/***************************************************************************************** * * * 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 openspace { ScreenSpaceImage::ScreenSpaceImage(std::string texturePath) :ScreenSpaceRenderable(texturePath) { _id = id(); setName("ScreenSpaceImage" + std::to_string(_id)); OsEng.gui()._property.registerProperty(&_enabled); OsEng.gui()._property.registerProperty(&_flatScreen); OsEng.gui()._property.registerProperty(&_position); OsEng.gui()._property.registerProperty(&_scale); OsEng.gui()._property.registerProperty(&_texturePath); _texturePath.onChange([this](){ loadTexture(); }); } ScreenSpaceImage::~ScreenSpaceImage(){} void ScreenSpaceImage::render(){ GLfloat m_viewport[4]; glGetFloatv(GL_VIEWPORT, m_viewport); //to scale the plane float textureRatio = (float(_texture->height())/float(_texture->width())); //to keep the texture ratio after viewport is distorted. float scalingRatioX = m_viewport[2] / _originalViewportSize[0]; float scalingRatioY = m_viewport[3] / _originalViewportSize[1]; glm::vec3 position = _position.value(); float occlusionDepth = position.z; glm::mat4 modelTransform; position.z = _planeDepth; if(!_isFlatScreen){ occlusionDepth = position.x; // position.x = _planeDepth; float phi = position.y - M_PI/2.0; glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), position.x, glm::vec3(0.0f, 1.0f, 0.0f)); rotation = glm::rotate(rotation, phi , glm::vec3(1.0f, 0.0f, 0.0f)); glm::mat4 translate = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, _planeDepth)); modelTransform = rotation * translate; } else { modelTransform = glm::translate(glm::mat4(1.f), position); } modelTransform = glm::scale(modelTransform, glm::vec3(_scale.value()*scalingRatioY, _scale.value()*textureRatio*scalingRatioX, 1)); glEnable(GL_DEPTH_TEST); _shader->activate(); _shader->setUniform("OcclusionDepth", occlusionDepth); _shader->setUniform("ModelTransform",modelTransform); _shader->setUniform("ViewProjectionMatrix", OsEng.renderEngine().camera()->viewProjectionMatrix()); ghoul::opengl::TextureUnit unit; unit.activate(); _texture->bind(); _shader->setUniform("texture1", unit); glBindVertexArray(_quad); glDrawArrays(GL_TRIANGLES, 0, 6); _shader->deactivate(); } bool ScreenSpaceImage::initialize(){ glGenVertexArrays(1, &_quad); // generate array glGenBuffers(1, &_vertexPositionBuffer); // generate buffer createPlane(); if(_shader == nullptr) { RenderEngine& renderEngine = OsEng.renderEngine(); _shader = renderEngine.buildRenderProgram("ScreenSpaceProgram", "${MODULE_BASE}/shaders/screnspace_vs.glsl", "${MODULE_BASE}/shaders/screnspace_fs.glsl" ); if (!_shader) return false; } GLfloat m_viewport[4]; glGetFloatv(GL_VIEWPORT, m_viewport); _originalViewportSize = glm::vec2(m_viewport[2], m_viewport[3]); loadTexture(); return isReady(); } bool ScreenSpaceImage::deinitialize(){ return true; } void ScreenSpaceImage::update(){ if(_flatScreen.value() != _isFlatScreen){ _isFlatScreen = _flatScreen.value(); glm::vec3 pos = _position.value(); if(!_isFlatScreen){ _position.set(toPolar(pos)); } else { _position.set(toEuclidean(pos)); } } } glm::vec3 ScreenSpaceImage::toEuclidean(glm::vec3 polar){ float x = polar[2]*sin(polar[0])*sin(polar[1]); float y = polar[2]*cos(polar[1]); float z = _planeDepth; return glm::vec3(x, y, z); } glm::vec3 ScreenSpaceImage::toPolar(glm::vec3 euclidean){ float r = -sqrt(pow(euclidean[0],2)+pow(euclidean[1],2)+pow(_planeDepth,2)); float theta = atan2(-_planeDepth,euclidean[0])-M_PI/2.0; float phi = acos(euclidean[1]/r); while(phi>=M_PI){ phi -= M_PI; } if(!r){ phi = 0; } while(theta <= 0){ theta += 2.0*M_PI; } while(theta >= 2.0*M_PI) { theta -= 2.0*M_PI; } // std::cout << euclidean[2] << " " << r return glm::vec3(theta, phi, r); } bool ScreenSpaceImage::isReady() const{ bool ready = true; if (!_shader) ready &= false; if(!_texture) ready &= false; return ready; } void ScreenSpaceImage::loadTexture() { if (_texturePath.value() != "") { std::unique_ptr texture = ghoul::io::TextureReader::ref().loadTexture(absPath(_texturePath.value())); if (texture) { // LDEBUG("Loaded texture from '" << absPath(_texturePath) << "'"); texture->uploadTexture(); // Textures of planets looks much smoother with AnisotropicMipMap rather than linear texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear); _texture = std::move(texture); // delete _textureFile; // _textureFile = new ghoul::filesystem::File(_texturePath); // _textureFile->setCallback([&](const ghoul::filesystem::File&) { _textureIsDirty = true; }); } } } int ScreenSpaceImage::id(){ static int id = 0; return id++; } }