/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2019 * * * * 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 #include #include #include #include #include #include #include #include #include #include #include namespace { constexpr const char* _loggerCat = "RingsComponent"; constexpr const std::array UniformNames = { "modelViewProjectionMatrix", "textureOffset", "transparency", "_nightFactor", "sunPosition", "ringTexture", "shadowMatrix", "shadowMapTexture", "zFightingPercentage" }; constexpr const std::array GeomUniformNames = { "modelViewProjectionMatrix", "textureOffset", "ringTexture" }; constexpr openspace::properties::Property::PropertyInfo TextureInfo = { "Texture", "Texture", "This value is the path to a texture on disk that contains a one-dimensional " "texture which is used for these rings." }; constexpr openspace::properties::Property::PropertyInfo SizeInfo = { "Size", "Size", "This value specifies the radius of the rings in meter." }; constexpr openspace::properties::Property::PropertyInfo OffsetInfo = { "Offset", "Offset", "This value is used to limit the width of the rings.Each of the two values is a " "value between 0 and 1, where 0 is the center of the ring and 1 is the maximum " "extent at the radius. If this value is, for example {0.5, 1.0}, the ring is " "only shown between radius/2 and radius. It defaults to {0.0, 1.0}." }; constexpr openspace::properties::Property::PropertyInfo NightFactorInfo = { "NightFactor", "Night Factor", "This value is a multiplicative factor that is applied to the side of the rings " "that is facing away from the Sun. If this value is equal to '1', no darkening " "of the night side occurs." }; constexpr openspace::properties::Property::PropertyInfo TransparencyInfo = { "Transparency", "Transparency", "This value determines the transparency of part of the rings depending on the " "color values. For this value v, the transparency is equal to length(color) / v." }; constexpr openspace::properties::Property::PropertyInfo ZFightingPercentageInfo = { "ZFightingPercentage", "Z-Fighting Percentage", "The percentage of the correct distance to the surface being shadowed. " "Possible values: [0.0, 1.0]" }; constexpr openspace::properties::Property::PropertyInfo NumberShadowSamplesInfo = { "NumberShadowSamples", "Number of Shadow Samples", "The number of samples used during shadow mapping calculation " "(Percentage Closer Filtering)." }; } // namespace namespace openspace { documentation::Documentation RingsComponent::Documentation() { using namespace documentation; return { "Rings Component", "globebrowsing_rings_component", { { TextureInfo.identifier, new StringVerifier, Optional::Yes, TextureInfo.description }, { SizeInfo.identifier, new DoubleVerifier, Optional::Yes, SizeInfo.description }, { OffsetInfo.identifier, new DoubleVector2Verifier, Optional::Yes, OffsetInfo.description }, { NightFactorInfo.identifier, new DoubleVerifier, Optional::Yes, NightFactorInfo.description }, { TransparencyInfo.identifier, new DoubleVerifier, Optional::Yes, TransparencyInfo.description }, { ZFightingPercentageInfo.identifier, new DoubleVerifier, Optional::Yes, ZFightingPercentageInfo.description }, { NumberShadowSamplesInfo.identifier, new IntVerifier, Optional::Yes, NumberShadowSamplesInfo.description } } }; } RingsComponent::RingsComponent(const ghoul::Dictionary& dictionary) : properties::PropertyOwner({ "Rings" }) , _texturePath(TextureInfo) , _size(SizeInfo, 1.f, 0.f, 1e25f) , _offset(OffsetInfo, glm::vec2(0.f, 1.f), glm::vec2(0.f), glm::vec2(1.f)) , _nightFactor(NightFactorInfo, 0.33f, 0.f, 1.f) , _transparency(TransparencyInfo, 0.15f, 0.f, 1.f) , _enabled({ "Enabled", "Enabled", "Enable/Disable Rings" }, true) , _zFightingPercentage(ZFightingPercentageInfo, 0.995f, 0.000001f, 1.f) , _nShadowSamples(NumberShadowSamplesInfo, 