Files
OpenSpace/modules/fieldlinessequence/rendering/renderablelighttravel.cpp

248 lines
9.3 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2020 *
* *
* 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. *
****************************************************************************************/
//including our own h file
#include <modules/fieldlinessequence/rendering/renderablelighttravel.h>
// Includes from fieldlinessequence, might not need all of them
#include <modules/fieldlinessequence/fieldlinessequencemodule.h>
#include <modules/fieldlinessequence/util/kameleonfieldlinehelper.h>
#include <openspace/engine/globals.h>
#include <openspace/engine/windowdelegate.h>
#include <openspace/interaction/navigationhandler.h>
#include <openspace/interaction/orbitalnavigator.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/scene/scene.h>
#include <openspace/util/timemanager.h>
#include <openspace/util/updatestructures.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/logging/logmanager.h>
// Test debugging tools more then logmanager
#include <ghoul/logging/consolelog.h>
#include <ghoul/logging/visualstudiooutputlog.h>
#include <ghoul/filesystem/cachemanager.h>
#include <ghoul/opengl/programobject.h>
#include <ghoul/opengl/textureunit.h>
#include <fstream>
#include <thread>
#include <openspace/json.h>
#include <openspace/query/query.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/scene/scene.h>
namespace {
constexpr const char* _loggerCat = "renderableLightTravel";
constexpr openspace::properties::Property::PropertyInfo LightSpeedInfo = {
"lightspeed",
"speed of light",
"The speed of light"
};
}
namespace openspace {
using namespace properties;
RenderableLightTravel::RenderableLightTravel(const ghoul::Dictionary& dictionary)
: Renderable(dictionary)
, _lightspeed(LightSpeedInfo, 3000000000)
{
_dictionary = std::make_unique<ghoul::Dictionary>(dictionary);
}
void RenderableLightTravel::initializeGL() {
_dictionary.reset();
_shaderProgram = global::renderEngine.buildRenderProgram(
"Lighttravel",
absPath("${MODULE_FIELDLINESSEQUENCE}/shaders/lighttravel_vs.glsl"),
absPath("${MODULE_FIELDLINESSEQUENCE}/shaders/lighttravel_fs.glsl")
);
glGenVertexArrays(1, &_vertexArrayObject);
glGenBuffers(1, &_vertexPositionBuffer);
setRenderBin(Renderable::RenderBin::Transparent);
glm::vec3 currentpos = glm::vec3(0.0, 0.0, 0.0);
positions.push_back(currentpos);
addProperty(_lightspeed);
//_lightspeed = 300 * 10e6;
_lightspeed = 299792458.f;
glm::vec3 earthPos = glm::vec3(94499869340, -115427843118, 11212075887.3);
glm::vec3 earthToSun = glm::vec3(earthPos);
glm::vec3 newpos = glm::vec3(0.0, 0.0, 0.0);
/// should probably be distance from points to earth
while(currentpos.x < 94499869340){
newpos = currentpos + (_lightspeed / glm::length(earthToSun)) * earthToSun;
positions.push_back(newpos);
earthToSun = earthPos - newpos;
currentpos = newpos;
}
//positions.push_back(glm::vec3(94499869340 / 2, -115427843118 / 2, 11212075887.3 / 2));
positions.push_back(earthPos);
_triggerTime = Time::convertTime("20000714T100344000");
LDEBUG("position size:" + std::to_string(positions.size()));
//Earthnode worldposition, is not aligned with the actual position shown as it seems right now.
//SceneGraphNode* earthNode = sceneGraphNode("Earth");
//glm::vec3 earthPos = earthNode->worldPosition();
//glm::vec3 earthPos = earthNode->position();
// positions.push_back(earthPos);
// positions.push_back(earthPos);
LDEBUG("vi kom in i init");
}
void RenderableLightTravel::deinitializeGL()
{
glDeleteVertexArrays(1, &_vertexArrayObject);
_vertexArrayObject = 0;
glDeleteBuffers(1, &_vertexPositionBuffer);
_vertexPositionBuffer = 0;
if (_shaderProgram) {
global::renderEngine.removeRenderProgram(_shaderProgram.get());
_shaderProgram = nullptr;
}
}
bool RenderableLightTravel::isReady() const
{
return _shaderProgram != nullptr;
}
void RenderableLightTravel::render(const RenderData& data, RendererTasks& rendererTask)
{
/*
if(positions.size() < 3){
SceneGraphNode* earthNode = sceneGraphNode("Earth");
glm::vec3 earthPos = earthNode->worldPosition();
// glm::vec3 earthPos =
// global::renderEngine.scene()->sceneGraphNode("Earth")->worldPosition();
positions.push_back(earthPos);
}
*/
_shaderProgram->activate();
//LDEBUG("vi kom in i render");
// Calculate Model View MatrixProjection
const glm::dmat4 rotMat = glm::dmat4(data.modelTransform.rotation);
const glm::dmat4 modelMat =
glm::translate(glm::dmat4(1.0), data.modelTransform.translation) *
rotMat *
glm::dmat4(glm::scale(glm::dmat4(1), glm::dvec3(data.modelTransform.scale)));
const glm::dmat4 modelViewMat = data.camera.combinedViewMatrix() * modelMat;
_shaderProgram->setUniform("modelViewProjection",
data.camera.sgctInternal.projectionMatrix() * glm::mat4(modelViewMat));
glBindVertexArray(_vertexArrayObject);
glLineWidth(5.0f);
GLint temp = 0;
glDrawArrays(
GL_LINE_STRIP,
temp,
static_cast<GLsizei>(positions.size())
);
glBindVertexArray(0);
_shaderProgram->deactivate();
}
inline void unbindGL() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void RenderableLightTravel::update(const UpdateData& data)
{
if (_shaderProgram->isDirty()) {
_shaderProgram->rebuildFromFile();
}
/*
if (_Timesincestart == -1) {
_Timesincestart =
}
*/
const double currentTime = data.time.j2000Seconds();
if (_triggerTime < currentTime) {
glBindVertexArray(_vertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, _vertexPositionBuffer);
const std::vector<glm::vec3>& vertPos = positions;
glBufferData(
GL_ARRAY_BUFFER,
vertPos.size() * sizeof(glm::vec3),
vertPos.data(),
GL_STATIC_DRAW
);
constexpr const GLuint VaPosition = 0;
glEnableVertexAttribArray(VaPosition);
glVertexAttribPointer(VaPosition, 3, GL_FLOAT, GL_FALSE, 0, 0);
/*
constexpr const GLuint VaDistance = 1;
constexpr const GLuint VaTimeSinceStart = 2;
constexpr const GLuint VaTransmissionTime = 3;
constexpr const GLuint VaLightTravelTime = 4;
//glEnable(GL_PROGRAM_POINT_SIZE);
glVertexAttribPointer(VaDistance, 1, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(VaDistance);
glVertexAttribPointer(VaTimeSinceStart, 1, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(VaTimeSinceStart);
glVertexAttribPointer(VaTransmissionTime, 1, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(VaTransmissionTime);
glVertexAttribPointer(VaLightTravelTime, 1, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(VaLightTravelTime);
*/
unbindGL();
}
}
}