Files
OpenSpace/modules/fieldlinessequence/rendering/renderablefieldlinessequence.cpp
2017-10-09 22:55:28 +02:00

326 lines
13 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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/fieldlinessequence/rendering/renderablefieldlinessequence.h>
#include <openspace/engine/openspaceengine.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/util/updatestructures.h>
#include <ghoul/opengl/programobject.h>
#include <ghoul/opengl/textureunit.h>
namespace {
std::string _loggerCat = "RenderableFieldlinesSequence";
const GLuint _VA_POSITION = 0; // MUST CORRESPOND TO THE SHADER PROGRAM
const GLuint _VA_COLOR = 1; // MUST CORRESPOND TO THE SHADER PROGRAM
const GLuint _VA_MASKING = 2; // MUST CORRESPOND TO THE SHADER PROGRAM
} // namespace
namespace openspace {
void RenderableFieldlinesSequence::deinitialize() {
glDeleteVertexArrays(1, &_vertexArrayObject);
_vertexArrayObject = 0;
glDeleteBuffers(1, &_vertexPositionBuffer);
_vertexPositionBuffer = 0;
glDeleteBuffers(1, &_vertexColorBuffer);
_vertexColorBuffer = 0;
glDeleteBuffers(1, &_vertexMaskingBuffer);
_vertexMaskingBuffer = 0;
RenderEngine& renderEngine = OsEng.renderEngine();
if (_shaderProgram) {
renderEngine.removeRenderProgram(_shaderProgram);
_shaderProgram = nullptr;
}
// Stall main thread until thread that's loading states is done!
while (_isLoadingStateFromDisk) {
LWARNING("TRYING TO DESTROY CLASS WHEN A THREAD USING IT IS STILL ACTIVE");
}
}
bool RenderableFieldlinesSequence::isReady() const {
return _isReady;
}
void RenderableFieldlinesSequence::render(const RenderData& data, RendererTasks&) {
if (_activeTriggerTimeIndex != -1) {
_shaderProgram->activate();
// Calculate Model View MatrixProjection
const glm::dmat4 ROT_MAT = glm::dmat4(data.modelTransform.rotation);
// const glm::mat4 SCALE_TRANSFORM = glm::mat4(1.0); // TODO remove if no use
const glm::dmat4 MODEL_MAT =
glm::translate(glm::dmat4(1.0), data.modelTransform.translation) *
ROT_MAT *
glm::dmat4(glm::scale(glm::dmat4(1), glm::dvec3(data.modelTransform.scale)));
const glm::dmat4 MODEL_VIEW_MAT = data.camera.combinedViewMatrix() * MODEL_MAT;
_shaderProgram->setUniform("modelViewProjection",
data.camera.sgctInternal.projectionMatrix() * glm::mat4(MODEL_VIEW_MAT));
_shaderProgram->setUniform("colorMethod", _pColorMethod);
_shaderProgram->setUniform("lineColor", _pColorUniform);
_shaderProgram->setUniform("usingDomain", _pDomainEnabled);
_shaderProgram->setUniform("usingMasking", _pMaskingEnabled);
if (_pColorMethod == ColorMethod::BY_QUANTITY) {
ghoul::opengl::TextureUnit textureUnit;
textureUnit.activate();
_transferFunction->bind(); // Calls update internally
_shaderProgram->setUniform("colorTable", textureUnit);
_shaderProgram->setUniform("colorTableRange",
_colorTableRanges[_pColorQuantity]);
}
if (_pMaskingEnabled) {
_shaderProgram->setUniform("maskingRange", _maskingRanges[_pMaskingQuantity]);
}
_shaderProgram->setUniform("domainLimR", _pDomainR.value() * _scalingFactor);
_shaderProgram->setUniform("domainLimX", _pDomainX.value() * _scalingFactor);
_shaderProgram->setUniform("domainLimY", _pDomainY.value() * _scalingFactor);
_shaderProgram->setUniform("domainLimZ", _pDomainZ.value() * _scalingFactor);
// Flow/Particles
_shaderProgram->setUniform("flowColor", _pFlowColor);
_shaderProgram->setUniform("usingParticles", _pFlowEnabled);
_shaderProgram->setUniform("particleSize", _pFlowParticleSize);
_shaderProgram->setUniform("particleSpacing", _pFlowParticleSpacing);
_shaderProgram->setUniform("particleSpeed", _pFlowSpeed);
_shaderProgram->setUniform("time", OsEng.runTime() * (_pFlowReversed ? -1 : 1));
bool additiveBlending = false;
if (_pColorABlendEnabled) {
const auto RENDERER = OsEng.renderEngine().rendererImplementation();
bool usingFBufferRenderer = RENDERER ==
RenderEngine::RendererImplementation::Framebuffer;
bool usingABufferRenderer = RENDERER ==
RenderEngine::RendererImplementation::ABuffer;
if (usingABufferRenderer) {
_shaderProgram->setUniform("usingAdditiveBlending", _pColorABlendEnabled);
}
additiveBlending = usingFBufferRenderer;
if (additiveBlending) {
glDepthMask(false);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
}
glBindVertexArray(_vertexArrayObject);
glMultiDrawArrays(
GL_LINE_STRIP, //_drawingOutputType,
_states[_activeStateIndex].lineStart().data(),
_states[_activeStateIndex].lineCount().data(),
static_cast<GLsizei>(_states[_activeStateIndex].lineStart().size())
);
glBindVertexArray(0);
_shaderProgram->deactivate();
if (additiveBlending) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(true);
}
}
}
void RenderableFieldlinesSequence::update(const UpdateData& data) {
if (_shaderProgram->isDirty()) {
_shaderProgram->rebuildFromFile();
}
// This node shouldn't do anything if its been disabled from the gui!
