/***************************************************************************************** * * * 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 #include #include #include namespace { const std::string _loggerCat = "RenderableRings"; const std::string KeySize = "Size"; const std::string KeyTexture = "Texture"; const std::string KeyBody = "Body"; const std::string KeyFrame = "Frame"; const std::string KeyOrientation = "Orientation"; const std::string KeyOffset = "Offset"; const std::string KeyNightFactor = "NightFactor"; const std::string KeyTransparency = "Transparency"; } namespace openspace { RenderableRings::RenderableRings(const ghoul::Dictionary& dictionary) : Renderable(dictionary) , _texturePath("texture", "Texture") , _size("size", "Size", glm::vec2(1.f, 1.f), glm::vec2(0.f), glm::vec2(1.f, 25.f)) , _offset("offset", "Texture Offset", glm::vec2(0.f, 1.f), glm::vec2(0.f), glm::vec2(1.f)) , _nightFactor("nightFactor", "Night Factor", 0.33f, 0.f, 1.f) , _transparency("transparency", "Transparency", 0.15f, 0.f, 1.f) , _shader(nullptr) , _texture(nullptr) , _textureFile(nullptr) , _textureIsDirty(false) , _quad(0) , _vertexPositionBuffer(0) , _planeIsDirty(false) , _hasSunPosition(false) { glm::vec2 size; dictionary.getValue(KeySize, size); _size = size; if (dictionary.hasKeyAndValue(KeyBody)) { _body = dictionary.value(KeyBody); _hasSunPosition = true; } if (dictionary.hasKeyAndValue(KeyFrame)) { _frame = dictionary.value(KeyFrame); } if (dictionary.hasKeyAndValue(KeyOrientation)) { _orientation = dictionary.value(KeyOrientation); } if (dictionary.hasKeyAndValue(KeyTexture)) { _texturePath = absPath(dictionary.value(KeyTexture)); _textureFile = std::make_unique(_texturePath); } if (dictionary.hasKeyAndValue(KeyOffset)) { glm::vec2 off = dictionary.value(KeyOffset); _offset = off; } if (dictionary.hasKeyAndValue(KeyNightFactor)) { float v = dictionary.value(KeyNightFactor); _nightFactor = v; } if (dictionary.hasKeyAndValue(KeyTransparency)) { float v = dictionary.value(KeyTransparency); _transparency = v; } addProperty(_offset); addProperty(_size); _size.onChange([&](){ _planeIsDirty = true; }); addProperty(_texturePath); _texturePath.onChange([&](){ loadTexture(); }); _textureFile->setCallback( [&](const ghoul::filesystem::File&) { _textureIsDirty = true; } ); addProperty(_nightFactor); addProperty(_transparency); setBoundingSphere(_size.value()); } bool RenderableRings::isReady() const { return _shader && _texture; } bool RenderableRings::initialize() { if (!_shader) { RenderEngine& renderEngine = OsEng.renderEngine(); _shader = renderEngine.buildRenderProgram("RingProgram", "${MODULE_BASE}/shaders/rings_vs.glsl", "${MODULE_BASE}/shaders/rings_fs.glsl" ); if (!_shader) return false; _shader->setIgnoreUniformLocationError( ghoul::opengl::ProgramObject::IgnoreError::Yes ); } glGenVertexArrays(1, &_quad); // generate array glGenBuffers(1, &_vertexPositionBuffer); // generate buffer createPlane(); loadTexture(); return isReady(); } bool RenderableRings::deinitialize() { glDeleteVertexArrays(1, &_quad); _quad = 0; glDeleteBuffers(1, &_vertexPositionBuffer); _vertexPositionBuffer = 0; _textureFile = nullptr; _texture = nullptr; RenderEngine& renderEngine = OsEng.renderEngine(); if (_shader) { renderEngine.removeRenderProgram(_shader); _shader = nullptr; } return true; } void RenderableRings::render(const RenderData& data) { _shader->activate(); _shader->setUniform("ViewProjection", data.camera.viewProjectionMatrix()); _shader->setUniform("ModelTransform", glm::mat4(_orientation * _state)); _shader->setUniform("textureOffset", _offset); _shader->setUniform("transparency", _transparency); _shader->setUniform("hasSunPosition", _hasSunPosition); if (_hasSunPosition) { _shader->setUniform("_nightFactor", _nightFactor); _shader->setUniform("sunPosition", _sunPosition); } setPscUniforms(*_shader.get(), data.camera, data.position); ghoul::opengl::TextureUnit unit; unit.activate(); _texture->bind(); _shader->setUniform("texture1", unit); glDisable(GL_CULL_FACE); glBindVertexArray(_quad); glDrawArrays(GL_TRIANGLES, 0, 6); glEnable(GL_CULL_FACE); _shader->deactivate(); } void RenderableRings::update(const UpdateData& data) { if (_shader->isDirty()) { _shader->rebuildFromFile(); } if (_planeIsDirty) { createPlane(); _planeIsDirty = false; } if (_textureIsDirty) { loadTexture(); _textureIsDirty = false; } if (!_frame.empty()) { _state = SpiceManager::ref().positionTransformMatrix(_frame, "GALACTIC", data.time); } if (!_body.empty()) { double lt; _sunPosition = SpiceManager::ref().targetPosition( "SUN", _body, "GALACTIC", {}, data.time, lt ); } } void RenderableRings::loadTexture() { if (_texturePath.value() != "") { std::unique_ptr texture = ghoul::io::TextureReader::ref().loadTexture(absPath(_texturePath)); if (texture) { LDEBUG("Loaded texture from '" << absPath(_texturePath) << "'"); _texture = std::move(texture); // Textures of planets looks much smoother with AnisotropicMipMap rather than linear // _texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear); _texture->uploadTexture(); _texture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap); _textureFile = std::make_unique(_texturePath); _textureFile->setCallback( [&](const ghoul::filesystem::File&) { _textureIsDirty = true; } ); } } } void RenderableRings::createPlane() { // ============================ // GEOMETRY (quad) // ============================ const GLfloat size = _size.value()[0]; const GLfloat w = _size.value()[1]; const GLfloat vertex_data[] = { // x y z w s t -size, -size, 0.f, w, 0.f, 0.f, size, size, 0.f, w, 1.f, 1.f, -size, size, 0.f, w, 0.f, 1.f, -size, -size, 0.f, w, 0.f, 0.f, size, -size, 0.f, w, 1.f, 0.f, size, size, 0.f, w, 1.f, 1.f, }; glBindVertexArray(_quad); // bind array glBindBuffer(GL_ARRAY_BUFFER, _vertexPositionBuffer); // bind buffer glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, reinterpret_cast(0)); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, reinterpret_cast(sizeof(GLfloat) * 4)); } } // namespace openspace