iarray.data(), GL_STATIC_DRAW);
}
}
} // namespace openspace

View File

@@ -54,6 +54,7 @@ public:
bool isReady() const override;
void render(const RenderData& data, RendererTasks& rendererTask) override;
void update(const UpdateData& data);
static documentation::Documentation Documentation();
@@ -70,6 +71,8 @@ protected:
properties::FloatProperty _lineWidth;
properties::FloatProperty _radius;
bool _gridIsDirty;
GLuint _vaoID;
GLuint _vBufferID;
GLuint _iBufferID;