Files
OpenSpace/modules/skybrowser/src/renderableskytarget.cpp
2023-01-22 23:01:32 +01:00

297 lines
11 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
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* Copyright (c) 2014-2023 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* The above copyright notice and this permission notice shall be included in all copies *
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* 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 *
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#include <modules/skybrowser/include/renderableskytarget.h>
#include <modules/skybrowser/skybrowsermodule.h>
#include <modules/skybrowser/include/utility.h>
#include <modules/base/basemodule.h>
#include <openspace/camera/camera.h>
#include <openspace/engine/globals.h>
#include <openspace/engine/moduleengine.h>
#include <openspace/navigation/navigationhandler.h>
#include <openspace/rendering/helper.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/scene/scene.h>
#include <openspace/scripting/scriptengine.h>
#include <openspace/util/updatestructures.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/opengl/programobject.h>
#include <ghoul/opengl/texture.h>
#include <ghoul/opengl/textureunit.h>
namespace {
constexpr std::string_view _loggerCat = "RenderableSkyTarget";
enum BlendMode {
Normal = 0,
Additive
};
constexpr openspace::properties::Property::PropertyInfo crossHairSizeInfo = {
"CrosshairSize",
"Crosshair Size",
"Determines the size of the crosshair. The size is determined in fov (degrees)"
};
constexpr openspace::properties::Property::PropertyInfo RectangleThresholdInfo = {
"RectangleThreshold",
"Rectangle Threshold",
"When the field of view is larger than the rectangle threshold, a rectangle will "
"be rendered in the target"
};
constexpr openspace::properties::Property::PropertyInfo LineWidthInfo = {
"LineWidth",
"Line Width",
"The thickness of the line of the target. The larger number, the thicker line"
};
constexpr openspace::properties::Property::PropertyInfo VerticalFovInfo = {
"VerticalFov",
"Vertical Field Of View",
"The vertical field of view of the target."
};
constexpr openspace::properties::Property::PropertyInfo ApplyRollInfo = {
"ApplyRoll",
"Apply Roll",
"Always rotate the target to have it's up direction aligned with the up direction "
"of the camera"
};
struct [[codegen::Dictionary(RenderableSkyTarget)]] Parameters {
// [[codegen::verbatim(crossHairSizeInfo.description)]]
std::optional<float> crossHairSize;
// [[codegen::verbatim(RectangleThresholdInfo.description)]]
std::optional<float> rectangleThreshold;
// [[codegen::verbatim(LineWidthInfo.description)]]
std::optional<float> lineWidth;
// [[codegen::verbatim(VerticalFovInfo.description)]]
std::optional<double> verticalFov;
// [[codegen::verbatim(ApplyRollInfo.description)]]
std::optional<bool> applyRoll;
};
#include "renderableskytarget_codegen.cpp"
} //namespace
namespace openspace {
documentation::Documentation RenderableSkyTarget::Documentation() {
return codegen::doc<Parameters>("skybrowser_renderableskytarget");
}
RenderableSkyTarget::RenderableSkyTarget(const ghoul::Dictionary& dictionary)
: RenderablePlane(dictionary)
, _crossHairSize(crossHairSizeInfo, 2.f, 1.f, 10.f)
, _showRectangleThreshold(RectangleThresholdInfo, 5.f, 0.1f, 70.f)
, _lineWidth(LineWidthInfo, 13.f, 1.f, 100.f)
, _verticalFov(VerticalFovInfo, 10.0, 0.00000000001, 70.0)
, _borderColor(220, 220, 220)
, _applyRoll(ApplyRollInfo, true)
{
// Handle target dimension property
const Parameters p = codegen::bake<Parameters>(dictionary);
_crossHairSize = p.crossHairSize.value_or(_crossHairSize);
addProperty(_crossHairSize);
_showRectangleThreshold = p.rectangleThreshold.value_or(_showRectangleThreshold);
addProperty(_showRectangleThreshold);
_lineWidth = p.lineWidth.value_or(_lineWidth);
addProperty(_lineWidth);
_verticalFov= p.verticalFov.value_or(_verticalFov);
_verticalFov.setReadOnly(true);
addProperty(_verticalFov);
addProperty(_applyRoll);
}
void RenderableSkyTarget::bindTexture() {}
void RenderableSkyTarget::initializeGL() {
glGenVertexArrays(1, &_quad); // generate array
glGenBuffers(1, &_vertexPositionBuffer); // generate buffer
createPlane();
std::string ProgramName = identifier() + "Shader";
_shader = BaseModule::ProgramObjectManager.request(
