mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-04 18:51:17 -06:00
339 lines
15 KiB
C++
339 lines
15 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2017 *
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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/globebrowsing/rendering/chunkrenderer.h>
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#include <modules/globebrowsing/chunk/chunk.h>
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#include <modules/globebrowsing/globes/renderableglobe.h>
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#include <modules/globebrowsing/meshes/grid.h>
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#include <modules/globebrowsing/rendering/layershadermanager.h>
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#include <modules/globebrowsing/rendering/gpu/gpulayermanager.h>
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#include <modules/globebrowsing/rendering/layer/layergroup.h>
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#include <modules/globebrowsing/tile/rawtiledatareader/rawtiledatareader.h>
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#include <openspace/util/updatestructures.h>
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namespace openspace::globebrowsing {
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ChunkRenderer::ChunkRenderer(std::shared_ptr<Grid> grid,
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std::shared_ptr<LayerManager> layerManager)
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: _grid(grid)
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,_layerManager(layerManager)
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{
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_globalLayerShaderManager = std::make_shared<LayerShaderManager>(
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"GlobalChunkedLodPatch",
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"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_vs.glsl",
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"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_fs.glsl");
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_localLayerShaderManager = std::make_shared<LayerShaderManager>(
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"LocalChunkedLodPatch",
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"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_vs.glsl",
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"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_fs.glsl");
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_globalGpuLayerManager = std::make_shared<GPULayerManager>();
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_localGpuLayerManager = std::make_shared<GPULayerManager>();
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}
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void ChunkRenderer::renderChunk(const Chunk& chunk, const RenderData& data) {
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// A little arbitrary with 10 but it works
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if (chunk.tileIndex().level <
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chunk.owner().debugProperties().modelSpaceRenderingCutoffLevel) {
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renderChunkGlobally(chunk, data);
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}
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else {
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renderChunkLocally(chunk, data);
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}
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}
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void ChunkRenderer::update() {
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// unused atm. Could be used for caching or precalculating
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}
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void ChunkRenderer::recompileShaders(const RenderableGlobe& globe) {
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LayerShaderManager::LayerShaderPreprocessingData preprocessingData =
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LayerShaderManager::LayerShaderPreprocessingData::get(globe);
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_globalLayerShaderManager->recompileShaderProgram(preprocessingData);
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_localLayerShaderManager->recompileShaderProgram(preprocessingData);
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}
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ghoul::opengl::ProgramObject* ChunkRenderer::getActivatedProgramWithTileData(
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std::shared_ptr<LayerShaderManager> layeredShaderManager,
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std::shared_ptr<GPULayerManager> gpuLayerManager,
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const Chunk& chunk)
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{
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const TileIndex& tileIndex = chunk.tileIndex();
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// Now the shader program can be accessed
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ghoul::opengl::ProgramObject* programObject = layeredShaderManager->programObject();
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if (layeredShaderManager->updatedOnLastCall()) {
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gpuLayerManager->bind(programObject, *_layerManager);
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}
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// Activate the shader program
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programObject->activate();
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gpuLayerManager->setValue(programObject, *_layerManager, tileIndex);
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// The length of the skirts is proportional to its size
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// TODO: Skirt length should probably be proportional to the size reffered to by
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// the chunk's most high resolution height map.
