Files
OpenSpace/modules/globebrowsing/src/ringscomponent.cpp
Alexander Bock 163ac4dcef Cleanup of mostly asset files
- Fixes for all files
 - constexpr cleanup
 - Cosmetic changes
 - Remove punctuation from the end of messages
2022-07-28 17:21:59 +02:00

878 lines
32 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2022 *
* *
* 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. *
****************************************************************************************/
#include <modules/globebrowsing/src/ringscomponent.h>
#include <modules/globebrowsing/globebrowsingmodule.h>
#include <modules/globebrowsing/src/renderableglobe.h>
#include <openspace/documentation/documentation.h>
#include <openspace/documentation/verifier.h>
#include <openspace/engine/globals.h>
#include <openspace/engine/moduleengine.h>
#include <openspace/engine/openspaceengine.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/scene/scene.h>
#include <openspace/util/updatestructures.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/font/fontmanager.h>
#include <ghoul/font/fontrenderer.h>
#include <ghoul/logging/logmanager.h>
#include <ghoul/misc/dictionary.h>
#include <ghoul/misc/profiling.h>
#include <ghoul/opengl/openglstatecache.h>
#include <ghoul/opengl/programobject.h>
#include <ghoul/opengl/texture.h>
#include <ghoul/opengl/textureunit.h>
#include <ghoul/io/texture/texturereader.h>
#include <filesystem>
#include <fstream>
#include <cstdlib>
#include <locale>
namespace {
constexpr std::string_view _loggerCat = "RingsComponent";
constexpr std::array<const char*, 9> UniformNames = {
"modelViewProjectionMatrix", "textureOffset", "colorFilterValue", "nightFactor",
"sunPosition", "ringTexture", "shadowMatrix", "shadowMapTexture",
"zFightingPercentage"
};
constexpr std::array<const char*, 15> UniformNamesAdvancedRings = {
"modelViewProjectionMatrix", "textureOffset", "colorFilterValue", "nightFactor",
"sunPosition", "sunPositionObj", "camPositionObj", "ringTextureFwrd",
"ringTextureBckwrd", "ringTextureUnlit", "ringTextureColor",
"ringTextureTransparency", "shadowMatrix", "shadowMapTexture",
"zFightingPercentage"
};
constexpr std::array<const char*, 3> GeomUniformNames = {
"modelViewProjectionMatrix", "textureOffset", "ringTexture"
};
constexpr openspace::properties::Property::PropertyInfo TextureInfo = {
"Texture",
"Texture",
"This value is the path to a texture on disk that contains a one-dimensional "
"texture which is used for these rings"
};
constexpr openspace::properties::Property::PropertyInfo TextureFwrdInfo = {
"TextureFwrd",
"TextureFwrd",
"This value is the path to a texture on disk that contains a one-dimensional "
"texture which is used for forward scattering light in these rings"
};
constexpr openspace::properties::Property::PropertyInfo TextureBckwrdInfo = {
"TextureBckwrd",
"TextureBckwrd",
"This value is the path to a texture on disk that contains a one-dimensional "
"texture which is used for backward scattering light in these rings"
};
constexpr openspace::properties::Property::PropertyInfo TextureUnlitInfo = {
"TextureUnlit",
"TextureUnlit",
"This value is the path to a texture on disk that contains a one-dimensional "
"texture which is used for unlit part in these rings"
};
constexpr openspace::properties::Property::PropertyInfo TextureColorInfo = {
"TextureColor",
"TextureColor",
"This value is the path to a texture on disk that contains a one-dimensional "
"texture color which is used for unlit part in these rings"
};
constexpr openspace::properties::Property::PropertyInfo TextureTransparencyInfo = {
"TextureTransparency",
"TextureTransparency",
"This value is the path to a texture on disk that contains a one-dimensional "
"texture transparency which is used for unlit part in these rings"
};
constexpr openspace::properties::Property::PropertyInfo SizeInfo = {
