Merge pull request #2550 from OpenSpace/feature/model-opacity

Feature/model opacity
This commit is contained in:
Malin E
2023-04-13 17:26:22 +02:00
committed by GitHub
45 changed files with 1064 additions and 844 deletions

View File

@@ -28,9 +28,7 @@ local animationLoop = {
ModelScale = 3E7,
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
}
},
GUI = {
Name = "Animated Model example (LoopFromStart)",
@@ -57,9 +55,7 @@ local animationLoopInf = {
ModelScale = 3E7,
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
}
},
GUI = {
Name = "Animated Model example (LoopInfinitely)",
@@ -86,9 +82,7 @@ local animationOnce = {
ModelScale = 3E7,
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
}
},
GUI = {
Name = "Animated Model example (Once)",
@@ -115,9 +109,7 @@ local animationBounceInf = {
ModelScale = 3E7,
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
}
},
GUI = {
Name = "Animated Model example (BounceInfinitely)",
@@ -144,9 +136,7 @@ local animationBounce = {
ModelScale = 3E7,
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
}
},
GUI = {
Name = "Animated Model example (BounceFromStart)",

View File

@@ -32,14 +32,14 @@ local obj = {
Renderable = {
Type = "RenderableModel",
GeometryFile = model .. "BoxAnimated.glb",
ModelScale = 1.0,
ModelScale = 1000,
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
}
},
InteractionSphere = 1000.0,
InteractionSphere = 900,
ApproachFactor = 50.0,
ReachFactor = 5.0,
OnApproach = { "os.example.generic" },
OnReach = { "os.example.generic" },
OnRecede = { "os.example.generic" },

View File

@@ -1,3 +1,4 @@
local sun = asset.require("scene/solarsystem/sun/sun")
local earth = asset.require("scene/solarsystem/planets/earth/earth")
local sunTransforms = asset.require("scene/solarsystem/sun/transforms")
@@ -35,8 +36,10 @@ local Example_GlobeRotation = {
},
Renderable = {
Type = "RenderableModel",
Body = "NEW HORIZONS",
GeometryFile = models .. "NewHorizonsCleanModel.obj"
GeometryFile = models .. "NewHorizonsCleanModel.obj",
LightSources = {
sun.LightSource
}
},
GUI = {
Path = "/Example"

View File

@@ -1,3 +1,4 @@
local sun = asset.require("scene/solarsystem/sun/sun")
local earth = asset.require("scene/solarsystem/planets/earth/earth")
local sunTransforms = asset.require("scene/solarsystem/sun/transforms")
@@ -22,8 +23,10 @@ local Example_Fixed_Height = {
},
Renderable = {
Type = "RenderableModel",
Body = "NEW HORIZONS",
GeometryFile = models .. "NewHorizonsCleanModel.obj"
GeometryFile = models .. "NewHorizonsCleanModel.obj",
LightSources = {
sun.LightSource
}
},
GUI = {
Path = "/Example"
@@ -44,8 +47,10 @@ local Example_Adaptive_Height = {
},
Renderable = {
Type = "RenderableModel",
Body = "NEW HORIZONS",
GeometryFile = models .. "NewHorizonsCleanModel.obj"
GeometryFile = models .. "NewHorizonsCleanModel.obj",
LightSources = {
sun.LightSource
}
},
GUI = {
Path = "/Example"

View File

@@ -28,48 +28,69 @@ in vec2 vs_st;
in vec3 vs_normalViewSpace;
in vec4 vs_positionCameraSpace;
in float vs_screenSpaceDepth;
in mat3 TBN;
in mat3 vs_TBN;
uniform float ambientIntensity = 0.2;
uniform float diffuseIntensity = 1.0;
uniform float specularIntensity = 1.0;
uniform bool performShading = true;
uniform bool use_forced_color = false;
uniform bool has_texture_diffuse;
uniform bool has_texture_normal;
uniform bool has_texture_specular;
uniform bool has_color_specular;
uniform bool opacityBlending = false;
uniform sampler2D texture_diffuse;
uniform sampler2D texture_normal;
uniform sampler2D texture_specular;
uniform vec3 color_diffuse;
uniform vec3 color_specular;
uniform float opacity = 1.0;
uniform int nLightSources;
uniform vec3 lightDirectionsViewSpace[8];
uniform float lightIntensities[8];
uniform float opacity = 1.0;
uniform bool performManualDepthTest = false;
uniform sampler2D gBufferDepthTexture;
uniform vec2 resolution;
Fragment getFragment() {
Fragment frag;
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vs_positionCameraSpace;
frag.gNormal = vec4(vs_normalViewSpace, 0.0);
frag.disableLDR2HDR = true;
frag.color.a = opacity;
if (performManualDepthTest) {
// gl_FragCoord.x goes from 0 to resolution.x and gl_FragCoord.y goes from 0 to
// resolution.y, need to normalize it
vec2 texCoord = gl_FragCoord.xy;
texCoord.x = texCoord.x / resolution.x;
texCoord.y = texCoord.y / resolution.y;
// Manual depth test
float gBufferDepth = denormalizeFloat(texture(gBufferDepthTexture, texCoord).x);
if (vs_screenSpaceDepth > gBufferDepth) {
frag.color = vec4(0.0);
frag.depth = gBufferDepth;
return frag;
}
}
// Frag color is the values of the normal vector
if (has_texture_normal) {
vec3 normalAlbedo = texture(texture_normal, vs_st).rgb;
normalAlbedo = normalize(normalAlbedo * 2.0 - 1.0);
frag.color.rgb = normalize(TBN * normalAlbedo);
frag.color.rgb = normalize(vs_TBN * normalAlbedo);
}
else {
frag.color.rgb = normalize(vs_normalViewSpace);
}
frag.color.a = 1.0;
frag.gPosition = vs_positionCameraSpace;
frag.gNormal = vec4(vs_normalViewSpace, 0.0);
frag.disableLDR2HDR = true;
return frag;
}

View File

@@ -35,7 +35,7 @@ out vec2 vs_st;
out vec3 vs_normalViewSpace;
out float vs_screenSpaceDepth;
out vec4 vs_positionCameraSpace;
out mat3 TBN;
out mat3 vs_TBN;
uniform mat4 modelViewTransform;
uniform mat4 projectionTransform;
@@ -52,17 +52,18 @@ void main() {
vs_st = in_st;
vs_screenSpaceDepth = positionScreenSpace.w;
vs_normalViewSpace = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
vs_normalViewSpace =
normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
// TBN matrix for normal mapping
vec3 T = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_tangent));
vec3 N = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
// TBN matrix for normal mapping
vec3 T = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_tangent));
vec3 N = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
// Re-orthogonalize T with respect to N
T = normalize(T - dot(T, N) * N);
// Re-orthogonalize T with respect to N
T = normalize(T - dot(T, N) * N);
// Retrieve perpendicular vector B with cross product of T and N
vec3 B = normalize(cross(N, T));
// Retrieve perpendicular vector B with cross product of T and N
vec3 B = normalize(cross(N, T));
TBN = mat3(T, B, N);
vs_TBN = mat3(T, B, N);
}

View File

@@ -25,7 +25,6 @@ local model = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true,
VertexShader = asset.localResource("model_vs.glsl"),
FragmentShader = asset.localResource("model_fs.glsl"),
},

View File

@@ -58,7 +58,7 @@ local OrionNebulaModel = {
Type = "RenderableModel",
GeometryFile = sync .. "orion_nebula.obj",
Opacity = 1.0,
DisableFaceCulling = false,
EnableFaceCulling = false,
SpecularIntensity = 0.0,
AmbientIntensity = 0.0,
DiffuseIntensity = 1.0,
@@ -93,7 +93,6 @@ local OrionNebulaShocksModel = {
Type = "RenderableModel",
GeometryFile = sync .. "orishocks.obj",
Opacity = 1.0,
DisableFaceCulling = false,
SpecularIntensity = 0.0,
AmbientIntensity = 0.0,
DiffuseIntensity = 1.0,
@@ -128,8 +127,7 @@ local OrionNebulaProplydsModel = {
Renderable = {
Type = "RenderableModel",
GeometryFile = sync .. "proplyds.obj",
Opacity = 1.0,
DisableFaceCulling = false,
Opacity = 1.0,
SpecularIntensity = 0.0,
AmbientIntensity = 0.0,
DiffuseIntensity = 1.0,

View File

@@ -44,8 +44,7 @@ local Apollo15 = {
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
PerformShading = true
},
TimeFrame = {
Type = "TimeFrameInterval",

View File

@@ -49,7 +49,7 @@ local Station2Boulder1Model = {
}
},
PerformShading = false,
DisableFaceCulling = true
EnableFaceCulling = false
},
GUI = {
Name = "Station 2 Boulder 1 Model",
@@ -98,7 +98,7 @@ local Station2Boulder2Model = {
}
},
PerformShading = false,
DisableFaceCulling = true
EnableFaceCulling = false
},
GUI = {
Name = "Station 2 Boulder 2 Model",
@@ -147,7 +147,7 @@ local Station2Boulder3Model = {
}
},
PerformShading = false,
DisableFaceCulling = true
EnableFaceCulling = false
},
GUI = {
Name = "Station 2 Boulder 3 Model",

View File

@@ -58,7 +58,7 @@ local Station6Frag1Model = {
}
},
PerformShading = false,
DisableFaceCulling = true
EnableFaceCulling = false
},
GUI = {
Name = "Station 6 Fragment 1 Model",
@@ -108,7 +108,7 @@ local Station6Frag2Model = {
}
},
PerformShading = false,
DisableFaceCulling = true,
EnableFaceCulling = false,
},
GUI = {
Name = "Station 6 Fragment 2 Model",
@@ -146,7 +146,7 @@ local Station6Frag3Model = {
}
},
PerformShading = false,
DisableFaceCulling = true
EnableFaceCulling = false
},
GUI = {
Name = "Station 6 Fragment 3 Model",

View File

@@ -49,7 +49,7 @@ local Station7BoulderModel = {
}
},
PerformShading = false,
DisableFaceCulling = true
EnableFaceCulling = false
},
GUI = {
Name = "Station 7 Boulder Model",

View File

@@ -30,7 +30,7 @@ local Apollo8Launch = {
},
GUI = {
Name = "Apollo 8 Launch Capsule",
Path = "/Solar System/Missions/Apollo"
Path = "/Solar System/Missions/Apollo/8"
}
}
@@ -55,8 +55,7 @@ local Apollo8LaunchModel = {
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
PerformShading = true
},
GUI = {
Hidden = true,

View File

@@ -42,7 +42,7 @@ local Apollo8 = {
},
GUI = {
Name = "Apollo 8",
Path = "/Solar System/Missions/Apollo"
Path = "/Solar System/Missions/Apollo/8"
}
}
@@ -67,13 +67,12 @@ local Apollo8Model = {
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
PerformShading = true
},
GUI = {
Hidden = true,
Name = "Apollo 8 Model",
Path = "/Solar System/Missions/Apollo"
Path = "/Solar System/Missions/Apollo/8"
}
}
@@ -89,7 +88,7 @@ local Apollo8Pivot = {
},
GUI = {
Name = "Apollo 8 Pivot",
Path = "/Solar System/Missions/Apollo"
Path = "/Solar System/Missions/Apollo/8"
}
}

