mirror of
https://github.com/OpenSpace/OpenSpace.git
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300 lines
13 KiB
C++
300 lines
13 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2017 *
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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/globebrowsing/rendering/chunkrenderer.h>
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#include <modules/globebrowsing/chunk/chunk.h>
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#include <modules/globebrowsing/globes/renderableglobe.h>
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#include <modules/globebrowsing/meshes/grid.h>
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#include <modules/globebrowsing/rendering/layershadermanager.h>
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#include <modules/globebrowsing/rendering/gpu/gpulayermanager.h>
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#include <modules/globebrowsing/rendering/layer/layergroup.h>
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namespace {
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const char* keyFrame = "Frame";
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const char* keyGeometry = "Geometry";
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const char* keyShading = "PerformShading";
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const char* keyBody = "Body";
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}
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namespace openspace {
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namespace globebrowsing {
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ChunkRenderer::ChunkRenderer(std::shared_ptr<Grid> grid,
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std::shared_ptr<LayerManager> layerManager)
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: _layerManager(layerManager)
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, _grid(grid)
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{
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_globalLayerShaderManager = std::make_shared<LayerShaderManager>(
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"GlobalChunkedLodPatch",
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"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_vs.glsl",
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"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_fs.glsl");
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_localLayerShaderManager = std::make_shared<LayerShaderManager>(
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"LocalChunkedLodPatch",
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"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_vs.glsl",
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"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_fs.glsl");
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_globalGpuLayerManager = std::make_shared<GPULayerManager>();
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_localGpuLayerManager = std::make_shared<GPULayerManager>();
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}
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void ChunkRenderer::renderChunk(const Chunk& chunk, const RenderData& data) {
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// A little arbitrary with 10 but it works
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if (chunk.owner().debugProperties().onlyModelSpaceRendering || chunk.tileIndex().level < 10) {
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renderChunkGlobally(chunk, data);
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}
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else {
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renderChunkLocally(chunk, data);
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}
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}
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void ChunkRenderer::update() {
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// unused atm. Could be used for caching or precalculating
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}
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ghoul::opengl::ProgramObject* ChunkRenderer::getActivatedProgramWithTileData(
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std::shared_ptr<LayerShaderManager> layeredShaderManager,
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std::shared_ptr<GPULayerManager> gpuLayerManager,
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const Chunk& chunk)
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{
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const TileIndex& tileIndex = chunk.tileIndex();
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LayerShaderManager::LayerShaderPreprocessingData layeredTexturePreprocessingData;
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for (size_t i = 0; i < LayerManager::NUM_LAYER_GROUPS; i++) {
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LayerShaderManager::LayerShaderPreprocessingData::LayerGroupPreprocessingData layeredTextureInfo;
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auto layerGroup = _layerManager->layerGroup(i);
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layeredTextureInfo.lastLayerIdx = layerGroup.activeLayers().size() - 1;
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layeredTextureInfo.layerBlendingEnabled = layerGroup.layerBlendingEnabled();
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layeredTexturePreprocessingData.layeredTextureInfo[i] = layeredTextureInfo;
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}
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const auto& generalProps = chunk.owner().generalProperties();
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const auto& debugProps = chunk.owner().debugProperties();
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auto& pairs = layeredTexturePreprocessingData.keyValuePairs;
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pairs.push_back(std::make_pair("useAtmosphere",
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std::to_string(generalProps.atmosphereEnabled)));
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pairs.push_back(std::make_pair("performShading",
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std::to_string(generalProps.performShading)));
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pairs.push_back(std::make_pair("showChunkEdges",
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std::to_string(debugProps.showChunkEdges)));
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pairs.push_back(std::make_pair("showHeightResolution",
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std::to_string(debugProps.showHeightResolution)));
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pairs.push_back(std::make_pair("showHeightIntensities",
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std::to_string(debugProps.showHeightIntensities)));
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pairs.push_back(std::make_pair("defaultHeight",
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std::to_string(Chunk::DEFAULT_HEIGHT)));
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// Now the shader program can be accessed
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ghoul::opengl::ProgramObject* programObject =
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layeredShaderManager->programObject(
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layeredTexturePreprocessingData);
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if (layeredShaderManager->updatedOnLastCall()) {
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gpuLayerManager->bind(programObject, *_layerManager);
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}
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// Activate the shader program
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programObject->activate();
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gpuLayerManager->setValue(programObject, *_layerManager, tileIndex);
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// The length of the skirts is proportional to its size
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// TODO: Skirt length should probably be proportional to the size reffered to by
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// the chunk's most high resolution height map.