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programObject->setUniform("skirtLength",
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glm::min(static_cast<float>(chunk.surfacePatch().halfSize().lat * 1000000),
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8700.0f));
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programObject->setUniform("xSegments", _grid->xSegments());
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if (chunk.owner().debugProperties().showHeightResolution) {
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programObject->setUniform("vertexResolution",
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glm::vec2(_grid->xSegments(), _grid->ySegments()));
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}
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return programObject;
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}
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void ChunkRenderer::setCommonUniforms(ghoul::opengl::ProgramObject& programObject,
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const Chunk& chunk, const RenderData& data)
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{
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glm::dmat4 modelTransform = chunk.owner().modelTransform();
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glm::dmat4 viewTransform = data.camera.combinedViewMatrix();
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glm::dmat4 modelViewTransform = viewTransform * modelTransform;
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const bool nightLayersActive =
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!_layerManager->layerGroup(layergroupid::NightLayers).activeLayers().empty();
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const bool waterLayersActive =
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!_layerManager->layerGroup(layergroupid::WaterMasks).activeLayers().empty();
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if (nightLayersActive ||
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waterLayersActive ||
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chunk.owner().generalProperties().atmosphereEnabled ||
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chunk.owner().generalProperties().performShading)
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{
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glm::vec3 directionToSunWorldSpace =
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glm::normalize(-data.modelTransform.translation);
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glm::vec3 directionToSunCameraSpace =
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glm::vec3(viewTransform * glm::dvec4(directionToSunWorldSpace, 0));
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programObject.setUniform(
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"lightDirectionCameraSpace", -directionToSunCameraSpace);
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}
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if (chunk.owner().generalProperties().performShading) {
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programObject.setUniform(
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"orenNayarRoughness",
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chunk.owner().generalProperties().orenNayarRoughness);
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}
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if (chunk.owner().generalProperties().useAccurateNormals &&
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!_layerManager->layerGroup(layergroupid::HeightLayers).activeLayers().empty())
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{
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glm::dvec3 corner00 = chunk.owner().ellipsoid().cartesianSurfacePosition(
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chunk.surfacePatch().getCorner(Quad::SOUTH_WEST));
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glm::dvec3 corner10 = chunk.owner().ellipsoid().cartesianSurfacePosition(
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chunk.surfacePatch().getCorner(Quad::SOUTH_EAST));
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glm::dvec3 corner01 = chunk.owner().ellipsoid().cartesianSurfacePosition(
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chunk.surfacePatch().getCorner(Quad::NORTH_WEST));
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glm::dvec3 corner11 = chunk.owner().ellipsoid().cartesianSurfacePosition(
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chunk.surfacePatch().getCorner(Quad::NORTH_EAST));
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// This is an assumption that the height tile has a resolution of 64 * 64
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// If it does not it will still produce "correct" normals. If the resolution is
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// higher the shadows will be softer, if it is lower, pixels will be visible.
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// Since default is 64 this will most likely work fine.
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float tileDelta = 1.0f / 64.0f;
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glm::vec3 deltaTheta0 = glm::vec3(corner10 - corner00) * tileDelta;
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glm::vec3 deltaTheta1 = glm::vec3(corner11 - corner01) * tileDelta;
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glm::vec3 deltaPhi0 = glm::vec3(corner01 - corner00) * tileDelta;
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glm::vec3 deltaPhi1 = glm::vec3(corner11 - corner10) * tileDelta;
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// Transform to camera space
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glm::mat3 modelViewTransformMat3 = glm::mat3(modelViewTransform);
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deltaTheta0 = modelViewTransformMat3 * deltaTheta0;
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deltaTheta1 = modelViewTransformMat3 * deltaTheta1;
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deltaPhi0 = modelViewTransformMat3 * deltaPhi0;
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deltaPhi1 = modelViewTransformMat3 * deltaPhi1;
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// Upload uniforms
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programObject.setUniform("deltaTheta0", glm::length(deltaTheta0));
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programObject.setUniform("deltaTheta1", glm::length(deltaTheta1));
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programObject.setUniform("deltaPhi0", glm::length(deltaPhi0));
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programObject.setUniform("deltaPhi1", glm::length(deltaPhi1));
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programObject.setUniform("tileDelta", tileDelta);
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}
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}
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void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& data){
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ghoul::opengl::ProgramObject* programObject = getActivatedProgramWithTileData(
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_globalLayerShaderManager,
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_globalGpuLayerManager,
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chunk);
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if (programObject == nullptr) {
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return;
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}
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const Ellipsoid& ellipsoid = chunk.owner().ellipsoid();
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if (_layerManager->hasAnyBlendingLayersEnabled()) {
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// Calculations are done in the reference frame of the globe. Hence, the
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// camera position needs to be transformed with the inverse model matrix
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glm::dmat4 inverseModelTransform = chunk.owner().inverseModelTransform();
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glm::dvec3 cameraPosition = glm::dvec3(
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inverseModelTransform * glm::dvec4(data.camera.positionVec3(), 1));
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float distanceScaleFactor = static_cast<float>(
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chunk.owner().generalProperties().lodScaleFactor * ellipsoid.minimumRadius()
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);
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programObject->setUniform("cameraPosition", glm::vec3(cameraPosition));
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programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
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programObject->setUniform("chunkLevel", chunk.tileIndex().level);