View File

@@ -25,7 +25,7 @@ local LaunchTrail = {
},
GUI = {
Name = "Apollo 8 Launch Trail",
Path = "/Solar System/Missions/Apollo"
Path = "/Solar System/Missions/Apollo/8"
}
}
@@ -49,7 +49,7 @@ local MoonTrail = {
},
GUI = {
Name = "Apollo 8 Moon Trail",
Path = "/Solar System/Missions/Apollo"
Path = "/Solar System/Missions/Apollo/8"
}
}
@@ -73,7 +73,7 @@ local EarthBarycenterTrail = {
},
GUI = {
Name = "Apollo 8 Earth Barycenter Trail",
Path = "/Solar System/Missions/Apollo"
Path = "/Solar System/Missions/Apollo/8"
}
}

View File

@@ -1,7 +1,6 @@
local transforms = asset.require("scene/solarsystem/sun/transforms")
local sun = asset.require("scene/solarsystem/sun/sun")
local kernels = asset.syncedResource({
Name = "Dawn Kernels",
Type = "HttpSynchronization",
@@ -20,7 +19,7 @@ local models = asset.syncedResource({
Name = "Dawn Models",
Type = "HttpSynchronization",
Identifier = "dawn_model",
Version = 1
Version = 2
})
local KernelFiles = {
@@ -75,8 +74,8 @@ local LightSources = {
}
}
local Dawn = {
Identifier = "Dawn",
local DawnPosition = {
Identifier = "DawnPosition",
Parent = transforms.SolarSystemBarycenter.Identifier,
Transform = {
Translation = {
@@ -85,6 +84,23 @@ local Dawn = {
Observer = "SSB",
Kernels = KernelFiles
},
-- Rotation for model version 2
Rotation = {
Type = "StaticRotation",
Rotation = { math.pi/2.0, 0.0, math.pi/2.0 }
}
},
GUI = {
Name = "Dawn Position",
Path = "/Solar System/Missions/Dawn",
Hidden = true
}
}
local Dawn = {
Identifier = "Dawn",
Parent = DawnPosition.Identifier,
Transform = {
Rotation = {
Type = "SpiceRotation",
SourceFrame = "DAWN_SPACECRAFT",
@@ -94,67 +110,11 @@ local Dawn = {
},
Renderable = {
Type = "RenderableModel",
Body = "DAWN",
GeometryFile = models .. "mainbodydawn.obj",
GeometryFile = models .. "Dawn_19.glb",
LightSources = LightSources
},
GUI = {
Path = "/Solar System/Missions/Dawn"
}
}
-- Dawn Solar Array module 1
local DawnSolarArray1 = {
Identifier = "DawnSolar1",
Parent = Dawn.Identifier,
Transform = {
-- JCC: Spice rotations are commented because spice ck files
-- are not present.
-- Rotation = {
-- Type = "SpiceRotation",
-- SourceFrame = "DAWN_SA-Y",
-- DestinationFrame = "DAWN_SPACECRAFT"
-- }
Rotation = {
Type = "StaticRotation",
Rotation = { 0.0, 4.71225, 0.0 }
}
},
Renderable = {
Type = "RenderableModel",
Body = "DAWN",
GeometryFile = models .. "solarpanelleft.obj",
LightSources = LightSources
},
GUI = {
Name = "Dawn Solar 1",
Path = "/Solar System/Missions/Dawn"
}
}
-- Dawn Solar Array module 2
local DawnSolarArray2 = {
Identifier = "DawnSolar2",
Parent = Dawn.Identifier,
Transform = {
-- Rotation = {
-- Type = "SpiceRotation",
-- SourceFrame = "DAWN_SA+Y",
-- DestinationFrame = "DAWN_SPACECRAFT"
-- }
Rotation = {
Type = "StaticRotation",
Rotation = { math.pi, math.pi/2, 0.0 }
}
},
Renderable = {
Type = "RenderableModel",
Body = "DAWN",
GeometryFile = models .. "solarpanelright.obj",
LightSources = LightSources
},
GUI = {
Name = "Dawn Solar 2",
Name = "Dawn",
Path = "/Solar System/Missions/Dawn"
}
}
@@ -229,9 +189,8 @@ local DawnFramingCamera2 = {
}
local nodes = {
DawnPosition,
Dawn,
DawnSolarArray1,
DawnSolarArray2,
DawnTrail,
DawnFramingCamera1,
DawnFramingCamera2
@@ -256,7 +215,7 @@ end
asset.meta = {
Name = "Dawn",
Version = "1.0",
Version = "2.0",
Description = "Dawn spacecraft and trail",
Author = "OpenSpace Team",
URL = "http://openspaceproject.com",

View File

@@ -48,10 +48,11 @@ local Vesta = {
DestinationFrame = "GALACTIC"
}
},
BoundingSphere = 262000,
InteractionSphere = 262000,
Renderable = {
Type = "RenderableModelProjection",
GeometryFile = models .. "VestaComet_5000.obj",
BoundingSphereRadius = 262000,
Projection = {
Sequence = images,
SequenceType = "image-sequence",
@@ -152,7 +153,7 @@ asset.export(VestaTrail)
asset.meta = {
Name = "Vesta",
Version = "1.0",
Version = "1.1",
Description = "Vesta model projection and trail",
Author = "OpenSpace Team",
URL = "http://openspaceproject.com",

View File

@@ -79,8 +79,7 @@ local JWSTModel = {
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
PerformShading = true
},
GUI = {
Name = "James Webb Space Telescope Model",

View File

@@ -47,63 +47,62 @@ local Comet67P = {
Identifier = "67P",
Parent = Barycenter.Identifier,
Transform = {
Rotation = {
Type = "SpiceRotation",
SourceFrame = "67P/C-G_CK",
DestinationFrame = "GALACTIC"
}
Rotation = {
Type = "SpiceRotation",
SourceFrame = "67P/C-G_CK",
DestinationFrame = "GALACTIC"
}
},
BoundingSphere = 5000.0,
Renderable = {
Type = "RenderableModelProjection",
GeometryFile = models .. "67P_rotated_5_130.obj",
Projection = {
Sequence = { imagesDestination },
SequenceType = "image-sequence",
Observer = "ROSETTA",
Target = "CHURYUMOV-GERASIMENKO",
Aberration = "NONE",
TextureMap = true,
ShadowMap = true,
Type = "RenderableModelProjection",
GeometryFile = models .. "67P_rotated_5_130.obj",
Projection = {
Sequence = { imagesDestination },
SequenceType = "image-sequence",
Observer = "ROSETTA",
Target = "CHURYUMOV-GERASIMENKO",
Aberration = "NONE",
TextureMap = true,
ShadowMap = true,
DataInputTranslation = {
Instrument = {
NAVCAM = {
DetectorType = "Camera",
Spice = { "ROS_NAVCAM-A" }
}
},
Target = {
Read = {
"TARGET_NAME",
"INSTRUMENT_HOST_NAME",
"INSTRUMENT_ID",
"START_TIME",
"STOP_TIME"
},
Convert = {
CHURYUMOV = { "CHURYUMOV-GERASIMENKO" },
ROSETTA = { "ROSETTA" },
["ROSETTA-ORBITER"] = { "ROSETTA" },
CHURYUMOVGERASIMENKO11969R1 = { "CHURYUMOV-GERASIMENKO" },
CHURYUMOVGERASIMENKO = { "CHURYUMOV-GERASIMENKO" },
["CHURYUMOV-GERASIMENKO1(1969R1)"] = { "CHURYUMOV-GERASIMENKO" },
CALIBRATION = { "CALIBRATION" },
ALPHALYR = { "ALPHALYR" },
ZETACAS = { "ZETACAS" }
}
DataInputTranslation = {
Instrument = {
NAVCAM = {
DetectorType = "Camera",
Spice = { "ROS_NAVCAM-A" }
}
},
Instrument = {
Name = "ROS_NAVCAM-A",
Method = "ELLIPSOID",
Aberration = "NONE",
Fovy = 5.00,
Aspect = 1
Target = {
Read = {
"TARGET_NAME",
"INSTRUMENT_HOST_NAME",
"INSTRUMENT_ID",
"START_TIME",
"STOP_TIME"
},
Convert = {
CHURYUMOV = { "CHURYUMOV-GERASIMENKO" },
ROSETTA = { "ROSETTA" },
["ROSETTA-ORBITER"] = { "ROSETTA" },
CHURYUMOVGERASIMENKO11969R1 = { "CHURYUMOV-GERASIMENKO" },
CHURYUMOVGERASIMENKO = { "CHURYUMOV-GERASIMENKO" },
["CHURYUMOV-GERASIMENKO1(1969R1)"] = { "CHURYUMOV-GERASIMENKO" },
CALIBRATION = { "CALIBRATION" },
ALPHALYR = { "ALPHALYR" },
ZETACAS = { "ZETACAS" }
}
}
},
},
BoundingSphereRadius = 5000.0
Instrument = {
Name = "ROS_NAVCAM-A",
Method = "ELLIPSOID",
Aberration = "NONE",
Fovy = 5.00,
Aspect = 1
}
},
},
GUI = {
Name = "67P Churymov-Gerasimenko",
@@ -191,6 +190,6 @@ end)
asset.export("Barycenter", Barycenter) -- @TODO: This double export should disappear
asset.export(Barycenter)
asset.export("Comet67P", Comet67P) -- @TODO: This double export should disappear
asset.export("Comet67P", Comet67P) -- @TODO: This double export should disappear
asset.export(Comet67P)
asset.export(Trail67P)

