Files
OpenSpace/modules/space/rendering/renderableeclipsecone.cpp
Alexander Bock a4af241cad Add assets for eclipse profile (#2878)
* Add assets for eclipse profile
* Include the eclipse shadow in the eclipse profile
* Fix issue with the eclipse extended in both directions.  Disable the Earth and Moon grids by default in the profile
2023-09-13 09:50:09 +02:00

533 lines
21 KiB
C++

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#include <modules/space/rendering/renderableeclipsecone.h>
#include <modules/spacecraftinstruments/spacecraftinstrumentsmodule.h>
#include <openspace/documentation/documentation.h>
#include <openspace/documentation/verifier.h>
#include <openspace/engine/globals.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/util/spicemanager.h>
#include <openspace/util/updatestructures.h>
#include <ghoul/filesystem/filesystem.h>
namespace {
constexpr std::array<const char*, 3> UniformNames = {
"modelViewProjectionTransform", "shadowColor", "opacity"
};
struct VBOLayout {
float x = 0.f;
float y = 0.f;
float z = 0.f;
};
constexpr openspace::properties::Property::PropertyInfo NumberPointsInfo = {
"AmountOfPoints",
"Points",
"This value determines the number of control points that is used to construct "
"the shadow geometry. The higher this number, the more detailed the shadow is, "
"but it will have a negative impact on the performance. Also note that rendering "
"errors will occur if this value is even",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo ShadowLengthInfo = {
"ShadowLength",
"Shadow Length",
"This value determines the length of the shadow that is cast by the target "
"object. The total distance of the shadow is equal to the distance from the "
"target to the Sun multiplied with this value",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo ShowUmbralShadowInfo = {
"ShowUmbralShadow",
"Show Umbral Shadow",
"If this is enabled, the umbral portioon of the shadow is shown",
openspace::properties::Property::Visibility::User
};
constexpr openspace::properties::Property::PropertyInfo UmbralShadowColorInfo = {
"UmbralShadowColor",
"Umbral Shadow Color",
"This value determines the color that is used for the shadow cylinder of the "
"umbral shadow",
// @VISIBILITY(2.5)
openspace::properties::Property::Visibility::User
};
constexpr openspace::properties::Property::PropertyInfo ShowPenumbralShadowInfo = {
"ShowPenumbralShadow",
"Show Penumbral Shadow",
"If this is enabled, the penumbral portioon of the shadow is shown",
openspace::properties::Property::Visibility::User
};
constexpr openspace::properties::Property::PropertyInfo PenumbralShadowColorInfo = {
"PenumbralShadowColor",
"Penumbral Shadow Color",
"This value determines the color that is used for the shadow cylinder of the "
"penumbral shadow",
// @VISIBILITY(2.5)
openspace::properties::Property::Visibility::User
};
constexpr openspace::properties::Property::PropertyInfo LightSourceInfo = {
"LightSource",
"Light Source",
"This value determines the SPICE name of the object that is used as the "
"illuminator for computing the shadow cylinder",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo LightSourceFrameInfo = {
"LightSourceFrame",
"Light Source Frame",
"This value is the SPICE name of the body-fixed reference frame for the light "
"source",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo ShadowerInfo = {
"Shadower",
"Shadower",
"This value specifies the SPICE name of the object that is casting the shadow on "
"the shadowee",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo ShadowerFrameInfo = {
"ShadowerFrame",
"Shadower Frame",
"This value is the SPICE name of the body-fixed reference frame for the shadower",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo ShadoweeInfo = {
"Shadowee",
"Shadowee",
"This value is the SPICE name of object that is receiving the shadow from the "
"shadower",
openspace::properties::Property::Visibility::AdvancedUser
};
struct [[codegen::Dictionary(RenderableEclipseCone)]] Parameters {
// [[codegen::verbatim(NumberPointsInfo.description)]]
