Implement fading distance in renderablestationfov, lifting out some functions in renderablecone to make inheritance easier

This commit is contained in:
Lovisa Hassler
2019-01-23 12:41:57 -05:00
parent b05bbf643f
commit d60017e25d
7 changed files with 262 additions and 44 deletions
+2
View File
@@ -52,6 +52,8 @@ source_group("Source Files" FILES ${SOURCE_FILES})
set(SHADER_FILES
${CMAKE_CURRENT_SOURCE_DIR}/shaders/renderablesignals_fs.glsl
${CMAKE_CURRENT_SOURCE_DIR}/shaders/renderablesignals_vs.glsl
${CMAKE_CURRENT_SOURCE_DIR}/shaders/renderablestationfov_fs.glsl
${CMAKE_CURRENT_SOURCE_DIR}/shaders/renderablestationfov_vs.glsl
${CMAKE_CURRENT_SOURCE_DIR}/shaders/renderablecone_fs.glsl
${CMAKE_CURRENT_SOURCE_DIR}/shaders/renderablecone_vs.glsl
)
+44 -30
View File
@@ -217,7 +217,7 @@ RenderableCone::RenderableCone(const ghoul::Dictionary& dictionary)
_color = dictionary.value<glm::vec3>(ColorInfo.identifier);
_color.setViewOption(properties::Property::ViewOptions::Color);
}
if (dictionary.hasKeyAndValue<double>(ApexPositionInfo.identifier)) {
if (dictionary.hasKeyAndValue<double>(ResolutionInfo.identifier)) {
_resolution = dictionary.value<double>(ResolutionInfo.identifier);
}
if (dictionary.hasKeyAndValue<double>(OpacityInfo.identifier)) {
@@ -234,16 +234,8 @@ RenderableCone::RenderableCone(const ghoul::Dictionary& dictionary)
addProperty(_color);
}
void RenderableCone::initializeGL() {
_programObject = BaseModule::ProgramObjectManager.request(
ProgramName,
[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
return global::renderEngine.buildRenderProgram(
ProgramName,
absPath("${MODULE_DSN}/shaders/renderablecone_vs.glsl"),
absPath("${MODULE_DSN}/shaders/renderablecone_fs.glsl")
);
}
);
createShaderProgram();
ghoul::opengl::updateUniformLocations(*_programObject, _uniformCache, UniformNames);
setRenderBin(Renderable::RenderBin::Overlay);
@@ -295,6 +287,9 @@ void RenderableCone::updateVertexAttributes() {
sizeof(ColorVBOLayout) + sizeof(PositionVBOLayout),
(void*)(sizeof(PositionVBOLayout)));
glEnableVertexAttribArray(_vaLocCol);
// Update the number of lines to render, same for both vertex arrays
_count = static_cast<GLsizei>(_vertexLateralSurfaceArray.size() / (_sizeThreeVal + _sizeFourVal));
};
void RenderableCone::render(const RenderData& data, RendererTasks&) {
@@ -361,6 +356,20 @@ void RenderableCone::render(const RenderData& data, RendererTasks&) {
_programObject->deactivate();
}
void RenderableCone::createShaderProgram()
{
_programObject = BaseModule::ProgramObjectManager.request(
ProgramName,
[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
return global::renderEngine.buildRenderProgram(
ProgramName,
absPath("${MODULE_DSN}/shaders/renderablecone_vs.glsl"),
absPath("${MODULE_DSN}/shaders/renderablecone_fs.glsl")
);
}
);
}
void RenderableCone::update(const UpdateData& data) {
_vertexLateralSurfaceArray.clear();
_vertexBaseArray.clear();
@@ -386,8 +395,7 @@ void RenderableCone::update(const UpdateData& data) {
_baseCenterDirection = glm::normalize(_apexPosition - nodePos);
}
std::vector<glm::dvec3> baseVertices;
glm::dvec3 baseCenterPosition;
_baseVertices.clear();
int numBaseVertices = _resolution;
double height = _height * _unit;
@@ -401,31 +409,27 @@ void RenderableCone::update(const UpdateData& data) {
glm::dvec3 e1 = glm::normalize(glm::cross(_baseCenterDirection, e0));
if (_directionIsReversed) {
baseCenterPosition = _apexPosition + _baseCenterDirection * height;
_baseCenterPosition = _apexPosition + _baseCenterDirection * height;
}
else {
baseCenterPosition = _apexPosition - _baseCenterDirection * height;
_baseCenterPosition = _apexPosition - _baseCenterDirection * height;
}
for (int i = 0; i < numBaseVertices; ++i) {
double rad = angleIncrement * i;
