mirror of
https://github.com/OpenSpace/OpenSpace.git
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580 lines
26 KiB
C++
580 lines
26 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/globebrowsing/rendering/patchrenderer.h>
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#include <modules/globebrowsing/globes/chunkedlodglobe.h>
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// open space includes
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#include <openspace/engine/wrapper/windowwrapper.h>
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#include <openspace/engine/openspaceengine.h>
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#include <openspace/rendering/renderengine.h>
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// ghoul includes
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#include <ghoul/misc/assert.h>
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#include <ghoul/opengl/texture.h>
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#include <ghoul/opengl/textureunit.h>
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// STL includes
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#include <sstream>
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#define _USE_MATH_DEFINES
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#include <math.h>
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namespace {
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const std::string _loggerCat = "PatchRenderer";
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const std::string keyFrame = "Frame";
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const std::string keyGeometry = "Geometry";
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const std::string keyShading = "PerformShading";
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const std::string keyBody = "Body";
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}
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namespace openspace {
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//////////////////////////////////////////////////////////////////////////////////////
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// PATCH RENDERER //
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//////////////////////////////////////////////////////////////////////////////////////
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PatchRenderer::PatchRenderer(shared_ptr<TileProviderManager> tileProviderManager)
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: _tileProviderManager(tileProviderManager)
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{
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}
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PatchRenderer::~PatchRenderer() {
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}
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void PatchRenderer::update() {
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auto heightMapProviders = _tileProviderManager->getActiveHeightMapProviders();
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for (auto iter = heightMapProviders.begin(); iter != heightMapProviders.end(); iter++)
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{
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iter->get()->prerender();
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}
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auto colorTextureProviders = _tileProviderManager->getActiveColorTextureProviders();
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for (auto iter = colorTextureProviders.begin(); iter != colorTextureProviders.end(); iter++)
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{
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iter->get()->prerender();
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////
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// LATLON PATCH RENDERER //
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//////////////////////////////////////////////////////////////////////////////////////
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ChunkRenderer::ChunkRenderer(
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shared_ptr<Grid> grid,
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shared_ptr<TileProviderManager> tileProviderManager)
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: PatchRenderer(tileProviderManager)
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, _grid(grid)
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{
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_globalRenderingShaderProvider = unique_ptr<LayeredTextureShaderProvider>
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(new LayeredTextureShaderProvider(
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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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_localRenderingShaderProvider = unique_ptr<LayeredTextureShaderProvider>
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(new LayeredTextureShaderProvider(
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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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}
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void ChunkRenderer::renderChunk(const Chunk& chunk, const RenderData& data) {
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if (chunk.index().level < 9) {
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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::renderChunkGlobally(const Chunk& chunk, const RenderData& data){
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using namespace glm;
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// All providers of tiles
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auto heightMapProviders = _tileProviderManager->getActiveHeightMapProviders();
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auto colorTextureProviders = _tileProviderManager->getActiveColorTextureProviders();
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int numHeightMapProviders = heightMapProviders.size();
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int numColorTextureProviders = colorTextureProviders.size();
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// Create information for the shader provider
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LayeredTextureInfo layeredTextureInfoHeight;
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LayeredTextureInfo layeredTextureInfoColor;
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layeredTextureInfoHeight.keyNumLayers = "numLayersHeight";
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layeredTextureInfoHeight.numLayers = numHeightMapProviders;
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layeredTextureInfoColor.keyNumLayers = "numLayersColor";
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layeredTextureInfoColor.numLayers = numColorTextureProviders;
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LayeredTexturePreprocessingData layeredTexturePreprocessingData;
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layeredTexturePreprocessingData.layeredTextureInfo.push_back(
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layeredTextureInfoHeight);
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layeredTexturePreprocessingData.layeredTextureInfo.push_back(
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layeredTextureInfoColor);
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// Now the shader program can be accessed
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ProgramObject* programObject =
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_globalRenderingShaderProvider->getUpdatedShaderProgram(
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layeredTexturePreprocessingData);
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// Activate the shader program
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programObject->activate();
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std::vector<ghoul::opengl::TextureUnit> texUnitHeight;
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std::vector<ghoul::opengl::TextureUnit> texUnitHeightParent1;
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std::vector<ghoul::opengl::TextureUnit> texUnitHeightParent2;
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std::vector<ghoul::opengl::TextureUnit> texUnitColor;
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std::vector<ghoul::opengl::TextureUnit> texUnitColorParent1;
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std::vector<ghoul::opengl::TextureUnit> texUnitColorParent2;
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texUnitHeight.resize(numHeightMapProviders);
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texUnitHeightParent1.resize(numHeightMapProviders);
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texUnitHeightParent2.resize(numHeightMapProviders);
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texUnitColor.resize(numColorTextureProviders);
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texUnitColorParent1.resize(numColorTextureProviders);
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texUnitColorParent2.resize(numColorTextureProviders);
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// Go through all the height map providers
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int i = 0;
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for (auto it = heightMapProviders.begin(); it != heightMapProviders.end(); it++)
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{
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texUnitHeight.push_back(ghoul::opengl::TextureUnit());
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auto tileProvider = it->get();
