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372 lines
16 KiB
C++
372 lines
16 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2023 *
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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 <modules/base/rendering/renderabletrailtrajectory.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/scene/translation.h>
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#include <openspace/util/spicemanager.h>
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#include <openspace/util/updatestructures.h>
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#include <optional>
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// This class creates the entire trajectory at once and keeps it in memory the entire
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// time. This means that there is no need for updating the trail at runtime, but also that
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// the whole trail has to fit in memory.
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// Opposed to the RenderableTrailOrbit, no index buffer is needed as the vertex can be
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// written into the vertex buffer object continuously and then selected by using the
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// count variable from the RenderInformation struct to toggle rendering of the entire path
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// or subpath.
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// In addition, this RenderableTrail implementation uses an additional RenderInformation
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// bucket that contains the line from the last shown point to the current location of the
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// object iff not the entire path is shown and the object is between _startTime and
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// _endTime. This buffer is updated every frame.
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namespace {
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constexpr openspace::properties::Property::PropertyInfo StartTimeInfo = {
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"StartTime",
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"Start Time",
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"The start time for the range of this trajectory. The date must be in ISO 8601 "
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"format: YYYY MM DD HH:mm:ss.xxx",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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constexpr openspace::properties::Property::PropertyInfo EndTimeInfo = {
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"EndTime",
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"End Time",
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"The end time for the range of this trajectory. The date must be in ISO 8601 "
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"format: YYYY MM DD HH:mm:ss.xxx",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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constexpr openspace::properties::Property::PropertyInfo SampleIntervalInfo = {
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"SampleInterval",
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"Sample Interval",
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"The interval between samples of the trajectory. This value (together with "
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"'TimeStampSubsampleFactor') determines how far apart (in time) the samples are "
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"spaced along the trajectory. The time interval between 'StartTime' and "
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"'EndTime' is split into 'SampleInterval' * 'TimeStampSubsampleFactor' segments",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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constexpr openspace::properties::Property::PropertyInfo TimeSubSampleInfo = {
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"TimeStampSubsampleFactor",
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"Time Stamp Subsampling Factor",
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"The factor that is used to create subsamples along the trajectory. This value "
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"(together with 'SampleInterval') determines how far apart (in time) the samples "
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"are spaced along the trajectory. The time interval between 'StartTime' and "
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"'EndTime' is split into 'SampleInterval' * 'TimeStampSubsampleFactor' segments",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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constexpr openspace::properties::Property::PropertyInfo RenderFullPathInfo = {
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"ShowFullTrail",
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"Render Full Trail",
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"If this value is set to 'true', the entire trail will be rendered; if it is "
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"'false', only the trail until the current time in the application will be shown",
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// @VISIBILITY(1.25)
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openspace::properties::Property::Visibility::NoviceUser
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};
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constexpr openspace::properties::Property::PropertyInfo SweepChunkSizeInfo = {
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"SweepChunkSize",
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"Sweep Chunk Size",
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"The number of vertices that will be calculated each frame whenever the trail "
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"needs to be recalculated. "
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"A greater value will result in more calculations per frame.",
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// @VISIBILITY(?)
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openspace::properties::Property::Visibility::AdvancedUser
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};
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struct [[codegen::Dictionary(RenderableTrailTrajectory)]] Parameters {
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// [[codegen::verbatim(StartTimeInfo.description)]]
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std::string startTime [[codegen::annotation("A valid date in ISO 8601 format")]];
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// [[codegen::verbatim(EndTimeInfo.description)]]
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std::string endTime [[codegen::annotation("A valid date in ISO 8601 format")]];
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// [[codegen::verbatim(SampleIntervalInfo.description)]]
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double sampleInterval;
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// [[codegen::verbatim(TimeSubSampleInfo.description)]]
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std::optional<int> timeStampSubsampleFactor;
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// [[codegen::verbatim(RenderFullPathInfo.description)]]
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std::optional<bool> showFullTrail;
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// [[codegen::verbatim(SweepChunkSizeInfo.description)]]
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std::optional<int> sweepChunkSize;
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};
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#include "renderabletrailtrajectory_codegen.cpp"
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} // namespace