"Size",
"Size",
"This value specifies the radius of the rings in meter"
};
constexpr openspace::properties::Property::PropertyInfo OffsetInfo = {
"Offset",
"Offset",
"This value is used to limit the width of the rings. Each of the two values is "
"a value between 0 and 1, where 0 is the center of the ring and 1 is the "
"maximum extent at the radius. For example, if the value is {0.5, 1.0}, the "
"ring is only shown between radius/2 and radius. It defaults to {0.0, 1.0}"
};
constexpr openspace::properties::Property::PropertyInfo NightFactorInfo = {
"NightFactor",
"Night Factor",
"This value is a multiplicative factor that is applied to the side of the rings "
"that is facing away from the Sun. If this value is equal to '1', no darkening "
"of the night side occurs"
};
constexpr openspace::properties::Property::PropertyInfo ColorFilterInfo = {
"ColorFilter",
"Color Filter",
"This value affects the filtering out of part of the rings depending on the "
"color values of the texture. The higher value, the more rings are filtered out"
};
constexpr openspace::properties::Property::PropertyInfo ZFightingPercentageInfo = {
"ZFightingPercentage",
"Z-Fighting Percentage",
"The percentage of the correct distance to the surface being shadowed. "
"Possible values: [0.0, 1.0]"
};
constexpr openspace::properties::Property::PropertyInfo NumberShadowSamplesInfo = {
"NumberShadowSamples",
"Number of Shadow Samples",
"The number of samples used during shadow mapping calculation "
"(Percentage Closer Filtering)"
};
struct [[codegen::Dictionary(RingsComponent)]] Parameters {
// [[codegen::verbatim(TextureInfo.description)]]
std::optional<std::filesystem::path> texture;
// [[codegen::verbatim(TextureFwrdInfo.description)]]
std::optional<std::filesystem::path> textureFwrd;
// [[codegen::verbatim(TextureBckwrdInfo.description)]]
std::optional<std::filesystem::path> textureBckwrd;
// [[codegen::verbatim(TextureUnlitInfo.description)]]
std::optional<std::filesystem::path> textureUnlit;
// [[codegen::verbatim(TextureColorInfo.description)]]
std::optional<std::filesystem::path> textureColor;
// [[codegen::verbatim(TextureTransparencyInfo.description)]]
std::optional<std::filesystem::path> textureTransparency;
// [[codegen::verbatim(SizeInfo.description)]]
std::optional<float> size;
// [[codegen::verbatim(OffsetInfo.description)]]
std::optional<glm::vec2> offset;
// [[codegen::verbatim(NightFactorInfo.description)]]
std::optional<float> nightFactor;
// [[codegen::verbatim(ColorFilterInfo.description)]]
std::optional<float> colorFilter;
// [[codegen::verbatim(ZFightingPercentageInfo.description)]]
std::optional<float> zFightingPercentage;
// [[codegen::verbatim(NumberShadowSamplesInfo.description)]]
std::optional<int> numberShadowSamples;
};
#include "ringscomponent_codegen.cpp"
} // namespace
namespace openspace {
documentation::Documentation RingsComponent::Documentation() {
return codegen::doc<Parameters>("globebrowsing_rings_component");
}
RingsComponent::RingsComponent(const ghoul::Dictionary& dictionary)
: properties::PropertyOwner({ "Rings" })
, _texturePath(TextureInfo)
, _textureFwrdPath(TextureFwrdInfo)
, _textureBckwrdPath(TextureBckwrdInfo)
, _textureUnlitPath(TextureUnlitInfo)
, _textureColorPath(TextureColorInfo)
, _textureTransparencyPath(TextureTransparencyInfo)
, _size(SizeInfo, 1.f, 0.f, 1e25f)
, _offset(OffsetInfo, glm::vec2(0.f, 1.f), glm::vec2(0.f), glm::vec2(1.f))
, _nightFactor(NightFactorInfo, 0.33f, 0.f, 1.f)
, _colorFilter(ColorFilterInfo, 0.15f, 0.f, 1.f)
, _enabled({ "Enabled", "Enabled", "Enable/Disable Rings" }, true)
, _zFightingPercentage(ZFightingPercentageInfo, 0.995f, 0.000001f, 1.f)
, _nShadowSamples(NumberShadowSamplesInfo, 2, 1, 7)
, _ringsDictionary(dictionary)
{
using ghoul::filesystem::File;
if (dictionary.hasValue<ghoul::Dictionary>("Rings")) {
