Merge branch 'feature/constallationbounds' into develop

This commit is contained in:
Alexander Bock
2014-12-04 19:19:50 +01:00
6 changed files with 460 additions and 5 deletions
@@ -0,0 +1,107 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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. *
****************************************************************************************/
#ifndef __RENDERABLECONSTELLATIONBOUNDS_H__
#define __RENDERABLECONSTELLATIONBOUNDS_H__
#include <openspace/rendering/renderable.h>
#include <openspace/properties/scalarproperty.h>
#include <ghoul/opengl/programobject.h>
#include <array>
namespace openspace {
/**
* This class renders the constellation bounds as defined in
* http://cdsarc.u-strasbg.fr/viz-bin/Cat?cat=VI%2F49. It contains the bounds on the
* celestial sky for the different constellations and is used to determine in which region
* of the sky a specific object is located.
* The bounds are drawn as lines on a sphere with variable radius, set by the
* <code>_distance</code> property. Currently, all constellation bounds are lines, which
* leads to artifacts if the radius is very small.
* Renderable configuration attributes:
* <code>File</code> [string] (required): The file that contains the bounds and the
* abbreviations for the different constellations
* <code>ReferenceFrame</code> [string]: The reference frame in which the points contained
* in the <code>File</code> are stored in. Defaults to <code>J2000</code>
*
* @TODO Add a method to load (and access) a table translating from abbreviations to
* full names ---abock
* @TODO Make it possible to only show a subset of constellation bounds ---abock
*/
class RenderableConstellationBounds : public Renderable {
public:
RenderableConstellationBounds(const ghoul::Dictionary& dictionary);
bool initialize() override;
bool deinitialize() override;
bool isReady() const override;
void render(const RenderData& data) override;
void update(const UpdateData& data) override;
private:
/// Stores the constellation bounds
struct ConstellationBound {
std::string constellation; ///< The abbreviation of the constellation
size_t startIndex; ///< The index of the first vertex describing the bounds
size_t nVertices; ///< The number of vertices describing the bounds
};
/**
* Loads the file specified in <code>_filename</code> and fills the
* <code>_constellationBounds</code> variable, as well as the
* <code>_vertexValues</code> list. If this method fails, the content of either
* destination is undefined.
* \return <code>true</code> if the loading succeeded, <code>false</code> otherwise
*/
bool loadFile();
std::string _filename; ///< The filename containing the constellation bounds
ghoul::opengl::ProgramObject* _program;
bool _programIsDirty;
/// The list of all loaded constellation bounds
std::vector<ConstellationBound> _constellationBounds;
typedef std::array<float, 3> Vertex;
std::vector<Vertex> _vertexValues; ///< A list of all vertices of all bounds
/// The radius of the celestial sphere onto which the bounds are drawn
properties::FloatProperty _distance;
std::string _originReferenceFrame; ///< Reference frame in which bounds are defined
/// Used to translate between the origin reference frame and the target frame
glm::dmat3 _stateMatrix;
GLuint _vao;
GLuint _vbo;
};
} // namespace openspace
#endif // __RENDERABLECONSTELLATIONBOUNDS_H__
+45
View File
@@ -0,0 +1,45 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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__
uniform vec4 campos;
uniform vec4 objpos;
//uniform vec3 camdir; // add this for specular
in vec4 vs_position;
#include "ABuffer/abufferStruct.hglsl"
#include "ABuffer/abufferAddToBuffer.hglsl"
#include "PowerScaling/powerScaling_fs.hglsl"
//#include "PowerScaling/powerScaling_vs.hglsl"
void main()
{
vec4 position = vs_position;
float depth = pscDepth(position);
ABufferStruct_t frag = createGeometryFragment(vec4(1.0, 0.0, 0.0, 1.0), position, depth);