View File

@@ -6,7 +6,7 @@ local models = asset.syncedResource({
Name = "Rosetta Models",
Type = "HttpSynchronization",
Identifier = "rosetta_model",
Version = 4
Version = 5
})
local kernels = asset.syncedResource({
@@ -71,8 +71,8 @@ local RotationMatrix = {
1, 0, 0
}
local Rosetta = {
Identifier = "Rosetta",
local RosettaPosition = {
Identifier = "RosettaPosition",
Parent = sunTransforms.SolarSystemBarycenter.Identifier,
Transform = {
Translation = {
@@ -88,33 +88,24 @@ local Rosetta = {
}
},
GUI = {
Path = "/Solar System/Missions/Rosetta"
Name = "Rosetta Position",
Path = "/Solar System/Missions/Rosetta",
Hidden = true
}
}
local RosettaModel = {
Identifier = "RosettaModel",
Parent = Rosetta.Identifier,
local Rosetta = {
Identifier = "Rosetta",
Parent = RosettaPosition.Identifier,
Transform = {
Scale = {
Type = "StaticScale",
-- The scale of the model is in cm; OpenSpace is in m
Scale = 0.01
Rotation = {
Type = "StaticRotation",
Rotation = { 0.0, math.pi/2.0, 0.0 }
}
},
GUI = {
Name = "Rosetta Model",
Path = "/Solar System/Missions/Rosetta"
}
}
local RosettaBlackFoil = {
Identifier = "Rosetta_black_foil",
Parent = RosettaModel.Identifier,
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .. "black_foil.obj",
GeometryFile = models .. "rosetta.glb",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
@@ -126,200 +117,15 @@ local RosettaBlackFoil = {
}
},
GUI = {
Name = "Rosetta Model Part Black Foil",
Name = "Rosetta",
Path = "/Solar System/Missions/Rosetta"
}
}
local RosettaBlackParts = {
Identifier = "Rosetta_black_parts",
Parent = RosettaModel.Identifier,
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .. "black_parts.obj",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
{
Identifier = "Camera",
Type = "CameraLightSource",
Intensity = 0.5
}
}
},
GUI = {
Name = "Rosetta Model Part Black Parts",
Path = "/Solar System/Missions/Rosetta"
}
}
local RosettaDish = {
Identifier = "Rosetta_dish",
Parent = RosettaModel.Identifier,
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .. "dish.obj",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
{
Identifier = "Camera",
Type = "CameraLightSource",
Intensity = 0.5
}
}
},
GUI = {
Name = "Rosetta Model Part Dish",
Path = "/Solar System/Missions/Rosetta"
}
}
local RosettaParts = {
Identifier = "Rosetta_parts",
Parent = RosettaModel.Identifier,
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .. "parts.obj",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
{
Identifier = "Camera",
Type = "CameraLightSource",
Intensity = 0.5
}
}
},
GUI = {
Name = "Rosetta Model Part Parts",
Path = "/Solar System/Missions/Rosetta"
}
}
local RosettaSilverFoil = {
Identifier = "Rosetta_silver_foil",
Parent = RosettaModel.Identifier,
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .. "silver_foil.obj",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
{
Identifier = "Camera",
Type = "CameraLightSource",
Intensity = 0.5
}
}
},
GUI = {
Name = "Rosetta Model Part Silver Foil",
Path = "/Solar System/Missions/Rosetta"
}
}
local RosettaVents = {
Identifier = "Rosetta_vents",
Parent = RosettaModel.Identifier,
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .. "vents.obj",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
{
Identifier = "Camera",
Type = "CameraLightSource",
Intensity = 0.5
}
}
},
GUI = {
Name = "Rosetta Model Part Vents",
Path = "/Solar System/Missions/Rosetta"
}
}
local RosettaWingA = {
Identifier = "Rosetta_wing_a",
Parent = RosettaModel.Identifier,
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .."wingA.obj",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
{
Identifier = "Camera",
Type = "CameraLightSource",
Intensity = 0.5
}
}
},
GUI = {
Name = "Rosetta Model Part Wing A",
Path = "/Solar System/Missions/Rosetta"
}
}
local RosettaWingB = {
Identifier = "Rosetta_wing_b",
Parent = RosettaModel.Identifier,
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .. "wingB.obj",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
{
Identifier = "Camera",
Type = "CameraLightSource",
Intensity = 0.5
}
}
},
GUI = {
Name = "Rosetta Model Part Wing B",
Path = "/Solar System/Missions/Rosetta"
}
}
local RosettaYellowFoil = {
Identifier = "Rosetta_yellow_foil",
Parent = RosettaModel.Identifier,
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .. "yellow_foil.obj",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
{
Identifier = "Camera",
Type = "CameraLightSource",
Intensity = 0.5
}
}
},
GUI = {
Name = "Rosetta Model Part Yellow Foil",
Path = "/Solar System/Missions/Rosetta"
}
}
local Philae = {
Identifier = "Philae",
local PhilaePosition = {
Identifier = "PhilaePosition",
Parent = transforms.Barycenter.Identifier,
-- This should need a transform, but currently the model is intrinsically
-- translated
-- This should need a transform, but currently the model containes it instead
Transform = {
Translation = {
Type = "SpiceTranslation",
@@ -331,26 +137,27 @@ local Philae = {
Type = "SpiceRotation",
SourceFrame = "ROS_SPACECRAFT",
DestinationFrame = "GALACTIC",
},
Scale = {
Type = "StaticScale",
-- The scale of the model is in cm; OpenSpace is in m
Scale = 0.01
}
},
GUI = {
Name = "Philae Model",
Path = "/Solar System/Missions/Rosetta"
Name = "Philae Position",
Path = "/Solar System/Missions/Rosetta",
Hidden = true
}
}
local PhilaeFoil = {
Identifier = "Philae_foil",
Parent = Philae.Identifier,
local Philae = {
Identifier = "Philae",
Parent = PhilaePosition.Identifier,
Transform = {
Rotation = {
Type = "StaticRotation",
Rotation = { 0.0, math.pi/2.0, 0.0 }
}
},
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .. "lander_foil.obj",
GeometryFile = models .. "lander.glb",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
@@ -362,83 +169,14 @@ local PhilaeFoil = {
}
},
GUI = {
Name = "Philae Model Part Foil",
Path = "/Solar System/Missions/Rosetta"
}
}
local PhilaeLids = {
Identifier = "Philae_lids",
Parent = Philae.Identifier,
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .. "lander_lids.obj",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
{
Identifier = "Camera",
Type = "CameraLightSource",
Intensity = 0.5
}
}
},
GUI = {
Name = "Philae Model Part Lids",
Path = "/Solar System/Missions/Rosetta"
}
}
local PhilaeParts = {
Identifier = "Philae_parts",
Parent = Philae.Identifier,
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .. "lander_parts.obj",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
{
Identifier = "Camera",
Type = "CameraLightSource",
Intensity = 0.5
}
}
},
GUI = {
Name = "Philae Model Part Parts",
Path = "/Solar System/Missions/Rosetta"
}
}
local PhilaeSolarPanels = {
Identifier = "Philae_solarp",
Parent = Philae.Identifier,
Renderable = {
Type = "RenderableModel",
Body = "ROSETTA",
GeometryFile = models .. "lander_solarp.obj",
ModelTransform = RotationMatrix,
LightSources = {
sun.LightSource,
{
Identifier = "Camera",
Type = "CameraLightSource",
Intensity = 0.5
}
}
},
GUI = {
Name = "Philae Model Parts Solar Panels",
Name = "Philae",
Path = "/Solar System/Missions/Rosetta"
}
}
local NavCam = {
Identifier = "NAVCAM",
Parent = Rosetta.Identifier,
Parent = RosettaPosition.Identifier,
GUI = {
Path = "/Solar System/Missions/Rosetta/Instruments"
}
@@ -529,28 +267,16 @@ local PhilaeTrail = {
}
local nodes = {
RosettaPosition,
Rosetta,
RosettaModel,
RosettaBlackFoil,
RosettaBlackParts,
RosettaDish,
RosettaParts,
RosettaSilverFoil,
RosettaVents,
RosettaWingA,
RosettaWingB,
RosettaYellowFoil,
PhilaePosition,
Philae,
NavCam,
NavCamFov,
ImagePlane,
Philae,
PhilaeFoil,
PhilaeLids,
PhilaeParts,
PhilaeSolarPanels,
RosettaCometTrail,
PhilaeTrail
}

View File

@@ -17,8 +17,8 @@ local omm = asset.syncedResource({
Override = true
})
local iss = {
Identifier = "ISS",
local issPosition = {
Identifier = "ISSPosition",
Parent = transforms.EarthInertial.Identifier,
BoundingSphere = 54.5, -- half the width
Transform = {
@@ -36,18 +36,19 @@ local iss = {
},
Tag = { "earth_satellite", "ISS" },
GUI = {
Name = "ISS",
Path = "/Solar System/Planets/Earth/Satellites/ISS"
Name = "ISS Position",
Path = "/Solar System/Planets/Earth/Satellites/ISS",
Hidden = true
}
}
local parentNode = {
Identifier = "ISSModel",
Parent = iss.Identifier,
local issModel = {
Identifier = "ISS",
Parent = issPosition.Identifier,
Transform = {
Rotation = {
Type = "FixedRotation",
Attached = "ISSModel",
Attached = "ISS",
XAxis = { 0.01, -1.0, 0.56 },
XAxisOrthogonal = true,
YAxis = transforms.EarthInertial.Identifier
@@ -60,11 +61,11 @@ local parentNode = {
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
PerformShading = true
},
Tag = { "earth_satellite", "ISS" },
GUI = {
Name = "ISS Model",
Name = "ISS",
Path = "/Solar System/Planets/Earth/Satellites/ISS"
}
}
@@ -95,7 +96,7 @@ local issTrail = {
-- @TODO (emmbr, 2021-05-27) add to scene when label rendering issues have been fixed
local IssLabel = {
Identifier = "IssLabel",
Parent = iss.Identifier,
Parent = issPosition.Identifier,
Renderable = {
Enabled = false,
Type = "RenderableLabel",
@@ -133,11 +134,11 @@ asset.onInitialize(function ()
local i = openspace.space.readKeplerFile(omm .. "ISS.txt", "OMM")
issTrail.Renderable.Period = i[1].Period / (60 * 60 * 24)
openspace.addSceneGraphNode(iss)
openspace.addSceneGraphNode(parentNode)
openspace.setPropertyValueSingle("Scene.ISSModel.Rotation.yAxisInvertObject", true)
openspace.addSceneGraphNode(issPosition)
openspace.addSceneGraphNode(issModel)
openspace.addSceneGraphNode(issTrail)
openspace.setPropertyValueSingle("Scene.ISS.Rotation.yAxisInvertObject", true)
openspace.action.registerAction(focus_iss)
end)
@@ -145,20 +146,19 @@ asset.onDeinitialize(function ()
openspace.action.removeAction(focus_iss)
openspace.removeSceneGraphNode(issTrail)
openspace.removeSceneGraphNode(parentNode)
openspace.removeSceneGraphNode(iss)
openspace.removeSceneGraphNode(issModel)
openspace.removeSceneGraphNode(issPosition)
end)
asset.export(issTrail)
asset.export(parentNode)
asset.export(iss)
asset.export(issModel)
asset.export(issPosition)
asset.meta = {
Name = "ISS",
Version = "1.1",
Version = "2.0",
Description = [[Model and Trail for ISS. Model from NASA 3D models, trail from
Celestrak]],
Celestrak.]],
Author = "OpenSpace Team",
URL = "https://celestrak.com/",
License = "NASA"

View File

@@ -44,8 +44,7 @@ local Deimos = {
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
PerformShading = true
},
Tag = { "moon_solarSystem", "moon_terrestrial", "moon_mars" },
GUI = {

View File

@@ -45,8 +45,7 @@ local Phobos = {
LightSources = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true
PerformShading = true
},
Tag = { "moon_solarSystem", "moon_terrestrial", "moon_mars" },
GUI = {

View File

@@ -68,7 +68,6 @@ local ItokawaModel = {
sun.LightSource
},
PerformShading = true,
DisableFaceCulling = true,
SpecularIntensity = 0.0
},
GUI = {

View File

@@ -170,7 +170,7 @@ local createModelPart = function (parent, sunLightSourceNode, models, geometry,
GeometryFile = models .. "/" .. geometry .. ".obj",
LightSources = lightSources,
PerformShading = performShading,
DisableFaceCulling = true
EnableFaceCulling = true
},
GUI = {
Hidden = true

