Files
OpenSpace/modules/base/rendering/renderableplanet.h
2016-08-17 20:25:58 -04:00

222 lines
8.6 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. *
****************************************************************************************/
#ifndef __RENDERABLEPLANET_H__
#define __RENDERABLEPLANET_H__
// open space includes
#include <openspace/rendering/renderable.h>
#include <openspace/properties/stringproperty.h>
#include <openspace/util/updatestructures.h>
#include <ghoul/opengl/textureunit.h>
#include <vector>
#include <string>
// ghoul includes
namespace ghoul {
namespace opengl {
class ProgramObject;
class Texture;
}
}
namespace openspace {
namespace planetgeometry {
class PlanetGeometry;
}
class RenderablePlanet : public Renderable {
public:
// Shadow structure
typedef struct {
std::pair<std::string, float> source;
std::pair<std::string, float> caster;
} ShadowConf;
struct ShadowRenderingStruct {
float xu, xp;
float rs, rc;
glm::vec3 sourceCasterVec;
glm::vec3 casterPositionVec;
bool isShadowing;
};
// See: Precomputed Atmospheric Scattering from Bruneton et al.
// for explanation of the following parameters.
const unsigned int TRANSMITTANCE_TABLE_WIDTH = 256;
const unsigned int TRANSMITTANCE_TABLE_HEIGHT = 64;
const unsigned int IRRADIANCE_TABLE_WIDTH = 64;
const unsigned int IRRADIANCE_TABLE_HEIGHT = 16;
const unsigned int DELTA_E_TABLE_WIDTH = 64;
const unsigned int DELTA_E_TABLE_HEIGHT = 16;
/*const unsigned int TRANSMITTANCE_TABLE_WIDTH = 512;
const unsigned int TRANSMITTANCE_TABLE_HEIGHT = 128;
const unsigned int IRRADIANCE_TABLE_WIDTH = 128;
const unsigned int IRRADIANCE_TABLE_HEIGHT = 32;
const unsigned int DELTA_E_TABLE_WIDTH = 128;
const unsigned int DELTA_E_TABLE_HEIGHT = 32;*/
const unsigned int R_SAMPLES = 32;
const unsigned int MU_SAMPLES = 128;
const unsigned int MU_S_SAMPLES = 32;
const unsigned int NU_SAMPLES = 8;
/*const unsigned int R_SAMPLES = 64;
const unsigned int MU_SAMPLES = 256;
const unsigned int MU_S_SAMPLES = 64;
const unsigned int NU_SAMPLES = 16;*/
public:
explicit RenderablePlanet(const ghoul::Dictionary& dictionary);
~RenderablePlanet();
bool initialize() override;
bool deinitialize() override;
bool isReady() const override;
void render(const RenderData& data) override;
void update(const UpdateData& data) override;
protected:
void loadTexture();
private:
void loadComputationPrograms();
void unloadComputationPrograms();
void createComputationTextures();
void deleteComputationTextures();
void deleteUnusedComputationTextures();
void loadAtmosphereDataIntoShaderProgram(std::unique_ptr<ghoul::opengl::ProgramObject> & shaderProg);
void executeCalculations(const GLuint vao, const GLenum drawBuffers[2], const GLsizei vertexSize);
void preCalculateAtmosphereParam();
void createAtmosphereFBO();
void createRenderQuad(GLuint * vao, GLuint * vbo, const GLfloat size);
void renderQuadForCalc(const GLuint vao, const GLsizei size);
void step3DTexture(std::unique_ptr<ghoul::opengl::ProgramObject> & shaderProg,
const int layer, const bool doCalc = true);
void saveTextureToPPMFile(const GLenum color_buffer_attachment, const std::string & fileName,
