mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-06 11:39:49 -06:00
* Removal of ChunkRenderer, ChunkedLodGlobe, ChunkCuller, chunklevel evaluator, culling classes, layershadermanager, GpuLayer, GPUData, ChunkNode, Grid, BasicGrid, Chunk files, Angle, AABB classes, PointGlobe, Ellipsoid, TileSelector, tiledatatype, iodescription, simplerawtilerreader, rawtilereader * Less dynamic allocation for SkirtedGrid, LayerManager, RenderableGlobe, TextureUnit * Clean up memory management in RawTiles * Code simplification * Optimize shader uniform setting * Introduce UniformCache * Callback simplification * Turn ChunkNode into a struct * Use a MemoryPool to organize all ChunkNodes rather than use unique_ptr and the necessary memory allocation * Collect draw calls * Consolidate fragment shaders between local and global renderer * Shader cleanup and optimization * Update CMake to not include included shaders * Integrate traversal function into the looping * Replace std::queue with std::vector * Merge TextureContainer into MemoryAwareTileCache * Lazy computation of chunk bounding boxes * Memory management of LayerGroup * Remove class hierarchy from tileproviders (temporaltileprovider not working yet) * Remove PBO classes * Chunk status stored in Chunk * Don't create a copy of the ChunkTilePile * Enable culling by projected area on default * Have raw tile reader return a Tile instead of a shared_ptr to a tile * Start making GDAL mandatory * Increase the default lod scale factor to 15
690 lines
27 KiB
C++
690 lines
27 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2018 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include <modules/space/rendering/renderableplanet.h>
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#include <modules/space/spacemodule.h>
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#include <modules/space/rendering/planetgeometry.h>
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#include <openspace/documentation/documentation.h>
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#include <openspace/documentation/verifier.h>
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#include <openspace/engine/globals.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/util/spicemanager.h>
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#include <openspace/util/updatestructures.h>
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#include <ghoul/filesystem/filesystem.h>
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#include <ghoul/io/texture/texturereader.h>
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#include <ghoul/logging/logmanager.h>
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#include <ghoul/opengl/programobject.h>
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#include <ghoul/opengl/texture.h>
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#include <ghoul/opengl/textureunit.h>
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#include <ghoul/opengl/textureunit.h>
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namespace {
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constexpr const char* PlainProgramName = "PlanetProgram";
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constexpr const char* ShadowNightProgramName = "ShadowNightPlanetProgram";
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constexpr const char* NightProgramName = "NightPlanetProgram";
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constexpr const char* ShadowProgramName = "ShadowPlanetProgram";
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constexpr const char* KeyBody = "Body";
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constexpr const char* KeyGeometry = "Geometry";
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constexpr const char* KeyRadius = "Radius";
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constexpr const char* _loggerCat = "RenderablePlanet";
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constexpr const char* KeyShadowGroup = "Shadow_Group";
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constexpr const char* KeyShadowSource = "Source";
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constexpr const char* KeyShadowCaster = "Caster";
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constexpr openspace::properties::Property::PropertyInfo ColorTextureInfo = {
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"ColorTexture",
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"Color Base Texture",
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"The path to the base color texture that is used on the planet prior to any "
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"image projection."
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};
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constexpr openspace::properties::Property::PropertyInfo HeightTextureInfo = {
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"HeightTexture",
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"Heightmap Texture",
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"The path to the height map texture that is used for the planet. If no height "
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"map is specified the planet does not use a height field."
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};
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constexpr openspace::properties::Property::PropertyInfo NightTextureInfo = {
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"NightTexture",
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"Night Texture",
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"The path to the night texture that is used for the part of the planet that is "
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"facing away from the Sun. If no night texture is loaded, the night side of the "
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"planet is rendered dark."
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};
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constexpr openspace::properties::Property::PropertyInfo HeightExaggerationInfo = {
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"HeightExaggeration",
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"Height Exaggeration",
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"This value determines the level of height exaggeration that is applied to a "
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"potential height field. A value of '0' inhibits the height field, whereas a "
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"value of '1' uses the measured height field."
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};
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constexpr openspace::properties::Property::PropertyInfo PerformShadingInfo = {
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"PerformShading",
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"Perform Shading",
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"If this value is enabled, the model will be shaded based on the relative "
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"location to the Sun. If this value is disabled, shading is disabled and the "
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"entire model is rendered brightly. If this value is 'false', any existing night "
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"texture will not be used."
