Files
OpenSpace/modules/globebrowsing/rendering/culling.cpp
2016-05-11 10:56:37 -04:00

175 lines
7.5 KiB
C++

/*****************************************************************************************
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* OpenSpace *
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* Copyright (c) 2014-2016 *
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#include <modules/globebrowsing/rendering/culling.h>
#include <modules/globebrowsing/geodetics/ellipsoid.h>
namespace {
const std::string _loggerCat = "FrustrumCuller";
}
namespace openspace {
//////////////////////////////////////////////////////////////////////////////////////
// FRUSTUM CULLER //
//////////////////////////////////////////////////////////////////////////////////////
FrustumCuller::FrustumCuller() {
}
FrustumCuller::~FrustumCuller() {
}
bool FrustumCuller::isVisible(
const RenderData& data,
const vec3& point) {
mat4 modelTransform = translate(mat4(1), data.position.vec3());
mat4 viewTransform = data.camera.combinedViewMatrix();
mat4 modelViewProjectionTransform = data.camera.projectionMatrix()
* viewTransform * modelTransform;
vec2 pointScreenSpace =
transformToScreenSpace(point, modelViewProjectionTransform);
return testPoint(pointScreenSpace, vec2(0));
}
bool FrustumCuller::isVisible(
const RenderData& data,
const GeodeticPatch& patch,
const Ellipsoid& ellipsoid) {
// An axis aligned bounding box based on the patch's minimum boudning sphere is
// used for testnig
//mat4 viewTransform = glm::lookAt(vec3(6378137.0 + 1000, 0, 0), vec3(0, 5e6, 1e7), vec3(0, 0, 1)); //data.camera.combinedViewMatrix
//Vec3 cameraPosition = vec3(inverse(viewTransform) * vec4(0, 0, 0, 1));// data.camera.position().dvec3();
// Calculate the MVP matrix
mat4 modelTransform = translate(mat4(1), data.position.vec3());
mat4 viewTransform = data.camera.combinedViewMatrix();
mat4 modelViewProjectionTransform = data.camera.projectionMatrix()
* viewTransform * modelTransform;
// Calculate the patch's center point in screen space
vec4 patchCenterModelSpace =
vec4(ellipsoid.geodetic2ToCartesian(patch.center()), 1);
vec4 patchCenterClippingSpace =
modelViewProjectionTransform * patchCenterModelSpace;
vec2 pointScreenSpace =
(1.0f / patchCenterClippingSpace.w) * patchCenterClippingSpace.xy();
// Calculate the screen space margin that represents an axis aligned bounding
// box based on the patch's minimum boudning sphere
double boundingRadius = patch.minimalBoundingRadius(ellipsoid);
vec4 marginClippingSpace =
vec4(vec3(boundingRadius), 0) * data.camera.projectionMatrix();
vec2 marginScreenSpace =
(1.0f / patchCenterClippingSpace.w) * marginClippingSpace.xy();
// Test the bounding box by testing the center point and the corresponding margin
return testPoint(pointScreenSpace, marginScreenSpace);
}
bool FrustumCuller::testPoint(const glm::vec2& pointScreenSpace,
const glm::vec2& marginScreenSpace)
{
const vec2& p = pointScreenSpace;
vec2 cullBounds = vec2(1) + marginScreenSpace;
return ((-cullBounds.x < p.x && p.x < cullBounds.x) &&
(-cullBounds.y < p.y && p.y < cullBounds.y));
}
glm::vec2 FrustumCuller::transformToScreenSpace(const vec3& point,
const mat4x4& modelViewProjection)
{
vec4 pointProjectionSpace = modelViewProjection * vec4(point, 1.0f);
vec2 pointScreenSpace =
(1.0f / pointProjectionSpace.w) * pointProjectionSpace.xy();
return pointScreenSpace;
}
//////////////////////////////////////////////////////////////////////////////////////
// HORIZON CULLER //
//////////////////////////////////////////////////////////////////////////////////////
HorizonCuller::HorizonCuller() {
}
HorizonCuller::~HorizonCuller() {
}
bool HorizonCuller::isVisible(
const Vec3& cameraPosition,
const Vec3& globePosition,
const Vec3& objectPosition,
Scalar objectBoundingSphereRadius,
Scalar minimumGlobeRadius)
{
Scalar distanceToHorizon =
sqrt(pow(length(cameraPosition - globePosition), 2) - pow(minimumGlobeRadius, 2));
Scalar minimumAllowedDistanceToObjectFromHorizon = sqrt(
pow(length(objectPosition - globePosition), 2) -
pow(minimumGlobeRadius - objectBoundingSphereRadius, 2));
// Minimum allowed for the object to be occluded
Scalar minimumAllowedDistanceToObjectSquared =
pow(distanceToHorizon + minimumAllowedDistanceToObjectFromHorizon, 2)
+ pow(objectBoundingSphereRadius, 2);
Scalar distanceToObjectSquared = pow(length(objectPosition - cameraPosition), 2);
return distanceToObjectSquared < minimumAllowedDistanceToObjectSquared;
}
bool HorizonCuller::isVisible(
const RenderData& data,
const GeodeticPatch& patch,
const Ellipsoid& ellipsoid,
float height)
{
Vec3 globePosition = data.position.dvec3();
Scalar minimumGlobeRadius = ellipsoid.minimumRadius();
Vec3 cameraPosition = data.camera.position().dvec3();
Vec3 globeToCamera = cameraPosition - globePosition;
Geodetic2 cameraPositionOnGlobe =
ellipsoid.cartesianToGeodetic2(globeToCamera);
Geodetic2 closestPatchPoint = patch.closestPoint(cameraPositionOnGlobe);
return HorizonCuller::isVisible(
cameraPosition,
globePosition,
ellipsoid.geodetic2ToCartesian(closestPatchPoint),
height,
minimumGlobeRadius);
}
} // namespace openspace