std::optional<int> numberOfPoints;
// [[codegen::verbatim(ShadowLengthInfo.description)]]
std::optional<float> shadowLength;
// [[codegen::verbatim(ShowUmbralShadowInfo.description)]]
std::optional<bool> showUmbralShadow;
// [[codegen::verbatim(UmbralShadowColorInfo.description)]]
std::optional<glm::vec4> umbralShadowColor [[codegen::color()]];
// [[codegen::verbatim(ShowPenumbralShadowInfo.description)]]
std::optional<bool> showPenumbralShadow;
// [[codegen::verbatim(PenumbralShadowColorInfo.description)]]
std::optional<glm::vec4> penumbralShadowColor [[codegen::color()]];
// [[codegen::verbatim(LightSourceInfo.description)]]
std::string lightSource;
// [[codegen::verbatim(LightSourceFrameInfo.description)]]
std::string lightSourceFrame;
// [[codegen::verbatim(ShadowerInfo.description)]]
std::string shadower;
// [[codegen::verbatim(ShadowerFrameInfo.description)]]
std::string shadowerFrame;
// [[codegen::verbatim(ShadoweeInfo.description)]]
std::string shadowee;
};
#include "renderableeclipsecone_codegen.cpp"
} // namespace
namespace openspace {
documentation::Documentation RenderableEclipseCone::Documentation() {
return codegen::doc<Parameters>("space_renderableeclipsecone");
}
RenderableEclipseCone::RenderableEclipseCone(const ghoul::Dictionary& dictionary)
: Renderable(dictionary)
, _numberOfPoints(NumberPointsInfo, 191, 1, 300)
, _shadowLength(ShadowLengthInfo, 0.1f, 0.f, 2.f)
, _showUmbralShadow(ShowUmbralShadowInfo, true)
, _umbralShadowColor(
UmbralShadowColorInfo,
glm::vec4(1.f),
glm::vec4(0.f),
glm::vec4(1.f)
)
, _showPenumbralShadow(ShowPenumbralShadowInfo, true)
, _penumbralShadowColor(
PenumbralShadowColorInfo,
glm::vec4(1.f),
glm::vec4(0.f),
glm::vec4(1.f)
)
, _lightSource(LightSourceInfo)
, _lightSourceFrame(LightSourceFrameInfo)
, _shadower(ShadowerInfo)
, _shadowerFrame(ShadowerFrameInfo)
, _shadowee(ShadoweeInfo)
//, _test({"ABC", "ABC", ""}, 1, 0, 380)
{
const Parameters p = codegen::bake<Parameters>(dictionary);
//addProperty(_test);
addProperty(Fadeable::_opacity);
_numberOfPoints = p.numberOfPoints.value_or(_numberOfPoints);
addProperty(_numberOfPoints);
_shadowLength = p.shadowLength.value_or(_shadowLength);
addProperty(_shadowLength);
_showUmbralShadow = p.showUmbralShadow.value_or(_showUmbralShadow);
addProperty(_showUmbralShadow);
_umbralShadowColor = p.umbralShadowColor.value_or(_umbralShadowColor);
_umbralShadowColor.setViewOption(properties::Property::ViewOptions::Color);
addProperty(_umbralShadowColor);
_showPenumbralShadow = p.showPenumbralShadow.value_or(_showPenumbralShadow);
addProperty(_showPenumbralShadow);
_penumbralShadowColor = p.penumbralShadowColor.value_or(_penumbralShadowColor);
_penumbralShadowColor.setViewOption(properties::Property::ViewOptions::Color);
addProperty(_penumbralShadowColor);
_lightSource = p.lightSource;
_lightSourceFrame = p.lightSourceFrame;
_shadower = p.shadower;
_shadowee = p.shadowee;
_shadowerFrame = p.shadowerFrame;
setRenderBin(RenderBin::PostDeferredTransparent);
}
void RenderableEclipseCone::initializeGL() {
glGenVertexArrays(1, &_vao);
glGenBuffers(1, &_vbo);
_shader = SpacecraftInstrumentsModule::ProgramObjectManager.request(
"ShadowCylinderProgram",
[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
return global::renderEngine->buildRenderProgram(
"ShadowCylinderProgram",
absPath("${MODULE_SPACE}/shaders/eclipsecone_vs.glsl"),
absPath("${MODULE_SPACE}/shaders/eclipsecone_fs.glsl")
);
}
);
ghoul::opengl::updateUniformLocations(*_shader, _uniformCache, UniformNames);
}
void RenderableEclipseCone::deinitializeGL() {
SpacecraftInstrumentsModule::ProgramObjectManager.release(
"ShadowCylinderProgram",
[](ghoul::opengl::ProgramObject* p) {
global::renderEngine->removeRenderProgram(p);
}
);
_shader = nullptr;
glDeleteVertexArrays(1, &_vao);
_vao = 0;
glDeleteBuffers(1, &_vbo);
_vbo = 0;
}
bool RenderableEclipseCone::isReady() const {
return _shader;
}
void RenderableEclipseCone::render(const RenderData& data, RendererTasks&) {
glDepthMask(false);
glDisable(GL_CULL_FACE);
_shader->activate();
// Model transform and view transform needs to be in double precision
