untabify to make merge easier

This commit is contained in:
Michael Nilsson
2016-04-20 15:21:30 -04:00
parent 07dfafeddb
commit c72536fbbc
269 changed files with 11414 additions and 11414 deletions
+128 -128
View File
@@ -32,7 +32,7 @@
#include <math.h>
namespace {
const std::string _loggerCat = "RenderableSphericalGrid";
const std::string _loggerCat = "RenderableSphericalGrid";
const std::string KeyGridType = "GridType";
const std::string KeyGridColor = "GridColor";
const std::string KeyGridMatrix = "GridMatrix";
@@ -53,179 +53,179 @@ RenderableSphericalGrid::RenderableSphericalGrid(const ghoul::Dictionary& dictio
, _iBufferID(0)
, _mode(GL_LINES)
{
_gridMatrix = glm::mat4(1);
dictionary.getValue(KeyGridType, _gridType);
dictionary.getValue(KeyGridColor, _gridColor);
_gridMatrix = glm::mat4(1);
dictionary.getValue(KeyGridType, _gridType);
dictionary.getValue(KeyGridColor, _gridColor);
staticGrid = dictionary.getValue(KeyGridMatrix, _gridMatrix);
if (!staticGrid){
staticGrid = dictionary.getValue(KeyGridParentsRotation, _parentsRotation);
}
dictionary.getValue(KeyGridSegments, _segments);
staticGrid = dictionary.getValue(KeyGridMatrix, _gridMatrix);
if (!staticGrid){
staticGrid = dictionary.getValue(KeyGridParentsRotation, _parentsRotation);
}
dictionary.getValue(KeyGridSegments, _segments);
/*glm::vec2 radius;
dictionary.getValue(constants::renderablesphericalgrid::gridRadius, radius);
*/
/*glm::vec2 radius;
dictionary.getValue(constants::renderablesphericalgrid::gridRadius, radius);
*/
_isize = int(6 * _segments * _segments);
_vsize = int((_segments + 1) * (_segments + 1));
_varray = new Vertex[_vsize];
_iarray = new int[_isize];
_isize = int(6 * _segments * _segments);
_vsize = int((_segments + 1) * (_segments + 1));
_varray = new Vertex[_vsize];
_iarray = new int[_isize];
static_assert(sizeof(Vertex) == 64, "The size of the Vertex needs to be 64 for performance");
static_assert(sizeof(Vertex) == 64, "The size of the Vertex needs to be 64 for performance");
int nr = 0;
const float fsegments = static_cast<float>(_segments);
const float r = static_cast<float>(radius[0]);
int nr = 0;
const float fsegments = static_cast<float>(_segments);
const float r = static_cast<float>(radius[0]);
//int nr2 = 0;
//int nr2 = 0;
for (int i = 0; i <= _segments; i++) {
// 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>(i);
const float fj = static_cast<float>(j);
for (int i = 0; i <= _segments; i++) {
// 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>(i);
const float fj = static_cast<float>(j);
// inclination angle (north to south)
const float theta = fi * float(M_PI) / fsegments*2.f; // 0 -> PI
// 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
// 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 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;
//const float t1 = fj / fsegments;
const float t2 = fi / fsegments;
// tex coord. not used, use to manip color
if (round(y) == 0.0f) _varray[nr].tex[0] = -2;
_varray[nr].tex[1] = t2;
// tex coord. not used, use to manip color
if (round(y) == 0.0f) _varray[nr].tex[0] = -2;
_varray[nr].tex[1] = t2;
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 = _gridMatrix*rot*tmp;
for (int i = 0; i < 3; i++){
_varray[nr].location[i] = tmp[i];
_varray[nr].normal[i] = normal[i];
}
_varray[nr].location[3] = static_cast<GLfloat>(radius[1]);
++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;
}
}
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 = _gridMatrix*rot*tmp;
for (int i = 0; i < 3; i++){
_varray[nr].location[i] = tmp[i];
_varray[nr].normal[i] = normal[i];
}
_varray[nr].location[3] = static_cast<GLfloat>(radius[1]);
++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;
}
}
}
RenderableSphericalGrid::~RenderableSphericalGrid(){
deinitialize();
deinitialize();
// Delete not done in deinitialize because new is done in constructor