const int width, const int height) const;
private:
properties::StringProperty _colorTexturePath;
properties::StringProperty _nightTexturePath;
properties::StringProperty _heightMapTexturePath;
properties::StringProperty _cloudsTexturePath;
properties::StringProperty _reflectanceTexturePath;
std::unique_ptr<ghoul::opengl::ProgramObject> _programObject;
std::unique_ptr<ghoul::opengl::ProgramObject> _transmittanceProgramObject;
std::unique_ptr<ghoul::opengl::ProgramObject> _irradianceProgramObject;
std::unique_ptr<ghoul::opengl::ProgramObject> _irradianceSupTermsProgramObject;
std::unique_ptr<ghoul::opengl::ProgramObject> _inScatteringProgramObject;
std::unique_ptr<ghoul::opengl::ProgramObject> _inScatteringSupTermsProgramObject;
std::unique_ptr<ghoul::opengl::ProgramObject> _deltaEProgramObject;
std::unique_ptr<ghoul::opengl::ProgramObject> _deltaSProgramObject;
std::unique_ptr<ghoul::opengl::ProgramObject> _deltaSSupTermsProgramObject;
std::unique_ptr<ghoul::opengl::ProgramObject> _deltaJProgramObject;
std::unique_ptr<ghoul::opengl::ProgramObject> _atmosphereProgramObject;
ghoul::opengl::TextureUnit _dummyTextureUnit;
ghoul::opengl::TextureUnit _dummy3DTextureUnit;
ghoul::opengl::TextureUnit _transmittanceTableTextureUnit;
ghoul::opengl::TextureUnit _irradianceTableTextureUnit;
ghoul::opengl::TextureUnit _inScatteringTableTextureUnit;
ghoul::opengl::TextureUnit _deltaETableTextureUnit;
ghoul::opengl::TextureUnit _deltaSRayleighTableTextureUnit;
ghoul::opengl::TextureUnit _deltaSMieTableTextureUnit;
ghoul::opengl::TextureUnit _deltaJTableTextureUnit;
ghoul::opengl::TextureUnit _atmosphereTextureUnit;
std::unique_ptr<ghoul::opengl::Texture> _texture;
std::unique_ptr<ghoul::opengl::Texture> _nightTexture;
std::unique_ptr<ghoul::opengl::Texture> _reflectanceTexture;
std::unique_ptr<ghoul::opengl::Texture> _heightMapTexture;
std::unique_ptr<ghoul::opengl::Texture> _cloudsTexture;
GLuint _transmittanceTableTexture;
GLuint _irradianceTableTexture;
GLuint _inScatteringTableTexture;
GLuint _deltaETableTexture;
GLuint _deltaSRayleighTableTexture;
GLuint _deltaSMieTableTexture;
GLuint _deltaJTableTexture;
GLuint _dummyTexture;
GLuint _dummy3DTexture;
GLuint _atmosphereTexture;
GLuint _atmosphereFBO;
GLuint _atmosphereRenderVAO;
GLuint _atmosphereRenderVBO;
properties::FloatProperty _heightExaggeration;
planetgeometry::PlanetGeometry* _geometry;
properties::BoolProperty _performShading;
properties::IntProperty _rotation;
float _alpha;
std::vector< ShadowConf > _shadowConfArray;
float _planetRadius;
glm::dmat3 _stateMatrix;
std::string _frame;
std::string _target;
bool _hasNightTexture;
bool _hasReflectanceTexture;
bool _hasHeightTexture;
bool _hasCloudsTexture;
bool _shadowEnabled;
double _time;
// Atmosphere Data
bool _atmosphereCalculated;
bool _atmosphereEnabled;
float _atmosphereRadius;
float _atmospherePlanetRadius;
float _planetAverageGroundReflectance;
float _rayleighHeightScale;
float _mieHeightScale;
float _miePhaseConstant;
glm::vec3 _mieExtinctionCoeff;
glm::vec3 _rayleighScatteringCoeff;
glm::vec3 _mieScatteringCoeff;
bool tempPic;
unsigned int count;
};
} // namespace openspace
#endif // __RENDERABLEPLANET_H__