addToBuffer(frag);
}
+46
View File
@@ -0,0 +1,46 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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__
uniform mat4 ViewProjection;
uniform mat4 ModelTransform;
uniform float exponent;
layout(location = 0) in vec3 in_position;
out vec4 vs_position;
#include "PowerScaling/powerScaling_vs.hglsl"
void main()
{
vec4 tmp = vec4(in_position, exponent);
vs_position = tmp;
vec4 position = pscTransform(tmp, ModelTransform);
vs_position = tmp;
position = ViewProjection * position;
gl_Position = z_normalization(position);
}
@@ -0,0 +1,256 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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 <openspace/rendering/stars/renderableconstellationbounds.h>
#include <openspace/util/spicemanager.h>
#include <ghoul/filesystem/filesystem.h>
#include <SpiceUsr.h>
#define _USE_MATH_DEFINES
#include <math.h>
#include <fstream>
namespace {
const std::string _loggerCat = "RenderableConstellationBounds";
const std::string keyFile = "File";
const std::string keyReferenceFrame = "ReferenceFrame";
const std::string defaultReferenceFrame = "J2000";
float deg2rad(float deg) {
return static_cast<float>((deg / 360.f) * 2.f * M_PI);
}
float convertHrsToRadians(float rightAscension) {
// 360 degrees / 24h = 15 degrees/h
return deg2rad(rightAscension * 15);
}
}
namespace openspace {
RenderableConstellationBounds::RenderableConstellationBounds(
const ghoul::Dictionary& dictionary)
: Renderable(dictionary)
, _filename("")
, _programIsDirty(false)
, _distance("distance", "Distance to the celestial Sphere", 15.f, 0.f, 30.f)
, _originReferenceFrame("")
, _vao(0)
, _vbo(0)
{
bool success = dictionary.getValue(keyFile, _filename);
if (!success) {
LERROR("RenderableConstellationBounds did not contain a key '" <<
keyFile << "'");
}
success = dictionary.getValue(keyReferenceFrame, _originReferenceFrame);
if (!success) {
_originReferenceFrame = defaultReferenceFrame;
}
addProperty(_distance);
}
bool RenderableConstellationBounds::initialize() {
_program = ghoul::opengl::ProgramObject::Build("ConstellationBounds",
"${SHADERS}/constellationbounds_vs.glsl",
"${SHADERS}/constellationbounds_fs.glsl");
if (!_program)
return false;
_program->setProgramObjectCallback([&](ghoul::opengl::ProgramObject*){ this->_programIsDirty = true; });
if (_vao == 0) {
glGenVertexArrays(1, &_vao);
LDEBUG("Generating Vertex Array id '" << _vao << "'");
}
if (_vbo == 0) {
glGenBuffers(1, &_vbo);
LDEBUG("Generating Vertex Buffer Object id '" << _vbo << "'");
}
bool loadSuccess = loadFile();
if (!loadSuccess)
return false;
glBindVertexArray(_vao);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER,
_vertexValues.size() * 3 * sizeof(float),
&_vertexValues[0],
GL_STATIC_DRAW
);
GLint positionAttrib = _program->attributeLocation("in_position");
glEnableVertexAttribArray(positionAttrib);
glVertexAttribPointer(positionAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return true;
}
bool RenderableConstellationBounds::deinitialize() {
glDeleteBuffers(1, &_vbo);
_vbo = 0;
glDeleteVertexArrays(1, &_vao);
_vao = 0;
delete _program;
_program = nullptr;
return true;
}
bool RenderableConstellationBounds::isReady() const {
return (_vao != 0) && (_vbo != 0);
}
void RenderableConstellationBounds::render(const RenderData& data) {
_program->activate();
glm::mat4 modelMatrix = data.camera.modelMatrix();
glm::mat4 viewMatrix = data.camera.viewMatrix();
glm::mat4 projectionMatrix = data.camera.projectionMatrix();
setPscUniforms(_program, &data.camera, data.position);
_program->setUniform("exponent", _distance);
_program->setUniform("ViewProjection", data.camera.viewProjectionMatrix());
_program->setUniform("ModelTransform", glm::mat4(glm::dmat4(_stateMatrix)));
glBindVertexArray(_vao);
for (auto bound : _constellationBounds)
glDrawArrays(
GL_LINE_STRIP,
static_cast<GLsizei>(bound.startIndex),
static_cast<GLsizei>(bound.nVertices)
);
glBindVertexArray(0);
_program->deactivate();
