mirror of
https://github.com/OpenSpace/OpenSpace.git
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191 lines
6.8 KiB
C++
191 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/globebrowsing/rendering/latlonpatch.h>
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#include <modules/globebrowsing/util/converter.h>
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// open space includes
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#include <openspace/engine/openspaceengine.h>
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#include <openspace/rendering/renderengine.h>
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// ghoul includes
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#include <ghoul/misc/assert.h>
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#define _USE_MATH_DEFINES
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#include <math.h>
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namespace {
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const std::string _loggerCat = "LatLonPatch";
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const std::string keyFrame = "Frame";
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const std::string keyGeometry = "Geometry";
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const std::string keyShading = "PerformShading";
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const std::string keyBody = "Body";
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}
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namespace openspace {
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LatLonPatch::LatLonPatch(
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unsigned int xRes,
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unsigned int yRes,
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double posLat,
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double posLon,
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double sizeLat,
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double sizeLon)
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: _grid(
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xRes,
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yRes,
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Geometry::Positions::No,
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Geometry::TextureCoordinates::Yes,
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Geometry::Normals::No)
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, _programObject(nullptr)
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, _posLatLon(posLat, posLon)
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, _sizeLatLon(sizeLat, sizeLon)
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{
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}
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LatLonPatch::~LatLonPatch() {
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}
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bool LatLonPatch::initialize() {
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RenderEngine& renderEngine = OsEng.renderEngine();
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if (_programObject == nullptr) {
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_programObject = renderEngine.buildRenderProgram(
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"LatLonSphereMappingProgram",
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"${MODULE_GLOBEBROWSING}/shaders/latlonpatch_spheremapping_vs.glsl",
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"${MODULE_GLOBEBROWSING}/shaders/simple_fs.glsl");
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if (!_programObject) return false;
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}
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using IgnoreError = ghoul::opengl::ProgramObject::IgnoreError;
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_programObject->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
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return isReady();
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}
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bool LatLonPatch::deinitialize() {
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RenderEngine& renderEngine = OsEng.renderEngine();
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if (_programObject) {
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renderEngine.removeRenderProgram(_programObject);
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_programObject = nullptr;
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}
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return true;
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}
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bool LatLonPatch::isReady() const {
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bool ready = true;
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ready &= (_programObject != nullptr);
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return ready;
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}
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void LatLonPatch::render(const RenderData& data) {
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// activate shader
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_programObject->activate();
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// TODO : Not sure if double precision will be needed for all these calculations
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// Using doubles in case but might slow things down.
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// TODO : Need to get the radius of the globe
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double r = 6e6;
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// Create control points (double)
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glm::dvec3 p00, p01, p10, p11;
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// Calculate global positions of control points
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p00 = glm::dvec3(converter::latLonToCartesian(
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_posLatLon.x - _sizeLatLon.x,
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_posLatLon.y - _sizeLatLon.y,
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r));
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p10 = glm::dvec3(converter::latLonToCartesian(
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_posLatLon.x + _sizeLatLon.x,
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_posLatLon.y - _sizeLatLon.y,
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r));
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p01 = glm::dvec3(converter::latLonToCartesian(
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_posLatLon.x - _sizeLatLon.x,
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_posLatLon.y + _sizeLatLon.y,
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r));
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p11 = glm::dvec3(converter::latLonToCartesian(
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_posLatLon.x + _sizeLatLon.x,
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_posLatLon.y + _sizeLatLon.y,
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r));
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// TODO : Transformation to world space from model space should also consider
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// rotations. Now it only uses translatation for simplicity. Should be done
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// With a matrix transform
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glm::dvec3 position = data.position.dvec3();
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p00 += position;
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p10 += position;
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p01 += position;
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p11 += position;
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// Calculate global position of camera
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// TODO : Should only need to fetch the camera transform and use directly
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// Now the viewTransform is wrong due to the constant lookUpVector
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glm::dvec3 camPos = data.camera.position().dvec3();
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glm::dvec3 camDir = glm::normalize(position - camPos);
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glm::dvec3 camUp = glm::dvec3(0,1,0);// data.camera.lookUpVector();
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// Get camera transform matrix (double precision)
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glm::dmat4 viewTransform = glm::inverse(glm::translate(glm::dmat4(1.0), camPos));
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//glm::dmat4 viewTransform = glm::lookAt(camPos, camPos + camDir, camUp);
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viewTransform = glm::dmat4( data.camera.viewRotationMatrix()) * viewTransform;
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// Transform control points to camera space
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p00 = glm::dvec3(viewTransform * glm::dvec4(p00, 1.0));
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p10 = glm::dvec3(viewTransform * glm::dvec4(p10, 1.0));
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p01 = glm::dvec3(viewTransform * glm::dvec4(p01, 1.0));
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p11 = glm::dvec3(viewTransform * glm::dvec4(p11, 1.0));
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// Send control points to GPU to be used in shader
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// TODO : Will need more control points or possibly normals to be able to
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// do better than linear interpolation
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_programObject->setUniform("p00", glm::vec3(p00));
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_programObject->setUniform("p10", glm::vec3(p10));
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_programObject->setUniform("p01", glm::vec3(p01));
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_programObject->setUniform("p11", glm::vec3(p11));
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_programObject->setUniform("Projection", data.camera.projectionMatrix());
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// Render triangles (use texture coordinates to interpolate to new positions)
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glDisable(GL_CULL_FACE);
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//glCullFace(GL_BACK);
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// render
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_grid.drawUsingActiveProgram();
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// disable shader
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_programObject->deactivate();
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}
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void LatLonPatch::update(const UpdateData& data) {
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}
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void LatLonPatch::setPositionLatLon(glm::dvec2 posLatLon) {
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_posLatLon = posLatLon;
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}
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} // namespace openspace
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