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OpenSpace/modules/globebrowsing/chunk/chunkrenderer.cpp

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/*****************************************************************************************
* *
* 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. *
****************************************************************************************/
#include <modules/globebrowsing/chunk/chunkrenderer.h>
#include <modules/globebrowsing/globes/chunkedlodglobe.h>
#include <modules/globebrowsing/globes/renderableglobe.h>
#include <modules/globebrowsing/layered_rendering/layeredtextures.h>
#include <modules/globebrowsing/tile/layermanager.h>
// open space includes
#include <openspace/engine/wrapper/windowwrapper.h>
#include <openspace/engine/openspaceengine.h>
#include <openspace/rendering/renderengine.h>
// ghoul includes
#include <ghoul/misc/assert.h>
#include <ghoul/opengl/texture.h>
#include <ghoul/opengl/textureunit.h>
// STL includes
#include <sstream>
#define _USE_MATH_DEFINES
#include <math.h>
namespace {
const std::string _loggerCat = "ChunkRenderer";
const std::string keyFrame = "Frame";
const std::string keyGeometry = "Geometry";
const std::string keyShading = "PerformShading";
const std::string keyBody = "Body";
}
namespace openspace {
namespace globebrowsing {
ChunkRenderer::ChunkRenderer(
std::shared_ptr<Grid> grid,
std::shared_ptr<LayerManager> layerManager)
: _layerManager(layerManager)
, _grid(grid)
{
_globalRenderingShaderProvider = std::make_shared<LayeredTextureShaderProvider>(
"GlobalChunkedLodPatch",
"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_vs.glsl",
"${MODULE_GLOBEBROWSING}/shaders/globalchunkedlodpatch_fs.glsl");
_localRenderingShaderProvider = std::make_shared<LayeredTextureShaderProvider>(
"LocalChunkedLodPatch",
"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_vs.glsl",
"${MODULE_GLOBEBROWSING}/shaders/localchunkedlodpatch_fs.glsl");
_globalProgramUniformHandler =
std::make_shared<LayeredTextureShaderUniformIdHandler>();
_localProgramUniformHandler =
std::make_shared<LayeredTextureShaderUniformIdHandler>();
}
void ChunkRenderer::renderChunk(const Chunk& chunk, const RenderData& data) {
// A little arbitrary but it works
if (chunk.tileIndex().level < 10) {
renderChunkGlobally(chunk, data);
}
else {
renderChunkLocally(chunk, data);
}
}
void ChunkRenderer::update() {
// unused atm. Could be used for caching or precalculating
}
void ChunkRenderer::setDepthTransformUniforms(
std::shared_ptr<LayeredTextureShaderUniformIdHandler> uniformIdHandler,
LayeredTextures::TextureCategory textureCategory,
LayeredTextures::BlendLayerSuffixes blendLayerSuffix,
size_t layerIndex,
const TileDepthTransform& tileDepthTransform)
{
uniformIdHandler->programObject().setUniform(
uniformIdHandler->getId(
textureCategory,
blendLayerSuffix,
layerIndex,
LayeredTextures::GlslTileDataId::depthTransform_depthScale),
tileDepthTransform.depthScale);
uniformIdHandler->programObject().setUniform(
uniformIdHandler->getId(
textureCategory,
blendLayerSuffix,
layerIndex,
LayeredTextures::GlslTileDataId::depthTransform_depthOffset),
tileDepthTransform.depthOffset);
}
void ChunkRenderer::activateTileAndSetTileUniforms(
std::shared_ptr<LayeredTextureShaderUniformIdHandler> uniformIdHandler,
LayeredTextures::TextureCategory textureCategory,
LayeredTextures::BlendLayerSuffixes blendLayerSuffix,
size_t layerIndex,
ghoul::opengl::TextureUnit& texUnit,
const ChunkTile& chunkTile)
{
// Blend tile with two parents
// The texture needs a unit to sample from
texUnit.activate();
chunkTile.tile.texture->bind();
uniformIdHandler->programObject().setUniform(
uniformIdHandler->getId(
textureCategory,
blendLayerSuffix,
layerIndex,
LayeredTextures::GlslTileDataId::textureSampler),
texUnit);
uniformIdHandler->programObject().setUniform(
uniformIdHandler->getId(
textureCategory,
blendLayerSuffix,
layerIndex,
LayeredTextures::GlslTileDataId::uvTransform_uvScale),
chunkTile.uvTransform.uvScale);