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));
glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() * modelTransform;
_shader->setUniform(
_uniformCache.modelViewProjectionTransform,
data.camera.projectionMatrix() * glm::mat4(modelViewTransform)
);
_shader->setUniform(_uniformCache.opacity, opacity());
glBindVertexArray(_vao);
if (_showUmbralShadow) {
_shader->setUniform(_uniformCache.shadowColor, _umbralShadowColor);
glDrawArrays(GL_TRIANGLE_STRIP, 0, _nVertices);
}
if (_showPenumbralShadow) {
// The shadow vertices live in the same VBO so the start index might be offset
const int startIndex = _showUmbralShadow ? _nVertices : 0;
_shader->setUniform(_uniformCache.shadowColor, _penumbralShadowColor);
glDrawArrays(GL_TRIANGLE_STRIP, startIndex, _nVertices);
}
glBindVertexArray(0);
_shader->deactivate();
glDisable(GL_CULL_FACE);
glDepthMask(true);
}
void RenderableEclipseCone::update(const UpdateData& data) {
if (_shader->isDirty()) {
_shader->rebuildFromFile();
ghoul::opengl::updateUniformLocations(*_shader, _uniformCache, UniformNames);
}
createCone(data.time.j2000Seconds());
}
std::vector<VBOLayout> calculateShadowPoints(const std::vector<glm::dvec3>& srcTerminator,
const std::vector<glm::dvec3>& dstTerminator,
const glm::dvec3& shadowerToLightSource,
const glm::dmat3& lightSourceToShadower,
double lengthScale)
{
ghoul_assert(srcTerminator.size() == dstTerminator.size(), "Unmatched termiator pts");
std::vector<VBOLayout> vertices;
vertices.reserve(dstTerminator.size() * 2);
for (size_t i = 0; i < dstTerminator.size(); i++) {
// Convert the terminator points from the reference frame of the Sun to the
// reference frame of the Moon
const glm::dvec3 src =
lightSourceToShadower * srcTerminator[i] + shadowerToLightSource;
const glm::dvec3 dst = dstTerminator[i];
const glm::dvec3 dir = glm::normalize(dst - src);
// The start point is the terminator point on the Moon
glm::vec3 p1 = dst;
vertices.push_back({ p1.x, p1.y, p1.z });
// The end point is calculated by forward propagating the incoming direction
glm::vec3 p2 = dst + dir * lengthScale;
vertices.push_back({ p2.x, p2.y, p2.z });
}
return vertices;
}
void RenderableEclipseCone::createCone(double et) {
ZoneScoped;
// Big picture for the calculation for this example (lightSource = Sun,
// shadower = Moon, shadowee = Earth). We get the limb (= penumbral terminator) of the
// Sun as viewed from the Moon, then the limb of the Moon as viewed from the Sun.
// The penumbral shadow cone is constructed by connecting the points of the limbs in
// order. The umbral shadow cone is constructed by connecting them 180 deg out of
// phase (meaning top to bottom). We want the cone to eminate from the shadower, so
// we take the distance from the shadower to the shadowee and use that as a scale for
// the resulting vectors we get (also including the _shadowLength) as an additional
// scale factor
// 1. Get the penumbral terminator of the lightsource from the view of the shadower
SpiceManager::TerminatorEllipseResult resSrc = SpiceManager::ref().terminatorEllipse(
_lightSource,
_shadowee, // The actual value of this doesn't matter
_lightSourceFrame,
_shadower,
SpiceManager::TerminatorType::Penumbral,
{
SpiceManager::AberrationCorrection::Type::None,
SpiceManager::AberrationCorrection::Direction::Reception
},
et,
_numberOfPoints
);
// convert to meter
for (glm::dvec3& p : resSrc.terminatorPoints) {
p *= 1000.0;
}
// 1a. For some reason in some situations the angular position of the first vertex is
// rotating, which causes a mismatch in the direction calculations. In order to
// prevent that, we rotate the positions so that the point with the highest z
// component is always the first point
auto it = std::max_element(
resSrc.terminatorPoints.begin(),
resSrc.terminatorPoints.end(),
[](const glm::dvec3& p1, const glm::dvec3& p2) { return p1.z > p2.z; }
);
std::rotate(resSrc.terminatorPoints.begin(), it, resSrc.terminatorPoints.end());
// 2. Get the penumbral terminator of the shadower from the lightsource
