// boundariesrenderer.cpp // // Copyright (C) 2018-2019, the Celestia Development Team // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. #include #include #include #include #include "boundariesrenderer.h" #include "render.h" #include "vecgl.h" using namespace Eigen; using namespace std; BoundariesRenderer::BoundariesRenderer(const ConstellationBoundaries *boundaries) : m_boundaries(boundaries) { m_shadprop.texUsage = ShaderProperties::VertexColors; m_shadprop.lightModel = ShaderProperties::UnlitModel; } bool BoundariesRenderer::sameBoundaries(const ConstellationBoundaries *boundaries) const { return m_boundaries == boundaries; } void BoundariesRenderer::render(const Renderer &renderer, const Color &color, const Matrices &mvp) { using AttributesType = celgl::VertexObject::AttributesType; ShaderProperties props = m_shadprop; bool lineAsTriangles = renderer.shouldDrawLineAsTriangles(); if (lineAsTriangles) props.texUsage |= ShaderProperties::LineAsTriangles; auto *prog = renderer.getShaderManager().getShader(props); if (prog == nullptr) return; m_vo.bind(lineAsTriangles ? AttributesType::Default : AttributesType::Alternative1); if (!m_vo.initialized()) { std::vector data; if (!prepare(data)) { m_vo.unbind(); return; } m_vo.allocate(data.size() * sizeof(LineEnds), data.data()); // Attributes for lines drawn as triangles m_vo.setVertices(3, GL_FLOAT, false, sizeof(LineEnds), offsetof(LineEnds, point1)); m_vo.setVertexAttribArray(CelestiaGLProgram::NextVCoordAttributeIndex, 3, GL_FLOAT, false, sizeof(LineEnds), offsetof(LineEnds, point2)); m_vo.setVertexAttribArray(CelestiaGLProgram::ScaleFactorAttributeIndex, 1, GL_FLOAT, false, sizeof(LineEnds), offsetof(LineEnds, scale)); // Attributes for lines drawn as lines m_vo.setVertices(3, GL_FLOAT, false, sizeof(LineEnds) * 3, offsetof(LineEnds, point1), AttributesType::Alternative1); } prog->use(); prog->setMVPMatrices(*mvp.projection, *mvp.modelview); glVertexAttrib(CelestiaGLProgram::ColorAttributeIndex, color); if (lineAsTriangles) { prog->lineWidthX = renderer.getLineWidthX(); prog->lineWidthY = renderer.getLineWidthY(); m_vo.draw(GL_TRIANGLES, m_lineCount * 6, 0); } else { m_vo.draw(GL_LINES, m_lineCount * 2, 0); } m_vo.unbind(); } bool BoundariesRenderer::prepare(std::vector &data) { auto chains = m_boundaries->getChains(); auto lineCount = accumulate(chains.begin(), chains.end(), 0, [](int a, ConstellationBoundaries::Chain* b) { return a + b->size() - 1; }); if (lineCount == 0) return false; m_lineCount = lineCount; // we reserve 6 times the space so we can allow to // draw a line segment with two triangles data.reserve(m_lineCount * 6); for (const auto chain : chains) { for (unsigned i = 1; i < chain->size(); i++) { Eigen::Vector3f prev = (*chain)[i - 1]; Eigen::Vector3f cur = (*chain)[i]; data.emplace_back(prev, cur, -0.5); data.emplace_back(prev ,cur, 0.5); data.emplace_back(cur, prev, -0.5); data.emplace_back(cur, prev, -0.5); data.emplace_back(cur, prev, 0.5); data.emplace_back(prev, cur, -0.5); } } return true; }