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namespace openspace {
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documentation::Documentation RenderableTrailTrajectory::Documentation() {
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return codegen::doc<Parameters>(
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"base_renderable_renderabletrailtrajectory",
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RenderableTrail::Documentation()
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);
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}
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RenderableTrailTrajectory::RenderableTrailTrajectory(const ghoul::Dictionary& dictionary)
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: RenderableTrail(dictionary)
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, _startTime(StartTimeInfo)
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, _endTime(EndTimeInfo)
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, _sampleInterval(SampleIntervalInfo, 2.0, 2.0, 1e6)
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, _timeStampSubsamplingFactor(TimeSubSampleInfo, 1, 1, 1000000000)
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, _renderFullTrail(RenderFullPathInfo, false)
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, _maxVertex(glm::vec3(-std::numeric_limits<float>::max()))
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, _minVertex(glm::vec3(std::numeric_limits<float>::max()))
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{
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const Parameters p = codegen::bake<Parameters>(dictionary);
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_translation->onParameterChange([this]() { reset(); });
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_startTime = p.startTime;
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_startTime.onChange([this] { reset(); });
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addProperty(_startTime);
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_endTime = p.endTime;
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_endTime.onChange([this] { reset(); });
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addProperty(_endTime);
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_sampleInterval = p.sampleInterval;
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_sampleInterval.onChange([this] { reset(); });
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addProperty(_sampleInterval);
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_timeStampSubsamplingFactor =
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p.timeStampSubsampleFactor.value_or(_timeStampSubsamplingFactor);
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_timeStampSubsamplingFactor.onChange([this] { _subsamplingIsDirty = true; });
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addProperty(_timeStampSubsamplingFactor);
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_renderFullTrail = p.showFullTrail.value_or(_renderFullTrail);
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addProperty(_renderFullTrail);
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_sweepChunkSize = p.sweepChunkSize.value_or(_sweepChunkSize);
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// We store the vertices with ascending temporal order
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_primaryRenderInformation.sorting = RenderInformation::VertexSorting::OldestFirst;
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}
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void RenderableTrailTrajectory::initializeGL() {
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RenderableTrail::initializeGL();
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// We don't need an index buffer, so we keep it at the default value of 0
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glGenVertexArrays(1, &_primaryRenderInformation._vaoID);
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glGenBuffers(1, &_primaryRenderInformation._vBufferID);
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// We do need an additional render information bucket for the additional line from the
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// last shown permanent line to the current position of the object
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glGenVertexArrays(1, &_floatingRenderInformation._vaoID);
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glGenBuffers(1, &_floatingRenderInformation._vBufferID);
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_floatingRenderInformation.sorting = RenderInformation::VertexSorting::OldestFirst;
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}
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void RenderableTrailTrajectory::deinitializeGL() {
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glDeleteVertexArrays(1, &_primaryRenderInformation._vaoID);
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glDeleteBuffers(1, &_primaryRenderInformation._vBufferID);
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glDeleteVertexArrays(1, &_floatingRenderInformation._vaoID);
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glDeleteBuffers(1, &_floatingRenderInformation._vBufferID);
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RenderableTrail::deinitializeGL();
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}
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void RenderableTrailTrajectory::reset() {
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_needsFullSweep = true;
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_sweepIteration = 0;
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_maxVertex = glm::vec3(-std::numeric_limits<float>::max());
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_minVertex = glm::vec3(std::numeric_limits<float>::max());
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}
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void RenderableTrailTrajectory::update(const UpdateData& data) {
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if (_needsFullSweep) {
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if (_sweepIteration == 0) {
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// Max number of vertices
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constexpr unsigned int maxNumberOfVertices = 1000000;
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// Convert the start and end time from string representations to J2000 seconds
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_start = SpiceManager::ref().ephemerisTimeFromDate(_startTime);
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_end = SpiceManager::ref().ephemerisTimeFromDate(_endTime);
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double timespan = _end - _start;
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_totalSampleInterval = _sampleInterval / _timeStampSubsamplingFactor;
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// Cap _numberOfVertices in order to prevent overflow and extreme performance
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// degredation/RAM usage
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_numberOfVertices = std::min(
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static_cast<unsigned int>(timespan / _totalSampleInterval),
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maxNumberOfVertices
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);
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// We need to recalcuate the _totalSampleInterval if _numberOfVertices eqals
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// maxNumberOfVertices. If we don't do this the position for each vertex
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// will not be correct for the number of vertices we are doing along the trail.
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_totalSampleInterval = (_numberOfVertices == maxNumberOfVertices) ?
