celestia/src/celengine/render.cpp

9122 lines
315 KiB
C++

// render.cpp
//
// Copyright (C) 2001-2007, Chris Laurel <claurel@shatters.net>
//
// 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 <algorithm>
#include <cstdio>
#include <cstring>
#include <cassert>
#ifndef _WIN32
#ifndef TARGET_OS_MAC
#include <config.h>
#endif
#endif /* _WIN32 */
#define REFMARKS 1
#include <celutil/debug.h>
#include <celmath/frustum.h>
#include <celmath/distance.h>
#include <celmath/intersect.h>
#include <celutil/utf8.h>
#include <celutil/util.h>
#include "gl.h"
#include "astro.h"
#include "glext.h"
#include "vecgl.h"
#include "glshader.h"
#include "shadermanager.h"
#include "spheremesh.h"
#include "lodspheremesh.h"
#include "model.h"
#include "regcombine.h"
#include "vertexprog.h"
#include "texmanager.h"
#include "meshmanager.h"
#include "render.h"
#include "renderinfo.h"
#include "renderglsl.h"
#if REFMARKS
#include "axisarrow.h"
#endif
using namespace std;
#define FOV 45.0f
#define NEAR_DIST 0.5f
#define FAR_DIST 1.0e9f
// This should be in the GL headers, but where?
#ifndef GL_COLOR_SUM_EXT
#define GL_COLOR_SUM_EXT 0x8458
#endif
static const float STAR_DISTANCE_LIMIT = 1.0e6f;
static const int REF_DISTANCE_TO_SCREEN = 400; //[mm]
// Distance from the Sun at which comet tails will start to fade out
static const float COMET_TAIL_ATTEN_DIST_SOL = astro::AUtoKilometers(5.0f);
static const int StarVertexListSize = 1024;
// Fractional pixel offset used when rendering text as texture mapped
// quads to ensure consistent mapping of texels to pixels.
static const float PixelOffset = 0.125f;
// These two values constrain the near and far planes of the view frustum
// when rendering planet and object meshes. The near plane will never be
// closer than MinNearPlaneDistance, and the far plane is set so that far/near
// will not exceed MaxFarNearRatio.
static const float MinNearPlaneDistance = 0.0001f; // km
static const float MaxFarNearRatio = 2000000.0f;
static const float RenderDistance = 50.0f;
// Star disc size in pixels
static const float BaseStarDiscSize = 5.0f;
static const float MaxScaledDiscStarSize = 8.0f;
static const float GlareOpacity = 0.65f;
static const float MinRelativeOccluderRadius = 0.005f;
static const float CubeCornerToCenterDistance = (float) sqrt(3.0);
// The minimum apparent size of an objects orbit in pixels before we display
// a label for it. This minimizes label clutter.
static const float MinOrbitSizeForLabel = 20.0f;
// The minimum apparent size of a surface feature in pixels before we display
// a label for it.
static const float MinFeatureSizeForLabel = 20.0f;
/* The maximum distance of the observer to the origin of coordinates before
asterism lines and labels start to linearly fade out (in uLY) */
static const float MaxAsterismLabelsConstDist = 6.0e6f;
static const float MaxAsterismLinesConstDist = 6.0e8f;
/* The maximum distance of the observer to the origin of coordinates before
asterisms labels and lines fade out completely (in uLY) */
static const float MaxAsterismLabelsDist = 2.0e7f;
static const float MaxAsterismLinesDist = 6.52e10f;
// Maximum size of a solar system in light years. Features beyond this distance
// will not necessarily be rendered correctly. This limit is used for
// visibility culling of solar systems.
static const float MaxSolarSystemSize = 1.0f;
// Static meshes and textures used by all instances of Simulation
static bool commonDataInitialized = false;
LODSphereMesh* g_lodSphere = NULL;
static Texture* normalizationTex = NULL;
static Texture* starTex = NULL;
static Texture* glareTex = NULL;
static Texture* shadowTex = NULL;
static Texture* gaussianDiscTex = NULL;
static Texture* gaussianGlareTex = NULL;
// Shadow textures are scaled down slightly to leave some extra blank pixels
// near the border. This keeps axis aligned streaks from appearing on hardware
// that doesn't support clamp to border color.
static const float ShadowTextureScale = 15.0f / 16.0f;
static Texture* eclipseShadowTextures[4];
static Texture* shadowMaskTexture = NULL;
static Texture* penumbraFunctionTexture = NULL;
Texture* rectToSphericalTexture = NULL;
static const Color compassColor(0.4f, 0.4f, 1.0f);
static const float CoronaHeight = 0.2f;
static bool buggyVertexProgramEmulation = true;
// Controls for the number of circles displayed on celestial coordinate spheres
static const unsigned int CoordSphereRADivisions = 24;
static const unsigned int CoordSphereDecDivisions = 18;
// Celestial grid labels
static const float RALabelSpacing = 1.0f; // hours between each RA label
static const float DecLabelSpacing = 10.0f; // degrees between each declination labels
static const float DecLabelRASpacing = 6.0f; // hours between meridians with declination labels
static const unsigned int RALabelCount = (unsigned int) (24.0f / RALabelSpacing);
static const unsigned int DecLabelCount = (unsigned int) ((int) (90.0f / DecLabelSpacing) - 1) * 2 + 1;
static string* RACoordLabels;
static string* DecCoordLabels;
static const int MaxSkyRings = 32;
static const int MaxSkySlices = 180;
static const int MinSkySlices = 30;
// Size at which the orbit cache will be flushed of old orbit paths
static const unsigned int OrbitCacheCullThreshold = 200;
// Age in frames at which unused orbit paths may be eliminated from the cache
static const uint32 OrbitCacheRetireAge = 16;
Color Renderer::StarLabelColor (0.471f, 0.356f, 0.682f);
Color Renderer::PlanetLabelColor (0.407f, 0.333f, 0.964f);
Color Renderer::MoonLabelColor (0.231f, 0.733f, 0.792f);
Color Renderer::AsteroidLabelColor (0.596f, 0.305f, 0.164f);
Color Renderer::CometLabelColor (0.768f, 0.607f, 0.227f);
Color Renderer::SpacecraftLabelColor (0.93f, 0.93f, 0.93f);
Color Renderer::LocationLabelColor (0.24f, 0.89f, 0.43f);
Color Renderer::GalaxyLabelColor (0.0f, 0.45f, 0.5f);
Color Renderer::NebulaLabelColor (0.541f, 0.764f, 0.278f);
Color Renderer::OpenClusterLabelColor (0.239f, 0.572f, 0.396f);
Color Renderer::ConstellationLabelColor (0.225f, 0.301f, 0.36f);
Color Renderer::EquatorialGridLabelColor(0.32f, 0.44f, 0.36f);
Color Renderer::StarOrbitColor (0.5f, 0.5f, 0.8f);
Color Renderer::PlanetOrbitColor (0.3f, 0.323f, 0.833f);
Color Renderer::MoonOrbitColor (0.08f, 0.407f, 0.392f);
Color Renderer::AsteroidOrbitColor (0.58f, 0.152f, 0.08f);
Color Renderer::CometOrbitColor (0.639f, 0.487f, 0.168f);
Color Renderer::SpacecraftOrbitColor (0.4f, 0.4f, 0.4f);
Color Renderer::SelectionOrbitColor (1.0f, 0.0f, 0.0f);
Color Renderer::ConstellationColor (0.0f, 0.24f, 0.36f);
Color Renderer::BoundaryColor (0.24f, 0.10f, 0.12f);
Color Renderer::EquatorialGridColor (0.19f, 0.25f, 0.19f);
// Some useful unit conversions
inline float mmToInches(float mm)
{
return mm * (1.0f / 25.4f);
}
inline float inchesToMm(float in)
{
return in * 25.4f;
}
// Fade function for objects that shouldn't be shown when they're too small
// on screen such as orbit paths and some object labels. The will fade linearly
// from invisible at minSize pixels to full visibility at opaqueScale*minSize.
inline float sizeFade(float screenSize, float minScreenSize, float opaqueScale)
{
return min(1.0f, (screenSize - minScreenSize) / (minScreenSize * (opaqueScale - 1)));
}
Renderer::Renderer() :
context(0),
windowWidth(0),
windowHeight(0),
fov(FOV),
screenDpi(96),
corrFac(1.12f),
faintestAutoMag45deg(7.0f),
renderMode(GL_FILL),
labelMode(NoLabels),
renderFlags(ShowStars | ShowPlanets),
orbitMask(Body::Planet | Body::Moon | Body::Stellar),
ambientLightLevel(0.1f),
fragmentShaderEnabled(false),
vertexShaderEnabled(false),
brightnessBias(0.0f),
saturationMagNight(1.0f),
saturationMag(1.0f),
starStyle(FuzzyPointStars),
starVertexBuffer(NULL),
pointStarVertexBuffer(NULL),
glareVertexBuffer(NULL),
useVertexPrograms(false),
useRescaleNormal(false),
usePointSprite(false),
textureResolution(medres),
useNewStarRendering(false),
frameCount(0),
lastOrbitCacheFlush(0),
minOrbitSize(MinOrbitSizeForLabel),
distanceLimit(1.0e6f),
minFeatureSize(MinFeatureSizeForLabel),
locationFilter(~0u),
colorTemp(NULL),
videoSync(false),
settingsChanged(true)
{
starVertexBuffer = new StarVertexBuffer(2048);
pointStarVertexBuffer = new PointStarVertexBuffer(2048);
glareVertexBuffer = new PointStarVertexBuffer(2048);
skyVertices = new SkyVertex[MaxSkySlices * (MaxSkyRings + 1)];
skyIndices = new uint32[(MaxSkySlices + 1) * 2 * MaxSkyRings];
skyContour = new SkyContourPoint[MaxSkySlices + 1];
colorTemp = GetStarColorTable(ColorTable_Enhanced);
for (int i = 0; i < (int) FontCount; i++)
{
font[i] = NULL;
}
}
Renderer::~Renderer()
{
if (starVertexBuffer != NULL)
delete starVertexBuffer;
if (pointStarVertexBuffer != NULL)
delete pointStarVertexBuffer;
delete[] skyVertices;
delete[] skyIndices;
delete[] skyContour;
}
Renderer::DetailOptions::DetailOptions() :
ringSystemSections(100),
orbitPathSamplePoints(100),
shadowTextureSize(256),
eclipseTextureSize(128)
{
}
static void StarTextureEval(float u, float v, float,
unsigned char *pixel)
{
float r = 1 - (float) sqrt(u * u + v * v);
if (r < 0)
r = 0;
else if (r < 0.5f)
r = 2.0f * r;
else
r = 1;
int pixVal = (int) (r * 255.99f);
pixel[0] = pixVal;
pixel[1] = pixVal;
pixel[2] = pixVal;
}
static void GlareTextureEval(float u, float v, float,
unsigned char *pixel)
{
float r = 0.9f - (float) sqrt(u * u + v * v);
if (r < 0)
r = 0;
int pixVal = (int) (r * 255.99f);
pixel[0] = 65;
pixel[1] = 64;
pixel[2] = 65;
pixel[3] = pixVal;
}
static void ShadowTextureEval(float u, float v, float,
unsigned char *pixel)
{
float r = (float) sqrt(u * u + v * v);
// Leave some white pixels around the edges to the shadow doesn't
// 'leak'. We'll also set the maximum mip map level for this texture to 3
// so we don't have problems with the edge texels at high mip map levels.
int pixVal = r < 15.0f / 16.0f ? 0 : 255;
pixel[0] = pixVal;
pixel[1] = pixVal;
pixel[2] = pixVal;
}
//! Lookup function for eclipse penumbras--the input is the amount of overlap
// between the occluder and sun disc, and the output is the fraction of
// full brightness.
static void PenumbraFunctionEval(float u, float, float,
unsigned char *pixel)
{
u = (u + 1.0f) * 0.5f;
// Using the cube root produces a good visual result
unsigned char pixVal = (unsigned char) (::pow((double) u, 0.33) * 255.99);
pixel[0] = pixVal;
}
// ShadowTextureFunction is a function object for creating shadow textures
// used for rendering eclipses.
class ShadowTextureFunction : public TexelFunctionObject
{
public:
ShadowTextureFunction(float _umbra) : umbra(_umbra) {};
virtual void operator()(float u, float v, float w, unsigned char* pixel);
float umbra;
};
void ShadowTextureFunction::operator()(float u, float v, float,
unsigned char* pixel)
{
float r = (float) sqrt(u * u + v * v);
int pixVal = 255;
// Leave some white pixels around the edges to the shadow doesn't
// 'leak'. We'll also set the maximum mip map level for this texture to 3
// so we don't have problems with the edge texels at high mip map levels.
r = r / (15.0f / 16.0f);
if (r < 1)
{
// The pixel value should depend on the area of the sun which is
// occluded. We just fudge it here and use the square root of the
// radius.
if (r <= umbra)
pixVal = 0;
else
pixVal = (int) (sqrt((r - umbra) / (1 - umbra)) * 255.99f);
}
pixel[0] = pixVal;
pixel[1] = pixVal;
pixel[2] = pixVal;
};
class ShadowMaskTextureFunction : public TexelFunctionObject
{
public:
ShadowMaskTextureFunction() {};
virtual void operator()(float u, float v, float w, unsigned char* pixel);
float dummy;
};
void ShadowMaskTextureFunction::operator()(float u, float, float,
unsigned char* pixel)
{
unsigned char a = u > 0.0f ? 255 : 0;
pixel[0] = a;
pixel[1] = a;
pixel[2] = a;
pixel[3] = a;
}
static void IllumMapEval(float x, float y, float z,
unsigned char* pixel)
{
Vec3f v(x, y, z);
pixel[0] = 128 + (int) (127 * v.x);
pixel[1] = 128 + (int) (127 * v.y);
pixel[2] = 128 + (int) (127 * v.z);
}
// The RectToSpherical map converts XYZ coordinates to UV coordinates
// via a cube map lookup. However, a lot of GPUs don't support linear
// interpolation of textures with > 8 bits per component, which is
// inadequate precision for storing texture coordinates. To work around
// this, we'll store the u and v texture coordinates with two 8 bit
// coordinates each: rg for u, ba for v. The coordinates are unpacked
// as: u = r * 255/256 + g * 1/255
// v = b * 255/256 + a * 1/255
// This gives an effective precision of 16 bits for each texture coordinate.
static void RectToSphericalMapEval(float x, float y, float z,
unsigned char* pixel)
{
// Compute spherical coodinates (r is always 1)
double phi = asin(y);
double theta = atan2(z, -x);
// Convert to texture coordinates
double u = (theta / PI + 1.0) * 0.5;
double v = (-phi / PI + 0.5);
// Pack texture coordinates in red/green and blue/alpha
// u = red + green/256
// v = blue* + alpha/256
uint16 rg = (uint16) (u * 65535.99);
uint16 ba = (uint16) (v * 65535.99);
pixel[0] = rg >> 8;
pixel[1] = rg & 0xff;
pixel[2] = ba >> 8;
pixel[3] = ba & 0xff;
}
static void BuildGaussianDiscMipLevel(unsigned char* mipPixels,
unsigned int log2size,
float fwhm,
float power)
{
unsigned int size = 1 << log2size;
float sigma = fwhm / 2.3548f;
float isig2 = 1.0f / (2.0f * sigma * sigma);
float s = 1.0f / (sigma * (float) sqrt(2.0 * PI));
for (unsigned int i = 0; i < size; i++)
{
float y = (float) i - size / 2;
for (unsigned int j = 0; j < size; j++)
{
float x = (float) j - size / 2;
float r2 = x * x + y * y;
float f = s * (float) exp(-r2 * isig2) * power;
mipPixels[i * size + j] = (unsigned char) (255.99f * min(f, 1.0f));
}
}
}
static void BuildGlareMipLevel(unsigned char* mipPixels,
unsigned int log2size,
float scale,
float base)
{
unsigned int size = 1 << log2size;
for (unsigned int i = 0; i < size; i++)
{
float y = (float) i - size / 2;
for (unsigned int j = 0; j < size; j++)
{
float x = (float) j - size / 2;
float r = (float) sqrt(x * x + y * y);
float f = (float) pow(base, r * scale);
mipPixels[i * size + j] = (unsigned char) (255.99f * min(f, 1.0f));
}
}
}
#if 0
// An alternate glare function, based roughly on results in Spencer, G. et al,
// 1995, "Physically-Based Glare Effects for Digital Images"
static void BuildGlareMipLevel2(unsigned char* mipPixels,
unsigned int log2size,
float scale)
{
unsigned int size = 1 << log2size;
for (unsigned int i = 0; i < size; i++)
{
float y = (float) i - size / 2;
for (unsigned int j = 0; j < size; j++)
{
float x = (float) j - size / 2;
float r = (float) sqrt(x * x + y * y);
float f = 0.3f / (0.3f + r * r * scale * scale * 100);
/*
if (i == 0 || j == 0 || i == size - 1 || j == size - 1)
f = 1.0f;
*/
mipPixels[i * size + j] = (unsigned char) (255.99f * min(f, 1.0f));
}
}
}
#endif
static Texture* BuildGaussianDiscTexture(unsigned int log2size)
{
unsigned int size = 1 << log2size;
Image* img = new Image(GL_LUMINANCE, size, size, log2size + 1);
for (unsigned int mipLevel = 0; mipLevel <= log2size; mipLevel++)
{
float fwhm = (float) pow(2.0f, (float) (log2size - mipLevel)) * 0.3f;
BuildGaussianDiscMipLevel(img->getMipLevel(mipLevel),
log2size - mipLevel,
fwhm,
(float) pow(2.0f, (float) (log2size - mipLevel)));
}
ImageTexture* texture = new ImageTexture(*img,
Texture::BorderClamp,
Texture::DefaultMipMaps);
texture->setBorderColor(Color(0.0f, 0.0f, 0.0f, 0.0f));
delete img;
return texture;
}
static Texture* BuildGaussianGlareTexture(unsigned int log2size)
{
unsigned int size = 1 << log2size;
Image* img = new Image(GL_LUMINANCE, size, size, log2size + 1);
for (unsigned int mipLevel = 0; mipLevel <= log2size; mipLevel++)
{
/*
// Optional gaussian glare
float fwhm = (float) pow(2.0f, (float) (log2size - mipLevel)) * 0.15f;
float power = (float) pow(2.0f, (float) (log2size - mipLevel)) * 0.15f;
BuildGaussianDiscMipLevel(img->getMipLevel(mipLevel),
log2size - mipLevel,
fwhm,
power);
*/
BuildGlareMipLevel(img->getMipLevel(mipLevel),
log2size - mipLevel,
25.0f / (float) pow(2.0f, (float) (log2size - mipLevel)),
0.66f);
/*
BuildGlareMipLevel2(img->getMipLevel(mipLevel),
log2size - mipLevel,
1.0f / (float) pow(2.0f, (float) (log2size - mipLevel)));
*/
}
ImageTexture* texture = new ImageTexture(*img,
Texture::BorderClamp,
Texture::DefaultMipMaps);
texture->setBorderColor(Color(0.0f, 0.0f, 0.0f, 0.0f));
delete img;
return texture;
}
// Depth comparison function for render list entries
bool operator<(const RenderListEntry& a, const RenderListEntry& b)
{
// Operation is reversed because -z axis points into the screen
return a.centerZ - a.radius > b.centerZ - b.radius;
}
// Depth comparison for labels
bool operator<(const Renderer::Label& a, const Renderer::Label& b)
{
// Operation is reversed because -z axis points into the screen
return a.position.z > b.position.z;
}
// Depth comparison for orbit paths
bool operator<(const Renderer::OrbitPathListEntry& a, const Renderer::OrbitPathListEntry& b)
{
// Operation is reversed because -z axis points into the screen
return a.centerZ - a.radius > b.centerZ - b.radius;
}
bool Renderer::init(GLContext* _context,
int winWidth, int winHeight,
DetailOptions& _detailOptions)
{
context = _context;
detailOptions = _detailOptions;
// Initialize static meshes and textures common to all instances of Renderer
if (!commonDataInitialized)
{
g_lodSphere = new LODSphereMesh();
starTex = CreateProceduralTexture(64, 64, GL_RGB, StarTextureEval);
glareTex = LoadTextureFromFile("textures/flare.jpg");
if (glareTex == NULL)
glareTex = CreateProceduralTexture(64, 64, GL_RGB, GlareTextureEval);
// Max mipmap level doesn't work reliably on all graphics
// cards. In particular, Rage 128 and TNT cards resort to software
// rendering when this feature is enabled. The only workaround is to
// disable mipmapping completely unless texture border clamping is
// supported, which solves the problem much more elegantly than all
// the mipmap level nonsense.
// shadowTex->setMaxMipMapLevel(3);
Texture::AddressMode shadowTexAddress = Texture::EdgeClamp;
Texture::MipMapMode shadowTexMip = Texture::NoMipMaps;
useClampToBorder = context->extensionSupported("GL_ARB_texture_border_clamp");
if (useClampToBorder)
{
shadowTexAddress = Texture::BorderClamp;
shadowTexMip = Texture::DefaultMipMaps;
}
shadowTex = CreateProceduralTexture(detailOptions.shadowTextureSize,
detailOptions.shadowTextureSize,
GL_RGB,
ShadowTextureEval,
shadowTexAddress, shadowTexMip);
shadowTex->setBorderColor(Color::White);
if (gaussianDiscTex == NULL)
gaussianDiscTex = BuildGaussianDiscTexture(8);
if (gaussianGlareTex == NULL)
gaussianGlareTex = BuildGaussianGlareTexture(9);
// Create the eclipse shadow textures
{
for (int i = 0; i < 4; i++)
{
ShadowTextureFunction func(i * 0.25f);
eclipseShadowTextures[i] =
CreateProceduralTexture(detailOptions.eclipseTextureSize,
detailOptions.eclipseTextureSize,
GL_RGB, func,
shadowTexAddress, shadowTexMip);
if (eclipseShadowTextures[i] != NULL)
{
// eclipseShadowTextures[i]->setMaxMipMapLevel(2);
eclipseShadowTextures[i]->setBorderColor(Color::White);
}
}
}
// Create the shadow mask texture
{
ShadowMaskTextureFunction func;
shadowMaskTexture = CreateProceduralTexture(128, 2, GL_RGBA, func);
//shadowMaskTexture->bindName();
}
// Create a function lookup table in a texture for use with
// fragment program eclipse shadows.
penumbraFunctionTexture = CreateProceduralTexture(512, 1, GL_LUMINANCE,
PenumbraFunctionEval,
Texture::EdgeClamp);
if (context->extensionSupported("GL_ARB_texture_cube_map"))
{
normalizationTex = CreateProceduralCubeMap(64, GL_RGB, IllumMapEval);
#if ADVANCED_CLOUD_SHADOWS
rectToSphericalTexture = CreateProceduralCubeMap(128, GL_RGBA, RectToSphericalMapEval);
#endif
}
// Create labels for celestial sphere
RACoordLabels = new string[RALabelCount];
DecCoordLabels = new string[DecLabelCount];
unsigned int i;
for (i = 0; i < RALabelCount; i++)
{
float ra = i * RALabelSpacing;
char buf[32];
int hours = (int) ra;
int minutes = (int) ((ra - hours) * 60);
sprintf(buf, "%dh %02dm", hours, minutes);
RACoordLabels[i] = string(buf);
}
for (i = 0; i < DecLabelCount; i++)
{
float dec = ((int) i - (int) DecLabelCount / 2) * DecLabelSpacing;
char buf[32];
sprintf(buf, "%g%s", dec, UTF8_DEGREE_SIGN);
DecCoordLabels[i] = string(buf);
}
commonDataInitialized = true;
}
#if 0
if (context->extensionSupported("GL_ARB_multisample"))
{
int nSamples = 0;
int sampleBuffers = 0;
int enabled = (int) glIsEnabled(GL_MULTISAMPLE_ARB);
glGetIntegerv(GL_SAMPLE_BUFFERS_ARB, &sampleBuffers);
glGetIntegerv(GL_SAMPLES_ARB, &nSamples);
clog << "AA samples: " << nSamples
<< ", enabled=" << (int) enabled
<< ", sample buffers=" << (sampleBuffers)
<< "\n";
glEnable(GL_MULTISAMPLE_ARB);
}
#endif
if (context->extensionSupported("GL_EXT_rescale_normal"))
{
// We need this enabled because we use glScale, but only
// with uniform scale factors.
