Files
OpenSpace/modules/globebrowsing/chunk/chunkrenderer.cpp
2016-06-21 17:21:00 -04:00

428 lines
19 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* 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/chunk/chunkrenderer.h>
#include <modules/globebrowsing/chunk/chunkedlodglobe.h>
#include <modules/globebrowsing/tile/layeredtextures.h>
// open space includes
#include <openspace/engine/wrapper/windowwrapper.h>
#include <openspace/engine/openspaceengine.h>
#include <openspace/rendering/renderengine.h>
// ghoul includes
#include <ghoul/misc/assert.h>
#include <ghoul/opengl/texture.h>
#include <ghoul/opengl/textureunit.h>
// STL includes
#include <sstream>
#define _USE_MATH_DEFINES
#include <math.h>
namespace {
const std::string _loggerCat = "PatchRenderer";
const std::string keyFrame = "Frame";
const std::string keyGeometry = "Geometry";
const std::string keyShading = "PerformShading";
const std::string keyBody = "Body";
}
namespace openspace {
ChunkRenderer::ChunkRenderer(
std::shared_ptr<Grid> grid,
std::shared_ptr<TileProviderManager> tileProviderManager)
: _tileProviderManager(tileProviderManager)
, _grid(grid)
{
_globalRenderingShaderProvider = std::shared_ptr<LayeredTextureShaderProvider>
(new LayeredTextureShaderProvider(
"GlobalChunkedLodPatch",
"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_vs.glsl",
"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_fs.glsl"));
_localRenderingShaderProvider = std::shared_ptr<LayeredTextureShaderProvider>
(new LayeredTextureShaderProvider(
"LocalChunkedLodPatch",
"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_vs.glsl",
"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_fs.glsl"));
_globalProgramUniformHandler = std::shared_ptr<LayeredTextureShaderUniformIdHandler>
(new LayeredTextureShaderUniformIdHandler());
_localProgramUniformHandler = std::shared_ptr<LayeredTextureShaderUniformIdHandler>
(new LayeredTextureShaderUniformIdHandler());
}
void ChunkRenderer::renderChunk(const Chunk& chunk, const RenderData& data) {
if (chunk.index().level < 10) {
renderChunkGlobally(chunk, data);
}
else {
renderChunkLocally(chunk, data);
}
}
void ChunkRenderer::update() {
// unued atm. Could be used for caching or precalculating
}
void ChunkRenderer::setDepthTransformUniforms(
std::shared_ptr<LayeredTextureShaderUniformIdHandler> uniformIdHandler,
LayeredTextures::TextureCategory textureCategory,
LayeredTextureShaderUniformIdHandler::BlendLayerSuffix blendLayerSuffix,
size_t layerIndex,
const TileDepthTransform& tileDepthTransform)
{
uniformIdHandler->programObject().setUniform(
uniformIdHandler->getId(
textureCategory,
blendLayerSuffix,
layerIndex,
LayeredTextureShaderUniformIdHandler::GlslTileDataId::depthTransform_depthScale),
tileDepthTransform.depthScale);
uniformIdHandler->programObject().setUniform(
uniformIdHandler->getId(
textureCategory,
blendLayerSuffix,
layerIndex,
LayeredTextureShaderUniformIdHandler::GlslTileDataId::depthTransform_depthOffset),
tileDepthTransform.depthOffset);
}
void ChunkRenderer::activateTileAndSetTileUniforms(
std::shared_ptr<LayeredTextureShaderUniformIdHandler> uniformIdHandler,
LayeredTextures::TextureCategory textureCategory,
LayeredTextureShaderUniformIdHandler::BlendLayerSuffix blendLayerSuffix,
size_t layerIndex,
ghoul::opengl::TextureUnit& texUnit,
const TileAndTransform& tileAndTransform)
{
// Blend tile with two parents
// The texture needs a unit to sample from
texUnit.activate();
tileAndTransform.tile.texture->bind();
uniformIdHandler->programObject().setUniform(
uniformIdHandler->getId(
textureCategory,
blendLayerSuffix,
layerIndex,
LayeredTextureShaderUniformIdHandler::GlslTileDataId::textureSampler),
texUnit);
uniformIdHandler->programObject().setUniform(
uniformIdHandler->getId(
textureCategory,
blendLayerSuffix,
layerIndex,
LayeredTextureShaderUniformIdHandler::GlslTileDataId::uvTransform_uvScale),
tileAndTransform.uvTransform.uvScale);
uniformIdHandler->programObject().setUniform(
uniformIdHandler->getId(
textureCategory,
blendLayerSuffix,
layerIndex,
LayeredTextureShaderUniformIdHandler::GlslTileDataId::uvTransform_uvOffset),
tileAndTransform.uvTransform.uvOffset);
}
ProgramObject* ChunkRenderer::getActivatedProgramWithTileData(
LayeredTextureShaderProvider* layeredTextureShaderProvider,
std::shared_ptr<LayeredTextureShaderUniformIdHandler> programUniformHandler,
const Chunk& chunk)
{
