Files
OpenSpace/src/util/powerscaledsphere.cpp
Alexander Bock c14aa7b11b Fix inverted texture problem
- Change texture indices of PowerScaledSphere
- Change texture generation in FBOBass for projections
- Updated NewHorizons to download unflipped texture
- Use new Ghoul version
2016-04-20 14:28:11 +02:00

320 lines
11 KiB
C++

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// open space includes
#include <openspace/util/powerscaledsphere.h>
#include <openspace/util/spicemanager.h>
#include <ghoul/logging/logmanager.h>
#define _USE_MATH_DEFINES
#include <math.h>
namespace {
const std::string _loggerCat = "PowerScaledSphere";
}
namespace openspace {
PowerScaledSphere::PowerScaledSphere(const PowerScaledScalar& radius, int segments)
: _vaoID(0)
, _vBufferID(0)
, _iBufferID(0)
, _isize(6 * segments * segments)
, _vsize((segments + 1) * (segments + 1))
, _varray(new Vertex[_vsize])
, _iarray(new int[_isize])
{
static_assert(sizeof(Vertex) == 64,
"The size of the Vertex needs to be 64 for performance");
int nr = 0;
const float fsegments = static_cast<float>(segments);
const float r = static_cast<float>(radius[0]);
for (int i = 0; i <= segments; i++) {
// define an extra vertex around the y-axis due to texture mapping
for (int j = 0; j <= segments; j++) {
const float fi = static_cast<float>(i);
const float fj = static_cast<float>(j);
// inclination angle (north to south)
const float theta = fi * float(M_PI) / fsegments; // 0 -> PI
// azimuth angle (east to west)
const float phi = fj * float(M_PI) * 2.0f / fsegments; // 0 -> 2*PI
const float x = r * sin(phi) * sin(theta); //
const float y = r * cos(theta); // up
const float z = r * cos(phi) * sin(theta); //
glm::vec3 normal = glm::vec3(x, y, z);
if (!(x == 0.f && y == 0.f && z == 0.f))
normal = glm::normalize(normal);
const float t1 = (fj / fsegments);
const float t2 = 1.f - (fi / fsegments);
//double tp = 1.0 / pow(10, static_cast<GLfloat>(radius[1]));
_varray[nr].location[0] = x;
_varray[nr].location[1] = y;
_varray[nr].location[2] = z;
_varray[nr].location[3] = static_cast<GLfloat>(radius[1]);
_varray[nr].normal[0] = normal[0];
_varray[nr].normal[1] = normal[1];
_varray[nr].normal[2] = normal[2];
_varray[nr].tex[0] = t1;
_varray[nr].tex[1] = t2;
++nr;
}
}
nr = 0;
// define indices for all triangles
for (int i = 1; i <= segments; ++i) {
for (int j = 0; j < segments; ++j) {
const int t = segments + 1;
_iarray[nr] = t * (i - 1) + j + 0; //1
++nr;
_iarray[nr] = t * (i + 0) + j + 0; //2
++nr;
_iarray[nr] = t * (i + 0) + j + 1; //3
++nr;
_iarray[nr] = t * (i - 1) + j + 0; //4
++nr;
_iarray[nr] = t * (i + 0) + j + 1; //5
++nr;
_iarray[nr] = t * (i - 1) + j + 1; //6
++nr;
/*
_iarray[nr] = t * (i - 1) + j + 0; //1
++nr;
_iarray[nr] = t * (i + 0) + j + 0; //2
++nr;
_iarray[nr] = t * (i + 0) + j + 1; //3
++nr;
_iarray[nr] = t * (i - 1) + j + 1; //6
++nr;
_iarray[nr] = t * (i - 1) + j + 0; //4
++nr;
*/
}
}
}
// Alternative Constructor for using accurate triaxial ellipsoid
PowerScaledSphere::PowerScaledSphere(properties::Vec4Property &radius, int segments, std::string planetName)
: _vaoID(0)
, _vBufferID(0)
, _iBufferID(0)
, _isize(6 * segments * segments)
, _vsize((segments + 1) * (segments + 1))
, _varray(new Vertex[_vsize])
, _iarray(new int[_isize])
{
static_assert(sizeof(Vertex) == 64,
"The size of the Vertex needs to be 64 for performance");
float a, b, c, powerscale;
bool accutareRadius;
try {
glm::dvec3 radii;
SpiceManager::ref().getValue(planetName, "RADII", radii);
a = radii.x;
b = radii.y;
c = radii.z;
accutareRadius = true;
}
catch (const SpiceManager::SpiceException& e) {
//LINFO("Could not find radius for body " << planetName);
accutareRadius = false;
}
if (accutareRadius) {
PowerScaledCoordinate powerScaledRadii = psc::CreatePowerScaledCoordinate(a, b, c);
