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OpenSpace/modules/base/rendering/renderablepath.cpp

271 lines
9.6 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* 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 *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#include <modules/base/rendering/renderablepath.h>
#include <openspace/util/time.h>
#include <openspace/util/spicemanager.h>
#include <openspace/util/updatestructures.h>
#include <ghoul/opengl/programobject.h>
#include <openspace/engine/openspaceengine.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/interaction/interactionhandler.h>
#include <fstream>
/* TODO for this class:
* In order to add geometry shader (for pretty-draw),
* need to pack each consecutive point pair into a vec2
* in order to draw quad between them.
*/
namespace {
const std::string _loggerCat = "RenderableTrail";
//constants
const std::string keyName = "Name";
const std::string keyBody = "Body";
const std::string keyObserver = "Observer";
const std::string keyFrame = "Frame";
const std::string keyPathModule = "ModulePath";
const std::string keyColor = "RGB";
const std::string keyTimeSteps = "TimeSteps";
const std::string keyPointSteps = "PointSteps";
const std::string keyDrawLine = "DrawLine";
const std::string keRenderDistanceInterval = "RenderDistanceInterval";
}
namespace openspace {
RenderablePath::RenderablePath(const ghoul::Dictionary& dictionary)
: Renderable(dictionary)
, _lineWidth("lineWidth", "Line Width", 2.f, 1.f, 20.f)
, _drawLine("drawline", "Draw Line", false)
, _programObject(nullptr)
, _successfullDictionaryFetch(true)
, _vaoID(0)
, _vBufferID(0)
, _needsSweep(true)
, _start(0.0)
, _stop(0.0)
{
_successfullDictionaryFetch &= dictionary.getValue(keyBody, _target);
_successfullDictionaryFetch &= dictionary.getValue(keyObserver, _observer);
_successfullDictionaryFetch &= dictionary.getValue(keyFrame, _frame);
_successfullDictionaryFetch &= dictionary.getValue(keyTimeSteps, _increment);
float fPointSteps; // Dictionary can not pick out ints...
if (!dictionary.getValue(keyPointSteps, fPointSteps))
fPointSteps = 4;
_pointSteps = fPointSteps;
glm::vec3 color(0.f);
if (dictionary.hasKeyAndValue<glm::vec3>(keyColor))
dictionary.getValue(keyColor, color);
_lineColor = color;
bool drawLine = false;
if (dictionary.hasKeyAndValue<bool>(keyDrawLine))
dictionary.getValue(keyDrawLine, drawLine);
_drawLine = drawLine;
addProperty(_drawLine);
addProperty(_lineWidth);
_distanceFade = 1.0;
}
bool RenderablePath::initialize() {
if (!_successfullDictionaryFetch) {
LERROR("The following keys need to be set in the Dictionary. Cannot initialize!");
LERROR(keyBody << ": " << _target);
LERROR(keyObserver << ": " << _observer);
LERROR(keyFrame << ": " << _frame);
return false;
}
bool completeSuccess = true;
RenderEngine& renderEngine = OsEng.renderEngine();
_programObject = renderEngine.buildRenderProgram("PathProgram",
"${MODULE_BASE}/shaders/path_vs.glsl",
"${MODULE_BASE}/shaders/path_fs.glsl");
if (!_programObject)
return false;
bool intervalSet = hasTimeInterval();
if (intervalSet) {
completeSuccess &= getInterval(_start, _stop);
}
return completeSuccess;
}
bool RenderablePath::deinitialize() {
glDeleteVertexArrays(1, &_vaoID);
_vaoID = 0;
glDeleteBuffers(1, &_vBufferID);
_vBufferID = 0;
RenderEngine& renderEngine = OsEng.renderEngine();
if (_programObject) {
renderEngine.removeRenderProgram(_programObject);
_programObject = nullptr;
}
return true;
}
bool RenderablePath::isReady() const {