const ChunkIndex& chunkIndex = chunk.index();
std::array<std::vector<std::shared_ptr<TileProvider> >,
LayeredTextures::NUM_TEXTURE_CATEGORIES> tileProviders;
LayeredTexturePreprocessingData layeredTexturePreprocessingData;
for (size_t category = 0; category < LayeredTextures::NUM_TEXTURE_CATEGORIES; category++)
{
tileProviders[category] = _tileProviderManager->getActivatedLayerCategory(
LayeredTextures::TextureCategory(category));
LayeredTextureInfo layeredTextureInfo;
layeredTextureInfo.lastLayerIdx = tileProviders[category].size() - 1;
layeredTextureInfo.layerBlendingEnabled = chunk.owner()->blendProperties[category];
layeredTexturePreprocessingData.layeredTextureInfo[category] = layeredTextureInfo;
}
layeredTexturePreprocessingData.keyValuePairs.push_back(
std::pair<std::string, std::string>(
"useAtmosphere",
std::to_string(chunk.owner()->atmosphereEnabled)));
layeredTexturePreprocessingData.keyValuePairs.push_back(
std::pair<std::string, std::string>(
"showChunkEdges",
std::to_string(chunk.owner()->showChunkEdges)));
// Now the shader program can be accessed
ProgramObject* programObject =
layeredTextureShaderProvider->getUpdatedShaderProgram(
layeredTexturePreprocessingData);
programUniformHandler->updateIdsIfNecessary(layeredTextureShaderProvider);
// Activate the shader program
programObject->activate();
// Initialize all texture units
struct BlendTexUnits {
ghoul::opengl::TextureUnit blendTexture0;
ghoul::opengl::TextureUnit blendTexture1;
ghoul::opengl::TextureUnit blendTexture2;
};
std::array<std::vector<BlendTexUnits>,
LayeredTextures::NUM_TEXTURE_CATEGORIES> texUnits;
for (size_t category = 0; category < LayeredTextures::NUM_TEXTURE_CATEGORIES; category++) {
texUnits[category].resize(tileProviders[category].size());
}
// Go through all the categories
for (size_t category = 0; category < LayeredTextures::NUM_TEXTURE_CATEGORIES; category++)
{
// Go through all the providers in this category
int i = 0;
for (auto it = tileProviders[category].begin(); it != tileProviders[category].end(); it++)
{
auto tileProvider = it->get();
// Get the texture that should be used for rendering
TileAndTransform tileAndTransform = TileSelector::getHighestResolutionTile(tileProvider, chunkIndex);
if (tileAndTransform.tile.status == Tile::Status::Unavailable) {
// don't render if no tile was available
programObject->deactivate();
return nullptr;
}
activateTileAndSetTileUniforms(
programUniformHandler,
LayeredTextures::TextureCategory(category),
LayeredTextureShaderUniformIdHandler::BlendLayerSuffix::none,
i,
texUnits[category][i].blendTexture0,
tileAndTransform);
// If blending is enabled, two more textures are needed
if (layeredTexturePreprocessingData.layeredTextureInfo[category].layerBlendingEnabled) {
TileAndTransform tileAndTransformParent1 = TileSelector::getHighestResolutionTile(tileProvider, chunkIndex, 1);
if (tileAndTransformParent1.tile.status == Tile::Status::Unavailable) {
tileAndTransformParent1 = tileAndTransform;
}
activateTileAndSetTileUniforms(
programUniformHandler,
LayeredTextures::TextureCategory(category),
LayeredTextureShaderUniformIdHandler::BlendLayerSuffix::Parent1,
i,
texUnits[category][i].blendTexture1,
tileAndTransformParent1);
TileAndTransform tileAndTransformParent2 = TileSelector::getHighestResolutionTile(tileProvider, chunkIndex, 2);
if (tileAndTransformParent2.tile.status == Tile::Status::Unavailable) {
tileAndTransformParent2 = tileAndTransformParent1;
}
activateTileAndSetTileUniforms(
programUniformHandler,
LayeredTextures::TextureCategory(category),
LayeredTextureShaderUniformIdHandler::BlendLayerSuffix::Parent2,
i,
texUnits[category][i].blendTexture2,
tileAndTransformParent2);
}
i++;
}
}
// Go through all the height maps and set depth tranforms
int i = 0;
for (auto it = tileProviders[LayeredTextures::HeightMaps].begin();
it != tileProviders[LayeredTextures::HeightMaps].end(); it++) {
auto tileProvider = *it;
TileDepthTransform depthTransform = tileProvider->depthTransform();
setDepthTransformUniforms(
programUniformHandler,
LayeredTextures::TextureCategory::HeightMaps,
LayeredTextureShaderUniformIdHandler::BlendLayerSuffix::none,
i,
depthTransform);
i++;
}
// The length of the skirts is proportional to its size
programObject->setUniform("skirtLength", min(static_cast<float>(chunk.surfacePatch().halfSize().lat * 1000000), 8700.0f));
programObject->setUniform("xSegments", _grid->xSegments());
return programObject;
