Files
OpenSpace/modules/spacecraftinstruments/rendering/renderablemodelprojection.cpp
Emma Broman eb1cfec7bd Renderable property info walkthrough/cleanup (#3226)
A passover of all the Parameters descriptions and PropertyInfo descriptions of the renderables in the code base to make then more consistently and concisely formatted. Also fixed some small issues and added or updated descriptions.

* Start rephrasing propertyinfos for more consistency

* Update eclipse cone propertyinfos

* Update `RenderableFov` property infos and group colors in UI

* `RenderableGalaxy` and `RenderableGlobe`

* Update more descriptions

* Moore descriptions

* Update docs for `RenderableShadowCylinder` and add properties

* `RenderableSkyTarget`, and spheres (`ImageOnline` and `ImageLocal`)

* `RnederableSphericalGrid`, and update line width info of other types, for consistency

* `RenderableStars` and `RenderableTimeVaryingSphere`

* Update more propertyinfos

* Fix inconsistent mentioning of true/false

* change some phrasings for increased consistency

* Update Renderbin description to include Sticker bin and remove extra property

* Rename `OutlineWeight` -> `OutlineWidth`

* Extend description about enable depth test for models

* Clarify what relative values mean for `RenderableNodeArrow`

* Elaborate on `RenderableLabel` size property

---------

Co-authored-by: Alexander Bock <alexander.bock@liu.se>
Co-authored-by: Ylva Selling <ylva.selling@gmail.com>
Co-authored-by: Malin E <malin.ejdbo@gmail.com>
2024-05-20 09:24:40 +02:00