powerScaledRadii[3] += 3; // SPICE returns radii in km
std::swap(powerScaledRadii[1], powerScaledRadii[2]); // c is equivalent to y in our coordinate system
radius.set(powerScaledRadii.vec4());
a = powerScaledRadii[0];
b = powerScaledRadii[1];
c = powerScaledRadii[2];
powerscale = powerScaledRadii[3];
}
else {
ghoul::any r = radius.get();
glm::vec4 modRadius = ghoul::any_cast<glm::vec4>(r);
a = modRadius[0];
b = modRadius[1];
c = modRadius[2];
powerscale = modRadius[3];
}
int nr = 0;
const float fsegments = static_cast<float>(segments);
for (int i = 0; i <= segments; i++) {
// define an extra vertex around the y-axis due to texture mapping
for (int j = 0; j <= segments; j++) {
const float fi = static_cast<float>(i);
const float fj = static_cast<float>(j);
// inclination angle (north to south)
const float theta = fi * float(M_PI) / fsegments; // 0 -> PI
// azimuth angle (east to west)
const float phi = fj * float(M_PI) * 2.0f / fsegments; // 0 -> 2*PI
const float x = a * sin(phi) * sin(theta); //
const float y = b * cos(theta); // up
const float z = c * cos(phi) * sin(theta); //
_varray[nr].location[0] = x;
_varray[nr].location[1] = y;
_varray[nr].location[2] = z;
_varray[nr].location[3] = powerscale;
glm::vec3 normal = glm::vec3(x, y, z);
if (!(x == 0.f && y == 0.f && z == 0.f))
normal = glm::normalize(normal);
_varray[nr].normal[0] = normal[0];
_varray[nr].normal[1] = normal[1];
_varray[nr].normal[2] = normal[2];
const float t1 = fj / fsegments;
const float t2 = 1.f - (fi / fsegments);
_varray[nr].tex[0] = t1;
_varray[nr].tex[1] = t2;
++nr;
}
}
nr = 0;
// define indices for all triangles
for (int i = 1; i <= segments; ++i) {
for (int j = 0; j < segments; ++j) {
const int t = segments + 1;
_iarray[nr] = t * (i - 1) + j + 0; //1
++nr;
_iarray[nr] = t * (i + 0) + j + 0; //2
++nr;
_iarray[nr] = t * (i + 0) + j + 1; //3
++nr;
_iarray[nr] = t * (i - 1) + j + 0; //4
++nr;
_iarray[nr] = t * (i + 0) + j + 1; //5
++nr;
_iarray[nr] = t * (i - 1) + j + 1; //6
++nr;
}
}
}
PowerScaledSphere::PowerScaledSphere(const PowerScaledSphere& cpy)
: _vaoID(cpy._vaoID)
, _vBufferID(cpy._vBufferID)
, _iBufferID(cpy._iBufferID)
, _isize(cpy._isize)
, _vsize(cpy._vsize)
, _varray(new Vertex[_vsize])
, _iarray(new int[_isize])
{
// @TODO This needs to be tested ---abock
std::memcpy(_varray, cpy._varray, _vsize * sizeof(Vertex));
std::memcpy(_iarray, cpy._iarray, _isize * sizeof(int));
}
PowerScaledSphere::~PowerScaledSphere() {
if (_varray)
delete[] _varray;
if (_iarray)
delete[] _iarray;
_varray = 0;
_iarray = 0;
glDeleteBuffers(1, &_vBufferID);
glDeleteBuffers(1, &_iBufferID);
glDeleteVertexArrays(1, &_vaoID);
}
bool PowerScaledSphere::initialize() {
// Initialize and upload to graphics card
if (_vaoID == 0)
glGenVertexArrays(1, &_vaoID);
if (_vBufferID == 0) {
glGenBuffers(1, &_vBufferID);
if (_vBufferID == 0) {
LERROR("Could not create vertex buffer");
return false;
}
}
if (_iBufferID == 0) {
glGenBuffers(1, &_iBufferID);
if (_iBufferID == 0) {
LERROR("Could not create index buffer");
return false;
}
}
// First VAO setup
glBindVertexArray(_vaoID);
glBindBuffer(GL_ARRAY_BUFFER, _vBufferID);
glBufferData(GL_ARRAY_BUFFER, _vsize * sizeof(Vertex), _varray, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, location)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, tex)));
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, normal)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _isize * sizeof(int), _iarray, GL_STATIC_DRAW);
glBindVertexArray(0);
return true;
}
void PowerScaledSphere::render() {
glBindVertexArray(_vaoID); // select first VAO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glDrawElements(GL_TRIANGLES, _isize, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
} // namespace openspace