Files
OpenSpace/modules/base/rendering/renderableplanet.cpp
2016-06-06 17:19:11 -04:00

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21 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 *
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* 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 *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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****************************************************************************************/
// open space includes
#include <modules/base/rendering/renderableplanet.h>
#include <openspace/engine/configurationmanager.h>
#include <openspace/engine/openspaceengine.h>
#include <openspace/rendering/renderengine.h>
#include <modules/base/rendering/planetgeometry.h>
#include <openspace/util/time.h>
#include <openspace/util/spicemanager.h>
#include <openspace/scene/scenegraphnode.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/misc/assert.h>
#include <ghoul/io/texture/texturereader.h>
#include <ghoul/opengl/programobject.h>
#include <ghoul/opengl/texture.h>
#include <ghoul/opengl/textureunit.h>
#define _USE_MATH_DEFINES
#include <math.h>
namespace {
const std::string _loggerCat = "RenderablePlanet";
const std::string keyFrame = "Frame";
const std::string keyGeometry = "Geometry";
const std::string keyRadius = "Radius";
const std::string keyShading = "PerformShading";
const std::string keyShadowGroup = "Shadow_Group";
const std::string keyShadowSource = "Source";
const std::string keyShadowCaster = "Caster";
const std::string keyBody = "Body";
}
namespace openspace {
RenderablePlanet::RenderablePlanet(const ghoul::Dictionary& dictionary)
: Renderable(dictionary)
, _colorTexturePath("colorTexture", "Color Texture")
, _nightTexturePath("nightTexture", "Night Texture")
, _heightMapTexturePath("heightMap", "Heightmap Texture")
, _heightExaggeration("heightExaggeration", "Height Exaggeration", 1.f, 0.f, 10.f)
, _programObject(nullptr)
, _texture(nullptr)
, _nightTexture(nullptr)
, _heightMapTexture(nullptr)
, _geometry(nullptr)
, _performShading("performShading", "Perform Shading", true)
, _rotation("rotation", "Rotation", 0, 0, 360)
, _alpha(1.f)
, _planetRadius(0.f)
, _hasNightTexture(false)
, _hasHeightTexture(false)
{
std::string name;
bool success = dictionary.getValue(SceneGraphNode::KeyName, name);
ghoul_assert(success,
"RenderablePlanet need the '" << SceneGraphNode::KeyName<<"' be specified");
//std::string path;
//success = dictionary.getValue(constants::scenegraph::keyPathModule, path);
//ghoul_assert(success,
// "RenderablePlanet need the '"<<constants::scenegraph::keyPathModule<<"' be specified");
ghoul::Dictionary geometryDictionary;
success = dictionary.getValue(keyGeometry, geometryDictionary);
if (success) {
geometryDictionary.setValue(SceneGraphNode::KeyName, name);
//geometryDictionary.setValue(constants::scenegraph::keyPathModule, path);
_geometry = planetgeometry::PlanetGeometry::createFromDictionary(geometryDictionary);
glm::vec2 planetRadiusVec;
success = geometryDictionary.getValue(keyRadius, planetRadiusVec);
if (success)
_planetRadius = planetRadiusVec[0] * glm::pow(10, planetRadiusVec[1]);
else
LWARNING("No Radius value expecified for " << name << " planet.");
}
dictionary.getValue(keyFrame, _frame);
dictionary.getValue(keyBody, _target);
if (_target != "")
setBody(_target);
// TODO: textures need to be replaced by a good system similar to the geometry as soon
// as the requirements are fixed (ab)
std::string texturePath = "";
success = dictionary.getValue("Textures.Color", texturePath);
if (success)
_colorTexturePath = absPath(texturePath);
std::string nightTexturePath = "";
dictionary.getValue("Textures.Night", nightTexturePath);
if (nightTexturePath != ""){
_hasNightTexture = true;
_nightTexturePath = absPath(nightTexturePath);
}
std::string heightMapTexturePath = "";
dictionary.getValue("Textures.Height", heightMapTexturePath);
if (heightMapTexturePath != "") {
_hasHeightTexture = true;
_heightMapTexturePath = absPath(heightMapTexturePath);
}
addPropertySubOwner(_geometry);
addProperty(_colorTexturePath);
_colorTexturePath.onChange(std::bind(&RenderablePlanet::loadTexture, this));
addProperty(_nightTexturePath);
_nightTexturePath.onChange(std::bind(&RenderablePlanet::loadTexture, this));
addProperty(_heightMapTexturePath);
_heightMapTexturePath.onChange(std::bind(&RenderablePlanet::loadTexture, this));
addProperty(_heightExaggeration);
if (dictionary.hasKeyAndValue<bool>(keyShading)) {