uniformIdHandler->programObject().setUniform(
uniformIdHandler->getId(
textureCategory,
blendLayerSuffix,
layerIndex,
LayeredTextures::GlslTileDataId::uvTransform_uvOffset),
chunkTile.uvTransform.uvOffset);
}
void ChunkRenderer::setLayerSettingsUniforms(
std::shared_ptr<LayeredTextureShaderUniformIdHandler> uniformIdHandler,
LayeredTextures::TextureCategory textureCategory,
size_t layerIndex,
PerLayerSettings settings) {
for (int i = 0; i < settings.array().size(); i++) {
settings.array()[i]->uploadUniform(
uniformIdHandler->programObject(),
uniformIdHandler->getSettingsId(
textureCategory,
layerIndex,
LayeredTextures::LayerSettingsIds(i)));
}
}
ProgramObject* ChunkRenderer::getActivatedProgramWithTileData(
LayeredTextureShaderProvider* layeredTextureShaderProvider,
std::shared_ptr<LayeredTextureShaderUniformIdHandler> programUniformHandler,
const Chunk& chunk)
{
const TileIndex& tileIndex = chunk.tileIndex();
LayeredTexturePreprocessingData layeredTexturePreprocessingData;
for (size_t category = 0;
category < LayeredTextures::NUM_TEXTURE_CATEGORIES;
category++) {
LayeredTextureInfo layeredTextureInfo;
auto layerGroup = _layerManager->layerGroup(category);
layeredTextureInfo.lastLayerIdx = layerGroup.activeLayers().size() - 1;
layeredTextureInfo.layerBlendingEnabled = layerGroup.levelBlendingEnabled;
layeredTexturePreprocessingData.layeredTextureInfo[category] = layeredTextureInfo;
}
layeredTexturePreprocessingData.keyValuePairs.push_back(
std::pair<std::string, std::string>(
"useAtmosphere",
std::to_string(chunk.owner().generalProperties().atmosphereEnabled)));
layeredTexturePreprocessingData.keyValuePairs.push_back(
std::pair<std::string, std::string>(
"performShading",
std::to_string(chunk.owner().generalProperties().performShading)));
layeredTexturePreprocessingData.keyValuePairs.push_back(
std::pair<std::string, std::string>(
"showChunkEdges",
std::to_string(chunk.owner().debugProperties().showChunkEdges)));
layeredTexturePreprocessingData.keyValuePairs.push_back(
std::pair<std::string, std::string>(
"showHeightResolution",
std::to_string(chunk.owner().debugProperties().showHeightResolution)));
layeredTexturePreprocessingData.keyValuePairs.push_back(
std::pair<std::string, std::string>(
"showHeightIntensities",
std::to_string(chunk.owner().debugProperties().showHeightIntensities)));
layeredTexturePreprocessingData.keyValuePairs.push_back(
std::pair<std::string, std::string>(
"defaultHeight",
std::to_string(Chunk::DEFAULT_HEIGHT)));
// Now the shader program can be accessed
ProgramObject* programObject =
layeredTextureShaderProvider->getUpdatedShaderProgram(
layeredTexturePreprocessingData);
programUniformHandler->updateIdsIfNecessary(layeredTextureShaderProvider);
// Activate the shader program
programObject->activate();
// Initialize all texture units
struct BlendTexUnits {
ghoul::opengl::TextureUnit blendTexture0;
ghoul::opengl::TextureUnit blendTexture1;
ghoul::opengl::TextureUnit blendTexture2;
};
std::array<std::vector<BlendTexUnits>, LayeredTextures::NUM_TEXTURE_CATEGORIES> texUnits;
for (size_t category = 0; category < LayeredTextures::NUM_TEXTURE_CATEGORIES; category++) {
size_t activeLayers = _layerManager->layerGroup(category).activeLayers().size();
texUnits[category].resize(activeLayers);
}
// Go through all the categories
for (size_t category = 0; category < LayeredTextures::NUM_TEXTURE_CATEGORIES; category++) {
// Go through all the providers in this category
int i = 0;
for (const Layer& layer : _layerManager->layerGroup(category).activeLayers()) {
TileProvider* tileProvider = layer.tileProvider.get();
// Get the texture that should be used for rendering
ChunkTile chunkTile = TileSelector::getHighestResolutionTile(tileProvider, tileIndex);
if (chunkTile.tile.status == Tile::Status::Unavailable) {
chunkTile.tile = tileProvider->getDefaultTile();
chunkTile.uvTransform.uvOffset = { 0, 0 };
chunkTile.uvTransform.uvScale = { 1, 1 };
}
activateTileAndSetTileUniforms(
programUniformHandler,
LayeredTextures::TextureCategory(category),
LayeredTextures::BlendLayerSuffixes::none,