glm::dvec3 p = baseCenterPosition + (((e0 * glm::cos(rad)) + (e1 * glm::sin(rad))) * radius);
glm::dvec3 p = _baseCenterPosition + (((e0 * glm::cos(rad)) + (e1 * glm::sin(rad))) * radius);
p = getCoordinatePosFromFocusNode(p);
baseVertices.push_back(p);
_baseVertices.push_back(p);
}
// work around for precision errors
_focusNodePos = global::navigationHandler.focusNode()->worldPosition();
_localTransform = glm::translate(glm::dmat4(1.0), _focusNodePos);
_apexPosition = getCoordinatePosFromFocusNode(_apexPosition);
baseCenterPosition = getCoordinatePosFromFocusNode(baseCenterPosition);
_baseCenterPosition = getCoordinatePosFromFocusNode(_baseCenterPosition);
// upload all positions to the vertex array
fillVertexArray(_vertexBaseArray, baseCenterPosition, baseVertices);
fillVertexArray(_vertexLateralSurfaceArray, _apexPosition, baseVertices);
// Update the number of lines to render, same for both vertex arrays
_count = static_cast<GLsizei>(_vertexLateralSurfaceArray.size() / (_sizeThreeVal + _sizeFourVal));
// upload all positions to the vertex arrays
fillVertexArrays();
unbindGL();
}
@@ -447,15 +451,25 @@ void RenderableCone::updateUniforms(const RenderData& data) {
_programObject->setUniform(_uniformCache.projection, data.camera.sgctInternal.projectionMatrix());
}
void RenderableCone::fillVertexArray(std::vector<float> &vertexArray, glm::dvec3 centerPoint, std::vector<glm::dvec3> points) {
void RenderableCone::fillVertexArrays() {
glm::vec3 color = _color;
glm::vec4 colorAndOpacity = { color, _opacity };
addVertexToVertexArray(vertexArray, centerPoint, colorAndOpacity);
for (int i = 0; i < points.size(); ++i) {
addVertexToVertexArray(vertexArray,points[i], colorAndOpacity);
// add base vertices
addVertexToVertexArray(_vertexBaseArray, _baseCenterPosition, colorAndOpacity);
for (int i = 0; i < _baseVertices.size(); ++i) {
addVertexToVertexArray(_vertexBaseArray, _baseVertices[i], colorAndOpacity);
}
addVertexToVertexArray(vertexArray,points[0], colorAndOpacity);
addVertexToVertexArray(_vertexBaseArray, _baseVertices[0], colorAndOpacity);
//add lateral surface vertices
addVertexToVertexArray(_vertexLateralSurfaceArray, _apexPosition, colorAndOpacity);
for (int i = 0; i < _baseVertices.size(); ++i) {
addVertexToVertexArray(_vertexLateralSurfaceArray, _baseVertices[i], colorAndOpacity);
}
addVertexToVertexArray(_vertexLateralSurfaceArray, _baseVertices[0], colorAndOpacity);
}
void RenderableCone::addVertexToVertexArray(std::vector<float> &vertexArray,glm::dvec3 position, glm::vec4 color)
+14 -12
View File
@@ -58,17 +58,18 @@ namespace openspace {
void initializeGL() override;
void deinitializeGL() override;
void update(const UpdateData& data) override;
virtual void update(const UpdateData& data) override;
virtual void createShaderProgram();
virtual void fillVertexArrays();
virtual void updateVertexAttributes();
void render(const RenderData& data, RendererTasks& rendererTask) override;
void fillVertexArray(std::vector<float> &_vertexArray, glm::dvec3 centerPoint, std::vector<glm::dvec3> points);
void updateVertexAttributes();
void addVertexToVertexArray(std::vector<float> &_vertexArray, glm::dvec3 position, glm::vec4 color);
bool isReady() const override;
/// Number of variables in _uniformCache
static const GLuint uniformCacheSize = 2;
/// Returns the documentation entries
static documentation::Documentation Documentation();
@@ -100,6 +101,7 @@ namespace openspace {
/// Specifies the number of components per generic vertex attribute
const GLuint _sizeFourVal = 4;
const GLuint _sizeThreeVal = 3;
const GLuint _sizeOneVal = 1;
/// Local model matrix, used for rendering in camera space
glm::dmat4 _localTransform = glm::dmat4(1.0);
@@ -107,9 +109,11 @@ namespace openspace {
GLint _first = 0;
