Files
OpenSpace/modules/spacecraftinstruments/rendering/renderablemodelprojection.cpp
2024-04-06 23:55:59 +02:00

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#include <modules/spacecraftinstruments/rendering/renderablemodelprojection.h>
#include <modules/spacecraftinstruments/util/imagesequencer.h>
#include <openspace/documentation/documentation.h>
#include <openspace/documentation/verifier.h>
#include <openspace/engine/globals.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/scene/scene.h>
#include <openspace/util/distanceconversion.h>
#include <openspace/util/updatestructures.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/io/model/modelgeometry.h>
#include <ghoul/io/model/modelreader.h>
#include <ghoul/logging/logmanager.h>
#include <ghoul/opengl/textureunit.h>
namespace {
constexpr std::array<const char*, 7> MainUniformNames = {
"performShading", "directionToSunViewSpace", "modelViewTransform",
"projectionTransform", "projectionFading", "baseTexture", "projectionTexture"
};
constexpr std::array<const char*, 6> FboUniformNames = {
"projectionTexture", "depthTexture", "needShadowMap", "ProjectorMatrix",
"ModelTransform", "boresight"
};
constexpr std::array<const char*, 2> DepthFboUniformNames = {
"ProjectorMatrix", "ModelTransform"
};
constexpr openspace::properties::Property::PropertyInfo PerformShadingInfo = {
"PerformShading",
"Perform Shading",
"If this value is enabled, the model will be shaded based on the relative "
"location to the Sun. If this value is disabled, shading is disabled and the "
"entire model is rendered brightly",
// @VISIBILITY(1.5)
openspace::properties::Property::Visibility::NoviceUser
};
struct [[codegen::Dictionary(RenderableModelProjection)]] Parameters {
// The file or files that should be loaded in this RenderableModel. The file can
// contain filesystem tokens or can be specified relatively to the
// location of the .asset file.
// This specifies the model that is rendered by the Renderable.
std::filesystem::path geometryFile;
enum class [[codegen::map(openspace::DistanceUnit)]] ScaleUnit {
Nanometer,
Micrometer,
Millimeter,
Centimeter,
Decimeter,
Meter,
Kilometer,
Thou,
Inch,
Foot,
Yard,
Chain,
Furlong,
Mile
};
// The scale of the model. For example if the model is in centimeters
// then ModelScale = Centimeter or ModelScale = 0.01
std::optional<std::variant<ScaleUnit, double>> modelScale;
// By default the given ModelScale is used to scale the model down,
// by setting this setting to true the model is instead scaled up with the
// given ModelScale
std::optional<bool> invertModelScale;
// Contains information about projecting onto this planet.
ghoul::Dictionary projection
[[codegen::reference("spacecraftinstruments_projectioncomponent")]];
// [[codegen::verbatim(PerformShadingInfo.description)]]
std::optional<bool> performShading;
};
#include "renderablemodelprojection_codegen.cpp"
} // namespace
namespace openspace {
documentation::Documentation RenderableModelProjection::Documentation() {
return codegen::doc<Parameters>("spacecraftinstruments_renderablemodelprojection");
}
RenderableModelProjection::RenderableModelProjection(const ghoul::Dictionary& dictionary)
: Renderable(dictionary)
, _performShading(PerformShadingInfo, true)
{
const Parameters p = codegen::bake<Parameters>(dictionary);
const std::filesystem::path file = absPath(p.geometryFile);
_geometry = ghoul::io::ModelReader::ref().loadModel(
file,
ghoul::io::ModelReader::ForceRenderInvisible::No,
ghoul::io::ModelReader::NotifyInvisibleDropped::Yes
);
_invertModelScale = p.invertModelScale.value_or(_invertModelScale);
if (p.modelScale.has_value()) {
if (std::holds_alternative<Parameters::ScaleUnit>(*p.modelScale)) {
const Parameters::ScaleUnit scaleUnit =
std::get<Parameters::ScaleUnit>(*p.modelScale);
const DistanceUnit distanceUnit = codegen::map<DistanceUnit>(scaleUnit);
_modelScale = toMeter(distanceUnit);
}
else if (std::holds_alternative<double>(*p.modelScale)) {
_modelScale = std::get<double>(*p.modelScale);
}
else {
throw ghoul::MissingCaseException();
}
if (_invertModelScale) {
_modelScale = 1.0 / _modelScale;
}
}
addPropertySubOwner(_projectionComponent);
_projectionComponent.initialize(identifier(), p.projection);
_performShading = p.performShading.value_or(_performShading);
addProperty(_performShading);
}
RenderableModelProjection::~RenderableModelProjection() {}
bool RenderableModelProjection::isReady() const {
return (_programObject != nullptr) && _projectionComponent.isReady();
}
void RenderableModelProjection::initializeGL() {
_programObject = global::renderEngine->buildRenderProgram(
"ModelShader",
absPath("${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModel_vs.glsl"),