i,
texUnits[category][i].blendTexture0,
chunkTile);
// If blending is enabled, two more textures are needed
if (layeredTexturePreprocessingData.layeredTextureInfo[category].layerBlendingEnabled) {
ChunkTile chunkTileParent1 = TileSelector::getHighestResolutionTile(tileProvider, tileIndex, 1);
if (chunkTileParent1.tile.status == Tile::Status::Unavailable) {
chunkTileParent1 = chunkTile;
}
activateTileAndSetTileUniforms(
programUniformHandler,
LayeredTextures::TextureCategory(category),
LayeredTextures::BlendLayerSuffixes::Parent1,
i,
texUnits[category][i].blendTexture1,
chunkTileParent1);
ChunkTile chunkTileParent2 = TileSelector::getHighestResolutionTile(tileProvider, tileIndex, 2);
if (chunkTileParent2.tile.status == Tile::Status::Unavailable) {
chunkTileParent2 = chunkTileParent1;
}
activateTileAndSetTileUniforms(
programUniformHandler,
LayeredTextures::TextureCategory(category),
LayeredTextures::BlendLayerSuffixes::Parent2,
i,
texUnits[category][i].blendTexture2,
chunkTileParent2);
}
setLayerSettingsUniforms(
programUniformHandler,
LayeredTextures::TextureCategory(category),
i,
layer.settings);
/*
if (category == LayeredTextures::HeightMaps && chunkTile.tile.preprocessData) {
//auto preprocessingData = chunkTile.tile.preprocessData;
//float noDataValue = preprocessingData->noDataValues[0];
programObject->setUniform(
"minimumValidHeight[" + std::to_string(i) + "]",
-100000);
}
*/
i++;
}
}
// Go through all the height maps and set depth tranforms
int i = 0;
const auto& heightLayers = _layerManager->layerGroup(LayeredTextures::HeightMaps).activeLayers();
for (const Layer& heightLayer : heightLayers) {
TileDepthTransform depthTransform = heightLayer.tileProvider->depthTransform();
setDepthTransformUniforms(
programUniformHandler,
LayeredTextures::TextureCategory::HeightMaps,
LayeredTextures::BlendLayerSuffixes::none,
i,
depthTransform);
i++;
}
// The length of the skirts is proportional to its size
programObject->setUniform("skirtLength", min(static_cast<float>(chunk.surfacePatch().halfSize().lat * 1000000), 8700.0f));
programObject->setUniform("xSegments", _grid->xSegments());
if (chunk.owner().debugProperties().showHeightResolution) {
programObject->setUniform("vertexResolution", glm::vec2(_grid->xSegments(), _grid->ySegments()));
}
return programObject;
}
void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& data){
ProgramObject* programObject = getActivatedProgramWithTileData(
_globalRenderingShaderProvider.get(),
_globalProgramUniformHandler,
chunk);
if (programObject == nullptr) {
return;
}
const Ellipsoid& ellipsoid = chunk.owner().ellipsoid();
bool performAnyBlending = false;
for (int i = 0; i < LayeredTextures::NUM_TEXTURE_CATEGORIES; ++i) {
const LayerGroup& layerGroup = _layerManager->layerGroup(i);
if(layerGroup.levelBlendingEnabled && layerGroup.activeLayers().size() > 0){
performAnyBlending = true;
break;
}
}
if (performAnyBlending) {
// Calculations are done in the reference frame of the globe. Hence, the camera
// position needs to be transformed with the inverse model matrix
glm::dmat4 inverseModelTransform = chunk.owner().inverseModelTransform();
glm::dvec3 cameraPosition =
glm::dvec3(inverseModelTransform * glm::dvec4(data.camera.positionVec3(), 1));
float distanceScaleFactor = chunk.owner().generalProperties().lodScaleFactor * ellipsoid.minimumRadius();
programObject->setUniform("cameraPosition", vec3(cameraPosition));
programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
programObject->setUniform("chunkLevel", chunk.tileIndex().level);
}
// Calculate other uniform variables needed for rendering
Geodetic2 swCorner = chunk.surfacePatch().getCorner(Quad::SOUTH_WEST);
auto patchSize = chunk.surfacePatch().size();
dmat4 modelTransform = chunk.owner().modelTransform();
dmat4 viewTransform = data.camera.combinedViewMatrix();
mat4 modelViewTransform = mat4(viewTransform * modelTransform);
mat4 modelViewProjectionTransform = data.camera.projectionMatrix() * modelViewTransform;
// Upload the uniform variables