return (_programObject != nullptr) && _successfullDictionaryFetch;
}
void RenderablePath::render(const RenderData& data) {
double time = openspace::Time::ref().currentTime();
if (_start > time || _stop < time)
return;
int nPointsToDraw = _vertexArray.size();// (time - _start) / (_stop - _start) * (_vertexArray.size()) + 1 + 0.5;
_programObject->activate();
// Calculate variables to be used as uniform variables in shader
glm::dvec3 bodyPosition = data.modelTransform.translation;
// Model transform and view transform needs to be in double precision
glm::dmat4 modelTransform =
glm::translate(glm::dmat4(1.0), bodyPosition); // Translation
glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() * modelTransform;
_programObject->setUniform("modelViewTransform", glm::mat4(modelViewTransform));
_programObject->setUniform("projectionTransform", data.camera.projectionMatrix());
_programObject->setUniform("pointSteps", _pointSteps);
_programObject->setUniform("color", _lineColor);
if (_drawLine) {
glLineWidth(_lineWidth);
glBindVertexArray(_vaoID);
glDrawArrays(GL_LINE_STRIP, 0, static_cast<GLsizei>(nPointsToDraw));
glBindVertexArray(0);
glLineWidth(1.f);
}
glEnable(GL_PROGRAM_POINT_SIZE);
glBindVertexArray(_vaoID);
glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(nPointsToDraw));
glBindVertexArray(0);
glDisable(GL_PROGRAM_POINT_SIZE);
_programObject->deactivate();
}
void RenderablePath::update(const UpdateData& data) {
if (data.isTimeJump)
_needsSweep = true;
if (_needsSweep) {
calculatePath(_observer);
sendToGPU();
_needsSweep = false;
}
if (_programObject->isDirty())
_programObject->rebuildFromFile();
}
void RenderablePath::calculatePath(std::string observer) {
double interval = (_stop - _start);
int segments = static_cast<int>(interval /_increment);
if (segments == 0)
return;
double lightTime;
// bool correctPosition = true;
double currentTime = _start;
_vertexArray.resize(segments);
//psc pscPos;
//float r, g, b;
//float g = _lineColor[1];
//float b = _lineColor[2];
glm::vec3 position;
for (int i = 0; i < segments; i++) {
position =
glm::vec3(SpiceManager::ref().targetPosition(_target, observer, _frame, {}, currentTime, lightTime));
// Convert from 100 m to m
position *= 10e2;
//pscPos = PowerScaledCoordinate::CreatePowerScaledCoordinate(p.x, p.y, p.z);
//pscPos[3] += 3;
//if (!correctPosition) {
// r = 1.f;
// g = b = 0.5f;
//}
//else if ((i % 8) == 0) {
// r = _lineColor[0];
// g = _lineColor[1];
// b = _lineColor[2];
//}
//else {
// r = g = b = 0.6f;
//}
//add position
_vertexArray[i] = { position[0], position[1], position[2], 1.0f };
//add color for position
//_vertexArray[i + 1] = { r, g, b, a };
currentTime += _increment;
}
_lastPosition = glm::vec4(position, 1.0f);
glBindBuffer(GL_ARRAY_BUFFER, _vBufferID);
glBufferSubData(GL_ARRAY_BUFFER, 0, _vertexArray.size() * sizeof(VertexInfo), &_vertexArray[0]);
}
void RenderablePath::sendToGPU() {
glGenVertexArrays(1, &_vaoID);
glGenBuffers(1, &_vBufferID);
glBindVertexArray(_vaoID);
glBindBuffer(GL_ARRAY_BUFFER, _vBufferID);
glBufferData(GL_ARRAY_BUFFER, _vertexArray.size() * sizeof(VertexInfo), NULL, GL_STREAM_DRAW); // orphaning the buffer, sending NULL data.
glBufferSubData(GL_ARRAY_BUFFER, 0, _vertexArray.size() * sizeof(VertexInfo), &_vertexArray[0]);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
//glEnableVertexAttribArray(1);
//glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(VertexInfo) * 2, (void*)(sizeof(VertexInfo)));
glBindVertexArray(0);
}
} // namespace openspace