DPRINTF(1, "Renderer: EXT_rescale_normal supported.\n");
useRescaleNormal = true;
glEnable(GL_RESCALE_NORMAL_EXT);
}
if (context->extensionSupported("GL_ARB_point_sprite"))
{
DPRINTF(1, "Renderer: point sprites supported.\n");
usePointSprite = true;
}
if (context->extensionSupported("GL_EXT_separate_specular_color"))
{
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SEPARATE_SPECULAR_COLOR_EXT);
}
// Ugly renderer-specific bug workarounds follow . . .
char* glRenderer = (char*) glGetString(GL_RENDERER);
if (glRenderer != NULL)
{
// Fog is broken with vertex program emulation in most versions of
// the GF 1 and 2 drivers; we need to detect this and disable
// vertex programs which output fog coordinates
if (strstr(glRenderer, "GeForce3") != NULL ||
strstr(glRenderer, "GeForce4") != NULL)
{
buggyVertexProgramEmulation = false;
}
if (strstr(glRenderer, "Savage4") != NULL ||
strstr(glRenderer, "ProSavage") != NULL)
{
// S3 Savage4 drivers appear to rescale normals without reporting
// EXT_rescale_normal. Lighting will be messed up unless
// we set the useRescaleNormal flag.
useRescaleNormal = true;
}
#ifdef TARGET_OS_MAC
if (strstr(glRenderer, "ATI") != NULL ||
strstr(glRenderer, "GMA 900") != NULL)
{
// Some drivers on the Mac appear to limit point sprite size.
// This causes an abrupt size transition when going from billboards
// to sprites. Rather than incur overhead accounting for the size limit,
// do not use sprites on these renderers.
// Affected cards: ATI (various), etc
// Renderer strings are not unique.
usePointSprite = false;
}
#endif
}
// More ugly hacks; according to Matt Craighead at NVIDIA, an NVIDIA
// OpenGL driver that reports version 1.3.1 or greater will have working
// fog in emulated vertex programs.
char* glVersion = (char*) glGetString(GL_VERSION);
if (glVersion != NULL)
{
int major = 0, minor = 0, extra = 0;
int nScanned = sscanf(glVersion, "%d.%d.%d", &major, &minor, &extra);
if (nScanned >= 2)
{
if (major > 1 || minor > 3 || (minor == 3 && extra >= 1))
buggyVertexProgramEmulation = false;
}
}
glLoadIdentity();
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
// LEQUAL rather than LESS required for multipass rendering
glDepthFunc(GL_LEQUAL);
resize(winWidth, winHeight);
return true;
}
void Renderer::resize(int width, int height)
{
windowWidth = width;
windowHeight = height;
// glViewport(windowWidth, windowHeight);
}
float Renderer::calcPixelSize(float fovY, float windowHeight)
{
return 2 * (float) tan(degToRad(fovY / 2.0)) / (float) windowHeight;
}
void Renderer::setFieldOfView(float _fov)
{
fov = _fov;
corrFac = (0.12f * fov/FOV * fov/FOV + 1.0f);
}
int Renderer::getScreenDpi() const
{
return screenDpi;
}
void Renderer::setScreenDpi(int _dpi)
{
screenDpi = _dpi;
}
void Renderer::setFaintestAM45deg(float _faintestAutoMag45deg)
{
faintestAutoMag45deg = _faintestAutoMag45deg;
markSettingsChanged();
}
float Renderer::getFaintestAM45deg()
{
return faintestAutoMag45deg;
}
unsigned int Renderer::getResolution()
{
return textureResolution;
}
void Renderer::setResolution(unsigned int resolution)
{
if (resolution < TEXTURE_RESOLUTION)
textureResolution = resolution;
//markSettingsChanged();
}
TextureFont* Renderer::getFont(FontStyle fs) const
{
return font[(int) fs];
}
void Renderer::setFont(FontStyle fs, TextureFont* txf)
{
font[(int) fs] = txf;
markSettingsChanged();
}
void Renderer::setRenderMode(int _renderMode)
{
renderMode = _renderMode;
markSettingsChanged();
}
int Renderer::getRenderFlags() const
{
return renderFlags;
}
void Renderer::setRenderFlags(int _renderFlags)
{
renderFlags = _renderFlags;
markSettingsChanged();
}
int Renderer::getLabelMode() const
{
return labelMode;
}
void Renderer::setLabelMode(int _labelMode)
{
labelMode = _labelMode;
markSettingsChanged();
}
int Renderer::getOrbitMask() const
{
return orbitMask;
}
void Renderer::setOrbitMask(int mask)
{
orbitMask = mask;
markSettingsChanged();
}
const ColorTemperatureTable*
Renderer::getStarColorTable() const
{
return colorTemp;
}
void
Renderer::setStarColorTable(const ColorTemperatureTable* ct)
{
colorTemp = ct;
markSettingsChanged();
}
bool Renderer::getVideoSync() const
{
return videoSync;
}
void Renderer::setVideoSync(bool sync)
{
videoSync = sync;
markSettingsChanged();
}
float Renderer::getAmbientLightLevel() const
{
return ambientLightLevel;
}
void Renderer::setAmbientLightLevel(float level)
{
ambientLightLevel = level;
markSettingsChanged();
}
float Renderer::getMinimumFeatureSize() const
{
return minFeatureSize;
}
void Renderer::setMinimumFeatureSize(float pixels)
{
minFeatureSize = pixels;
markSettingsChanged();
}
float Renderer::getMinimumOrbitSize() const
{
return minOrbitSize;
}
// Orbits and labels are only rendered when the orbit of the object
// occupies some minimum number of pixels on screen.
void Renderer::setMinimumOrbitSize(float pixels)
{
minOrbitSize = pixels;
markSettingsChanged();
}
float Renderer::getDistanceLimit() const
{
return distanceLimit;
}
void Renderer::setDistanceLimit(float distanceLimit_)
{
distanceLimit = distanceLimit_;
markSettingsChanged();
}
bool Renderer::getFragmentShaderEnabled() const
{
return fragmentShaderEnabled;
}
void Renderer::setFragmentShaderEnabled(bool enable)
{
fragmentShaderEnabled = enable && fragmentShaderSupported();
markSettingsChanged();
}
bool Renderer::fragmentShaderSupported() const
{
return context->bumpMappingSupported();
}
bool Renderer::getVertexShaderEnabled() const
{
return vertexShaderEnabled;
}
void Renderer::setVertexShaderEnabled(bool enable)
{
vertexShaderEnabled = enable && vertexShaderSupported();
markSettingsChanged();
}
bool Renderer::vertexShaderSupported() const
{
return useVertexPrograms;
}
void Renderer::addLabel(const char* text,
Color color,
const Point3f& pos,
float depth)
{
double winX, winY, winZ;
int view[4] = { 0, 0, 0, 0 };
view[0] = -windowWidth / 2;
view[1] = -windowHeight / 2;
view[2] = windowWidth;
view[3] = windowHeight;
depth = (float) (pos.x * modelMatrix[2] +
pos.y * modelMatrix[6] +
pos.z * modelMatrix[10]);
if (gluProject(pos.x, pos.y, pos.z,
modelMatrix,
projMatrix,
(const GLint*) view,
&winX, &winY, &winZ) != GL_FALSE)
{
Label l;
ReplaceGreekLetterAbbr(l.text, MaxLabelLength, text, strlen(text));
// Might be nice to use abbreviations instead of Greek letters
// strncpy(l.text, text, MaxLabelLength);
l.text[MaxLabelLength - 1] = '\0';
l.color = color;
l.position = Point3f((float) winX, (float) winY, -depth);
labels.insert(labels.end(), l);
}
}
void Renderer::addLabel(const string& text,
Color color,
const Point3f& pos,
float depth)
{
addLabel(text.c_str(), color, pos, depth);
}
void Renderer::addSortedLabel(const string& text, Color color, const Point3f& pos)
{
double winX, winY, winZ;
int view[4] = { 0, 0, 0, 0 };
view[0] = -windowWidth / 2;
view[1] = -windowHeight / 2;
view[2] = windowWidth;
view[3] = windowHeight;
float depth = (float) (pos.x * modelMatrix[2] +
pos.y * modelMatrix[6] +
pos.z * modelMatrix[10]);
if (gluProject(pos.x, pos.y, pos.z,
modelMatrix,
projMatrix,
(const GLint*) view,
&winX, &winY, &winZ) != GL_FALSE)
{
Label l;
//l.text = ReplaceGreekLetterAbbr(_(text.c_str()));
strncpy(l.text, text.c_str(), MaxLabelLength);
l.text[MaxLabelLength - 1] = '\0';
l.color = color;
l.position = Point3f((float) winX, (float) winY, -depth);
depthSortedLabels.insert(depthSortedLabels.end(), l);
}
}
void Renderer::clearLabels()
{
labels.clear();
}
void Renderer::clearSortedLabels()
{
depthSortedLabels.clear();
}
static void enableSmoothLines()
{
// glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.5f);
}
static void disableSmoothLines()
{
// glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0f);
}
class OrbitSampler : public OrbitSampleProc
{
public:
vector<Renderer::OrbitSample>* samples;
OrbitSampler(vector<Renderer::OrbitSample>* _samples) : samples(_samples) {};
void sample(double t, const Point3d& p)
{
Renderer::OrbitSample samp;
samp.pos = p;
samp.t = t;
samples->push_back(samp);
};
};
void renderOrbitColor(int classification, bool selected, float opacity)
{
Color orbitColor;
if (selected)
{
// Highlight the orbit of the selected object in red
orbitColor = Renderer::SelectionOrbitColor;
}
else
{
switch (classification)
{
case Body::Moon:
orbitColor = Renderer::MoonOrbitColor;
break;
case Body::Asteroid:
orbitColor = Renderer::AsteroidOrbitColor;
break;
case Body::Comet:
orbitColor = Renderer::CometOrbitColor;
break;
case Body::Spacecraft:
orbitColor = Renderer::SpacecraftOrbitColor;
break;
case Body::Stellar:
orbitColor = Renderer::StarOrbitColor;
break;
case Body::Planet:
default:
orbitColor = Renderer::PlanetOrbitColor;
break;
}
}
glColor(orbitColor, opacity * orbitColor.alpha());
}
// Subdivide the orbit into sections and compute a bounding volume for each section. The bounding
// volumes used are capsules, the set of all points less than some constant distance from a line
// segment.
static void computeOrbitSectionBoundingVolumes(Renderer::CachedOrbit& orbit)
{
const unsigned int MinOrbitSections = 6;
const unsigned int MinSamplesPerSection = 32;
// Determine the number of trajectory samples to include in each bounding volume; typically,
// the last volume will contain any leftover samples.
unsigned int nSections = max(orbit.trajectory.size() / MinSamplesPerSection, MinOrbitSections);
unsigned int samplesPerSection = orbit.trajectory.size() / nSections;
if (samplesPerSection <= 1)
{
if (orbit.trajectory.size() == 0)
nSections = 0;
else
nSections = 1;
}
for (unsigned int i = 0; i < nSections; i++)
{
unsigned int nSamples;
if (i != nSections - 1)
nSamples = samplesPerSection;
else
nSamples = orbit.trajectory.size() - (nSections - 1) * samplesPerSection;
Renderer::OrbitSection section;
section.firstSample = samplesPerSection * i;
unsigned int lastSample = min(orbit.trajectory.size() - 1, section.firstSample + nSamples + 1);
// Set the initial axis and origin of the capsule bounding volume; they will be adjusted
// to contain all points in the trajectory. The length of the axis may change, but the
// direction will remain the same.
Vec3d axis = orbit.trajectory[section.firstSample].pos - orbit.trajectory[lastSample].pos;
Point3d orig = orbit.trajectory[section.firstSample].pos;
double d = 1.0 / (axis * axis);
double minT = 0.0;
double maxT = 0.0;
double maxDistSquared = 0.0;
for (unsigned int j = section.firstSample; j <= lastSample; j++)
{
Point3d p = orbit.trajectory[j].pos;
double t = ((p - orig) * axis) * d;
Vec3d pointToAxis = p - (orig + axis * t);
double distSquared = pointToAxis * pointToAxis;
if (t < minT)
minT = t;
if (t > maxT)
maxT = t;
if (distSquared > maxDistSquared)
maxDistSquared = distSquared;
}
section.boundingVolume.origin = orig + axis * minT;
section.boundingVolume.axis = axis * (maxT - minT);
// Make the bounding volume a bit thicker to avoid roundoff problems, and
// to account cases when interpolation adds points slightly outside the
// volume defined by the sampled points.
section.boundingVolume.radius = sqrt(maxDistSquared) * 1.1f;;
orbit.sections.push_back(section);
}
}
static Point3d cubicInterpolate(const Point3d& p0, const Vec3d& v0,
const Point3d& p1, const Vec3d& v1,
double t)
{
return p0 + (((2.0 * (p0 - p1) + v1 + v0) * (t * t * t)) +
((3.0 * (p1 - p0) - 2.0 * v0 - v1) * (t * t)) +
(v0 * t));
}
static int splinesRendered = 0;
static int orbitsRendered = 0;
static int orbitsSkipped = 0;
static int sectionsCulled = 0;
static Point3d renderOrbitSplineSegment(const Renderer::OrbitSample& p0,
const Renderer::OrbitSample& p1,
const Renderer::OrbitSample& p2,
const Renderer::OrbitSample& p3,
double nearZ,
double farZ,
unsigned int subdivisions,
int lastOutcode,
bool drawLastSegment)
{
Vec3d v0 = (p2.pos - p0.pos) * ((p2.t - p1.t) / (p2.t - p0.t));
Vec3d v1 = (p3.pos - p1.pos) * ((p2.t - p1.t) / (p3.t - p1.t));
double dt = 1.0 / (double) subdivisions;
if (drawLastSegment)
subdivisions++;
splinesRendered++;
Point3d lastP = p1.pos;
for (unsigned int i = 0; i < subdivisions; i++)
{
Point3d p = cubicInterpolate(p1.pos, v0, p2.pos, v1, i * dt);
int outcode = (p.z > nearZ ? 1 : 0) | (p.z < farZ ? 2 : 0);
if ((outcode | lastOutcode) == 0)
{
glVertex3d(p.x, p.y, p.z);
}
else if ((outcode & lastOutcode) == 0)
{
// Need to clip
Point3d q0 = lastP;
Point3d q1 = p;
if (lastOutcode != 0)
{
glBegin(GL_LINE_STRIP);
double t;
if (lastOutcode == 1)
t = (nearZ - lastP.z) / (p.z - lastP.z);
else
t = (farZ - lastP.z) / (p.z - lastP.z);
q0 = lastP + t * (p - lastP);
}
if (outcode != 0)
{
double t;
if (outcode == 1)
t = (nearZ - lastP.z) / (p.z - lastP.z);
else
t = (farZ - lastP.z) / (p.z - lastP.z);
q1 = lastP + t * (p - lastP);
}
glVertex3d(q0.x, q0.y, q0.z);
glVertex3d(q1.x, q1.y, q1.z);
if (outcode != 0)
{
glEnd();
}
}
lastOutcode = outcode;
lastP = p;
}
return lastP;
}
// Not yet used
static Point3d renderOrbitSplineAdaptive(const Renderer::OrbitSample& p0,
const Renderer::OrbitSample& p1,
const Renderer::OrbitSample& p2,
const Renderer::OrbitSample& p3,
double nearZ,
double farZ,
unsigned int minSubdivisions,
unsigned int maxSubdivisions,
int lastOutcode,
bool drawLastSegment)
{
Vec3d v0 = (p2.pos - p0.pos) * ((p2.t - p1.t) / (p2.t - p0.t));
Vec3d v1 = (p3.pos - p1.pos) * ((p2.t - p1.t) / (p3.t - p1.t));
double minDt = 1.0 / (double) maxSubdivisions;
double maxDt = 1.0 / (double) minSubdivisions;
double g = (p2.pos - p1.pos).length() * maxSubdivisions;
double t = 0.0;
splinesRendered += 10000;
Point3d lastP = p1.pos;
while (t < 1.0)
{
t += max(minDt, max(lastP.distanceFromOrigin() / g, maxDt));
if (drawLastSegment && t > 1.0)
t = 1.0;
else
break;
Point3d p = cubicInterpolate(p1.pos, v0, p2.pos, v1, t);
int outcode = (p.z > nearZ ? 1 : 0) | (p.z < farZ ? 2 : 0);
if ((outcode | lastOutcode) == 0)
{
glVertex3d(p.x, p.y, p.z);
}
else if ((outcode & lastOutcode) == 0)
{
// Need to clip
Point3d q0 = lastP;
Point3d q1 = p;
if (lastOutcode != 0)
{
glBegin(GL_LINE_STRIP);
double t;
if (lastOutcode == 1)
t = (nearZ - lastP.z) / (p.z - lastP.z);
else
t = (farZ - lastP.z) / (p.z - lastP.z);
q0 = lastP + t * (p - lastP);
}
if (outcode != 0)
{
double t;
if (outcode == 1)
t = (nearZ - lastP.z) / (p.z - lastP.z);
else
t = (farZ - lastP.z) / (p.z - lastP.z);
q1 = lastP + t * (p - lastP);
}
glVertex3d(q0.x, q0.y, q0.z);
glVertex3d(q1.x, q1.y, q1.z);
if (outcode != 0)
{
glEnd();
}
}
lastOutcode = outcode;
lastP = p;
}
return lastP;
}
static Point3d renderOrbitSection(const Orbit& orbit,
Renderer::CachedOrbit& cachedOrbit,
unsigned int sectionNumber,
const Mat4d& modelview,
Point3d lastP,
int lastOutcode,
double nearZ,
double farZ,
uint32 renderFlags)
{
vector<Renderer::OrbitSample>& trajectory(cachedOrbit.trajectory);
unsigned int nPoints = cachedOrbit.trajectory.size();
unsigned int firstPoint = cachedOrbit.sections[sectionNumber].firstSample + 1;
unsigned int lastPoint;
if (sectionNumber != cachedOrbit.sections.size() - 1)
lastPoint = cachedOrbit.sections[sectionNumber + 1].firstSample;
else
lastPoint = nPoints - 1;
double sectionRadius = cachedOrbit.sections[sectionNumber].boundingVolume.radius;
double minSmoothZ = -sectionRadius * 8;
double maxSmoothZ = nearZ + sectionRadius * 8;
for (unsigned int i = firstPoint; i <= lastPoint; i++)
{
Point3d p = trajectory[i].pos * modelview;
int outcode;
// This segment of the orbit is very close to the camera and may appear
// jagged. We'll add extra segments with cubic spline interpolation.
// TODO: This calculation should depend on the field of view as well
unsigned int splineSubdivisions = 0;
if ((p.z > minSmoothZ || lastP.z > minSmoothZ) &&
!(p.z > maxSmoothZ && lastP.z > maxSmoothZ))
{
double distFromEye = distanceToSegment(Point3d(0.0, 0.0, 0.0), lastP, p - lastP);
if (distFromEye < sectionRadius)
splineSubdivisions = 64;
else if (distFromEye < sectionRadius * 8)
splineSubdivisions = (unsigned int) (sectionRadius / distFromEye * 64);
}
if (splineSubdivisions > 1)
{
// Render this part of the orbit as a spline instead of a line segment
Renderer::OrbitSample s0, s1, s2, s3;
if (i > 1)
{
s0 = trajectory[i - 2];
}
else if (orbit.isPeriodic())
{
// Careful: use second to last sample, since first sample is duplicate of last
s0 = trajectory[nPoints - 2];
s0.t -= orbit.getPeriod();
}
else
{
s0 = trajectory[i - 1];
}
if (i < trajectory.size() - 1)
{
s3 = trajectory[i + 1];
}
else if (orbit.isPeriodic())
{
// Careful: use second sample, since first sample is duplicate of last
s3 = trajectory[1];
s3.t += orbit.getPeriod();
}
else
{
s3 = trajectory[i];
}
s1 = Renderer::OrbitSample(lastP, trajectory[i - 1].t);
s2 = Renderer::OrbitSample(p, trajectory[i].t);
s0.pos = s0.pos * modelview;
s3.pos = s3.pos * modelview;
bool drawLastSegment = i == nPoints - 1;
p = renderOrbitSplineSegment(s0, s1, s2, s3,
nearZ, farZ,
splineSubdivisions,
lastOutcode,
drawLastSegment);
outcode = (p.z > nearZ ? 1 : 0) | (p.z < farZ ? 2 : 0);
}
else
{
// Just draw a line segment
// Compute the outcode mask for clipping:
// 00 = between near and far
// 01 = greater than nearZ (nearZ and farZ are always negative)
// 10 = less than farZ
// Given two outcodes o1 and o2 of line segment endpoints:
// o1 | o2 == 0 means segment lies completely between near and far plans
// o2 & o2 != 0 means segment lies completely outside planes
// else we have to clip the line.
outcode = (p.z > nearZ ? 1 : 0) | (p.z < farZ ? 2 : 0);
if ((outcode | lastOutcode) == 0)
{
// Segment is completely between near and far planes
glVertex3d(p.x, p.y, p.z);
}
else if ((outcode & lastOutcode) == 0)
{
// Need to clip
Point3d q0 = lastP;
Point3d q1 = p;
// Clip against the enter plane
if (lastOutcode != 0)
{
glBegin(GL_LINE_STRIP);
double t;
if (lastOutcode == 1)
t = (nearZ - lastP.z) / (p.z - lastP.z);
else
t = (farZ - lastP.z) / (p.z - lastP.z);
q0 = lastP + t * (p - lastP);
}
// Clip against the exit plane
if (outcode != 0)
{
double t;
if (outcode == 1)
t = (nearZ - lastP.z) / (p.z - lastP.z);
else
t = (farZ - lastP.z) / (p.z - lastP.z);
q1 = lastP + t * (p - lastP);
}
glVertex3d(q0.x, q0.y, q0.z);
glVertex3d(q1.x, q1.y, q1.z);
if (outcode != 0)
{
glEnd();
}
}
}
lastOutcode = outcode;
lastP = p;
}
return lastP;
}
void Renderer::renderOrbit(const OrbitPathListEntry& orbitPath,
double t,
const Quatf& cameraOrientationf,
const Frustum& frustum,
float nearDist,
float farDist)
{
Body* body = orbitPath.body;
Quatd cameraOrientation(cameraOrientationf.w, cameraOrientationf.x, cameraOrientationf.y, cameraOrientationf.z);
double nearZ = -nearDist; // negate, becase z is into the screen in camera space
double farZ = -farDist;
// Ugly cast here because orbit cache uses the body pointer as a key
Body* cacheKey = body != NULL ? body : reinterpret_cast<Body*>(const_cast<Star*>(orbitPath.star));
CachedOrbit* cachedOrbit = NULL;
OrbitCache::iterator cached = orbitCache.find(cacheKey);
if (cached != orbitCache.end())
{
cachedOrbit = cached->second;
cachedOrbit->lastUsed = frameCount;
}
const Orbit* orbit = NULL;
if (body != NULL)
orbit = body->getOrbit();
else
orbit = orbitPath.star->getOrbit();
// If it's not in the cache already
if (cachedOrbit == NULL)
{
double startTime = t;
int nSamples = detailOptions.orbitPathSamplePoints;
// Adjust the number of samples used for aperiodic orbits--these aren't
// true orbits, but are sampled trajectories, generally of spacecraft.
