/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2016 * * * * 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 #include #include #include #include #include // open space includes #include #include #include // ghoul includes #include #include #include // STL includes #include #define _USE_MATH_DEFINES #include namespace { const std::string _loggerCat = "ChunkRenderer"; const std::string keyFrame = "Frame"; const std::string keyGeometry = "Geometry"; const std::string keyShading = "PerformShading"; const std::string keyBody = "Body"; } namespace openspace { namespace globebrowsing { ChunkRenderer::ChunkRenderer( std::shared_ptr grid, std::shared_ptr layerManager) : _layerManager(layerManager) , _grid(grid) { _globalRenderingShaderProvider = std::make_shared( "GlobalChunkedLodPatch", "${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_vs.glsl", "${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_fs.glsl"); _localRenderingShaderProvider = std::make_shared( "LocalChunkedLodPatch", "${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_vs.glsl", "${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_fs.glsl"); _globalProgramUniformHandler = std::make_shared(); _localProgramUniformHandler = std::make_shared(); } void ChunkRenderer::renderChunk(const Chunk& chunk, const RenderData& data) { // A little arbitrary but it works if (chunk.tileIndex().level < 10) { renderChunkGlobally(chunk, data); } else { renderChunkLocally(chunk, data); } } void ChunkRenderer::update() { // unused atm. Could be used for caching or precalculating } void ChunkRenderer::setDepthTransformUniforms( ProgramObject* programObject, std::shared_ptr uniformIdHandler, LayeredTextures::TextureCategory textureCategory, LayeredTextures::BlendLayerSuffixes blendLayerSuffix, size_t layerIndex, const TileDepthTransform& tileDepthTransform) { } void ChunkRenderer::activateTileAndSetTileUniforms( ProgramObject* programObject, std::shared_ptr uniformIdHandler, LayeredTextures::TextureCategory textureCategory, LayeredTextures::BlendLayerSuffixes blendLayerSuffix, size_t layerIndex, ghoul::opengl::TextureUnit& texUnit, const ChunkTile& chunkTile) { } void ChunkRenderer::setLayerSettingsUniforms( ProgramObject* programObject, std::shared_ptr uniformIdHandler, LayeredTextures::TextureCategory textureCategory, size_t layerIndex, PerLayerSettings settings) { for (int i = 0; i < settings.array().size(); i++) { settings.array()[i]->uploadUniform( *programObject, uniformIdHandler->getSettingsId( textureCategory, layerIndex, LayeredTextures::LayerSettingsIds(i))); } } ProgramObject* ChunkRenderer::getActivatedProgramWithTileData( LayeredTextureShaderProvider* layeredTextureShaderProvider, std::shared_ptr programUniformHandler, const Chunk& chunk) { const TileIndex& tileIndex = chunk.tileIndex(); LayeredTexturePreprocessingData layeredTexturePreprocessingData; for (size_t category = 0; category < LayeredTextures::NUM_TEXTURE_CATEGORIES; category++) { LayeredTextureInfo layeredTextureInfo; auto layerGroup = _layerManager->layerGroup(category); layeredTextureInfo.lastLayerIdx = layerGroup.activeLayers().size() - 1; layeredTextureInfo.layerBlendingEnabled = layerGroup.levelBlendingEnabled; layeredTexturePreprocessingData.layeredTextureInfo[category] = layeredTextureInfo; } layeredTexturePreprocessingData.keyValuePairs.push_back( std::pair( "useAtmosphere", std::to_string(chunk.owner().generalProperties().atmosphereEnabled))); layeredTexturePreprocessingData.keyValuePairs.push_back( std::pair( "performShading", std::to_string(chunk.owner().generalProperties().performShading))); layeredTexturePreprocessingData.keyValuePairs.push_back( std::pair( "showChunkEdges", std::to_string(chunk.owner().debugProperties().showChunkEdges))); layeredTexturePreprocessingData.keyValuePairs.push_back( std::pair( "showHeightResolution", std::to_string(chunk.owner().debugProperties().showHeightResolution))); layeredTexturePreprocessingData.keyValuePairs.push_back( std::pair( "showHeightIntensities", std::to_string(chunk.owner().debugProperties().showHeightIntensities))); layeredTexturePreprocessingData.keyValuePairs.push_back( std::pair( "defaultHeight", std::to_string(Chunk::DEFAULT_HEIGHT))); // Now the shader program can be accessed ProgramObject* programObject = layeredTextureShaderProvider->getUpdatedShaderProgram( layeredTexturePreprocessingData); if (layeredTextureShaderProvider->updatedOnLastCall()) { // Need to update uniforms programUniformHandler->updateIdsIfNecessary(layeredTextureShaderProvider, _layerManager.get()); } // Activate the shader program programObject->activate(); // Initialize all texture units struct BlendTexUnits { ghoul::opengl::TextureUnit blendTexture0; ghoul::opengl::TextureUnit blendTexture1; ghoul::opengl::TextureUnit blendTexture2; }; std::array, LayeredTextures::NUM_TEXTURE_CATEGORIES> texUnits; for (size_t category = 0; category < LayeredTextures::NUM_TEXTURE_CATEGORIES; category++) { size_t activeLayers = _layerManager->layerGroup(category).activeLayers().size(); texUnits[category].resize(activeLayers); } // Go through all the categories for (size_t category = 0; category < LayeredTextures::NUM_TEXTURE_CATEGORIES; category++) { LayerGroup& layerGroup = _layerManager->layerGroup(category); GPULayerGroup& gpuLayerGroup = programUniformHandler->_gpuLayerGroups[category]; int i = 0; for (const Layer& layer : layerGroup.activeLayers()) { int pileSize = layerGroup.levelBlendingEnabled ? 3 : 1; gpuLayerGroup.setValue(programObject, layerGroup, tileIndex, pileSize); setLayerSettingsUniforms( programObject, programUniformHandler, LayeredTextures::TextureCategory(category), i, layer.settings); /* if (category == LayeredTextures::HeightMaps && chunkTile.tile.preprocessData) { //auto preprocessingData = chunkTile.tile.preprocessData; //float noDataValue = preprocessingData->noDataValues[0]; programObject->setUniform( "minimumValidHeight[" + std::to_string(i) + "]", -100000); } */ i++; } } // Go through all the height maps and set depth tranforms int i = 0; const auto& heightLayers = _layerManager->layerGroup(LayeredTextures::HeightMaps).activeLayers(); for (const Layer& heightLayer : heightLayers) { TileDepthTransform depthTransform = heightLayer.tileProvider->depthTransform(); setDepthTransformUniforms( programObject, programUniformHandler, LayeredTextures::TextureCategory::HeightMaps, LayeredTextures::BlendLayerSuffixes::none, i, depthTransform); i++; } // The length of the skirts is proportional to its size programObject->setUniform("skirtLength", min(static_cast(chunk.surfacePatch().halfSize().lat * 1000000), 8700.0f)); programObject->setUniform("xSegments", _grid->xSegments()); if (chunk.owner().debugProperties().showHeightResolution) { programObject->setUniform("vertexResolution", glm::vec2(_grid->xSegments(), _grid->ySegments())); } return programObject; } void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& data){ ProgramObject* programObject = getActivatedProgramWithTileData( _globalRenderingShaderProvider.get(), _globalProgramUniformHandler, chunk); if (programObject == nullptr) { return; } const Ellipsoid& ellipsoid = chunk.owner().ellipsoid(); bool performAnyBlending = false; for (int i = 0; i < LayeredTextures::NUM_TEXTURE_CATEGORIES; ++i) { const LayerGroup& layerGroup = _layerManager->layerGroup(i); if(layerGroup.levelBlendingEnabled && layerGroup.activeLayers().size() > 0){ performAnyBlending = true; break; } } if (performAnyBlending) { // Calculations are done in the reference frame of the globe. Hence, the camera // position needs to be transformed with the inverse model matrix glm::dmat4 inverseModelTransform = chunk.owner().inverseModelTransform(); glm::dvec3 cameraPosition = glm::dvec3(inverseModelTransform * glm::dvec4(data.camera.positionVec3(), 1)); float distanceScaleFactor = chunk.owner().generalProperties().lodScaleFactor * ellipsoid.minimumRadius(); programObject->setUniform("cameraPosition", vec3(cameraPosition)); programObject->setUniform("distanceScaleFactor", distanceScaleFactor); programObject->setUniform("chunkLevel", chunk.tileIndex().level); } // Calculate other uniform variables needed for rendering Geodetic2 swCorner = chunk.surfacePatch().getCorner(Quad::SOUTH_WEST); auto patchSize = chunk.surfacePatch().size(); dmat4 modelTransform = chunk.owner().modelTransform(); dmat4 viewTransform = data.camera.combinedViewMatrix(); mat4 modelViewTransform = mat4(viewTransform * modelTransform); mat4 modelViewProjectionTransform = data.camera.projectionMatrix() * modelViewTransform; // Upload the uniform variables programObject->setUniform("modelViewProjectionTransform", modelViewProjectionTransform); programObject->setUniform("minLatLon", vec2(swCorner.toLonLatVec2())); programObject->setUniform("lonLatScalingFactor", vec2(patchSize.toLonLatVec2())); programObject->setUniform("radiiSquared", vec3(ellipsoid.radiiSquared())); if (_layerManager->layerGroup( LayeredTextures::NightTextures).activeLayers().size() > 0 || _layerManager->layerGroup( LayeredTextures::WaterMasks).activeLayers().size() > 0 || chunk.owner().generalProperties().atmosphereEnabled || chunk.owner().generalProperties().performShading) { glm::vec3 directionToSunWorldSpace = glm::normalize(-data.modelTransform.translation); glm::vec3 directionToSunCameraSpace = (viewTransform * glm::dvec4(directionToSunWorldSpace, 0)); data.modelTransform.translation; programObject->setUniform("modelViewTransform", modelViewTransform); programObject->setUniform("lightDirectionCameraSpace", -directionToSunCameraSpace); } // OpenGL rendering settings glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); /* TileIndex ti(5,5,5); const auto& layers = _layerManager->layerGroup(0).activeLayers(); if(layers.size() > 0){ TileProvider* tp = layers[0].tileProvider.get(); int pileSize = _layerManager->layerGroup(0).levelBlendingEnabled ? 3 : 1; ChunkTilePile tilePile = TileSelector::getHighestResolutionTilePile(tp, ti, pileSize); auto& gpuChunkTilePile = _globalRenderingShaderProvider->gpuChunkTilePile; gpuChunkTilePile.updateUniformLocations(programObject, "test.", pileSize); gpuChunkTilePile.setValue(programObject, tilePile); } */ // render _grid->geometry().drawUsingActiveProgram(); for (auto& layerGroup : _globalProgramUniformHandler->_gpuLayerGroups) { layerGroup.deactivate(); } // disable shader programObject->deactivate(); } void ChunkRenderer::renderChunkLocally(const Chunk& chunk, const RenderData& data) { ProgramObject* programObject = getActivatedProgramWithTileData( _localRenderingShaderProvider.get(), _localProgramUniformHandler, chunk); if (programObject == nullptr) { return; } using namespace glm; const Ellipsoid& ellipsoid = chunk.owner().ellipsoid(); bool performAnyBlending = false; for (int i = 0; i < LayeredTextures::NUM_TEXTURE_CATEGORIES; ++i) { LayeredTextures::TextureCategory category = (LayeredTextures::TextureCategory)i; if (_layerManager->layerGroup(i).levelBlendingEnabled && _layerManager->layerGroup(category).activeLayers().size() > 0) { performAnyBlending = true; break; } } if (performAnyBlending) { float distanceScaleFactor = chunk.owner().generalProperties().lodScaleFactor * chunk.owner().ellipsoid().minimumRadius(); programObject->setUniform("distanceScaleFactor", distanceScaleFactor); programObject->setUniform("chunkLevel", chunk.tileIndex().level); } // Calculate other uniform variables needed for rendering dmat4 modelTransform = chunk.owner().modelTransform(); dmat4 viewTransform = data.camera.combinedViewMatrix(); dmat4 modelViewTransform = viewTransform * modelTransform; std::vector cornerNames = { "p01", "p11", "p00", "p10" }; std::vector cornersCameraSpace(4); for (int i = 0; i < 4; ++i) { Quad q = (Quad)i; Geodetic2 corner = chunk.surfacePatch().getCorner(q); Vec3 cornerModelSpace = ellipsoid.cartesianSurfacePosition(corner); Vec3 cornerCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(cornerModelSpace, 1)); cornersCameraSpace[i] = cornerCameraSpace; programObject->setUniform(cornerNames[i], vec3(cornerCameraSpace)); } vec3 patchNormalCameraSpace = normalize( cross(cornersCameraSpace[Quad::SOUTH_EAST] - cornersCameraSpace[Quad::SOUTH_WEST], cornersCameraSpace[Quad::NORTH_EAST] - cornersCameraSpace[Quad::SOUTH_WEST])); programObject->setUniform("patchNormalCameraSpace", patchNormalCameraSpace); programObject->setUniform("projectionTransform", data.camera.projectionMatrix()); if (_layerManager->layerGroup( LayeredTextures::NightTextures).activeLayers().size() > 0 || _layerManager->layerGroup( LayeredTextures::WaterMasks).activeLayers().size() > 0 || chunk.owner().generalProperties().atmosphereEnabled || chunk.owner().generalProperties().performShading) { glm::vec3 directionToSunWorldSpace = glm::normalize(-data.modelTransform.translation); glm::vec3 directionToSunCameraSpace = (viewTransform * glm::dvec4(directionToSunWorldSpace, 0)); data.modelTransform.translation; programObject->setUniform("lightDirectionCameraSpace", -directionToSunCameraSpace); } // OpenGL rendering settings glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // render _grid->geometry().drawUsingActiveProgram(); // disable shader programObject->deactivate(); } } // namespace globebrowsing } // namespace openspace