430 lines
16 KiB
C++

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#include <modules/spacecraftinstruments/rendering/renderablemodelprojection.h>
#include <modules/spacecraftinstruments/util/imagesequencer.h>
#include <openspace/documentation/documentation.h>
#include <openspace/documentation/verifier.h>
#include <openspace/engine/globals.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/scene/scene.h>
#include <openspace/util/distanceconversion.h>
#include <openspace/util/updatestructures.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/io/model/modelgeometry.h>
#include <ghoul/io/model/modelreader.h>
#include <ghoul/logging/logmanager.h>
#include <ghoul/opengl/textureunit.h>
namespace {
constexpr openspace::properties::Property::PropertyInfo PerformShadingInfo = {
"PerformShading",
"Perform Shading",
"If true, the model will be shaded based on the location of the Sun. If false, "
"shading is disabled and the model is fully illuminated.",
openspace::properties::Property::Visibility::NoviceUser
};
struct [[codegen::Dictionary(RenderableModelProjection)]] Parameters {
// The file or files that should be loaded, that specifies the model to load. The
// file can contain filesystem tokens or can be specified relative to the
// location of the asset file.
std::filesystem::path geometryFile;
enum class [[codegen::map(openspace::DistanceUnit)]] ScaleUnit {
Nanometer,
Micrometer,
Millimeter,
Centimeter,
Decimeter,
Meter,
Kilometer,
Thou,
Inch,
Foot,
Yard,
Chain,
Furlong,
Mile
};
// The scale of the model. For example if the model is in centimeters
// then `ModelScale = \"Centimeter\"` or `ModelScale = 0.01`.
std::optional<std::variant<ScaleUnit, double>> modelScale;
// By default the given `ModelScale` is used to scale down the model. By setting
// this setting to true the scaling is inverted to that the model is instead
// scaled up with the given `ModelScale`.
std::optional<bool> invertModelScale;
// Contains information about projecting onto this planet.
ghoul::Dictionary projection
[[codegen::reference("spacecraftinstruments_projectioncomponent")]];
// [[codegen::verbatim(PerformShadingInfo.description)]]
std::optional<bool> performShading;
};
#include "renderablemodelprojection_codegen.cpp"
} // namespace
namespace openspace {
documentation::Documentation RenderableModelProjection::Documentation() {
return codegen::doc<Parameters>("spacecraftinstruments_renderablemodelprojection");
}
RenderableModelProjection::RenderableModelProjection(const ghoul::Dictionary& dictionary)
: Renderable(dictionary)
, _performShading(PerformShadingInfo, true)
{
const Parameters p = codegen::bake<Parameters>(dictionary);
const std::filesystem::path file = absPath(p.geometryFile);
_geometry = ghoul::io::ModelReader::ref().loadModel(
file,
ghoul::io::ModelReader::ForceRenderInvisible::No,
ghoul::io::ModelReader::NotifyInvisibleDropped::Yes
);
_invertModelScale = p.invertModelScale.value_or(_invertModelScale);
if (p.modelScale.has_value()) {
if (std::holds_alternative<Parameters::ScaleUnit>(*p.modelScale)) {
const Parameters::ScaleUnit scaleUnit =
std::get<Parameters::ScaleUnit>(*p.modelScale);
const DistanceUnit distanceUnit = codegen::map<DistanceUnit>(scaleUnit);
_modelScale = toMeter(distanceUnit);
}
else if (std::holds_alternative<double>(*p.modelScale)) {
_modelScale = std::get<double>(*p.modelScale);
}
else {
throw ghoul::MissingCaseException();
}
if (_invertModelScale) {
_modelScale = 1.0 / _modelScale;
}
}
addPropertySubOwner(_projectionComponent);
_projectionComponent.initialize(identifier(), p.projection);
_performShading = p.performShading.value_or(_performShading);
addProperty(_performShading);
}
RenderableModelProjection::~RenderableModelProjection() {}
bool RenderableModelProjection::isReady() const {
return (_programObject != nullptr) && _projectionComponent.isReady();
}
void RenderableModelProjection::initializeGL() {
_programObject = global::renderEngine->buildRenderProgram(
"ModelShader",
absPath("${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModel_vs.glsl"),
absPath("${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModel_fs.glsl")
);
ghoul::opengl::updateUniformLocations(*_programObject, _mainUniformCache);
_fboProgramObject = ghoul::opengl::ProgramObject::Build(
"ProjectionPass",
absPath(
"${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModelProjection_vs.glsl"
),
absPath(
"${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModelProjection_fs.glsl"
)
);
ghoul::opengl::updateUniformLocations(*_fboProgramObject, _fboUniformCache);
_depthFboProgramObject = ghoul::opengl::ProgramObject::Build(
"DepthPass",
absPath("${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModelDepth_vs.glsl"),
absPath("${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModelDepth_fs.glsl")
);
ghoul::opengl::updateUniformLocations(*_depthFboProgramObject, _depthFboUniformCache);
_projectionComponent.initializeGL();
_geometry->initialize();
_geometry->calculateBoundingRadius();
setBoundingSphere(_geometry->boundingRadius() * _modelScale);
// Set Interaction sphere size to be 10% of the bounding sphere
setInteractionSphere(boundingSphere() * 0.1);
}
void RenderableModelProjection::deinitializeGL() {
if (_geometry) {
_geometry->deinitialize();
}
_geometry = nullptr;
_projectionComponent.deinitialize();
global::renderEngine->removeRenderProgram(_programObject.get());
_programObject = nullptr;
}
ghoul::opengl::Texture& RenderableModelProjection::baseTexture() const {
return _projectionComponent.projectionTexture();
}
void RenderableModelProjection::render(const RenderData& data, RendererTasks&) {
if (_projectionComponent.needsClearProjection()) {
_projectionComponent.clearAllProjections();
}
const glm::vec3 up = data.camera.lookUpVectorCameraSpace();
if (_shouldCapture && _projectionComponent.doesPerformProjection()) {
for (const Image& i : _imageTimes) {
try {
const glm::mat4 projectorMat = attitudeParameters(i.timeRange.start, up);