// Better control is really needed--some sort of adaptive sampling would
// be ideal.
if (!orbit->isPeriodic())
{
double begin = 0.0, end = 0.0;
orbit->getValidRange(begin, end);
if (begin != end)
{
startTime = begin;
nSamples = (int) (orbit->getPeriod() * 100.0);
nSamples = max(min(nSamples, 1000), 100);
}
else
{
// If the orbit is aperiodic and doesn't have a
// finite duration, we don't render it. A compromise
// would be to pick some time window centered at the
// current time, but we'd have to pick some arbitrary
// duration.
nSamples = 0;
}
}
cachedOrbit = new CachedOrbit();
cachedOrbit->body = cacheKey;
cachedOrbit->lastUsed = frameCount;
OrbitSampler sampler(&cachedOrbit->trajectory);
orbit->sample(startTime,
orbit->getPeriod(),
nSamples,
sampler);
// Add an extra sample to close a periodic orbit
if (orbit->isPeriodic())
{
if (!cachedOrbit->trajectory.empty())
{
double lastSampleTime = cachedOrbit->trajectory[0].t + orbit->getPeriod();
cachedOrbit->trajectory.push_back(OrbitSample(cachedOrbit->trajectory[0].pos, lastSampleTime));
}
}
computeOrbitSectionBoundingVolumes(*cachedOrbit);
// If the orbit cache is full, first try and eliminate some old orbits
if (orbitCache.size() > OrbitCacheCullThreshold)
{
// Check for old orbits at most once per frame
if (lastOrbitCacheFlush != frameCount)
{
for (OrbitCache::iterator iter = orbitCache.begin(); iter != orbitCache.end();)
{
// Tricky code to eliminate a node in the orbit cache without screwing
// up the iterator. Should work in all STL implementations.
if (frameCount - iter->second->lastUsed > OrbitCacheRetireAge)
orbitCache.erase(iter++);
else
++iter;
}
lastOrbitCacheFlush = frameCount;
}
}
orbitCache[cacheKey] = cachedOrbit;
}
vector<OrbitSample>* trajectory = &cachedOrbit->trajectory;
// The rest of the function isn't designed for empty trajectories
if (trajectory->empty())
return;
// We perform vertex tranformations on the CPU because double precision is necessary to
// render orbits properly. Start by computing the modelview matrix, to transform orbit
// vertices into camera space.
Mat4d modelview;
{
Quatd orientation(1.0);
if (body != NULL)
{
if (body->getOrbitFrame() != NULL)
{
orientation = body->getOrbitFrame()->getOrientation(t);
}
else if (body->getOrbitBarycenter() != NULL)
{
orientation = body->getOrbitBarycenter()->getEclipticalToEquatorial(t);
}
}
// Equivalent to:
// glRotate(cameraOrientation);
// glTranslate(orbitPath.origin);
// glRotate(~orientation);
modelview =
(orientation).toMatrix4() *
Mat4d::translation(Point3d(orbitPath.origin.x, orbitPath.origin.y, orbitPath.origin.z)) *
(~cameraOrientation).toMatrix4();
}
glPushMatrix();
glLoadIdentity();
bool highlight;
if (body != NULL)
highlight = highlightObject.body() == body;
else
highlight = highlightObject.star() == orbitPath.star;
renderOrbitColor(body != NULL ? body->getClassification() : Body::Stellar, highlight, orbitPath.opacity);
if ((renderFlags & ShowPartialTrajectories) == 0 || orbit->isPeriodic())
{
// Show the complete trajectory
Point3d p;
p = (*trajectory)[0].pos * modelview;
int outcode = (p.z > nearZ ? 1 : 0) | (p.z < farZ ? 2 : 0);
if (outcode == 0)
{
glBegin(GL_LINE_STRIP);
glVertex3d(p.x, p.y, p.z);
}
Point3d lastP = p;
int lastOutcode = outcode;
// The trajectory is subdivided into sections that each contain a number of samples.
// Process each section in the trajectory, using its precomputed bounding volume to
// quickly check for visibility.
for (unsigned int i = 0; i < cachedOrbit->sections.size(); i++)
{
Capsuled& bv = cachedOrbit->sections[i].boundingVolume;
Point3d orig = bv.origin * modelview;
Vec3d axis = bv.axis * modelview;
Capsulef bvf(Point3f((float) orig.x, (float) orig.y, (float) orig.z),
Vec3f((float) axis.x, (float) axis.y, (float) axis.z),
(float) bv.radius);
// TODO: Create a fast path for the case when the bounding volume lies completely
// within the frustum and clipping can be ignored.
if (frustum.testCapsule(bvf) != Frustum::Outside)
{
lastP = renderOrbitSection(*orbit,
*cachedOrbit, i,
modelview,
lastP, lastOutcode,
nearZ, farZ,
renderFlags);
lastOutcode = (lastP.z > nearZ ? 1 : 0) | (lastP.z < farZ ? 2 : 0);
}
else
{
// The section was culled because it lies completely outside the view frustum,
// but we still need to do some work to keep the begin/end state of the line
// strip current. We just need to process the final point in the section.
unsigned int lastSample;
if (i < cachedOrbit->sections.size() - 1)
lastSample = cachedOrbit->sections[i + 1].firstSample;
else
lastSample = cachedOrbit->trajectory.size() - 1;
p = (*trajectory)[lastSample].pos * modelview;
outcode = (p.z > nearZ ? 1 : 0) | (p.z < farZ ? 2 : 0);
if ((outcode | lastOutcode) == 0)
{
// Segment is completely between near and far planes
glVertex3d(p.x, p.y, p.z);
}
else if ((outcode & lastOutcode) == 0)
{
// Need to clip
Point3d q0 = lastP;
Point3d q1 = p;
// Clip against the enter plane
if (lastOutcode != 0)
{
glBegin(GL_LINE_STRIP);
double t;
if (lastOutcode == 1)
t = (nearZ - lastP.z) / (p.z - lastP.z);
else
t = (farZ - lastP.z) / (p.z - lastP.z);
q0 = lastP + t * (p - lastP);
}
// Clip against the exit plane
if (outcode != 0)
{
double t;
if (outcode == 1)
t = (nearZ - lastP.z) / (p.z - lastP.z);
else
t = (farZ - lastP.z) / (p.z - lastP.z);
q1 = lastP + t * (p - lastP);
}
glVertex3d(q0.x, q0.y, q0.z);
glVertex3d(q1.x, q1.y, q1.z);
if (outcode != 0)
{
glEnd();
}
}
lastP = p;
lastOutcode = outcode;
sectionsCulled++;
}
}
if (lastOutcode == 0)
{
glEnd();
}
}
else
{
double endTime = t;
bool endTimeReached = false;
Point3d p;
p = (*trajectory)[0].pos * modelview;
int outcode = (p.z > nearZ ? 1 : 0) | (p.z < farZ ? 2 : 0);
if (outcode == 0)
{
glBegin(GL_LINE_STRIP);
glVertex3d(p.x, p.y, p.z);
}
Point3d lastP = p;
int lastOutcode = outcode;
unsigned int nPoints = trajectory->size();
for (unsigned int i = 1; i < nPoints && !endTimeReached; i++)
{
if ((*trajectory)[i].t > endTime)
{
p = orbit->positionAtTime(endTime) * modelview;
endTimeReached = true;
}
else
{
p = (*trajectory)[i].pos * modelview;
}
outcode = (p.z > nearZ ? 1 : 0) | (p.z < farZ ? 2 : 0);
if ((outcode | lastOutcode) == 0)
{
glVertex3d(p.x, p.y, p.z);
}
else if ((outcode & lastOutcode) == 0)
{
// Need to clip
Point3d p0 = lastP;
Point3d p1 = p;
if (lastOutcode != 0)
{
glBegin(GL_LINE_STRIP);
double t;
if (lastOutcode == 1)
t = (nearZ - lastP.z) / (p.z - lastP.z);
else
t = (farZ - lastP.z) / (p.z - lastP.z);
p0 = lastP + t * (p - lastP);
}
if (outcode != 0)
{
double t;
if (outcode == 1)
t = (nearZ - lastP.z) / (p.z - lastP.z);
else
t = (farZ - lastP.z) / (p.z - lastP.z);
p1 = lastP + t * (p - lastP);
}
glVertex3d(p0.x, p0.y, p0.z);
glVertex3d(p1.x, p1.y, p1.z);
if (outcode != 0)
{
glEnd();
}
}
lastOutcode = outcode;
lastP = p;
}
if (lastOutcode == 0)
{
glEnd();
}
}
glPopMatrix();
}
// Convert a position in the universal coordinate system to astrocentric
// coordinates, taking into account possible orbital motion of the star.
static Point3d astrocentricPosition(const UniversalCoord& pos,
const Star& star,
double t)
{
UniversalCoord starPos = star.getPosition(t);
Vec3d v = pos - starPos;
return Point3d(astro::microLightYearsToKilometers(v.x),
astro::microLightYearsToKilometers(v.y),
astro::microLightYearsToKilometers(v.z));
}
void Renderer::autoMag(float& faintestMag)
{
float fieldCorr = 2.0f * FOV/(fov + FOV);
faintestMag = (float) (faintestAutoMag45deg * sqrt(fieldCorr));
saturationMag = saturationMagNight * (1.0f + fieldCorr * fieldCorr);
}
// Set up the light sources for rendering a solar system. The positions of
// all nearby stars are converted from universal to solar system coordinates.
static void
setupLightSources(const vector<const Star*>& nearStars,
const Star& sun,
double t,
vector<LightSource>& lightSources)
{
UniversalCoord center = sun.getPosition(t);
lightSources.clear();
for (vector<const Star*>::const_iterator iter = nearStars.begin();
iter != nearStars.end(); iter++)
{
if ((*iter)->getVisibility())
{
Vec3d v = ((*iter)->getPosition(t) - center) *
astro::microLightYearsToKilometers(1.0);
LightSource ls;
ls.position = Point3d(v.x, v.y, v.z);
ls.luminosity = (*iter)->getLuminosity();
ls.radius = (*iter)->getRadius();
// If the star is sufficiently cool, change the light color
// from white. Though our sun appears yellow, we still make
// it and all hotter stars emit white light, as this is the
// 'natural' light to which our eyes are accustomed. We also
// assign a slight bluish tint to light from O and B type stars,
// though these will almost never have planets for their light
// to shine upon.
float temp = (*iter)->getTemperature();
if (temp > 30000.0f)
ls.color = Color(0.8f, 0.8f, 1.0f);
else if (temp > 10000.0f)
ls.color = Color(0.9f, 0.9f, 1.0f);
else if (temp > 5400.0f)
ls.color = Color(1.0f, 1.0f, 1.0f);
else if (temp > 3900.0f)
ls.color = Color(1.0f, 0.9f, 0.8f);
else if (temp > 2000.0f)
ls.color = Color(1.0f, 0.7f, 0.7f);
else
ls.color = Color(1.0f, 0.4f, 0.4f);
lightSources.push_back(ls);
}
}
}
// Render an item from the render list
// TODO: change the way the observer class works so that it is more efficient;
// we should only have to recompute the position and attitude in universal
// coordinates once per time step. Then, we wouldn't have to resort to passing
// the camera orientation in order to avoid extra calculation.
void Renderer::renderItem(const RenderListEntry& rle,
const Observer& observer,
const Quatf& cameraOrientation,
float nearPlaneDistance,
float farPlaneDistance)
{
switch (rle.renderableType)
{
case RenderListEntry::RenderableStar:
assert(rle.star != NULL);
renderStar(*rle.star,
rle.position,
rle.distance,
rle.appMag,
cameraOrientation,
observer.getTime(),
nearPlaneDistance, farPlaneDistance);
break;
case RenderListEntry::RenderableBody:
assert(rle.body != NULL);
renderPlanet(*rle.body,
rle.position,
rle.distance,
rle.appMag,
observer,
cameraOrientation,
*rle.lightSourceList,
nearPlaneDistance, farPlaneDistance);
break;
case RenderListEntry::RenderableCometTail:
assert(rle.body != NULL);
renderCometTail(*rle.body,
rle.position,
observer.getTime(),
*rle.lightSourceList,
rle.discSizeInPixels);
break;
#if REFMARKS
case RenderListEntry::RenderableBodyAxes:
renderAxes(*rle.body,
rle.position,
rle.distance,
observer.getTime(),
nearPlaneDistance, farPlaneDistance,
RenderListEntry::RenderableBodyAxes);
break;
case RenderListEntry::RenderableFrameAxes:
renderAxes(*rle.body,
rle.position,
rle.distance,
observer.getTime(),
nearPlaneDistance, farPlaneDistance,
RenderListEntry::RenderableFrameAxes);
break;
case RenderListEntry::RenderableSunDirection:
renderSunDirection(*rle.body,
rle.position,
rle.distance,
observer.getTime(),
*rle.lightSourceList,
nearPlaneDistance, farPlaneDistance);
break;
case RenderListEntry::RenderableVelocityVector:
renderVelocityVector(*rle.body,
rle.position,
rle.distance,
observer.getTime(),
nearPlaneDistance, farPlaneDistance);
break;
#endif
default:
break;
}
}
void Renderer::render(const Observer& observer,
const Universe& universe,
float faintestMagNight,
const Selection& sel)
{
// Get the observer's time
double now = observer.getTime();
frameCount++;
settingsChanged = false;
// Compute the size of a pixel
setFieldOfView(radToDeg(observer.getFOV()));
pixelSize = calcPixelSize(fov, (float) windowHeight);
// Set up the projection we'll use for rendering stars.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov,
(float) windowWidth / (float) windowHeight,
NEAR_DIST, FAR_DIST);
// Set the modelview matrix
glMatrixMode(GL_MODELVIEW);
// Get the displayed surface texture set to use from the observer
displayedSurface = observer.getDisplayedSurface();
locationFilter = observer.getLocationFilter();
if (usePointSprite && getGLContext()->getVertexProcessor() != NULL)
{
useNewStarRendering = true;
}
else
{
useNewStarRendering = false;
}
// Highlight the selected object
highlightObject = sel;
Quatf cameraOrientation = observer.getOrientation();
// Set up the camera for star rendering; the units of this phase
// are light years.
Point3f observerPosLY = (Point3f) observer.getPosition();
observerPosLY.x *= 1e-6f;
observerPosLY.y *= 1e-6f;
observerPosLY.z *= 1e-6f;
glPushMatrix();
glRotate(cameraOrientation);
// Get the model matrix *before* translation. We'll use this for
// positioning star and planet labels.
glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix);
glGetDoublev(GL_PROJECTION_MATRIX, projMatrix);
clearLabels();
clearSortedLabels();
// Put all solar system bodies into the render list. Stars close and
// large enough to have discernible surface detail are also placed in
// renderList.
renderList.clear();
orbitPathList.clear();
// See if we want to use AutoMag.
if ((renderFlags & ShowAutoMag) != 0)
{
autoMag(faintestMag);
}
else
{
faintestMag = faintestMagNight;
saturationMag = saturationMagNight;
}
faintestPlanetMag = faintestMag;
if (renderFlags & ShowPlanets)
{
nearStars.clear();
universe.getNearStars(observer.getPosition(), 1.0f, nearStars);
if (nearStars.size() > lightSourceLists.size())
{
unsigned int expandElements = nearStars.size() - lightSourceLists.size();
for (unsigned int i = 0; i < expandElements; i++)
{
vector<LightSource>* ls = new vector<LightSource>();
lightSourceLists.push_back(ls);
}
}
list<vector<LightSource>* >::iterator lsIter = lightSourceLists.begin();
for (vector<const Star*>::const_iterator iter = nearStars.begin();
iter != nearStars.end(); iter++)
{
const Star* sun = *iter;
SolarSystem* solarSystem = universe.getSolarSystem(sun);
if (solarSystem != NULL)
{
vector<LightSource>* lightSources = *lsIter++;
setupLightSources(nearStars, *sun, now, *lightSources);
buildRenderLists(*sun,
solarSystem->getPlanets(),
observer,
now,
lightSources,
(labelMode & (BodyLabelMask)) != 0);
}
addStarOrbitToRenderList(*sun, observer, now);
}
starTex->bind();
}
Color skyColor(0.0f, 0.0f, 0.0f);
// Scan through the render list to see if we're inside a planetary
// atmosphere. If so, we need to adjust the sky color as well as the
// limiting magnitude of stars (so stars aren't visible in the daytime
// on planets with thick atmospheres.)
if ((renderFlags & ShowAtmospheres) != 0)
{
for (vector<RenderListEntry>::iterator iter = renderList.begin();
iter != renderList.end(); iter++)
{
if (iter->body != NULL && iter->body->getAtmosphere() != NULL)
{
// Compute the density of the atmosphere, and from that
// the amount light scattering. It's complicated by the
// possibility that the planet is oblate and a simple distance
// to sphere calculation will not suffice.
const Atmosphere* atmosphere = iter->body->getAtmosphere();
float radius = iter->body->getRadius();
float oblateness = iter->body->getOblateness();
Vec3f recipSemiAxes(1.0f, 1.0f / (1.0f - oblateness), 1.0f);
Mat3f A = Mat3f::scaling(recipSemiAxes);
Vec3f eyeVec = iter->position - Point3f(0.0f, 0.0f, 0.0f);
eyeVec *= (1.0f / radius);
// Compute the orientation of the planet before axial rotation
Quatd qd = iter->body->getEclipticalToEquatorial(now);
Quatf q((float) qd.w, (float) qd.x, (float) qd.y, (float) qd.z);
eyeVec = eyeVec * conjugate(q).toMatrix3();
// ellipDist is not the true distance from the surface unless
// the planet is spherical. The quantity that we do compute
// is the distance to the surface along a line from the eye
// position to the center of the ellipsoid.
float ellipDist = (float) sqrt((eyeVec * A) * (eyeVec * A)) - 1.0f;
if (ellipDist < atmosphere->height / radius &&
atmosphere->height > 0.0f)
{
float density = 1.0f - ellipDist /
(atmosphere->height / radius);
if (density > 1.0f)
density = 1.0f;
Vec3f sunDir = iter->sun;
Vec3f normal = Point3f(0.0f, 0.0f, 0.0f) - iter->position;
sunDir.normalize();
normal.normalize();
float illumination = Math<float>::clamp((sunDir * normal) + 0.2f);
float lightness = illumination * density;
faintestMag = faintestMag - 15.0f * lightness;
saturationMag = saturationMag - 15.0f * lightness;
}
}
}
}
// Now we need to determine how to scale the brightness of stars. The
// brightness will be proportional to the apparent magnitude, i.e.
// a logarithmic function of the stars apparent brightness. This mimics
// the response of the human eye. We sort of fudge things here and
// maintain a minimum range of six magnitudes between faintest visible
// and saturation; this keeps stars from popping in or out as the sun
// sets or rises.
if (faintestMag - saturationMag >= 6.0f)
brightnessScale = 1.0f / (faintestMag - saturationMag);
else
brightnessScale = 0.1667f;
ambientColor = Color(ambientLightLevel, ambientLightLevel, ambientLightLevel);
// Create the ambient light source. For realistic scenes in space, this
// should be black.
glAmbientLightColor(ambientColor);
glClearColor(skyColor.red(), skyColor.green(), skyColor.blue(), 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
if ((renderFlags & ShowCelestialSphere) != 0)
{
glColor(EquatorialGridColor);
glDisable(GL_TEXTURE_2D);
if ((renderFlags & ShowSmoothLines) != 0)
enableSmoothLines();
renderCelestialSphere(observer);
if ((renderFlags & ShowSmoothLines) != 0)
disableSmoothLines();
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
}
if ((renderFlags & (ShowGalaxies |
ShowNebulae |
ShowOpenClusters)) != 0 &&
universe.getDSOCatalog() != NULL)
{
renderDeepSkyObjects(universe, observer, faintestMag);
}
// Translate the camera before rendering the stars
glPushMatrix();
glTranslatef(-observerPosLY.x, -observerPosLY.y, -observerPosLY.z);
// Render stars
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
if ((renderFlags & ShowStars) != 0 && universe.getStarCatalog() != NULL)
{
if (useNewStarRendering)
renderPointStars(*universe.getStarCatalog(), faintestMag, observer);
else
renderStars(*universe.getStarCatalog(), faintestMag, observer);
}
// Render asterisms
if ((renderFlags & ShowDiagrams) != 0 && universe.getAsterisms() != NULL)
{
/* We'll linearly fade the lines as a function of the observer's
distance to the origin of coordinates: */
float opacity = 1.0f;
float dist = observerPosLY.distanceFromOrigin() * 1e6f;
if (dist > MaxAsterismLinesConstDist)
{
opacity = clamp((MaxAsterismLinesConstDist - dist) /
(MaxAsterismLinesDist - MaxAsterismLinesConstDist) + 1);
}
glColor(ConstellationColor, opacity);
glDisable(GL_TEXTURE_2D);
if ((renderFlags & ShowSmoothLines) != 0)
enableSmoothLines();
AsterismList* asterisms = universe.getAsterisms();
for (AsterismList::const_iterator iter = asterisms->begin();
iter != asterisms->end(); iter++)
{
Asterism* ast = *iter;
for (int i = 0; i < ast->getChainCount(); i++)
{
const Asterism::Chain& chain = ast->getChain(i);
glBegin(GL_LINE_STRIP);
for (Asterism::Chain::const_iterator iter = chain.begin();
iter != chain.end(); iter++)
glVertex(*iter);
glEnd();
}
}
if ((renderFlags & ShowSmoothLines) != 0)
disableSmoothLines();
}
if ((renderFlags & ShowBoundaries) != 0)
{
/* We'll linearly fade the boundaries as a function of the
observer's distance to the origin of coordinates: */
float opacity = 1.0f;
float dist = observerPosLY.distanceFromOrigin() * 1e6f;
if (dist > MaxAsterismLabelsConstDist)
{
opacity = clamp((MaxAsterismLabelsConstDist - dist) /
(MaxAsterismLabelsDist - MaxAsterismLabelsConstDist) + 1);
}
glColor(BoundaryColor, opacity);
glDisable(GL_TEXTURE_2D);
if ((renderFlags & ShowSmoothLines) != 0)
enableSmoothLines();
if (universe.getBoundaries() != NULL)
universe.getBoundaries()->render();
if ((renderFlags & ShowSmoothLines) != 0)
disableSmoothLines();
}
renderLabels(FontNormal, AlignLeft);
clearLabels();
if ((labelMode & ConstellationLabels) != 0 && universe.getAsterisms() != NULL)
{
labelConstellations(*universe.getAsterisms(), observer);
renderLabels(FontLarge, AlignCenter);
clearLabels();
}
glPopMatrix();
renderLabels(FontNormal, AlignLeft);
glPolygonMode(GL_FRONT, (GLenum) renderMode);
glPolygonMode(GL_BACK, (GLenum) renderMode);
{
Frustum frustum(degToRad(fov),
(float) windowWidth / (float) windowHeight,
MinNearPlaneDistance);
Mat3f viewMat = conjugate(observer.getOrientation()).toMatrix3();
// Remove objects from the render list that lie completely outside the
// view frustum.