// @TODO (abock, 2019-12-16) It would be better to not store the dictionary long
// term and rather extract the values directly here. This would require a bit of
// a rewrite in the RenderableGlobe class to not create the RingsComponent in the
// class-initializer list though
// @TODO (abock, 2021-03-25) Righto! The RenderableGlobe passes this dictionary
// in as-is so it would be easy to just pass it directly to the initialize method
// instead
_ringsDictionary = dictionary.value<ghoul::Dictionary>("Rings");
documentation::testSpecificationAndThrow(
Documentation(),
_ringsDictionary,
"RingsComponent"
);
}
}
void RingsComponent::initialize() {
ZoneScoped
using ghoul::filesystem::File;
const Parameters p = codegen::bake<Parameters>(_ringsDictionary);
addProperty(_enabled);
_size.setExponent(15.f);
_size = p.size.value_or(_size);
_size.onChange([&]() { _planeIsDirty = true; });
addProperty(_size);
if (p.texture.has_value()) {
_texturePath = absPath(p.texture->string()).string();
_textureFile = std::make_unique<File>(_texturePath.value());
_texturePath.onChange([this]() { loadTexture(); });
addProperty(_texturePath);
_textureFile->setCallback([this]() { _textureIsDirty = true; });
}
if (p.textureFwrd.has_value()) {
_textureFwrdPath = absPath(p.textureFwrd->string()).string();
_textureFileForwards = std::make_unique<File>(_textureFwrdPath.value());
_textureFwrdPath.onChange([this]() { loadTexture(); });
addProperty(_textureFwrdPath);
_textureFileForwards->setCallback([this]() { _textureIsDirty = true; });
}
if (p.textureBckwrd.has_value()) {
_textureBckwrdPath = absPath(p.textureBckwrd->string()).string();
_textureFileBackwards = std::make_unique<File>(_textureBckwrdPath.value());
_textureBckwrdPath.onChange([this]() { loadTexture(); });
addProperty(_textureBckwrdPath);
_textureFileBackwards->setCallback([this]() { _textureIsDirty = true; });
}
if (p.textureUnlit.has_value()) {
_textureUnlitPath = absPath(p.textureUnlit->string()).string();
_textureFileUnlit = std::make_unique<File>(_textureUnlitPath.value());
_textureUnlitPath.onChange([this]() { loadTexture(); });
addProperty(_textureUnlitPath);
_textureFileUnlit->setCallback([this]() { _textureIsDirty = true; });
}
if (p.textureColor.has_value()) {
_textureColorPath = absPath(p.textureColor->string()).string();
_textureFileColor = std::make_unique<File>(_textureColorPath.value());
_textureColorPath.onChange([this]() { loadTexture(); });
addProperty(_textureColorPath);
_textureFileColor->setCallback([this]() { _textureIsDirty = true; });
}
if (p.textureTransparency.has_value()) {
_textureTransparencyPath = absPath(p.textureTransparency->string()).string();
_textureFileTransparency = std::make_unique<File>(
_textureTransparencyPath.value()
);
_textureTransparencyPath.onChange([this]() { loadTexture(); });
addProperty(_textureTransparencyPath);
_textureFileTransparency->setCallback([this]() { _textureIsDirty = true; });
}
_offset = p.offset.value_or(_offset);
_offset.setViewOption(properties::Property::ViewOptions::MinMaxRange);
addProperty(_offset);
_nightFactor = p.nightFactor.value_or(_nightFactor);
addProperty(_nightFactor);
_colorFilter = p.colorFilter.value_or(_colorFilter);
addProperty(_colorFilter);
// Shadow Mapping Quality Controls
_zFightingPercentage = p.zFightingPercentage.value_or(_zFightingPercentage);
addProperty(_zFightingPercentage);
_nShadowSamples = p.numberShadowSamples.value_or(_nShadowSamples);
_nShadowSamples.onChange([this]() { compileShadowShader(); });
addProperty(_nShadowSamples);
}
bool RingsComponent::isReady() const {
return (_shader || _geometryOnlyShader) && _texture;
}
void RingsComponent::initializeGL() {
ZoneScoped
loadTexture();
compileShadowShader();
try {
//global::renderEngine.removeRenderProgram(_geometryOnlyShader.get());
_geometryOnlyShader = global::renderEngine->buildRenderProgram(