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// Get the texture that should be used for rendering
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Tile tile = tileProvider->getHighestResolutionTile(chunk.index());
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Tile tileParent1 = tileProvider->getHighestResolutionParentTile(chunk.index(), 1);
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Tile tileParent2 = tileProvider->getHighestResolutionParentTile(chunk.index(), 2);
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TileDepthTransform depthTransform = tileProvider->depthTransform();
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// The texture needs a unit to sample from
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texUnitHeight[i].activate();
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tile.texture->bind();
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std::string indexedTileKey = "heightTiles[" + std::to_string(i) + "]";
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// Send uniforms for the tile to the shader
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programObject->setUniform(indexedTileKey + ".textureSampler", texUnitHeight[i]);
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programObject->setUniform(
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indexedTileKey + ".uvTransform.uvScale",
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tile.uvTransform.uvScale);
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programObject->setUniform(
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indexedTileKey + ".uvTransform.uvOffset",
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tile.uvTransform.uvOffset);
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// Blend tile with two parents
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// The texture needs a unit to sample from
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texUnitHeightParent1[i].activate();
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tileParent1.texture->bind();
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std::string indexedTileKeyParent1 = "heightTilesParent1[" + std::to_string(i) + "]";
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// Send uniforms for the tile to the shader
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programObject->setUniform(indexedTileKeyParent1 + ".textureSampler", texUnitHeightParent1[i]);
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programObject->setUniform(
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indexedTileKeyParent1 + ".uvTransform.uvScale",
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tileParent1.uvTransform.uvScale);
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programObject->setUniform(
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indexedTileKeyParent1 + ".uvTransform.uvOffset",
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tileParent1.uvTransform.uvOffset);
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// The texture needs a unit to sample from
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texUnitHeightParent2[i].activate();
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tileParent2.texture->bind();
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std::string indexedTileKeyParent2 = "heightTilesParent2[" + std::to_string(i) + "]";
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// Send uniforms for the tile to the shader
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programObject->setUniform(indexedTileKeyParent2 + ".textureSampler", texUnitHeightParent2[i]);
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programObject->setUniform(
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indexedTileKeyParent2 + ".uvTransform.uvScale",
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tileParent2.uvTransform.uvScale);
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programObject->setUniform(
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indexedTileKeyParent2 + ".uvTransform.uvOffset",
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tileParent2.uvTransform.uvOffset);
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programObject->setUniform(
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indexedTileKey + ".depthTransform.depthScale",
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depthTransform.depthScale);
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programObject->setUniform(
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indexedTileKey + ".depthTransform.depthOffset",
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depthTransform.depthOffset);
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i++;
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}
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// Go through all the color texture providers
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i = 0;
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for (auto it = colorTextureProviders.begin(); it != colorTextureProviders.end(); it++)
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{
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auto tileProvider = it->get();
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// Get the texture that should be used for rendering
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Tile tile = tileProvider->getHighestResolutionTile(chunk.index());
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Tile tileParent1 = tileProvider->getHighestResolutionParentTile(chunk.index(), 1);
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Tile tileParent2 = tileProvider->getHighestResolutionParentTile(chunk.index(), 2);
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// The texture needs a unit to sample from
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texUnitColor[i].activate();
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tile.texture->bind();
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std::string indexedTileKey = "colorTiles[" + std::to_string(i) + "]";
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// Send uniforms for the tile to the shader
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programObject->setUniform(indexedTileKey + ".textureSampler", texUnitColor[i]);
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programObject->setUniform(
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indexedTileKey + ".uvTransform.uvScale",
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tile.uvTransform.uvScale);
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programObject->setUniform(
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indexedTileKey + ".uvTransform.uvOffset",
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tile.uvTransform.uvOffset);
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// Blend tile with two parents
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// The texture needs a unit to sample from
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texUnitColorParent1[i].activate();
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tileParent1.texture->bind();
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std::string indexedTileKeyParent1 = "colorTilesParent1[" + std::to_string(i) + "]";
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// Send uniforms for the tile to the shader
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programObject->setUniform(indexedTileKeyParent1 + ".textureSampler", texUnitColorParent1[i]);
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programObject->setUniform(
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indexedTileKeyParent1 + ".uvTransform.uvScale",
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tileParent1.uvTransform.uvScale);
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programObject->setUniform(
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indexedTileKeyParent1 + ".uvTransform.uvOffset",
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tileParent1.uvTransform.uvOffset);
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// The texture needs a unit to sample from
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texUnitColorParent2[i].activate();
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tileParent2.texture->bind();
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std::string indexedTileKeyParent2 = "colorTilesParent2[" + std::to_string(i) + "]";
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// Send uniforms for the tile to the shader
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programObject->setUniform(indexedTileKeyParent2 + ".textureSampler", texUnitColorParent2[i]);
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programObject->setUniform(
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indexedTileKeyParent2 + ".uvTransform.uvScale",
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tileParent2.uvTransform.uvScale);
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programObject->setUniform(
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indexedTileKeyParent2 + ".uvTransform.uvOffset",
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tileParent2.uvTransform.uvOffset);
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i++;
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}
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// Calculate other uniform variables needed for rendering
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Geodetic2 swCorner = chunk.surfacePatch().southWestCorner();
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auto patchSize = chunk.surfacePatch().size();
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// TODO : Model transform should be fetched as a matrix directly.
