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* 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
533 lines
21 KiB
C++
533 lines
21 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2023 *
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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/space/rendering/renderableeclipsecone.h>
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#include <modules/spacecraftinstruments/spacecraftinstrumentsmodule.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/rendering/renderengine.h>
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#include <openspace/util/spicemanager.h>
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#include <openspace/util/updatestructures.h>
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#include <ghoul/filesystem/filesystem.h>
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namespace {
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constexpr std::array<const char*, 3> UniformNames = {
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"modelViewProjectionTransform", "shadowColor", "opacity"
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};
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struct VBOLayout {
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float x = 0.f;
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float y = 0.f;
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float z = 0.f;
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};
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constexpr openspace::properties::Property::PropertyInfo NumberPointsInfo = {
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"AmountOfPoints",
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"Points",
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"This value determines the number of control points that is used to construct "
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"the shadow geometry. The higher this number, the more detailed the shadow is, "
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"but it will have a negative impact on the performance. Also note that rendering "
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"errors will occur if this value is even",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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constexpr openspace::properties::Property::PropertyInfo ShadowLengthInfo = {
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"ShadowLength",
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"Shadow Length",
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"This value determines the length of the shadow that is cast by the target "
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"object. The total distance of the shadow is equal to the distance from the "
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"target to the Sun multiplied with this value",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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constexpr openspace::properties::Property::PropertyInfo ShowUmbralShadowInfo = {
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"ShowUmbralShadow",
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"Show Umbral Shadow",
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"If this is enabled, the umbral portioon of the shadow is shown",
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openspace::properties::Property::Visibility::User
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};
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constexpr openspace::properties::Property::PropertyInfo UmbralShadowColorInfo = {
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"UmbralShadowColor",
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"Umbral Shadow Color",
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"This value determines the color that is used for the shadow cylinder of the "
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"umbral shadow",
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// @VISIBILITY(2.5)
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openspace::properties::Property::Visibility::User
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};
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constexpr openspace::properties::Property::PropertyInfo ShowPenumbralShadowInfo = {
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"ShowPenumbralShadow",
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"Show Penumbral Shadow",
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"If this is enabled, the penumbral portioon of the shadow is shown",
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openspace::properties::Property::Visibility::User
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};
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constexpr openspace::properties::Property::PropertyInfo PenumbralShadowColorInfo = {
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"PenumbralShadowColor",
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"Penumbral Shadow Color",
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"This value determines the color that is used for the shadow cylinder of the "
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"penumbral shadow",
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// @VISIBILITY(2.5)
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openspace::properties::Property::Visibility::User
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};
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constexpr openspace::properties::Property::PropertyInfo LightSourceInfo = {
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"LightSource",
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"Light Source",
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"This value determines the SPICE name of the object that is used as the "
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"illuminator for computing the shadow cylinder",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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constexpr openspace::properties::Property::PropertyInfo LightSourceFrameInfo = {
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"LightSourceFrame",
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"Light Source Frame",
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"This value is the SPICE name of the body-fixed reference frame for the light "
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"source",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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constexpr openspace::properties::Property::PropertyInfo ShadowerInfo = {
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"Shadower",
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"Shadower",
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"This value specifies the SPICE name of the object that is casting the shadow on "
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"the shadowee",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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constexpr openspace::properties::Property::PropertyInfo ShadowerFrameInfo = {
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"ShadowerFrame",
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"Shadower Frame",
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"This value is the SPICE name of the body-fixed reference frame for the shadower",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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constexpr openspace::properties::Property::PropertyInfo ShadoweeInfo = {
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"Shadowee",
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"Shadowee",
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"This value is the SPICE name of object that is receiving the shadow from the "