"RingsGeomOnlyProgram",
absPath("${MODULE_GLOBEBROWSING}/shaders/rings_geom_vs.glsl"),
absPath("${MODULE_GLOBEBROWSING}/shaders/rings_geom_fs.glsl")
);
ghoul::opengl::updateUniformLocations(
*_geometryOnlyShader,
_geomUniformCache,
GeomUniformNames
);
}
catch (const ghoul::RuntimeError& e) {
LERROR(e.message);
}
glGenVertexArrays(1, &_quad);
glGenBuffers(1, &_vertexPositionBuffer);
createPlane();
}
void RingsComponent::deinitializeGL() {
glDeleteVertexArrays(1, &_quad);
_quad = 0;
glDeleteBuffers(1, &_vertexPositionBuffer);
_vertexPositionBuffer = 0;
_textureFile = nullptr;
_texture = nullptr;
_textureFileForwards = nullptr;
_textureForwards = nullptr;
_textureFileBackwards = nullptr;
_textureBackwards = nullptr;
_textureFileUnlit = nullptr;
_textureUnlit = nullptr;
global::renderEngine->removeRenderProgram(_shader.get());
_shader = nullptr;
global::renderEngine->removeRenderProgram(_geometryOnlyShader.get());
_geometryOnlyShader = nullptr;
}
void RingsComponent::draw(const RenderData& data, RenderPass renderPass,
const ShadowComponent::ShadowMapData& shadowData)
{
if (renderPass == RenderPass::GeometryAndShading) {
_shader->activate();
}
else if (renderPass == RenderPass::GeometryOnly) {
_geometryOnlyShader->activate();
}
const glm::dmat4 modelTransform =
glm::translate(glm::dmat4(1.0), data.modelTransform.translation) *
glm::dmat4(data.modelTransform.rotation) *
glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale));
const glm::dmat4 modelViewProjectionTransform =
glm::dmat4(data.camera.projectionMatrix()) * data.camera.combinedViewMatrix()
* modelTransform;
ghoul::opengl::TextureUnit ringTextureUnit;
ghoul::opengl::TextureUnit ringTextureFwrdUnit;
ghoul::opengl::TextureUnit ringTextureBckwrdUnit;
ghoul::opengl::TextureUnit ringTextureUnlitUnit;
ghoul::opengl::TextureUnit ringTextureColorUnit;
ghoul::opengl::TextureUnit ringTextureTransparencyUnit;
if (renderPass == RenderPass::GeometryAndShading) {
if (_isAdvancedTextureEnabled) {
_shader->setUniform(
_uniformCacheAdvancedRings.modelViewProjectionMatrix,
modelViewProjectionTransform
);
_shader->setUniform(_uniformCacheAdvancedRings.textureOffset, _offset);
_shader->setUniform(
_uniformCacheAdvancedRings.colorFilterValue,
_colorFilter
);
_shader->setUniform(_uniformCacheAdvancedRings.nightFactor, _nightFactor);
_shader->setUniform(_uniformCacheAdvancedRings.sunPosition, _sunPosition);
const glm::dmat4 inverseModelTransform = glm::inverse(modelTransform);
glm::vec3 sunPositionObjectSpace = glm::normalize(
glm::vec3(inverseModelTransform * glm::vec4(_sunPosition, 0.f))
);
_shader->setUniform(
_uniformCacheAdvancedRings.sunPositionObj,
sunPositionObjectSpace
);
_shader->setUniform(
_uniformCacheAdvancedRings.zFightingPercentage,
_zFightingPercentage
);
_shader->setUniform(
_uniformCacheAdvancedRings.modelViewProjectionMatrix,
modelViewProjectionTransform
);
ringTextureFwrdUnit.activate();
_textureForwards->bind();
_shader->setUniform(
_uniformCacheAdvancedRings.ringTextureFwrd,
ringTextureFwrdUnit
);
ringTextureBckwrdUnit.activate();
_textureBackwards->bind();
_shader->setUniform(
_uniformCacheAdvancedRings.ringTextureBckwrd,
ringTextureBckwrdUnit
);
ringTextureUnlitUnit.activate();
_textureUnlit->bind();
_shader->setUniform(
_uniformCacheAdvancedRings.ringTextureUnlit,
ringTextureUnlitUnit
);
ringTextureColorUnit.activate();
_textureColor->bind();
_shader->setUniform(
_uniformCacheAdvancedRings.ringTextureColor,
ringTextureColorUnit
);
ringTextureTransparencyUnit.activate();
_textureTransparency->bind();
_shader->setUniform(
_uniformCacheAdvancedRings.ringTextureTransparency,
ringTextureTransparencyUnit
);
// Adding the model transformation to the final shadow matrix so we have a
// complete transformation from the model coordinates to the clip space of
// the light position.
