mirror of
https://github.com/OpenSpace/OpenSpace.git
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186 lines
6.8 KiB
C++
186 lines
6.8 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include <modules/base/rendering/screenspaceimage.h>
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#include <ghoul/io/texture/texturereader.h>
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#include <ghoul/filesystem/filesystem>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/engine/openspaceengine.h>
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#include <ghoul/opengl/textureunit.h>
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#include <modules/onscreengui/include/gui.h>
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#include <glm/gtx/polar_coordinates.hpp>
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namespace openspace {
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ScreenSpaceImage::ScreenSpaceImage(std::string texturePath)
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:ScreenSpaceRenderable(texturePath)
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{
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_id = id();
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setName("ScreenSpaceImage" + std::to_string(_id));
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OsEng.gui()._property.registerProperty(&_enabled);
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OsEng.gui()._property.registerProperty(&_flatScreen);
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OsEng.gui()._property.registerProperty(&_position);
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OsEng.gui()._property.registerProperty(&_scale);
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OsEng.gui()._property.registerProperty(&_texturePath);
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_texturePath.onChange([this](){ loadTexture(); });
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}
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ScreenSpaceImage::~ScreenSpaceImage(){}
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void ScreenSpaceImage::render(Camera* camera){
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GLfloat m_viewport[4];
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glGetFloatv(GL_VIEWPORT, m_viewport);
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//to scale the plane
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float textureRatio = (float(_texture->height())/float(_texture->width()));
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//to keep the texture ratio after viewport is distorted.
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float scalingRatioX = m_viewport[2] / _originalViewportSize[0];
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float scalingRatioY = m_viewport[3] / _originalViewportSize[1];
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glm::vec3 position = _position.value();
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float occlusionDepth = position.z;
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glm::mat4 modelTransform;
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if(!_isFlatScreen){
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occlusionDepth = position.x;
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position.x = _planeDepth;
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glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), position.z, glm::vec3(0.0f, 1.0f, 0.0f));
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rotation = glm::rotate(rotation, position.y , glm::vec3(1.0f, 0.0f, 0.0f));
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glm::mat4 translate = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, position.x));
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modelTransform = rotation * translate;
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} else {
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position.z = _planeDepth;
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modelTransform = glm::translate(glm::mat4(1.f), position);
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modelTransform = glm::scale(modelTransform, glm::vec3(_scale.value()*scalingRatioY, _scale.value()*textureRatio*scalingRatioX, 1));
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}
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glEnable(GL_DEPTH_TEST);
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_shader->activate();
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_shader->setUniform("OcclusionDepth", occlusionDepth);
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_shader->setUniform("ModelTransform",modelTransform);
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_shader->setUniform("ViewProjectionMatrix", camera->viewProjectionMatrix());
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ghoul::opengl::TextureUnit unit;
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unit.activate();
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_texture->bind();
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_shader->setUniform("texture1", unit);
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glBindVertexArray(_quad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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_shader->deactivate();
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}
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bool ScreenSpaceImage::initialize(){
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glGenVertexArrays(1, &_quad); // generate array
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glGenBuffers(1, &_vertexPositionBuffer); // generate buffer
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createPlane();
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if(_shader == nullptr) {
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RenderEngine& renderEngine = OsEng.renderEngine();
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_shader = renderEngine.buildRenderProgram("ScreenSpaceProgram",
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"${MODULE_BASE}/shaders/screnspace_vs.glsl",
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"${MODULE_BASE}/shaders/screnspace_fs.glsl"
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);
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if (!_shader)
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return false;
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}
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GLfloat m_viewport[4];
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glGetFloatv(GL_VIEWPORT, m_viewport);
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_originalViewportSize = glm::vec2(m_viewport[2], m_viewport[3]);
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loadTexture();
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return isReady();
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}
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bool ScreenSpaceImage::deinitialize(){
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return true;
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}
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void ScreenSpaceImage::update(){
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if(_flatScreen.value() != _isFlatScreen){
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_isFlatScreen = _flatScreen.value();
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glm::vec3 pos = _position.value();
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if(!_isFlatScreen){
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_position.set(toPolar(pos));
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} else {
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_position.set(toEuclidean(pos));
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}
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}
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}
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glm::vec3 ScreenSpaceImage::toEuclidean(glm::vec3 polar){
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float x = polar[0]*cos(polar[1])*sin(polar[2]);
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float y = polar[0]*sin(polar[1])*sin(polar[2]);
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float z = polar[0]*cos(polar[2]);
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return glm::vec3(x, y, z);
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}
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glm::vec3 ScreenSpaceImage::toPolar(glm::vec3 euclidean){
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float r = sqrt(pow(euclidean[0], 2) + pow(euclidean[1], 2) + pow(euclidean[2], 2));
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float theta= atan2(euclidean[1],euclidean[0]);
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float phi = acos(euclidean[2]/r);
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return glm::vec3(r, theta, phi);
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}
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bool ScreenSpaceImage::isReady() const{
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bool ready = true;
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if (!_shader)
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ready &= false;
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if(!_texture)
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ready &= false;
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return ready;
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}
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void ScreenSpaceImage::loadTexture() {
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if (_texturePath.value() != "") {
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std::unique_ptr<ghoul::opengl::Texture> texture = ghoul::io::TextureReader::ref().loadTexture(absPath(_texturePath.value()));
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if (texture) {
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// LDEBUG("Loaded texture from '" << absPath(_texturePath) << "'");
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texture->uploadTexture();
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// Textures of planets looks much smoother with AnisotropicMipMap rather than linear
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texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
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_texture = std::move(texture);
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// delete _textureFile;
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// _textureFile = new ghoul::filesystem::File(_texturePath);
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// _textureFile->setCallback([&](const ghoul::filesystem::File&) { _textureIsDirty = true; });
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}
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}
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}
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int ScreenSpaceImage::id(){
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static int id = 0;
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return id++;
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}
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} |