/***************************************************************************************** * * * 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 // open space includes #include #include // ghoul includes #include #define _USE_MATH_DEFINES #include namespace { const std::string _loggerCat = "LatLonPatch"; const std::string keyFrame = "Frame"; const std::string keyGeometry = "Geometry"; const std::string keyShading = "PerformShading"; const std::string keyBody = "Body"; } namespace openspace { LatLonPatch::LatLonPatch( unsigned int xRes, unsigned int yRes, double posLat, double posLon, double sizeLat, double sizeLon) : _grid( xRes, yRes, Geometry::Positions::No, Geometry::TextureCoordinates::Yes, Geometry::Normals::No) , _programObject(nullptr) , _posLatLon(posLat, posLon) , _sizeLatLon(sizeLat, sizeLon) { } LatLonPatch::~LatLonPatch() { } bool LatLonPatch::initialize() { RenderEngine& renderEngine = OsEng.renderEngine(); if (_programObject == nullptr) { _programObject = renderEngine.buildRenderProgram( "LatLonSphereMappingProgram", "${MODULE_GLOBEBROWSING}/shaders/latlonpatch_spheremapping_vs.glsl", "${MODULE_GLOBEBROWSING}/shaders/simple_fs.glsl"); if (!_programObject) return false; } using IgnoreError = ghoul::opengl::ProgramObject::IgnoreError; _programObject->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes); return isReady(); } bool LatLonPatch::deinitialize() { RenderEngine& renderEngine = OsEng.renderEngine(); if (_programObject) { renderEngine.removeRenderProgram(_programObject); _programObject = nullptr; } return true; } bool LatLonPatch::isReady() const { bool ready = true; ready &= (_programObject != nullptr); return ready; } void LatLonPatch::render(const RenderData& data) { // activate shader _programObject->activate(); // TODO : Not sure if double precision will be needed for all these calculations // Using doubles in case but might slow things down. // TODO : Need to get the radius of the globe double r = 6.3e6; // Create control points (double) glm::dvec3 p00, p01, p10, p11; // Calculate global positions of control points p00 = glm::dvec3(converter::latLonToCartesian( _posLatLon.x - _sizeLatLon.x, _posLatLon.y - _sizeLatLon.y, r)); p10 = glm::dvec3(converter::latLonToCartesian( _posLatLon.x + _sizeLatLon.x, _posLatLon.y - _sizeLatLon.y, r)); p01 = glm::dvec3(converter::latLonToCartesian( _posLatLon.x - _sizeLatLon.x, _posLatLon.y + _sizeLatLon.y, r)); p11 = glm::dvec3(converter::latLonToCartesian( _posLatLon.x + _sizeLatLon.x, _posLatLon.y + _sizeLatLon.y, r)); // TODO : Transformation to world space from model space should also consider // rotations. Now it only uses translatation for simplicity. Should be done // With a matrix transform glm::dvec3 position = data.position.dvec3(); p00 += position; p10 += position; p01 += position; p11 += position; // Calculate global position of camera // TODO : Should only need to fetch the camera transform and use directly // Now the viewTransform is wrong due to the constant lookUpVector glm::dvec3 camPos = data.camera.position().dvec3(); glm::dvec3 camDir = glm::normalize(position - camPos); glm::dvec3 camUp = glm::dvec3(0,1,0);// data.camera.lookUpVector(); // Get camera transform matrix (double precision) glm::dmat4 viewTransform = glm::inverse(glm::translate(glm::dmat4(1.0), camPos)); //glm::dmat4 viewTransform = glm::lookAt(camPos, camPos + camDir, camUp); viewTransform = glm::dmat4(data.camera.viewRotationMatrix())*viewTransform; // Transform control points to camera space p00 = glm::dvec3(viewTransform * glm::dvec4(p00, 1.0)); p10 = glm::dvec3(viewTransform * glm::dvec4(p10, 1.0)); p01 = glm::dvec3(viewTransform * glm::dvec4(p01, 1.0)); p11 = glm::dvec3(viewTransform * glm::dvec4(p11, 1.0)); // Send control points to GPU to be used in shader // TODO : Will need more control points or possibly normals to be able to // do better than linear interpolation _programObject->setUniform("p00", glm::vec3(p00)); _programObject->setUniform("p10", glm::vec3(p10)); _programObject->setUniform("p01", glm::vec3(p01)); _programObject->setUniform("p11", glm::vec3(p11)); _programObject->setUniform("Projection", data.camera.projectionMatrix()); // Render triangles (use texture coordinates to interpolate to new positions) glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // render _grid.drawUsingActiveProgram(); // disable shader _programObject->deactivate(); } void LatLonPatch::update(const UpdateData& data) { } void LatLonPatch::setPositionLatLon(glm::dvec2 posLatLon) { _posLatLon = posLatLon; } void LatLonPatch::setSizeLatLon(glm::dvec2 sizeLatLon) { _sizeLatLon = sizeLatLon; } } // namespace openspace