mirror of
https://github.com/OpenSpace/OpenSpace.git
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560 lines
23 KiB
C++
560 lines
23 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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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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// open space includes
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#include <modules/base/rendering/renderableplanet.h>
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#include <openspace/engine/configurationmanager.h>
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#include <openspace/engine/openspaceengine.h>
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#include <openspace/rendering/renderengine.h>
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#include <modules/base/rendering/planetgeometry.h>
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#include <openspace/util/time.h>
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#include <openspace/util/spicemanager.h>
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#include <openspace/scene/scenegraphnode.h>
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#include <ghoul/filesystem/filesystem.h>
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#include <ghoul/misc/assert.h>
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#include <ghoul/io/texture/texturereader.h>
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#include <ghoul/opengl/programobject.h>
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#include <ghoul/opengl/texture.h>
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#include <ghoul/opengl/textureunit.h>
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#include <memory>
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#include <fstream>
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#define _USE_MATH_DEFINES
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#include <math.h>
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namespace {
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static const std::string _loggerCat = "RenderablePlanet";
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const char* keyFrame = "Frame";
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const char* keyGeometry = "Geometry";
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const char* keyRadius = "Radius";
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const char* keyShading = "PerformShading";
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const char* keyShadowGroup = "Shadow_Group";
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const char* keyShadowSource = "Source";
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const char* keyShadowCaster = "Caster";
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const char* keyPlanetRadius = "PlanetRadius";
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const char* keyBody = "Body";
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}
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namespace openspace {
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RenderablePlanet::RenderablePlanet(const ghoul::Dictionary& dictionary)
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: Renderable(dictionary)
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, _colorTexturePath("colorTexture", "Color Texture")
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, _nightTexturePath("nightTexture", "Night Texture")
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, _heightMapTexturePath("heightMap", "Heightmap Texture")
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, _heightExaggeration("heightExaggeration", "Height Exaggeration", 1.f, 0.f, 10.f)
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, _programObject(nullptr)
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, _texture(nullptr)
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, _nightTexture(nullptr)
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, _geometry(nullptr)
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, _performShading("performShading", "Perform Shading", true)
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, _rotation("rotation", "Rotation", 0, 0, 360)
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, _alpha(1.f)
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, _planetRadius(0.f)
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, _hasNightTexture(false)
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, _hasHeightTexture(false)
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, _shadowEnabled(false)
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{
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std::string name;
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bool success = dictionary.getValue(SceneGraphNode::KeyName, name);
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ghoul_assert(success,
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"RenderablePlanet need the '" << SceneGraphNode::KeyName<<"' be specified");
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ghoul::Dictionary geometryDictionary;
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success = dictionary.getValue(keyGeometry, geometryDictionary);
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if (success) {
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geometryDictionary.setValue(SceneGraphNode::KeyName, name);
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_geometry = planetgeometry::PlanetGeometry::createFromDictionary(geometryDictionary);
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glm::vec2 planetRadiusVec;
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success = geometryDictionary.getValue(keyRadius, planetRadiusVec);
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if (success)
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_planetRadius = planetRadiusVec[0] * glm::pow(10, planetRadiusVec[1]);
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else
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LWARNING("No Radius value expecified for " << name << " planet.");
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}
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dictionary.getValue(keyFrame, _frame);
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dictionary.getValue(keyBody, _target);
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// TODO: textures need to be replaced by a good system similar to the geometry as soon
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// as the requirements are fixed (ab)
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std::string texturePath = "";
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success = dictionary.getValue("Textures.Color", texturePath);
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if (success)
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_colorTexturePath = absPath(texturePath);
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std::string nightTexturePath = "";
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dictionary.getValue("Textures.Night", nightTexturePath);
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if (nightTexturePath != ""){
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_hasNightTexture = true;
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_nightTexturePath = absPath(nightTexturePath);
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}
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std::string heightMapTexturePath = "";
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dictionary.getValue("Textures.Height", heightMapTexturePath);
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if (heightMapTexturePath != "") {
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_hasHeightTexture = true;
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_heightMapTexturePath = absPath(heightMapTexturePath);
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}
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addPropertySubOwner(_geometry);
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addProperty(_colorTexturePath);
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_colorTexturePath.onChange(std::bind(&RenderablePlanet::loadTexture, this));
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addProperty(_nightTexturePath);
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_nightTexturePath.onChange(std::bind(&RenderablePlanet::loadTexture, this));
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addProperty(_heightMapTexturePath);
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_heightMapTexturePath.onChange(std::bind(&RenderablePlanet::loadTexture, this));
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addProperty(_heightExaggeration);
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if (dictionary.hasKeyAndValue<bool>(keyShading)) {
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bool shading;
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dictionary.getValue(keyShading, shading);
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_performShading = shading;
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}
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addProperty(_performShading);
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// Mainly for debugging purposes @AA
