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OpenSpace/modules/base/rendering/screenspaceimage.cpp

222 lines
8.0 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/screenspaceimage.h>
#include <ghoul/io/texture/texturereader.h>
#include <ghoul/filesystem/filesystem>
#include <openspace/rendering/renderengine.h>
#include <openspace/engine/openspaceengine.h>
#include <ghoul/opengl/textureunit.h>
#include <modules/onscreengui/include/gui.h>
#include <glm/gtx/polar_coordinates.hpp>
#include <openspace/util/camera.h>
namespace openspace {
ScreenSpaceImage::ScreenSpaceImage(std::string texturePath)
:ScreenSpaceRenderable(texturePath)
{
_id = id();
setName("ScreenSpaceImage" + std::to_string(_id));
OsEng.gui()._property.registerProperty(&_enabled);
OsEng.gui()._property.registerProperty(&_flatScreen);
OsEng.gui()._property.registerProperty(&_euclideanPosition);
OsEng.gui()._property.registerProperty(&_sphericalPosition);
OsEng.gui()._property.registerProperty(&_depth);
OsEng.gui()._property.registerProperty(&_scale);
OsEng.gui()._property.registerProperty(&_texturePath);
_texturePath.onChange([this](){ loadTexture(); });
if(_useEuclideanCoordinates){
_euclideanPosition.onChange([this](){
_sphericalPosition.set(toSpherical(_euclideanPosition.value()));
});
_sphericalPosition.onChange([this](){});
}else{
_euclideanPosition.onChange([this](){
_sphericalPosition.set(toSpherical(_euclideanPosition.value()));
});
}
// _flatScreen.onChange([this](){ _useEuclideanCoordinates = _flatScreen.value(); });
}
ScreenSpaceImage::~ScreenSpaceImage(){}
void ScreenSpaceImage::render(){
GLfloat m_viewport[4];
glGetFloatv(GL_VIEWPORT, m_viewport);
//to scale the plane
float textureRatio = (float(_texture->height())/float(_texture->width()));
//to keep the texture ratio after viewport is distorted.
float scalingRatioX = m_viewport[2] / _originalViewportSize[0];
float scalingRatioY = m_viewport[3] / _originalViewportSize[1];
float occlusionDepth = 1-_depth.value();
glm::mat4 modelTransform;
if(!_useEuclideanCoordinates){
glm::vec2 position = _sphericalPosition.value();
float phi = position.y - M_PI/2.0;
glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), position.x, glm::vec3(0.0f, 1.0f, 0.0f));
rotation = glm::rotate(rotation, phi , glm::vec3(1.0f, 0.0f, 0.0f));
glm::mat4 translate = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, _planeDepth));
modelTransform = rotation * translate;
} else {
glm::vec2 position = _euclideanPosition.value();
modelTransform = glm::translate(glm::mat4(1.f), glm::vec3(position, _planeDepth));
}
modelTransform = glm::scale(modelTransform, glm::vec3(_scale.value()*scalingRatioY, _scale.value()*textureRatio*scalingRatioX, 1));
glEnable(GL_DEPTH_TEST);
_shader->activate();
_shader->setUniform("OcclusionDepth", occlusionDepth);
_shader->setUniform("ModelTransform",modelTransform);
_shader->setUniform("ViewProjectionMatrix", OsEng.renderEngine().camera()->viewProjectionMatrix());
ghoul::opengl::TextureUnit unit;
unit.activate();
_texture->bind();
_shader->setUniform("texture1", unit);
glBindVertexArray(_quad);
glDrawArrays(GL_TRIANGLES, 0, 6);
_shader->deactivate();
}
bool ScreenSpaceImage::initialize(){
glGenVertexArrays(1, &_quad); // generate array
glGenBuffers(1, &_vertexPositionBuffer); // generate buffer
createPlane();
if(_shader == nullptr) {
RenderEngine& renderEngine = OsEng.renderEngine();
_shader = renderEngine.buildRenderProgram("ScreenSpaceProgram",
"${MODULE_BASE}/shaders/screnspace_vs.glsl",
"${MODULE_BASE}/shaders/screnspace_fs.glsl"
);
if (!_shader)
return false;
}
GLfloat m_viewport[4];
glGetFloatv(GL_VIEWPORT, m_viewport);
_originalViewportSize = glm::vec2(m_viewport[2], m_viewport[3]);
loadTexture();
return isReady();
}
bool ScreenSpaceImage::deinitialize(){
return true;
}
void ScreenSpaceImage::update(){
if(_flatScreen.value() != _useEuclideanCoordinates){
_useEuclideanCoordinates = _flatScreen.value();
if(_useEuclideanCoordinates){
_euclideanPosition.set(toEuclidean(_sphericalPosition.value(), _radius));
_euclideanPosition.onChange([this](){
_sphericalPosition.set(toSpherical(_euclideanPosition.value()));
});
_sphericalPosition.onChange([this](){});
} else {
_sphericalPosition.set(toSpherical(_euclideanPosition.value()));
_sphericalPosition.onChange([this](){
_euclideanPosition.set(toEuclidean(_sphericalPosition.value(), _radius));
});
_euclideanPosition.onChange([this](){});
}
}
}
glm::vec2 ScreenSpaceImage::toEuclidean(glm::vec2 polar, float r){
float x = r*sin(polar[0])*sin(polar[1]);
float y = r*cos(polar[1]);
float z = _planeDepth;
return glm::vec2(x, y);
}
glm::vec2 ScreenSpaceImage::toSpherical(glm::vec2 euclidean){
_radius = -sqrt(pow(euclidean[0],2)+pow(euclidean[1],2)+pow(_planeDepth,2));
float theta = atan2(-_planeDepth,euclidean[0])-M_PI/2.0;
float phi = acos(euclidean[1]/_radius);
while(phi>=M_PI){
phi -= M_PI;
}
if(!_radius){
phi = 0;
}
while(theta <= -M_PI){
theta += 2.0*M_PI;
}
while(theta >= M_PI) {
theta -= 2.0*M_PI;
}
// std::cout << euclidean[2] << " " << r
return glm::vec2(theta, phi);
}
bool ScreenSpaceImage::isReady() const{
bool ready = true;
if (!_shader)
ready &= false;
if(!_texture)
ready &= false;
return ready;
}
void ScreenSpaceImage::loadTexture() {
if (_texturePath.value() != "") {
std::unique_ptr<ghoul::opengl::Texture> texture = ghoul::io::TextureReader::ref().loadTexture(absPath(_texturePath.value()));
if (texture) {
// LDEBUG("Loaded texture from '" << absPath(_texturePath) << "'");
texture->uploadTexture();
// Textures of planets looks much smoother with AnisotropicMipMap rather than linear
texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
_texture = std::move(texture);
// delete _textureFile;
// _textureFile = new ghoul::filesystem::File(_texturePath);
// _textureFile->setCallback([&](const ghoul::filesystem::File&) { _textureIsDirty = true; });
}
}
}
int ScreenSpaceImage::id(){
static int id = 0;
return id++;
}
}