bool shading;
dictionary.getValue(keyShading, shading);
_performShading = shading;
}
addProperty(_performShading);
// Mainly for debugging purposes @AA
addProperty(_rotation);
// Shadow data:
ghoul::Dictionary shadowDictionary;
success = dictionary.getValue(keyShadowGroup, shadowDictionary);
bool disableShadows = false;
if (success) {
std::vector< std::pair<std::string, float > > sourceArray;
unsigned int sourceCounter = 1;
while (success) {
std::string sourceName;
std::stringstream ss;
ss << keyShadowSource << sourceCounter << ".Name";
success = shadowDictionary.getValue(ss.str(), sourceName);
if (success) {
glm::vec2 sourceRadius;
ss.str(std::string());
ss << keyShadowSource << sourceCounter << ".Radius";
success = shadowDictionary.getValue(ss.str(), sourceRadius);
if (success) {
sourceArray.push_back(std::pair< std::string, float>(
sourceName, sourceRadius[0] * glm::pow(10, sourceRadius[1])));
}
else {
LWARNING("No Radius value expecified for Shadow Source Name "
<< sourceName << " from " << name
<< " planet.\nDisabling shadows for this planet.");
disableShadows = true;
break;
}
}
sourceCounter++;
}
if (!disableShadows && !sourceArray.empty()) {
success = true;
std::vector< std::pair<std::string, float > > casterArray;
unsigned int casterCounter = 1;
while (success) {
std::string casterName;
std::stringstream ss;
ss << keyShadowCaster << casterCounter << ".Name";
success = shadowDictionary.getValue(ss.str(), casterName);
if (success) {
glm::vec2 casterRadius;
ss.str(std::string());
ss << keyShadowCaster << casterCounter << ".Radius";
success = shadowDictionary.getValue(ss.str(), casterRadius);
if (success) {
casterArray.push_back(std::pair< std::string, float>(
casterName, casterRadius[0] * glm::pow(10, casterRadius[1])));
}
else {
LWARNING("No Radius value expecified for Shadow Caster Name "
<< casterName << " from " << name
<< " planet.\nDisabling shadows for this planet.");
disableShadows = true;
break;
}
}
casterCounter++;
}
if (!disableShadows && (!sourceArray.empty() && !casterArray.empty())) {
for (const auto & source : sourceArray)
for (const auto & caster : casterArray) {
ShadowConf sc;
sc.source = source;
sc.caster = caster;
_shadowConfArray.push_back(sc);
}
}
}
}
}
RenderablePlanet::~RenderablePlanet() {
}
bool RenderablePlanet::initialize() {
RenderEngine& renderEngine = OsEng.renderEngine();
if (_programObject == nullptr && !_shadowConfArray.empty() && _hasNightTexture) {
// shadow program
_programObject = renderEngine.buildRenderProgram(
"shadowNightProgram",
"${MODULE_BASE}/shaders/shadow_nighttexture_vs.glsl",
"${MODULE_BASE}/shaders/shadow_nighttexture_fs.glsl");
if (!_programObject)
return false;
}
else if (_programObject == nullptr && !_shadowConfArray.empty()) {
// shadow program
_programObject = renderEngine.buildRenderProgram(
"shadowProgram",
"${MODULE_BASE}/shaders/shadow_vs.glsl",
"${MODULE_BASE}/shaders/shadow_fs.glsl");
if (!_programObject)
return false;
}
else if (_programObject == nullptr && _hasNightTexture) {
// Night texture program
_programObject = renderEngine.buildRenderProgram(
"nightTextureProgram",
"${MODULE_BASE}/shaders/nighttexture_vs.glsl",
"${MODULE_BASE}/shaders/nighttexture_fs.glsl");
if (!_programObject)
return false;
}
else if (_programObject == nullptr) {
// pscstandard
_programObject = renderEngine.buildRenderProgram(
"pscstandard",
"${MODULE_BASE}/shaders/pscstandard_vs.glsl",
"${MODULE_BASE}/shaders/pscstandard_fs.glsl");
if (!_programObject)
return false;
}
using IgnoreError = ghoul::opengl::ProgramObject::IgnoreError;
_programObject->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
_programObject->setIgnoreUniformLocationError(IgnoreError::Yes);
loadTexture();
_geometry->initialize(this);
return isReady();
}
bool RenderablePlanet::deinitialize() {
if(_geometry) {
_geometry->deinitialize();
delete _geometry;
}
RenderEngine& renderEngine = OsEng.renderEngine();
if (_programObject) {
renderEngine.removeRenderProgram(_programObject);
_programObject = nullptr;
}
_geometry = nullptr;
_texture = nullptr;
_nightTexture = nullptr;
return true;
}
bool RenderablePlanet::isReady() const {
bool ready = true;
ready &= (_programObject != nullptr);
ready &= (_texture != nullptr);
ready &= (_geometry != nullptr);
return ready;
}
void RenderablePlanet::render(const RenderData& data)
{
// activate shader
_programObject->activate();
// scale the planet to appropriate size since the planet is a unit sphere
glm::mat4 transform = glm::mat4(1);
//earth needs to be rotated for that to work.
