/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2022 * * * * 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 #include #include #include #include #include #include #include namespace { constexpr std::array MainUniformNames = { "performShading", "directionToSunViewSpace", "modelViewTransform", "projectionTransform", "projectionFading", "baseTexture", "projectionTexture" }; constexpr std::array FboUniformNames = { "projectionTexture", "depthTexture", "needShadowMap", "ProjectorMatrix", "ModelTransform", "boresight" }; constexpr std::array DepthFboUniformNames = { "ProjectorMatrix", "ModelTransform" }; constexpr openspace::properties::Property::PropertyInfo PerformShadingInfo = { "PerformShading", "Perform Shading", "If this value is enabled, the model will be shaded based on the relative " "location to the Sun. If this value is disabled, shading is disabled and the " "entire model is rendered brightly." }; struct [[codegen::Dictionary(RenderableModelProjection)]] Parameters { // The file or files that should be loaded in this RenderableModel. The file can // contain filesystem tokens or can be specified relatively to the // location of the .asset file. // This specifies the model that is rendered by the Renderable. std::filesystem::path geometryFile; // Contains information about projecting onto this planet. ghoul::Dictionary projection [[codegen::reference("spacecraftinstruments_projectioncomponent")]]; // [[codegen::verbatim(PerformShadingInfo.description)]] std::optional performShading; // The radius of the bounding sphere of this object. This has to be a // radius that is larger than anything that is rendered by it. It has to // be at least as big as the convex hull of the object. The default value // is 10e9 meters. std::optional boundingSphereRadius; }; #include "renderablemodelprojection_codegen.cpp" } // namespace namespace openspace { documentation::Documentation RenderableModelProjection::Documentation() { return codegen::doc("spacecraftinstruments_renderablemodelprojection"); } RenderableModelProjection::RenderableModelProjection(const ghoul::Dictionary& dictionary) : Renderable(dictionary) , _performShading(PerformShadingInfo, true) { const Parameters p = codegen::bake(dictionary); std::filesystem::path file = absPath(p.geometryFile.string()); _geometry = ghoul::io::ModelReader::ref().loadModel( file.string(), ghoul::io::ModelReader::ForceRenderInvisible::No, ghoul::io::ModelReader::NotifyInvisibleDropped::Yes ); addPropertySubOwner(_projectionComponent); _projectionComponent.initialize(identifier(), p.projection); double boundingSphereRadius = p.boundingSphereRadius.value_or(1.0e9); setBoundingSphere(boundingSphereRadius); _performShading = p.performShading.value_or(_performShading); addProperty(_performShading); } RenderableModelProjection::~RenderableModelProjection() {} // NOLINT bool RenderableModelProjection::isReady() const { return (_programObject != nullptr) && _projectionComponent.isReady(); } void RenderableModelProjection::initializeGL() { _programObject = global::renderEngine->buildRenderProgram( "ModelShader", absPath("${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModel_vs.glsl"), absPath("${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModel_fs.glsl") ); ghoul::opengl::updateUniformLocations( *_programObject, _mainUniformCache, MainUniformNames ); _fboProgramObject = ghoul::opengl::ProgramObject::Build( "ProjectionPass", absPath( "${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModelProjection_vs.glsl" ), absPath( "${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModelProjection_fs.glsl" ) ); ghoul::opengl::updateUniformLocations( *_fboProgramObject, _fboUniformCache, FboUniformNames ); _depthFboProgramObject = ghoul::opengl::ProgramObject::Build( "DepthPass", absPath("${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModelDepth_vs.glsl"), absPath("${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModelDepth_fs.glsl") ); ghoul::opengl::updateUniformLocations( *_depthFboProgramObject, _depthFboUniformCache, DepthFboUniformNames ); _projectionComponent.initializeGL(); double bs = boundingSphere(); _geometry->initialize(); setBoundingSphere(bs); // ignore bounding sphere set by geometry. } void RenderableModelProjection::deinitializeGL() { if (_geometry) { _geometry->deinitialize(); } _geometry = nullptr; _projectionComponent.deinitialize(); global::renderEngine->removeRenderProgram(_programObject.get()); _programObject = nullptr; } ghoul::opengl::Texture& RenderableModelProjection::baseTexture() const { return _projectionComponent.projectionTexture(); } void RenderableModelProjection::render(const RenderData& data, RendererTasks&) { if (_projectionComponent.needsClearProjection()) { _projectionComponent.clearAllProjections(); } glm::vec3 up = data.camera.lookUpVectorCameraSpace(); if (_shouldCapture && _projectionComponent.doesPerformProjection()) { for (const Image& i : _imageTimes) { try { glm::mat4 projectorMatrix = attitudeParameters(i.timeRange.start, up); std::shared_ptr t = _projectionComponent.loadProjectionTexture(i.path, i.isPlaceholder); imageProjectGPU(*t, projectorMatrix); } catch (const SpiceManager::SpiceException& e) { LERRORC(e.component, e.what()); } } _shouldCapture = false; } _programObject->activate(); try { attitudeParameters(data.time.j2000Seconds(), up); } catch (const SpiceManager::SpiceException& e) { LERRORC(e.component, e.what()); } _imageTimes.clear(); // Calculate variables to be used as uniform variables in shader const