mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-03-14 17:40:26 -05:00
Cleanup of license headers
Cleanup of include guards in modules
This commit is contained in:
@@ -41,220 +41,233 @@ namespace {
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namespace openspace {
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DebugRenderer* DebugRenderer::_reference = nullptr;
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DebugRenderer* DebugRenderer::_reference = nullptr;
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DebugRenderer::DebugRenderer() {
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_programObject = OsEng.renderEngine().buildRenderProgram(
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"BasicDebugShader",
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"${MODULE_DEBUGGING}/rendering/debugshader_vs.glsl",
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"${MODULE_DEBUGGING}/rendering/debugshader_fs.glsl"
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);
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}
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DebugRenderer::DebugRenderer() {
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_programObject = OsEng.renderEngine().buildRenderProgram(
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"BasicDebugShader",
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"${MODULE_DEBUGGING}/rendering/debugshader_vs.glsl",
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"${MODULE_DEBUGGING}/rendering/debugshader_fs.glsl"
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);
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}
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DebugRenderer::DebugRenderer(std::unique_ptr<ProgramObject> programObject)
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: _programObject(std::move(programObject))
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{
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// nothing to do
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}
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DebugRenderer::DebugRenderer(std::unique_ptr<ghoul::opengl::ProgramObject> programObject)
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: _programObject(std::move(programObject))
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{
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// nothing to do
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}
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DebugRenderer::~DebugRenderer()
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{
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// nothing to do
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}
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DebugRenderer::~DebugRenderer()
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{
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// nothing to do
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}
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const DebugRenderer& DebugRenderer::ref() {
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if (_reference == nullptr) {
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try {
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_reference = new DebugRenderer();
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}
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catch (const ShaderObject::ShaderCompileError& e) {
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LERROR(e.what());
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}
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const DebugRenderer& DebugRenderer::ref() {
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if (_reference == nullptr) {
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try {
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_reference = new DebugRenderer();
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}
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return *_reference;
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catch (const ghoul::opengl::ShaderObject::ShaderCompileError& e) {
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LERROR(e.what());
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}
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}
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return *_reference;
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}
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void DebugRenderer::renderVertices(const Vertices& clippingSpacePoints, GLenum mode,
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RGBA rgba) const
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{
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if (clippingSpacePoints.size() == 0) {
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// nothing to render
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return;
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}
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void DebugRenderer::renderVertices(const Vertices& clippingSpacePoints, GLenum mode, RGBA rgba) const {
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if (clippingSpacePoints.size() == 0) {
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// nothing to render
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return;
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}
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// Generate a vao, vertex array object (keeping track of pointers to vbo)
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GLuint _vaoID;
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glGenVertexArrays(1, &_vaoID);
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ghoul_assert(_vaoID != 0, "Could not generate vertex arrays");
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// Generate a vao, vertex array object (keeping track of pointers to vbo)
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GLuint _vaoID;
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glGenVertexArrays(1, &_vaoID);
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ghoul_assert(_vaoID != 0, "Could not generate vertex arrays");
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// Generate a vbo, vertex buffer object (storeing actual data)
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GLuint _vertexBufferID;
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glGenBuffers(1, &_vertexBufferID);
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ghoul_assert(_vertexBufferID != 0, "Could not create vertex buffer");
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// Generate a vbo, vertex buffer object (storeing actual data)
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GLuint _vertexBufferID;
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glGenBuffers(1, &_vertexBufferID);
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ghoul_assert(_vertexBufferID != 0, "Could not create vertex buffer");
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// Activate the shader program and set the uniform color within the shader
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_programObject->activate();
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_programObject->setUniform("color", rgba);
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// Activate the shader program and set the uniform color within the shader
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_programObject->activate();
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_programObject->setUniform("color", rgba);
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glBindVertexArray(_vaoID);
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferID);
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glBufferData(
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GL_ARRAY_BUFFER,
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clippingSpacePoints.size() * sizeof(clippingSpacePoints[0]),
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&clippingSpacePoints[0],
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GL_STATIC_DRAW);
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glBindVertexArray(_vaoID);
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferID);
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glBufferData(
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GL_ARRAY_BUFFER,
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clippingSpacePoints.size() * sizeof(clippingSpacePoints[0]),
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&clippingSpacePoints[0],
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GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(clippingSpacePoints[0]), 0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(clippingSpacePoints[0]), 0);
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// Draw the vertices
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glDrawArrays(mode, 0, clippingSpacePoints.size());
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// Draw the vertices
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glDrawArrays(mode, 0, clippingSpacePoints.size());
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// Check for errors
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GLenum error = glGetError();
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if (error != GL_NO_ERROR) {
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// Commenting this line. It causes errors to be printed. However
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// the errors are not caused by DebugRenderer!!