}
void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& data){
ProgramObject* programObject = getActivatedProgramWithTileData(
_globalRenderingShaderProvider.get(),
_globalProgramUniformHandler,
chunk);
if (programObject == nullptr) {
return;
}
const Ellipsoid& ellipsoid = chunk.owner()->ellipsoid();
bool performAnyBlending = false;
auto& categoriesBlendingEnabled = chunk.owner()->blendProperties;
for (int i = 0; i < categoriesBlendingEnabled.size(); ++i) {
LayeredTextures::TextureCategory category = (LayeredTextures::TextureCategory)i;
if(categoriesBlendingEnabled[category] && _tileProviderManager->getActivatedLayerCategory(category).size() > 0){
performAnyBlending = true;
break;
}
}
if(performAnyBlending) {
float distanceScaleFactor = chunk.owner()->lodScaleFactor * ellipsoid.minimumRadius();
programObject->setUniform("cameraPosition", vec3(data.camera.positionVec3()));
programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
programObject->setUniform("chunkLevel", chunk.index().level);
}
// Calculate other uniform variables needed for rendering
Geodetic2 swCorner = chunk.surfacePatch().getCorner(Quad::SOUTH_WEST);
auto patchSize = chunk.surfacePatch().size();
// TODO : Model transform should be fetched as a matrix directly.
dmat4 modelTransform = dmat4(chunk.owner()->stateMatrix()); // Rotation
modelTransform = translate(dmat4(1), data.position.dvec3()) * modelTransform; // Translation
dmat4 viewTransform = data.camera.combinedViewMatrix();
mat4 modelViewTransform = mat4(viewTransform * modelTransform);
mat4 modelViewProjectionTransform = data.camera.projectionMatrix() * modelViewTransform;
// Upload the uniform variables
programObject->setUniform("modelViewProjectionTransform", modelViewProjectionTransform);
programObject->setUniform("minLatLon", vec2(swCorner.toLonLatVec2()));
programObject->setUniform("lonLatScalingFactor", vec2(patchSize.toLonLatVec2()));
programObject->setUniform("radiiSquared", vec3(ellipsoid.radiiSquared()));
if (_tileProviderManager->getActivatedLayerCategory(LayeredTextures::NightTextures).size() > 0) {
programObject->setUniform("modelViewTransform", modelViewTransform);
}
// OpenGL rendering settings
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// render
_grid->geometry().drawUsingActiveProgram();
// disable shader
programObject->deactivate();
}
void ChunkRenderer::renderChunkLocally(const Chunk& chunk, const RenderData& data) {
ProgramObject* programObject = getActivatedProgramWithTileData(
_localRenderingShaderProvider.get(),
_localProgramUniformHandler,
chunk);
if (programObject == nullptr) {
return;
}
using namespace glm;
const Ellipsoid& ellipsoid = chunk.owner()->ellipsoid();
bool performAnyBlending = false;
auto& categoriesBlendingEnabled = chunk.owner()->blendProperties;
for (int i = 0; i < categoriesBlendingEnabled.size(); ++i) {
LayeredTextures::TextureCategory category = (LayeredTextures::TextureCategory)i;
if (categoriesBlendingEnabled[category] && _tileProviderManager->getActivatedLayerCategory(category).size() > 0) {
performAnyBlending = true;
break;
}
}
if (performAnyBlending) {
float distanceScaleFactor = chunk.owner()->lodScaleFactor * chunk.owner()->ellipsoid().minimumRadius();
programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
programObject->setUniform("chunkLevel", chunk.index().level);
}
// Calculate other uniform variables needed for rendering
// TODO : Model transform should be fetched as a matrix directly.
dmat4 modelTransform = translate(dmat4(1), data.position.dvec3());
dmat4 viewTransform = data.camera.combinedViewMatrix();
dmat4 modelViewTransform = viewTransform * modelTransform;
std::vector<std::string> cornerNames = { "p01", "p11", "p00", "p10" };
std::vector<Vec3> cornersCameraSpace(4);
for (int i = 0; i < 4; ++i) {
Quad q = (Quad)i;
Geodetic2 corner = chunk.surfacePatch().getCorner(q);
Vec3 cornerModelSpace = ellipsoid.cartesianSurfacePosition(corner);
Vec3 cornerCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(cornerModelSpace, 1));
cornersCameraSpace[i] = cornerCameraSpace;
programObject->setUniform(cornerNames[i], vec3(cornerCameraSpace));
}
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());
// OpenGL rendering settings
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// render
_grid->geometry().drawUsingActiveProgram();
// disable shader
programObject->deactivate();
}
} // namespace openspace