if (_enabled) {
const double CURRENT_TIME = data.time.j2000Seconds();
// Check if current time in OpenSpace is within sequence interval
if (isWithinSequenceInterval(CURRENT_TIME)) {
const int NEXT_IDX = _activeTriggerTimeIndex + 1;
if (_activeTriggerTimeIndex < 0 // true => Previous frame was not within the sequence interval
|| CURRENT_TIME < _startTimes[_activeTriggerTimeIndex] // true => OpenSpace has stepped back to a time represented by another state
|| (NEXT_IDX < _nStates && CURRENT_TIME >= _startTimes[NEXT_IDX])) { // true => OpenSpace has stepped forward to a time represented by another state
updateActiveTriggerTimeIndex(CURRENT_TIME);
if (_loadingStatesDynamically) {
_mustLoadNewStateFromDisk = true;
} else {
_needsUpdate = true;
_activeStateIndex = _activeTriggerTimeIndex;
}
} // else {we're still in same state as previous frame (no changes needed)}
} else {
// Not in interval => set everything to false
_activeTriggerTimeIndex = -1;
_mustLoadNewStateFromDisk = false;
_needsUpdate = false;
}
if (_mustLoadNewStateFromDisk) {
if (!_isLoadingStateFromDisk && !_newStateIsReady) {
_isLoadingStateFromDisk = true;
_mustLoadNewStateFromDisk = false;
const std::string FILEPATH = _sourceFiles[_activeTriggerTimeIndex];
std::thread readBinaryThread([this, FILEPATH] {
this->readNewState(FILEPATH);
});
readBinaryThread.detach();
}
}
if (_needsUpdate || _newStateIsReady) {
if (_loadingStatesDynamically) {
_states[0] = std::move(*_newState);
}
updateVertexPositionBuffer();
if (_states[_activeStateIndex].nExtraQuantities() > 0) {
_shouldUpdateColorBuffer = true;
_shouldUpdateMaskingBuffer = true;
} else {
_pColorMethod = ColorMethod::UNIFORM;
}
// Everything is set and ready for rendering!
_needsUpdate = false;
_newStateIsReady = false;
}
if (_shouldUpdateColorBuffer) {
updateVertexColorBuffer();
_shouldUpdateColorBuffer = false;
}
if (_shouldUpdateMaskingBuffer) {
updateVertexMaskingBuffer();
_shouldUpdateMaskingBuffer = false;
}
}
}
inline bool RenderableFieldlinesSequence::isWithinSequenceInterval(const double CURRENT_TIME) const {
return (CURRENT_TIME >= _startTimes[0]) && (CURRENT_TIME < _sequenceEndTime);
}
// Assumes we already know that CURRENT_TIME is within the sequence interval
void RenderableFieldlinesSequence::updateActiveTriggerTimeIndex(const double CURRENT_TIME) {
auto iter = std::upper_bound(_startTimes.begin(), _startTimes.end(), CURRENT_TIME);
if (iter != _startTimes.end()) {
if ( iter != _startTimes.begin()) {
_activeTriggerTimeIndex =
static_cast<int>(std::distance(_startTimes.begin(), iter)) - 1;
} else {
_activeTriggerTimeIndex = 0;
}
} else {
_activeTriggerTimeIndex = static_cast<int>(_nStates) - 1;
}
}
// Reading state from disk. Must be thread safe!
void RenderableFieldlinesSequence::readNewState(const std::string& FILEPATH) {
_newState = std::make_unique<FieldlinesState>();
if (_newState->loadStateFromOsfls(FILEPATH)) {
_newStateIsReady = true;
}
_isLoadingStateFromDisk = false;
}
// Unbind buffers and arrays
inline void unbindGL() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void RenderableFieldlinesSequence::updateVertexPositionBuffer() {
glBindVertexArray(_vertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, _vertexPositionBuffer);
const std::vector<glm::vec3>& VERTEX_POS_VEC =
_states[_activeStateIndex].vertexPositions();
glBufferData(GL_ARRAY_BUFFER, VERTEX_POS_VEC.size() * sizeof(glm::vec3),
&VERTEX_POS_VEC.front(), GL_STATIC_DRAW);
glEnableVertexAttribArray(_VA_POSITION);
glVertexAttribPointer(_VA_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
unbindGL();
}
void RenderableFieldlinesSequence::updateVertexColorBuffer() {
glBindVertexArray(_vertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, _vertexColorBuffer);
bool isSuccessful;
const std::vector<float>& QUANTITY_VEC =
_states[_activeStateIndex].extraQuantity(_pColorQuantity, isSuccessful);
if (isSuccessful) {
glBufferData(GL_ARRAY_BUFFER, QUANTITY_VEC.size() * sizeof(float),
&QUANTITY_VEC.front(), GL_STATIC_DRAW);
glEnableVertexAttribArray(_VA_COLOR);
glVertexAttribPointer(_VA_COLOR, 1, GL_FLOAT, GL_FALSE, 0, 0);
unbindGL();
}
}
void RenderableFieldlinesSequence::updateVertexMaskingBuffer() {
glBindVertexArray(_vertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, _vertexMaskingBuffer);
bool isSuccessful;
const std::vector<float>& QUANTITY_VEC =
_states[_activeStateIndex].extraQuantity(_pMaskingQuantity, isSuccessful);
if (isSuccessful) {
glBufferData(GL_ARRAY_BUFFER, QUANTITY_VEC.size() * sizeof(float),
&QUANTITY_VEC.front(), GL_STATIC_DRAW);
glEnableVertexAttribArray(_VA_MASKING);
glVertexAttribPointer(_VA_MASKING, 1, GL_FLOAT, GL_FALSE, 0, 0);
unbindGL();
}
}
} // namespace openspace