glm::mat4 rot = glm::rotate(transform, static_cast<float>(M_PI_2), glm::vec3(1, 0, 0));
glm::mat4 roty = glm::rotate(transform, static_cast<float>(M_PI_2), glm::vec3(0, -1, 0));
glm::mat4 rotProp = glm::rotate(transform, glm::radians(static_cast<float>(_rotation)), glm::vec3(0, 1, 0));
for (int i = 0; i < 3; i++){
for (int j = 0; j < 3; j++){
transform[i][j] = static_cast<float>(_stateMatrix[i][j]);
}
}
transform = transform * rot * roty * rotProp;
// setup the data to the shader
double lt;
glm::dvec3 p =
SpiceManager::ref().targetPosition("SUN", _target, "GALACTIC", {}, _time, lt);
p *= 1000.0; // from Km to m
psc sun_pos = PowerScaledCoordinate::CreatePowerScaledCoordinate(p.x, p.y, p.z);
//_programObject->setUniform("light_dir", sun_pos.vec4());
glm::dvec3 pt =
SpiceManager::ref().targetPosition(_target, "SUN", "GALACTIC", {}, _time, lt);
psc tmppos = PowerScaledCoordinate::CreatePowerScaledCoordinate(pt.x, pt.y, pt.z);
glm::vec3 cam_dir = glm::normalize(data.camera.position().vec3() - tmppos.vec3());
// This is camera position vector (camera direction) in world coordinates.
//_programObject->setUniform("cam_dir", cam_dir);
//glm::mat4 modelview = data.camera.viewMatrix()*data.camera.modelMatrix();
//glm::vec3 camSpaceEye = (-(modelview*data.position.vec4())).xyz;
//_programObject->setUniform("camdir", camSpaceEye);
_programObject->setUniform("transparency", _alpha);
_programObject->setUniform("ViewProjection", data.camera.viewProjectionMatrix());
_programObject->setUniform("ModelTransform", transform);
setPscUniforms(*_programObject.get(), data.camera, data.position);
_programObject->setUniform("_performShading", _performShading);
_programObject->setUniform("_hasHeightMap", _hasHeightTexture);
_programObject->setUniform("_heightExaggeration", _heightExaggeration);
// Bind texture
ghoul::opengl::TextureUnit dayUnit;
ghoul::opengl::TextureUnit nightUnit;
ghoul::opengl::TextureUnit heightUnit;
dayUnit.activate();
_texture->bind();
_programObject->setUniform("texture1", dayUnit);
// Bind possible night texture
if (_hasNightTexture) {
nightUnit.activate();
_nightTexture->bind();
_programObject->setUniform("nightTex", nightUnit);
}
if (_hasHeightTexture) {
heightUnit.activate();
_heightMapTexture->bind();
_programObject->setUniform("heightTex", heightUnit);
}
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// Shadow calculations..
if (!_shadowConfArray.empty()) {
std::vector<ShadowRenderingStruct> shadowDataArray;
shadowDataArray.reserve(_shadowConfArray.size());
for (const auto & shadowConf : _shadowConfArray) {
// TO REMEMBER: all distances and lengths in world coordinates are in meters!!! We need to move this to view space...