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};
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} // namespace
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namespace openspace {
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documentation::Documentation RenderablePlanet::Documentation() {
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using namespace documentation;
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return {
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"RenderablePlanet",
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"space_renderable_planet",
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{
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{
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KeyGeometry,
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new ReferencingVerifier("space_geometry_planet"),
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Optional::No,
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"Specifies the planet geometry that is used for this RenderablePlanet."
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},
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{
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KeyRadius,
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new DoubleVerifier,
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Optional::Yes,
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"Specifies the radius of the planet. If this value is not specified, it "
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"will try to query the SPICE library for radius values using the body "
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"key."
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},
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{
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KeyBody,
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new StringVerifier,
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Optional::Yes,
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"If that radius is not specified, this name is used to query the SPICE "
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"library for the radius values."
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},
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{
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ColorTextureInfo.identifier,
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new StringVerifier,
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Optional::Yes,
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ColorTextureInfo.description
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},
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{
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HeightTextureInfo.identifier,
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new StringVerifier,
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Optional::Yes,
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HeightTextureInfo.description
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},
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{
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NightTextureInfo.identifier,
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new StringVerifier,
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Optional::Yes,
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NightTextureInfo.description
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},
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{
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PerformShadingInfo.identifier,
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new BoolVerifier,
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Optional::Yes,
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PerformShadingInfo.description
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},
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{
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HeightExaggerationInfo.identifier,
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new DoubleVerifier,
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Optional::Yes,
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HeightExaggerationInfo.description
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},
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{
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PerformShadingInfo.identifier,
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new BoolVerifier,
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Optional::Yes,
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PerformShadingInfo.description
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}
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}
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};
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}
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RenderablePlanet::RenderablePlanet(const ghoul::Dictionary& dictionary)
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: Renderable(dictionary)
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, _colorTexturePath(ColorTextureInfo)
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, _nightTexturePath(NightTextureInfo)
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, _heightMapTexturePath(HeightTextureInfo)
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, _heightExaggeration(HeightExaggerationInfo, 1.f, 0.f, 10.f)
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, _performShading(PerformShadingInfo, true)
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{
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documentation::testSpecificationAndThrow(
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Documentation(),
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dictionary,
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"RenderablePlanet"
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);
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ghoul::Dictionary geomDict = dictionary.value<ghoul::Dictionary>(KeyGeometry);
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if (dictionary.hasKeyAndValue<double>(KeyRadius)) {
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// If the user specified a radius, we want to use this
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_planetRadius = static_cast<float>(dictionary.value<double>(KeyRadius));
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}
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else {
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if (!dictionary.hasKey(KeyBody)) {
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documentation::TestResult res;
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res.success = false;
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documentation::TestResult::Offense offense = {
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fmt::format("{} or {}", KeyRadius, KeyBody),
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documentation::TestResult::Offense::Reason::MissingKey
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};
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res.offenses.push_back(std::move(offense));
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throw documentation::SpecificationError(
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std::move(res),
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std::move("RenderablePlanet")
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);
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}
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const std::string& body = dictionary.value<std::string>(KeyBody);
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// If the user didn't specfify a radius, but Spice has a radius, we can use this
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glm::dvec3 radius;
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SpiceManager::ref().getValue(body, "RADII", radius);
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radius *= 1000.0; // Spice gives radii in KM.