const std::shared_ptr<ghoul::opengl::Texture> t =
_projectionComponent.loadProjectionTexture(i.path, i.isPlaceholder);
imageProjectGPU(*t, projectorMat);
}
catch (const SpiceManager::SpiceException& e) {
LERRORC(e.component, e.what());
}
}
_shouldCapture = false;
}
_programObject->activate();
try {
attitudeParameters(data.time.j2000Seconds(), up);
}
catch (const SpiceManager::SpiceException& e) {
LERRORC(e.component, e.what());
}
_imageTimes.clear();
// Calculate variables to be used as uniform variables in shader
const glm::vec3 bodyPos = data.modelTransform.translation;
// Model transform and view transform needs to be in double precision
const glm::dmat4 modelTransform = glm::scale(
calcModelTransform(data), glm::dvec3(_modelScale)
);
const glm::dmat4 modelViewTransform = calcModelViewTransform(data, modelTransform);
// malej 2023-FEB-23: The light sources should probably not be hard coded
const glm::vec3 directionToSun = glm::normalize(_sunPosition - bodyPos);
const glm::vec3 directionToSunViewSpace = glm::normalize(
glm::mat3(data.camera.combinedViewMatrix()) * directionToSun
);
_programObject->setUniform(_mainUniformCache.performShading, _performShading);
_programObject->setUniform(
_mainUniformCache.directionToSunViewSpace,
directionToSunViewSpace
);
_programObject->setUniform(
_mainUniformCache.modelViewTransform,
glm::mat4(modelViewTransform)
);
_programObject->setUniform(
_mainUniformCache.projectionTransform,
data.camera.projectionMatrix()
);
_programObject->setUniform(
_mainUniformCache.projectionFading,
_projectionComponent.projectionFading()
);
ghoul::opengl::TextureUnit baseUnit;
baseUnit.activate();
_programObject->setUniform(_mainUniformCache.baseTexture, baseUnit);
ghoul::opengl::TextureUnit projectionUnit;
projectionUnit.activate();
_projectionComponent.projectionTexture().bind();
_programObject->setUniform(_mainUniformCache.projectionTexture, projectionUnit);
_geometry->render(*_programObject, false);
_programObject->deactivate();
}
void RenderableModelProjection::update(const UpdateData& data) {
if (_programObject->isDirty()) {
_programObject->rebuildFromFile();
ghoul::opengl::updateUniformLocations(*_programObject, _mainUniformCache);
}
if (_fboProgramObject->isDirty()) {
_fboProgramObject->rebuildFromFile();
ghoul::opengl::updateUniformLocations(*_fboProgramObject, _fboUniformCache);
}
_projectionComponent.update();
if (_depthFboProgramObject->isDirty()) {
_depthFboProgramObject->rebuildFromFile();
ghoul::opengl::updateUniformLocations(
*_depthFboProgramObject,
_depthFboUniformCache
);
}
const double time = data.time.j2000Seconds();
const double integrateFromTime = data.previousFrameTime.j2000Seconds();
// Only project new images if time changed since last update.
if (time > integrateFromTime && ImageSequencer::ref().isReady() &&
_projectionComponent.doesPerformProjection())
{
_imageTimes = ImageSequencer::ref().imagePaths(
_projectionComponent.projecteeId(),
_projectionComponent.instrumentId(),
time,
integrateFromTime
);
_shouldCapture = !_imageTimes.empty();
}
glm::dmat3 stateMatrix = data.modelTransform.rotation;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
_transform[i][j] = static_cast<float>(stateMatrix[i][j]);
}
}
SceneGraphNode* sun = global::renderEngine->scene()->sceneGraphNode("Sun");
if (sun) {
_sunPosition = sun->worldPosition() - data.modelTransform.translation;
}
else {
// If the Sun node doesn't exist, we assume that the light source is in the origin
_sunPosition = -data.modelTransform.translation;
}
}
void RenderableModelProjection::imageProjectGPU(
const ghoul::opengl::Texture& projectionTexture,
const glm::mat4& projectorMatrix)
{
if (_projectionComponent.needsShadowMap()) {
_projectionComponent.depthMapRenderBegin();
_depthFboProgramObject->activate();
_depthFboProgramObject->setUniform(
_depthFboUniformCache.ProjectorMatrix,
projectorMatrix
);
_depthFboProgramObject->setUniform(
_depthFboUniformCache.ModelTransform,
_transform
);
_geometry->render(*_fboProgramObject, false, true);
_depthFboProgramObject->deactivate();
_projectionComponent.depthMapRenderEnd();
}
_projectionComponent.imageProjectBegin();
_fboProgramObject->activate();
ghoul::opengl::TextureUnit unitFbo;
unitFbo.activate();
projectionTexture.bind();
_fboProgramObject->setUniform(_fboUniformCache.projectionTexture, unitFbo);
_fboProgramObject->setUniform(
_fboUniformCache.needShadowMap,
_projectionComponent.needsShadowMap()
);
ghoul::opengl::TextureUnit unitDepthFbo;
if (_projectionComponent.needsShadowMap()) {
unitDepthFbo.activate();
_projectionComponent.depthTexture().bind();
_fboProgramObject->setUniform(_fboUniformCache.depthTexture, unitDepthFbo);
}
_fboProgramObject->setUniform(_fboUniformCache.ProjectorMatrix, projectorMatrix);
_fboProgramObject->setUniform(_fboUniformCache.ModelTransform, _transform);
_fboProgramObject->setUniform(_fboUniformCache.boresight, _boresight);
_geometry->render(*_fboProgramObject, false, true);
_fboProgramObject->deactivate();
_projectionComponent.imageProjectEnd();
}
glm::mat4 RenderableModelProjection::attitudeParameters(double time, const glm::vec3& up)
{
_instrumentMatrix = SpiceManager::ref().positionTransformMatrix(
_projectionComponent.instrumentId(),
"GALACTIC",
time
);
SpiceManager::FieldOfViewResult res = SpiceManager::ref().fieldOfView(
_projectionComponent.instrumentId()
);
_boresight = std::move(res.boresightVector);
double lightTime = 0.0;
const glm::dvec3 p = SpiceManager::ref().targetPosition(
_projectionComponent.projectorId(),
_projectionComponent.projecteeId(),
"GALACTIC",
_projectionComponent.aberration(),
time,
lightTime
);
const glm::vec3 cpos = p * 10000.0;
const float distance = glm::length(cpos);
const double radius = boundingSphere();
return _projectionComponent.computeProjectorMatrix(
cpos,
_boresight,
up,
_instrumentMatrix,
_projectionComponent.fieldOfViewY(),
_projectionComponent.aspectRatio(),
static_cast<float>(distance - radius),
static_cast<float>(distance + radius),
_boresight
);
}
} // namespace openspace