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//LERROR(error);
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}
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// Check for errors
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GLenum error = glGetError();
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if (error != GL_NO_ERROR) {
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// Commenting this line. It causes errors to be printed. However
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// the errors are not caused by DebugRenderer!!
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//LERROR(error);
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}
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// Clean up after the draw call was made
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &_vaoID);
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glDeleteBuffers(1, &_vertexBufferID);
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_programObject->deactivate();
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}
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// Clean up after the draw call was made
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &_vaoID);
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glDeleteBuffers(1, &_vertexBufferID);
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_programObject->deactivate();
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}
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void DebugRenderer::renderBoxFaces(const Vertices& clippingSpaceBoxCorners, RGBA rgba) const {
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ghoul_assert(clippingSpaceBoxCorners.size() == 8, "Box must have 8 vertices");
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const Vertices& V = clippingSpaceBoxCorners;
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void DebugRenderer::renderBoxFaces(const Vertices& clippingSpaceBoxCorners,
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RGBA rgba) const
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{
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ghoul_assert(clippingSpaceBoxCorners.size() == 8, "Box must have 8 vertices");
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const Vertices& V = clippingSpaceBoxCorners;
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std::vector<glm::vec4> T;
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std::vector<glm::vec4> T;
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// add "sides"
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T.push_back(V[1]); T.push_back(V[0]); T.push_back(V[4]);
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T.push_back(V[4]); T.push_back(V[5]); T.push_back(V[1]);
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// add "sides"
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T.push_back(V[1]); T.push_back(V[0]); T.push_back(V[4]);
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T.push_back(V[4]); T.push_back(V[5]); T.push_back(V[1]);
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T.push_back(V[3]); T.push_back(V[1]); T.push_back(V[5]);
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T.push_back(V[5]); T.push_back(V[7]); T.push_back(V[3]);
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T.push_back(V[3]); T.push_back(V[1]); T.push_back(V[5]);
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T.push_back(V[5]); T.push_back(V[7]); T.push_back(V[3]);
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T.push_back(V[6]); T.push_back(V[3]); T.push_back(V[7]);
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T.push_back(V[3]); T.push_back(V[6]); T.push_back(V[2]);
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T.push_back(V[6]); T.push_back(V[3]); T.push_back(V[7]);
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T.push_back(V[3]); T.push_back(V[6]); T.push_back(V[2]);
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T.push_back(V[4]); T.push_back(V[2]); T.push_back(V[6]);
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T.push_back(V[2]); T.push_back(V[4]); T.push_back(V[0]);
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T.push_back(V[4]); T.push_back(V[2]); T.push_back(V[6]);
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T.push_back(V[2]); T.push_back(V[4]); T.push_back(V[0]);
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// add "top"
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T.push_back(V[5]); T.push_back(V[6]); T.push_back(V[7]);
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T.push_back(V[6]); T.push_back(V[5]); T.push_back(V[4]);
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// add "top"
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T.push_back(V[5]); T.push_back(V[6]); T.push_back(V[7]);
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T.push_back(V[6]); T.push_back(V[5]); T.push_back(V[4]);
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// add bottom
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T.push_back(V[0]); T.push_back(V[1]); T.push_back(V[2]);
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T.push_back(V[3]); T.push_back(V[2]); T.push_back(V[1]);
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// add bottom
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T.push_back(V[0]); T.push_back(V[1]); T.push_back(V[2]);
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T.push_back(V[3]); T.push_back(V[2]); T.push_back(V[1]);
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renderVertices(T, GL_TRIANGLES, rgba);
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}
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renderVertices(T, GL_TRIANGLES, rgba);
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}
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void DebugRenderer::renderBoxEdges(const Vertices& clippingSpaceBoxCorners, RGBA rgba) const {
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ghoul_assert(clippingSpaceBoxCorners.size() == 8, "Box must have 8 vertices");
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const Vertices& V = clippingSpaceBoxCorners;
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void DebugRenderer::renderBoxEdges(const Vertices& clippingSpaceBoxCorners,
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RGBA rgba) const
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{
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ghoul_assert(clippingSpaceBoxCorners.size() == 8, "Box must have 8 vertices");
