/***************************************************************************************** * * * 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 // open space includes #include #include #include #include // ghoul includes #include #define _USE_MATH_DEFINES #include namespace { const std::string _loggerCat = "GlobeMesh"; const std::string keyFrame = "Frame"; const std::string keyGeometry = "Geometry"; const std::string keyShading = "PerformShading"; const std::string keyBody = "Body"; } namespace openspace { GlobeMesh::GlobeMesh(const ghoul::Dictionary& dictionary) : DistanceSwitch() , _programObject(nullptr) , _grid(10, 10, Geometry::Positions::Yes, Geometry::TextureCoordinates::No, Geometry::Normals::No) , _rotation("rotation", "Rotation", 0, 0, 360) { std::string name; bool success = dictionary.getValue(SceneGraphNode::KeyName, name); ghoul_assert(success, "GlobeMesh need the '" << SceneGraphNode::KeyName << "' be specified"); setName(name); dictionary.getValue(keyFrame, _frame); dictionary.getValue(keyBody, _target); if (_target != "") setBody(_target); // Mainly for debugging purposes @AA addProperty(_rotation); } GlobeMesh::~GlobeMesh() { } bool GlobeMesh::initialize() { RenderEngine& renderEngine = OsEng.renderEngine(); if (_programObject == nullptr) { // Night texture program _programObject = renderEngine.buildRenderProgram( "simpleTextureProgram", "${MODULE_GLOBEBROWSING}/shaders/simple_vs.glsl", "${MODULE_GLOBEBROWSING}/shaders/simple_fs.glsl"); if (!_programObject) return false; } using IgnoreError = ghoul::opengl::ProgramObject::IgnoreError; _programObject->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes); return isReady(); } bool GlobeMesh::deinitialize() { RenderEngine& renderEngine = OsEng.renderEngine(); if (_programObject) { renderEngine.removeRenderProgram(_programObject); _programObject = nullptr; } return true; } bool GlobeMesh::isReady() const { bool ready = true; ready &= (_programObject != nullptr); return ready; } void GlobeMesh::render(const RenderData& data) { // activate shader _programObject->activate(); // scale the planet to appropriate size since the planet is a unit sphere. Ehm no? glm::mat4 transform = glm::mat4(1); //earth needs to be rotated for that to work. glm::mat4 rot = glm::rotate(transform, static_cast(M_PI_2), glm::vec3(1, 0, 0)); glm::mat4 roty = glm::rotate(transform, static_cast(M_PI_2), glm::vec3(0, -1, 0)); glm::mat4 rotProp = glm::rotate(transform, glm::radians(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; // setup the data to the shader // _programObject->setUniform("camdir", camSpaceEye); _programObject->setUniform("ViewProjection", data.camera.viewProjectionMatrix()); _programObject->setUniform("ModelTransform", transform); setPscUniforms(*_programObject.get(), data.camera, data.position); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // render _grid.drawUsingActiveProgram(); // disable shader _programObject->deactivate(); } void GlobeMesh::update(const UpdateData& data) { // set spice-orientation in accordance to timestamp _stateMatrix = SpiceManager::ref().positionTransformMatrix(_frame, "GALACTIC", data.time); _time = data.time; } } // namespace openspace