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addProperty(_rotation);
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// Shadow data:
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ghoul::Dictionary shadowDictionary;
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success = dictionary.getValue(keyShadowGroup, shadowDictionary);
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bool disableShadows = false;
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if (success) {
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std::vector< std::pair<std::string, float > > sourceArray;
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unsigned int sourceCounter = 1;
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while (success) {
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std::string sourceName;
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std::stringstream ss;
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ss << keyShadowSource << sourceCounter << ".Name";
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success = shadowDictionary.getValue(ss.str(), sourceName);
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if (success) {
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glm::vec2 sourceRadius;
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ss.str(std::string());
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ss << keyShadowSource << sourceCounter << ".Radius";
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success = shadowDictionary.getValue(ss.str(), sourceRadius);
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if (success) {
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sourceArray.push_back(std::pair< std::string, float>(
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sourceName, sourceRadius[0] * pow(10.f, sourceRadius[1])));
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}
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else {
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LWARNING("No Radius value expecified for Shadow Source Name "
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<< sourceName << " from " << name
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<< " planet.\nDisabling shadows for this planet.");
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disableShadows = true;
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break;
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}
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}
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sourceCounter++;
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}
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if (!disableShadows && !sourceArray.empty()) {
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success = true;
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std::vector< std::pair<std::string, float > > casterArray;
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unsigned int casterCounter = 1;
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while (success) {
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std::string casterName;
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std::stringstream ss;
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ss << keyShadowCaster << casterCounter << ".Name";
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success = shadowDictionary.getValue(ss.str(), casterName);
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if (success) {
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glm::vec2 casterRadius;
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ss.str(std::string());
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ss << keyShadowCaster << casterCounter << ".Radius";
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success = shadowDictionary.getValue(ss.str(), casterRadius);
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if (success) {
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casterArray.push_back(std::pair< std::string, float>(
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casterName, casterRadius[0] * pow(10.f, casterRadius[1])));
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}
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else {
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LWARNING("No Radius value expecified for Shadow Caster Name "
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<< casterName << " from " << name
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<< " planet.\nDisabling shadows for this planet.");
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disableShadows = true;
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break;
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}
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}
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casterCounter++;
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}
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if (!disableShadows && (!sourceArray.empty() && !casterArray.empty())) {
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for (const auto & source : sourceArray)
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for (const auto & caster : casterArray) {
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ShadowConf sc;
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sc.source = source;
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sc.caster = caster;
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_shadowConfArray.push_back(sc);
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}
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_shadowEnabled = true;
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}
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}
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}
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}
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RenderablePlanet::~RenderablePlanet() {
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}
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bool RenderablePlanet::initialize() {
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RenderEngine& renderEngine = OsEng.renderEngine();
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GLenum err;
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while ((err = glGetError()) != GL_NO_ERROR) {
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const GLubyte * errString = gluErrorString(err);
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std::stringstream ss;
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ss << "Checking System State. OpenGL error: " << errString << std::endl;
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LERROR(ss.str());
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}
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if (_programObject == nullptr && _shadowEnabled && _hasNightTexture) {
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// shadow program
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_programObject = renderEngine.buildRenderProgram(
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"shadowNightProgram",
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"${MODULE_BASE}/shaders/shadow_nighttexture_vs.glsl",
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"${MODULE_BASE}/shaders/shadow_nighttexture_fs.glsl");
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if (!_programObject)
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return false;
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}
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else if (_programObject == nullptr && _shadowEnabled) {
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// shadow program
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_programObject = renderEngine.buildRenderProgram(
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"shadowProgram",
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"${MODULE_BASE}/shaders/shadow_vs.glsl",
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"${MODULE_BASE}/shaders/shadow_fs.glsl");
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if (!_programObject)
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return false;
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}
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else if (_programObject == nullptr && _hasNightTexture) {
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// Night texture program
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_programObject = renderEngine.buildRenderProgram(
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"nightTextureProgram",
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"${MODULE_BASE}/shaders/nighttexture_vs.glsl",
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"${MODULE_BASE}/shaders/nighttexture_fs.glsl");
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if (!_programObject)
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return false;
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}
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else if (_programObject == nullptr) {
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// pscstandard
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_programObject = renderEngine.buildRenderProgram(
