Files
OpenSpace/modules/base/rendering/renderableplanet.cpp
Alexander Bock d4145ede0c Enable Translation classes to signal when settings have changed substantially
RenderableTrail listens to those changes and recomputes the trail if Translation settings have changed
Minor GUI improvements
Remove try/catch block from SpiceRotation
Update Ghoul reference
2016-11-26 14:45:09 +01:00

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