View File

@@ -59,6 +59,89 @@ class FramebufferRenderer final : public RaycasterListener, public Deferredcaste
public:
virtual ~FramebufferRenderer() override = default;
//============================//
//===== Reuse textures =====//
//============================//
/**
* Gives access to the currently NOT used pingPongTexture. This texture is available
* for all RenderBins. However, it cannot be used at the same time as the Deferred
* Caster Tasks. The size of the texture is the resolution of the viewport.
*
* NOTE (malej 2023-FEB-21): The currently NOT used pingPongTexture might change
* depending on where in the render cycle you are. Especially after the Deferred
* Caster Tasks.
*
* \return identifier of the currently NOT used pingPongTexture
*/
GLuint additionalColorTexture1() const;
/**
* Gives access to the exitColorTexture. This texture is available for all RenderBins.
* However, it cannot be used at the same time as the Raycaster Tasks. The size of the
* texture is the resolution of the viewport.
*
* \return identifier of the exitColorTexture
*/
GLuint additionalColorTexture2() const;
/**
* Gives access to the fxaaTexture. This texture is available for all RenderBins.
* However, it cannot be used at the same time as the FXAA Task. The size of the
* texture is the resolution of the viewport.
*
* \return identifier of the fxaaTexture
*/
GLuint additionalColorTexture3() const;
/**
* Gives access to the exitDepthTexture. This texture is available for all RenderBins.
* However, it cannot be used at the same time as the Raycaster Tasks. The size of the
* texture is the resolution of the viewport.
*
* \return identifier of the exitDepthTexture
*/
GLuint additionalDepthTexture() const;
//=============================//
//===== Access G-buffer =====//
//=============================//
// Functions to access the G-buffer textures
/**
* Gives access to the color texture of the G-buffer. NOTE: This texture is used for
* the majority of rendering the scene and might be already in use. Use CAUTION when
* using this function. The size of the texture is the resolution of the viewport.
*
* \return identifier of the color texture of the G-buffer
*/
GLuint gBufferColorTexture() const;
/**
* Gives access to the position texture of the G-buffer. NOTE: This texture is used for
* the majority of rendering the scene and might be already in use. Use CAUTION when
* using this function. The size of the texture is the resolution of the viewport.
*
* \return identifier of the position texture of the G-buffer
*/
GLuint gBufferPositionTexture() const;
/**
* Gives access to the normal texture of the G-buffer. NOTE: This texture is used for
* the majority of rendering the scene and might be already in use. Use CAUTION when
* using this function. The size of the texture is the resolution of the viewport.
*
* \return identifier of the normal texture of the G-buffer
*/
GLuint gBufferNormalTexture() const;
/**
* Gives access to the depth texture of the G-buffer. NOTE: This texture is used for
* the majority of rendering the scene and might be already in use. Use CAUTION when
* using this function. The size of the texture is the resolution of the viewport.
*
* \return identifier of the depth texture of the G-buffer
*/
GLuint gBufferDepthTexture() const;
void initialize();
void deinitialize();
@@ -154,11 +237,6 @@ private:
GLuint colorTexture[2];
} _pingPongBuffers;
struct {
GLuint hdrFilteringFramebuffer;
GLuint hdrFilteringTexture;
} _hdrBuffers;
struct {
GLuint fxaaFramebuffer;
GLuint fxaaTexture;

View File

@@ -66,8 +66,9 @@ public:
Background = 1,
Opaque = 2,
PreDeferredTransparent = 4,
PostDeferredTransparent = 8,
Overlay = 16
Overlay = 8,
PostDeferredTransparent = 16,
Sticker = 32
};
static ghoul::mm_unique_ptr<Renderable> createFromDictionary(
@@ -133,6 +134,7 @@ protected:
SceneGraphNode* parent() const noexcept;
bool automaticallyUpdatesRenderBin() const noexcept;
bool hasOverrideRenderBin() const noexcept;
RenderBin _renderBin = RenderBin::Opaque;
@@ -148,6 +150,7 @@ private:
SceneGraphNode* _parent = nullptr;
const bool _shouldUpdateIfDisabled = false;
bool _automaticallyUpdateRenderBin = true;
bool _hasOverrideRenderBin = false;
// We only want the SceneGraphNode to be able manipulate the parent, so we don't want
// to provide a set method for this. Otherwise, anyone might mess around with our

View File

@@ -68,6 +68,8 @@ public:
RenderEngine();
virtual ~RenderEngine() override;
const FramebufferRenderer& renderer() const;
void initialize();
void initializeGL();
void deinitializeGL();