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std::swap(radius[1], radius[2]); // z is equivalent to y in our coordinate system
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geomDict.setValue(KeyRadius, radius);
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_planetRadius = static_cast<float>((radius.x + radius.y + radius.z) / 3.0);
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}
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_geometry = planetgeometry::PlanetGeometry::createFromDictionary(geomDict);
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if (dictionary.hasKeyAndValue<std::string>(ColorTextureInfo.identifier)) {
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_colorTexturePath = absPath(dictionary.value<std::string>(
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ColorTextureInfo.identifier
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));
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}
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if (dictionary.hasKeyAndValue<std::string>(NightTextureInfo.identifier)) {
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_hasNightTexture = true;
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_nightTexturePath = absPath(dictionary.value<std::string>(
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NightTextureInfo.identifier
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));
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}
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if (dictionary.hasKeyAndValue<std::string>(HeightTextureInfo.identifier)) {
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_hasHeightTexture = true;
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_heightMapTexturePath = absPath(dictionary.value<std::string>(
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HeightTextureInfo.identifier
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));
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}
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if (dictionary.hasKeyAndValue<bool>(PerformShadingInfo.identifier)) {
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_performShading = dictionary.value<bool>(PerformShadingInfo.identifier);
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}
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addProperty(_performShading);
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addPropertySubOwner(_geometry.get());
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auto loadTextureCallback = [this]() { loadTexture(); };
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addProperty(_colorTexturePath);
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_colorTexturePath.onChange(loadTextureCallback);
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addProperty(_nightTexturePath);
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_nightTexturePath.onChange(loadTextureCallback);
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addProperty(_heightMapTexturePath);
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_heightMapTexturePath.onChange(loadTextureCallback);
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if (dictionary.hasKey(HeightExaggerationInfo.identifier)) {
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_heightExaggeration = static_cast<float>(
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dictionary.value<double>(HeightExaggerationInfo.identifier)
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);
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}
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addProperty(_heightExaggeration);
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//================================================================
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//======== Reads Shadow (Eclipses) Entries in mod file ===========
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//================================================================
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ghoul::Dictionary shadowDictionary;
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bool success = dictionary.getValue(KeyShadowGroup, shadowDictionary);
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bool disableShadows = false;
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if (success) {
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std::vector<std::pair<std::string, float>> sourceArray;
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unsigned int sourceCounter = 1;
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while (success) {
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std::string sourceName;
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success = shadowDictionary.getValue(
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KeyShadowSource + std::to_string(sourceCounter) + ".Name",
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sourceName
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);
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if (success) {
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float sourceRadius;
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success = shadowDictionary.getValue(
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KeyShadowSource + std::to_string(sourceCounter) + ".Radius",
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sourceRadius
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);
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if (success) {
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sourceArray.emplace_back(sourceName, sourceRadius);
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}
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else {
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LWARNING(fmt::format(
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"No Radius value specified for Shadow Source Name '{}' from "
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"'{}' planet. Disabling shadows for this planet",
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sourceName, identifier()
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));
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disableShadows = true;
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break;
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}
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}
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sourceCounter++;
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}
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if (!disableShadows && !sourceArray.empty()) {
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success = true;
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std::vector<std::pair<std::string, float>> casterArray;
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unsigned int casterCounter = 1;
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while (success) {
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std::string casterName;
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success = shadowDictionary.getValue(
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KeyShadowCaster + std::to_string(casterCounter) + ".Name",
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casterName
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);
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if (success) {
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float casterRadius;
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success = shadowDictionary.getValue(
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KeyShadowCaster + std::to_string(casterCounter) + ".Radius",
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casterRadius
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);
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if (success) {
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casterArray.emplace_back(casterName, casterRadius);
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}
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else {
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LWARNING(fmt::format(
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"No Radius value expecified for Shadow Caster Name '{}' from "
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"'{}' planet. Disabling shadows for this planet.",
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casterName, identifier()
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));
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disableShadows = true;
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break;
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}
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}
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casterCounter++;
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}
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if (!disableShadows && (!sourceArray.empty() && !casterArray.empty())) {
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for (std::pair<std::string, float>& source : sourceArray) {
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for (std::pair<std::string, float>& caster : casterArray) {
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ShadowConfiguration sc;
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sc.source = source;
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sc.caster = caster;
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_shadowConfArray.push_back({ source, caster });
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}
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}
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_shadowEnabled = true;
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}
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}
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}
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}
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void RenderablePlanet::initializeGL() {
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// @FRAGILE: The shader deinitialization below relies on the name names for the
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// request and the parameters to buildRenderProgram. That way, we can use
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// the ProgramObject name in the releaseProgramObject method and release the
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// correct one.