vector<RenderListEntry>::iterator notCulled = renderList.begin();
for (vector<RenderListEntry>::iterator iter = renderList.begin();
iter != renderList.end(); iter++)
{
Point3f center = iter->position * viewMat;
bool convex = true;
float radius = 1.0f;
float cullRadius = 1.0f;
float cloudHeight = 0.0f;
switch (iter->renderableType)
{
case RenderListEntry::RenderableStar:
radius = iter->star->getRadius();
cullRadius = radius * (1.0f + CoronaHeight);
break;
case RenderListEntry::RenderableCometTail:
radius = iter->radius;
cullRadius = radius;
convex = false;
break;
#if REFMARKS
case RenderListEntry::RenderableBodyAxes:
case RenderListEntry::RenderableFrameAxes:
radius = iter->radius;
cullRadius = radius;
convex = false;
break;
#endif
case RenderListEntry::RenderableBody:
default:
radius = iter->body->getBoundingRadius();
if (iter->body->getRings() != NULL)
{
radius = iter->body->getRings()->outerRadius;
convex = false;
}
if (iter->body->getModel() != InvalidResource)
convex = false;
cullRadius = radius;
if (iter->body->getAtmosphere() != NULL)
{
cullRadius += iter->body->getAtmosphere()->height;
cloudHeight = max(iter->body->getAtmosphere()->cloudHeight,
iter->body->getAtmosphere()->mieScaleHeight * (float) -log(AtmosphereExtinctionThreshold));
}
break;
}
// Test the object's bounding sphere against the view frustum
if (frustum.testSphere(center, cullRadius) != Frustum::Outside)
{
float nearZ = center.distanceFromOrigin() - radius;
float maxSpan = (float) sqrt(square((float) windowWidth) +
square((float) windowHeight));
nearZ = -nearZ * (float) cos(degToRad(fov / 2)) *
((float) windowHeight / maxSpan);
if (nearZ > -MinNearPlaneDistance)
iter->nearZ = -max(MinNearPlaneDistance, radius / 2000.0f);
else
iter->nearZ = nearZ;
if (!convex)
{
iter->farZ = center.z - radius;
if (iter->farZ / iter->nearZ > MaxFarNearRatio * 0.5f)
iter->nearZ = iter->farZ / (MaxFarNearRatio * 0.5f);
}
else
{
// Make the far plane as close as possible
float d = center.distanceFromOrigin();
// Account for the oblateness
float eradius = radius;
if (iter->body != NULL)
eradius *= 1.0f - iter->body->getOblateness();
if (d > eradius)
{
iter->farZ = iter->centerZ - iter->radius;
}
else
{
// We're inside the bounding sphere (and, if the planet
// is spherical, inside the planet.)
iter->farZ = iter->nearZ * 2.0f;
}
if (cloudHeight > 0.0f)
{
// If there's a cloud layer, we need to move the
// far plane out so that the clouds aren't clipped
float cloudLayerRadius = eradius + cloudHeight;
iter->farZ -= (float) sqrt(square(cloudLayerRadius) -
square(eradius));
}
}
*notCulled = *iter;
notCulled++;
}
}
renderList.resize(notCulled - renderList.begin());
// The calls to buildRenderLists/renderStars filled renderList
// with visible bodies. Sort it front to back, then
// render each entry in reverse order (TODO: convenient, but not
// ideal for performance; should render opaque objects front to
// back, then translucent objects back to front. However, the
// amount of overdraw in Celestia is typically low.)
sort(renderList.begin(), renderList.end());
// Sort the labels
sort(depthSortedLabels.begin(), depthSortedLabels.end());
// Sort the orbit paths
sort(orbitPathList.begin(), orbitPathList.end());
int nEntries = renderList.size();
#define DEBUG_COALESCE 0
// Since we're rendering objects of a huge range of sizes spread over
// vast distances, we can't just rely on the hardware depth buffer to
// handle hidden surface removal without a little help. We'll partition
// the depth buffer into spans that can be rendered without running
// into terrible depth buffer precision problems. Typically, each body
// with an apparent size greater than one pixel is allocated its own
// depth buffer interval. However, this will not correctly handle
// overlapping objects. If two objects overlap in depth, we must
// assign them to the same interval.
depthPartitions.clear();
int nIntervals = 0;
float prevNear = -1e12f; // ~ 1 light year
if (nEntries > 0)
prevNear = renderList[nEntries - 1].farZ * 1.01f;
int i;
// Completely partition the depth buffer. Scan from back to front
// through all the renderable items that passed the culling test.
for (i = nEntries - 1; i >= 0; i--)
{
// Only consider renderables that will occupy more than one pixel.
if (renderList[i].discSizeInPixels > 1)
{
if (nIntervals == 0 || renderList[i].farZ >= depthPartitions[nIntervals - 1].nearZ)
{
// This object spans a depth interval that's disjoint with
// the current interval, so create a new one for it, and
// another interval to fill the gap between the last
// interval.
DepthBufferPartition partition;
partition.index = nIntervals;
partition.nearZ = renderList[i].farZ;
partition.farZ = prevNear;
// Omit null intervals
// TODO: Is this necessary? Shouldn't the >= test prevent this?
if (partition.nearZ != partition.farZ)
{
depthPartitions.push_back(partition);
nIntervals++;
}
partition.index = nIntervals;
partition.nearZ = renderList[i].nearZ;
partition.farZ = renderList[i].farZ;
depthPartitions.push_back(partition);
nIntervals++;
prevNear = partition.nearZ;
}
else
{
// This object overlaps the current span; expand the
// interval so that it completely contains the object.
DepthBufferPartition& partition = depthPartitions[nIntervals - 1];
partition.nearZ = max(partition.nearZ, renderList[i].nearZ);
partition.farZ = min(partition.farZ, renderList[i].farZ);
prevNear = partition.nearZ;
}
}
}
// Scan the list of orbit paths and find the closest one. We'll need
// adjust the nearest interval to accommodate it.
float orbitPathNear = prevNear;
for (i = 0; i < (int) orbitPathList.size(); i++)
{
const OrbitPathListEntry& o = orbitPathList[i];
float minNearDistance = min(-o.radius * 0.0001f, o.centerZ + o.radius);
if (minNearDistance > orbitPathNear)
orbitPathNear = minNearDistance;
}
#if DEBUG_COALESCE
clog << "nEntries: " << nEntries << ", orbitPathNear: " << orbitPathNear << ", prevNear: " << prevNear << "\n";
#endif
// If the nearest orbit path distance wasn't set, nothing should appear
// in the frontmost depth buffer interval (so we can set the near plane
// of the front interval to whatever we want as long as it's less than
// the far plane distance.
if (orbitPathNear == prevNear)
orbitPathNear = 0.0f;
// Add one last interval for the span from 0 to the front of the
// nearest object
{
// TODO: closest object may not be at entry 0, since objects are
// sorted by far distance.
float closest = orbitPathNear;
if (nEntries > 0)
{
closest = max(closest, renderList[0].nearZ);
// Setting a the near plane distance to zero results in unreliable rendering, even
// if we don't care about the depth buffer. Compromise and set the near plane
// distance to a small fraction of distance to the nearest object.
if (closest == 0.0f)
{
closest = renderList[0].nearZ * 0.01f;
}
}
DepthBufferPartition partition;
partition.index = nIntervals;
partition.nearZ = closest;
partition.farZ = prevNear;
depthPartitions.push_back(partition);
nIntervals++;
}
// If orbits are enabled, adjust the farthest partition so that it
// can contain the orbit.
if (!orbitPathList.empty())
{
depthPartitions[0].farZ = min(depthPartitions[0].farZ,
orbitPathList[orbitPathList.size() - 1].centerZ -
orbitPathList[orbitPathList.size() - 1].radius);
}
// We want to avoid overpartitioning the depth buffer. In this stage, we coalesce
// partitions that have small spans in the depth buffer.
// TODO: Implement this step!
vector<Label>::iterator label = depthSortedLabels.begin();
// Render everything that wasn't culled.
float intervalSize = 1.0f / (float) max(1, nIntervals);
i = nEntries - 1;
for (int interval = 0; interval < nIntervals; interval++)
{
float nearPlaneDistance = -depthPartitions[interval].nearZ;
float farPlaneDistance = -depthPartitions[interval].farZ;
// Set the depth range for this interval--each interval is allocated an
// equal section of the depth buffer.
glDepthRange(1.0f - (float) (interval + 1) * intervalSize,
1.0f - (float) interval * intervalSize);
// Set up a perspective projection using the current interval's near and
// far clip planes.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov,
(float) windowWidth / (float) windowHeight,
nearPlaneDistance,
farPlaneDistance);
glMatrixMode(GL_MODELVIEW);
Frustum intervalFrustum(degToRad(fov),
(float) windowWidth / (float) windowHeight,
-depthPartitions[interval].nearZ,
-depthPartitions[interval].farZ);
#if DEBUG_COALESCE
clog << "interval: " << interval <<
", near: " << -depthPartitions[interval].nearZ <<
", far: " << -depthPartitions[interval].farZ <<
"\n";
#endif
int firstInInterval = i;
// Render just the opaque objects in the first pass
while (i >= 0 && renderList[i].farZ < depthPartitions[interval].nearZ)
{
// This interval should completely contain the item
// Unless it's just a point?
//assert(renderList[i].nearZ <= depthPartitions[interval].near);
#if DEBUG_COALESCE
if (renderList[i].body != NULL)
{
if (renderList[i].discSizeInPixels > 1)
{
clog << renderList[i].body->getName() << "\n";
}
else
{
clog << "point: " << renderList[i].body->getName() << "\n";
}
}
else if (renderList[i].star != NULL)
{
if (renderList[i].discSizeInPixels > 1)
{
clog << "Star\n";
}
else
{
clog << "point: " << "Star" << "\n";
}
}
#endif
// Treat objects that are smaller than one pixel as transparent and render
// them in the second pass.
if (renderList[i].isOpaque && renderList[i].discSizeInPixels > 1.0f)
renderItem(renderList[i], observer, cameraOrientation, nearPlaneDistance, farPlaneDistance);
i--;
}
// Render orbit paths
if (!orbitPathList.empty())
{
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if ((renderFlags & ShowSmoothLines) != 0)
{
enableSmoothLines();
}
// Scan through the list of orbits and render any that overlap this interval
for (vector<OrbitPathListEntry>::const_iterator orbitIter = orbitPathList.begin();
orbitIter != orbitPathList.end(); orbitIter++)
{
// Test for overlap
float nearZ = -orbitIter->centerZ - orbitIter->radius;
float farZ = -orbitIter->centerZ + orbitIter->radius;
// Don't render orbits when they're completely outside this
// depth interval. Also, don't render an orbit in this
// interval if it is vastly larger than the interval
// range; otherwise, the GPU will have precision troubles
// when clipping, producing visual artifacts. The factor
// of 1e5 may need some tuning.
if (nearZ < farPlaneDistance && farZ > nearPlaneDistance &&
orbitIter->radius < 1.0e8f * (farPlaneDistance - nearPlaneDistance))
{
#ifdef DEBUG_COALESCE
switch (interval % 6)
{
case 0: glColor4f(1.0f, 0.0f, 0.0f, 1.0f); break;
case 1: glColor4f(1.0f, 1.0f, 0.0f, 1.0f); break;
case 2: glColor4f(0.0f, 1.0f, 0.0f, 1.0f); break;
case 3: glColor4f(0.0f, 1.0f, 1.0f, 1.0f); break;
case 4: glColor4f(0.0f, 0.0f, 1.0f, 1.0f); break;
case 5: glColor4f(1.0f, 0.0f, 1.0f, 1.0f); break;
default: glColor4f(1.0f, 1.0f, 1.0f, 1.0f); break;
}
#endif
orbitsRendered++;
renderOrbit(*orbitIter, now, cameraOrientation, intervalFrustum, nearPlaneDistance, farPlaneDistance);
#if DEBUG_COALESCE
if (highlightObject.body() == orbitIter->body)
{
clog << "orbit, radius=" << orbitIter->radius << "\n";
}
#endif
}
else
orbitsSkipped++;
}
if ((renderFlags & ShowSmoothLines) != 0)
disableSmoothLines();
glDepthMask(GL_FALSE);
}
// Render transparent objects in the second pass
i = firstInInterval;
while (i >= 0 && renderList[i].farZ < depthPartitions[interval].nearZ)
{
if (!renderList[i].isOpaque || renderList[i].discSizeInPixels <= 1.0f)
renderItem(renderList[i], observer, cameraOrientation, nearPlaneDistance, farPlaneDistance);
i--;
}
// Render labels in this interval
label = renderSortedLabels(label, -depthPartitions[interval].nearZ, -depthPartitions[interval].farZ, FontNormal);
glDisable(GL_DEPTH_TEST);
}
#if 0
// TODO: Debugging output for new orbit code; remove when development is complete
clog << "orbits: " << orbitsRendered
<< ", splines: " << splinesRendered
<< ", skipped: " << orbitsSkipped
<< ", sections culled: " << sectionsCulled
<< ", nIntervals: " << nIntervals << "\n";
#endif
splinesRendered = 0;
orbitsRendered = 0;
orbitsSkipped = 0;
sectionsCulled = 0;
// reset the depth range
glDepthRange(0, 1);
}
// Pop camera orientation matrix
glPopMatrix();
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPolygonMode(GL_FRONT, GL_FILL);
glPolygonMode(GL_BACK, GL_FILL);
if ((renderFlags & ShowMarkers) != 0)
{
if ((renderFlags & ShowSmoothLines) != 0)
enableSmoothLines();
renderMarkers(*universe.getMarkers(),
observer.getPosition(),
observer.getOrientation(),
now);
if ((renderFlags & ShowSmoothLines) != 0)
disableSmoothLines();
}
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING);
#if 0
int errCode = glGetError();
if (errCode != GL_NO_ERROR)
{
cout << "glError: " << (char*) gluErrorString(errCode) << '\n';
}
#endif
if (videoSync && glx::glXWaitVideoSyncSGI != NULL)
{
unsigned int count;
glx::glXGetVideoSyncSGI(&count);
glx::glXWaitVideoSyncSGI(2, (count+1) & 1, &count);
}
}
static void renderRingSystem(float innerRadius,
float outerRadius,
float beginAngle,
float endAngle,
unsigned int nSections)
{
float angle = endAngle - beginAngle;
glBegin(GL_QUAD_STRIP);
for (unsigned int i = 0; i <= nSections; i++)
{
float t = (float) i / (float) nSections;
float theta = beginAngle + t * angle;
float s = (float) sin(theta);
float c = (float) cos(theta);
glTexCoord2f(0, 0.5f);
glVertex3f(c * innerRadius, 0, s * innerRadius);
glTexCoord2f(1, 0.5f);
glVertex3f(c * outerRadius, 0, s * outerRadius);
}
glEnd();
}
// If the an object occupies a pixel or less of screen space, we don't
// render its mesh at all and just display a starlike point instead.
// Switching between the particle and mesh renderings of an object is
// jarring, however . . . so we'll blend in the particle view of the
// object to smooth things out, making it dimmer as the disc size exceeds the
// max disc size.
void Renderer::renderBodyAsParticle(Point3f position,
float appMag,
float _faintestMag,
float discSizeInPixels,
Color color,
const Quatf& orientation,
float renderZ,
bool useHalos)
{
float maxDiscSize = 1.0f;
float maxBlendDiscSize = maxDiscSize + 3.0f;
float discSize = 1.0f;
if (discSizeInPixels < maxBlendDiscSize || useHalos)
{
float fade = 1.0f;
if (discSizeInPixels > maxDiscSize)
{
fade = (maxBlendDiscSize - discSizeInPixels) /
(maxBlendDiscSize - maxDiscSize - 1.0f);
if (fade > 1)
fade = 1;
}
float a = (_faintestMag - appMag) * brightnessScale + brightnessBias;
if (starStyle == ScaledDiscStars && a > 1.0f)
discSize = min(discSize * (2.0f * a - 1.0f), maxDiscSize);
a = clamp(a) * fade;
// We scale up the particle by a factor of 1.6 (at fov = 45deg)
// so that it's more visible--the texture we use has fuzzy edges,
// and if we render it in just one pixel, it's likely to disappear.
Mat3f m = orientation.toMatrix3();
Point3f center = position;
float centerZ = (center * m.transpose()).z;
float size = discSize * pixelSize * 1.6f * centerZ / corrFac;
Vec3f v0 = Vec3f(-1, -1, 0) * m;
Vec3f v1 = Vec3f( 1, -1, 0) * m;
Vec3f v2 = Vec3f( 1, 1, 0) * m;
Vec3f v3 = Vec3f(-1, 1, 0) * m;
glEnable(GL_DEPTH_TEST);
starTex->bind();
glColor(color, a);
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex(center + (v0 * size));
glTexCoord2f(1, 1);
glVertex(center + (v1 * size));
glTexCoord2f(1, 0);
glVertex(center + (v2 * size));
glTexCoord2f(0, 0);
glVertex(center + (v3 * size));
glEnd();
// If the object is brighter than magnitude 1, add a halo around it to
// make it appear more brilliant. This is a hack to compensate for the
// limited dynamic range of monitors.
if (useHalos && appMag < saturationMag)
{
float dist = center.distanceFromOrigin();
float s = dist * 0.001f * (3 - (appMag - saturationMag)) * 2;
if (s > size * 3)
size = s * 2.0f/(1.0f + FOV/fov);
else
size = size * 3;
float realSize = discSizeInPixels * pixelSize * dist;
if (size < realSize * 6)
size = realSize * 6;
a = GlareOpacity * clamp((appMag - saturationMag) * -0.8f);
gaussianGlareTex->bind();
glColor(color, a);
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex(center + (v0 * size));
glTexCoord2f(1, 1);
glVertex(center + (v1 * size));
glTexCoord2f(1, 0);
glVertex(center + (v2 * size));
glTexCoord2f(0, 0);
glVertex(center + (v3 * size));
glEnd();
}
glDisable(GL_DEPTH_TEST);
}
}
// If the an object occupies a pixel or less of screen space, we don't
// render its mesh at all and just display a starlike point instead.
// Switching between the particle and mesh renderings of an object is
// jarring, however . . . so we'll blend in the particle view of the
// object to smooth things out, making it dimmer as the disc size exceeds the
// max disc size.
void Renderer::renderObjectAsPoint(Point3f position,
float radius,
float appMag,
float _faintestMag,
float discSizeInPixels,
Color color,
const Quatf& cameraOrientation,
bool useHalos,
bool emissive)
{
float maxDiscSize = (starStyle == ScaledDiscStars) ? MaxScaledDiscStarSize : 1.0f;
float maxBlendDiscSize = maxDiscSize + 3.0f;
bool useScaledDiscs = starStyle == ScaledDiscStars;
if (discSizeInPixels < maxBlendDiscSize || useHalos)
{
float alpha = 1.0f;
float fade = 1.0f;
float size = BaseStarDiscSize;
float satPoint = _faintestMag - (1.0f - brightnessBias) / brightnessScale;
if (discSizeInPixels > maxDiscSize)
{
fade = (maxBlendDiscSize - discSizeInPixels) /
(maxBlendDiscSize - maxDiscSize);
if (fade > 1)
fade = 1;
}
alpha = (_faintestMag - appMag) * brightnessScale * 2.0f + brightnessBias;
float pointSize = size;
float glareSize = 0.0f;
float glareAlpha = 0.0f;
if (useScaledDiscs)
{
if (alpha < 0.0f)
{
alpha = 0.0f;
}
else if (alpha > 1.0f)
{
float discScale = min(MaxScaledDiscStarSize, (float) pow(2.0f, 0.3f * (satPoint - appMag)));
pointSize *= max(1.0f, discScale);
glareAlpha = min(0.5f, discScale / 4.0f);
if (discSizeInPixels > MaxScaledDiscStarSize)
{
glareAlpha = min(glareAlpha,
(MaxScaledDiscStarSize - discSizeInPixels) / MaxScaledDiscStarSize + 1.0f);
}
glareSize = pointSize * 3.0f;
alpha = 1.0f;
}
}
else
{
if (alpha < 0.0f)
{
alpha = 0.0f;
}
else if (alpha > 1.0f)
{
float discScale = min(100.0f, satPoint - appMag + 2.0f);
glareAlpha = min(GlareOpacity, (discScale - 2.0f) / 4.0f);
glareSize = pointSize * discScale * 2.0f ;
if (emissive)
glareSize = max(glareSize, pointSize * discSizeInPixels * 3.0f);
}
}
alpha *= fade;
if (!emissive)
{
glareSize = max(glareSize, pointSize * discSizeInPixels * 3.0f);
glareAlpha *= fade;
}
Mat3f m = cameraOrientation.toMatrix3();
Point3f center = position;
// Offset the glare sprite so that it lies in front of the object
Vec3f direction(center.x, center.y, center.z);
direction.normalize();
// Position the sprite on the the line between the viewer and the
// object, and on a plane normal to the view direction.
center = center + direction * (radius / ((Vec3f(0, 0, 1.0f) * m) * direction));
glEnable(GL_DEPTH_TEST);
#if !defined(NO_MAX_POINT_SIZE)
// TODO: OpenGL appears to limit the max point size unless we
// actually set up a shader that writes the pointsize values. To get
// around this, we'll use billboards.
Vec3f v0 = Vec3f(-1, -1, 0) * m;
Vec3f v1 = Vec3f( 1, -1, 0) * m;
Vec3f v2 = Vec3f( 1, 1, 0) * m;
Vec3f v3 = Vec3f(-1, 1, 0) * m;
float distanceAdjust = pixelSize * center.distanceFromOrigin() * 0.5f;
if (starStyle == PointStars)
{
glDisable(GL_TEXTURE_2D);
glBegin(GL_POINTS);
glColor(color, alpha);
glVertex(center);
glEnd();
glEnable(GL_TEXTURE_2D);
}
else
{
gaussianDiscTex->bind();
pointSize *= distanceAdjust;
glBegin(GL_QUADS);
glColor(color, alpha);
glTexCoord2f(0, 1);
glVertex(center + (v0 * pointSize));
glTexCoord2f(1, 1);
glVertex(center + (v1 * pointSize));
glTexCoord2f(1, 0);
glVertex(center + (v2 * pointSize));
glTexCoord2f(0, 0);
glVertex(center + (v3 * pointSize));
glEnd();
}
// If the object is brighter than magnitude 1, add a halo around it to
// make it appear more brilliant. This is a hack to compensate for the
// limited dynamic range of monitors.
//
// TODO: Stars look fine but planets look unrealistically bright
// with halos.
if (useHalos && glareAlpha > 0.0f)
{
gaussianGlareTex->bind();
glareSize *= distanceAdjust;
glBegin(GL_QUADS);
glColor(color, glareAlpha);
glTexCoord2f(0, 1);
glVertex(center + (v0 * glareSize));
glTexCoord2f(1, 1);
glVertex(center + (v1 * glareSize));
glTexCoord2f(1, 0);
glVertex(center + (v2 * glareSize));
glTexCoord2f(0, 0);
glVertex(center + (v3 * glareSize));
glEnd();
}
#else
// Disabled because of point size limits
glEnable(GL_POINT_SPRITE_ARB);
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
gaussianDiscTex->bind();
glColor(color, alpha);
glPointSize(pointSize);
glBegin(GL_POINTS);
glVertex(center);
glEnd();
// If the object is brighter than magnitude 1, add a halo around it to
// make it appear more brilliant. This is a hack to compensate for the
// limited dynamic range of monitors.
