Files
OpenSpace/modules/globebrowsing/rendering/chunkrenderer.cpp
Alexander Bock fbea8389c8 - Add check in style guide that prevents ‘using namespace’ in header files
- Remove using namespace ghoul::opengl from Globebrowsing and adjust
2017-03-01 21:02:33 -05:00

300 lines
13 KiB
C++

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