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const Vertices& V = clippingSpaceBoxCorners;
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std::vector<glm::vec4> lineVertices;
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std::vector<glm::vec4> lineVertices;
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for (size_t i = 0; i < 4; i++) {
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lineVertices.push_back(V[2 * i]);
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lineVertices.push_back(V[2 * i + 1]);
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lineVertices.push_back(V[i]);
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lineVertices.push_back(V[i + 4]);
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for (size_t i = 0; i < 4; i++) {
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lineVertices.push_back(V[2 * i]);
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lineVertices.push_back(V[2 * i + 1]);
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lineVertices.push_back(V[i]);
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lineVertices.push_back(V[i + 4]);
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}
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lineVertices.push_back(V[0]); lineVertices.push_back(V[2]);
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lineVertices.push_back(V[1]); lineVertices.push_back(V[3]);
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lineVertices.push_back(V[4]); lineVertices.push_back(V[6]);
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lineVertices.push_back(V[5]); lineVertices.push_back(V[7]);
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DebugRenderer::ref().renderVertices(lineVertices, GL_LINES, rgba);
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}
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void DebugRenderer::renderNiceBox(const Vertices& clippingSpaceBoxCorners,
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RGBA rgba) const
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{
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renderBoxFaces(clippingSpaceBoxCorners, rgba);
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glLineWidth(4.0f);
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DebugRenderer::ref().renderBoxEdges(clippingSpaceBoxCorners, rgba);
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glPointSize(10.0f);
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DebugRenderer::ref().renderVertices(clippingSpaceBoxCorners, GL_POINTS, rgba);
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}
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void DebugRenderer::renderCameraFrustum(const RenderData& data, const Camera& otherCamera,
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RGBA rgba) const
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{
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using namespace glm;
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dmat4 modelTransform = translate(dmat4(1), data.position.dvec3());
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dmat4 viewTransform = dmat4(data.camera.combinedViewMatrix());
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dmat4 vp = dmat4(data.camera.projectionMatrix()) * viewTransform;
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dmat4 inverseSavedV = glm::inverse(otherCamera.combinedViewMatrix());
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dmat4 inverseSavedP = glm::inverse(otherCamera.projectionMatrix());
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Vertices clippingSpaceFrustumCorners(8);
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// loop through the corners of the saved camera frustum
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for (size_t i = 0; i < 8; i++) {
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bool cornerIsRight = i % 2 == 0;
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bool cornerIsUp = i > 3;
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bool cornerIsFar = (i / 2) % 2 == 1;
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double x = cornerIsRight ? 1 : -1;
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double y = cornerIsUp ? 1 : -1;
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double z = cornerIsFar ? 1 : 0;
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// p represents a corner in the frustum of the saved camera
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dvec4 pSavedClippingSpace(x, y, z, 1);
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dvec4 pSavedCameraSpace = inverseSavedP * pSavedClippingSpace;
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if (cornerIsFar) {
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pSavedCameraSpace.w *= 1e-7;
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}
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lineVertices.push_back(V[0]); lineVertices.push_back(V[2]);
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lineVertices.push_back(V[1]); lineVertices.push_back(V[3]);
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lineVertices.push_back(V[4]); lineVertices.push_back(V[6]);
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lineVertices.push_back(V[5]); lineVertices.push_back(V[7]);
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pSavedCameraSpace = glm::abs(1.0 / pSavedCameraSpace.w) * pSavedCameraSpace;
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DebugRenderer::ref().renderVertices(lineVertices, GL_LINES, rgba);
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dvec4 pWorldSpace = inverseSavedV * pSavedCameraSpace;
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dvec4 pCurrentClippingSpace = vp * pWorldSpace;
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clippingSpaceFrustumCorners[i] = pCurrentClippingSpace;
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}
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void DebugRenderer::renderNiceBox(const Vertices& clippingSpaceBoxCorners, RGBA rgba) const {
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renderBoxFaces(clippingSpaceBoxCorners, rgba);
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glLineWidth(4.0f);
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DebugRenderer::ref().renderBoxEdges(clippingSpaceBoxCorners, rgba);
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glPointSize(10.0f);
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DebugRenderer::ref().renderVertices(clippingSpaceBoxCorners, GL_POINTS, rgba);