//
// TODO: Stars look fine but planets look unrealistically bright
// with halos.
if (useHalos && glareAlpha > 0.0f)
{
gaussianGlareTex->bind();
glColor(color, glareAlpha);
glPointSize(glareSize);
glBegin(GL_POINTS);
glVertex(center);
glEnd();
}
glDisable(GL_POINT_SPRITE_ARB);
glDisable(GL_DEPTH_TEST);
#endif // NO_MAX_POINT_SIZE
}
}
static void renderBumpMappedMesh(const GLContext& context,
Texture& baseTexture,
Texture& bumpTexture,
Vec3f lightDirection,
Quatf orientation,
Color ambientColor,
const Frustum& frustum,
float lod)
{
// We're doing our own per-pixel lighting, so disable GL's lighting
glDisable(GL_LIGHTING);
// Render the base texture on the first pass . . . The color
// should have already been set up by the caller.
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, lod,
&baseTexture);
// The 'default' light vector for the bump map is (0, 0, 1). Determine
// a rotation transformation that will move the sun direction to
// this vector.
Quatf lightOrientation;
{
Vec3f zeroLightDirection(0, 0, 1);
Vec3f axis = lightDirection ^ zeroLightDirection;
float cosAngle = zeroLightDirection * lightDirection;
float angle = 0.0f;
float epsilon = 1e-5f;
if (cosAngle + 1 < epsilon)
{
axis = Vec3f(0, 1, 0);
angle = (float) PI;
}
else if (cosAngle - 1 > -epsilon)
{
axis = Vec3f(0, 1, 0);
angle = 0.0f;
}
else
{
axis.normalize();
angle = (float) acos(cosAngle);
}
lightOrientation.setAxisAngle(axis, angle);
}
glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
// Set up the bump map with one directional light source
SetupCombinersBumpMap(bumpTexture, *normalizationTex, ambientColor);
// The second set texture coordinates will contain the light
// direction in tangent space. We'll generate the texture coordinates
// from the surface normals using GL_NORMAL_MAP_EXT and then
// use the texture matrix to rotate them into tangent space.
// This method of generating tangent space light direction vectors
// isn't as general as transforming the light direction by an
// orthonormal basis for each mesh vertex, but it works well enough
// for spheres illuminated by directional light sources.
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
// Set up GL_NORMAL_MAP_EXT texture coordinate generation. This
// mode is part of the cube map extension.
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
// Set up the texture transformation--the light direction and the
// viewer orientation both need to be considered.
glMatrixMode(GL_TEXTURE);
glScalef(-1.0f, 1.0f, 1.0f);
glRotate(lightOrientation * ~orientation);
glMatrixMode(GL_MODELVIEW);
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, lod,
&bumpTexture);
// Reset the second texture unit
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
DisableCombiners();
glDisable(GL_BLEND);
}
static void renderSmoothMesh(const GLContext& context,
Texture& baseTexture,
Vec3f lightDirection,
Quatf orientation,
Color ambientColor,
float lod,
const Frustum& frustum,
bool invert = false)
{
Texture* textures[4];
// We're doing our own per-pixel lighting, so disable GL's lighting
glDisable(GL_LIGHTING);
// The 'default' light vector for the bump map is (0, 0, 1). Determine
// a rotation transformation that will move the sun direction to
// this vector.
Quatf lightOrientation;
{
Vec3f zeroLightDirection(0, 0, 1);
Vec3f axis = lightDirection ^ zeroLightDirection;
float cosAngle = zeroLightDirection * lightDirection;
float angle = 0.0f;
float epsilon = 1e-5f;
if (cosAngle + 1 < epsilon)
{
axis = Vec3f(0, 1, 0);
angle = (float) PI;
}
else if (cosAngle - 1 > -epsilon)
{
axis = Vec3f(0, 1, 0);
angle = 0.0f;
}
else
{
axis.normalize();
angle = (float) acos(cosAngle);
}
lightOrientation.setAxisAngle(axis, angle);
}
SetupCombinersSmooth(baseTexture, *normalizationTex, ambientColor, invert);
// The second set texture coordinates will contain the light
// direction in tangent space. We'll generate the texture coordinates
// from the surface normals using GL_NORMAL_MAP_EXT and then
// use the texture matrix to rotate them into tangent space.
// This method of generating tangent space light direction vectors
// isn't as general as transforming the light direction by an
// orthonormal basis for each mesh vertex, but it works well enough
// for spheres illuminated by directional light sources.
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
// Set up GL_NORMAL_MAP_EXT texture coordinate generation. This
// mode is part of the cube map extension.
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
// Set up the texture transformation--the light direction and the
// viewer orientation both need to be considered.
glMatrixMode(GL_TEXTURE);
glRotate(lightOrientation * ~orientation);
glMatrixMode(GL_MODELVIEW);
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
textures[0] = &baseTexture;
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, lod,
textures, 1);
// Reset the second texture unit
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
DisableCombiners();
}
// Used to sort light sources in order of decreasing irradiance
struct LightIrradiancePredicate
{
int unused;
LightIrradiancePredicate() {};
bool operator()(const DirectionalLight& l0,
const DirectionalLight& l1) const
{
return (l0.irradiance > l1.irradiance);
}
};
void renderAtmosphere(const Atmosphere& atmosphere,
Point3f center,
float radius,
const Vec3f& sunDirection,
Color ambientColor,
float fade,
bool lit)
{
if (atmosphere.height == 0.0f)
return;
glDepthMask(GL_FALSE);
Vec3f eyeVec = center - Point3f(0.0f, 0.0f, 0.0f);
double centerDist = eyeVec.length();
// double surfaceDist = (double) centerDist - (double) radius;
Vec3f normal = eyeVec;
normal = normal / (float) centerDist;
float tangentLength = (float) sqrt(square(centerDist) - square(radius));
float atmRadius = tangentLength * radius / (float) centerDist;
float atmOffsetFromCenter = square(radius) / (float) centerDist;
Point3f atmCenter = center - atmOffsetFromCenter * normal;
Vec3f uAxis, vAxis;
if (abs(normal.x) < abs(normal.y) && abs(normal.x) < abs(normal.z))
{
uAxis = Vec3f(1, 0, 0) ^ normal;
uAxis.normalize();
}
else if (abs(eyeVec.y) < abs(normal.z))
{
uAxis = Vec3f(0, 1, 0) ^ normal;
uAxis.normalize();
}
else
{
uAxis = Vec3f(0, 0, 1) ^ normal;
uAxis.normalize();
}
vAxis = uAxis ^ normal;
float height = atmosphere.height / radius;
glBegin(GL_QUAD_STRIP);
int divisions = 180;
for (int i = 0; i <= divisions; i++)
{
float theta = (float) i / (float) divisions * 2 * (float) PI;
Vec3f v = (float) cos(theta) * uAxis + (float) sin(theta) * vAxis;
Point3f base = atmCenter + v * atmRadius;
Vec3f toCenter = base - center;
float cosSunAngle = (toCenter * sunDirection) / radius;
float brightness = 1.0f;
float botColor[3];
float topColor[3];
botColor[0] = atmosphere.lowerColor.red();
botColor[1] = atmosphere.lowerColor.green();
botColor[2] = atmosphere.lowerColor.blue();
topColor[0] = atmosphere.upperColor.red();
topColor[1] = atmosphere.upperColor.green();
topColor[2] = atmosphere.upperColor.blue();
if (cosSunAngle < 0.2f && lit)
{
if (cosSunAngle < -0.2f)
{
brightness = 0;
}
else
{
float t = (0.2f + cosSunAngle) * 2.5f;
brightness = t;
botColor[0] = Mathf::lerp(t, 1.0f, botColor[0]);
botColor[1] = Mathf::lerp(t, 0.3f, botColor[1]);
botColor[2] = Mathf::lerp(t, 0.0f, botColor[2]);
topColor[0] = Mathf::lerp(t, 1.0f, topColor[0]);
topColor[1] = Mathf::lerp(t, 0.3f, topColor[1]);
topColor[2] = Mathf::lerp(t, 0.0f, topColor[2]);
}
}
glColor4f(botColor[0], botColor[1], botColor[2],
0.85f * fade * brightness + ambientColor.red());
glVertex(base - toCenter * height * 0.05f);
glColor4f(topColor[0], topColor[1], topColor[2], 0.0f);
glVertex(base + toCenter * height);
}
glEnd();
}
static Vec3f ellipsoidTangent(const Vec3f& recipSemiAxes,
const Vec3f& w,
const Vec3f& e,
const Vec3f& e_,
float ee)
{
// We want to find t such that -E(1-t) + Wt is the direction of a ray
// tangent to the ellipsoid. A tangent ray will intersect the ellipsoid
// at exactly one point. Finding the intersection between a ray and an
// ellipsoid ultimately requires using the quadratic formula, which has
// one solution when the discriminant (b^2 - 4ac) is zero. The code below
// computes the value of t that results in a discriminant of zero.
Vec3f w_(w.x * recipSemiAxes.x, w.y * recipSemiAxes.y, w.z * recipSemiAxes.z);
float ww = w_ * w_;
float ew = w_ * e_;
// Before elimination of terms:
// float a = 4 * square(ee + ew) - 4 * (ee + 2 * ew + ww) * (ee - 1.0f);
// float b = -8 * ee * (ee + ew) - 4 * (-2 * (ee + ew) * (ee - 1.0f));
// float c = 4 * ee * ee - 4 * (ee * (ee - 1.0f));
float a = 4 * square(ee + ew) - 4 * (ee + 2 * ew + ww) * (ee - 1.0f);
float b = -8 * (ee + ew);
float c = 4 * ee;
float t = 0.0f;
float discriminant = b * b - 4 * a * c;
if (discriminant < 0.0f)
t = (-b + (float) sqrt(-discriminant)) / (2 * a); // Bad!
else
t = (-b + (float) sqrt(discriminant)) / (2 * a);
// V is the direction vector. We now need the point of intersection,
// which we obtain by solving the quadratic equation for the ray-ellipse
// intersection. Since we already know that the discriminant is zero,
// the solution is just -b/2a
Vec3f v = -e * (1 - t) + w * t;
Vec3f v_(v.x * recipSemiAxes.x, v.y * recipSemiAxes.y, v.z * recipSemiAxes.z);
float a1 = v_ * v_;
float b1 = 2.0f * v_ * e_;
float t1 = -b1 / (2 * a1);
return e + v * t1;
}
void Renderer::renderEllipsoidAtmosphere(const Atmosphere& atmosphere,
Point3f center,
const Quatf& orientation,
Vec3f semiAxes,
const Vec3f& sunDirection,
Color /*ambientColor*/,
float pixSize,
bool lit)
{
if (atmosphere.height == 0.0f)
return;
glDepthMask(GL_FALSE);
// Gradually fade in the atmosphere if it's thickness on screen is just
// over one pixel.
float fade = clamp(pixSize - 2);
Mat3f rot = orientation.toMatrix3();
Mat3f irot = conjugate(orientation).toMatrix3();
Point3f eyePos(0.0f, 0.0f, 0.0f);
float radius = max(semiAxes.x, max(semiAxes.y, semiAxes.z));
Vec3f eyeVec = center - eyePos;
eyeVec = eyeVec * irot;
double centerDist = eyeVec.length();
float height = atmosphere.height / radius;
Vec3f recipSemiAxes(1.0f / semiAxes.x, 1.0f / semiAxes.y, 1.0f / semiAxes.z);
Vec3f recipAtmSemiAxes = recipSemiAxes / (1.0f + height);
Mat3f A = Mat3f::scaling(recipAtmSemiAxes);
Mat3f A1 = Mat3f::scaling(recipSemiAxes);
// ellipDist is not the true distance from the surface unless the
// planet is spherical. Computing the true distance requires finding
// the roots of a sixth degree polynomial, and isn't actually what we
// want anyhow since the atmosphere region is just the planet ellipsoid
// multiplied by a uniform scale factor. The value that we do compute
// is the distance to the surface along a line from the eye position to
// the center of the ellipsoid.
float ellipDist = (float) sqrt((eyeVec * A1) * (eyeVec * A1)) - 1.0f;
bool within = ellipDist < height;
// Adjust the tesselation of the sky dome/ring based on distance from the
// planet surface.
int nSlices = MaxSkySlices;
if (ellipDist < 0.25f)
{
nSlices = MinSkySlices + max(0, (int) ((ellipDist / 0.25f) * (MaxSkySlices - MinSkySlices)));
nSlices &= ~1;
}
int nRings = min(1 + (int) pixSize / 5, 6);
int nHorizonRings = nRings;
if (within)
nRings += 12;
float horizonHeight = height;
if (within)
{
if (ellipDist <= 0.0f)
horizonHeight = 0.0f;
else
horizonHeight *= max((float) pow(ellipDist / height, 0.33f), 0.001f);
}
Vec3f e = -eyeVec;
Vec3f e_(e.x * recipSemiAxes.x, e.y * recipSemiAxes.y, e.z * recipSemiAxes.z);
float ee = e_ * e_;
// Compute the cosine of the altitude of the sun. This is used to compute
// the degree of sunset/sunrise coloration.
float cosSunAltitude = 0.0f;
{
// Check for a sun either directly behind or in front of the viewer
float cosSunAngle = (float) ((sunDirection * e) / centerDist);
if (cosSunAngle < -1.0f + 1.0e-6f)
{
cosSunAltitude = 0.0f;
}
else if (cosSunAngle > 1.0f - 1.0e-6f)
{
cosSunAltitude = 0.0f;
}
else
{
Point3f tangentPoint = center +
ellipsoidTangent(recipSemiAxes,
(-sunDirection * irot) * (float) centerDist,
e, e_, ee) * rot;
Vec3f tangentDir = tangentPoint - eyePos;
tangentDir.normalize();
cosSunAltitude = sunDirection * tangentDir;
}
}
Vec3f normal = eyeVec;
normal = normal / (float) centerDist;
Vec3f uAxis, vAxis;
if (abs(normal.x) < abs(normal.y) && abs(normal.x) < abs(normal.z))
{
uAxis = Vec3f(1, 0, 0) ^ normal;
uAxis.normalize();
}
else if (abs(eyeVec.y) < abs(normal.z))
{
uAxis = Vec3f(0, 1, 0) ^ normal;
uAxis.normalize();
}
else
{
uAxis = Vec3f(0, 0, 1) ^ normal;
uAxis.normalize();
}
vAxis = uAxis ^ normal;
// Compute the contour of the ellipsoid
int i;
for (i = 0; i <= nSlices; i++)
{
// We want rays with an origin at the eye point and tangent to the the
// ellipsoid.
float theta = (float) i / (float) nSlices * 2 * (float) PI;
Vec3f w = (float) cos(theta) * uAxis + (float) sin(theta) * vAxis;
w = w * (float) centerDist;
Vec3f toCenter = ellipsoidTangent(recipSemiAxes, w, e, e_, ee);
skyContour[i].v = toCenter * rot;
skyContour[i].centerDist = skyContour[i].v.length();
skyContour[i].eyeDir = skyContour[i].v + (center - eyePos);
skyContour[i].eyeDist = skyContour[i].eyeDir.length();
skyContour[i].eyeDir.normalize();
float skyCapDist = (float) sqrt(square(skyContour[i].eyeDist) +
square(horizonHeight * radius));
skyContour[i].cosSkyCapAltitude = skyContour[i].eyeDist /
skyCapDist;
}
Vec3f botColor(atmosphere.lowerColor.red(),
atmosphere.lowerColor.green(),
atmosphere.lowerColor.blue());
Vec3f topColor(atmosphere.upperColor.red(),
atmosphere.upperColor.green(),
atmosphere.upperColor.blue());
Vec3f sunsetColor(atmosphere.sunsetColor.red(),
atmosphere.sunsetColor.green(),
atmosphere.sunsetColor.blue());
if (within)
{
Vec3f skyColor(atmosphere.skyColor.red(),
atmosphere.skyColor.green(),
atmosphere.skyColor.blue());
if (ellipDist < 0.0f)
topColor = skyColor;
else
topColor = skyColor + (topColor - skyColor) * (ellipDist / height);
}
Vec3f zenith = (skyContour[0].v + skyContour[nSlices / 2].v);
zenith.normalize();
zenith *= skyContour[0].centerDist * (1.0f + horizonHeight * 2.0f);
float minOpacity = within ? (1.0f - ellipDist / height) * 0.75f : 0.0f;
float sunset = cosSunAltitude < 0.9f ? 0.0f : (cosSunAltitude - 0.9f) * 10.0f;
// Build the list of vertices
SkyVertex* vtx = skyVertices;
for (i = 0; i <= nRings; i++)
{
float h = min(1.0f, (float) i / (float) nHorizonRings);
float hh = (float) sqrt(h);
float u = i <= nHorizonRings ? 0.0f :
(float) (i - nHorizonRings) / (float) (nRings - nHorizonRings);
float r = Mathf::lerp(h, 1.0f - (horizonHeight * 0.05f), 1.0f + horizonHeight);
float atten = 1.0f - hh;
for (int j = 0; j < nSlices; j++)
{
Vec3f v;
if (i <= nHorizonRings)
v = skyContour[j].v * r;
else
v = (skyContour[j].v * (1.0f - u) + zenith * u) * r;
Point3f p = center + v;
Vec3f viewDir(p.x, p.y, p.z);
viewDir.normalize();
float cosSunAngle = viewDir * sunDirection;
float cosAltitude = viewDir * skyContour[j].eyeDir;
float brightness = 1.0f;
float coloration = 0.0f;
if (lit)
{
if (sunset > 0.0f && cosSunAngle > 0.7f && cosAltitude > 0.98f)
{
coloration = (1.0f / 0.30f) * (cosSunAngle - 0.70f);
coloration *= 50.0f * (cosAltitude - 0.98f);
coloration *= sunset;
}
cosSunAngle = (skyContour[j].v * sunDirection) / skyContour[j].centerDist;
if (cosSunAngle > -0.2f)
{
if (cosSunAngle < 0.3f)
brightness = (cosSunAngle + 0.2f) * 2.0f;
else
brightness = 1.0f;
}
else
{
brightness = 0.0f;
}
}
vtx->x = p.x;
vtx->y = p.y;
vtx->z = p.z;
#if 0
// Better way of generating sky color gradients--based on
// altitude angle.
if (!within)
{
hh = (1.0f - cosAltitude) / (1.0f - skyContour[j].cosSkyCapAltitude);
}
else
{
float top = pow((ellipDist / height), 0.125f) * skyContour[j].cosSkyCapAltitude;
if (cosAltitude < top)
hh = 1.0f;
else
hh = (1.0f - cosAltitude) / (1.0f - top);
}
hh = sqrt(hh);
//hh = (float) pow(hh, 0.25f);
#endif
atten = 1.0f - hh;
Vec3f color = (1.0f - hh) * botColor + hh * topColor;
brightness *= minOpacity + (1.0f - minOpacity) * fade * atten;
if (coloration != 0.0f)
color = (1.0f - coloration) * color + coloration * sunsetColor;
Color(brightness * color.x,
brightness * color.y,
brightness * color.z,
fade * (minOpacity + (1.0f - minOpacity)) * atten).get(vtx->color);
vtx++;
}
}
// Create the index list
int index = 0;
for (i = 0; i < nRings; i++)
{
int baseVertex = i * nSlices;
for (int j = 0; j < nSlices; j++)
{
skyIndices[index++] = baseVertex + j;
skyIndices[index++] = baseVertex + nSlices + j;
}
skyIndices[index++] = baseVertex;
skyIndices[index++] = baseVertex + nSlices;
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(SkyVertex), &skyVertices[0].x);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(SkyVertex),
static_cast<void*>(&skyVertices[0].color));
for (i = 0; i < nRings; i++)
{
glDrawElements(GL_QUAD_STRIP,
(nSlices + 1) * 2,
GL_UNSIGNED_INT,
&skyIndices[(nSlices + 1) * 2 * i]);
}
glDisableClientState(GL_COLOR_ARRAY);
}
void renderCompass(Point3f center,
const Quatf& orientation,
Vec3f semiAxes,
float pixelSize)
{
Mat3f rot = orientation.toMatrix3();
Mat3f irot = conjugate(orientation).toMatrix3();
Point3f eyePos(0.0f, 0.0f, 0.0f);
float radius = max(semiAxes.x, max(semiAxes.y, semiAxes.z));
Vec3f eyeVec = center - eyePos;
eyeVec = eyeVec * irot;
double centerDist = eyeVec.length();
float height = 1.0f / radius;
Vec3f recipSemiAxes(1.0f / semiAxes.x,
1.0f / semiAxes.y,
1.0f / semiAxes.z);
Vec3f recipAtmSemiAxes = recipSemiAxes / (1.0f + height);
Mat3f A = Mat3f::scaling(recipAtmSemiAxes);
Mat3f A1 = Mat3f::scaling(recipSemiAxes);
const int nCompassPoints = 16;
Vec3f compassPoints[nCompassPoints];
// ellipDist is not the true distance from the surface unless the
// planet is spherical. Computing the true distance requires finding
// the roots of a sixth degree polynomial, and isn't actually what we
// want anyhow since the atmosphere region is just the planet ellipsoid
// multiplied by a uniform scale factor. The value that we do compute
// is the distance to the surface along a line from the eye position to
// the center of the ellipsoid.
/*float ellipDist = (float) sqrt((eyeVec * A1) * (eyeVec * A1)) - 1.0f; Unused*/
Vec3f e = -eyeVec;
Vec3f e_(e.x * recipSemiAxes.x, e.y * recipSemiAxes.y, e.z * recipSemiAxes.z);
float ee = e_ * e_;
Vec3f normal = eyeVec;
normal = normal / (float) centerDist;
Vec3f uAxis, vAxis;
Vec3f northPole(0.0f, 1.0f, 0.0f);
vAxis = normal ^ northPole;
vAxis.normalize();
uAxis = vAxis ^ normal;
// Compute the compass points
int i;
for (i = 0; i < nCompassPoints; i++)
{
// We want rays with an origin at the eye point and tangent to the the
// ellipsoid.
float theta = (float) i / (float) nCompassPoints * 2 * (float) PI;
Vec3f w = (float) cos(theta) * uAxis + (float) sin(theta) * vAxis;
w = w * (float) centerDist;
Vec3f toCenter = ellipsoidTangent(recipSemiAxes, w, e, e_, ee);
compassPoints[i] = toCenter * rot;
}
glColor(compassColor);
glBegin(GL_LINES);
glDisable(GL_LIGHTING);
for (i = 0; i < nCompassPoints; i++)
{
float distance = (center + compassPoints[i]).distanceFromOrigin();
float length = distance * pixelSize * 8.0f;
if (i % 4 == 0)
length *= 3.0f;
else if (i % 2 == 0)
length *= 2.0f;
glVertex(center + compassPoints[i]);
glVertex(center + compassPoints[i] * (1.0f + length));
}
glEnd();
}
static void setupNightTextureCombine()
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PRIMARY_COLOR_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
}
static void setupBumpTexenv()
{
// Set up the texenv_combine extension to do DOT3 bump mapping.
// No support for ambient light yet.
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
// The primary color contains the light direction in surface
// space, and texture0 is a normal map. The lighting is
// calculated by computing the dot product.
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_DOT3_RGB_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PRIMARY_COLOR_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
// In the final stage, modulate the lighting value by the
// base texture color.
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
glEnable(GL_TEXTURE_2D);
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
}
#if 0
static void setupBumpTexenvAmbient(Color ambientColor)
{
float texenvConst[4];
texenvConst[0] = ambientColor.red();
texenvConst[1] = ambientColor.green();
texenvConst[2] = ambientColor.blue();
texenvConst[3] = ambientColor.alpha();
// Set up the texenv_combine extension to do DOT3 bump mapping.
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
// The primary color contains the light direction in surface
// space, and texture0 is a normal map. The lighting is
// calculated by computing the dot product.