glm::vec3 bodyPos = data.modelTransform.translation; // Model transform and view transform needs to be in double precision const glm::dmat4 transform = glm::translate(glm::dmat4(1.0), data.modelTransform.translation) * glm::dmat4(data.modelTransform.rotation) * glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale)); const glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() * transform; const glm::vec3 directionToSun = glm::normalize(_sunPosition - bodyPos); const glm::vec3 directionToSunViewSpace = glm::normalize( glm::mat3(data.camera.combinedViewMatrix()) * directionToSun ); _programObject->setUniform(_mainUniformCache.performShading, _performShading); _programObject->setUniform( _mainUniformCache.directionToSunViewSpace, directionToSunViewSpace ); _programObject->setUniform( _mainUniformCache.modelViewTransform, glm::mat4(modelViewTransform) ); _programObject->setUniform( _mainUniformCache.projectionTransform, data.camera.projectionMatrix() ); _programObject->setUniform( _mainUniformCache.projectionFading, _projectionComponent.projectionFading() ); ghoul::opengl::TextureUnit baseUnit; baseUnit.activate(); _programObject->setUniform(_mainUniformCache.baseTexture, baseUnit); ghoul::opengl::TextureUnit projectionUnit; projectionUnit.activate(); _projectionComponent.projectionTexture().bind(); _programObject->setUniform(_mainUniformCache.projectionTexture, projectionUnit); _geometry->render(*_programObject, false); _programObject->deactivate(); } void RenderableModelProjection::update(const UpdateData& data) { if (_programObject->isDirty()) { _programObject->rebuildFromFile(); ghoul::opengl::updateUniformLocations( *_programObject, _mainUniformCache, MainUniformNames ); } if (_fboProgramObject->isDirty()) { _fboProgramObject->rebuildFromFile(); ghoul::opengl::updateUniformLocations( *_fboProgramObject, _fboUniformCache, FboUniformNames ); } _projectionComponent.update(); if (_depthFboProgramObject->isDirty()) { _depthFboProgramObject->rebuildFromFile(); ghoul::opengl::updateUniformLocations( *_depthFboProgramObject, _depthFboUniformCache, DepthFboUniformNames ); } const double time = data.time.j2000Seconds(); const double integrateFromTime = data.previousFrameTime.j2000Seconds(); // Only project new images if time changed since last update. if (time > integrateFromTime && ImageSequencer::ref().isReady() && _projectionComponent.doesPerformProjection()) { _imageTimes = ImageSequencer::ref().imagePaths( _projectionComponent.projecteeId(), _projectionComponent.instrumentId(), time, integrateFromTime ); _shouldCapture = !_imageTimes.empty(); } glm::dmat3 stateMatrix = data.modelTransform.rotation; for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { _transform[i][j] = static_cast(stateMatrix[i][j]); } } SceneGraphNode* sun = global::renderEngine->scene()->sceneGraphNode("Sun"); if (sun) { _sunPosition = sun->worldPosition() - data.modelTransform.translation; } else { // If the Sun node doesn't exist, we assume that the light source is in the origin _sunPosition = -data.modelTransform.translation; } } void RenderableModelProjection::imageProjectGPU( const ghoul::opengl::Texture& projectionTexture, const glm::mat4& projectorMatrix) { if (_projectionComponent.needsShadowMap()) { _projectionComponent.depthMapRenderBegin(); _depthFboProgramObject->activate(); _depthFboProgramObject->setUniform( _depthFboUniformCache.ProjectorMatrix, projectorMatrix ); _depthFboProgramObject->setUniform( _depthFboUniformCache.ModelTransform, _transform ); _geometry->render(*_fboProgramObject, false, true); _depthFboProgramObject->deactivate(); _projectionComponent.depthMapRenderEnd(); } _projectionComponent.imageProjectBegin(); _fboProgramObject->activate(); ghoul::opengl::TextureUnit unitFbo; unitFbo.activate(); projectionTexture.bind(); _fboProgramObject->setUniform(_fboUniformCache.projectionTexture, unitFbo); _fboProgramObject->setUniform( _fboUniformCache.needShadowMap, _projectionComponent.needsShadowMap() ); ghoul::opengl::TextureUnit unitDepthFbo; if (_projectionComponent.needsShadowMap()) { unitDepthFbo.activate(); _projectionComponent.depthTexture().bind(); _fboProgramObject->setUniform(_fboUniformCache.depthTexture, unitDepthFbo); } _fboProgramObject->setUniform(_fboUniformCache.ProjectorMatrix, projectorMatrix); _fboProgramObject->setUniform(_fboUniformCache.ModelTransform, _transform); _fboProgramObject->setUniform(_fboUniformCache.boresight, _boresight); _geometry->render(*_fboProgramObject, false, true); _fboProgramObject->deactivate(); _projectionComponent.imageProjectEnd(); } glm::mat4 RenderableModelProjection::attitudeParameters(double time, const glm::vec3& up) { _instrumentMatrix = SpiceManager::ref().positionTransformMatrix( _projectionComponent.instrumentId(), "GALACTIC", time ); SpiceManager::FieldOfViewResult res = SpiceManager::ref().fieldOfView( _projectionComponent.instrumentId() ); _boresight = std::move(res.boresightVector); double lightTime; const glm::dvec3 p = SpiceManager::ref().targetPosition( _projectionComponent.projectorId(), _projectionComponent.projecteeId(), "GALACTIC", _projectionComponent.aberration(), time, lightTime ); const glm::vec3 cpos = p * 10000.0; const float distance = glm::length(cpos); const double radius = boundingSphere(); return _projectionComponent.computeProjectorMatrix( cpos, _boresight, up, _instrumentMatrix, _projectionComponent.fieldOfViewY(), _projectionComponent.aspectRatio(), static_cast(distance - radius), static_cast(distance + radius), _boresight ); } } // namespace openspace