View File

@@ -28,7 +28,10 @@
#include <openspace/documentation/documentation.h>
#include <openspace/documentation/verifier.h>
#include <openspace/engine/globals.h>
#include <openspace/engine/windowdelegate.h>
#include <openspace/rendering/framebufferrenderer.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/util/distanceconversion.h>
#include <openspace/util/time.h>
#include <openspace/util/timeconversion.h>
#include <openspace/util/updatestructures.h>
@@ -39,8 +42,10 @@
#include <ghoul/logging/logmanager.h>
#include <ghoul/misc/invariants.h>
#include <ghoul/misc/profiling.h>
#include <ghoul/opengl/framebufferobject.h>
#include <ghoul/opengl/openglstatecache.h>
#include <ghoul/opengl/programobject.h>
#include <ghoul/opengl/textureunit.h>
#include <filesystem>
#include <optional>
@@ -62,11 +67,22 @@ namespace {
{ "Color Adding", ColorAddingBlending }
};
constexpr std::array<const char*, 12> UniformNames = {
"opacity", "nLightSources", "lightDirectionsViewSpace", "lightIntensities",
const GLenum ColorAttachmentArray[3] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
};
constexpr std::array<const char*, 14> UniformNames = {
"nLightSources", "lightDirectionsViewSpace", "lightIntensities",
"modelViewTransform", "normalTransform", "projectionTransform",
"performShading", "ambientIntensity", "diffuseIntensity",
"specularIntensity", "opacityBlending"
"specularIntensity", "performManualDepthTest", "gBufferDepthTexture",
"resolution", "opacity"
};
constexpr std::array<const char*, 5> UniformOpacityNames = {
"opacity", "colorTexture", "depthTexture", "viewport", "resolution"
};
constexpr openspace::properties::Property::PropertyInfo EnableAnimationInfo = {
@@ -100,10 +116,10 @@ namespace {
"of the Sun"
};
constexpr openspace::properties::Property::PropertyInfo DisableFaceCullingInfo = {
"DisableFaceCulling",
"Disable Face Culling",
"Disable OpenGL automatic face culling optimization"
constexpr openspace::properties::Property::PropertyInfo EnableFaceCullingInfo = {
"EnableFaceCulling",
"Enable Face Culling",
"Enable OpenGL automatic face culling optimization"
};
constexpr openspace::properties::Property::PropertyInfo ModelTransformInfo = {
@@ -125,10 +141,10 @@ namespace {
"A list of light sources that this model should accept light from"
};
constexpr openspace::properties::Property::PropertyInfo DisableDepthTestInfo = {
"DisableDepthTest",
"Disable Depth Test",
"Disable Depth Testing for the Model"
constexpr openspace::properties::Property::PropertyInfo EnableDepthTestInfo = {
"EnableDepthTest",
"Enable Depth Test",
"Enable Depth Testing for the Model"
};
constexpr openspace::properties::Property::PropertyInfo BlendingOptionInfo = {
@@ -138,12 +154,6 @@ namespace {
"respect to the opacity"
};
constexpr openspace::properties::Property::PropertyInfo EnableOpacityBlendingInfo = {
"EnableOpacityBlending",
"Enable Opacity Blending",
"Enable Opacity Blending"
};
struct [[codegen::Dictionary(RenderableModel)]] Parameters {
// The file or files that should be loaded in this RenderableModel. The file can
// contain filesystem tokens. This specifies the model that is rendered by
@@ -158,8 +168,6 @@ namespace {
Decimeter,
Meter,
Kilometer,
// Weird units
Thou,
Inch,
Foot,
@@ -228,8 +236,8 @@ namespace {
// [[codegen::verbatim(ShadingInfo.description)]]
std::optional<bool> performShading;
// [[codegen::verbatim(DisableFaceCullingInfo.description)]]
std::optional<bool> disableFaceCulling;
// [[codegen::verbatim(EnableFaceCullingInfo.description)]]
std::optional<bool> enableFaceCulling;
// [[codegen::verbatim(ModelTransformInfo.description)]]
std::optional<glm::dmat3x3> modelTransform;
@@ -241,15 +249,12 @@ namespace {
std::optional<std::vector<ghoul::Dictionary>> lightSources
[[codegen::reference("core_light_source")]];
// [[codegen::verbatim(DisableDepthTestInfo.description)]]
std::optional<bool> disableDepthTest;
// [[codegen::verbatim(EnableDepthTestInfo.description)]]
std::optional<bool> enableDepthTest;
// [[codegen::verbatim(BlendingOptionInfo.description)]]
std::optional<std::string> blendingOption;
// [[codegen::verbatim(EnableOpacityBlendingInfo.description)]]
std::optional<bool> enableOpacityBlending;
// The path to the vertex shader program that is used instead of the default
// shader.
std::optional<std::filesystem::path> vertexShader;
@@ -268,13 +273,13 @@ documentation::Documentation RenderableModel::Documentation() {
}
RenderableModel::RenderableModel(const ghoul::Dictionary& dictionary)
: Renderable(dictionary)
: Renderable(dictionary, { .automaticallyUpdateRenderBin = false })
, _enableAnimation(EnableAnimationInfo, false)
, _ambientIntensity(AmbientIntensityInfo, 0.2f, 0.f, 1.f)
, _diffuseIntensity(DiffuseIntensityInfo, 1.f, 0.f, 1.f)
, _specularIntensity(SpecularIntensityInfo, 1.f, 0.f, 1.f)
, _performShading(ShadingInfo, true)
, _disableFaceCulling(DisableFaceCullingInfo, false)
, _enableFaceCulling(EnableFaceCullingInfo, true)
, _modelTransform(
ModelTransformInfo,
glm::dmat3(1.0),
@@ -282,8 +287,7 @@ RenderableModel::RenderableModel(const ghoul::Dictionary& dictionary)
glm::dmat3(1.0)
)
, _rotationVec(RotationVecInfo, glm::dvec3(0.0), glm::dvec3(0.0), glm::dvec3(360.0))
, _disableDepthTest(DisableDepthTestInfo, false)
, _enableOpacityBlending(EnableOpacityBlendingInfo, false)
, _enableDepthTest(EnableDepthTestInfo, true)
, _blendingFuncOption(
BlendingOptionInfo,
properties::OptionProperty::DisplayType::Dropdown
@@ -410,8 +414,8 @@ RenderableModel::RenderableModel(const ghoul::Dictionary& dictionary)
_diffuseIntensity = p.diffuseIntensity.value_or(_diffuseIntensity);
_specularIntensity = p.specularIntensity.value_or(_specularIntensity);
_performShading = p.performShading.value_or(_performShading);
_disableDepthTest = p.disableDepthTest.value_or(_disableDepthTest);
_disableFaceCulling = p.disableFaceCulling.value_or(_disableFaceCulling);
_enableDepthTest = p.enableDepthTest.value_or(_enableDepthTest);
_enableFaceCulling = p.enableFaceCulling.value_or(_enableFaceCulling);
if (p.vertexShader.has_value()) {
_vertexShaderPath = p.vertexShader->string();
@@ -440,8 +444,8 @@ RenderableModel::RenderableModel(const ghoul::Dictionary& dictionary)
addProperty(_diffuseIntensity);
addProperty(_specularIntensity);
addProperty(_performShading);
addProperty(_disableFaceCulling);
addProperty(_disableDepthTest);
addProperty(_enableFaceCulling);
addProperty(_enableDepthTest);
addProperty(_modelTransform);
addProperty(_rotationVec);
@@ -468,7 +472,6 @@ RenderableModel::RenderableModel(const ghoul::Dictionary& dictionary)
_blendingFuncOption.addOption(DefaultBlending, "Default");
_blendingFuncOption.addOption(AdditiveBlending, "Additive");
_blendingFuncOption.addOption(PointsAndLinesBlending, "Points and Lines");
_blendingFuncOption.addOption(PolygonBlending, "Polygon");
_blendingFuncOption.addOption(ColorAddingBlending, "Color Adding");
@@ -479,13 +482,11 @@ RenderableModel::RenderableModel(const ghoul::Dictionary& dictionary)
_blendingFuncOption.set(BlendingMapping[blendingOpt]);
}
_enableOpacityBlending = p.enableOpacityBlending.value_or(_enableOpacityBlending);
addProperty(_enableOpacityBlending);
_originalRenderBin = renderBin();
}
bool RenderableModel::isReady() const {
return _program;
return _program && _quadProgram;
}
void RenderableModel::initialize() {
@@ -538,14 +539,112 @@ void RenderableModel::initializeGL() {
ghoul::opengl::updateUniformLocations(*_program, _uniformCache, UniformNames);
_quadProgram = BaseModule::ProgramObjectManager.request(
"ModelOpacityProgram",
[&]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
std::filesystem::path vs =
absPath("${MODULE_BASE}/shaders/modelOpacity_vs.glsl");
std::filesystem::path fs =
absPath("${MODULE_BASE}/shaders/modelOpacity_fs.glsl");
return global::renderEngine->buildRenderProgram("ModelOpacityProgram", vs, fs);
}
);
ghoul::opengl::updateUniformLocations(
*_quadProgram,
_uniformOpacityCache,
UniformOpacityNames
);
// Screen quad VAO
const GLfloat quadVertices[] = {
// x y s t
-1.f, -1.f, 0.f, 0.f,
1.f, 1.f, 1.f, 1.f,
-1.f, 1.f, 0.f, 1.f,
-1.f, -1.f, 0.f, 0.f,
1.f, -1.f, 1.f, 0.f,
1.f, 1.f, 1.f, 1.f
};
glGenVertexArrays(1, &_quadVao);
glBindVertexArray(_quadVao);
glGenBuffers(1, &_quadVbo);
glBindBuffer(GL_ARRAY_BUFFER, _quadVbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(1);
glVertexAttribPointer(
1,
2,
GL_FLOAT,
GL_FALSE,
4 * sizeof(GLfloat),
reinterpret_cast<void*>(2 * sizeof(GLfloat))
);
// Generate textures and the frame buffer
glGenFramebuffers(1, &_framebuffer);
// Bind textures to the framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
global::renderEngine->renderer().additionalColorTexture1(),
0
);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT1,
global::renderEngine->renderer().additionalColorTexture2(),
0
);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT2,
global::renderEngine->renderer().additionalColorTexture3(),
0
);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
global::renderEngine->renderer().additionalDepthTexture(),
0
);
if (glbinding::Binding::ObjectLabel.isResolved()) {
glObjectLabel(GL_FRAMEBUFFER, _framebuffer, -1, "RenderableModel Framebuffer");
}
// Check status
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LERROR("Framebuffer is not complete");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Initialize geometry
_geometry->initialize();
_geometry->calculateBoundingRadius();
setBoundingSphere(_geometry->boundingRadius() * _modelScale);
// Set Interaction sphere size to be 10% of the bounding sphere
setInteractionSphere(boundingSphere() * 0.1);
}
void RenderableModel::deinitializeGL() {
_geometry->deinitialize();
_geometry.reset();
glDeleteFramebuffers(1, &_framebuffer);
glDeleteBuffers(1, &_quadVbo);
glDeleteVertexArrays(1, &_quadVao);
std::string program = std::string(ProgramName);
if (!_vertexShaderPath.empty()) {
program += "|vs=" + _vertexShaderPath;
@@ -559,7 +658,17 @@ void RenderableModel::deinitializeGL() {
global::renderEngine->removeRenderProgram(p);
}
);
BaseModule::ProgramObjectManager.release(
"ModelOpacityProgram",
[](ghoul::opengl::ProgramObject* p) {
global::renderEngine->removeRenderProgram(p);
}
);
_program = nullptr;
_quadProgram = nullptr;
ghoul::opengl::FramebufferObject::deactivate();
}
void RenderableModel::render(const RenderData& data, RendererTasks&) {
@@ -573,110 +682,241 @@ void RenderableModel::render(const RenderData& data, RendererTasks&) {
// Formula from RenderableGlobe
constexpr double tfov = 0.5773502691896257;
constexpr int res = 2880;
const double maxDistance = res * boundingSphere() / tfov;
if (distanceToCamera < maxDistance) {
_program->activate();
// @TODO (malej 13-APR-23): This should only use the boundingSphere function once
// that takes the gui scale into account too for all renderables
const double maxDistance =
res * boundingSphere() * glm::compMax(data.modelTransform.scale) / tfov;
_program->setUniform(_uniformCache.opacity, opacity());
// Don't render if model is too far away
if (distanceToCamera >= maxDistance) {
return;
}
// Model transform and view transform needs to be in double precision
const glm::dmat4 modelTransform =
glm::translate(glm::dmat4(1.0), data.modelTransform.translation) *
glm::dmat4(data.modelTransform.rotation) *
glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale)) *
glm::scale(_modelTransform.value(), glm::dvec3(_modelScale));
const glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() *
modelTransform;
_program->activate();
int nLightSources = 0;
_lightIntensitiesBuffer.resize(_lightSources.size());
_lightDirectionsViewSpaceBuffer.resize(_lightSources.size());
for (const std::unique_ptr<LightSource>& lightSource : _lightSources) {
if (!lightSource->isEnabled()) {
continue;
}
_lightIntensitiesBuffer[nLightSources] = lightSource->intensity();
_lightDirectionsViewSpaceBuffer[nLightSources] =
lightSource->directionViewSpace(data);
// Model transform and view transform needs to be in double precision
const glm::dmat4 modelTransform =
glm::translate(glm::dmat4(1.0), data.modelTransform.translation) *
glm::dmat4(data.modelTransform.rotation) *
glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale)) *
glm::scale(_modelTransform.value(), glm::dvec3(_modelScale));
const glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() *
modelTransform;
++nLightSources;
int nLightSources = 0;
_lightIntensitiesBuffer.resize(_lightSources.size());
_lightDirectionsViewSpaceBuffer.resize(_lightSources.size());
for (const std::unique_ptr<LightSource>& lightSource : _lightSources) {
if (!lightSource->isEnabled()) {
continue;
}
_lightIntensitiesBuffer[nLightSources] = lightSource->intensity();
_lightDirectionsViewSpaceBuffer[nLightSources] =
lightSource->directionViewSpace(data);
++nLightSources;
}
_program->setUniform(
_uniformCache.nLightSources,
nLightSources
);
_program->setUniform(
_uniformCache.lightIntensities,
_lightIntensitiesBuffer
);
_program->setUniform(
_uniformCache.lightDirectionsViewSpace,
_lightDirectionsViewSpaceBuffer
);
_program->setUniform(
_uniformCache.modelViewTransform,
glm::mat4(modelViewTransform)
);
glm::dmat4 normalTransform = glm::transpose(glm::inverse(modelViewTransform));
_program->setUniform(
_uniformCache.normalTransform,
glm::mat4(normalTransform)
);
_program->setUniform(
_uniformCache.projectionTransform,
data.camera.projectionMatrix()
);
_program->setUniform(_uniformCache.ambientIntensity, _ambientIntensity);
_program->setUniform(_uniformCache.diffuseIntensity, _diffuseIntensity);
_program->setUniform(_uniformCache.specularIntensity, _specularIntensity);
_program->setUniform(_uniformCache.performShading, _performShading);
if (!_enableFaceCulling) {
glDisable(GL_CULL_FACE);
}
// Configure blending
glEnablei(GL_BLEND, 0);
switch (_blendingFuncOption) {
case DefaultBlending:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case AdditiveBlending:
glBlendFunc(GL_ONE, GL_ONE);
break;
case PolygonBlending:
glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
break;
case ColorAddingBlending:
glBlendFunc(GL_SRC_COLOR, GL_DST_COLOR);
break;
};
if (!_enableDepthTest) {
glDisable(GL_DEPTH_TEST);
}
if (!_shouldRenderTwice) {
// Reset manual depth test
_program->setUniform(
_uniformCache.nLightSources,
nLightSources
);
_program->setUniform(
_uniformCache.lightIntensities,
_lightIntensitiesBuffer
);
_program->setUniform(
_uniformCache.lightDirectionsViewSpace,
_lightDirectionsViewSpaceBuffer
);
_program->setUniform(
_uniformCache.modelViewTransform,
glm::mat4(modelViewTransform)
_uniformCache.performManualDepthTest,
false
);
glm::dmat4 normalTransform = glm::transpose(glm::inverse(modelViewTransform));
_program->setUniform(
_uniformCache.normalTransform,
glm::mat4(normalTransform)
);
_program->setUniform(
_uniformCache.projectionTransform,
data.camera.projectionMatrix()
);
_program->setUniform(_uniformCache.ambientIntensity, _ambientIntensity);
_program->setUniform(_uniformCache.diffuseIntensity, _diffuseIntensity);
_program->setUniform(_uniformCache.specularIntensity, _specularIntensity);
_program->setUniform(_uniformCache.performShading, _performShading);
_program->setUniform(_uniformCache.opacityBlending, _enableOpacityBlending);
if (_disableFaceCulling) {
glDisable(GL_CULL_FACE);
if (hasOverrideRenderBin()) {
// If override render bin is set then use the opacity values as normal
_program->setUniform(_uniformCache.opacity, opacity());
}
glEnablei(GL_BLEND, 0);
switch (_blendingFuncOption) {
case DefaultBlending:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case AdditiveBlending:
glBlendFunc(GL_ONE, GL_ONE);
break;
case PointsAndLinesBlending:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case PolygonBlending:
glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
break;
case ColorAddingBlending:
glBlendFunc(GL_SRC_COLOR, GL_DST_COLOR);
break;
};
if (_disableDepthTest) {
glDisable(GL_DEPTH_TEST);
else {
// Otherwise reset to 1
_program->setUniform(_uniformCache.opacity, 1.f);
}
_geometry->render(*_program);
if (_disableFaceCulling) {
glEnable(GL_CULL_FACE);
}
global::renderEngine->openglStateCache().resetBlendState();
if (_disableDepthTest) {
glEnable(GL_DEPTH_TEST);
}
_program->deactivate();
}
else {
// Prepare framebuffer
GLint defaultFBO = ghoul::opengl::FramebufferObject::getActiveObject();
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
// Re-bind first texture to use the currently not used Ping-Pong texture in the
// FramebufferRenderer
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
global::renderEngine->renderer().additionalColorTexture1(),
0
);
// Check status
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LERROR("Framebuffer is not complete");
}
glDrawBuffers(3, ColorAttachmentArray);
glClearBufferfv(GL_COLOR, 1, glm::value_ptr(glm::vec4(0.f, 0.f, 0.f, 0.f)));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use a manuel depth test to make the models aware of the rest of the scene
_program->setUniform(
_uniformCache.performManualDepthTest,
_enableDepthTest
);
// Bind the G-buffer depth texture for a manual depth test towards the rest
// of the scene
ghoul::opengl::TextureUnit gBufferDepthTextureUnit;
gBufferDepthTextureUnit.activate();
glBindTexture(
GL_TEXTURE_2D,
global::renderEngine->renderer().gBufferDepthTexture()
);
_program->setUniform(
_uniformCache.gBufferDepthTexture,
gBufferDepthTextureUnit
);
// Will also need the resolution to get a texture coordinate for the G-buffer
// depth texture
_program->setUniform(
_uniformCache.resolution,
glm::vec2(global::windowDelegate->currentDrawBufferResolution())
);
// Make sure opacity in first pass is always 1
_program->setUniform(_uniformCache.opacity, 1.f);
// Render Pass 1
// Render all parts of the model into the new framebuffer without opacity
_geometry->render(*_program);
_program->deactivate();
// Render pass 2
// Render the whole model into the G-buffer with the correct opacity
glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
// Screen-space quad should not be discarded due to depth test,
// but we still want to be able to write to the depth buffer -> GL_ALWAYS
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
_quadProgram->activate();
_quadProgram->setUniform(_uniformOpacityCache.opacity, opacity());
// Bind textures
ghoul::opengl::TextureUnit colorTextureUnit;
colorTextureUnit.activate();
glBindTexture(
GL_TEXTURE_2D,
global::renderEngine->renderer().additionalColorTexture1()
);
_quadProgram->setUniform(_uniformOpacityCache.colorTexture, colorTextureUnit);
ghoul::opengl::TextureUnit depthTextureUnit;
depthTextureUnit.activate();
glBindTexture(
GL_TEXTURE_2D,
global::renderEngine->renderer().additionalDepthTexture()
);
_quadProgram->setUniform(_uniformOpacityCache.depthTexture, depthTextureUnit);
// Will also need the resolution and viewport to get a texture coordinate
_quadProgram->setUniform(
_uniformOpacityCache.resolution,
glm::vec2(global::windowDelegate->currentDrawBufferResolution())
);
GLint vp[4] = { 0 };
global::renderEngine->openglStateCache().viewport(vp);
glm::ivec4 viewport = glm::ivec4(vp[0], vp[1], vp[2], vp[3]);
_quadProgram->setUniform(
_uniformOpacityCache.viewport,
viewport[0],
viewport[1],
viewport[2],
viewport[3]
);
// Draw
glBindVertexArray(_quadVao);
glDrawArrays(GL_TRIANGLES, 0, 6);
_quadProgram->deactivate();
}
// Reset
if (!_enableFaceCulling) {
glEnable(GL_CULL_FACE);
}
if (!_enableDepthTest) {
glEnable(GL_DEPTH_TEST);
}
global::renderEngine->openglStateCache().resetBlendState();
global::renderEngine->openglStateCache().resetDepthState();
glActiveTexture(GL_TEXTURE0);
}
void RenderableModel::update(const UpdateData& data) {
@@ -685,11 +925,19 @@ void RenderableModel::update(const UpdateData& data) {
ghoul::opengl::updateUniformLocations(*_program, _uniformCache, UniformNames);
}
setBoundingSphere(_geometry->boundingRadius() * _modelScale *
glm::compMax(data.modelTransform.scale)
);
// Set Interaction sphere size to be 10% of the bounding sphere
setInteractionSphere(boundingSphere() * 0.1);
if (!hasOverrideRenderBin()) {
// Only render two pass if the model is in any way transparent
const float o = opacity();
if ((o >= 0.f && o < 1.f) || _geometry->isTransparent()) {
setRenderBin(Renderable::RenderBin::PostDeferredTransparent);
_shouldRenderTwice = true;
}
else {
setRenderBin(_originalRenderBin);
_shouldRenderTwice = false;
}
}
if (_geometry->hasAnimation() && !_animationStart.empty()) {
double relativeTime;