/// The number of values to be rendered
GLsizei _count = 0;
/// Program object used to render the data stored in RenderInformation
ghoul::opengl::ProgramObject* _programObject = nullptr;
/// Cache for uniform variables, update _uniformCacheSize accordingly
UniformCache(modelView, projection) _uniformCache;
private:
void addVertexToVertexArray(std::vector<float> &_vertexArray,glm::dvec3 position,glm::vec4 color);
glm::dvec3 getCoordinatePosFromFocusNode(glm::dvec3 worldPos);
void updateUniforms(const RenderData& data);
@@ -124,6 +128,8 @@ namespace openspace {
glm::dvec3 _apexPosition;
glm::dvec3 _baseCenterDirection;
std::vector<glm::dvec3> _baseVertices;
glm::dvec3 _baseCenterPosition;
// lightdays in meters
double _unit = 2.59E13;
@@ -134,7 +140,7 @@ namespace openspace {
properties::Vec3Property _color;
properties::BoolProperty _wireframe;
bool _showbase = false;
bool _showbase = true;
bool _apexIsNodeAttached = true;
bool _baseCenterIsNodeAttached = true;
bool _directionIsReversed = false;
@@ -143,10 +149,6 @@ namespace openspace {
std::string _apexNodeId, _baseDirNodeId = "";
glm::dvec3 _focusNodePos;
/// Program object used to render the data stored in RenderInformation
ghoul::opengl::ProgramObject* _programObject = nullptr;
/// Cache for uniform variables, update _uniformCacheSize accordingly
UniformCache(modelView, projection) _uniformCache;
};
} // namespace openspace
+82 -1
View File
@@ -25,9 +25,18 @@
#include <openspace/documentation/documentation.h>
#include <openspace/documentation/verifier.h>
#include <modules/base/basemodule.h>
#include <ghoul/filesystem/filesystem.h>
#include <openspace/engine/globals.h>
#include <openspace/rendering/renderengine.h>
namespace {
constexpr const char* ProgramName = "StationFovProgram";
constexpr const char* _loggerCat = "RenderableStationFov";
constexpr const std::array <const char*, openspace::RenderableCone::uniformCacheSize> UniformNames = {
"modelView", "projectionTransform" };
} // namespace
namespace openspace {
@@ -61,10 +70,82 @@ documentation::Documentation RenderableStationFov::Documentation() {
return doc;
}
RenderableStationFov::RenderableStationFov(const ghoul::Dictionary& dictionary)
RenderableStationFov::RenderableStationFov(const ghoul::Dictionary& dictionary)
: RenderableCone(dictionary)
{
_showbase = false;
}
void RenderableStationFov::createShaderProgram()
{
_programObject = BaseModule::ProgramObjectManager.request(
ProgramName,
[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
return global::renderEngine.buildRenderProgram(
ProgramName,
absPath("${MODULE_DSN}/shaders/renderablestationfov_vs.glsl"),
absPath("${MODULE_DSN}/shaders/renderablestationfov_fs.glsl")
);
}
);
}
void RenderableStationFov::updateVertexAttributes()
{
// position attributes
glVertexAttribPointer(_vaLocVer, _sizeThreeVal, GL_FLOAT, GL_FALSE,
sizeof(ColorVBOLayout) + sizeof(PositionVBOLayout) + sizeof(float),
(void*)0);
glEnableVertexAttribArray(_vaLocVer);
// color attributes
glVertexAttribPointer(_vaLocCol, _sizeFourVal, GL_FLOAT, GL_FALSE,
sizeof(ColorVBOLayout) + sizeof(PositionVBOLayout) + sizeof(float),
(void*)(sizeof(PositionVBOLayout)));
glEnableVertexAttribArray(_vaLocCol);
// distance from apex attribute
glVertexAttribPointer(_vaLocDist, _sizeOneVal, GL_FLOAT, GL_FALSE,
sizeof(ColorVBOLayout) + sizeof(PositionVBOLayout) + sizeof(float),
(void*)(sizeof(PositionVBOLayout) + sizeof(ColorVBOLayout)));
glEnableVertexAttribArray(_vaLocDist);
// Update the number of lines to render, same for both vertex arrays
_count = static_cast<GLsizei>(_vertexLateralSurfaceArray.size() / (_sizeThreeVal + _sizeFourVal + _sizeOneVal));
}
void RenderableStationFov::fillVertexArrays()
{
glm::vec3 color = _color;
glm::vec4 colorAndOpacity = { color, _opacity };