_shader->setUniform(
_uniformCacheAdvancedRings.shadowMatrix,
shadowData.shadowMatrix * modelTransform
);
const glm::dmat4 camToObjectTransform = glm::inverse(
data.camera.combinedViewMatrix()
* modelTransform
);
_camPositionObjectSpace = glm::normalize(
glm::vec3(camToObjectTransform * glm::dvec4(0.0, 0.0, 0.0, 1.0))
);
_shader->setUniform(
_uniformCacheAdvancedRings.camPositionObj,
_camPositionObjectSpace
);
ghoul::opengl::TextureUnit shadowMapUnit;
shadowMapUnit.activate();
glBindTexture(GL_TEXTURE_2D, shadowData.shadowDepthTexture);
_shader->setUniform(
_uniformCacheAdvancedRings.shadowMapTexture,
shadowMapUnit
);
glEnable(GL_DEPTH_TEST);
glEnablei(GL_BLEND, 0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else {
_shader->setUniform(
_uniformCache.modelViewProjectionMatrix,
modelViewProjectionTransform
);
_shader->setUniform(_uniformCache.textureOffset, _offset);
_shader->setUniform(_uniformCache.colorFilterValue, _colorFilter);
_shader->setUniform(_uniformCache.nightFactor, _nightFactor);
_shader->setUniform(_uniformCache.sunPosition, _sunPosition);
_shader->setUniform(_uniformCache.zFightingPercentage, _zFightingPercentage);
_shader->setUniform(
_uniformCache.modelViewProjectionMatrix,
modelViewProjectionTransform
);
ringTextureUnit.activate();
_texture->bind();
_shader->setUniform(_uniformCache.ringTexture, ringTextureUnit);
// Adding the model transformation to the final shadow matrix so we have a
// complete transformation from the model coordinates to the clip space of
// the light position.
_shader->setUniform(
_uniformCache.shadowMatrix,
shadowData.shadowMatrix * modelTransform
);
ghoul::opengl::TextureUnit shadowMapUnit;
shadowMapUnit.activate();
glBindTexture(GL_TEXTURE_2D, shadowData.shadowDepthTexture);
_shader->setUniform(_uniformCache.shadowMapTexture, shadowMapUnit);
}
glEnable(GL_DEPTH_TEST);
glEnablei(GL_BLEND, 0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (renderPass == RenderPass::GeometryOnly) {
_geometryOnlyShader->setUniform(
_geomUniformCache.modelViewProjectionMatrix,
modelViewProjectionTransform
);
_geometryOnlyShader->setUniform(_geomUniformCache.textureOffset, _offset);
ringTextureUnit.activate();
if (_isAdvancedTextureEnabled) {
_textureForwards->bind();
}
else {
_texture->bind();
}
_geometryOnlyShader->setUniform(_geomUniformCache.ringTexture, ringTextureUnit);
}
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glBindVertexArray(_quad);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEnable(GL_CULL_FACE);
if (renderPass == RenderPass::GeometryAndShading) {
_shader->deactivate();
global::renderEngine->openglStateCache().resetBlendState();
}
else if (renderPass == RenderPass::GeometryOnly) {
_geometryOnlyShader->deactivate();
}
}
void RingsComponent::update(const UpdateData& data) {
ZoneScoped
if (_shader && _shader->isDirty()) {
compileShadowShader();
}
if (_geometryOnlyShader->isDirty()) {
_geometryOnlyShader->rebuildFromFile();
ghoul::opengl::updateUniformLocations(
*_geometryOnlyShader,
_geomUniformCache,
GeomUniformNames
);
}
if (_planeIsDirty) {
createPlane();
_planeIsDirty = false;
}
if (_textureIsDirty) {
loadTexture();
_textureIsDirty = false;
}
// @TODO (abock, 2022-02-20) This should be replaced with the more general light