ProgramName,
[&]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
return global::renderEngine->buildRenderProgram(
ProgramName,
absPath("${MODULE_SKYBROWSER}/shaders/target_vs.glsl"),
absPath("${MODULE_SKYBROWSER}/shaders/target_fs.glsl")
);
}
);
}
void RenderableSkyTarget::setColor(glm::ivec3 color) {
_borderColor = std::move(color);
}
glm::ivec3 RenderableSkyTarget::borderColor() const {
return _borderColor;
}
glm::dvec3 RenderableSkyTarget::rightVector() const {
double scaling = (_verticalFov / 70)* static_cast<double>(_size.value());
return scaling * _rightVector;
}
glm::dvec3 RenderableSkyTarget::upVector() const {
double scaling = (_verticalFov / 70) * static_cast<double>(_size.value());
return scaling * _upVector;
}
void RenderableSkyTarget::applyRoll() {
Camera* camera = global::navigationHandler->camera();
glm::dvec3 normal = glm::normalize(camera->positionVec3() - _worldPosition);
_rightVector = glm::normalize(
glm::cross(camera->lookUpVectorWorldSpace(), normal)
);
_upVector = glm::cross(normal, _rightVector);
}
void RenderableSkyTarget::render(const RenderData& data, RendererTasks&) {
ZoneScoped
const bool showRectangle = _verticalFov > _showRectangleThreshold;
glm::vec4 color = glm::vec4(glm::vec3(_borderColor) / 255.f, 1.0);
_shader->activate();
_shader->setUniform("opacity", opacity());
_shader->setUniform("crossHairSize", _crossHairSize);
_shader->setUniform("showRectangle", showRectangle);
_shader->setUniform("lineWidth", _lineWidth * 0.0001f);
_shader->setUniform("ratio", _ratio);
_shader->setUniform("lineColor", color);
_shader->setUniform("fov", static_cast<float>(_verticalFov));
_shader->setUniform("borderRadius", static_cast<float>(_borderRadius));
_worldPosition = glm::dvec3(
glm::translate(
glm::dmat4(1.0),
data.modelTransform.translation) * glm::dvec4(0.0, 0.0, 0.0, 1.0)
);
glm::dvec3 normal = glm::normalize(data.camera.positionVec3() - _worldPosition);
// There are two modes - 1) target rolls to have its up vector parallel to the
// cameras up vector or 2) it is decoupled from the camera, in which case it needs to
// be initialized once
if (!_isInitialized || _applyRoll) {
applyRoll();
_isInitialized = true;
}
else {
// Use last frames vector for right and don't apply any roll
_upVector = glm::cross(normal, _rightVector);
_rightVector = glm::normalize(
glm::cross(_upVector, normal)
);
}
glm::dmat4 cameraOrientedRotation = glm::dmat4(1.0);
cameraOrientedRotation[0] = glm::dvec4(_rightVector, 0.0);
cameraOrientedRotation[1] = glm::dvec4(_upVector, 0.0);
cameraOrientedRotation[2] = glm::dvec4(normal, 0.0);
const glm::dmat4 rotationTransform = _billboard ?
cameraOrientedRotation :
glm::dmat4(data.modelTransform.rotation);
const glm::dmat4 modelTransform =
glm::translate(glm::dmat4(1.0), data.modelTransform.translation) *
rotationTransform *
glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale)) *
glm::dmat4(1.0);
const glm::dmat4 modelViewTransform =
data.camera.combinedViewMatrix() * modelTransform;
_shader->setUniform(
"modelViewProjectionTransform",
data.camera.projectionMatrix() * glm::mat4(modelViewTransform)
);
_shader->setUniform(
"modelViewTransform",
glm::mat4(data.camera.combinedViewMatrix() * glm::dmat4(modelViewTransform))
);
_shader->setUniform("multiplyColor", _multiplyColor);
bool additiveBlending = (_blendMode == static_cast<int>(BlendMode::Additive));
if (additiveBlending) {
glDepthMask(false);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
glBindVertexArray(_quad);
glEnable(GL_LINE_SMOOTH);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisable(GL_LINE_SMOOTH);
glBindVertexArray(0);
if (additiveBlending) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(true);
}
_shader->deactivate();
}
void RenderableSkyTarget::setRatio(float ratio) {
// To avoid flooring of the size of the target, multiply by factor of 100
// Object size is really the pixel size so this calculation is not exact
_ratio = ratio;
}
void RenderableSkyTarget::highlight(const glm::ivec3& addition) {
_borderColor += addition;
}
void RenderableSkyTarget::removeHighlight(const glm::ivec3& removal) {
_borderColor -= removal;
}
void RenderableSkyTarget::setVerticalFov(double fov) {
_verticalFov = fov;
}
void RenderableSkyTarget::setBorderRadius(double radius) {
_borderRadius = radius;
}
} // namespace openspace