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mat4 modelTransform = translate(mat4(1), data.position.vec3());
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mat4 viewTransform = data.camera.combinedViewMatrix();
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mat4 modelViewProjectionTransform = data.camera.projectionMatrix()
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* viewTransform * modelTransform;
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const Ellipsoid& ellipsoid = chunk.owner()->ellipsoid();
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vec3 pointClosestToCamera = chunk.owner()->ellipsoid().cartesianSurfacePosition(chunk.surfacePatch().closestPoint(chunk.owner()->ellipsoid().cartesianToGeodetic2(data.camera.positionVec3())));
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float distanceScaleFactor = chunk.owner()->lodScaleFactor * chunk.owner()->ellipsoid().minimumRadius();
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// Upload the uniform variables
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programObject->setUniform("modelViewProjectionTransform", modelViewProjectionTransform);
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programObject->setUniform("minLatLon", vec2(swCorner.toLonLatVec2()));
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programObject->setUniform("lonLatScalingFactor", vec2(patchSize.toLonLatVec2()));
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programObject->setUniform("radiiSquared", vec3(ellipsoid.radiiSquared()));
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programObject->setUniform("xSegments", _grid->xSegments());
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// The length of the skirts is proportional to its size
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programObject->setUniform("skirtLength", static_cast<float>(chunk.surfacePatch().halfSize().lat * 1000000));
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programObject->setUniform("cameraPosition", vec3(data.camera.positionVec3()));
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programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
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programObject->setUniform("chunkLevel", chunk.index().level);
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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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// 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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{
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using namespace glm;
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// All providers of tiles
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auto heightMapProviders = _tileProviderManager->getActiveHeightMapProviders();
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auto colorTextureProviders = _tileProviderManager->getActiveColorTextureProviders();
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int numHeightMapProviders = heightMapProviders.size();
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int numColorTextureProviders = colorTextureProviders.size();
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// Create information for the shader provider
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LayeredTextureInfo layeredTextureInfoHeight;
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LayeredTextureInfo layeredTextureInfoColor;
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layeredTextureInfoHeight.keyNumLayers = "numLayersHeight";
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layeredTextureInfoHeight.numLayers = numHeightMapProviders;
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layeredTextureInfoColor.keyNumLayers = "numLayersColor";
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layeredTextureInfoColor.numLayers = numColorTextureProviders;
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LayeredTexturePreprocessingData layeredTexturePreprocessingData;
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layeredTexturePreprocessingData.layeredTextureInfo.push_back(
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layeredTextureInfoHeight);
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layeredTexturePreprocessingData.layeredTextureInfo.push_back(
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layeredTextureInfoColor);
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// Now the shader program can be accessed
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ProgramObject* programObject =
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_localRenderingShaderProvider->getUpdatedShaderProgram(
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layeredTexturePreprocessingData);
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// Activate the shader program
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programObject->activate();
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std::vector<ghoul::opengl::TextureUnit> texUnitHeight;
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std::vector<ghoul::opengl::TextureUnit> texUnitHeightParent1;
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std::vector<ghoul::opengl::TextureUnit> texUnitHeightParent2;
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std::vector<ghoul::opengl::TextureUnit> texUnitColor;
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std::vector<ghoul::opengl::TextureUnit> texUnitColorParent1;
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std::vector<ghoul::opengl::TextureUnit> texUnitColorParent2;
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texUnitHeight.resize(numHeightMapProviders);
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texUnitHeightParent1.resize(numHeightMapProviders);
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texUnitHeightParent2.resize(numHeightMapProviders);