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"shadower",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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struct [[codegen::Dictionary(RenderableEclipseCone)]] Parameters {
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// [[codegen::verbatim(NumberPointsInfo.description)]]
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std::optional<int> numberOfPoints;
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// [[codegen::verbatim(ShadowLengthInfo.description)]]
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std::optional<float> shadowLength;
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// [[codegen::verbatim(ShowUmbralShadowInfo.description)]]
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std::optional<bool> showUmbralShadow;
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// [[codegen::verbatim(UmbralShadowColorInfo.description)]]
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std::optional<glm::vec4> umbralShadowColor [[codegen::color()]];
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// [[codegen::verbatim(ShowPenumbralShadowInfo.description)]]
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std::optional<bool> showPenumbralShadow;
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// [[codegen::verbatim(PenumbralShadowColorInfo.description)]]
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std::optional<glm::vec4> penumbralShadowColor [[codegen::color()]];
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// [[codegen::verbatim(LightSourceInfo.description)]]
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std::string lightSource;
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// [[codegen::verbatim(LightSourceFrameInfo.description)]]
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std::string lightSourceFrame;
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// [[codegen::verbatim(ShadowerInfo.description)]]
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std::string shadower;
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// [[codegen::verbatim(ShadowerFrameInfo.description)]]
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std::string shadowerFrame;
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// [[codegen::verbatim(ShadoweeInfo.description)]]
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std::string shadowee;
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};
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#include "renderableeclipsecone_codegen.cpp"
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} // namespace
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namespace openspace {
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documentation::Documentation RenderableEclipseCone::Documentation() {
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return codegen::doc<Parameters>("space_renderableeclipsecone");
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}
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RenderableEclipseCone::RenderableEclipseCone(const ghoul::Dictionary& dictionary)
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: Renderable(dictionary)
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, _numberOfPoints(NumberPointsInfo, 191, 1, 300)
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, _shadowLength(ShadowLengthInfo, 0.1f, 0.f, 2.f)
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, _showUmbralShadow(ShowUmbralShadowInfo, true)
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, _umbralShadowColor(
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UmbralShadowColorInfo,
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glm::vec4(1.f),
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glm::vec4(0.f),
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glm::vec4(1.f)
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)
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, _showPenumbralShadow(ShowPenumbralShadowInfo, true)
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, _penumbralShadowColor(
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PenumbralShadowColorInfo,
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glm::vec4(1.f),
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glm::vec4(0.f),
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glm::vec4(1.f)
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)
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, _lightSource(LightSourceInfo)
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, _lightSourceFrame(LightSourceFrameInfo)
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, _shadower(ShadowerInfo)
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, _shadowerFrame(ShadowerFrameInfo)
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, _shadowee(ShadoweeInfo)
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//, _test({"ABC", "ABC", ""}, 1, 0, 380)
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{
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const Parameters p = codegen::bake<Parameters>(dictionary);
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//addProperty(_test);
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addProperty(Fadeable::_opacity);
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_numberOfPoints = p.numberOfPoints.value_or(_numberOfPoints);
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addProperty(_numberOfPoints);
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_shadowLength = p.shadowLength.value_or(_shadowLength);
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addProperty(_shadowLength);
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_showUmbralShadow = p.showUmbralShadow.value_or(_showUmbralShadow);
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addProperty(_showUmbralShadow);
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_umbralShadowColor = p.umbralShadowColor.value_or(_umbralShadowColor);
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_umbralShadowColor.setViewOption(properties::Property::ViewOptions::Color);
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addProperty(_umbralShadowColor);
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_showPenumbralShadow = p.showPenumbralShadow.value_or(_showPenumbralShadow);
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addProperty(_showPenumbralShadow);
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_penumbralShadowColor = p.penumbralShadowColor.value_or(_penumbralShadowColor);
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_penumbralShadowColor.setViewOption(properties::Property::ViewOptions::Color);
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addProperty(_penumbralShadowColor);
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_lightSource = p.lightSource;
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_lightSourceFrame = p.lightSourceFrame;
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_shadower = p.shadower;
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_shadowee = p.shadowee;
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_shadowerFrame = p.shadowerFrame;
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setRenderBin(RenderBin::PostDeferredTransparent);
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}
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void RenderableEclipseCone::initializeGL() {
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glGenVertexArrays(1, &_vao);
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glGenBuffers(1, &_vbo);
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_shader = SpacecraftInstrumentsModule::ProgramObjectManager.request(
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"ShadowCylinderProgram",
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[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