// Getting source and caster:
glm::dvec3 sourcePos = SpiceManager::ref().targetPosition(shadowConf.source.first, "SUN", "GALACTIC", {}, _time, lt);
sourcePos *= 1000.0; // converting to meters
glm::dvec3 casterPos = SpiceManager::ref().targetPosition(shadowConf.caster.first, "SUN", "GALACTIC", {}, _time, lt);
casterPos *= 1000.0; // converting to meters
psc caster_pos = PowerScaledCoordinate::CreatePowerScaledCoordinate(casterPos.x, casterPos.y, casterPos.z);
// First we determine if the caster is shadowing the current planet (all calculations in World Coordinates):
glm::vec3 planetCasterVec = (caster_pos - data.position).vec3();
glm::vec3 sourceCasterVec = glm::vec3(casterPos - sourcePos);
float sc_length = glm::length(sourceCasterVec);
glm::vec3 planetCaster_proj = (glm::dot(planetCasterVec, sourceCasterVec) / (sc_length*sc_length)) * sourceCasterVec;
float d_test = glm::length(planetCasterVec - planetCaster_proj);
float xp_test = shadowConf.caster.second * sc_length / (shadowConf.source.second + shadowConf.caster.second);
float rp_test = shadowConf.caster.second * (glm::length(planetCaster_proj) + xp_test) / xp_test;
ShadowRenderingStruct shadowData;
shadowData.isShadowing = false;
if ((d_test - rp_test) < _planetRadius) {
// The current caster is shadowing the current planet
shadowData.isShadowing = true;
shadowData.rs = shadowConf.source.second;
shadowData.rc = shadowConf.caster.second;
shadowData.sourceCasterVec = sourceCasterVec;
shadowData.xp = xp_test;
shadowData.xu = shadowData.rc * sc_length / (shadowData.rs - shadowData.rc);
shadowData.casterPositionVec = glm::vec3(casterPos);
}
shadowDataArray.push_back(shadowData);
}
const std::string uniformVarName("shadowDataArray[");
unsigned int counter = 0;
for (const auto & sd : shadowDataArray) {
std::stringstream ss;
ss << uniformVarName << counter << "].isShadowing";
_programObject->setUniform(ss.str(), sd.isShadowing);
if (sd.isShadowing) {
ss.str(std::string());
ss << uniformVarName << counter << "].xp";
_programObject->setUniform(ss.str(), sd.xp);
ss.str(std::string());
ss << uniformVarName << counter << "].xu";
_programObject->setUniform(ss.str(), sd.xu);
/*ss.str(std::string());
ss << uniformVarName << counter << "].rs";
_programObject->setUniform(ss.str(), sd.rs);*/
ss.str(std::string());
ss << uniformVarName << counter << "].rc";
_programObject->setUniform(ss.str(), sd.rc);
ss.str(std::string());
ss << uniformVarName << counter << "].sourceCasterVec";
_programObject->setUniform(ss.str(), sd.sourceCasterVec);
ss.str(std::string());
ss << uniformVarName << counter << "].casterPositionVec";
_programObject->setUniform(ss.str(), sd.casterPositionVec);
}
counter++;
}
}
// render
_geometry->render();
// disable shader
_programObject->deactivate();
}
void RenderablePlanet::update(const UpdateData& data){
// set spice-orientation in accordance to timestamp
_stateMatrix = SpiceManager::ref().positionTransformMatrix(_frame, "GALACTIC", data.time);
_time = data.time;
}
void RenderablePlanet::loadTexture() {
_texture = nullptr;
if (_colorTexturePath.value() != "") {
_texture = std::move(ghoul::io::TextureReader::ref().loadTexture(absPath(_colorTexturePath)));
if (_texture) {
LDEBUG("Loaded texture from '" << _colorTexturePath << "'");
_texture->uploadTexture();
// Textures of planets looks much smoother with AnisotropicMipMap rather than linear
// TODO: AnisotropicMipMap crashes on ATI cards ---abock
//_texture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
_texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
}
}
if (_hasNightTexture) {
_nightTexture = nullptr;
if (_nightTexturePath.value() != "") {
_nightTexture = std::move(ghoul::io::TextureReader::ref().loadTexture(absPath(_nightTexturePath)));
if (_nightTexture) {
LDEBUG("Loaded texture from '" << _nightTexturePath << "'");
_nightTexture->uploadTexture();
_nightTexture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
//_nightTexture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
}
}
}
if (_hasHeightTexture) {
_heightMapTexture = nullptr;
if (_heightMapTexturePath.value() != "") {
_heightMapTexture = std::move(ghoul::io::TextureReader::ref().loadTexture(absPath(_heightMapTexturePath)));
if (_heightMapTexture) {
LDEBUG("Loaded texture from '" << _heightMapTexturePath << "'");
_heightMapTexture->uploadTexture();
_heightMapTexture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
//_nightTexture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
}
}
}
}
} // namespace openspace