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* Add ability to render the bounding sphere as a debug option * Separate boundingsphere and interactionspheres * Correctly compute BoundingSpheres for more renderables (RenderablePlanesCloud, RenderableOrbitalKepler)
250 lines
8.7 KiB
C++
250 lines
8.7 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2021 *
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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 <openspace/rendering/renderable.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/scene/scenegraphnode.h>
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#include <openspace/util/factorymanager.h>
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#include <openspace/util/memorymanager.h>
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#include <openspace/util/updatestructures.h>
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#include <ghoul/misc/profiling.h>
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#include <ghoul/opengl/programobject.h>
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#include <optional>
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namespace {
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constexpr const char* KeyType = "Type";
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constexpr openspace::properties::Property::PropertyInfo EnabledInfo = {
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"Enabled",
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"Is Enabled",
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"This setting determines whether this object will be visible or not."
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};
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constexpr openspace::properties::Property::PropertyInfo OpacityInfo = {
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"Opacity",
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"Opacity",
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"This value determines the opacity of this renderable. A value of 0 means "
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"completely transparent."
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};
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constexpr openspace::properties::Property::PropertyInfo RenderableTypeInfo = {
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"Type",
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"Renderable Type",
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"This tells the type of the renderable.",
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openspace::properties::Property::Visibility::Hidden
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};
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struct [[codegen::Dictionary(Renderable)]] Parameters {
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// [[codegen::verbatim(EnabledInfo.description)]]
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std::optional<bool> enabled;
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// [[codegen::verbatim(OpacityInfo.description)]]
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std::optional<float> opacity [[codegen::inrange(0.0, 1.0)]];
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// A single tag or a list of tags that this renderable will respond to when
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// setting properties
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std::optional<std::variant<std::vector<std::string>, std::string>> tag;
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// [[codegen::verbatim(RenderableTypeInfo.description)]]
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std::optional<std::string> type;
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};
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#include "renderable_codegen.cpp"
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} // namespace
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namespace openspace {
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documentation::Documentation Renderable::Documentation() {
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documentation::Documentation doc = codegen::doc<Parameters>();
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doc.id = "renderable";
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return doc;
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}
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ghoul::mm_unique_ptr<Renderable> Renderable::createFromDictionary(
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ghoul::Dictionary dictionary)
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{
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if (!dictionary.hasKey(KeyType)) {
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throw ghoul::RuntimeError("Tried to create Renderable but no 'Type' was found");
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}
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// This should be done in the constructor instead with noexhaustive
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documentation::testSpecificationAndThrow(Documentation(), dictionary, "Renderable");
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std::string renderableType = dictionary.value<std::string>(KeyType);
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// Now we no longer need the type variable
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dictionary.removeValue(KeyType);
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auto factory = FactoryManager::ref().factory<Renderable>();
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ghoul_assert(factory, "Renderable factory did not exist");
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Renderable* result = factory->create(
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renderableType,
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dictionary,
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&global::memoryManager->PersistentMemory
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);
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return ghoul::mm_unique_ptr<Renderable>(result);
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}
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Renderable::Renderable(const ghoul::Dictionary& dictionary)
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: properties::PropertyOwner({ "Renderable" })
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, _enabled(EnabledInfo, true)
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, _opacity(OpacityInfo, 1.f, 0.f, 1.f)
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, _renderableType(RenderableTypeInfo, "Renderable")
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{
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ZoneScoped
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// I can't come up with a good reason not to do this for all renderables
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registerUpdateRenderBinFromOpacity();
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const Parameters p = codegen::bake<Parameters>(dictionary);
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if (p.tag.has_value()) {
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if (std::holds_alternative<std::string>(*p.tag)) {
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if (!std::get<std::string>(*p.tag).empty()) {
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addTag(std::get<std::string>(*p.tag));
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}
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}
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else {
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ghoul_assert(std::holds_alternative<std::vector<std::string>>(*p.tag), "");
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for (std::string tag : std::get<std::vector<std::string>>(*p.tag)) {
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addTag(std::move(tag));
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}
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}
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}
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_enabled = p.enabled.value_or(_enabled);
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addProperty(_enabled);
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_opacity = p.opacity.value_or(_opacity);
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// We don't add the property here as subclasses should decide on their own whether
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// they to expose the opacity or not
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// set type for UI
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_renderableType = p.type.value_or(_renderableType);
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addProperty(_renderableType);
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}
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void Renderable::initialize() {}
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void Renderable::initializeGL() {}
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void Renderable::deinitialize() {}
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void Renderable::deinitializeGL() {}
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void Renderable::update(const UpdateData&) {}
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void Renderable::render(const RenderData&, RendererTasks&) {}
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void Renderable::setBoundingSphere(double boundingSphere) {
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_boundingSphere = boundingSphere;
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}
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double Renderable::boundingSphere() const {
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return _boundingSphere;
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}
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double Renderable::interactionSphere() const {
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return _interactionSphere;
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}
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SurfacePositionHandle Renderable::calculateSurfacePositionHandle(
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const glm::dvec3& targetModelSpace) const
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{
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const glm::dvec3 directionFromCenterToTarget = glm::normalize(targetModelSpace);
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return {
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directionFromCenterToTarget * _parent->interactionSphere(),
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directionFromCenterToTarget,
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0.0
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};
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}
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bool Renderable::renderedWithDesiredData() const {
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return true;
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}
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Renderable::RenderBin Renderable::renderBin() const {
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return _renderBin;
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}
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void Renderable::setRenderBin(RenderBin bin) {
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_renderBin = bin;
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}
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bool Renderable::matchesRenderBinMask(int binMask) {
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return binMask & static_cast<int>(renderBin());
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}
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bool Renderable::isVisible() const {
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return _enabled;
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}
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bool Renderable::isReady() const {
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return true;
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}
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bool Renderable::isEnabled() const {
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return _enabled;
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}
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bool Renderable::shouldUpdateIfDisabled() const {
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return _shouldUpdateIfDisabled;
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}
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void Renderable::onEnabledChange(std::function<void(bool)> callback) {
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_enabled.onChange([this, c = std::move(callback)]() {
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c(isEnabled());
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});
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}
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void Renderable::setRenderBinFromOpacity() {
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if (_renderBin != Renderable::RenderBin::PostDeferredTransparent) {
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if (_opacity >= 0.f && _opacity < 1.f) {
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setRenderBin(Renderable::RenderBin::PreDeferredTransparent);
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}
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else {
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setRenderBin(Renderable::RenderBin::Opaque);
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}
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}
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}
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void Renderable::registerUpdateRenderBinFromOpacity() {
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_opacity.onChange([this](){
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if ((_renderBin != Renderable::RenderBin::PostDeferredTransparent) &&
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(_renderBin != Renderable::RenderBin::Overlay))
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{
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if (_opacity >= 0.f && _opacity < 1.f) {
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setRenderBin(Renderable::RenderBin::PreDeferredTransparent);
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}
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else {
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setRenderBin(Renderable::RenderBin::Opaque);
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}
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}
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});
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}
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} // namespace openspace
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