absPath("${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModel_fs.glsl")
);
ghoul::opengl::updateUniformLocations(
*_programObject,
_mainUniformCache,
MainUniformNames
);
_fboProgramObject = ghoul::opengl::ProgramObject::Build(
"ProjectionPass",
absPath(
"${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModelProjection_vs.glsl"
),
absPath(
"${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModelProjection_fs.glsl"
)
);
ghoul::opengl::updateUniformLocations(
*_fboProgramObject,
_fboUniformCache,
FboUniformNames
);
_depthFboProgramObject = ghoul::opengl::ProgramObject::Build(
"DepthPass",
absPath("${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModelDepth_vs.glsl"),
absPath("${MODULE_SPACECRAFTINSTRUMENTS}/shaders/renderableModelDepth_fs.glsl")
);
ghoul::opengl::updateUniformLocations(
*_depthFboProgramObject,
_depthFboUniformCache,
DepthFboUniformNames
);
_projectionComponent.initializeGL();
_geometry->initialize();
setBoundingSphere(_geometry->boundingRadius() * _modelScale);
// Set Interaction sphere size to be 10% of the bounding sphere
setInteractionSphere(boundingSphere() * 0.1);
}
void RenderableModelProjection::deinitializeGL() {
if (_geometry) {
_geometry->deinitialize();
}
_geometry = nullptr;
_projectionComponent.deinitialize();
global::renderEngine->removeRenderProgram(_programObject.get());
_programObject = nullptr;
}
ghoul::opengl::Texture& RenderableModelProjection::baseTexture() const {
return _projectionComponent.projectionTexture();
}
void RenderableModelProjection::render(const RenderData& data, RendererTasks&) {
if (_projectionComponent.needsClearProjection()) {
_projectionComponent.clearAllProjections();
}
const glm::vec3 up = data.camera.lookUpVectorCameraSpace();
if (_shouldCapture && _projectionComponent.doesPerformProjection()) {
for (const Image& i : _imageTimes) {
try {
const glm::mat4 projectorMat = attitudeParameters(i.timeRange.start, up);
const std::shared_ptr<ghoul::opengl::Texture> t =
_projectionComponent.loadProjectionTexture(i.path, i.isPlaceholder);
imageProjectGPU(*t, projectorMat);
}
catch (const SpiceManager::SpiceException& e) {
LERRORC(e.component, e.what());
}
}
_shouldCapture = false;
}
_programObject->activate();
try {
attitudeParameters(data.time.j2000Seconds(), up);
}
catch (const SpiceManager::SpiceException& e) {
LERRORC(e.component, e.what());
}
_imageTimes.clear();
// Calculate variables to be used as uniform variables in shader
const glm::vec3 bodyPos = data.modelTransform.translation;
// Model transform and view transform needs to be in double precision
const glm::dmat4 modelTransform = glm::scale(
calcModelTransform(data), glm::dvec3(_modelScale)
);
const glm::dmat4 modelViewTransform = calcModelViewTransform(data, modelTransform);
// malej 2023-FEB-23: The light sources should probably not be hard coded
const glm::vec3 directionToSun = glm::normalize(_sunPosition - bodyPos);
const glm::vec3 directionToSunViewSpace = glm::normalize(
glm::mat3(data.camera.combinedViewMatrix()) * directionToSun
);
_programObject->setUniform(_mainUniformCache.performShading, _performShading);
_programObject->setUniform(
_mainUniformCache.directionToSunViewSpace,
directionToSunViewSpace
);
_programObject->setUniform(
_mainUniformCache.modelViewTransform,
glm::mat4(modelViewTransform)
);
_programObject->setUniform(
_mainUniformCache.projectionTransform,
data.camera.projectionMatrix()
);
_programObject->setUniform(
_mainUniformCache.projectionFading,
_projectionComponent.projectionFading()
);
ghoul::opengl::TextureUnit baseUnit;
baseUnit.activate();
_programObject->setUniform(_mainUniformCache.baseTexture, baseUnit);
ghoul::opengl::TextureUnit projectionUnit;
projectionUnit.activate();
_projectionComponent.projectionTexture().bind();
_programObject->setUniform(_mainUniformCache.projectionTexture, projectionUnit);
_geometry->render(*_programObject, false);
_programObject->deactivate();
}
void RenderableModelProjection::update(const UpdateData& data) {
if (_programObject->isDirty()) {
_programObject->rebuildFromFile();
ghoul::opengl::updateUniformLocations(
*_programObject,
_mainUniformCache,
MainUniformNames
);
}
if (_fboProgramObject->isDirty()) {
_fboProgramObject->rebuildFromFile();
ghoul::opengl::updateUniformLocations(
*_fboProgramObject,
_fboUniformCache,
FboUniformNames
);
}
_projectionComponent.update();
if (_depthFboProgramObject->isDirty()) {
_depthFboProgramObject->rebuildFromFile();
ghoul::opengl::updateUniformLocations(
*_depthFboProgramObject,
_depthFboUniformCache,
DepthFboUniformNames
);
}
const double time = data.time.j2000Seconds();
const double integrateFromTime = data.previousFrameTime.j2000Seconds();
// Only project new images if time changed since last update.