delete[] _varray;
delete[] _iarray;
// Delete not done in deinitialize because new is done in constructor
delete[] _varray;
delete[] _iarray;
}
bool RenderableSphericalGrid::isReady() const {
bool ready = true;
ready &= (_gridProgram != nullptr);
return ready;
bool ready = true;
ready &= (_gridProgram != nullptr);
return ready;
}
bool RenderableSphericalGrid::deinitialize(){
glDeleteVertexArrays(1,&_vaoID);
_vaoID = 0;
glDeleteVertexArrays(1,&_vaoID);
_vaoID = 0;
glDeleteBuffers(1,&_vBufferID);
_vBufferID = 0;
glDeleteBuffers(1,&_vBufferID);
_vBufferID = 0;
glDeleteBuffers(1,&_iBufferID);
_iBufferID = 0;
glDeleteBuffers(1,&_iBufferID);
_iBufferID = 0;
return true;
return true;
}
bool RenderableSphericalGrid::initialize(){
bool completeSuccess = true;
if (_gridProgram == nullptr)
completeSuccess &= OsEng.ref().configurationManager().getValue("GridProgram", _gridProgram);
bool completeSuccess = true;
if (_gridProgram == nullptr)
completeSuccess &= OsEng.ref().configurationManager().getValue("GridProgram", _gridProgram);
// Initialize and upload to graphics card
glGenVertexArrays(1, &_vaoID);
glGenBuffers(1, &_vBufferID);
glGenBuffers(1, &_iBufferID);
// 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, GL_STATIC_DRAW);
// First VAO setup
glBindVertexArray(_vaoID);
glBindBuffer(GL_ARRAY_BUFFER, _vBufferID);
glBufferData(GL_ARRAY_BUFFER, _vsize * sizeof(Vertex), _varray, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, location)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, tex)));
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, normal)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _isize * sizeof(int), _iarray, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, location)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, tex)));
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, normal)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _isize * sizeof(int), _iarray, GL_STATIC_DRAW);
glBindVertexArray(0);
glBindVertexArray(0);
return completeSuccess;
return completeSuccess;
}
void RenderableSphericalGrid::render(const RenderData& data){
_gridProgram->activate();
_gridProgram->activate();
glm::mat4 transform;
for (int i = 0; i < 3; i++){
for (int j = 0; j < 3; j++){
transform[i][j] = static_cast<float>(_parentMatrix[i][j]);
}
}
glm::mat4 transform;
for (int i = 0; i < 3; i++){
for (int j = 0; j < 3; j++){
transform[i][j] = static_cast<float>(_parentMatrix[i][j]);
}
}
using IgnoreError = ghoul::opengl::ProgramObject::IgnoreError;
// setup the data to the shader
_gridProgram->setIgnoreUniformLocationError(IgnoreError::Yes);
_gridProgram->setUniform("ViewProjection", data.camera.viewProjectionMatrix());
_gridProgram->setUniform("ModelTransform", transform);
setPscUniforms(*_gridProgram, data.camera, data.position);
_gridProgram->setUniform("gridColor", _gridColor);
// setup the data to the shader
_gridProgram->setIgnoreUniformLocationError(IgnoreError::Yes);
_gridProgram->setUniform("ViewProjection", data.camera.viewProjectionMatrix());
_gridProgram->setUniform("ModelTransform", transform);
setPscUniforms(*_gridProgram, data.camera, data.position);
_gridProgram->setUniform("gridColor", _gridColor);
glLineWidth(0.5f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glLineWidth(0.5f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glBindVertexArray(_vaoID); // select first VAO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glDrawElements(_mode, _isize, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glBindVertexArray(_vaoID); // select first VAO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glDrawElements(_mode, _isize, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
_gridProgram->deactivate();
_gridProgram->deactivate();
}
void RenderableSphericalGrid::update(const UpdateData& data) {