Files
OpenSpace/modules/globebrowsing/rendering/chunkrenderer.h
Alexander Bock 6d9dc2bfeb Fixed include guards
Removed unused writeToTexture file
2017-02-09 19:12:21 -05:00

104 lines
5.1 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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. *
****************************************************************************************/
#ifndef __OPENSPACE_MODULE_GLOBEBROWSING___CHUNK_RENDERER___H__
#define __OPENSPACE_MODULE_GLOBEBROWSING___CHUNK_RENDERER___H__
#include <memory>
namespace ghoul { namespace opengl {
class ProgramObject;
} }
namespace openspace {
struct RenderData;
namespace globebrowsing {
class Chunk;
class Grid;
class GPULayerManager;
class LayerManager;
class LayerShaderManager;
class ChunkRenderer {
public:
ChunkRenderer(std::shared_ptr<Grid> grid,
std::shared_ptr<LayerManager> layerManager);
/**
* Chooses to render a chunk either locally or globally depending on the chunklevel
* of the <code>Chunk</code>.
*/
void renderChunk(const Chunk& chunk, const RenderData& data);
void update();
private:
/**
* Chunks can be rendered either globally or locally. Global rendering is performed
* in the model space of the globe. With global rendering, the vertex positions
* of a chunk are calculated in the vertex shader by transforming the geodetic
* coordinates of the chunk to model space coordinates. We can only achieve floating
* point precision by doing this which means that the camera too close to a global
* tile will lead to jagging. We only render global chunks for lower chunk levels.
*/
void renderChunkGlobally(const Chunk& chunk, const RenderData& data);
/**
* Local rendering of chunks are done using linear interpolation in camera space.
* All four corner points of the chunk are calculated in double precision on the
* CPU and transformed to camera space with double precision matrix transforms.
* These positions can then be cast to floats and uploaded to the vertex shader.
* The vertex shader rendering performs linear interpolation between the four
* corner points to get the resulting chunk. This means that there will be an error
* due to the curvature of the globe. The smaller the patch is (with higher chunk
* levels) the better the approximation becomes. This is why we only render local
* chunks for higher chunk levels.
*/
void renderChunkLocally(const Chunk& chunk, const RenderData& data);
ghoul::opengl::ProgramObject* getActivatedProgramWithTileData(
std::shared_ptr<LayerShaderManager> layeredShaderManager,
std::shared_ptr<GPULayerManager> gpuLayerManager,
const Chunk& chunk);
// shared pointer to a grid which can be the same for all rendered chunks.
std::shared_ptr<Grid> _grid;
std::shared_ptr<LayerManager> _layerManager;
// Two different shader programs. One for global and one for local rendering.
std::shared_ptr<LayerShaderManager> _globalLayerShaderManager;
std::shared_ptr<LayerShaderManager> _localLayerShaderManager;
// Layered texture uniforms are chached in the uniform ID handles.
std::shared_ptr<GPULayerManager> _globalGpuLayerManager;
std::shared_ptr<GPULayerManager> _localGpuLayerManager;
};
} // namespace globebrowsing
} // namespace openspace
#endif // __OPENSPACE_MODULE_GLOBEBROWSING___CHUNK_RENDERER___H__