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Fix stitched trail rendering for RenderableTrailTrajectory Adapt Lua scheduler helper scripts to new Dictionary layout Make Spice throw exceptions on default again Enable caching on default for CTX and MOLA data Add NOAA rt data (commented out in LodEarth)
319 lines
13 KiB
C++
319 lines
13 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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#include <modules/base/rendering/renderabletrailtrajectory.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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// 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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const char* KeyTranslation = "Translation";
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const char* KeyStartTime = "StartTime";
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const char* KeyEndTime = "EndTime";
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const char* KeySampleInterval = "SampleInterval";
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const char* KeyTimeStampSubsample = "TimeStampSubsampleFactor";
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const char* KeyShowFullTrail = "ShowFullTrail";
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}
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namespace openspace {
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openspace::Documentation RenderableTrailTrajectory::Documentation() {
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using namespace documentation;
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openspace::Documentation doc {
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"RenderableTrailTrajectory",
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"base_renderable_renderabletrailtrajectory",
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{
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{
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"Type",
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new StringEqualVerifier("RenderableTrailTrajectory"),
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"",
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Optional::No
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},
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{
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KeyStartTime,
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new StringAnnotationVerifier("A valid date"),
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"The start time for the range of this trajectory. The date must be in "
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"ISO 8601 format: YYYY MM DD HH:mm:ss.xxx",
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Optional::No
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},
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{
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KeyEndTime,
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new StringAnnotationVerifier("A valid date"),
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"The end time for the range of this trajectory. The date must be in "
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"ISO 8601 format: YYYY MM DD HH:mm:ss.xxx",
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Optional::No
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},
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{
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KeySampleInterval,
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new DoubleVerifier,
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"The interval between samples of the trajectory. This value (together "
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"with 'TimeStampSubsampleFactor') determines how far apart (in time) the "
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"samples are spaced along the trajectory. The time interval between "
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"'StartTime' and 'EndTime' is split into 'SampleInterval' * "
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"'TimeStampSubsampleFactor' segments.",
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Optional::No
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},
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{
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KeyTimeStampSubsample,
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new IntVerifier,
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"The factor that is used to create subsamples along the trajectory. This "
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"value (together with 'SampleInterval') determines how far apart (in "
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"time) the samples are spaced along the trajectory. The time interval "
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"between 'StartTime' and 'EndTime' is split into 'SampleInterval' * "
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"'TimeStampSubsampleFactor' segments. The default value for this is 1",
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Optional::Yes
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},
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{
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KeyShowFullTrail,
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new BoolVerifier,
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"If this value is set to 'true', the entire trail will be rendered; if "
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"it is 'false', only the trail until the current time in the application "
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"will be shown. The default value for this setting is 'false'.",
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Optional::Yes
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}
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}
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};
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// Insert the parents documentation entries until we have a verifier that can deal
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// with class hierarchy
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openspace::Documentation parentDoc = RenderableTrail::Documentation();
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doc.entries.insert(
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doc.entries.end(),
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parentDoc.entries.begin(),
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parentDoc.entries.end()
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);
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return doc;
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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("startTime", "Start Time")
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, _endTime("endTime", "End Time")
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, _sampleInterval("sampleInterval", "Sample Interval", 2.0, 2.0, 1e6)
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, _timeStampSubsamplingFactor(
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"subSample",
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"Time Stamp Subsampling Factor",
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1, 1, 1e9
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)
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, _renderFullTrail("renderFullTrail", "Render Full Trail", false)
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, _needsFullSweep(true)
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, _subsamplingIsDirty(true)
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{
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documentation::testSpecificationAndThrow(
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Documentation(),
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dictionary,
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"RenderableTrailTrajectory"
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);
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_translation->onParameterChange([this]() {
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_needsFullSweep = true;
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});
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_startTime = dictionary.value<std::string>(KeyStartTime);
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_startTime.onChange([this] { _needsFullSweep = true; });
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addProperty(_startTime);
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_endTime = dictionary.value<std::string>(KeyEndTime);
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_endTime.onChange([this] { _needsFullSweep = true; });
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addProperty(_endTime);
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_sampleInterval = dictionary.value<double>(KeySampleInterval);
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_sampleInterval.onChange([this] { _needsFullSweep = true; });
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addProperty(_sampleInterval);
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if (dictionary.hasKeyAndValue<double>(KeyTimeStampSubsample)) {
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_timeStampSubsamplingFactor = dictionary.value<double>(KeyTimeStampSubsample);
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}
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_timeStampSubsamplingFactor.onChange([this] { _subsamplingIsDirty = true; });
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addProperty(_timeStampSubsamplingFactor);
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if (dictionary.hasKeyAndValue<bool>(KeyShowFullTrail)) {
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_renderFullTrail = dictionary.value<bool>(KeyShowFullTrail);
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}
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addProperty(_renderFullTrail);
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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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bool RenderableTrailTrajectory::initialize() {
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bool res = RenderableTrail::initialize();
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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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return res;
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}
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bool RenderableTrailTrajectory::deinitialize() {
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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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return RenderableTrail::deinitialize();
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}
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void RenderableTrailTrajectory::update(const UpdateData& data) {
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if (_needsFullSweep) {
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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 totalSampleInterval = _sampleInterval / _timeStampSubsamplingFactor;
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// How many values do we need to compute given the distance between the start and
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// end date and the desired sample interval
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int nValues = (_end - _start) / totalSampleInterval;
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// Make space for the vertices
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_vertexArray.clear();
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_vertexArray.resize(nValues);
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// ... fill all of the values
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for (int i = 0; i < nValues; ++i) {
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glm::vec3 p = _translation->position(_start + i * totalSampleInterval);
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_vertexArray[i] = { p.x, p.y, p.z };
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}
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// ... and upload them 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, 0);
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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 = _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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double t = (data.time - _start) / (_end - _start);
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_primaryRenderInformation.count = std::min<GLsizei>(
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ceil(_vertexArray.size() * t),
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_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 >= _start && data.time <= _end && !_renderFullTrail) {
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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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glm::dvec3 p = _translation->position(data.time);
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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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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, 0);
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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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