programObject->setUniform("modelViewProjectionTransform", modelViewProjectionTransform);
programObject->setUniform("minLatLon", vec2(swCorner.toLonLatVec2()));
programObject->setUniform("lonLatScalingFactor", vec2(patchSize.toLonLatVec2()));
programObject->setUniform("radiiSquared", vec3(ellipsoid.radiiSquared()));
if (_layerManager->layerGroup(
LayeredTextures::NightTextures).activeLayers().size() > 0 ||
_layerManager->layerGroup(
LayeredTextures::WaterMasks).activeLayers().size() > 0 ||
chunk.owner().generalProperties().atmosphereEnabled ||
chunk.owner().generalProperties().performShading) {
glm::vec3 directionToSunWorldSpace =
glm::normalize(-data.modelTransform.translation);
glm::vec3 directionToSunCameraSpace =
(viewTransform * glm::dvec4(directionToSunWorldSpace, 0));
data.modelTransform.translation;
programObject->setUniform("modelViewTransform", modelViewTransform);
programObject->setUniform("lightDirectionCameraSpace", -directionToSunCameraSpace);
}
// OpenGL rendering settings
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// render
_grid->geometry().drawUsingActiveProgram();
// disable shader
programObject->deactivate();
}
void ChunkRenderer::renderChunkLocally(const Chunk& chunk, const RenderData& data) {
ProgramObject* programObject = getActivatedProgramWithTileData(
_localRenderingShaderProvider.get(),
_localProgramUniformHandler,
chunk);
if (programObject == nullptr) {
return;
}
using namespace glm;
const Ellipsoid& ellipsoid = chunk.owner().ellipsoid();
bool performAnyBlending = false;
for (int i = 0; i < LayeredTextures::NUM_TEXTURE_CATEGORIES; ++i) {
LayeredTextures::TextureCategory category = (LayeredTextures::TextureCategory)i;
if (_layerManager->layerGroup(i).levelBlendingEnabled && _layerManager->layerGroup(category).activeLayers().size() > 0) {
performAnyBlending = true;
break;
}
}
if (performAnyBlending) {
float distanceScaleFactor = chunk.owner().generalProperties().lodScaleFactor * chunk.owner().ellipsoid().minimumRadius();
programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
programObject->setUniform("chunkLevel", chunk.tileIndex().level);
}
// Calculate other uniform variables needed for rendering
dmat4 modelTransform = chunk.owner().modelTransform();
dmat4 viewTransform = data.camera.combinedViewMatrix();
dmat4 modelViewTransform = viewTransform * modelTransform;
std::vector<std::string> cornerNames = { "p01", "p11", "p00", "p10" };
std::vector<Vec3> cornersCameraSpace(4);
for (int i = 0; i < 4; ++i) {
Quad q = (Quad)i;
Geodetic2 corner = chunk.surfacePatch().getCorner(q);
Vec3 cornerModelSpace = ellipsoid.cartesianSurfacePosition(corner);
Vec3 cornerCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(cornerModelSpace, 1));
cornersCameraSpace[i] = cornerCameraSpace;
programObject->setUniform(cornerNames[i], vec3(cornerCameraSpace));
}
vec3 patchNormalCameraSpace = normalize(
cross(cornersCameraSpace[Quad::SOUTH_EAST] - cornersCameraSpace[Quad::SOUTH_WEST],
cornersCameraSpace[Quad::NORTH_EAST] - cornersCameraSpace[Quad::SOUTH_WEST]));
programObject->setUniform("patchNormalCameraSpace", patchNormalCameraSpace);
programObject->setUniform("projectionTransform", data.camera.projectionMatrix());
if (_layerManager->layerGroup(
LayeredTextures::NightTextures).activeLayers().size() > 0 ||
_layerManager->layerGroup(
LayeredTextures::WaterMasks).activeLayers().size() > 0 ||
chunk.owner().generalProperties().atmosphereEnabled ||
chunk.owner().generalProperties().performShading) {
glm::vec3 directionToSunWorldSpace =
glm::normalize(-data.modelTransform.translation);
glm::vec3 directionToSunCameraSpace =
(viewTransform * glm::dvec4(directionToSunWorldSpace, 0));
data.modelTransform.translation;
programObject->setUniform("lightDirectionCameraSpace", -directionToSunCameraSpace);
}
// OpenGL rendering settings
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// render
_grid->geometry().drawUsingActiveProgram();
// disable shader
programObject->deactivate();
}
} // namespace globebrowsing
} // namespace openspace