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if (!_programObject && _shadowEnabled && _hasNightTexture) {
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_programObject = SpaceModule::ProgramObjectManager.request(
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ShadowNightProgramName,
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[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
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return global::renderEngine.buildRenderProgram(
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ShadowNightProgramName,
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absPath("${MODULE_SPACE}/shaders/shadow_nighttexture_vs.glsl"),
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absPath("${MODULE_SPACE}/shaders/shadow_nighttexture_fs.glsl")
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);
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}
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);
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}
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else if (!_programObject && _shadowEnabled) {
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_programObject = SpaceModule::ProgramObjectManager.request(
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ShadowProgramName,
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[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
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return global::renderEngine.buildRenderProgram(
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ShadowProgramName,
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absPath("${MODULE_SPACE}/shaders/shadow_vs.glsl"),
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absPath("${MODULE_SPACE}/shaders/shadow_fs.glsl")
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);
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}
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);
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}
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else if (!_programObject && _hasNightTexture) {
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_programObject = SpaceModule::ProgramObjectManager.request(
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NightProgramName,
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[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
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return global::renderEngine.buildRenderProgram(
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NightProgramName,
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absPath("${MODULE_SPACE}/shaders/nighttexture_vs.glsl"),
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absPath("${MODULE_SPACE}/shaders/nighttexture_fs.glsl")
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);
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}
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);
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}
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else if (!_programObject) {
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_programObject = SpaceModule::ProgramObjectManager.request(
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PlainProgramName,
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[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
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return global::renderEngine.buildRenderProgram(
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PlainProgramName,
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absPath("${MODULE_SPACE}/shaders/renderableplanet_vs.glsl"),
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absPath("${MODULE_SPACE}/shaders/renderableplanet_fs.glsl")
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);
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}
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);
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}
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using IgnoreError = ghoul::opengl::ProgramObject::IgnoreError;
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_programObject->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
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_programObject->setIgnoreUniformLocationError(IgnoreError::Yes);
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_geometry->initialize();
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setBoundingSphere(_geometry->boundingSphere());
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// Deactivate any previously activated shader program.
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_programObject->deactivate();
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loadTexture();
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}
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void RenderablePlanet::deinitializeGL() {
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if (_geometry) {
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_geometry->deinitialize();
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_geometry = nullptr;
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}
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SpaceModule::ProgramObjectManager.release(
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_programObject->name(),
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[](ghoul::opengl::ProgramObject* p) {
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global::renderEngine.removeRenderProgram(p);
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}
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);
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_texture = nullptr;
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_nightTexture = nullptr;