2, 1, 7) , _ringsDictionary(dictionary) { using ghoul::filesystem::File; if (dictionary.hasKey("Rings")) { // @TODO (abock, 2019-12-16) It would be better to not store the dictionary long // term and rather extract the values directly here. This would require a bit of // a rewrite in the RenderableGlobe class to not create the RingsComponent in the // class-initializer list though dictionary.getValue("Rings", _ringsDictionary); } documentation::testSpecificationAndThrow( Documentation(), _ringsDictionary, "RingsComponent" ); } void RingsComponent::initialize() { using ghoul::filesystem::File; addProperty(_enabled); _size = static_cast(_ringsDictionary.value(SizeInfo.identifier)); //setBoundingSphere(_size); _size.onChange([&]() { _planeIsDirty = true; }); addProperty(_size); _texturePath = absPath( _ringsDictionary.value(TextureInfo.identifier) ); _textureFile = std::make_unique(_texturePath); if (_ringsDictionary.hasKeyAndValue(OffsetInfo.identifier)) { _offset = _ringsDictionary.value(OffsetInfo.identifier); } addProperty(_offset); _texturePath.onChange([&]() { loadTexture(); }); addProperty(_texturePath); _textureFile->setCallback([&](const File&) { _textureIsDirty = true; }); if (_ringsDictionary.hasKeyAndValue(NightFactorInfo.identifier)) { _nightFactor = static_cast( _ringsDictionary.value(NightFactorInfo.identifier) ); } addProperty(_nightFactor); if (_ringsDictionary.hasKeyAndValue(TransparencyInfo.identifier)) { _transparency = static_cast( _ringsDictionary.value(TransparencyInfo.identifier) ); } // Shadow Mapping Quality Controls if (_ringsDictionary.hasKey(ZFightingPercentageInfo.identifier)) { _zFightingPercentage = _ringsDictionary.value( ZFightingPercentageInfo.identifier ); } addProperty(_zFightingPercentage); if (_ringsDictionary.hasKey(NumberShadowSamplesInfo.identifier)) { _nShadowSamples = _ringsDictionary.value(NumberShadowSamplesInfo.identifier); } _nShadowSamples.onChange([this]() { compileShadowShader(); }); addProperty(_nShadowSamples); addProperty(_transparency); } bool RingsComponent::isReady() const { return (_shader || _geometryOnlyShader) && _texture; } void RingsComponent::initializeGL() { compileShadowShader(); _geometryOnlyShader = global::renderEngine.buildRenderProgram( "RingsGeomOnlyProgram", absPath("${MODULE_GLOBEBROWSING}/shaders/rings_geom_vs.glsl"), absPath("${MODULE_GLOBEBROWSING}/shaders/rings_geom_fs.glsl") ); ghoul::opengl::updateUniformLocations(*_shader, _uniformCache, UniformNames); ghoul::opengl::updateUniformLocations( *_geometryOnlyShader, _geomUniformCache, GeomUniformNames ); glGenVertexArrays(1, &_quad); glGenBuffers(1, &_vertexPositionBuffer); createPlane(); loadTexture(); } void RingsComponent::deinitializeGL() { glDeleteVertexArrays(1, &_quad); _quad = 0; glDeleteBuffers(1, &_vertexPositionBuffer); _vertexPositionBuffer = 0; _textureFile = nullptr; _texture = nullptr; global::renderEngine.removeRenderProgram(_shader.get()); _shader = nullptr; global::renderEngine.removeRenderProgram(_geometryOnlyShader.get()); _geometryOnlyShader = nullptr; } void RingsComponent::draw(const RenderData& data, const RingsComponent::RenderPass renderPass, const ShadowComponent::ShadowMapData& shadowData) { if (renderPass == GeometryAndShading) { _shader->activate(); } else if (renderPass == GeometryOnly) { _geometryOnlyShader->activate(); } const glm::dmat4 modelTransform = 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 modelViewProjectionTransform = glm::dmat4(data.camera.projectionMatrix()) * data.camera.combinedViewMatrix() * modelTransform; ghoul::opengl::TextureUnit ringTextureUnit; if (renderPass == GeometryAndShading) { _shader->setUniform( _uniformCache.modelViewProjectionMatrix, modelViewProjectionTransform ); _shader->setUniform(_uniformCache.textureOffset, _offset); _shader->setUniform(_uniformCache.transparency, _transparency); _shader->setUniform(_uniformCache.nightFactor, _nightFactor); _shader->setUniform(_uniformCache.sunPosition, _sunPosition); _shader->setUniform(_uniformCache.zFightingPercentage, _zFightingPercentage); ringTextureUnit.activate(); _texture->bind(); _shader->setUniform(_uniformCache.ringTexture, ringTextureUnit); // Adding the model transformation to the final shadow matrix so we have a // complete transformation from the model coordinates to the clip space of // the light position. _shader->setUniform( _uniformCache.shadowMatrix, shadowData.shadowMatrix * modelTransform ); ghoul::opengl::TextureUnit shadowMapUnit; shadowMapUnit.activate(); glBindTexture(GL_TEXTURE_2D, shadowData.shadowDepthTexture); _shader->setUniform(_uniformCache.shadowMapTexture, shadowMapUnit); } else if (renderPass == GeometryOnly) { _geometryOnlyShader->setUniform( _geomUniformCache.modelViewProjectionMatrix, modelViewProjectionTransform ); _geometryOnlyShader->setUniform(_geomUniformCache.textureOffset, _offset); ringTextureUnit.activate(); _texture->bind(); _shader->setUniform(_geomUniformCache.ringTexture, ringTextureUnit); } glEnable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glBindVertexArray(_quad); glDrawArrays(GL_TRIANGLES, 0, 6); glEnable(GL_CULL_FACE); if (renderPass == GeometryAndShading) { _shader->deactivate(); } else if (renderPass == GeometryOnly) { _geometryOnlyShader->deactivate(); } } void RingsComponent::update(const UpdateData& data) { if (_shader->isDirty()) { compileShadowShader(); } if (_geometryOnlyShader->isDirty()) { _geometryOnlyShader->rebuildFromFile(); ghoul::opengl::updateUniformLocations( *_geometryOnlyShader, _geomUniformCache, GeomUniformNames ); } if (_planeIsDirty) { createPlane(); _planeIsDirty = false; } if (_textureIsDirty) { loadTexture(); _textureIsDirty = false; } _sunPosition = glm::normalize( global::renderEngine.scene()->sceneGraphNode("Sun")->worldPosition() - data.modelTransform.translation ); } void RingsComponent::loadTexture() { if (!_texturePath.value().empty()) { using namespace ghoul::io; using namespace ghoul::opengl; std::unique_ptr texture = TextureReader::ref().loadTexture( absPath(_texturePath) ); if (texture) { LDEBUGC( "RingsComponent", fmt::format("Loaded texture from '{}'", absPath(_texturePath)) ); _texture = std::move(texture); _texture->uploadTexture(); _texture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap); _textureFile = std::make_unique(_texturePath); _textureFile->setCallback( [&](const ghoul::filesystem::File&) { _textureIsDirty = true; } ); } } } void RingsComponent::createPlane() { const GLfloat size = _size; struct VertexData { GLfloat x; GLfloat y; GLfloat s; GLfloat t; }; VertexData data[] = { { -size, -size, 0.f, 0.f }, { size, size, 1.f, 1.f }, { -size, size, 0.f, 1.f }, { -size, -size, 0.f, 0.f }, { size, -size, 1.f, 0.f }, { size, size, 1.f, 1.f }, }; glBindVertexArray(_quad); glBindBuffer(GL_ARRAY_BUFFER, _vertexPositionBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), nullptr ); glEnableVertexAttribArray(1); glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), reinterpret_cast(offsetof(VertexData, s)) // NOLINT ); } void RingsComponent::compileShadowShader() { ghoul::Dictionary dict; dict.setValue("nShadowSamples", std::to_string(_nShadowSamples - 1)); try { global::renderEngine.removeRenderProgram(_shader.get()); _shader = global::renderEngine.buildRenderProgram( "RingsProgram", absPath("${MODULE_GLOBEBROWSING}/shaders/rings_vs.glsl"), absPath("${MODULE_GLOBEBROWSING}/shaders/rings_fs.glsl"), dict ); } catch (const ghoul::RuntimeError& e) { LERROR(e.message); } ghoul::opengl::updateUniformLocations(*_shader, _uniformCache, UniformNames); } bool RingsComponent::isEnabled() const { return _enabled; } } // namespace openspace