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"pscstandard",
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"${MODULE_BASE}/shaders/renderableplanet_vs.glsl",
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"${MODULE_BASE}/shaders/renderableplanet_fs.glsl");
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if (!_programObject)
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return false;
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}
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using IgnoreError = ghoul::opengl::ProgramObject::IgnoreError;
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_programObject->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
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_programObject->setIgnoreUniformLocationError(IgnoreError::Yes);
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while ((err = glGetError()) != GL_NO_ERROR) {
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const GLubyte * errString = gluErrorString(err);
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std::stringstream ss;
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ss << "Error after load shading programs. OpenGL error: " << errString << std::endl;
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LERROR(ss.str());
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}
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loadTexture();
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while ((err = glGetError()) != GL_NO_ERROR) {
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const GLubyte * errString = gluErrorString(err);
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std::stringstream ss;
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ss << "Error loading textures. OpenGL error: " << errString << std::endl;
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LERROR(ss.str());
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}
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_geometry->initialize(this);
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_programObject->deactivate();
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while ((err = glGetError()) != GL_NO_ERROR) {
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const GLubyte * errString = gluErrorString(err);
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LERROR("Shader Programs Creation. OpenGL error: " << errString);
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}
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return isReady();
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}
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bool RenderablePlanet::deinitialize() {
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if(_geometry) {
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_geometry->deinitialize();
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delete _geometry;
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}
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RenderEngine& renderEngine = OsEng.renderEngine();
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if (_programObject) {
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renderEngine.removeRenderProgram(_programObject);
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_programObject = nullptr;
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}
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_geometry = nullptr;
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_texture = nullptr;
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_nightTexture = nullptr;
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return true;
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}
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bool RenderablePlanet::isReady() const {
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bool ready = true;
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ready &= (_programObject != nullptr);
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ready &= (_texture != nullptr);
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ready &= (_geometry != nullptr);
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return ready;
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}
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void RenderablePlanet::render(const RenderData& data) {
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// activate shader
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_programObject->activate();
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glm::dmat4 modelTransform =
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glm::translate(glm::dmat4(1.0), data.modelTransform.translation) * // Translation
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glm::dmat4(data.modelTransform.rotation) * // Spice rotation
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glm::dmat4(glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale)));
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// scale the planet to appropriate size since the planet is a unit sphere
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//glm::mat4 transform = glm::mat4(1);
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//earth needs to be rotated for that to work.
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glm::dmat4 rot = glm::rotate(glm::dmat4(1.0), M_PI_2, glm::dvec3(1, 0, 0));
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glm::dmat4 roty = glm::rotate(glm::dmat4(1.0), M_PI_2, glm::dvec3(0, -1, 0));
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//glm::dmat4 rotProp = glm::rotate(glm::dmat4(1.0), glm::radians(static_cast<double>(_rotation)), glm::dvec3(0, 1, 0));
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modelTransform = modelTransform * rot * roty /** rotProp*/;
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glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() * modelTransform;
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_programObject->setUniform("transparency", _alpha);
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_programObject->setUniform(
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"modelViewProjectionTransform",
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data.camera.projectionMatrix() * glm::mat4(modelViewTransform)
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);
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_programObject->setUniform("ModelTransform", glm::mat4(modelTransform));
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// Normal Transformation
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glm::mat4 translateObjTrans = glm::translate(glm::mat4(1.0), data.position.vec3());
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glm::mat4 translateCamTrans = glm::translate(glm::mat4(1.0), -data.camera.position().vec3());
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float scaleFactor = data.camera.scaling().x * powf(10.0, data.camera.scaling().y);
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glm::mat4 scaleCamTrans = glm::scale(glm::mat4(1.0), glm::vec3(scaleFactor));
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glm::mat4 ModelViewTrans = data.camera.viewMatrix() * scaleCamTrans *
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translateCamTrans * translateObjTrans * glm::mat4(modelTransform);
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setPscUniforms(*_programObject.get(), data.camera, data.position);
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_programObject->setUniform("_performShading", _performShading);
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_programObject->setUniform("_hasHeightMap", _hasHeightTexture);
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_programObject->setUniform("_heightExaggeration", _heightExaggeration);
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// Bind texture
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ghoul::opengl::TextureUnit dayUnit;
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ghoul::opengl::TextureUnit nightUnit;
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ghoul::opengl::TextureUnit heightUnit;
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dayUnit.activate();
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_texture->bind();
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_programObject->setUniform("texture1", dayUnit);
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// Bind possible night texture
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if (_hasNightTexture) {
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nightUnit.activate();
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_nightTexture->bind();
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_programObject->setUniform("nightTex", nightUnit);
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}
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if (_hasHeightTexture) {
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heightUnit.activate();
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_heightMapTexture->bind();
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_programObject->setUniform("heightTex", heightUnit);
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}
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// TODO: Move Calculations to VIEW SPACE (precision problems avoidance...)