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}
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bool RenderablePlanet::isReady() const {
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return _programObject && _texture && _geometry;
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}
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glm::dmat4 RenderablePlanet::computeModelTransformMatrix(
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const openspace::TransformData& transformData)
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{
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// scale the planet to appropriate size since the planet is a unit sphere
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glm::dmat4 modelTransform =
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glm::translate(glm::dmat4(1.0), transformData.translation) * // Translation
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glm::dmat4(transformData.rotation) * // Spice rotation
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glm::scale(glm::dmat4(1.0), glm::dvec3(transformData.scale));
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// scale the planet to appropriate size since the planet is a unit sphere
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//glm::mat4 transform = glm::mat4(1);
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//earth needs to be rotated for that to work.
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glm::dmat4 rot = glm::rotate(
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glm::dmat4(1.0),
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glm::half_pi<double>(),
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glm::dvec3(1.0, 0.0, 0.0)
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);
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glm::dmat4 roty = glm::rotate(
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glm::dmat4(1.0),
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glm::half_pi<double>(),
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glm::dvec3(0.0, -1.0, 0.0)
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);
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return modelTransform = modelTransform * rot * roty /** rotProp*/;
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}
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void RenderablePlanet::render(const RenderData& data, RendererTasks&) {
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// activate shader
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_programObject->activate();
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glm::dmat4 modelTransform = computeModelTransformMatrix(data.modelTransform);
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glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() * modelTransform;
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_programObject->setUniform("transparency", _alpha);
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_programObject->setUniform("modelViewTransform", modelViewTransform);
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_programObject->setUniform(
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"modelViewProjectionTransform",
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data.camera.sgctInternal.projectionMatrix() * glm::mat4(modelViewTransform)
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);
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_programObject->setUniform("ModelTransform", glm::mat4(modelTransform));
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// Normal Transformation
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//glm::mat4 translateObjTrans = glm::translate(glm::mat4(1.0), data.position.vec3());
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//glm::mat4 translateCamTrans = glm::translate(
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// glm::mat4(1.0),
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// -data.camera.position().vec3()
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//);
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//float scaleFactor = data.camera.scaling().x * powf(10.0, data.camera.scaling().y);
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//glm::mat4 scaleCamTrans = glm::scale(glm::mat4(1.0), glm::vec3(scaleFactor));
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// glm::mat4 ModelViewTrans = data.camera.viewMatrix() * scaleCamTrans *
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// translateCamTrans * translateObjTrans * glm::mat4(modelTransform);
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setPscUniforms(*_programObject, data.camera, data.position);
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|
|
_programObject->setUniform("_performShading", _performShading);
|
|
_programObject->setUniform("_hasHeightMap", _hasHeightTexture);
|
|
_programObject->setUniform("_heightExaggeration", _heightExaggeration);
|
|
|
|
// Bind texture
|
|
ghoul::opengl::TextureUnit dayUnit;
|
|
ghoul::opengl::TextureUnit nightUnit;
|
|
ghoul::opengl::TextureUnit heightUnit;
|
|
|
|
dayUnit.activate();
|
|
_texture->bind();
|
|
_programObject->setUniform("texture1", dayUnit);
|
|
|
|
// Bind possible night texture
|
|
if (_hasNightTexture && _nightTexture) {
|
|
nightUnit.activate();
|
|
_nightTexture->bind();
|
|
_programObject->setUniform("nightTex", nightUnit);
|
|
}
|
|
|
|
if (_hasHeightTexture && _heightMapTexture) {
|
|
heightUnit.activate();
|
|
_heightMapTexture->bind();
|
|
_programObject->setUniform("heightTex", heightUnit);
|
|
}
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
|
|
//=============================================================================
|
|