View File

@@ -33,7 +33,6 @@
#include <openspace/properties/scalar/boolproperty.h>
#include <openspace/properties/scalar/floatproperty.h>
#include <openspace/properties/vector/vec3property.h>
#include <openspace/util/distanceconversion.h>
#include <ghoul/misc/managedmemoryuniqueptr.h>
#include <ghoul/io/model/modelreader.h>
#include <ghoul/opengl/uniformcache.h>
@@ -93,21 +92,21 @@ private:
properties::FloatProperty _specularIntensity;
properties::BoolProperty _performShading;
properties::BoolProperty _disableFaceCulling;
properties::BoolProperty _enableFaceCulling;
properties::DMat4Property _modelTransform;
properties::Vec3Property _rotationVec;
properties::BoolProperty _disableDepthTest;
properties::BoolProperty _enableOpacityBlending;
properties::BoolProperty _enableDepthTest;
properties::OptionProperty _blendingFuncOption;
std::string _vertexShaderPath;
std::string _fragmentShaderPath;
ghoul::opengl::ProgramObject* _program = nullptr;
UniformCache(opacity, nLightSources, lightDirectionsViewSpace, lightIntensities,
UniformCache(nLightSources, lightDirectionsViewSpace, lightIntensities,
modelViewTransform, normalTransform, projectionTransform,
performShading, ambientIntensity, diffuseIntensity,
specularIntensity, opacityBlending) _uniformCache;
specularIntensity, performManualDepthTest, gBufferDepthTexture,
resolution, opacity) _uniformCache;
std::vector<std::unique_ptr<LightSource>> _lightSources;
@@ -116,6 +115,20 @@ private:
std::vector<glm::vec3> _lightDirectionsViewSpaceBuffer;
properties::PropertyOwner _lightSourcePropertyOwner;
// Framebuffer and screen space quad
GLuint _framebuffer = 0;
GLuint _quadVao = 0;
GLuint _quadVbo = 0;
bool _shouldRenderTwice = false;
// Opacity program
ghoul::opengl::ProgramObject* _quadProgram = nullptr;
UniformCache(opacity, colorTexture, depthTexture, viewport,
resolution) _uniformOpacityCache;
// Store the original RenderBin
Renderable::RenderBin _originalRenderBin;
};
} // namespace openspace

View File

@@ -434,6 +434,9 @@ void RenderableTrail::render(const RenderData& data, RendererTasks&) {
const double distance = glm::distance(trailPosWorld, data.camera.eyePositionVec3());
if (distance > boundingSphere() * DISTANCE_CULLING_RADII) {
// Reset
global::renderEngine->openglStateCache().resetBlendState();
global::renderEngine->openglStateCache().resetDepthState();
return;
}
@@ -468,8 +471,9 @@ void RenderableTrail::render(const RenderData& data, RendererTasks&) {
glBindVertexArray(0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(true);
// Reset
global::renderEngine->openglStateCache().resetBlendState();
global::renderEngine->openglStateCache().resetDepthState();
_programObject->deactivate();
}

View File

@@ -108,7 +108,7 @@ void ScreenSpaceFramebuffer::render() {
const glm::vec4& size = _size.value();
const float xratio = resolution.x / (size.z - size.x);
const float yratio = resolution.y / (size.w - size.y);;
const float yratio = resolution.y / (size.w - size.y);
if (!_renderFunctions.empty()) {
GLint viewport[4];

View File

@@ -0,0 +1,64 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2022 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#include "fragment.glsl"
#include "floatoperations.glsl"
in vec2 vs_st;
uniform float opacity = 1.0;
uniform sampler2D colorTexture;
uniform sampler2D depthTexture;
uniform ivec4 viewport;
uniform vec2 resolution;
Fragment getFragment() {
Fragment frag;
// Modify the texCoord based on the Viewport and Resolution. This modification is
// necessary in case of side-by-side stereo as we only want to access the part of the
// feeding texture that we are currently responsible for. Otherwise we would map the
// entire feeding texture into our half of the result texture, leading to a doubling of
// the "missing" half. If you don't believe me, load a configuration file with the
// side_by_side stereo mode enabled, disable FXAA, and remove this modification.
// The same calculation is done in the HDR resolving shader
vec2 st = vs_st;
st.x = st.x / (resolution.x / viewport[2]) + (viewport[0] / resolution.x);
st.y = st.y / (resolution.y / viewport[3]) + (viewport[1] / resolution.y);
vec4 textureColor = texture(colorTexture, st);
if (textureColor.a == 0.0 || opacity == 0.0) {
discard;
}
frag.color.rgb = textureColor.rgb;
frag.color.a = opacity * textureColor.a;
frag.depth = denormalizeFloat(texture(depthTexture, vs_st).x);
frag.disableLDR2HDR = true;
return frag;
}

View File

@@ -0,0 +1,35 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2022 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
layout(location = 0) in vec2 in_position;
layout(location = 1) in vec2 in_st;
out vec2 vs_st;
void main() {
vs_st = in_st;
gl_Position = vec4(in_position.x, in_position.y, 0.0, 1.0);
}