// source solution that we are using in other places
SceneGraphNode* sun = global::renderEngine->scene()->sceneGraphNode("Sun");
if (sun) {
_sunPosition = glm::normalize(
sun->worldPosition() - data.modelTransform.translation
);
}
else {
// If the Sun node is not found, we assume the light source to be in the origin
_sunPosition = glm::normalize(-data.modelTransform.translation);
}
}
void RingsComponent::loadTexture() {
using namespace ghoul::io;
using namespace ghoul::opengl;
if (!_texturePath.value().empty()) {
std::unique_ptr<Texture> texture = TextureReader::ref().loadTexture(
absPath(_texturePath).string(),
1
);
if (texture) {
LDEBUGC(
"RingsComponent",
fmt::format("Loaded texture from {}", absPath(_texturePath))
);
_texture = std::move(texture);
_texture->uploadTexture();
_texture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
_textureFile = std::make_unique<ghoul::filesystem::File>(
_texturePath.value()
);
_textureFile->setCallback([this]() { _textureIsDirty = true; });
}
}
if (!_textureFwrdPath.value().empty()) {
std::unique_ptr<Texture> textureForwards = TextureReader::ref().loadTexture(
absPath(_textureFwrdPath).string(),
1
);
if (textureForwards) {
LDEBUGC(
"RingsComponent",
fmt::format(
"Loaded forwards scattering texture from {}",
absPath(_textureFwrdPath)
)
);
_textureForwards = std::move(textureForwards);
_textureForwards->uploadTexture();
_textureForwards->setFilter(
ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
_textureFileForwards = std::make_unique<ghoul::filesystem::File>(
_textureFwrdPath.value()
);
_textureFileForwards->setCallback([this]() { _textureIsDirty = true; });
}
}
if (!_textureBckwrdPath.value().empty()) {
std::unique_ptr<Texture> textureBackwards = TextureReader::ref().loadTexture(
absPath(_textureBckwrdPath).string(),
1
);
if (textureBackwards) {
LDEBUGC(
"RingsComponent",
fmt::format(
"Loaded backwards scattering texture from {}",
absPath(_textureBckwrdPath)
)
);
_textureBackwards = std::move(textureBackwards);
_textureBackwards->uploadTexture();
_textureBackwards->setFilter(
ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
_textureFileBackwards = std::make_unique<ghoul::filesystem::File>(
_textureBckwrdPath.value()
);
_textureFileBackwards->setCallback([this]() { _textureIsDirty = true; });
}
}
if (!_textureUnlitPath.value().empty()) {
std::unique_ptr<Texture> textureUnlit = TextureReader::ref().loadTexture(
absPath(_textureUnlitPath).string(),
1
);
if (textureUnlit) {
LDEBUGC(
"RingsComponent",
fmt::format("Loaded unlit texture from {}", absPath(_textureUnlitPath))
);
_textureUnlit = std::move(textureUnlit);
_textureUnlit->uploadTexture();
_textureUnlit->setFilter(Texture::FilterMode::AnisotropicMipMap);
_textureFileUnlit = std::make_unique<ghoul::filesystem::File>(
_textureUnlitPath.value()
);
_textureFileUnlit->setCallback([this]() { _textureIsDirty = true; });
}
}
if (!_textureColorPath.value().empty()) {
std::unique_ptr<Texture> textureColor = TextureReader::ref().loadTexture(
absPath(_textureColorPath).string(),
1
);
if (textureColor) {
LDEBUGC(
"RingsComponent",
fmt::format("Loaded color texture from {}", absPath(_textureColorPath))
);