if (time > integrateFromTime && ImageSequencer::ref().isReady() &&
_projectionComponent.doesPerformProjection())
{
_imageTimes = ImageSequencer::ref().imagePaths(
_projectionComponent.projecteeId(),
_projectionComponent.instrumentId(),
time,
integrateFromTime
);
_shouldCapture = !_imageTimes.empty();
}
glm::dmat3 stateMatrix = data.modelTransform.rotation;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
_transform[i][j] = static_cast<float>(stateMatrix[i][j]);
}
}
SceneGraphNode* sun = global::renderEngine->scene()->sceneGraphNode("Sun");
if (sun) {
_sunPosition = sun->worldPosition() - data.modelTransform.translation;
}
else {
// If the Sun node doesn't exist, we assume that the light source is in the origin
_sunPosition = -data.modelTransform.translation;
}
}
void RenderableModelProjection::imageProjectGPU(
const ghoul::opengl::Texture& projectionTexture,
const glm::mat4& projectorMatrix)
{
if (_projectionComponent.needsShadowMap()) {
_projectionComponent.depthMapRenderBegin();
_depthFboProgramObject->activate();
_depthFboProgramObject->setUniform(
_depthFboUniformCache.ProjectorMatrix,
projectorMatrix
);
_depthFboProgramObject->setUniform(
_depthFboUniformCache.ModelTransform,
_transform
);
_geometry->render(*_fboProgramObject, false, true);
_depthFboProgramObject->deactivate();
_projectionComponent.depthMapRenderEnd();
}
_projectionComponent.imageProjectBegin();
_fboProgramObject->activate();
ghoul::opengl::TextureUnit unitFbo;
unitFbo.activate();
projectionTexture.bind();
_fboProgramObject->setUniform(_fboUniformCache.projectionTexture, unitFbo);
_fboProgramObject->setUniform(
_fboUniformCache.needShadowMap,
_projectionComponent.needsShadowMap()
);
ghoul::opengl::TextureUnit unitDepthFbo;
if (_projectionComponent.needsShadowMap()) {
unitDepthFbo.activate();
_projectionComponent.depthTexture().bind();
_fboProgramObject->setUniform(_fboUniformCache.depthTexture, unitDepthFbo);
}
_fboProgramObject->setUniform(_fboUniformCache.ProjectorMatrix, projectorMatrix);
_fboProgramObject->setUniform(_fboUniformCache.ModelTransform, _transform);
_fboProgramObject->setUniform(_fboUniformCache.boresight, _boresight);
_geometry->render(*_fboProgramObject, false, true);
_fboProgramObject->deactivate();
_projectionComponent.imageProjectEnd();
}
glm::mat4 RenderableModelProjection::attitudeParameters(double time, const glm::vec3& up)
{
_instrumentMatrix = SpiceManager::ref().positionTransformMatrix(
_projectionComponent.instrumentId(),
"GALACTIC",
time
);
SpiceManager::FieldOfViewResult res = SpiceManager::ref().fieldOfView(
_projectionComponent.instrumentId()
);
_boresight = std::move(res.boresightVector);
double lightTime = 0.0;
const glm::dvec3 p = SpiceManager::ref().targetPosition(
_projectionComponent.projectorId(),
_projectionComponent.projecteeId(),
"GALACTIC",
_projectionComponent.aberration(),
time,
lightTime
);
const glm::vec3 cpos = p * 10000.0;
const float distance = glm::length(cpos);
const double radius = boundingSphere();
return _projectionComponent.computeProjectorMatrix(
cpos,
_boresight,
up,
_instrumentMatrix,
_projectionComponent.fieldOfViewY(),
_projectionComponent.aspectRatio(),
static_cast<float>(distance - radius),
static_cast<float>(distance + radius),
_boresight
);
}
} // namespace openspace