View File

@@ -28,135 +28,139 @@ in vec2 vs_st;
in vec3 vs_normalViewSpace;
in vec4 vs_positionCameraSpace;
in float vs_screenSpaceDepth;
in mat3 TBN;
in mat3 vs_TBN;
uniform float ambientIntensity = 0.2;
uniform float diffuseIntensity = 1.0;
uniform float specularIntensity = 1.0;
uniform bool performShading = true;
uniform bool use_forced_color = false;
uniform bool has_texture_diffuse;
uniform bool has_texture_normal;
uniform bool has_texture_specular;
uniform bool has_color_specular;
uniform bool opacityBlending = false;
uniform sampler2D texture_diffuse;
uniform sampler2D texture_normal;
uniform sampler2D texture_specular;
uniform vec3 color_diffuse;
uniform vec3 color_specular;
uniform vec4 color_diffuse;
uniform vec4 color_specular;
uniform float opacity = 1.0;
uniform int nLightSources;
uniform vec3 lightDirectionsViewSpace[8];
uniform float lightIntensities[8];
uniform float opacity = 1.0;
uniform bool performManualDepthTest = false;
uniform sampler2D gBufferDepthTexture;
uniform vec2 resolution;
Fragment getFragment() {
Fragment frag;
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vs_positionCameraSpace;
frag.gNormal = vec4(vs_normalViewSpace, 0.0);
frag.disableLDR2HDR = true;
frag.color.a = opacity;
if (performManualDepthTest) {
// gl_FragCoord.x goes from 0 to resolution.x and gl_FragCoord.y goes from 0 to
// resolution.y, need to normalize it
vec2 texCoord = gl_FragCoord.xy;
texCoord.x = texCoord.x / resolution.x;
texCoord.y = texCoord.y / resolution.y;
// Manual depth test
float gBufferDepth = denormalizeFloat(texture(gBufferDepthTexture, texCoord).x);
if (vs_screenSpaceDepth > gBufferDepth) {
frag.color = vec4(0.0);
frag.depth = gBufferDepth;
return frag;
}
}
// Render invisible mesh with flashy procedural material
if (use_forced_color) {
Fragment frag;
vec3 adjustedPos = floor(vs_positionCameraSpace.xyz * 3.0);
vec3 adjustedPos = floor(vs_positionCameraSpace.xyz / 500.0);
float chessboard = adjustedPos.x + adjustedPos.y + adjustedPos.z;
chessboard = fract(chessboard * 0.5);
chessboard *= 2;
// Pink and complementary green in a chessboard pattern
frag.color.rgb = mix(vec3(1.0, 0.0, 0.8), vec3(0.0, 1.0, 0.2), chessboard);
frag.color.a = opacity;
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vs_positionCameraSpace;
frag.gNormal = vec4(vs_normalViewSpace, 0.0);
frag.disableLDR2HDR = true;
return frag;
}
vec3 diffuseAlbedo;
// Base color
vec4 diffuseAlbedo;
if (has_texture_diffuse) {
diffuseAlbedo = texture(texture_diffuse, vs_st).rgb;
diffuseAlbedo = texture(texture_diffuse, vs_st);
}
else {
diffuseAlbedo = color_diffuse;
}
if (opacity == 0.0) {
discard;
}
Fragment frag;
if (performShading) {
// Specular color
vec3 specularAlbedo;
if (has_texture_specular) {
specularAlbedo = texture(texture_specular, vs_st).rgb;
}
else {
if (has_color_specular) {
specularAlbedo = color_specular;
specularAlbedo = color_specular.rgb;
}
else {
specularAlbedo = vec3(1.0);
specularAlbedo = diffuseAlbedo.rgb;
}
}
// Some of these values could be passed in as uniforms
const vec3 lightColorAmbient = vec3(1.0);
const vec3 lightColor = vec3(1.0);
vec3 n;
// Bumb mapping
vec3 normal;
if (has_texture_normal) {
vec3 normalAlbedo = texture(texture_normal, vs_st).rgb;
normalAlbedo = normalize(normalAlbedo * 2.0 - 1.0);
n = normalize(TBN * normalAlbedo);
normal = normalize(vs_TBN * normalAlbedo);
}
else {
n = normalize(vs_normalViewSpace);
normal = normalize(vs_normalViewSpace);
}
frag.gNormal = vec4(normal, 0.0);
vec3 c = normalize(vs_positionCameraSpace.xyz);
// Could be seperated into ambinet, diffuse and specular and passed in as uniforms
const vec3 lightColor = vec3(1.0);
const float specularPower = 100.0;
vec3 color = ambientIntensity * lightColorAmbient * diffuseAlbedo;
// Ambient light
vec3 totalLightColor = ambientIntensity * lightColor * diffuseAlbedo.rgb;
vec3 viewDirection = normalize(vs_positionCameraSpace.xyz);
for (int i = 0; i < nLightSources; ++i) {
vec3 l = lightDirectionsViewSpace[i];
vec3 r = reflect(l, n);
float diffuseCosineFactor = dot(n,l);
float specularCosineFactor = dot(c,r);
const float specularPower = 100.0;
// Diffuse light
vec3 lightDirection = lightDirectionsViewSpace[i];
float diffuseFactor = max(dot(normal, lightDirection), 0.0);
vec3 diffuseColor =
diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0);
diffuseIntensity * lightColor * diffuseFactor * diffuseAlbedo.rgb;
// Specular light
vec3 reflectDirection = reflect(lightDirection, normal);
float specularFactor =
pow(max(dot(viewDirection, reflectDirection), 0.0), specularPower);
vec3 specularColor =
specularIntensity * lightColor * specularAlbedo *
pow(max(specularCosineFactor, 0), specularPower);
specularIntensity * lightColor * specularFactor * specularAlbedo;
color += lightIntensities[i] * (diffuseColor + specularColor);
totalLightColor += lightIntensities[i] * (diffuseColor + specularColor);
}
frag.color.rgb = color;
frag.color.rgb = totalLightColor;
}
else {
frag.color.rgb = diffuseAlbedo;
frag.color.rgb = diffuseAlbedo.rgb;
}
if (opacityBlending) {
// frag.color.a = opacity * (frag.color.r + frag.color.g + frag.color.b)/3.0;
frag.color.a = opacity * max(max(frag.color.r, frag.color.g), frag.color.b);
}
else {
frag.color.a = opacity;
}
if (frag.color.a < 0.1) {
discard;
}
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vs_positionCameraSpace;
frag.gNormal = vec4(vs_normalViewSpace, 0.0);
frag.disableLDR2HDR = true;
frag.color.a = diffuseAlbedo.a * opacity;
return frag;
}

View File

@@ -35,7 +35,7 @@ out vec2 vs_st;
out vec3 vs_normalViewSpace;
out float vs_screenSpaceDepth;
out vec4 vs_positionCameraSpace;
out mat3 TBN;
out mat3 vs_TBN;
uniform mat4 modelViewTransform;
uniform mat4 projectionTransform;
@@ -53,17 +53,18 @@ void main() {
vs_st = in_st;
vs_screenSpaceDepth = positionScreenSpace.w;
vs_normalViewSpace = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
vs_normalViewSpace =
normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
// TBN matrix for normal mapping
vec3 T = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_tangent));
vec3 N = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
// TBN matrix for normal mapping
vec3 T = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_tangent));
vec3 N = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
// Re-orthogonalize T with respect to N
T = normalize(T - dot(T, N) * N);
// Re-orthogonalize T with respect to N
T = normalize(T - dot(T, N) * N);
// Retrieve perpendicular vector B with cross product of T and N
vec3 B = normalize(cross(N, T));
// Retrieve perpendicular vector B with cross product of T and N
vec3 B = normalize(cross(N, T));
TBN = mat3(T, B, N);
vs_TBN = mat3(T, B, N);
}

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@@ -30,6 +30,7 @@
#include <openspace/engine/globals.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/scene/scene.h>
#include <openspace/util/distanceconversion.h>
#include <openspace/util/updatestructures.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/io/model/modelgeometry.h>
@@ -67,18 +68,38 @@ namespace {
// This specifies the model that is rendered by the Renderable.
std::filesystem::path geometryFile;
enum class [[codegen::map(openspace::DistanceUnit)]] ScaleUnit {
Nanometer,
Micrometer,
Millimeter,
Centimeter,
Decimeter,
Meter,
Kilometer,
Thou,
Inch,
Foot,
Yard,
Chain,
Furlong,
Mile
};
// The scale of the model. For example if the model is in centimeters
// then ModelScale = Centimeter or ModelScale = 0.01
std::optional<std::variant<ScaleUnit, double>> modelScale;
// By default the given ModelScale is used to scale the model down,
// by setting this setting to true the model is instead scaled up with the
// given ModelScale
std::optional<bool> invertModelScale;
// Contains information about projecting onto this planet.
ghoul::Dictionary projection
[[codegen::reference("spacecraftinstruments_projectioncomponent")]];
// [[codegen::verbatim(PerformShadingInfo.description)]]
std::optional<bool> performShading;
// The radius of the bounding sphere of this object. This has to be a
// radius that is larger than anything that is rendered by it. It has to
// be at least as big as the convex hull of the object. The default value
// is 10e9 meters.
std::optional<double> boundingSphereRadius;
};
#include "renderablemodelprojection_codegen.cpp"
} // namespace
@@ -102,12 +123,30 @@ RenderableModelProjection::RenderableModelProjection(const ghoul::Dictionary& di
ghoul::io::ModelReader::NotifyInvisibleDropped::Yes
);
_invertModelScale = p.invertModelScale.value_or(_invertModelScale);
if (p.modelScale.has_value()) {
if (std::holds_alternative<Parameters::ScaleUnit>(*p.modelScale)) {
Parameters::ScaleUnit scaleUnit =
std::get<Parameters::ScaleUnit>(*p.modelScale);
DistanceUnit distanceUnit = codegen::map<DistanceUnit>(scaleUnit);
_modelScale = toMeter(distanceUnit);
}
else if (std::holds_alternative<double>(*p.modelScale)) {
_modelScale = std::get<double>(*p.modelScale);
}
else {
throw ghoul::MissingCaseException();
}
if (_invertModelScale) {
_modelScale = 1.0 / _modelScale;
}
}
addPropertySubOwner(_projectionComponent);
_projectionComponent.initialize(identifier(), p.projection);
double boundingSphereRadius = p.boundingSphereRadius.value_or(1.0e9);
setBoundingSphere(boundingSphereRadius);
_performShading = p.performShading.value_or(_performShading);
addProperty(_performShading);
}
@@ -161,9 +200,11 @@ void RenderableModelProjection::initializeGL() {
_projectionComponent.initializeGL();
double bs = boundingSphere();
_geometry->initialize();
setBoundingSphere(bs); // ignore bounding sphere set by geometry.
setBoundingSphere(_geometry->boundingRadius() * _modelScale);
// Set Interaction sphere size to be 10% of the bounding sphere
setInteractionSphere(boundingSphere() * 0.1);
}
void RenderableModelProjection::deinitializeGL() {
@@ -222,8 +263,11 @@ void RenderableModelProjection::render(const RenderData& data, RendererTasks&) {
const glm::dmat4 transform =
glm::translate(glm::dmat4(1.0), data.modelTransform.translation) *
glm::dmat4(data.modelTransform.rotation) *
glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale));
glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale)) *
glm::scale(glm::dmat4(1.0), glm::dvec3(_modelScale));
const glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() * transform;
// malej 2023-FEB-23: The light sources should probably not be hard coded
const glm::vec3 directionToSun = glm::normalize(_sunPosition - bodyPos);
const glm::vec3 directionToSunViewSpace = glm::normalize(
glm::mat3(data.camera.combinedViewMatrix()) * directionToSun

View File

@@ -84,6 +84,8 @@ private:
UniformCache(ProjectorMatrix, ModelTransform) _depthFboUniformCache;
std::unique_ptr<ghoul::modelgeometry::ModelGeometry> _geometry;
double _modelScale = 1.0;
bool _invertModelScale = false;
glm::dmat3 _instrumentMatrix = glm::dmat3(1.0);