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return global::renderEngine->buildRenderProgram(
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"ShadowCylinderProgram",
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absPath("${MODULE_SPACE}/shaders/eclipsecone_vs.glsl"),
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absPath("${MODULE_SPACE}/shaders/eclipsecone_fs.glsl")
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);
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}
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);
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ghoul::opengl::updateUniformLocations(*_shader, _uniformCache, UniformNames);
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}
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void RenderableEclipseCone::deinitializeGL() {
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SpacecraftInstrumentsModule::ProgramObjectManager.release(
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"ShadowCylinderProgram",
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[](ghoul::opengl::ProgramObject* p) {
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global::renderEngine->removeRenderProgram(p);
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}
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);
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_shader = nullptr;
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glDeleteVertexArrays(1, &_vao);
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_vao = 0;
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glDeleteBuffers(1, &_vbo);
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_vbo = 0;
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}
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bool RenderableEclipseCone::isReady() const {
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return _shader;
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}
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void RenderableEclipseCone::render(const RenderData& data, RendererTasks&) {
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glDepthMask(false);
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glDisable(GL_CULL_FACE);
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_shader->activate();
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// Model transform and view transform needs to be in double precision
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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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glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() * modelTransform;
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_shader->setUniform(
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_uniformCache.modelViewProjectionTransform,
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data.camera.projectionMatrix() * glm::mat4(modelViewTransform)
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);
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_shader->setUniform(_uniformCache.opacity, opacity());
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glBindVertexArray(_vao);
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if (_showUmbralShadow) {
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_shader->setUniform(_uniformCache.shadowColor, _umbralShadowColor);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, _nVertices);
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}
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if (_showPenumbralShadow) {
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// The shadow vertices live in the same VBO so the start index might be offset
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const int startIndex = _showUmbralShadow ? _nVertices : 0;
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_shader->setUniform(_uniformCache.shadowColor, _penumbralShadowColor);
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glDrawArrays(GL_TRIANGLE_STRIP, startIndex, _nVertices);
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}
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glBindVertexArray(0);
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_shader->deactivate();
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glDisable(GL_CULL_FACE);
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glDepthMask(true);
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}
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void RenderableEclipseCone::update(const UpdateData& data) {
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if (_shader->isDirty()) {
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_shader->rebuildFromFile();
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ghoul::opengl::updateUniformLocations(*_shader, _uniformCache, UniformNames);
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}
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createCone(data.time.j2000Seconds());
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}
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std::vector<VBOLayout> calculateShadowPoints(const std::vector<glm::dvec3>& srcTerminator,
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const std::vector<glm::dvec3>& dstTerminator,
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const glm::dvec3& shadowerToLightSource,
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const glm::dmat3& lightSourceToShadower,
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double lengthScale)
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{
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ghoul_assert(srcTerminator.size() == dstTerminator.size(), "Unmatched termiator pts");
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std::vector<VBOLayout> vertices;
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vertices.reserve(dstTerminator.size() * 2);
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for (size_t i = 0; i < dstTerminator.size(); i++) {
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// Convert the terminator points from the reference frame of the Sun to the
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// reference frame of the Moon
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const glm::dvec3 src =
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lightSourceToShadower * srcTerminator[i] + shadowerToLightSource;
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const glm::dvec3 dst = dstTerminator[i];
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const glm::dvec3 dir = glm::normalize(dst - src);
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// The start point is the terminator point on the Moon
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glm::vec3 p1 = dst;
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vertices.push_back({ p1.x, p1.y, p1.z });
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// The end point is calculated by forward propagating the incoming direction
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glm::vec3 p2 = dst + dir * lengthScale;
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vertices.push_back({ p2.x, p2.y, p2.z });
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}
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return vertices;
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}
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void RenderableEclipseCone::createCone(double et) {
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ZoneScoped;
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// Big picture for the calculation for this example (lightSource = Sun,
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// shadower = Moon, shadowee = Earth). We get the limb (= penumbral terminator) of the
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// Sun as viewed from the Moon, then the limb of the Moon as viewed from the Sun.