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programObject->setUniform("skirtLength",
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glm::min(static_cast<float>(chunk.surfacePatch().halfSize().lat * 1000000),
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8700.0f));
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programObject->setUniform("xSegments", _grid->xSegments());
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if (chunk.owner().debugProperties().showHeightResolution) {
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programObject->setUniform("vertexResolution",
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glm::vec2(_grid->xSegments(), _grid->ySegments()));
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}
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return programObject;
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}
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void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& data){
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ghoul::opengl::ProgramObject* programObject = getActivatedProgramWithTileData(
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_globalLayerShaderManager,
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_globalGpuLayerManager,
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chunk);
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if (programObject == nullptr) {
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return;
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}
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const Ellipsoid& ellipsoid = chunk.owner().ellipsoid();
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if (_layerManager->hasAnyBlendingLayersEnabled()) {
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// Calculations are done in the reference frame of the globe. Hence, the
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// camera position needs to be transformed with the inverse model matrix
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glm::dmat4 inverseModelTransform = chunk.owner().inverseModelTransform();
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glm::dvec3 cameraPosition = glm::dvec3(
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inverseModelTransform * glm::dvec4(data.camera.positionVec3(), 1));
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float distanceScaleFactor = chunk.owner().generalProperties().lodScaleFactor *
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ellipsoid.minimumRadius();
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programObject->setUniform("cameraPosition", glm::vec3(cameraPosition));
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programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
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programObject->setUniform("chunkLevel", chunk.tileIndex().level);
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}
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// Calculate other uniform variables needed for rendering
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Geodetic2 swCorner = chunk.surfacePatch().getCorner(Quad::SOUTH_WEST);
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auto patchSize = chunk.surfacePatch().size();
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glm::dmat4 modelTransform = chunk.owner().modelTransform();
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glm::dmat4 viewTransform = data.camera.combinedViewMatrix();
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glm::mat4 modelViewTransform = glm::mat4(viewTransform * modelTransform);
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glm::mat4 modelViewProjectionTransform = data.camera.projectionMatrix() *
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modelViewTransform;
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// Upload the uniform variables
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programObject->setUniform(
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"modelViewProjectionTransform", modelViewProjectionTransform);
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programObject->setUniform("minLatLon", glm::vec2(swCorner.toLonLatVec2()));
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programObject->setUniform("lonLatScalingFactor", glm::vec2(patchSize.toLonLatVec2()));
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programObject->setUniform("radiiSquared", glm::vec3(ellipsoid.radiiSquared()));
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if (_layerManager->layerGroup(
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LayerManager::NightLayers).activeLayers().size() > 0 ||
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_layerManager->layerGroup(
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LayerManager::WaterMasks).activeLayers().size() > 0 ||
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chunk.owner().generalProperties().atmosphereEnabled ||
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chunk.owner().generalProperties().performShading) {
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// This code temporary until real light sources can be implemented.
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glm::vec3 directionToSunWorldSpace =
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glm::normalize(-data.modelTransform.translation);
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glm::vec3 directionToSunCameraSpace =
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(viewTransform * glm::dvec4(directionToSunWorldSpace, 0));
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data.modelTransform.translation;
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programObject->setUniform("modelViewTransform", modelViewTransform);
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programObject->setUniform(
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"lightDirectionCameraSpace", -directionToSunCameraSpace);
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}
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// OpenGL rendering settings
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// render
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_grid->geometry().drawUsingActiveProgram();
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_globalGpuLayerManager->deactivate();
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// disable shader
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programObject->deactivate();
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}
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void ChunkRenderer::renderChunkLocally(const Chunk& chunk, const RenderData& data) {
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ghoul::opengl::ProgramObject* programObject = getActivatedProgramWithTileData(
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_localLayerShaderManager,
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_localGpuLayerManager,
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chunk);
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if (programObject == nullptr) {
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return;
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}
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using namespace glm;
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const Ellipsoid& ellipsoid = chunk.owner().ellipsoid();
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if (_layerManager->hasAnyBlendingLayersEnabled()) {
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float distanceScaleFactor = chunk.owner().generalProperties().lodScaleFactor *
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chunk.owner().ellipsoid().minimumRadius();
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programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
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programObject->setUniform("chunkLevel", chunk.tileIndex().level);
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}
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// Calculate other uniform variables needed for rendering
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dmat4 modelTransform = chunk.owner().modelTransform();
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dmat4 viewTransform = data.camera.combinedViewMatrix();
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dmat4 modelViewTransform = viewTransform * modelTransform;
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std::vector<std::string> cornerNames = { "p01", "p11", "p00", "p10" };
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std::vector<glm::dvec3> cornersCameraSpace(4);
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for (int i = 0; i < 4; ++i) {
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Quad q = (Quad)i;
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Geodetic2 corner = chunk.surfacePatch().getCorner(q);
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glm::dvec3 cornerModelSpace = ellipsoid.cartesianSurfacePosition(corner);
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glm::dvec3 cornerCameraSpace =
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glm::dvec3(dmat4(modelViewTransform) * glm::dvec4(cornerModelSpace, 1));
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cornersCameraSpace[i] = cornerCameraSpace;
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programObject->setUniform(cornerNames[i], vec3(cornerCameraSpace));
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}
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// TODO: Patch normal can be calculated for all corners and then linearly
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// interpolated on the GPU to avoid cracks for high altitudes.
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vec3 patchNormalCameraSpace = normalize(
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cross(cornersCameraSpace[Quad::SOUTH_EAST] -
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cornersCameraSpace[Quad::SOUTH_WEST],
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cornersCameraSpace[Quad::NORTH_EAST] -
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cornersCameraSpace[Quad::SOUTH_WEST]));
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programObject->setUniform("patchNormalCameraSpace", patchNormalCameraSpace);
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programObject->setUniform("projectionTransform", data.camera.projectionMatrix());
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if (_layerManager->layerGroup(
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LayerManager::NightLayers).activeLayers().size() > 0 ||
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_layerManager->layerGroup(
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LayerManager::WaterMasks).activeLayers().size() > 0 ||
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chunk.owner().generalProperties().atmosphereEnabled ||
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chunk.owner().generalProperties().performShading)
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{
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glm::vec3 directionToSunWorldSpace =
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glm::normalize(-data.modelTransform.translation);
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glm::vec3 directionToSunCameraSpace =
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(viewTransform * glm::dvec4(directionToSunWorldSpace, 0));
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data.modelTransform.translation;
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programObject->setUniform(
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"lightDirectionCameraSpace", -directionToSunCameraSpace);
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}
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// OpenGL rendering settings
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// render
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_grid->geometry().drawUsingActiveProgram();
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_localGpuLayerManager->deactivate();
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// disable shader
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programObject->deactivate();
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}
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} // namespace globebrowsing
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} // namespace openspace
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