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_DOT3_RGB_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PRIMARY_COLOR_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
// Add in the ambient color
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, texenvConst);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
glEnable(GL_TEXTURE_2D);
// In the final stage, modulate the lighting value by the
// base texture color.
glx::glActiveTextureARB(GL_TEXTURE2_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
glEnable(GL_TEXTURE_2D);
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
}
#endif
static void setupTexenvAmbient(Color ambientColor)
{
float texenvConst[4];
texenvConst[0] = ambientColor.red();
texenvConst[1] = ambientColor.green();
texenvConst[2] = ambientColor.blue();
texenvConst[3] = ambientColor.alpha();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
// The primary color contains the light direction in surface
// space, and texture0 is a normal map. The lighting is
// calculated by computing the dot product.
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, texenvConst);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
glEnable(GL_TEXTURE_2D);
}
static void setupTexenvGlossMapAlpha()
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PRIMARY_COLOR_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_ALPHA);
}
static void setLightParameters_VP(VertexProcessor& vproc,
const LightingState& ls,
Color materialDiffuse,
Color materialSpecular)
{
Vec3f diffuseColor(materialDiffuse.red(),
materialDiffuse.green(),
materialDiffuse.blue());
Vec3f specularColor(materialSpecular.red(),
materialSpecular.green(),
materialSpecular.blue());
for (unsigned int i = 0; i < ls.nLights; i++)
{
const DirectionalLight& light = ls.lights[i];
Vec3f lightColor = Vec3f(light.color.red(),
light.color.green(),
light.color.blue()) * light.irradiance;
Vec3f diffuse(diffuseColor.x * lightColor.x,
diffuseColor.y * lightColor.y,
diffuseColor.z * lightColor.z);
Vec3f specular(specularColor.x * lightColor.x,
specularColor.y * lightColor.y,
specularColor.z * lightColor.z);
// Just handle two light sources for now
if (i == 0)
{
vproc.parameter(vp::LightDirection0, ls.lights[0].direction_obj);
vproc.parameter(vp::DiffuseColor0, diffuse);
vproc.parameter(vp::SpecularColor0, specular);
}
else if (i == 1)
{
vproc.parameter(vp::LightDirection1, ls.lights[1].direction_obj);
vproc.parameter(vp::DiffuseColor1, diffuse);
vproc.parameter(vp::SpecularColor1, specular);
}
}
}
static void renderModelDefault(Model* model,
const RenderInfo& ri,
bool lit)
{
FixedFunctionRenderContext rc;
//rc.makeCurrent();
rc.setLighting(lit);
if (ri.baseTex == NULL)
{
glDisable(GL_TEXTURE_2D);
}
else
{
glEnable(GL_TEXTURE_2D);
ri.baseTex->bind();
}
glColor(ri.color);
if (ri.baseTex != NULL)
rc.lock();
model->render(rc);
if (model->usesTextureType(Mesh::EmissiveMap))
{
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
rc.setRenderPass(RenderContext::EmissivePass);
rc.setMaterial(NULL);
model->render(rc);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
// Reset the material
float black[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
float zero = 0.0f;
glColor4fv(black);
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_SPECULAR, black);
glMaterialfv(GL_FRONT, GL_SHININESS, &zero);
}
static void renderSphereDefault(const RenderInfo& ri,
const Frustum& frustum,
bool lit,
const GLContext& context)
{
if (lit)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
if (ri.baseTex == NULL)
{
glDisable(GL_TEXTURE_2D);
}
else
{
glEnable(GL_TEXTURE_2D);
ri.baseTex->bind();
}
glColor(ri.color);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
ri.baseTex);
if (ri.nightTex != NULL && ri.useTexEnvCombine)
{
ri.nightTex->bind();
setupNightTextureCombine();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glAmbientLightColor(Color::Black); // Disable ambient light
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
ri.nightTex);
glAmbientLightColor(ri.ambientColor);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
if (ri.overlayTex != NULL)
{
ri.overlayTex->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
ri.overlayTex);
glBlendFunc(GL_ONE, GL_ONE);
}
}
// DEPRECATED -- renderSphere_Combiners_VP should be used instead; only
// very old drivers don't support vertex programs.
static void renderSphere_Combiners(const RenderInfo& ri,
const Frustum& frustum,
const GLContext& context)
{
glDisable(GL_LIGHTING);
if (ri.baseTex == NULL)
{
glDisable(GL_TEXTURE_2D);
}
else
{
glEnable(GL_TEXTURE_2D);
ri.baseTex->bind();
}
glColor(ri.color * ri.sunColor);
// Don't use a normal map if it's a dxt5nm map--only the GLSL path
// can handle them.
if (ri.bumpTex != NULL &&
(ri.bumpTex->getFormatOptions() & Texture::DXT5NormalMap) == 0)
{
renderBumpMappedMesh(context,
*(ri.baseTex),
*(ri.bumpTex),
ri.sunDir_eye,
ri.orientation,
ri.ambientColor,
frustum,
ri.pixWidth);
}
else if (ri.baseTex != NULL)
{
renderSmoothMesh(context,
*(ri.baseTex),
ri.sunDir_eye,
ri.orientation,
ri.ambientColor,
ri.pixWidth,
frustum);
}
else
{
glEnable(GL_LIGHTING);
g_lodSphere->render(context, frustum, ri.pixWidth, NULL, 0);
}
if (ri.nightTex != NULL)
{
ri.nightTex->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
renderSmoothMesh(context,
*(ri.nightTex),
ri.sunDir_eye,
ri.orientation,
Color::Black,
ri.pixWidth,
frustum,
true);
}
if (ri.overlayTex != NULL)
{
glEnable(GL_LIGHTING);
ri.overlayTex->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
ri.overlayTex);
#if 0
renderSmoothMesh(context,
*(ri.overlayTex),
ri.sunDir_eye,
ri.orientation,
ri.ambientColor,
ri.pixWidth,
frustum);
#endif
glBlendFunc(GL_ONE, GL_ONE);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
static void renderSphere_DOT3_VP(const RenderInfo& ri,
const LightingState& ls,
const Frustum& frustum,
const GLContext& context)
{
VertexProcessor* vproc = context.getVertexProcessor();
assert(vproc != NULL);
if (ri.baseTex == NULL)
{
glDisable(GL_TEXTURE_2D);
}
else
{
glEnable(GL_TEXTURE_2D);
ri.baseTex->bind();
}
vproc->enable();
vproc->parameter(vp::EyePosition, ri.eyePos_obj);
setLightParameters_VP(*vproc, ls, ri.color, ri.specularColor);
vproc->parameter(vp::AmbientColor, ri.ambientColor * ri.color);
vproc->parameter(vp::SpecularExponent, 0.0f, 1.0f, 0.5f, ri.specularPower);
// Don't use a normal map if it's a dxt5nm map--only the GLSL path
// can handle them.
if (ri.bumpTex != NULL &&
(ri.bumpTex->getFormatOptions() & Texture::DXT5NormalMap) == 0 &&
ri.baseTex != NULL)
{
// We don't yet handle the case where there's a bump map but no
// base texture.
vproc->use(vp::diffuseBump);
if (ri.ambientColor != Color::Black)
{
// If there's ambient light, we'll need to render in two passes:
// one for the ambient light, and the second for light from the star.
// We could do this in a single pass using three texture stages, but
// this isn't won't work with hardware that only supported two
// texture stages.
// Render the base texture modulated by the ambient color
setupTexenvAmbient(ri.ambientColor);
g_lodSphere->render(context,
LODSphereMesh::TexCoords0 | LODSphereMesh::VertexProgParams,
frustum, ri.pixWidth,
ri.baseTex);
// Add the light from the sun
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
setupBumpTexenv();
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::Tangents |
LODSphereMesh::TexCoords0 | LODSphereMesh::VertexProgParams,
frustum, ri.pixWidth,
ri.bumpTex, ri.baseTex);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_BLEND);
}
else
{
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
ri.baseTex->bind();
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
ri.bumpTex->bind();
setupBumpTexenv();
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::Tangents |
LODSphereMesh::TexCoords0 | LODSphereMesh::VertexProgParams,
frustum, ri.pixWidth,
ri.bumpTex, ri.baseTex);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
else
{
if (ls.nLights > 1)
vproc->use(vp::diffuse_2light);
else
vproc->use(vp::diffuse);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0 |
LODSphereMesh::VertexProgParams,
frustum, ri.pixWidth,
ri.baseTex);
}
// Render a specular pass; can't be done in one pass because
// specular needs to be modulated with a gloss map.
if (ri.specularColor != Color::Black)
{
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
vproc->use(vp::glossMap);
if (ri.glossTex != NULL)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
else
setupTexenvGlossMapAlpha();
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
ri.glossTex != NULL ? ri.glossTex : ri.baseTex);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_BLEND);
}
if (ri.nightTex != NULL)
{
ri.nightTex->bind();
if (ls.nLights > 1)
vproc->use(vp::nightLights_2light);
else
vproc->use(vp::nightLights);
setupNightTextureCombine();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
ri.nightTex);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
if (ri.overlayTex != NULL)
{
ri.overlayTex->bind();
vproc->use(vp::diffuse);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
ri.overlayTex);
glBlendFunc(GL_ONE, GL_ONE);
}
vproc->disable();
}
static void renderSphere_Combiners_VP(const RenderInfo& ri,
const LightingState& ls,
const Frustum& frustum,
const GLContext& context)
{
Texture* textures[4];
VertexProcessor* vproc = context.getVertexProcessor();
assert(vproc != NULL);
if (ri.baseTex == NULL)
{
glDisable(GL_TEXTURE_2D);
}
else
{
glEnable(GL_TEXTURE_2D);
ri.baseTex->bind();
}
// Set up the fog parameters if the haze density is non-zero
float hazeDensity = ri.hazeColor.alpha();
if (hazeDensity > 0.0f && !buggyVertexProgramEmulation)
{
glEnable(GL_FOG);
float fogColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
fogColor[0] = ri.hazeColor.red();
fogColor[1] = ri.hazeColor.green();
fogColor[2] = ri.hazeColor.blue();
glFogfv(GL_FOG_COLOR, fogColor);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, 0.0);
glFogf(GL_FOG_END, 1.0f / hazeDensity);
}
vproc->enable();
vproc->parameter(vp::EyePosition, ri.eyePos_obj);
setLightParameters_VP(*vproc, ls, ri.color, ri.specularColor);
vproc->parameter(vp::SpecularExponent, 0.0f, 1.0f, 0.5f, ri.specularPower);
vproc->parameter(vp::AmbientColor, ri.ambientColor * ri.color);
vproc->parameter(vp::HazeColor, ri.hazeColor);
// Don't use a normal map if it's a dxt5nm map--only the GLSL path
// can handle them.
if (ri.bumpTex != NULL &&
(ri.bumpTex->getFormatOptions() & Texture::DXT5NormalMap) == 0)
{
if (hazeDensity > 0.0f)
vproc->use(vp::diffuseBumpHaze);
else
vproc->use(vp::diffuseBump);
SetupCombinersDecalAndBumpMap(*(ri.bumpTex),
ri.ambientColor * ri.color,
ri.sunColor * ri.color);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::Tangents |
LODSphereMesh::TexCoords0 | LODSphereMesh::VertexProgParams,
frustum, ri.pixWidth,
ri.baseTex, ri.bumpTex);
DisableCombiners();
// Render a specular pass
if (ri.specularColor != Color::Black)
{
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_COLOR_SUM_EXT);
vproc->use(vp::specular);
// Disable ambient and diffuse
vproc->parameter(vp::AmbientColor, Color::Black);
vproc->parameter(vp::DiffuseColor0, Color::Black);
SetupCombinersGlossMap(ri.glossTex != NULL ? GL_TEXTURE0_ARB : 0);
textures[0] = ri.glossTex != NULL ? ri.glossTex : ri.baseTex;
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
textures, 1);
// re-enable diffuse
vproc->parameter(vp::DiffuseColor0, ri.sunColor * ri.color);
DisableCombiners();
glDisable(GL_COLOR_SUM_EXT);
glDisable(GL_BLEND);
}
}
else if (ri.specularColor != Color::Black)
{
glEnable(GL_COLOR_SUM_EXT);
if (ls.nLights > 1)
vproc->use(vp::specular_2light);
else
vproc->use(vp::specular);
SetupCombinersGlossMapWithFog(ri.glossTex != NULL ? GL_TEXTURE1_ARB : 0);
unsigned int attributes = LODSphereMesh::Normals | LODSphereMesh::TexCoords0 |
LODSphereMesh::VertexProgParams;
g_lodSphere->render(context,
attributes, frustum, ri.pixWidth,
ri.baseTex, ri.glossTex);
DisableCombiners();
glDisable(GL_COLOR_SUM_EXT);
}
else
{
if (ls.nLights > 1)
{
if (hazeDensity > 0.0f)
vproc->use(vp::diffuseHaze_2light);
else
vproc->use(vp::diffuse_2light);
}
else
{
if (hazeDensity > 0.0f)
vproc->use(vp::diffuseHaze);
else
vproc->use(vp::diffuse);
}
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0 |
LODSphereMesh::VertexProgParams,
frustum, ri.pixWidth,
ri.baseTex);
}
if (hazeDensity > 0.0f)
glDisable(GL_FOG);
if (ri.nightTex != NULL)
{
ri.nightTex->bind();
if (ls.nLights > 1)
vproc->use(vp::nightLights_2light);
else
vproc->use(vp::nightLights);
setupNightTextureCombine();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
ri.nightTex);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
if (ri.overlayTex != NULL)
{
ri.overlayTex->bind();
vproc->use(vp::diffuse);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
ri.overlayTex);
glBlendFunc(GL_ONE, GL_ONE);
}
vproc->disable();
}
// Render a planet sphere using both fragment and vertex programs
static void renderSphere_FP_VP(const RenderInfo& ri,
const Frustum& frustum,
const GLContext& context)
{
Texture* textures[4];
VertexProcessor* vproc = context.getVertexProcessor();
FragmentProcessor* fproc = context.getFragmentProcessor();
assert(vproc != NULL && fproc != NULL);
if (ri.baseTex == NULL)
{
glDisable(GL_TEXTURE_2D);
}
else
{
glEnable(GL_TEXTURE_2D);
ri.baseTex->bind();
}
// Compute the half angle vector required for specular lighting
Vec3f halfAngle_obj = ri.eyeDir_obj + ri.sunDir_obj;
if (halfAngle_obj.length() != 0.0f)
halfAngle_obj.normalize();
// Set up the fog parameters if the haze density is non-zero
float hazeDensity = ri.hazeColor.alpha();
if (hazeDensity > 0.0f)
{
glEnable(GL_FOG);
float fogColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
fogColor[0] = ri.hazeColor.red();
fogColor[1] = ri.hazeColor.green();
fogColor[2] = ri.hazeColor.blue();
glFogfv(GL_FOG_COLOR, fogColor);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, 0.0);
glFogf(GL_FOG_END, 1.0f / hazeDensity);
}
vproc->enable();
vproc->parameter(vp::EyePosition, ri.eyePos_obj);
vproc->parameter(vp::LightDirection0, ri.sunDir_obj);
vproc->parameter(vp::DiffuseColor0, ri.sunColor * ri.color);
vproc->parameter(vp::SpecularExponent, 0.0f, 1.0f, 0.5f, ri.specularPower);
vproc->parameter(vp::SpecularColor0, ri.sunColor * ri.specularColor);
vproc->parameter(vp::AmbientColor, ri.ambientColor * ri.color);
vproc->parameter(vp::HazeColor, ri.hazeColor);
if (ri.bumpTex != NULL)
{
fproc->enable();
if (hazeDensity > 0.0f)
vproc->use(vp::diffuseBumpHaze);
else
vproc->use(vp::diffuseBump);
fproc->use(fp::texDiffuseBump);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::Tangents |
LODSphereMesh::TexCoords0 | LODSphereMesh::VertexProgParams,
frustum, ri.pixWidth,
ri.baseTex, ri.bumpTex);
fproc->disable();
// Render a specular pass
if (ri.specularColor != Color::Black)
{
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_COLOR_SUM_EXT);
vproc->use(vp::specular);
// Disable ambient and diffuse
vproc->parameter(vp::AmbientColor, Color::Black);
vproc->parameter(vp::DiffuseColor0, Color::Black);
SetupCombinersGlossMap(ri.glossTex != NULL ? GL_TEXTURE0_ARB : 0);
textures[0] = ri.glossTex != NULL ? ri.glossTex : ri.baseTex;
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
textures, 1);
// re-enable diffuse
vproc->parameter(vp::DiffuseColor0, ri.sunColor * ri.color);
DisableCombiners();
glDisable(GL_COLOR_SUM_EXT);
glDisable(GL_BLEND);
}
}
else if (ri.specularColor != Color::Black)
{
fproc->enable();
if (ri.glossTex == NULL)
{
vproc->use(vp::perFragmentSpecularAlpha);
fproc->use(fp::texSpecularAlpha);
}
else
{
vproc->use(vp::perFragmentSpecular);
fproc->use(fp::texSpecular);
}
fproc->parameter(fp::DiffuseColor, ri.sunColor * ri.color);
fproc->parameter(fp::SunDirection, ri.sunDir_obj);
fproc->parameter(fp::SpecularColor, ri.specularColor);
fproc->parameter(fp::SpecularExponent, ri.specularPower, 0.0f, 0.0f, 0.0f);
fproc->parameter(fp::AmbientColor, ri.ambientColor);
unsigned int attributes = LODSphereMesh::Normals |
LODSphereMesh::TexCoords0 |
LODSphereMesh::VertexProgParams;
g_lodSphere->render(context,
attributes, frustum, ri.pixWidth,
ri.baseTex, ri.glossTex);
fproc->disable();
}
else
{
fproc->enable();
if (hazeDensity > 0.0f)
vproc->use(vp::diffuseHaze);
else
vproc->use(vp::diffuse);
fproc->use(fp::texDiffuse);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0 |
LODSphereMesh::VertexProgParams,
frustum, ri.pixWidth,
ri.baseTex);
fproc->disable();
}
if (hazeDensity > 0.0f)
glDisable(GL_FOG);
if (ri.nightTex != NULL)
{
ri.nightTex->bind();
vproc->use(vp::nightLights);
setupNightTextureCombine();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
ri.nightTex);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
if (ri.overlayTex != NULL)
{
ri.overlayTex->bind();
vproc->use(vp::diffuse);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
frustum, ri.pixWidth,
ri.overlayTex);
glBlendFunc(GL_ONE, GL_ONE);
}
vproc->disable();
}
static void texGenPlane(GLenum coord, GLenum mode, const Vec4f& plane)
{
float f[4];
f[0] = plane.x; f[1] = plane.y; f[2] = plane.z; f[3] = plane.w;
glTexGenfv(coord, mode, f);
}
static void renderShadowedModelDefault(Model* model,
const RenderInfo& ri,
const Frustum& frustum,
float *sPlane,
float *tPlane,
const Vec3f& lightDir,
bool useShadowMask,
const GLContext& context)
{
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, sPlane);
//texGenPlane(GL_S, GL_OBJECT_PLANE, sPlane);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tPlane);
if (useShadowMask)
{
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
texGenPlane(GL_S, GL_OBJECT_PLANE,
Vec4f(lightDir.x, lightDir.y, lightDir.z, 0.5f));
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
}
glColor4f(1, 1, 1, 1);
glDisable(GL_LIGHTING);
if (model == NULL)
{
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::Multipass,
frustum, ri.pixWidth, NULL);
}
else
{
FixedFunctionRenderContext rc;
model->render(rc);
}
glEnable(GL_LIGHTING);
if (useShadowMask)
{
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_GEN_S);
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
}
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
}
static void renderShadowedModelVertexShader(const RenderInfo& ri,
const Frustum& frustum,
float* sPlane, float* tPlane,
Vec3f& lightDir,
const GLContext& context)
{
VertexProcessor* vproc = context.getVertexProcessor();
assert(vproc != NULL);
vproc->enable();
vproc->parameter(vp::LightDirection0, lightDir);
vproc->parameter(vp::TexGen_S, sPlane);
vproc->parameter(vp::TexGen_T, tPlane);
vproc->use(vp::shadowTexture);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::Multipass, frustum,
ri.pixWidth, NULL);
vproc->disable();
}
static void renderRings(RingSystem& rings,
RenderInfo& ri,
float planetRadius,
float planetOblateness,
unsigned int textureResolution,
bool renderShadow,
const GLContext& context,
unsigned int nSections)
{
float inner = rings.innerRadius / planetRadius;
float outer = rings.outerRadius / planetRadius;
// Ring Illumination:
// Since a ring system is composed of millions of individual
// particles, it's not at all realistic to model it as a flat
// Lambertian surface. We'll approximate the llumination
// function by assuming that the ring system contains Lambertian
// particles, and that the brightness at some point in the ring
// system is proportional to the illuminated fraction of a
// particle there. In fact, we'll simplify things further and
// set the illumination of the entire ring system to the same
// value, computing the illuminated fraction of a hypothetical
// particle located at the center of the planet. This
// approximation breaks down when you get close to the planet.
float ringIllumination = 0.0f;
{
float illumFraction = (1.0f + ri.eyeDir_obj * ri.sunDir_obj) / 2.0f;
// Just use the illuminated fraction for now . . .
ringIllumination = illumFraction;
}
GLContext::VertexPath vpath = context.getVertexPath();
VertexProcessor* vproc = context.getVertexProcessor();
FragmentProcessor* fproc = context.getFragmentProcessor();
if (vproc != NULL)
{
vproc->enable();
vproc->use(vp::ringIllum);
vproc->parameter(vp::LightDirection0, ri.sunDir_obj);
vproc->parameter(vp::DiffuseColor0, ri.sunColor * rings.color);
vproc->parameter(vp::AmbientColor, ri.ambientColor * ri.color);
vproc->parameter(vp::Constant0, Vec3f(0, 0.5, 1.0));
}
// If we have multi-texture support, we'll use the second texture unit
// to render the shadow of the planet on the rings. This is a bit of
// a hack, and assumes that the planet is ellipsoidal in shape,
// and only works for a planet illuminated by a single sun where the
// distance to the sun is very large relative to its diameter.
if (renderShadow)
{
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
shadowTex->bind();
float sPlane[4] = { 0, 0, 0, 0.5f };
float tPlane[4] = { 0, 0, 0, 0.5f };
// Compute the projection vectors based on the sun direction.
// I'm being a little careless here--if the sun direction lies
// along the y-axis, this will fail. It's unlikely that a
// planet would ever orbit underneath its sun (an orbital
// inclination of 90 degrees), but this should be made
// more robust anyway.
Vec3f axis = Vec3f(0, 1, 0) ^ ri.sunDir_obj;
float cosAngle = Vec3f(0.0f, 1.0f, 0.0f) * ri.sunDir_obj;
/*float angle = (float) acos(cosAngle); Unused*/
axis.normalize();
float sScale = 1.0f;
float tScale = 1.0f;
if (fproc == NULL)
{
// When fragment programs aren't used, we render shadows with circular
// textures. We scale up the texture slightly to account for the
// padding pixels near the texture borders.
sScale *= ShadowTextureScale;
tScale *= ShadowTextureScale;
}
if (planetOblateness != 0.0f)
{
// For oblate planets, the size of the shadow volume will vary based
// on the light direction.
// A vertical slice of the planet is an ellipse
float a = 1.0f; // semimajor axis
float b = a * (1.0f - planetOblateness); // semiminor axis
float ecc2 = 1.0f - (b * b) / (a * a); // square of eccentricity
// Calculate the radius of the ellipse at the incident angle of the
// light on the ring plane + 90 degrees.
float r = a * (float) sqrt((1.0f - ecc2) /
(1.0f - ecc2 * square(cosAngle)));
tScale *= a / r;
}
// The s axis is perpendicular to the shadow axis in the plane of the
// of the rings, and the t axis completes the orthonormal basis.