_textureColor = std::move(textureColor);
_textureColor->uploadTexture();
_textureColor->setFilter(Texture::FilterMode::AnisotropicMipMap);
_textureFileColor = std::make_unique<ghoul::filesystem::File>(
_textureColorPath.value()
);
_textureFileColor->setCallback([this]() { _textureIsDirty = true; });
}
}
if (!_textureTransparencyPath.value().empty()) {
std::unique_ptr<Texture> textureTransparency = TextureReader::ref().loadTexture(
absPath(_textureTransparencyPath).string(),
1
);
if (textureTransparency) {
LDEBUGC(
"RingsComponent",
fmt::format("Loaded unlit texture from {}", absPath(_textureUnlitPath))
);
_textureTransparency = std::move(textureTransparency);
_textureTransparency->uploadTexture();
_textureTransparency->setFilter(
ghoul::opengl::Texture::FilterMode::AnisotropicMipMap
);
_textureFileTransparency = std::make_unique<ghoul::filesystem::File>(
_textureTransparencyPath.value()
);
_textureFileTransparency->setCallback([this]() { _textureIsDirty = true; });
}
}
_isAdvancedTextureEnabled = _textureForwards && _textureBackwards && _textureUnlit;
}
void RingsComponent::createPlane() {
const GLfloat size = _size;
struct VertexData {
GLfloat x;
GLfloat y;
GLfloat s;
GLfloat t;
};
VertexData data[] = {
{ -size, -size, 0.f, 0.f },
{ size, size, 1.f, 1.f },
{ -size, size, 0.f, 1.f },
{ -size, -size, 0.f, 0.f },
{ size, -size, 1.f, 0.f },
{ size, size, 1.f, 1.f },
};
glBindVertexArray(_quad);
glBindBuffer(GL_ARRAY_BUFFER, _vertexPositionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0,
2,
GL_FLOAT,
GL_FALSE,
sizeof(VertexData),
nullptr
);
glEnableVertexAttribArray(1);
glVertexAttribPointer(
1,
2,
GL_FLOAT,
GL_FALSE,
sizeof(VertexData),
reinterpret_cast<void*>(offsetof(VertexData, s)) // NOLINT
);
}
void RingsComponent::compileShadowShader() {
ghoul::Dictionary dict;
dict.setValue("nShadowSamples", std::to_string(_nShadowSamples - 1));
try {
global::renderEngine->removeRenderProgram(_shader.get());
// _shader = global::renderEngine->buildRenderProgram(
// "RingsProgram",
// absPath("${MODULE_GLOBEBROWSING}/shaders/rings_vs.glsl"),
// absPath("${MODULE_GLOBEBROWSING}/shaders/rings_fs.glsl"),
// dict
// );
// ghoul::opengl::updateUniformLocations(*_shader, _uniformCache, UniformNames);
// Uses multiple textures for the Rings
// See https://bjj.mmedia.is/data/s_rings/index.html for theory behind it
if (_isAdvancedTextureEnabled) {
_shader = global::renderEngine->buildRenderProgram(
"AdvancedRingsProgram",
absPath("${MODULE_GLOBEBROWSING}/shaders/advanced_rings_vs.glsl"),
absPath("${MODULE_GLOBEBROWSING}/shaders/advanced_rings_fs.glsl"),
dict
);
ghoul::opengl::updateUniformLocations(
*_shader,
_uniformCacheAdvancedRings,
UniformNamesAdvancedRings
);
}
else {
// Uses simple texture for the Rings
_shader = global::renderEngine->buildRenderProgram(
"RingsProgram",
absPath("${MODULE_GLOBEBROWSING}/shaders/rings_vs.glsl"),
absPath("${MODULE_GLOBEBROWSING}/shaders/rings_fs.glsl"),
dict
);
ghoul::opengl::updateUniformLocations(*_shader, _uniformCache, UniformNames);
}
}
catch (const ghoul::RuntimeError& e) {
LERROR(e.message);
}
}
bool RingsComponent::isEnabled() const {
return _enabled;
}
double RingsComponent::size() const {
return _size;
}
} // namespace openspace