mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-03-13 17:09:05 -05:00
- Fixes for all files - constexpr cleanup - Cosmetic changes - Remove punctuation from the end of messages
878 lines
32 KiB
C++
878 lines
32 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2022 *
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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/src/ringscomponent.h>
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#include <modules/globebrowsing/globebrowsingmodule.h>
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#include <modules/globebrowsing/src/renderableglobe.h>
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#include <openspace/documentation/documentation.h>
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#include <openspace/documentation/verifier.h>
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#include <openspace/engine/globals.h>
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#include <openspace/engine/moduleengine.h>
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#include <openspace/engine/openspaceengine.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/scene/scene.h>
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#include <openspace/util/updatestructures.h>
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#include <ghoul/filesystem/filesystem.h>
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#include <ghoul/font/fontmanager.h>
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#include <ghoul/font/fontrenderer.h>
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#include <ghoul/logging/logmanager.h>
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#include <ghoul/misc/dictionary.h>
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#include <ghoul/misc/profiling.h>
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#include <ghoul/opengl/openglstatecache.h>
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#include <ghoul/opengl/programobject.h>
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#include <ghoul/opengl/texture.h>
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#include <ghoul/opengl/textureunit.h>
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#include <ghoul/io/texture/texturereader.h>
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#include <filesystem>
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#include <fstream>
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#include <cstdlib>
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#include <locale>
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namespace {
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constexpr std::string_view _loggerCat = "RingsComponent";
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constexpr std::array<const char*, 9> UniformNames = {
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"modelViewProjectionMatrix", "textureOffset", "colorFilterValue", "nightFactor",
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"sunPosition", "ringTexture", "shadowMatrix", "shadowMapTexture",
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"zFightingPercentage"
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};
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constexpr std::array<const char*, 15> UniformNamesAdvancedRings = {
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"modelViewProjectionMatrix", "textureOffset", "colorFilterValue", "nightFactor",
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"sunPosition", "sunPositionObj", "camPositionObj", "ringTextureFwrd",
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"ringTextureBckwrd", "ringTextureUnlit", "ringTextureColor",
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"ringTextureTransparency", "shadowMatrix", "shadowMapTexture",
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"zFightingPercentage"
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};
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constexpr std::array<const char*, 3> GeomUniformNames = {
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"modelViewProjectionMatrix", "textureOffset", "ringTexture"
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};
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constexpr openspace::properties::Property::PropertyInfo TextureInfo = {
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"Texture",
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"Texture",
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"This value is the path to a texture on disk that contains a one-dimensional "
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"texture which is used for these rings"
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};
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constexpr openspace::properties::Property::PropertyInfo TextureFwrdInfo = {
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"TextureFwrd",
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"TextureFwrd",
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"This value is the path to a texture on disk that contains a one-dimensional "
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"texture which is used for forward scattering light in these rings"
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};
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constexpr openspace::properties::Property::PropertyInfo TextureBckwrdInfo = {
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"TextureBckwrd",
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"TextureBckwrd",
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"This value is the path to a texture on disk that contains a one-dimensional "
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"texture which is used for backward scattering light in these rings"
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};
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constexpr openspace::properties::Property::PropertyInfo TextureUnlitInfo = {
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"TextureUnlit",
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"TextureUnlit",
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"This value is the path to a texture on disk that contains a one-dimensional "
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"texture which is used for unlit part in these rings"
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};
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constexpr openspace::properties::Property::PropertyInfo TextureColorInfo = {
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"TextureColor",
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"TextureColor",
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"This value is the path to a texture on disk that contains a one-dimensional "
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"texture color which is used for unlit part in these rings"
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};
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constexpr openspace::properties::Property::PropertyInfo TextureTransparencyInfo = {
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"TextureTransparency",
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"TextureTransparency",
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"This value is the path to a texture on disk that contains a one-dimensional "
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"texture transparency which is used for unlit part in these rings"
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};
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constexpr openspace::properties::Property::PropertyInfo SizeInfo = {
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"Size",
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"Size",
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"This value specifies the radius of the rings in meter"
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};
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constexpr openspace::properties::Property::PropertyInfo OffsetInfo = {
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"Offset",
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"Offset",
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"This value is used to limit the width of the rings. Each of the two values is "
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"a value between 0 and 1, where 0 is the center of the ring and 1 is the "
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"maximum extent at the radius. For example, if the value is {0.5, 1.0}, the "
