/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2017 * * * * 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 namespace openspace { namespace globebrowsing { PointGlobe::PointGlobe(const RenderableGlobe& owner) : _owner(owner) {} PointGlobe::~PointGlobe() { glDeleteBuffers(1, &_vertexBufferID); glDeleteVertexArrays(1, &_vaoID); } bool PointGlobe::initialize() { _programObject = OsEng.renderEngine().buildRenderProgram( "PointGlobe", "${MODULE_GLOBEBROWSING}/shaders/pointglobe_vs.glsl", "${MODULE_GLOBEBROWSING}/shaders/pointglobe_fs.glsl"); glGenVertexArrays(1, &_vaoID); glGenBuffers(1, &_vertexBufferID); glBindVertexArray(_vaoID); // Vertex data is only one point in the origin glm::vec3 data = glm::vec3(0,0,0); // Vertex buffer glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferID); glBufferData( GL_ARRAY_BUFFER, sizeof(glm::vec3), &data, GL_STATIC_DRAW ); // Position at location 0 glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), 0); glBindVertexArray(0); return isReady(); } bool PointGlobe::deinitialize() { return true; } bool PointGlobe::isReady() const { return (_vaoID != 0) && (_vertexBufferID != 0); } void PointGlobe::render(const RenderData& data) { _programObject->activate(); // Calculate variables to be used as uniform variables in shader glm::dvec3 bodyPosition = data.modelTransform.translation; // Model transform and view transform needs to be in double precision glm::dmat4 modelTransform = glm::translate(glm::dmat4(1.0), bodyPosition) * // Translation glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale)); // Scale glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() * modelTransform; glm::vec3 directionToSun = glm::normalize(glm::vec3(0) - glm::vec3(bodyPosition)); glm::vec3 directionToSunViewSpace = glm::mat3(data.camera.combinedViewMatrix()) * directionToSun; int windowWidth = OsEng.windowWrapper().currentWindowSize().x; float avgRadius = _owner.ellipsoid().averageRadius(); _programObject->setUniform("windowWidth", windowWidth); _programObject->setUniform("globeRadius", avgRadius); _programObject->setUniform("directionToSunViewSpace", directionToSunViewSpace); _programObject->setUniform("modelViewTransform", glm::mat4(modelViewTransform)); _programObject->setUniform("projectionTransform", data.camera.projectionMatrix()); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); glBindVertexArray(_vaoID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vertexBufferID); glDrawArrays(GL_POINTS, 0, 1); glBindVertexArray(0); glDisable(GL_VERTEX_PROGRAM_POINT_SIZE); _programObject->deactivate(); } } // namespace globebrowsing } // namespace openspace