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// The penumbral shadow cone is constructed by connecting the points of the limbs in
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// order. The umbral shadow cone is constructed by connecting them 180 deg out of
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// phase (meaning top to bottom). We want the cone to eminate from the shadower, so
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// we take the distance from the shadower to the shadowee and use that as a scale for
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// the resulting vectors we get (also including the _shadowLength) as an additional
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// scale factor
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// 1. Get the penumbral terminator of the lightsource from the view of the shadower
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SpiceManager::TerminatorEllipseResult resSrc = SpiceManager::ref().terminatorEllipse(
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_lightSource,
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_shadowee, // The actual value of this doesn't matter
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_lightSourceFrame,
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_shadower,
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SpiceManager::TerminatorType::Penumbral,
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{
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SpiceManager::AberrationCorrection::Type::None,
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SpiceManager::AberrationCorrection::Direction::Reception
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},
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et,
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_numberOfPoints
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);
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// convert to meter
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for (glm::dvec3& p : resSrc.terminatorPoints) {
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p *= 1000.0;
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}
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// 1a. For some reason in some situations the angular position of the first vertex is
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// rotating, which causes a mismatch in the direction calculations. In order to
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// prevent that, we rotate the positions so that the point with the highest z
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// component is always the first point
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auto it = std::max_element(
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resSrc.terminatorPoints.begin(),
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resSrc.terminatorPoints.end(),
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[](const glm::dvec3& p1, const glm::dvec3& p2) { return p1.z > p2.z; }
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);
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std::rotate(resSrc.terminatorPoints.begin(), it, resSrc.terminatorPoints.end());
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// 2. Get the penumbral terminator of the shadower from the lightsource
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SpiceManager::TerminatorEllipseResult resDst = SpiceManager::ref().terminatorEllipse(
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_shadower,
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_shadowee, // The actual value of this doesn't matter
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_shadowerFrame,
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_lightSource,
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SpiceManager::TerminatorType::Penumbral,
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{
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SpiceManager::AberrationCorrection::Type::None,
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SpiceManager::AberrationCorrection::Direction::Reception
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},
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et,
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_numberOfPoints
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);
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// convert to meter
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for (glm::dvec3& p : resDst.terminatorPoints) {
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p *= 1000.0;
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}
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// 2a. Doing the same as in 1a
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auto jt = std::max_element(
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resDst.terminatorPoints.begin(),
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resDst.terminatorPoints.end(),
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[](const glm::dvec3& p1, const glm::dvec3& p2) { return p1.z > p2.z; }
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);
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std::rotate(resDst.terminatorPoints.begin(), jt, resDst.terminatorPoints.end());
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// 2b. Spice calculates the terminator points in a fixed counterclockwise direction
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// from the point of the view of the observer. Since we are switching target and
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// observer, this means that one of the sets of points is clockwise, while the other
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// is counterclockwise. In order for the right points to match up, we need to reverse
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// the order of one of them. It doesn't matter which one, so we pick this one
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std::reverse(resDst.terminatorPoints.begin(), resDst.terminatorPoints.end());
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ghoul_assert(
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resSrc.terminatorPoints.size() == resDst.terminatorPoints.size(),
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"Inconsistent number of terminator points retrieved"
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);
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// 3. Get the necessary conversion distances and matrices
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glm::dvec3 diff = SpiceManager::ref().targetPosition(
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_shadowee,
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_shadower,
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"GALACTIC",
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{
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SpiceManager::AberrationCorrection::Type::None,
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SpiceManager::AberrationCorrection::Direction::Reception
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},
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et
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);
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const double distance = glm::length(diff) * 1000.0; // to meter
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const glm::dvec3 shadowerToLightSource = SpiceManager::ref().targetPosition(
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_lightSource,
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_shadower,
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_shadowerFrame,
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{
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SpiceManager::AberrationCorrection::Type::None,
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SpiceManager::AberrationCorrection::Direction::Reception
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},
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et
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) * 1000.0; // to meter
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glm::dmat3 lightSourceToShadower = SpiceManager::ref().frameTransformationMatrix(
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_lightSourceFrame, _shadowerFrame, et
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);
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// 4. Construct the penumbral shadow
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std::vector<VBOLayout> penumbralVertices;
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if (_showPenumbralShadow) {
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penumbralVertices = calculateShadowPoints(
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resSrc.terminatorPoints,
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resDst.terminatorPoints,
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shadowerToLightSource,
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lightSourceToShadower,
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distance * static_cast<double>(_shadowLength)
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);
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// We need to duplicate the first two vertices to close the cylinder at the seam
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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
|