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"ring is only shown between radius/2 and radius. It defaults to {0.0, 1.0}"
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};
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constexpr openspace::properties::Property::PropertyInfo NightFactorInfo = {
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"NightFactor",
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"Night Factor",
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"This value is a multiplicative factor that is applied to the side of the rings "
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"that is facing away from the Sun. If this value is equal to '1', no darkening "
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"of the night side occurs"
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};
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constexpr openspace::properties::Property::PropertyInfo ColorFilterInfo = {
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"ColorFilter",
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"Color Filter",
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"This value affects the filtering out of part of the rings depending on the "
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"color values of the texture. The higher value, the more rings are filtered out"
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};
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constexpr openspace::properties::Property::PropertyInfo ZFightingPercentageInfo = {
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"ZFightingPercentage",
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"Z-Fighting Percentage",
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"The percentage of the correct distance to the surface being shadowed. "
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"Possible values: [0.0, 1.0]"
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};
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constexpr openspace::properties::Property::PropertyInfo NumberShadowSamplesInfo = {
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"NumberShadowSamples",
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"Number of Shadow Samples",
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"The number of samples used during shadow mapping calculation "
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"(Percentage Closer Filtering)"
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};
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struct [[codegen::Dictionary(RingsComponent)]] Parameters {
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// [[codegen::verbatim(TextureInfo.description)]]
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std::optional<std::filesystem::path> texture;
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// [[codegen::verbatim(TextureFwrdInfo.description)]]
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std::optional<std::filesystem::path> textureFwrd;
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// [[codegen::verbatim(TextureBckwrdInfo.description)]]
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std::optional<std::filesystem::path> textureBckwrd;
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// [[codegen::verbatim(TextureUnlitInfo.description)]]
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std::optional<std::filesystem::path> textureUnlit;
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// [[codegen::verbatim(TextureColorInfo.description)]]
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std::optional<std::filesystem::path> textureColor;
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// [[codegen::verbatim(TextureTransparencyInfo.description)]]
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std::optional<std::filesystem::path> textureTransparency;
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// [[codegen::verbatim(SizeInfo.description)]]
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std::optional<float> size;
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// [[codegen::verbatim(OffsetInfo.description)]]
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std::optional<glm::vec2> offset;
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// [[codegen::verbatim(NightFactorInfo.description)]]
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std::optional<float> nightFactor;
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// [[codegen::verbatim(ColorFilterInfo.description)]]
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std::optional<float> colorFilter;
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// [[codegen::verbatim(ZFightingPercentageInfo.description)]]
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std::optional<float> zFightingPercentage;
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// [[codegen::verbatim(NumberShadowSamplesInfo.description)]]
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std::optional<int> numberShadowSamples;
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};
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#include "ringscomponent_codegen.cpp"
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} // namespace
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namespace openspace {
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documentation::Documentation RingsComponent::Documentation() {
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return codegen::doc<Parameters>("globebrowsing_rings_component");
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}
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RingsComponent::RingsComponent(const ghoul::Dictionary& dictionary)
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: properties::PropertyOwner({ "Rings" })
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, _texturePath(TextureInfo)
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, _textureFwrdPath(TextureFwrdInfo)
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, _textureBckwrdPath(TextureBckwrdInfo)
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, _textureUnlitPath(TextureUnlitInfo)
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, _textureColorPath(TextureColorInfo)
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, _textureTransparencyPath(TextureTransparencyInfo)
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, _size(SizeInfo, 1.f, 0.f, 1e25f)
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, _offset(OffsetInfo, glm::vec2(0.f, 1.f), glm::vec2(0.f), glm::vec2(1.f))
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, _nightFactor(NightFactorInfo, 0.33f, 0.f, 1.f)
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, _colorFilter(ColorFilterInfo, 0.15f, 0.f, 1.f)
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, _enabled({ "Enabled", "Enabled", "Enable/Disable Rings" }, true)
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, _zFightingPercentage(ZFightingPercentageInfo, 0.995f, 0.000001f, 1.f)
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, _nShadowSamples(NumberShadowSamplesInfo, 2, 1, 7)
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, _ringsDictionary(dictionary)
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{
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using ghoul::filesystem::File;
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if (dictionary.hasValue<ghoul::Dictionary>("Rings")) {
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// @TODO (abock, 2019-12-16) It would be better to not store the dictionary long
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// term and rather extract the values directly here. This would require a bit of
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// a rewrite in the RenderableGlobe class to not create the RingsComponent in the
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// class-initializer list though
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// @TODO (abock, 2021-03-25) Righto! The RenderableGlobe passes this dictionary
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// in as-is so it would be easy to just pass it directly to the initialize method
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// instead
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_ringsDictionary = dictionary.value<ghoul::Dictionary>("Rings");
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documentation::testSpecificationAndThrow(
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Documentation(),
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_ringsDictionary,
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"RingsComponent"
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);