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double lt;
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// Shadow calculations..
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if (!_shadowConfArray.empty()) {
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std::vector<ShadowRenderingStruct> shadowDataArray;
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shadowDataArray.reserve(_shadowConfArray.size());
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for (const auto & shadowConf : _shadowConfArray) {
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// TO REMEMBER: all distances and lengths in world coordinates are in meters!!! We need to move this to view space...
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// Getting source and caster:
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glm::dvec3 sourcePos = SpiceManager::ref().targetPosition(shadowConf.source.first, "SUN", "GALACTIC", {}, _time, lt);
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sourcePos *= 1000.0; // converting to meters
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glm::dvec3 casterPos = SpiceManager::ref().targetPosition(shadowConf.caster.first, "SUN", "GALACTIC", {}, _time, lt);
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casterPos *= 1000.0; // converting to meters
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psc caster_pos = PowerScaledCoordinate::CreatePowerScaledCoordinate(casterPos.x, casterPos.y, casterPos.z);
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// First we determine if the caster is shadowing the current planet (all calculations in World Coordinates):
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glm::vec3 planetCasterVec = (caster_pos - data.position).vec3();
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glm::vec3 sourceCasterVec = glm::vec3(casterPos - sourcePos);
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float sc_length = glm::length(sourceCasterVec);
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glm::vec3 planetCaster_proj = (glm::dot(planetCasterVec, sourceCasterVec) / (sc_length*sc_length)) * sourceCasterVec;
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float d_test = glm::length(planetCasterVec - planetCaster_proj);
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float xp_test = shadowConf.caster.second * sc_length / (shadowConf.source.second + shadowConf.caster.second);
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float rp_test = shadowConf.caster.second * (glm::length(planetCaster_proj) + xp_test) / xp_test;
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float casterDistSun = glm::length(casterPos);
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float planetDistSun = glm::length(data.position.vec3());
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ShadowRenderingStruct shadowData;
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shadowData.isShadowing = false;
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if (((d_test - rp_test) < _planetRadius) &&
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(casterDistSun < planetDistSun) ) {
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// The current caster is shadowing the current planet
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shadowData.isShadowing = true;
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shadowData.rs = shadowConf.source.second;
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shadowData.rc = shadowConf.caster.second;
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shadowData.sourceCasterVec = sourceCasterVec;
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shadowData.xp = xp_test;
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shadowData.xu = shadowData.rc * sc_length / (shadowData.rs - shadowData.rc);
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shadowData.casterPositionVec = glm::vec3(casterPos);
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}
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shadowDataArray.push_back(shadowData);
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}
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const std::string uniformVarName("shadowDataArray[");
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unsigned int counter = 0;
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for (const auto & sd : shadowDataArray) {
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std::stringstream ss;
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ss << uniformVarName << counter << "].isShadowing";