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(timespan / _numberOfVertices) : _totalSampleInterval;
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// Make space for the vertices
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_vertexArray.clear();
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_vertexArray.resize(_numberOfVertices);
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}
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// Calculate sweeping range for this iteration
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unsigned int startIndex = _sweepIteration * _sweepChunkSize;
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unsigned int nextIndex = (_sweepIteration + 1) * _sweepChunkSize;
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unsigned int stopIndex = std::min(nextIndex, _numberOfVertices);
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// Calculate all vertex positions
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for (int i = startIndex; i < stopIndex; ++i) {
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const glm::vec3 p = _translation->position({
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{},
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Time(_start + i * _totalSampleInterval),
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Time(0.0)
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});
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_vertexArray[i] = { p.x, p.y, p.z };
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// Set max and min vertex for bounding sphere calculations
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_maxVertex = glm::max(_maxVertex, p);
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_minVertex = glm::min(_minVertex, p);
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}
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++_sweepIteration;
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if (stopIndex == _numberOfVertices) {
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_sweepIteration = 0;
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setBoundingSphere(glm::distance(_maxVertex, _minVertex) / 2.f);
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}
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else {
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// Early return as we don't need to render if we are still
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// doing full sweep calculations
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return;
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}
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// Upload vertices to the GPU
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glBindVertexArray(_primaryRenderInformation._vaoID);
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glBindBuffer(GL_ARRAY_BUFFER, _primaryRenderInformation._vBufferID);
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glBufferData(
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GL_ARRAY_BUFFER,
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_vertexArray.size() * sizeof(TrailVBOLayout),
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_vertexArray.data(),
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GL_STATIC_DRAW
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);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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// We clear the indexArray just in case. The base class will take care not to use
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// it if it is empty
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_indexArray.clear();
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_subsamplingIsDirty = true;
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_needsFullSweep = false;
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}
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// This has to be done every update step;
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if (_renderFullTrail) {
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// If the full trail should be rendered at all times, we can directly render the
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// entire set
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_primaryRenderInformation.first = 0;
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_primaryRenderInformation.count = static_cast<GLsizei>(_vertexArray.size());
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}
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else {
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// If only trail so far should be rendered, we need to find the corresponding time
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// in the array and only render it until then
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_primaryRenderInformation.first = 0;
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const double t = std::max(
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0.0,
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(data.time.j2000Seconds() - _start) / (_end - _start)
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);
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_primaryRenderInformation.count = std::min(
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static_cast<GLsizei>(ceil(_vertexArray.size() * t)),
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static_cast<GLsizei>(_vertexArray.size() - 1)
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);
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}
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// If we are inside the valid time, we additionally want to draw a line from the last
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// correct point to the current location of the object
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if (data.time.j2000Seconds() > _start &&
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data.time.j2000Seconds() <= _end && !_renderFullTrail)
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{
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ghoul_assert(_primaryRenderInformation.count > 0, "No vertices available");
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// Copy the last valid location
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glm::dvec3 v0(
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_vertexArray[_primaryRenderInformation.count - 1].x,
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_vertexArray[_primaryRenderInformation.count - 1].y,
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_vertexArray[_primaryRenderInformation.count - 1].z
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);
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// And get the current location of the object
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const glm::dvec3 p = _translation->position(data);
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const glm::dvec3 v1 = { p.x, p.y, p.z };
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// Comptue the difference between the points in double precision
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const glm::dvec3 p0 = v0 - v1;
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_auxiliaryVboData[0] = {
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static_cast<float>(p0.x),
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static_cast<float>(p0.y),
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static_cast<float>(p0.z)
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};
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_auxiliaryVboData[1] = { 0.f, 0.f, 0.f };
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// Fill the render info with the data
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_floatingRenderInformation.first = 0;
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_floatingRenderInformation.count = 2;
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_floatingRenderInformation._localTransform = glm::translate(glm::dmat4(1.0), v1);
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glBindVertexArray(_floatingRenderInformation._vaoID);
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glBindBuffer(GL_ARRAY_BUFFER, _floatingRenderInformation._vBufferID);
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glBufferData(
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GL_ARRAY_BUFFER,
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_auxiliaryVboData.size() * sizeof(TrailVBOLayout),
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_auxiliaryVboData.data(),
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GL_DYNAMIC_DRAW
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);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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}
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else {
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// if we are outside of the valid range, we don't render anything
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_floatingRenderInformation.first = 0;
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_floatingRenderInformation.count = 0;
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}
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if (_subsamplingIsDirty) {
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// If the subsampling information has changed (either by a property change or by
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// a request of a full sweep) we update it here
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_primaryRenderInformation.stride = _timeStampSubsamplingFactor;
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_floatingRenderInformation.stride = _timeStampSubsamplingFactor;
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_subsamplingIsDirty = false;
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}
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glBindVertexArray(0);
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}
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} // namespace openspace
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