}
void RenderableConstellationBounds::update(const UpdateData& data) {
if (_programIsDirty) {
_program->rebuildFromFile();
_programIsDirty = false;
}
SpiceManager::ref().getPositionTransformMatrix(
_originReferenceFrame,
"GALACTIC",
data.time,
_stateMatrix
);
}
bool RenderableConstellationBounds::loadFile() {
if (_filename.empty())
return false;
std::string fileName = absPath(_filename);
std::ifstream file(fileName);
if (!file.good()) {
LERROR("Could not open file '" << fileName << "' for reading");
return false;
}
ConstellationBound currentBound;
currentBound.constellation = "";
std::string currentLine;
int currentLineNumber = 1;
float ra;
float dec;
std::string constellationName;
SpiceDouble rectangularValues[3];
// Overview of the reading algorithm:
// We keep an active ConstellationBound (currentBound) and update it until we read
// a new constellation name, at which point the currentBound is stored away, a new,
// empty ConstellationBound is created and set at the currentBound
while (file.good()) {
std::getline(file, currentLine);
if (currentLine.empty())
continue;
// @CHECK: Is this the best way of doing this? ---abock
std::stringstream s(currentLine);
s >> ra;
s >> dec;
s >> constellationName;
if (!s.good()) {
// If this evaluates to true, the stream was not completely filled, which
// means that the line was incomplete, so there was an error
LERROR("Error reading file '" << fileName << "' at line #" << currentLineNumber);
break;
}
// Did we arrive at a new constellation?
if (constellationName != currentBound.constellation) {
// Store how many vertices we read during the active time of the constellation
currentBound.nVertices = (_vertexValues.size() - currentBound.startIndex);
// Store the constellation and start a new one
_constellationBounds.push_back(currentBound);
currentBound = ConstellationBound();
currentBound.constellation = constellationName;
currentBound.startIndex = _vertexValues.size();
}
// The file format stores the right ascension in hours, while SPICE expects them
// to be in radians
ra = convertHrsToRadians(ra);
// Likewise, the declination is stored in degrees and needs to be converted
dec = deg2rad(dec);
// Convert the (right ascension, declination) to rectangular coordinates)
// The 1.0 is the distance of the celestial sphere, we will scale that in the
// render function
radrec_c(1.0, ra, dec, rectangularValues);
// Add the new vertex to our list of vertices
_vertexValues.push_back({{
static_cast<float>(rectangularValues[0]),
static_cast<float>(rectangularValues[1]),
static_cast<float>(rectangularValues[2])
}});
++currentLineNumber;
}
// Due to the way we read the file, the first (empty) constellation bounds will not
// contain any valid values. So we have to remove it
_constellationBounds.erase(_constellationBounds.begin());
return true;
}
} // namespace openspace
+5 -4
View File
@@ -26,6 +26,7 @@
// renderables
#include <openspace/rendering/model/renderablemodel.h>
#include <openspace/rendering/stars/renderableconstellationbounds.h>
#include <openspace/rendering/stars/renderablestars.h>
#include <openspace/rendering/renderableephemeris.h>
#include <openspace/rendering/renderabletrail.h>
@@ -62,10 +63,10 @@ void FactoryManager::initialize()
// TODO: This has to be moved into a sort of module structure (ab)
// Add Renderables
_manager->addFactory(new ghoul::TemplateFactory<Renderable>);
_manager->factory<Renderable>()->registerClass<RenderablePlanet>(
"RenderablePlanet");
_manager->factory<Renderable>()->registerClass<RenderableStars>(
"RenderableStars");
_manager->factory<Renderable>()->registerClass<RenderablePlanet>("RenderablePlanet");
_manager->factory<Renderable>()->registerClass<RenderableStars>("RenderableStars");
_manager->factory<Renderable>()->registerClass<RenderableConstellationBounds>
("RenderableConstellationBounds");
_manager->factory<Renderable>()->registerClass<RenderableEphemeris>(
"RenderableEphemeris");
//will replace ephemeris class soon...