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OpenSpace/modules/globebrowsing/src/shadowcomponent.h
Alexander Bock d7d279ea16 Happy new year
2022-01-01 12:32:55 +01:00

143 lines
5.3 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2022 *
* *
* 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. *
****************************************************************************************/
#ifndef __OPENSPACE_MODULE_GLOBEBROWSING___SHADOWCOMPONENT___H__
#define __OPENSPACE_MODULE_GLOBEBROWSING___SHADOWCOMPONENT___H__
#include <openspace/properties/propertyowner.h>
#include <openspace/camera/camera.h>
#include <openspace/properties/stringproperty.h>
#include <openspace/properties/triggerproperty.h>
#include <openspace/properties/scalar/boolproperty.h>
#include <openspace/properties/scalar/floatproperty.h>
#include <openspace/properties/scalar/intproperty.h>
#include <openspace/properties/vector/vec2property.h>
#include <openspace/properties/vector/vec4property.h>
#include <ghoul/glm.h>
#include <ghoul/opengl/texture.h>
#include <ghoul/opengl/uniformcache.h>
#include <string>
#include <sstream>
namespace ghoul { class Dictionary; }
namespace ghoul::filesystem { class File; }
namespace ghoul::opengl { class ProgramObject; }
namespace openspace {
struct RenderData;
struct UpdateData;
namespace documentation { struct Documentation; }
class ShadowComponent : public properties::PropertyOwner {
public:
struct ShadowMapData {
glm::dmat4 shadowMatrix = glm::dmat4(1.0);
GLuint shadowDepthTexture = 0;
};
ShadowComponent(const ghoul::Dictionary& dictionary);
void initialize();
void initializeGL();
void deinitializeGL();
//bool deinitialize();
bool isReady() const;
RenderData begin(const RenderData& data);
void end();
void update(const UpdateData& data);
static documentation::Documentation Documentation();
bool isEnabled() const;
ShadowComponent::ShadowMapData shadowMapData() const;
GLuint dDepthTexture() const;
private:
void createDepthTexture();
void createShadowFBO();
void updateDepthTexture();
void buildDDepthTexture();
// Debug
void saveDepthBuffer();
ShadowMapData _shadowData;
// Texture coords in [0, 1], while clip coords in [-1, 1]
const glm::dmat4 _toTextureCoordsMatrix = glm::dmat4(
glm::dvec4(0.5, 0.0, 0.0, 0.0),
glm::dvec4(0.0, 0.5, 0.0, 0.0),
glm::dvec4(0.0, 0.0, 1.0, 0.0),
glm::dvec4(0.5, 0.5, 0.0, 1.0)
);
// DEBUG
properties::TriggerProperty _saveDepthTexture;
properties::IntProperty _distanceFraction;
properties::BoolProperty _enabled;
int _shadowDepthTextureHeight = 4096;
int _shadowDepthTextureWidth = 4096;
bool _dynamicDepthTextureRes = true;
GLuint _shadowDepthTexture = 0;
// JCC: Used to avoid recompilation of Globebrowsing's shaders
// and incorrect binding of texture type
GLuint _dDepthTexture = 0;
GLuint _positionInLightSpaceTexture = 0;
GLuint _shadowFBO = 0;
GLint _currentFBO = 0;
GLint _mViewport[4];
GLboolean _faceCulling;
GLboolean _polygonOffSet;
GLboolean _depthIsEnabled;
GLboolean _blendIsEnabled = false;
glm::vec3 _sunPosition = glm::vec3(0.f);
glm::dmat4 _shadowMatrix = glm::dmat4(1.0);
glm::dvec3 _cameraPos = glm::dvec3(0.0);
glm::dvec3 _cameraFocus = glm::dvec3(0.0);
glm::dquat _cameraRotation = glm::dquat(1.0, 0.0, 0.0, 0.0);
std::stringstream _serializedCamera;
std::unique_ptr<Camera> _lightCamera;
// DEBUG
bool _executeDepthTextureSave = false;
};
} // namespace openspace
#endif // __OPENSPACE_MODULE_GLOBEBROWSING___SHADOWCOMPONENT___H__