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}
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// Calculate other uniform variables needed for rendering
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Geodetic2 swCorner = chunk.surfacePatch().getCorner(Quad::SOUTH_WEST);
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auto patchSize = chunk.surfacePatch().size();
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glm::dmat4 modelTransform = chunk.owner().modelTransform();
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glm::dmat4 viewTransform = data.camera.combinedViewMatrix();
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glm::mat4 modelViewTransform = glm::mat4(viewTransform * modelTransform);
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glm::mat4 modelViewProjectionTransform = data.camera.sgctInternal.projectionMatrix() *
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modelViewTransform;
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// Upload the uniform variables
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programObject->setUniform(
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"modelViewProjectionTransform", modelViewProjectionTransform);
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programObject->setUniform("minLatLon", glm::vec2(swCorner.toLonLatVec2()));
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programObject->setUniform("lonLatScalingFactor", glm::vec2(patchSize.toLonLatVec2()));
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programObject->setUniform("radiiSquared", glm::vec3(ellipsoid.radiiSquared()));
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if (_layerManager->layerGroup(
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layergroupid::GroupID::NightLayers).activeLayers().size() > 0 ||
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_layerManager->layerGroup(
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layergroupid::GroupID::WaterMasks).activeLayers().size() > 0 ||
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chunk.owner().generalProperties().atmosphereEnabled ||
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chunk.owner().generalProperties().performShading)
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{
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programObject->setUniform("modelViewTransform", modelViewTransform);
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}
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if (chunk.owner().generalProperties().useAccurateNormals &&
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!_layerManager->layerGroup(layergroupid::HeightLayers).activeLayers().empty())
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{
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// Apply an extra scaling to the height if the object is scaled
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programObject->setUniform(
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"heightScale", static_cast<float>(data.modelTransform.scale));
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}
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setCommonUniforms(*programObject, chunk, data);
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// OpenGL rendering settings
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// render
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_grid->geometry().drawUsingActiveProgram();
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_globalGpuLayerManager->deactivate();
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// disable shader
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programObject->deactivate();
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}
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void ChunkRenderer::renderChunkLocally(const Chunk& chunk, const RenderData& data) {
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ghoul::opengl::ProgramObject* programObject = getActivatedProgramWithTileData(
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_localLayerShaderManager,
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_localGpuLayerManager,
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chunk);
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if (programObject == nullptr) {
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return;
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}
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using namespace glm;
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const Ellipsoid& ellipsoid = chunk.owner().ellipsoid();
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if (_layerManager->hasAnyBlendingLayersEnabled()) {
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float distanceScaleFactor = static_cast<float>(
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chunk.owner().generalProperties().lodScaleFactor *
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chunk.owner().ellipsoid().minimumRadius()
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);
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programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
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programObject->setUniform("chunkLevel", chunk.tileIndex().level);
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}
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// Calculate other uniform variables needed for rendering
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dmat4 modelTransform = chunk.owner().modelTransform();
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dmat4 viewTransform = data.camera.combinedViewMatrix();
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dmat4 modelViewTransform = viewTransform * modelTransform;
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std::vector<std::string> cornerNames = { "p01", "p11", "p00", "p10" };
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std::vector<glm::dvec3> cornersCameraSpace(4);
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for (int i = 0; i < 4; ++i) {
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Quad q = static_cast<Quad>(i);
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Geodetic2 corner = chunk.surfacePatch().getCorner(q);
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glm::dvec3 cornerModelSpace = ellipsoid.cartesianSurfacePosition(corner);
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glm::dvec3 cornerCameraSpace =
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glm::dvec3(dmat4(modelViewTransform) * glm::dvec4(cornerModelSpace, 1));
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cornersCameraSpace[i] = cornerCameraSpace;
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programObject->setUniform(cornerNames[i], vec3(cornerCameraSpace));
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}
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// TODO: Patch normal can be calculated for all corners and then linearly
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// interpolated on the GPU to avoid cracks for high altitudes.
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vec3 patchNormalCameraSpace = normalize(
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cross(cornersCameraSpace[Quad::SOUTH_EAST] -
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cornersCameraSpace[Quad::SOUTH_WEST],
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cornersCameraSpace[Quad::NORTH_EAST] -
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cornersCameraSpace[Quad::SOUTH_WEST]));
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programObject->setUniform("patchNormalCameraSpace", patchNormalCameraSpace);
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programObject->setUniform("projectionTransform", data.camera.sgctInternal.projectionMatrix());
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if (_layerManager->layerGroup(layergroupid::HeightLayers).activeLayers().size() > 0) {
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// Apply an extra scaling to the height if the object is scaled
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programObject->setUniform(
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"heightScale", static_cast<float>(data.modelTransform.scale));
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}
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setCommonUniforms(*programObject, chunk, data);
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// OpenGL rendering settings
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// render
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_grid->geometry().drawUsingActiveProgram();
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_localGpuLayerManager->deactivate();
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// disable shader
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programObject->deactivate();
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}
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} // namespace openspace:;globebrowsing
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