// add base vertices
addVertexToVertexArray(_vertexBaseArray, _baseCenterPosition, colorAndOpacity, 1.0);
for (int i = 0; i < _baseVertices.size(); ++i) {
addVertexToVertexArray(_vertexBaseArray, _baseVertices[i], colorAndOpacity, 0.0);
}
addVertexToVertexArray(_vertexBaseArray, _baseVertices[0], colorAndOpacity, 0.0);
//add lateral surface vertices
addVertexToVertexArray(_vertexLateralSurfaceArray, _apexPosition, colorAndOpacity, 1.0);
for (int i = 0; i < _baseVertices.size(); ++i) {
addVertexToVertexArray(_vertexLateralSurfaceArray, _baseVertices[i], colorAndOpacity, 0.0);
}
addVertexToVertexArray(_vertexLateralSurfaceArray, _baseVertices[0], colorAndOpacity, 0.0);
}
void RenderableStationFov::addVertexToVertexArray(std::vector<float>& vertexArray, glm::dvec3 position, glm::vec4 color, float distance)
{
vertexArray.push_back(position.x);
vertexArray.push_back(position.y);
vertexArray.push_back(position.z);
vertexArray.push_back(color.r);
vertexArray.push_back(color.g);
vertexArray.push_back(color.b);
vertexArray.push_back(color.a);
vertexArray.push_back(distance);
}
} // namespace openspace
+17 -1
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@@ -31,7 +31,10 @@ namespace openspace {
namespace documentation { struct Documentation; }
/**
* This is a class for rendering cones
* This is a class for rendering a station field of view.
* It is based off of RenderableCone but includes some extra
* functionality such as defining the base radius with an angle
* and having a distance fade from the apex point.
**/
class RenderableStationFov : public RenderableCone{
@@ -39,6 +42,19 @@ namespace openspace {
RenderableStationFov(const ghoul::Dictionary& dictionary);
~RenderableStationFov() = default;
static documentation::Documentation Documentation();
void updateVertexAttributes() override;
void fillVertexArrays() override;
void createShaderProgram() override;
void addVertexToVertexArray(std::vector<float> &vertexArray, glm::dvec3 position,
glm::vec4 color, float distance);
private:
/// The vertex attribute location for position
/// must correlate to layout location in vertex shader
const GLuint _vaLocDist = 2;
};
} // namespace openspace
@@ -0,0 +1,53 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* 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 vec4 vs_positionScreenSpace;
in vec4 vs_gPosition;
in vec4 vs_color;
Fragment getFragment() {
Fragment frag;
frag.depth = vs_positionScreenSpace.w;
//frag.blend = BLEND_MODE_ADDITIVE;
frag.color = vs_color;
// G-Buffer
// JCC: The depthCorrection here is a temporary tweak
// to fix precision problems.
vec4 depthCorrection = vec4(0.0,0.0,100,0.0);
frag.gPosition = vs_gPosition + depthCorrection;
// For rendering inside earth atmosphere we need to set a normal for our line
// Todo: calculate normal correctly
// currently normal is in object space
frag.gNormal= vec4(0.0, 0.0, -1.0, 1.0);
return frag;
}
@@ -0,0 +1,50 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* 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 locations must correspond to va locations in renderablesignals.cpp
layout(location = 0) in vec3 in_point_position;
layout(location = 1) in vec4 in_color;
layout(location = 2) in float in_distance_from_apex;
out vec4 vs_positionScreenSpace;
out vec4 vs_gPosition;
out vec4 vs_color;
uniform dmat4 modelView;
uniform mat4 projectionTransform;
void main() {
vs_gPosition = vec4(modelView * dvec4(in_point_position, 1));
vs_positionScreenSpace = projectionTransform * vs_gPosition;
gl_Position = vs_positionScreenSpace;
// Set z to 0 to disable near and far plane, unique handling for perspective in space
gl_Position.z = 0.f;
// pass variables with no calculations directly to fragment
vs_color = vec4(in_color.rgb, in_distance_from_apex);
}