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OpenSpace/modules/globebrowsing/rendering/chunkrenderer.h
2016-10-27 12:13:43 +02:00

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5.4 KiB
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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* 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 __CHUNK_RENDERER_H__
#define __CHUNK_RENDERER_H__
#include <memory>
#include <glm/glm.hpp>
// open space includes
#include <openspace/rendering/renderable.h>
#include <modules/globebrowsing/geometry/geodetic2.h>
#include <modules/globebrowsing/geometry/ellipsoid.h>
#include <modules/globebrowsing/meshes/grid.h>
#include <modules/globebrowsing/rendering/layershadermanager.h>
#include <modules/globebrowsing/tile/tileselector.h>
#include <modules/globebrowsing/chunk/chunknode.h>
#include <ghoul/opengl/textureunit.h>
namespace ghoul {
namespace opengl {
class ProgramObject;
}
}
namespace openspace {
namespace globebrowsing {
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);
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 // __CHUNK_RENDERER_H__