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}
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}
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void RingsComponent::initialize() {
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ZoneScoped
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using ghoul::filesystem::File;
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const Parameters p = codegen::bake<Parameters>(_ringsDictionary);
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addProperty(_enabled);
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_size.setExponent(15.f);
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_size = p.size.value_or(_size);
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_size.onChange([&]() { _planeIsDirty = true; });
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addProperty(_size);
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if (p.texture.has_value()) {
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_texturePath = absPath(p.texture->string()).string();
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_textureFile = std::make_unique<File>(_texturePath.value());
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_texturePath.onChange([this]() { loadTexture(); });
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addProperty(_texturePath);
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_textureFile->setCallback([this]() { _textureIsDirty = true; });
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}
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if (p.textureFwrd.has_value()) {
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_textureFwrdPath = absPath(p.textureFwrd->string()).string();
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_textureFileForwards = std::make_unique<File>(_textureFwrdPath.value());
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_textureFwrdPath.onChange([this]() { loadTexture(); });
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addProperty(_textureFwrdPath);
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_textureFileForwards->setCallback([this]() { _textureIsDirty = true; });
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}
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if (p.textureBckwrd.has_value()) {
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_textureBckwrdPath = absPath(p.textureBckwrd->string()).string();
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_textureFileBackwards = std::make_unique<File>(_textureBckwrdPath.value());
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_textureBckwrdPath.onChange([this]() { loadTexture(); });
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addProperty(_textureBckwrdPath);
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_textureFileBackwards->setCallback([this]() { _textureIsDirty = true; });
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}
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if (p.textureUnlit.has_value()) {
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_textureUnlitPath = absPath(p.textureUnlit->string()).string();
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_textureFileUnlit = std::make_unique<File>(_textureUnlitPath.value());
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_textureUnlitPath.onChange([this]() { loadTexture(); });
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addProperty(_textureUnlitPath);
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_textureFileUnlit->setCallback([this]() { _textureIsDirty = true; });
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}
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if (p.textureColor.has_value()) {
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_textureColorPath = absPath(p.textureColor->string()).string();
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_textureFileColor = std::make_unique<File>(_textureColorPath.value());
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_textureColorPath.onChange([this]() { loadTexture(); });
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addProperty(_textureColorPath);
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_textureFileColor->setCallback([this]() { _textureIsDirty = true; });
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}
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if (p.textureTransparency.has_value()) {
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_textureTransparencyPath = absPath(p.textureTransparency->string()).string();
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_textureFileTransparency = std::make_unique<File>(
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_textureTransparencyPath.value()
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);
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_textureTransparencyPath.onChange([this]() { loadTexture(); });
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addProperty(_textureTransparencyPath);
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_textureFileTransparency->setCallback([this]() { _textureIsDirty = true; });
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}
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_offset = p.offset.value_or(_offset);
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_offset.setViewOption(properties::Property::ViewOptions::MinMaxRange);
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addProperty(_offset);
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_nightFactor = p.nightFactor.value_or(_nightFactor);
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addProperty(_nightFactor);
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_colorFilter = p.colorFilter.value_or(_colorFilter);
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addProperty(_colorFilter);
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// Shadow Mapping Quality Controls
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_zFightingPercentage = p.zFightingPercentage.value_or(_zFightingPercentage);
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addProperty(_zFightingPercentage);
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_nShadowSamples = p.numberShadowSamples.value_or(_nShadowSamples);
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_nShadowSamples.onChange([this]() { compileShadowShader(); });
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addProperty(_nShadowSamples);
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}
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bool RingsComponent::isReady() const {
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return (_shader || _geometryOnlyShader) && _texture;
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}
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void RingsComponent::initializeGL() {
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ZoneScoped
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loadTexture();
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compileShadowShader();
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try {
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//global::renderEngine.removeRenderProgram(_geometryOnlyShader.get());
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_geometryOnlyShader = global::renderEngine->buildRenderProgram(
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"RingsGeomOnlyProgram",
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absPath("${MODULE_GLOBEBROWSING}/shaders/rings_geom_vs.glsl"),
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absPath("${MODULE_GLOBEBROWSING}/shaders/rings_geom_fs.glsl")
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);
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ghoul::opengl::updateUniformLocations(
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*_geometryOnlyShader,
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_geomUniformCache,
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GeomUniformNames
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);
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}
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catch (const ghoul::RuntimeError& e) {
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LERROR(e.message);
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}
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glGenVertexArrays(1, &_quad);
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glGenBuffers(1, &_vertexPositionBuffer);
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createPlane();
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}
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void RingsComponent::deinitializeGL() {