Vec3f sAxis = axis * 0.5f;
Vec3f tAxis = (axis ^ ri.sunDir_obj) * 0.5f * tScale;
sPlane[0] = sAxis.x; sPlane[1] = sAxis.y; sPlane[2] = sAxis.z;
tPlane[0] = tAxis.x; tPlane[1] = tAxis.y; tPlane[2] = tAxis.z;
if (vproc != NULL)
{
vproc->parameter(vp::TexGen_S, sPlane);
vproc->parameter(vp::TexGen_T, tPlane);
}
else
{
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
}
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
if (fproc != NULL)
{
float r0 = 0.24f;
float r1 = 0.25f;
float bias = 1.0f / (1.0f - r1 / r0);
float scale = -bias / r0;
fproc->enable();
fproc->use(fp::sphereShadowOnRings);
fproc->parameter(fp::ShadowParams0, scale, bias, 0.0f, 0.0f);
fproc->parameter(fp::AmbientColor, ri.ambientColor * ri.color);
}
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Texture* ringsTex = rings.texture.find(textureResolution);
if (ringsTex != NULL)
ringsTex->bind();
else
glDisable(GL_TEXTURE_2D);
// Perform our own lighting for the rings.
// TODO: Don't forget about light source color (required when we
// paying attention to star color.)
if (vpath == GLContext::VPath_Basic)
{
glDisable(GL_LIGHTING);
Vec3f litColor(rings.color.red(), rings.color.green(), rings.color.blue());
litColor = litColor * ringIllumination +
Vec3f(ri.ambientColor.red(), ri.ambientColor.green(),
ri.ambientColor.blue());
glColor4f(litColor.x, litColor.y, litColor.z, 1.0f);
}
// This gets tricky . . . we render the rings in two parts. One
// part is potentially shadowed by the planet, and we need to
// render that part with the projected shadow texture enabled.
// The other part isn't shadowed, but will appear so if we don't
// first disable the shadow texture. The problem is that the
// shadow texture will affect anything along the line between the
// sun and the planet, regardless of whether it's in front or
// behind the planet.
// Compute the angle of the sun projected on the ring plane
float sunAngle = (float) atan2(ri.sunDir_obj.z, ri.sunDir_obj.x);
// If there's a fragment program, it will handle the ambient term--make
// sure that we don't add it both in the fragment and vertex programs.
if (vproc != NULL && fproc != NULL)
glAmbientLightColor(Color::Black);
renderRingSystem(inner, outer,
(float) (sunAngle + PI / 2),
(float) (sunAngle + 3 * PI / 2),
nSections / 2);
renderRingSystem(inner, outer,
(float) (sunAngle + 3 * PI / 2),
(float) (sunAngle + PI / 2),
nSections / 2);
if (vproc != NULL && fproc != NULL)
glAmbientLightColor(ri.ambientColor * ri.color);
// Disable the second texture unit if it was used
if (renderShadow)
{
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
if (fproc != NULL)
fproc->disable();
}
// Render the unshadowed side
renderRingSystem(inner, outer,
(float) (sunAngle - PI / 2),
(float) (sunAngle + PI / 2),
nSections / 2);
renderRingSystem(inner, outer,
(float) (sunAngle + PI / 2),
(float) (sunAngle - PI / 2),
nSections / 2);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
if (vproc != NULL)
vproc->disable();
}
static void
renderEclipseShadows(Model* model,
vector<EclipseShadow>& eclipseShadows,
RenderInfo& ri,
float planetRadius,
Mat4f& planetMat,
Frustum& viewFrustum,
const GLContext& context)
{
// Eclipse shadows on mesh objects aren't working yet.
if (model != NULL)
return;
for (vector<EclipseShadow>::iterator iter = eclipseShadows.begin();
iter != eclipseShadows.end(); iter++)
{
EclipseShadow shadow = *iter;
#ifdef DEBUG_ECLIPSE_SHADOWS
// Eclipse debugging: render the central axis of the eclipse
// shadow volume.
glDisable(GL_TEXTURE_2D);
glColor4f(1, 0, 0, 1);
Point3f blorp = shadow.origin * planetMat;
Vec3f blah = shadow.direction * planetMat;
blorp.x /= planetRadius; blorp.y /= planetRadius; blorp.z /= planetRadius;
float foo = blorp.distanceFromOrigin();
glBegin(GL_LINES);
glVertex(blorp);
glVertex(blorp + foo * blah);
glEnd();
glEnable(GL_TEXTURE_2D);
#endif
// Determine which eclipse shadow texture to use. This is only
// a very rough approximation to reality. Since there are an
// infinite number of possible eclipse volumes, what we should be
// doing is generating the eclipse textures on the fly using
// render-to-texture. But for now, we'll just choose from a fixed
// set of eclipse shadow textures based on the relative size of
// the umbra and penumbra.
Texture* eclipseTex = NULL;
float umbra = shadow.umbraRadius / shadow.penumbraRadius;
if (umbra < 0.1f)
eclipseTex = eclipseShadowTextures[0];
else if (umbra < 0.35f)
eclipseTex = eclipseShadowTextures[1];
else if (umbra < 0.6f)
eclipseTex = eclipseShadowTextures[2];
else if (umbra < 0.9f)
eclipseTex = eclipseShadowTextures[3];
else
eclipseTex = shadowTex;
// Compute the transformation to use for generating texture
// coordinates from the object vertices.
Point3f origin = shadow.origin * planetMat;
Vec3f dir = shadow.direction * planetMat;
float scale = planetRadius / shadow.penumbraRadius;
Vec3f axis = Vec3f(0, 1, 0) ^ dir;
float angle = (float) acos(Vec3f(0, 1, 0) * dir);
axis.normalize();
Mat4f mat = Mat4f::rotation(axis, -angle);
Vec3f sAxis = Vec3f(0.5f * scale, 0, 0) * mat;
Vec3f tAxis = Vec3f(0, 0, 0.5f * scale) * mat;
float sPlane[4] = { 0, 0, 0, 0 };
float tPlane[4] = { 0, 0, 0, 0 };
sPlane[0] = sAxis.x; sPlane[1] = sAxis.y; sPlane[2] = sAxis.z;
tPlane[0] = tAxis.x; tPlane[1] = tAxis.y; tPlane[2] = tAxis.z;
sPlane[3] = (Point3f(0, 0, 0) - origin) * sAxis / planetRadius + 0.5f;
tPlane[3] = (Point3f(0, 0, 0) - origin) * tAxis / planetRadius + 0.5f;
// TODO: Multiple eclipse shadows should be rendered in a single
// pass using multitexture.
if (eclipseTex != NULL)
eclipseTex->bind();
// shadowMaskTexture->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
// If the ambient light level is greater than zero, reduce the
// darkness of the shadows.
if (ri.useTexEnvCombine)
{
float color[4] = { ri.ambientColor.red(), ri.ambientColor.green(),
ri.ambientColor.blue(), 1.0f };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_CONSTANT_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
// The second texture unit has the shadow 'mask'
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
shadowMaskTexture->bind();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
}
// Since invariance between nVidia's vertex programs and the
// standard transformation pipeline isn't guaranteed, we have to
// make sure to use the same transformation engine on subsequent
// rendering passes as we did on the initial one.
if (context.getVertexPath() != GLContext::VPath_Basic && model == NULL)
{
renderShadowedModelVertexShader(ri, viewFrustum,
sPlane, tPlane,
dir,
context);
}
else
{
renderShadowedModelDefault(model, ri, viewFrustum,
sPlane, tPlane,
dir,
ri.useTexEnvCombine,
context);
}
if (ri.useTexEnvCombine)
{
// Disable second texture unit
glx::glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
float color[4] = { 0, 0, 0, 0 };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glDisable(GL_BLEND);
}
}
static void
renderEclipseShadows_Shaders(Model* model,
vector<EclipseShadow>& eclipseShadows,
RenderInfo& ri,
float planetRadius,
Mat4f& planetMat,
Frustum& viewFrustum,
const GLContext& context)
{
// Eclipse shadows on mesh objects aren't working yet.
if (model != NULL)
return;
glEnable(GL_TEXTURE_2D);
penumbraFunctionTexture->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
float sPlanes[4][4];
float tPlanes[4][4];
float shadowParams[4][4];
int n = 0;
for (vector<EclipseShadow>::iterator iter = eclipseShadows.begin();
iter != eclipseShadows.end() && n < 4; iter++, n++)
{
EclipseShadow shadow = *iter;
float R2 = 0.25f;
float umbra = shadow.umbraRadius / shadow.penumbraRadius;
umbra = umbra * umbra;
if (umbra < 0.0001f)
umbra = 0.0001f;
else if (umbra > 0.99f)
umbra = 0.99f;
float umbraRadius = R2 * umbra;
float penumbraRadius = R2;
float shadowBias = 1.0f / (1.0f - penumbraRadius / umbraRadius);
float shadowScale = -shadowBias / umbraRadius;
shadowParams[n][0] = shadowScale;
shadowParams[n][1] = shadowBias;
shadowParams[n][2] = 0.0f;
shadowParams[n][3] = 0.0f;
// Compute the transformation to use for generating texture
// coordinates from the object vertices.
Point3f origin = shadow.origin * planetMat;
Vec3f dir = shadow.direction * planetMat;
float scale = planetRadius / shadow.penumbraRadius;
Vec3f axis = Vec3f(0, 1, 0) ^ dir;
float angle = (float) acos(Vec3f(0, 1, 0) * dir);
axis.normalize();
Mat4f mat = Mat4f::rotation(axis, -angle);
Vec3f sAxis = Vec3f(0.5f * scale, 0, 0) * mat;
Vec3f tAxis = Vec3f(0, 0, 0.5f * scale) * mat;
sPlanes[n][0] = sAxis.x;
sPlanes[n][1] = sAxis.y;
sPlanes[n][2] = sAxis.z;
sPlanes[n][3] = (Point3f(0, 0, 0) - origin) * sAxis / planetRadius + 0.5f;
tPlanes[n][0] = tAxis.x;
tPlanes[n][1] = tAxis.y;
tPlanes[n][2] = tAxis.z;
tPlanes[n][3] = (Point3f(0, 0, 0) - origin) * tAxis / planetRadius + 0.5f;
}
VertexProcessor* vproc = context.getVertexProcessor();
FragmentProcessor* fproc = context.getFragmentProcessor();
vproc->enable();
vproc->use(vp::multiShadow);
fproc->enable();
if (n == 1)
fproc->use(fp::eclipseShadow1);
else
fproc->use(fp::eclipseShadow2);
fproc->parameter(fp::ShadowParams0, shadowParams[0]);
vproc->parameter(vp::TexGen_S, sPlanes[0]);
vproc->parameter(vp::TexGen_T, tPlanes[0]);
if (n >= 2)
{
fproc->parameter(fp::ShadowParams1, shadowParams[1]);
vproc->parameter(vp::TexGen_S2, sPlanes[1]);
vproc->parameter(vp::TexGen_T2, tPlanes[1]);
}
if (n >= 3)
{
//fproc->parameter(fp::ShadowParams2, shadowParams[2]);
vproc->parameter(vp::TexGen_S3, sPlanes[2]);
vproc->parameter(vp::TexGen_T3, tPlanes[2]);
}
if (n >= 4)
{
//fproc->parameter(fp::ShadowParams3, shadowParams[3]);
vproc->parameter(vp::TexGen_S4, sPlanes[3]);
vproc->parameter(vp::TexGen_T4, tPlanes[3]);
}
//vproc->parameter(vp::LightDirection0, lightDir);
g_lodSphere->render(context,
LODSphereMesh::Normals | LODSphereMesh::Multipass,
viewFrustum,
ri.pixWidth, NULL);
vproc->disable();
fproc->disable();
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glDisable(GL_BLEND);
}
static void
renderRingShadowsVS(Model* /*model*/, //TODO: Remove unused parameters??
const RingSystem& rings,
const Vec3f& /*sunDir*/,
RenderInfo& ri,
float planetRadius,
float /*oblateness*/,
Mat4f& /*planetMat*/,
Frustum& viewFrustum,
const GLContext& context)
{
// Compute the transformation to use for generating texture
// coordinates from the object vertices.
float ringWidth = rings.outerRadius - rings.innerRadius;
float s = ri.sunDir_obj.y;
float scale = (abs(s) < 0.001f) ? 1000.0f : 1.0f / s;
if (abs(s) > 1.0f - 1.0e-4f)
{
// Planet is illuminated almost directly from above, so
// no ring shadow will be cast on the planet. Conveniently
// avoids some potential division by zero when ray-casting.
return;
}
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
// If the ambient light level is greater than zero, reduce the
// darkness of the shadows.
float color[4] = { ri.ambientColor.red(), ri.ambientColor.green(),
ri.ambientColor.blue(), 1.0f };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_CONSTANT_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
// Tweak the texture--set clamp to border and a border color with
// a zero alpha. If a graphics card doesn't support clamp to border,
// it doesn't get to play. It's possible to get reasonable behavior
// by turning off mipmaps and assuming transparent rows of pixels for
// the top and bottom of the ring textures . . . maybe later.
float bc[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bc);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER_ARB);
// Ring shadows look strange if they're always completely black. Vary
// the darkness of the shadow based on the angle between the sun and the
// ring plane. There's some justification for this--the larger the angle
// between the sun and the ring plane (normal), the more ring material
// there is to travel through.
//float alpha = (1.0f - abs(ri.sunDir_obj.y)) * 1.0f;
// ...but, images from Cassini are showing very dark ring shadows, so we'll
// go with that.
float alpha = 1.0f;
VertexProcessor* vproc = context.getVertexProcessor();
assert(vproc != NULL);
vproc->enable();
vproc->use(vp::ringShadow);
vproc->parameter(vp::LightDirection0, ri.sunDir_obj);
vproc->parameter(vp::DiffuseColor0, 1, 1, 1, alpha); // color = white
vproc->parameter(vp::TexGen_S,
rings.innerRadius / planetRadius,
1.0f / (ringWidth / planetRadius),
0.0f, 0.5f);
vproc->parameter(vp::TexGen_T, scale, 0, 0, 0);
g_lodSphere->render(context, LODSphereMesh::Multipass,
viewFrustum, ri.pixWidth, NULL);
vproc->disable();
// Restore the texture combiners
if (ri.useTexEnvCombine)
{
float color[4] = { 0, 0, 0, 0 };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glDisable(GL_BLEND);
}
void Renderer::renderLocations(const vector<Location*>& locations,
const Quatf& cameraOrientation,
const Point3d& bodyPosition,
const Quatd& bodyOrientation,
float scale)
{
if (font[FontNormal] == NULL)
return;
double winX, winY, winZ;
int view[4] = { 0, 0, 0, 0 };
view[0] = -windowWidth / 2;
view[1] = -windowHeight / 2;
view[2] = windowWidth;
view[3] = windowHeight;
Vec3f viewNormal = Vec3f(0.0f, 0.0f, -1.0f) *
cameraOrientation.toMatrix3();
Vec3d viewNormald = Vec3d(viewNormal.x, viewNormal.y, viewNormal.z);
double modelview[16];
double projection[16];
glGetDoublev(GL_PROJECTION_MATRIX, projection);
// Get the camera matrix GL-style for gluProject
{
Mat3f cameraMatrix = cameraOrientation.toMatrix3();
modelview[0] = cameraMatrix[0][0];
modelview[1] = cameraMatrix[1][0];
modelview[2] = cameraMatrix[2][0];
modelview[3] = 0.0f;
modelview[4] = cameraMatrix[0][1];
modelview[5] = cameraMatrix[1][1];
modelview[6] = cameraMatrix[2][1];
modelview[7] = 0.0f;
modelview[8] = cameraMatrix[0][2];
modelview[9] = cameraMatrix[1][2];
modelview[10] = cameraMatrix[2][2];
modelview[11] = 0.0;
modelview[12] = 0.0;
modelview[13] = 0.0;
modelview[14] = 0.0;
modelview[15] = 1.0;
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
font[FontNormal]->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, windowWidth, 0, windowHeight, 1.0f, -1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Render the labels very close to the near plane with z=-0.999f. In fact,
// z=-1.0f should work, but I'm concerned that some OpenGL implementations
// might clip things placed right on the near plane.
glTranslatef(GLfloat((int) (windowWidth / 2)),
GLfloat((int) (windowHeight / 2)), -0.999f);
Point3d origin(0.0, 0.0, 0.0);
Ellipsoidd ellipsoid(bodyPosition, Vec3d(scale, scale, scale));
//float iScale = 1.0f / scale;
Mat3d mat = bodyOrientation.toMatrix3();
for (vector<Location*>::const_iterator iter = locations.begin();
iter != locations.end(); iter++)
{
if ((*iter)->getFeatureType() & locationFilter)
{
// Get the position of the label with respect to the planet center
Vec3f ppos = (*iter)->getPosition();
// Compute the body-centric position of the location
Vec3d locPos = Vec3d(ppos.x, ppos.y, ppos.z) * mat;
// Get the position in camera space. Add a slight scale factor
// to keep the point from being exactly on the surface.
Point3d cpos(bodyPosition + locPos * 1.0000001);
float effSize = (*iter)->getImportance();
if (effSize < 0.0f)
effSize = (*iter)->getSize();
float pixSize = effSize / (float) (cpos.distanceFromOrigin() * pixelSize);
if (pixSize > minFeatureSize && (cpos - origin) * viewNormald > 0.0)
{
double r = locPos.length();
if (r < scale * 0.99)
cpos = bodyPosition + locPos * (scale * 1.01 / r);
double t = 0.0f;
// Test for an intersection of the eye-to-location ray with
// the planet ellipsoid. If we hit the planet first, then
// the label is obscured by the planet. An exact calculation
// for irregular objects would be too expensive, and the
// ellipsoid approximation works reasonably well for them.
bool hit = testIntersection(Ray3d(origin, cpos - origin),
ellipsoid, t);
if (!hit || t >= 1.0)
{
if (gluProject(bodyPosition.x + locPos.x,
bodyPosition.y + locPos.y,
bodyPosition.z + locPos.z,
modelview,
projection,
(const GLint*) view,
&winX, &winY, &winZ) != GL_FALSE)
{
glColor(LocationLabelColor);
glPushMatrix();
glTranslatef((int) winX + PixelOffset,
(int) winY + PixelOffset,
0.0f);
font[FontNormal]->render((*iter)->getName(true));
glPopMatrix();
}
}
}
}
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
static void
setupObjectLighting(const vector<LightSource>& suns,
const Point3d& objPosition,
const Quatf& objOrientation,
const Vec3f& objScale,
const Point3f& objPosition_eye,
LightingState& ls)
{
unsigned int nLights = min(MaxLights, (unsigned int) suns.size());
if (nLights == 0)
return;
unsigned int i;
for (i = 0; i < nLights; i++)
{
Vec3d dir = suns[i].position - objPosition;
ls.lights[i].direction_eye =
Vec3f((float) dir.x, (float) dir.y, (float) dir.z);
float distance = ls.lights[i].direction_eye.length();
ls.lights[i].direction_eye *= 1.0f / distance;
distance = astro::kilometersToAU((float) dir.length());
ls.lights[i].irradiance = suns[i].luminosity / (distance * distance);
ls.lights[i].color = suns[i].color;
// Store the position and apparent size because we'll need them for
// testing for eclipses.
ls.lights[i].position = suns[i].position;
ls.lights[i].apparentSize = (float) (suns[i].radius / dir.length());
}
// Sort light sources by brightness. Light zero should always be the
// brightest. Optimize common cases of one and two lights.
if (nLights == 2)
{
if (ls.lights[0].irradiance < ls.lights[1].irradiance)
swap(ls.lights[0], ls.lights[1]);
}
else if (nLights > 2)
{
sort(ls.lights, ls.lights + nLights, LightIrradiancePredicate());
}
// Compute the total irradiance
float totalIrradiance = 0.0f;
for (i = 0; i < nLights; i++)
totalIrradiance += ls.lights[i].irradiance;
// Compute a gamma factor to make dim light sources visible. This is
// intended to approximate what we see with our eyes--for example,
// Earth-shine is visible on the night side of the Moon, even though
// the amount of reflected light from the Earth is 1/10000 of what
// the Moon receives directly from the Sun.
//
// TODO: Skip this step when high dynamic range rendering to floating point
// buffers is enabled.
float minVisibleFraction = 1.0f / 10000.0f;
float minDisplayableValue = 1.0f / 255.0f;
float gamma = (float) (log(minDisplayableValue) / log(minVisibleFraction));
float minVisibleIrradiance = minVisibleFraction * totalIrradiance;
Mat3f m = (~objOrientation).toMatrix3();
// Gamma scale and normalize the light sources; cull light sources that
// aren't bright enough to contribute the final pixels rendered into the
// frame buffer.
ls.nLights = 0;
for (i = 0; i < nLights && ls.lights[i].irradiance > minVisibleIrradiance; i++)
{
ls.lights[i].irradiance =
(float) pow(ls.lights[i].irradiance / totalIrradiance, gamma);
// Compute the direction of the light in object space
ls.lights[i].direction_obj = ls.lights[i].direction_eye * m;
ls.nLights++;
}
Point3f pos((float) objPosition.x,
(float) objPosition.y,
(float) objPosition.z);
ls.eyePos_obj = Point3f(-objPosition_eye.x / objScale.x,
-objPosition_eye.y / objScale.y,
-objPosition_eye.z / objScale.z) * m;
ls.eyeDir_obj = (Point3f(0.0f, 0.0f, 0.0f) - objPosition_eye) * m;
ls.eyeDir_obj.normalize();
// When the camera is very far from the object, some view-dependent
// calculations in the shaders can exhibit precision problems. This
// occurs with atmospheres, where the scale height of the atmosphere
// is very small relative to the planet radius. To address the problem,
// we'll clamp the eye distance to some maximum value. The effect of the
// adjustment should be impercetible, since at large distances rays from
// the camera to object vertices are all nearly parallel to each other.
float eyeFromCenterDistance = ls.eyePos_obj.distanceFromOrigin();
if (eyeFromCenterDistance > 100.0f)
{
float s = 100.0f / eyeFromCenterDistance;
ls.eyePos_obj.x *= s;
ls.eyePos_obj.y *= s;
ls.eyePos_obj.z *= s;
}
ls.ambientColor = Vec3f(0.0f, 0.0f, 0.0f);
#if 0
// Old code: linear scaling approach
// After sorting, the first light is always the brightest
float maxIrradiance = ls.lights[0].irradiance;
// Normalize the brightnesses of the light sources.