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texUnitColor.resize(numColorTextureProviders);
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texUnitColorParent1.resize(numColorTextureProviders);
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texUnitColorParent2.resize(numColorTextureProviders);
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// Go through all the height map providers
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int i = 0;
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for (auto it = heightMapProviders.begin(); it != heightMapProviders.end(); it++)
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{
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texUnitHeight.push_back(ghoul::opengl::TextureUnit());
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auto tileProvider = it->get();
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// Get the texture that should be used for rendering
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Tile tile = tileProvider->getHighestResolutionTile(chunk.index());
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Tile tileParent1 = tileProvider->getHighestResolutionParentTile(chunk.index(), 1);
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Tile tileParent2 = tileProvider->getHighestResolutionParentTile(chunk.index(), 2);
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TileDepthTransform depthTransform = tileProvider->depthTransform();
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// The texture needs a unit to sample from
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texUnitHeight[i].activate();
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tile.texture->bind();
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std::string indexedTileKey = "heightTiles[" + std::to_string(i) + "]";
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// Send uniforms for the tile to the shader
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programObject->setUniform(indexedTileKey + ".textureSampler", texUnitHeight[i]);
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programObject->setUniform(
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indexedTileKey + ".uvTransform.uvScale",
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tile.uvTransform.uvScale);
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programObject->setUniform(
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indexedTileKey + ".uvTransform.uvOffset",
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tile.uvTransform.uvOffset);
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// Blend tile with two parents
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// The texture needs a unit to sample from
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texUnitHeightParent1[i].activate();
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tileParent1.texture->bind();
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std::string indexedTileKeyParent1 = "heightTilesParent1[" + std::to_string(i) + "]";
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// Send uniforms for the tile to the shader
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programObject->setUniform(indexedTileKeyParent1 + ".textureSampler", texUnitHeightParent1[i]);
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programObject->setUniform(
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indexedTileKeyParent1 + ".uvTransform.uvScale",
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tileParent1.uvTransform.uvScale);
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programObject->setUniform(
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indexedTileKeyParent1 + ".uvTransform.uvOffset",
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tileParent1.uvTransform.uvOffset);
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// The texture needs a unit to sample from
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texUnitHeightParent2[i].activate();
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tileParent2.texture->bind();
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std::string indexedTileKeyParent2 = "heightTilesParent2[" + std::to_string(i) + "]";
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// Send uniforms for the tile to the shader
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programObject->setUniform(indexedTileKeyParent2 + ".textureSampler", texUnitHeightParent2[i]);
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programObject->setUniform(
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indexedTileKeyParent2 + ".uvTransform.uvScale",
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tileParent2.uvTransform.uvScale);
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programObject->setUniform(
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indexedTileKeyParent2 + ".uvTransform.uvOffset",
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tileParent2.uvTransform.uvOffset);
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programObject->setUniform(
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indexedTileKey + ".depthTransform.depthScale",
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depthTransform.depthScale);
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programObject->setUniform(
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indexedTileKey + ".depthTransform.depthOffset",
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depthTransform.depthOffset);
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i++;
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}
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// Go through all the color texture providers
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i = 0;
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for (auto it = colorTextureProviders.begin(); it != colorTextureProviders.end(); it++)