View File

@@ -32,7 +32,7 @@ in vec4 vs_positionCameraSpace;
uniform bool has_texture_diffuse;
uniform sampler2D baseTexture;
uniform vec3 baseColor;
uniform vec4 baseColor;
uniform sampler2D projectionTexture;
uniform bool performShading;
uniform float projectionFading;
@@ -47,13 +47,23 @@ const float specularPower = 100.0;
Fragment getFragment() {
Fragment frag;
frag.depth = vs_depth;
frag.gPosition = vs_positionCameraSpace;
frag.gNormal = vec4(vs_normalViewSpace, 0.0);
frag.disableLDR2HDR = true;
frag.color.a = 1.0;
// Base color
vec4 textureColor;
if (has_texture_diffuse) {
textureColor = texture(baseTexture, vs_st);
textureColor = texture(baseTexture, vs_st);
}
else {
textureColor = vec4(baseColor, 1.0);
textureColor = vec4(baseColor.rgb, 1.0);
}
// Mix base color with the projection images
vec4 projectionColor = texture(projectionTexture, vs_st);
if (projectionColor.a > 0.0) {
textureColor.rgb = mix(
@@ -65,34 +75,35 @@ Fragment getFragment() {
vec3 diffuseAlbedo = textureColor.rgb;
Fragment frag;
if (performShading) {
// Some of these values could be passed in as uniforms
const vec3 lightColorAmbient = vec3(1.0);
// Could be seperated into ambinet, diffuse and specular and passed in as uniforms
const vec3 lightColor = vec3(1.0);
const float specularPower = 100.0;
vec3 n = normalize(vs_normalViewSpace);
vec3 l = directionToSunViewSpace;
vec3 c = normalize(vs_positionCameraSpace.xyz);
vec3 r = reflect(l, n);
// Ambient light
vec3 ambientColor = ambientIntensity * lightColor * diffuseAlbedo;
float diffuseCosineFactor = dot(n,l);
float specularCosineFactor = dot(c,r);
vec3 ambientColor = ambientIntensity * lightColorAmbient * diffuseAlbedo;
// Diffuse light
vec3 normal = normalize(vs_normalViewSpace);
vec3 lightDirection = directionToSunViewSpace;
float diffuseFactor = max(dot(normal, lightDirection), 0.0);
vec3 diffuseColor =
diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0.0);
vec3 specularColor = specularIntensity * lightColor * specularAlbedo *
pow(max(specularCosineFactor, 0.0), specularPower);
diffuseIntensity * lightColor * diffuseFactor * diffuseAlbedo;
// Specular light
vec3 viewDirection = normalize(vs_positionCameraSpace.xyz);
vec3 reflectDirection = reflect(lightDirection, normal);
float specularFactor =
pow(max(dot(viewDirection, reflectDirection), 0.0), specularPower);
vec3 specularColor =
specularIntensity * lightColor * specularFactor * specularAlbedo;
// Total light
frag.color.rgb = ambientColor + diffuseColor + specularColor;
}
else {
frag.color.rgb = diffuseAlbedo;
}
frag.color.a = 1.0;
frag.depth = vs_depth;
// frag.depth = 0.0;
return frag;
}

View File

@@ -37,7 +37,6 @@ out vec4 vs_positionCameraSpace;
uniform mat4 modelViewTransform;
uniform mat4 projectionTransform;
uniform vec3 cameraDirectionWorldSpace;
uniform mat4 meshTransform;
uniform mat4 meshNormalTransform;

View File

@@ -87,6 +87,53 @@ namespace {
namespace openspace {
//============================//
//===== Reuse textures =====//
//============================//
GLuint FramebufferRenderer::additionalColorTexture1() const {
// Gives access to the currently NOT used pingPongTexture
int unusedPingPongIndex = _pingPongIndex == 0 ? 1 : 0;
return _pingPongBuffers.colorTexture[unusedPingPongIndex];
}
GLuint FramebufferRenderer::additionalColorTexture2() const {
// Gives access to the exitColorTexture
return _exitColorTexture;
}
GLuint FramebufferRenderer::additionalColorTexture3() const {
// Gives access to the fxaaTexture
return _fxaaBuffers.fxaaTexture;
}
GLuint FramebufferRenderer::additionalDepthTexture() const {
// Gives access to the exitDepthTexture
return _exitDepthTexture;
}
//=============================//
//===== Access G-buffer =====//
//=============================//
GLuint FramebufferRenderer::gBufferColorTexture() const {
// Gives access to the color texture of the G-buffer
return _gBuffers.colorTexture;
}
GLuint FramebufferRenderer::gBufferPositionTexture() const {
// Gives access to the position texture of the G-buffer
return _gBuffers.positionTexture;
}
GLuint FramebufferRenderer::gBufferNormalTexture() const {
// Gives access to the normal texture of the G-buffer
return _gBuffers.normalTexture;
}
GLuint FramebufferRenderer::gBufferDepthTexture() const {
// Gives access to the depth texture of the G-buffer
return _gBuffers.depthTexture;
}
void FramebufferRenderer::initialize() {
ZoneScoped;
TracyGpuZone("Rendering initialize");
@@ -134,10 +181,6 @@ void FramebufferRenderer::initialize() {
glGenTextures(1, &_exitDepthTexture);
glGenFramebuffers(1, &_exitFramebuffer);
// HDR / Filtering Buffers
glGenFramebuffers(1, &_hdrBuffers.hdrFilteringFramebuffer);
glGenTextures(1, &_hdrBuffers.hdrFilteringTexture);
// FXAA Buffers
glGenFramebuffers(1, &_fxaaBuffers.fxaaFramebuffer);
glGenTextures(1, &_fxaaBuffers.fxaaTexture);
@@ -252,30 +295,6 @@ void FramebufferRenderer::initialize() {
LERROR("Exit framebuffer is not complete");
}
//===================================//
//===== HDR/Filtering Buffers =====//
//===================================//
glBindFramebuffer(GL_FRAMEBUFFER, _hdrBuffers.hdrFilteringFramebuffer);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
_hdrBuffers.hdrFilteringTexture,
0
);
if (glbinding::Binding::ObjectLabel.isResolved()) {
glObjectLabel(
GL_FRAMEBUFFER,
_hdrBuffers.hdrFilteringFramebuffer,
-1,
"HDR filtering"
);
}
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LERROR("HDR/Filtering framebuffer is not complete");
}
//===================================//
//========== FXAA Buffers =========//
//===================================//
@@ -384,7 +403,6 @@ void FramebufferRenderer::deinitialize() {
glDeleteFramebuffers(1, &_gBuffers.framebuffer);
glDeleteFramebuffers(1, &_exitFramebuffer);
glDeleteFramebuffers(1, &_hdrBuffers.hdrFilteringFramebuffer);
glDeleteFramebuffers(1, &_fxaaBuffers.fxaaFramebuffer);
glDeleteFramebuffers(1, &_pingPongBuffers.framebuffer);
glDeleteFramebuffers(1, &_downscaleVolumeRendering.framebuffer);
@@ -392,7 +410,6 @@ void FramebufferRenderer::deinitialize() {
glDeleteTextures(1, &_gBuffers.colorTexture);
glDeleteTextures(1, &_gBuffers.depthTexture);
glDeleteTextures(1, &_hdrBuffers.hdrFilteringTexture);
glDeleteTextures(1, &_fxaaBuffers.fxaaTexture);
glDeleteTextures(1, &_gBuffers.positionTexture);
glDeleteTextures(1, &_gBuffers.normalTexture);
@@ -801,27 +818,6 @@ void FramebufferRenderer::updateResolution() {
);
}
// HDR / Filtering
glBindTexture(GL_TEXTURE_2D, _hdrBuffers.hdrFilteringTexture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA32F,
_resolution.x,
_resolution.y,
0,
GL_RGBA,
GL_FLOAT,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (glbinding::Binding::ObjectLabel.isResolved()) {
glObjectLabel(GL_TEXTURE, _hdrBuffers.hdrFilteringTexture, -1, "HDR filtering");
}
// FXAA
glBindTexture(GL_TEXTURE_2D, _fxaaBuffers.fxaaTexture);
glTexImage2D(
@@ -943,7 +939,7 @@ void FramebufferRenderer::updateResolution() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (glbinding::Binding::ObjectLabel.isResolved()) {
glObjectLabel(GL_TEXTURE, _exitColorTexture, -1, "Exit depth");
glObjectLabel(GL_TEXTURE, _exitDepthTexture, -1, "Exit depth");
}
_dirtyResolution = false;
@@ -1186,7 +1182,14 @@ void FramebufferRenderer::render(Scene* scene, Camera* camera, float blackoutFac
glEnablei(GL_BLEND, 0);
{
TracyGpuZone("PostDeferredTransparent");
TracyGpuZone("Overlay")
ghoul::GLDebugGroup group("Overlay");
data.renderBinMask = static_cast<int>(Renderable::RenderBin::Overlay);
scene->render(data, tasks);
}
{
TracyGpuZone("PostDeferredTransparent")
ghoul::GLDebugGroup group("PostDeferredTransparent");
data.renderBinMask = static_cast<int>(
Renderable::RenderBin::PostDeferredTransparent
@@ -1195,9 +1198,11 @@ void FramebufferRenderer::render(Scene* scene, Camera* camera, float blackoutFac
}
{
TracyGpuZone("Overlay");
ghoul::GLDebugGroup group("Overlay");
data.renderBinMask = static_cast<int>(Renderable::RenderBin::Overlay);
TracyGpuZone("Sticker")
ghoul::GLDebugGroup group("Sticker");
data.renderBinMask = static_cast<int>(
Renderable::RenderBin::Sticker
);
scene->render(data, tasks);
}

View File

@@ -150,6 +150,7 @@ Renderable::Renderable(const ghoul::Dictionary& dictionary, RenderableSettings s
if (p.renderBinMode.has_value()) {
_automaticallyUpdateRenderBin = false;
_hasOverrideRenderBin = true;
setRenderBin(codegen::map<Renderable::RenderBin>(*p.renderBinMode));
}
@@ -326,4 +327,8 @@ bool Renderable::automaticallyUpdatesRenderBin() const noexcept {
return _automaticallyUpdateRenderBin;
}
bool Renderable::hasOverrideRenderBin() const noexcept {
return _hasOverrideRenderBin;
}
} // namespace openspace

View File

@@ -413,6 +413,10 @@ RenderEngine::RenderEngine()
RenderEngine::~RenderEngine() {}
const FramebufferRenderer& RenderEngine::renderer() const {
return _renderer;
}
void RenderEngine::initialize() {
ZoneScoped;

View File

@@ -75,10 +75,13 @@ namespace {
return "PreDeferredTransparent";
}
else if (renderBin == 8) {
return "PostDeferredTransparent";
return "Overlay";
}
else if (renderBin == 16) {
return "Overlay";
return "PostDeferredTransparent";
}
else if (renderBin == 32) {
return "Sticker";
}
else {
throw ghoul::MissingCaseException();