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glDeleteVertexArrays(1, &_quad);
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_quad = 0;
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glDeleteBuffers(1, &_vertexPositionBuffer);
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_vertexPositionBuffer = 0;
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_textureFile = nullptr;
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_texture = nullptr;
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_textureFileForwards = nullptr;
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_textureForwards = nullptr;
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_textureFileBackwards = nullptr;
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_textureBackwards = nullptr;
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_textureFileUnlit = nullptr;
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_textureUnlit = nullptr;
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global::renderEngine->removeRenderProgram(_shader.get());
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_shader = nullptr;
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global::renderEngine->removeRenderProgram(_geometryOnlyShader.get());
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_geometryOnlyShader = nullptr;
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}
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void RingsComponent::draw(const RenderData& data, RenderPass renderPass,
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const ShadowComponent::ShadowMapData& shadowData)
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{
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if (renderPass == RenderPass::GeometryAndShading) {
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_shader->activate();
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}
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else if (renderPass == RenderPass::GeometryOnly) {
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_geometryOnlyShader->activate();
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}
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const glm::dmat4 modelTransform =
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glm::translate(glm::dmat4(1.0), data.modelTransform.translation) *
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glm::dmat4(data.modelTransform.rotation) *
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glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale));
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const glm::dmat4 modelViewProjectionTransform =
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glm::dmat4(data.camera.projectionMatrix()) * data.camera.combinedViewMatrix()
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* modelTransform;
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ghoul::opengl::TextureUnit ringTextureUnit;
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ghoul::opengl::TextureUnit ringTextureFwrdUnit;
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ghoul::opengl::TextureUnit ringTextureBckwrdUnit;
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ghoul::opengl::TextureUnit ringTextureUnlitUnit;
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ghoul::opengl::TextureUnit ringTextureColorUnit;
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ghoul::opengl::TextureUnit ringTextureTransparencyUnit;
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if (renderPass == RenderPass::GeometryAndShading) {
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if (_isAdvancedTextureEnabled) {
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_shader->setUniform(
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_uniformCacheAdvancedRings.modelViewProjectionMatrix,
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modelViewProjectionTransform
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);
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_shader->setUniform(_uniformCacheAdvancedRings.textureOffset, _offset);
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_shader->setUniform(
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_uniformCacheAdvancedRings.colorFilterValue,
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_colorFilter
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);
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_shader->setUniform(_uniformCacheAdvancedRings.nightFactor, _nightFactor);
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_shader->setUniform(_uniformCacheAdvancedRings.sunPosition, _sunPosition);
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const glm::dmat4 inverseModelTransform = glm::inverse(modelTransform);
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glm::vec3 sunPositionObjectSpace = glm::normalize(
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glm::vec3(inverseModelTransform * glm::vec4(_sunPosition, 0.f))
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);
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_shader->setUniform(
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_uniformCacheAdvancedRings.sunPositionObj,
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sunPositionObjectSpace
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);
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_shader->setUniform(
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_uniformCacheAdvancedRings.zFightingPercentage,
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_zFightingPercentage
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);
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_shader->setUniform(
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_uniformCacheAdvancedRings.modelViewProjectionMatrix,
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modelViewProjectionTransform
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);
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ringTextureFwrdUnit.activate();
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_textureForwards->bind();
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_shader->setUniform(
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_uniformCacheAdvancedRings.ringTextureFwrd,
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ringTextureFwrdUnit
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);
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ringTextureBckwrdUnit.activate();
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_textureBackwards->bind();
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_shader->setUniform(
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_uniformCacheAdvancedRings.ringTextureBckwrd,
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ringTextureBckwrdUnit
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);
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ringTextureUnlitUnit.activate();
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_textureUnlit->bind();
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_shader->setUniform(
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_uniformCacheAdvancedRings.ringTextureUnlit,
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ringTextureUnlitUnit
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);
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ringTextureColorUnit.activate();
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_textureColor->bind();
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_shader->setUniform(
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_uniformCacheAdvancedRings.ringTextureColor,
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ringTextureColorUnit
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);
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ringTextureTransparencyUnit.activate();
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_textureTransparency->bind();
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_shader->setUniform(
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_uniformCacheAdvancedRings.ringTextureTransparency,
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ringTextureTransparencyUnit
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);
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// Adding the model transformation to the final shadow matrix so we have a
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// complete transformation from the model coordinates to the clip space of
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// 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
|