//============= Eclipse Shadow Calculations and Uniforms Loading ==============
|
|
//=============================================================================
|
|
// TODO: Move Calculations to VIEW SPACE (let's avoid precision problems...)
|
|
double lt;
|
|
if (!_shadowConfArray.empty()) {
|
|
std::vector<ShadowRenderingStruct> shadowDataArray;
|
|
shadowDataArray.reserve(_shadowConfArray.size());
|
|
|
|
for (const ShadowConfiguration& shadowConf : _shadowConfArray) {
|
|
// TO REMEMBER: all distances and lengths in world coordinates are in meters!!
|
|
// We need to move this to view space...
|
|
// Getting source and caster:
|
|
glm::dvec3 sourcePos = SpiceManager::ref().targetPosition(
|
|
shadowConf.source.first,
|
|
"SUN",
|
|
"GALACTIC",
|
|
{},
|
|
_time,
|
|
lt
|
|
);
|
|
sourcePos *= 1000.0; // converting to meters
|
|
glm::dvec3 casterPos = SpiceManager::ref().targetPosition(
|
|
shadowConf.caster.first,
|
|
"SUN",
|
|
"GALACTIC",
|
|
{},
|
|
_time,
|
|
lt
|
|
);
|
|
casterPos *= 1000.0; // converting to meters
|
|
psc caster_pos = PowerScaledCoordinate::CreatePowerScaledCoordinate(
|
|
casterPos.x,
|
|
casterPos.y,
|
|
casterPos.z
|
|
);
|
|
|
|
// First we determine if the caster is shadowing the current planet (all
|
|
// calculations in World Coordinates):
|
|
const glm::vec3 planetCasterVec = (caster_pos - data.position).vec3();
|
|
const glm::vec3 sourceCasterVec = glm::vec3(casterPos - sourcePos);
|
|
const float sc_length = glm::length(sourceCasterVec);
|
|
const glm::vec3 planetCaster_proj =
|
|
(glm::dot(planetCasterVec, sourceCasterVec) / (sc_length*sc_length)) *
|
|
sourceCasterVec;
|
|
const float d_test = glm::length(planetCasterVec - planetCaster_proj);
|
|
const float xp_test = shadowConf.caster.second * sc_length /
|
|
(shadowConf.source.second + shadowConf.caster.second);
|
|
const float rp_test = shadowConf.caster.second *
|
|
(glm::length(planetCaster_proj) + xp_test) /
|
|
xp_test;
|
|
|
|
const double casterDistSun = glm::length(casterPos);
|
|
const float planetDistSun = glm::length(data.position.vec3());
|
|
|
|
ShadowRenderingStruct shadowData;
|
|
shadowData.isShadowing = false;
|
|
|
|
if (((d_test - rp_test) < _planetRadius) && (casterDistSun < planetDistSun)) {
|
|
// The current caster is shadowing the current planet
|
|
shadowData.isShadowing = true;
|
|
shadowData.rs = shadowConf.source.second;
|
|
shadowData.rc = shadowConf.caster.second;
|
|
shadowData.sourceCasterVec = sourceCasterVec;
|
|
shadowData.xp = xp_test;
|
|
shadowData.xu = shadowData.rc * sc_length /
|
|
(shadowData.rs - shadowData.rc);
|
|
shadowData.casterPositionVec = glm::vec3(casterPos);
|
|
}
|
|
shadowDataArray.push_back(shadowData);
|
|
}
|
|
|
|
constexpr const char* isShadowingTemplate = "shadowDataArray[{}].isShadowing";
|
|
constexpr const char* xpTemplate = "shadowDataArray[{}].xp";
|
|
constexpr const char* xuTemplate = "shadowDataArray[{}].xu";
|
|
constexpr const char* rcTemplate = "shadowDataArray[{}].rc";
|
|
constexpr const char* sourceTemplate = "shadowDataArray[{}].sourceCasterVec";
|
|
constexpr const char* casterTemplate = "shadowDataArray[{}].casterPositionVec";
|
|
|
|
const std::string uniformVarName("shadowDataArray[");
|
|
unsigned int counter = 0;
|
|
for (const ShadowRenderingStruct& sd : shadowDataArray) {
|
|
_programObject->setUniform(
|
|
fmt::format(isShadowingTemplate, counter),
|
|
sd.isShadowing
|
|
);
|
|
|
|
if (sd.isShadowing) {
|
|
_programObject->setUniform(fmt::format(xpTemplate, counter), sd.xp);
|
|
_programObject->setUniform(fmt::format(xuTemplate, counter), sd.xu);
|
|
_programObject->setUniform(fmt::format(rcTemplate, counter), sd.rc);
|
|
_programObject->setUniform(
|
|
fmt::format(sourceTemplate, counter),
|
|
sd.sourceCasterVec
|
|
);
|
|
_programObject->setUniform(
|
|
fmt::format(casterTemplate, counter),
|
|
sd.casterPositionVec
|
|
);
|
|
}
|
|
counter++;
|
|
}
|
|
}
|
|
|
|
// render
|
|
_geometry->render();
|
|
|
|
// disable shader
|
|
_programObject->deactivate();
|
|
}
|
|
|
|
void RenderablePlanet::update(const UpdateData& data) {
|
|
// set spice-orientation in accordance to timestamp
|
|
_stateMatrix = data.modelTransform.rotation;
|
|
_time = data.time.j2000Seconds();
|
|
|
|
if (_programObject && _programObject->isDirty()) {
|
|
_programObject->rebuildFromFile();
|
|
}
|
|
}
|
|
|
|
void RenderablePlanet::loadTexture() {
|
|
_texture = nullptr;
|
|
if (!_colorTexturePath.value().empty()) {
|
|
using namespace ghoul::io;
|
|
_texture = TextureReader::ref().loadTexture(absPath(_colorTexturePath));
|
|
if (_texture) {
|
|
if (_texture->numberOfChannels() == 1) {
|
|
_texture->setSwizzleMask({ GL_RED, GL_RED, GL_RED, GL_RED });
|
|
}
|
|
|
|
LDEBUG(fmt::format("Loaded texture '{}'", _colorTexturePath.value()));
|
|
_texture->uploadTexture();
|
|
_texture->setFilter(ghoul::opengl::Texture::FilterMode::LinearMipMap);
|
|
}
|
|
}
|
|
|
|
if (_hasNightTexture) {
|
|
_nightTexture = nullptr;
|
|
if (!_nightTexturePath.value().empty()) {
|
|
using namespace ghoul::io;
|
|
_nightTexture = TextureReader::ref().loadTexture(absPath(_nightTexturePath));
|
|
if (_nightTexture) {
|
|
LDEBUG(fmt::format("Loaded texture '{}'", _nightTexturePath.value()));
|
|
_nightTexture->uploadTexture();
|
|
_nightTexture->setFilter(
|
|
ghoul::opengl::Texture::FilterMode::LinearMipMap
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_hasHeightTexture) {
|
|
_heightMapTexture = nullptr;
|
|
if (!_heightMapTexturePath.value().empty()) {
|
|
_heightMapTexture = ghoul::io::TextureReader::ref().loadTexture(
|
|
absPath(_heightMapTexturePath)
|
|
);
|
|
if (_heightMapTexture) {
|
|
LDEBUG(fmt::format(
|
|
"Loaded texture from '{}'",
|
|
_heightMapTexturePath.value()
|
|
));
|
|
_heightMapTexture->uploadTexture();
|
|
_heightMapTexture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
} // namespace openspace
|