SpiceManager::TerminatorEllipseResult resDst = SpiceManager::ref().terminatorEllipse(
_shadower,
_shadowee, // The actual value of this doesn't matter
_shadowerFrame,
_lightSource,
SpiceManager::TerminatorType::Penumbral,
{
SpiceManager::AberrationCorrection::Type::None,
SpiceManager::AberrationCorrection::Direction::Reception
},
et,
_numberOfPoints
);
// convert to meter
for (glm::dvec3& p : resDst.terminatorPoints) {
p *= 1000.0;
}
// 2a. Doing the same as in 1a
auto jt = std::max_element(
resDst.terminatorPoints.begin(),
resDst.terminatorPoints.end(),
[](const glm::dvec3& p1, const glm::dvec3& p2) { return p1.z > p2.z; }
);
std::rotate(resDst.terminatorPoints.begin(), jt, resDst.terminatorPoints.end());
// 2b. Spice calculates the terminator points in a fixed counterclockwise direction
// from the point of the view of the observer. Since we are switching target and
// observer, this means that one of the sets of points is clockwise, while the other
// is counterclockwise. In order for the right points to match up, we need to reverse
// the order of one of them. It doesn't matter which one, so we pick this one
std::reverse(resDst.terminatorPoints.begin(), resDst.terminatorPoints.end());
ghoul_assert(
resSrc.terminatorPoints.size() == resDst.terminatorPoints.size(),
"Inconsistent number of terminator points retrieved"
);
// 3. Get the necessary conversion distances and matrices
glm::dvec3 diff = SpiceManager::ref().targetPosition(
_shadowee,
_shadower,
"GALACTIC",
{
SpiceManager::AberrationCorrection::Type::None,
SpiceManager::AberrationCorrection::Direction::Reception
},
et
);
const double distance = glm::length(diff) * 1000.0; // to meter
const glm::dvec3 shadowerToLightSource = SpiceManager::ref().targetPosition(
_lightSource,
_shadower,
_shadowerFrame,
{
SpiceManager::AberrationCorrection::Type::None,
SpiceManager::AberrationCorrection::Direction::Reception
},
et
) * 1000.0; // to meter
glm::dmat3 lightSourceToShadower = SpiceManager::ref().frameTransformationMatrix(
_lightSourceFrame, _shadowerFrame, et
);
// 4. Construct the penumbral shadow
std::vector<VBOLayout> penumbralVertices;
if (_showPenumbralShadow) {
penumbralVertices = calculateShadowPoints(
resSrc.terminatorPoints,
resDst.terminatorPoints,
shadowerToLightSource,
lightSourceToShadower,
distance * static_cast<double>(_shadowLength)
);
// We need to duplicate the first two vertices to close the cylinder at the seam
penumbralVertices.push_back(penumbralVertices[0]);
penumbralVertices.push_back(penumbralVertices[1]);
}
// 5. Construct the umbral shadow
std::vector<VBOLayout> umbralVertices;
if (_showUmbralShadow) {
// For the umbral shadow, we need to mix the terminator points with a 180
// degree phase shift, so that the top terminator point of the sun gets matched
// with the bottom terminator point of the Moon, etc
std::rotate(
resSrc.terminatorPoints.begin(),
resSrc.terminatorPoints.begin() + resSrc.terminatorPoints.size() / 2,
resSrc.terminatorPoints.end()
);
umbralVertices = calculateShadowPoints(
resSrc.terminatorPoints,
resDst.terminatorPoints,
shadowerToLightSource,
lightSourceToShadower,
distance * static_cast<double>(_shadowLength)
);
// We need to duplicate the first two vertices to close the cylinder at the seam
umbralVertices.push_back(umbralVertices[0]);
umbralVertices.push_back(umbralVertices[1]);
}
// 6. Combine vertices
std::vector<VBOLayout> vertices;
vertices.reserve(umbralVertices.size() + penumbralVertices.size());
vertices.insert(vertices.end(), umbralVertices.begin(), umbralVertices.end());
vertices.insert(vertices.end(), penumbralVertices.begin(), penumbralVertices.end());
_nVertices = 0;
if (_showPenumbralShadow) {
_nVertices = static_cast<int>(penumbralVertices.size());
}
if (_showUmbralShadow) {
_nVertices = static_cast<int>(umbralVertices.size());
}
glBindVertexArray(_vao);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(
GL_ARRAY_BUFFER,
vertices.size() * sizeof(VBOLayout),
vertices.data(),
GL_DYNAMIC_DRAW
);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindVertexArray(0);
}
} // namespace openspace