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{
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auto tileProvider = it->get();
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// Get the texture that should be used for rendering
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Tile tile = tileProvider->getHighestResolutionTile(chunk.index());
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Tile tileParent1 = tileProvider->getHighestResolutionParentTile(chunk.index(), 1);
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Tile tileParent2 = tileProvider->getHighestResolutionParentTile(chunk.index(), 2);
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// The texture needs a unit to sample from
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texUnitColor[i].activate();
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tile.texture->bind();
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std::string indexedTileKey = "colorTiles[" + std::to_string(i) + "]";
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// Send uniforms for the tile to the shader
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programObject->setUniform(indexedTileKey + ".textureSampler", texUnitColor[i]);
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programObject->setUniform(
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indexedTileKey + ".uvTransform.uvScale",
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tile.uvTransform.uvScale);
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programObject->setUniform(
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indexedTileKey + ".uvTransform.uvOffset",
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tile.uvTransform.uvOffset);
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// Blend tile with two parents
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// The texture needs a unit to sample from
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|
texUnitColorParent1[i].activate();
|
|
tileParent1.texture->bind();
|
|
|
|
std::string indexedTileKeyParent1 = "colorTilesParent1[" + std::to_string(i) + "]";
|
|
// Send uniforms for the tile to the shader
|
|
programObject->setUniform(indexedTileKeyParent1 + ".textureSampler", texUnitColorParent1[i]);
|
|
|
|
programObject->setUniform(
|
|
indexedTileKeyParent1 + ".uvTransform.uvScale",
|
|
tileParent1.uvTransform.uvScale);
|
|
programObject->setUniform(
|
|
indexedTileKeyParent1 + ".uvTransform.uvOffset",
|
|
tileParent1.uvTransform.uvOffset);
|
|
|
|
|
|
// The texture needs a unit to sample from
|
|
texUnitColorParent2[i].activate();
|
|
tileParent2.texture->bind();
|
|
|
|
std::string indexedTileKeyParent2 = "colorTilesParent2[" + std::to_string(i) + "]";
|
|
// Send uniforms for the tile to the shader
|
|
programObject->setUniform(indexedTileKeyParent2 + ".textureSampler", texUnitColorParent2[i]);
|
|
|
|
programObject->setUniform(
|
|
indexedTileKeyParent2 + ".uvTransform.uvScale",
|
|
tileParent2.uvTransform.uvScale);
|
|
programObject->setUniform(
|
|
indexedTileKeyParent2 + ".uvTransform.uvOffset",
|
|
tileParent2.uvTransform.uvOffset);
|
|
|
|
i++;
|
|
}
|
|
|
|
// Calculate other uniform variables needed for rendering
|
|
|
|
// TODO : Model transform should be fetched as a matrix directly.
|
|
dmat4 modelTransform = translate(dmat4(1), data.position.dvec3());
|
|
dmat4 viewTransform = data.camera.combinedViewMatrix();
|
|
dmat4 modelViewTransform = viewTransform * modelTransform;
|
|
|
|
Geodetic2 sw = chunk.surfacePatch().southWestCorner();
|
|
Geodetic2 se = chunk.surfacePatch().southEastCorner();
|
|
Geodetic2 nw = chunk.surfacePatch().northWestCorner();
|
|
Geodetic2 ne = chunk.surfacePatch().northEastCorner();
|
|
|
|
const Ellipsoid& ellipsoid = chunk.owner()->ellipsoid();
|
|
|
|
// Get model space positions of the four control points
|
|
Vec3 patchSwModelSpace = ellipsoid.cartesianSurfacePosition(sw);
|
|
Vec3 patchSeModelSpace = ellipsoid.cartesianSurfacePosition(se);
|
|
Vec3 patchNwModelSpace = ellipsoid.cartesianSurfacePosition(nw);
|
|
Vec3 patchNeModelSpace = ellipsoid.cartesianSurfacePosition(ne);
|
|
|
|
// Transform all control points to camera space
|
|
Vec3 patchSwCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchSwModelSpace, 1));
|
|
Vec3 patchSeCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchSeModelSpace, 1));
|
|
Vec3 patchNwCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchNwModelSpace, 1));
|
|
Vec3 patchNeCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(patchNeModelSpace, 1));
|
|
|
|
// Send control points to shader
|
|
programObject->setUniform("p00", vec3(patchSwCameraSpace));
|
|
programObject->setUniform("p10", vec3(patchSeCameraSpace));
|
|
programObject->setUniform("p01", vec3(patchNwCameraSpace));
|
|
programObject->setUniform("p11", vec3(patchNeCameraSpace));
|
|
|
|
vec3 patchNormalCameraSpace = normalize(
|
|
cross(patchSeCameraSpace - patchSwCameraSpace,
|
|
patchNwCameraSpace - patchSwCameraSpace));
|
|
|
|
programObject->setUniform(
|
|
"patchNormalCameraSpace",
|
|
patchNormalCameraSpace);
|
|
|
|
programObject->setUniform(
|
|
"projectionTransform",
|
|
data.camera.projectionMatrix());
|
|
|
|
programObject->setUniform("xSegments", _grid->xSegments());
|
|
// The length of the skirts is proportional to its size
|
|
programObject->setUniform("skirtLength", static_cast<float>(chunk.surfacePatch().halfSize().lat * 1000000));
|
|
|
|
float distanceScaleFactor = chunk.owner()->lodScaleFactor * chunk.owner()->ellipsoid().minimumRadius();
|
|
programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
|
|
programObject->setUniform("chunkLevel", chunk.index().level);
|
|
|
|
// OpenGL rendering settings
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
|
|
// render
|
|
_grid->geometry().drawUsingActiveProgram();
|
|
|
|
// disable shader
|
|
programObject->deactivate();
|
|
}
|
|
} // namespace openspace
|