/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2015 * * * * 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. * ****************************************************************************************/ // open space includes #include #include #include #include #include #include #include #include #include #include #include #include #include namespace { const std::string _loggerCat = "RenderablePlanet"; const std::string keyFrame = "Frame"; const std::string keyGeometry = "Geometry"; const std::string keyShading = "PerformShading"; const std::string keyBody = "Body"; } namespace openspace { RenderablePlanet::RenderablePlanet(const ghoul::Dictionary& dictionary) : Renderable(dictionary) , _colorTexturePath("colorTexture", "Color Texture") , _programObject(nullptr) , _texture(nullptr) , _nightTexture(nullptr) , _geometry(nullptr) , _performShading("performShading", "Perform Shading", true) , _rotation("rotation", "Rotation", 0, 0, 360) , _alpha(1.f) , _nightTexturePath("") , _hasNightTexture(false) { std::string name; bool success = dictionary.getValue(constants::scenegraphnode::keyName, name); ghoul_assert(success, "RenderablePlanet need the '" <(keyShading)) { bool shading; dictionary.getValue(keyShading, shading); _performShading = shading; } addProperty(_performShading); // Mainly for debugging purposes @AA addProperty(_rotation); } RenderablePlanet::~RenderablePlanet() { } bool RenderablePlanet::initialize() { if (_programObject == nullptr && _hasNightTexture) OsEng.ref().configurationManager()->getValue("nightTextureProgram", _programObject); else if (_programObject == nullptr) OsEng.ref().configurationManager()->getValue("pscShader", _programObject); loadTexture(); _geometry->initialize(this); return isReady(); } bool RenderablePlanet::deinitialize() { if(_geometry) { _geometry->deinitialize(); delete _geometry; } if (_texture) delete _texture; if (_nightTexture) delete _nightTexture; _geometry = nullptr; _texture = nullptr; _nightTexture = nullptr; return true; } bool RenderablePlanet::isReady() const { bool ready = true; ready &= (_programObject != nullptr); ready &= (_texture != nullptr); ready &= (_geometry != nullptr); return ready; } void RenderablePlanet::render(const RenderData& data) { // activate shader _programObject->activate(); // scale the planet to appropriate size since the planet is a unit sphere glm::mat4 transform = glm::mat4(1); //earth needs to be rotated for that to work. glm::mat4 rot = glm::rotate(transform, 90.f, glm::vec3(1, 0, 0)); glm::mat4 roty = glm::rotate(transform, 90.f, glm::vec3(0, -1, 0)); glm::mat4 rotProp = glm::rotate(transform, static_cast(_rotation), glm::vec3(0, 1, 0)); for (int i = 0; i < 3; i++){ for (int j = 0; j < 3; j++){ transform[i][j] = static_cast(_stateMatrix[i][j]); } } transform = transform * rot * roty * rotProp; //glm::mat4 modelview = data.camera.viewMatrix()*data.camera.modelMatrix(); //glm::vec3 camSpaceEye = (-(modelview*data.position.vec4())).xyz; double lt; glm::dvec3 p = SpiceManager::ref().targetPosition("SUN", _target, "GALACTIC", {}, _time, lt); psc sun_pos = PowerScaledCoordinate::CreatePowerScaledCoordinate(p.x, p.y, p.z); // setup the data to the shader // _programObject->setUniform("camdir", camSpaceEye); _programObject->setUniform("transparency", _alpha); _programObject->setUniform("ViewProjection", data.camera.viewProjectionMatrix()); _programObject->setUniform("ModelTransform", transform); setPscUniforms(_programObject, &data.camera, data.position); _programObject->setUniform("_performShading", _performShading); // Bind texture ghoul::opengl::TextureUnit dayUnit; dayUnit.activate(); _texture->bind(); _programObject->setUniform("texture1", dayUnit); // Bind possible night texture if (_hasNightTexture) { ghoul::opengl::TextureUnit nightUnit; nightUnit.activate(); _nightTexture->bind(); _programObject->setUniform("nightTex", nightUnit); } // render _geometry->render(); // disable shader _programObject->deactivate(); } void RenderablePlanet::update(const UpdateData& data){ // set spice-orientation in accordance to timestamp _stateMatrix = SpiceManager::ref().getPositionTransformMatrix(_frame, "GALACTIC", data.time); _time = data.time; } void RenderablePlanet::loadTexture() { delete _texture; _texture = nullptr; if (_colorTexturePath.value() != "") { _texture = ghoul::io::TextureReader::ref().loadTexture(absPath(_colorTexturePath)); if (_texture) { LDEBUG("Loaded texture from '" << _colorTexturePath << "'"); _texture->uploadTexture(); // Textures of planets looks much smoother with AnisotropicMipMap rather than linear // TODO: AnisotropicMipMap crashes on ATI cards ---abock //_texture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap); _texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear); } } if (_hasNightTexture) { delete _nightTexture; _nightTexture = nullptr; if (_nightTexturePath != "") { _nightTexture = ghoul::io::TextureReader::ref().loadTexture(absPath(_nightTexturePath)); if (_nightTexture) { LDEBUG("Loaded texture from '" << _nightTexturePath << "'"); _nightTexture->uploadTexture(); _nightTexture->setFilter(ghoul::opengl::Texture::FilterMode::Linear); //_nightTexture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap); } } } } } // namespace openspace