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}
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void DebugRenderer::renderCameraFrustum(const RenderData& data, const Camera& otherCamera, RGBA rgba) const {
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using namespace glm;
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dmat4 modelTransform = translate(dmat4(1), data.position.dvec3());
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dmat4 viewTransform = dmat4(data.camera.combinedViewMatrix());
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dmat4 vp = dmat4(data.camera.projectionMatrix()) * viewTransform;
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dmat4 inverseSavedV = glm::inverse(otherCamera.combinedViewMatrix());
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dmat4 inverseSavedP = glm::inverse(otherCamera.projectionMatrix());
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Vertices clippingSpaceFrustumCorners(8);
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// loop through the corners of the saved camera frustum
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for (size_t i = 0; i < 8; i++) {
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bool cornerIsRight = i % 2 == 0;
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bool cornerIsUp = i > 3;
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bool cornerIsFar = (i / 2) % 2 == 1;
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double x = cornerIsRight ? 1 : -1;
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double y = cornerIsUp ? 1 : -1;
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double z = cornerIsFar ? 1 : 0;
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// p represents a corner in the frustum of the saved camera
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dvec4 pSavedClippingSpace(x, y, z, 1);
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dvec4 pSavedCameraSpace = inverseSavedP * pSavedClippingSpace;
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if (cornerIsFar) {
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pSavedCameraSpace.w *= 1e-7;
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}
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pSavedCameraSpace = glm::abs(1.0 / pSavedCameraSpace.w) * pSavedCameraSpace;
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dvec4 pWorldSpace = inverseSavedV * pSavedCameraSpace;
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dvec4 pCurrentClippingSpace = vp * pWorldSpace;
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clippingSpaceFrustumCorners[i] = pCurrentClippingSpace;
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}
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glDisable(GL_CULL_FACE);
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renderNiceBox(clippingSpaceFrustumCorners, rgba);
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glEnable(GL_CULL_FACE);
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}
|
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glDisable(GL_CULL_FACE);
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renderNiceBox(clippingSpaceFrustumCorners, rgba);
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glEnable(GL_CULL_FACE);
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}
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#ifdef OPENSPACE_MODULE_GLOBEBROWSING_ENABLED
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void DebugRenderer::renderAABB2(const globebrowsing::AABB2& screenSpaceAABB, RGBA rgba) const {
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Vertices vertices(4);
|
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vertices[0] = glm::vec4(screenSpaceAABB.min.x, screenSpaceAABB.min.y, 1, 1);
|
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vertices[1] = glm::vec4(screenSpaceAABB.min.x, screenSpaceAABB.max.y, 1, 1);
|
||||
vertices[2] = glm::vec4(screenSpaceAABB.max.x, screenSpaceAABB.min.y, 1, 1);
|
||||
vertices[3] = glm::vec4(screenSpaceAABB.max.x, screenSpaceAABB.max.y, 1, 1);
|
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void DebugRenderer::renderAABB2(const globebrowsing::AABB2& screenSpaceAABB,
|
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RGBA rgba) const
|
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{
|
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Vertices vertices(4);
|
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vertices[0] = glm::vec4(screenSpaceAABB.min.x, screenSpaceAABB.min.y, 1, 1);
|
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vertices[1] = glm::vec4(screenSpaceAABB.min.x, screenSpaceAABB.max.y, 1, 1);
|
||||
vertices[2] = glm::vec4(screenSpaceAABB.max.x, screenSpaceAABB.min.y, 1, 1);
|
||||
vertices[3] = glm::vec4(screenSpaceAABB.max.x, screenSpaceAABB.max.y, 1, 1);
|
||||
|
||||
renderVertices(vertices, GL_LINES, rgba);
|
||||
}
|
||||
renderVertices(vertices, GL_LINES, rgba);
|
||||
}
|
||||
#endif // OPENSPACE_MODULE_GLOBEBROWSING_ENABLED
|
||||
|
||||
#ifdef OPENSPACE_MODULE_GLOBEBROWSING_ENABLED
|
||||
const DebugRenderer::Vertices DebugRenderer::verticesFor(const globebrowsing::AABB3& screenSpaceAABB) const {
|
||||
Vertices vertices(8);
|
||||
for (size_t i = 0; i < 8; i++) {
|
||||
bool cornerIsRight = i % 2 == 0;
|
||||
bool cornerIsUp = i > 3;
|
||||
bool cornerIsFar = (i / 2) % 2 == 1;
|
||||
const DebugRenderer::Vertices DebugRenderer::verticesFor(
|
||||
const globebrowsing::AABB3& screenSpaceAABB) const
|
||||
{
|
||||
Vertices vertices(8);
|
||||
for (size_t i = 0; i < 8; i++) {
|
||||
bool cornerIsRight = i % 2 == 0;
|
||||
bool cornerIsUp = i > 3;
|
||||
bool cornerIsFar = (i / 2) % 2 == 1;
|
||||
|
||||
double x = cornerIsRight ? screenSpaceAABB.max.x : screenSpaceAABB.min.x;
|
||||
double y = cornerIsUp ? screenSpaceAABB.max.y : screenSpaceAABB.min.y;
|
||||
double z = cornerIsFar ? screenSpaceAABB.max.z : screenSpaceAABB.min.z;
|
||||
double x = cornerIsRight ? screenSpaceAABB.max.x : screenSpaceAABB.min.x;
|
||||
double y = cornerIsUp ? screenSpaceAABB.max.y : screenSpaceAABB.min.y;
|
||||
double z = cornerIsFar ? screenSpaceAABB.max.z : screenSpaceAABB.min.z;
|
||||
|
||||
vertices[i] = glm::vec4(x, y, z, 1);
|
||||
}
|
||||
return std::move(vertices);
|
||||
vertices[i] = glm::vec4(x, y, z, 1);
|
||||
}
|
||||
return std::move(vertices);
|
||||
}
|
||||
#endif // OPENSPACE_MODULE_GLOBEBROWSING_ENABLED
|
||||
|
||||
} // namespace openspace
|
||||
|
||||
|
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Reference in New Issue
Block a user