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_programObject->setUniform(ss.str(), sd.isShadowing);
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if (sd.isShadowing) {
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ss.str(std::string());
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ss << uniformVarName << counter << "].xp";
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_programObject->setUniform(ss.str(), sd.xp);
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ss.str(std::string());
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ss << uniformVarName << counter << "].xu";
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_programObject->setUniform(ss.str(), sd.xu);
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/*ss.str(std::string());
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ss << uniformVarName << counter << "].rs";
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_programObject->setUniform(ss.str(), sd.rs);*/
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ss.str(std::string());
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ss << uniformVarName << counter << "].rc";
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_programObject->setUniform(ss.str(), sd.rc);
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ss.str(std::string());
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ss << uniformVarName << counter << "].sourceCasterVec";
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_programObject->setUniform(ss.str(), sd.sourceCasterVec);
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ss.str(std::string());
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ss << uniformVarName << counter << "].casterPositionVec";
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_programObject->setUniform(ss.str(), sd.casterPositionVec);
|
|
}
|
|
counter++;
|
|
}
|
|
}
|
|
|
|
// render
|
|
_geometry->render();
|
|
|
|
// disable shader
|
|
_programObject->deactivate();
|
|
|
|
}
|
|
|
|
void RenderablePlanet::update(const UpdateData& data) {
|
|
// set spice-orientation in accordance to timestamp
|
|
_stateMatrix = data.modelTransform.rotation;
|
|
//_stateMatrix = SpiceManager::ref().positionTransformMatrix(_frame, "GALACTIC", data.time);
|
|
_time = data.time;
|
|
}
|
|
|
|
void RenderablePlanet::loadTexture() {
|
|
_texture = nullptr;
|
|
if (_colorTexturePath.value() != "") {
|
|
_texture = std::move(ghoul::io::TextureReader::ref().loadTexture(absPath(_colorTexturePath)));
|
|
if (_texture) {
|
|
if (_texture->numberOfChannels() == 1) {
|
|
_texture->setSwizzleMask({ GL_RED, GL_RED, GL_RED, GL_RED });
|
|
}
|
|
|
|
LDEBUG("Loaded texture from '" << _colorTexturePath << "'");
|
|
_texture->uploadTexture();
|
|
|
|
// Textures of planets looks much smoother with AnisotropicMipMap rather than linear
|
|
// TODO: AnisotropicMipMap crashes on ATI cards ---abock
|
|
//_texture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
|
|
_texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
|
|
}
|
|
}
|
|
|
|
GLenum err;
|
|
while ((err = glGetError()) != GL_NO_ERROR) {
|
|
const GLubyte * errString = gluErrorString(err);
|
|
LERROR("Error after reading color texture. OpenGL error: " << errString);
|
|
}
|
|
|
|
if (_hasNightTexture) {
|
|
_nightTexture = nullptr;
|
|
if (_nightTexturePath.value() != "") {
|
|
_nightTexture = std::move(ghoul::io::TextureReader::ref().loadTexture(absPath(_nightTexturePath)));
|
|
if (_nightTexture) {
|
|
LDEBUG("Loaded texture from '" << _nightTexturePath << "'");
|
|
_nightTexture->uploadTexture();
|
|
_nightTexture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
|
|
//_nightTexture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
|
|
}
|
|
}
|
|
}
|
|
|
|
while ((err = glGetError()) != GL_NO_ERROR) {
|
|
const GLubyte * errString = gluErrorString(err);
|
|
LERROR("Error after reading night texture. OpenGL error: " << errString);
|
|
}
|
|
|
|
if (_hasHeightTexture) {
|
|
_heightMapTexture = nullptr;
|
|
if (_heightMapTexturePath.value() != "") {
|
|
_heightMapTexture = std::move(ghoul::io::TextureReader::ref().loadTexture(absPath(_heightMapTexturePath)));
|
|
if (_heightMapTexture) {
|
|
LDEBUG("Loaded texture from '" << _heightMapTexturePath << "'");
|
|
_heightMapTexture->uploadTexture();
|
|
_heightMapTexture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
|
|
//_nightTexture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
|
|
}
|
|
}
|
|
}
|
|
|
|
while ((err = glGetError()) != GL_NO_ERROR) {
|
|
const GLubyte * errString = gluErrorString(err);
|
|
LERROR("Error after reading height mapping texture. OpenGL error: " << errString);
|
|
}
|
|
}
|
|
|
|
} // namespace openspace
|