// TODO: Investigate logarithmic functions for scaling light brightness, to
// better simulate what the human eye would see.
ls.nLights = 0;
for (i = 0; i < nLights; i++)
{
ls.lights[i].irradiance /= maxIrradiance;
// Cull light sources that don't contribute significantly (less than
// the resolution of an 8-bit color channel.)
if (ls.lights[i].irradiance < 1.0f / 255.0f)
break;
// Compute the direction of the light in object space
ls.lights[i].direction_obj = ls.lights[i].direction_eye * m;
ls.nLights++;
}
#endif
}
void Renderer::renderObject(Point3f pos,
float distance,
double now,
Quatf cameraOrientation,
float nearPlaneDistance,
float farPlaneDistance,
RenderProperties& obj,
const LightingState& ls)
{
RenderInfo ri;
float altitude = distance - obj.radius;
float discSizeInPixels = obj.radius /
(max(nearPlaneDistance, altitude) * pixelSize);
ri.sunDir_eye = Vec3f(0.0f, 1.0f, 0.0f);
ri.sunDir_obj = Vec3f(0.0f, 1.0f, 0.0f);
ri.sunColor = Color(0.0f, 0.0f, 0.0f);
if (ls.nLights > 0)
{
ri.sunDir_eye = ls.lights[0].direction_eye;
ri.sunDir_obj = ls.lights[0].direction_obj;
ri.sunColor = ls.lights[0].color;// * ls.lights[0].intensity;
}
// Enable depth buffering
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
// Get the textures . . .
if (obj.surface->baseTexture.tex[textureResolution] != InvalidResource)
ri.baseTex = obj.surface->baseTexture.find(textureResolution);
if ((obj.surface->appearanceFlags & Surface::ApplyBumpMap) != 0 &&
context->bumpMappingSupported() &&
obj.surface->bumpTexture.tex[textureResolution] != InvalidResource)
ri.bumpTex = obj.surface->bumpTexture.find(textureResolution);
if ((obj.surface->appearanceFlags & Surface::ApplyNightMap) != 0 &&
(renderFlags & ShowNightMaps) != 0)
ri.nightTex = obj.surface->nightTexture.find(textureResolution);
if ((obj.surface->appearanceFlags & Surface::SeparateSpecularMap) != 0)
ri.glossTex = obj.surface->specularTexture.find(textureResolution);
if ((obj.surface->appearanceFlags & Surface::ApplyOverlay) != 0)
ri.overlayTex = obj.surface->overlayTexture.find(textureResolution);
// Apply the modelview transform for the object
glPushMatrix();
glTranslate(pos);
glRotate(~obj.orientation);
// Apply a scale factor which depends on the size of the planet and
// its oblateness. Since the oblateness is usually quite
// small, the potentially nonuniform scale factor shouldn't mess up
// the lighting calculations enough to be noticeable (and we turn on
// renormalization anyhow, which most graphics cards support.)
// TODO: Figure out a better way to render ellipsoids than applying
// a nonunifom scale factor to a sphere.
float radius = obj.radius;
Vec3f semiAxes = obj.radius * obj.semiAxes;
glScale(semiAxes);
Mat4f planetMat = (~obj.orientation).toMatrix4();
ri.eyeDir_obj = (Point3f(0, 0, 0) - pos) * planetMat;
ri.eyeDir_obj.normalize();
ri.eyePos_obj = Point3f(-pos.x / semiAxes.x,
-pos.y / semiAxes.y,
-pos.z / semiAxes.z) * planetMat;
ri.orientation = cameraOrientation;
ri.pixWidth = discSizeInPixels;
ri.pointScale = 2.0f * obj.radius / pixelSize;
// Set up the colors
if (ri.baseTex == NULL ||
(obj.surface->appearanceFlags & Surface::BlendTexture) != 0)
{
ri.color = obj.surface->color;
}
ri.ambientColor = ambientColor;
ri.hazeColor = obj.surface->hazeColor;
ri.specularColor = obj.surface->specularColor;
ri.specularPower = obj.surface->specularPower;
ri.useTexEnvCombine = context->getRenderPath() != GLContext::GLPath_Basic;
ri.lunarLambert = obj.surface->lunarLambert;
// See if the surface should be lit
bool lit = (obj.surface->appearanceFlags & Surface::Emissive) == 0;
// Set the OpenGL light state
unsigned int i;
for (i = 0; i < ls.nLights; i++)
{
const DirectionalLight& light = ls.lights[i];
glLightDirection(GL_LIGHT0 + i, ls.lights[i].direction_obj);
// RANT ALERT!
// This sucks, but it's necessary. glScale is used to scale a unit
// sphere up to planet size. Since normals are transformed by the
// inverse transpose of the model matrix, this means they end up
// getting scaled by a factor of 1.0 / planet radius (in km). This
// has terrible effects on lighting: the planet appears almost
// completely dark. To get around this, the GL_rescale_normal
// extension was introduced and eventually incorporated into into the
// OpenGL 1.2 standard. Of course, not everyone implemented this
// incredibly simple and essential little extension. Microsoft is
// notorious for half-assed support of OpenGL, but 3dfx should have
// known better: no Voodoo 1/2/3 drivers seem to support this
// extension. The following is an attempt to get around the problem by
// scaling the light brightness by the planet radius. According to the
// OpenGL spec, this should work fine, as clamping of colors to [0, 1]
// occurs *after* lighting. It works fine on my GeForce3 when I
// disable EXT_rescale_normal, but I'm not certain whether other
// drivers are as well behaved as nVidia's.
//
// Addendum: Unsurprisingly, using color values outside [0, 1] produces
// problems on Savage4 cards.
Vec3f lightColor = Vec3f(light.color.red(),
light.color.green(),
light.color.blue()) * light.irradiance;
if (useRescaleNormal)
{
glLightColor(GL_LIGHT0 + i, GL_DIFFUSE, lightColor);
glLightColor(GL_LIGHT0 + i, GL_SPECULAR, lightColor);
}
else
{
glLightColor(GL_LIGHT0 + i, GL_DIFFUSE, lightColor * radius);
}
glEnable(GL_LIGHT0 + i);
}
// Compute the inverse model/view matrix
Mat4f invMV = (cameraOrientation.toMatrix4() *
Mat4f::translation(Point3f(-pos.x, -pos.y, -pos.z)) *
planetMat *
Mat4f::scaling(1.0f / radius));
// The sphere rendering code uses the view frustum to determine which
// patches are visible. In order to avoid rendering patches that can't
// be seen, make the far plane of the frustum as close to the viewer
// as possible.
float frustumFarPlane = farPlaneDistance;
if (obj.model == InvalidResource)
{
// Only adjust the far plane for ellipsoidal objects
float d = pos.distanceFromOrigin();
// Account for oblateness
float eradius = min(semiAxes.x, min(semiAxes.y, semiAxes.z));
if (d > eradius)
{
// Include a fudge factor to eliminate overaggressive clipping
// due to limited floating point precision
frustumFarPlane = (float) sqrt(square(d) - square(eradius)) * 1.1f;
}
else
{
// We're inside the bounding sphere; leave the far plane alone
}
if (obj.atmosphere != NULL)
{
float atmosphereHeight = max(obj.atmosphere->cloudHeight,
obj.atmosphere->mieScaleHeight * (float) -log(AtmosphereExtinctionThreshold));
if (atmosphereHeight > 0.0f)
{
// If there's an atmosphere, we need to move the far plane
// out so that the clouds and atmosphere shell aren't clipped.
float atmosphereRadius = eradius + atmosphereHeight;
frustumFarPlane += (float) sqrt(square(atmosphereRadius) -
square(eradius));
}
}
}
// Transform the frustum into object coordinates using the
// inverse model/view matrix.
Frustum viewFrustum(degToRad(fov),
(float) windowWidth / (float) windowHeight,
nearPlaneDistance, frustumFarPlane);
viewFrustum.transform(invMV);
// Get cloud layer parameters
Texture* cloudTex = NULL;
Texture* cloudNormalMap = NULL;
float cloudTexOffset = 0.0f;
if (obj.atmosphere != NULL)
{
Atmosphere* atmosphere = const_cast<Atmosphere*>(obj.atmosphere); // Ugly cast required because MultiResTexture::find() is non-const
if ((renderFlags & ShowCloudMaps) != 0)
{
if (atmosphere->cloudTexture.tex[textureResolution] != InvalidResource)
cloudTex = atmosphere->cloudTexture.find(textureResolution);
if (atmosphere->cloudNormalMap.tex[textureResolution] != InvalidResource)
cloudNormalMap = atmosphere->cloudNormalMap.find(textureResolution);
}
if (atmosphere->cloudSpeed != 0.0f)
cloudTexOffset = (float) (-pfmod(now * atmosphere->cloudSpeed / (2 * PI), 1.0));
}
Model* model = NULL;
if (obj.model == InvalidResource)
{
// A null model indicates that this body is a sphere
if (lit)
{
switch (context->getRenderPath())
{
case GLContext::GLPath_GLSL:
renderSphere_GLSL(ri, ls, obj.rings,
const_cast<Atmosphere*>(obj.atmosphere), cloudTexOffset,
obj.radius,
textureResolution,
renderFlags,
planetMat, viewFrustum, *context);
break;
case GLContext::GLPath_NV30:
renderSphere_FP_VP(ri, viewFrustum, *context);
break;
case GLContext::GLPath_NvCombiner_ARBVP:
case GLContext::GLPath_NvCombiner_NvVP:
renderSphere_Combiners_VP(ri, ls, viewFrustum, *context);
break;
case GLContext::GLPath_NvCombiner:
renderSphere_Combiners(ri, viewFrustum, *context);
break;
case GLContext::GLPath_DOT3_ARBVP:
renderSphere_DOT3_VP(ri, ls, viewFrustum, *context);
break;
default:
renderSphereDefault(ri, viewFrustum, true, *context);
}
}
else
{
renderSphereDefault(ri, viewFrustum, false, *context);
}
}
else
{
// This is a model loaded from a file
model = GetModelManager()->find(obj.model);
if (model != NULL)
{
if (context->getRenderPath() == GLContext::GLPath_GLSL)
{
ResourceHandle texOverride = obj.surface->baseTexture.tex[textureResolution];
if (lit)
{
renderModel_GLSL(model,
ri,
texOverride,
ls,
obj.atmosphere,
obj.radius,
renderFlags,
planetMat);
}
else
{
renderModel_GLSL_Unlit(model,
ri,
texOverride,
obj.radius,
renderFlags,
planetMat);
}
for (unsigned int i = 1; i < 8;/*context->getMaxTextures();*/ i++)
{
glx::glActiveTextureARB(GL_TEXTURE0_ARB + i);
glDisable(GL_TEXTURE_2D);
}
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glx::glUseProgramObjectARB(0);
}
else
{
renderModelDefault(model, ri, lit);
}
}
}
if (obj.rings != NULL && distance <= obj.rings->innerRadius)
{
if (context->getRenderPath() == GLContext::GLPath_GLSL)
{
renderRings_GLSL(*obj.rings, ri, ls,
radius, 1.0f - obj.semiAxes.y,
textureResolution,
(renderFlags & ShowRingShadows) != 0 && lit,
detailOptions.ringSystemSections);
}
else
{
renderRings(*obj.rings, ri, radius, 1.0f - obj.semiAxes.y,
textureResolution,
context->getMaxTextures() > 1 &&
(renderFlags & ShowRingShadows) != 0 && lit,
*context,
detailOptions.ringSystemSections);
}
}
if (obj.atmosphere != NULL)
{
Atmosphere* atmosphere = const_cast<Atmosphere *>(obj.atmosphere);
// Compute the apparent thickness in pixels of the atmosphere.
// If it's only one pixel thick, it can look quite unsightly
// due to aliasing. To avoid popping, we gradually fade in the
// atmosphere as it grows from two to three pixels thick.
float fade;
float thicknessInPixels = 0.0f;
if (distance - radius > 0.0f)
{
thicknessInPixels = atmosphere->height /
((distance - radius) * pixelSize);
fade = clamp(thicknessInPixels - 2);
}
else
{
fade = 1.0f;
}
if (fade > 0 && (renderFlags & ShowAtmospheres) != 0)
{
// Only use new atmosphere code in OpenGL 2.0 path when new style parameters are defined.
// TODO: convert old style atmopshere parameters
if (context->getRenderPath() == GLContext::GLPath_GLSL &&
atmosphere->mieScaleHeight > 0.0f)
{
float atmScale = 1.0f + atmosphere->height / radius;
renderAtmosphere_GLSL(ri, ls,
atmosphere,
radius * atmScale,
planetMat,
viewFrustum,
*context);
}
else
{
glPushMatrix();
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glRotate(cameraOrientation);
renderEllipsoidAtmosphere(*atmosphere,
pos,
obj.orientation,
semiAxes,
ri.sunDir_eye,
ri.ambientColor,
thicknessInPixels,
lit);
glEnable(GL_TEXTURE_2D);
glPopMatrix();
}
}
// If there's a cloud layer, we'll render it now.
if (cloudTex != NULL)
{
glPushMatrix();
float cloudScale = 1.0f + atmosphere->cloudHeight / radius;
glScalef(cloudScale, cloudScale, cloudScale);
// If we're beneath the cloud level, render the interior of
// the cloud sphere.
if (distance - radius < atmosphere->cloudHeight)
glFrontFace(GL_CW);
if (atmosphere->cloudSpeed != 0.0f)
{
// Make the clouds appear to rotate above the surface of
// the planet. This is easier to do with the texture
// matrix than the model matrix because changing the
// texture matrix doesn't require us to compute a second
// set of model space rendering parameters.
glMatrixMode(GL_TEXTURE);
glTranslatef(cloudTexOffset, 0.0f, 0.0f);
glMatrixMode(GL_MODELVIEW);
}
glEnable(GL_LIGHTING);
glDepthMask(GL_FALSE);
cloudTex->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1, 1, 1, 1);
// Cloud layers can be trouble for the depth buffer, since they tend
// to be very close to the surface of a planet relative to the radius
// of the planet. We'll help out by offsetting the cloud layer toward
// the viewer.
if (distance > radius * 1.1f)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
}
if (lit)
{
if (context->getRenderPath() == GLContext::GLPath_GLSL)
{
renderClouds_GLSL(ri, ls,
atmosphere,
cloudTex,
cloudNormalMap,
cloudTexOffset,
obj.rings,
radius,
textureResolution,
renderFlags,
planetMat,
viewFrustum,
*context);
}
else
{
VertexProcessor* vproc = context->getVertexProcessor();
if (vproc != NULL)
{
vproc->enable();
vproc->parameter(vp::AmbientColor, ri.ambientColor * ri.color);
vproc->parameter(vp::TextureTranslation,
cloudTexOffset, 0.0f, 0.0f, 0.0f);
if (ls.nLights > 1)
vproc->use(vp::diffuseTexOffset_2light);
else
vproc->use(vp::diffuseTexOffset);
setLightParameters_VP(*vproc, ls, ri.color, Color::Black);
}
g_lodSphere->render(*context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
viewFrustum,
ri.pixWidth,
cloudTex);
if (vproc != NULL)
vproc->disable();
}
}
else
{
glDisable(GL_LIGHTING);
g_lodSphere->render(*context,
LODSphereMesh::Normals | LODSphereMesh::TexCoords0,
viewFrustum,
ri.pixWidth,
cloudTex);
glEnable(GL_LIGHTING);
}
glDisable(GL_POLYGON_OFFSET_FILL);
// Reset the texture matrix
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDepthMask(GL_TRUE);
glFrontFace(GL_CCW);
glPopMatrix();
}
}
// No separate shadow rendering pass required for GLSL path
if (ls.shadows[0] != NULL &&
ls.shadows[0]->size() != 0 &&
(obj.surface->appearanceFlags & Surface::Emissive) == 0 &&
context->getRenderPath() != GLContext::GLPath_GLSL)
{
if (context->getVertexProcessor() != NULL &&
context->getFragmentProcessor() != NULL)
{
renderEclipseShadows_Shaders(model,
*ls.shadows[0],
ri,
radius, planetMat, viewFrustum,
*context);
}
else
{
renderEclipseShadows(model,
*ls.shadows[0],
ri,
radius, planetMat, viewFrustum,
*context);
}
}
if (obj.rings != NULL &&
(obj.surface->appearanceFlags & Surface::Emissive) == 0 &&
(renderFlags & ShowRingShadows) != 0)
{
Texture* ringsTex = obj.rings->texture.find(textureResolution);
if (ringsTex != NULL)
{
Vec3f sunDir = pos - Point3f(0, 0, 0);
sunDir.normalize();
ringsTex->bind();
if (useClampToBorder &&
context->getVertexPath() != GLContext::VPath_Basic &&
context->getRenderPath() != GLContext::GLPath_GLSL)
{
renderRingShadowsVS(model,
*obj.rings,
sunDir,
ri,
radius, 1.0f - obj.semiAxes.y,
planetMat, viewFrustum,
*context);
}
}
}
if (obj.rings != NULL && distance > obj.rings->innerRadius)
{
glDepthMask(GL_FALSE);
if (context->getRenderPath() == GLContext::GLPath_GLSL)
{
renderRings_GLSL(*obj.rings, ri, ls,
radius, 1.0f - obj.semiAxes.y,
textureResolution,
(renderFlags & ShowRingShadows) != 0 && lit,
detailOptions.ringSystemSections);
}
else
{
renderRings(*obj.rings, ri, radius, 1.0f - obj.semiAxes.y,
textureResolution,
(context->hasMultitexture() &&
(renderFlags & ShowRingShadows) != 0 && lit),
*context,
detailOptions.ringSystemSections);
}
}
// Disable all light sources other than the first
for (i = 0; i < ls.nLights; i++)
glDisable(GL_LIGHT0 + i);
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
}
bool Renderer::testEclipse(const Body& receiver,
const Body& caster,
const DirectionalLight& light,
double now,
vector<EclipseShadow>& shadows)
{
// Ignore situations where the shadow casting body is much smaller than
// the receiver, as these shadows aren't likely to be relevant. Also,
// ignore eclipses where the caster is not an ellipsoid, since we can't
// generate correct shadows in this case.
if (caster.getRadius() >= receiver.getRadius() * MinRelativeOccluderRadius &&
caster.getClassification() != Body::Invisible &&
caster.extant(now) &&
caster.getModel() == InvalidResource)
{
// All of the eclipse related code assumes that both the caster
// and receiver are spherical. Irregular receivers will work more
// or less correctly, but casters that are sufficiently non-spherical
// will produce obviously incorrect shadows. Another assumption we
// make is that the distance between the caster and receiver is much
// less than the distance between the sun and the receiver. This
// approximation works everywhere in the solar system, and is likely
// valid for any orbitally stable pair of objects orbiting a star.
Point3d posReceiver = receiver.getHeliocentricPosition(now);
Point3d posCaster = caster.getHeliocentricPosition(now);
//const Star* sun = receiver.getSystem()->getStar();
//assert(sun != NULL);
//double distToSun = posReceiver.distanceFromOrigin();
//float appSunRadius = (float) (sun->getRadius() / distToSun);
float appSunRadius = light.apparentSize;
Vec3d dir = posCaster - posReceiver;
double distToCaster = dir.length() - receiver.getRadius();
float appOccluderRadius = (float) (caster.getRadius() / distToCaster);
// The shadow radius is the radius of the occluder plus some additional
// amount that depends upon the apparent radius of the sun. For
// a sun that's distant/small and effectively a point, the shadow
// radius will be the same as the radius of the occluder.
float shadowRadius = (1 + appSunRadius / appOccluderRadius) *
caster.getRadius();
// Test whether a shadow is cast on the receiver. We want to know
// if the receiver lies within the shadow volume of the caster. Since
// we're assuming that everything is a sphere and the sun is far
// away relative to the caster, the shadow volume is a
// cylinder capped at one end. Testing for the intersection of a
// singly capped cylinder is as simple as checking the distance
// from the center of the receiver to the axis of the shadow cylinder.
// If the distance is less than the sum of the caster's and receiver's
// radii, then we have an eclipse. We also need to verify that the
// receiver is behind the caster when seen from the light source.
float R = receiver.getRadius() + shadowRadius;
Vec3d lightToCasterDir = posCaster - light.position;
Vec3d receiverToCasterDir = posReceiver - posCaster;
double dist = distance(posReceiver,
Ray3d(posCaster, lightToCasterDir));
if (dist < R && lightToCasterDir * receiverToCasterDir > 0.0)
{
Vec3d sunDir = posCaster - light.position;
sunDir.normalize();
EclipseShadow shadow;
shadow.origin = Point3f((float) dir.x,
(float) dir.y,
(float) dir.z);
shadow.direction = Vec3f((float) sunDir.x,
(float) sunDir.y,
(float) sunDir.z);
shadow.penumbraRadius = shadowRadius;
shadow.umbraRadius = caster.getRadius() *
(appOccluderRadius - appSunRadius) / appOccluderRadius;
shadows.push_back(shadow);
return true;
}
}
return false;
}
void Renderer::renderPlanet(Body& body,
Point3f pos,
float distance,
float appMag,
const Observer& observer,
const Quatf& cameraOrientation,
const vector<LightSource>& lightSources,
float nearPlaneDistance,
float farPlaneDistance)
{
double now = observer.getTime();
float altitude = distance - body.getRadius();
float discSizeInPixels = body.getRadius() /
(max(nearPlaneDistance, altitude) * pixelSize);
if (discSizeInPixels > 1)
{
RenderProperties rp;
if (displayedSurface.empty())
{
rp.surface = const_cast<Surface*>(&body.getSurface());
}
else
{
rp.surface = body.getAlternateSurface(displayedSurface);
if (rp.surface == NULL)
rp.surface = const_cast<Surface*>(&body.getSurface());
}
rp.atmosphere = body.getAtmosphere();
rp.rings = body.getRings();
rp.radius = body.getRadius();
rp.semiAxes = Vec3f(1.0f, 1.0f - body.getOblateness(), 1.0f);
rp.model = body.getModel();
// Compute the orientation of the planet before axial rotation
Quatd q = body.getRotationModel()->spin(now) *
body.getEclipticalToEquatorial(now);
rp.orientation = body.getOrientation() *
Quatf((float) q.w, (float) q.x, (float) q.y, (float) q.z);
rp.locations = body.getLocations();
if (rp.locations != NULL && (labelMode & LocationLabels) != 0)
body.computeLocations();
LightingState lights;
setupObjectLighting(lightSources,
body.getHeliocentricPosition(now),
rp.orientation,
rp.semiAxes * rp.radius,
pos,
lights);
assert(lights.nLights < MaxLights);
lights.ambientColor = Vec3f(ambientColor.red(),
ambientColor.green(),
ambientColor.blue());
{
// Clear out the list of eclipse shadows
for (unsigned int li = 0; li < lights.nLights; li++)
{
eclipseShadows[li].clear();
lights.shadows[li] = &eclipseShadows[li];
}
}
// Calculate eclipse circumstances
if ((renderFlags & ShowEclipseShadows) != 0 &&
body.getClassification() != Body::Invisible &&
body.getSystem() != NULL)
{
PlanetarySystem* system = body.getSystem();
if (system->getPrimaryBody() == NULL &&
body.getSatellites() != NULL)
{
// The body is a planet. Check for eclipse shadows
// from all of its satellites.
PlanetarySystem* satellites = body.getSatellites();
if (satellites != NULL)
{
int nSatellites = satellites->getSystemSize();
for (unsigned int li = 0; li < lights.nLights; li++)
{
for (int i = 0; i < nSatellites; i++)
testEclipse(body, *satellites->getBody(i),
lights.lights[li],
now, *lights.shadows[li]);
}
}
}
else if (system->getPrimaryBody() != NULL)
{
for (unsigned int li = 0; li < lights.nLights; li++)
{
// The body is a moon. Check for eclipse shadows from
// the parent planet and all satellites in the system.
// Traverse up the hierarchy so that any parent objects
// of the parent are also considered (TODO: their child
// objects will not be checked for shadows.)
Body* planet = system->getPrimaryBody();
while (planet != NULL)
{
testEclipse(body, *planet, lights.lights[li],
now, *lights.shadows[li]);
if (planet->getSystem() != NULL)
planet = planet->getSystem()->getPrimaryBody();
else
planet = NULL;
}
int nSatellites = system->getSystemSize();
for (int i = 0; i < nSatellites; i++)
{
if (system->getBody(i) != &body)
{
testEclipse(body, *system->getBody(i),
lights.lights[li],
now, *lights.shadows[li]);
}
}
}
}
}
renderObject(pos, distance, now,
cameraOrientation, nearPlaneDistance, farPlaneDistance,
rp, lights);
if (body.getLocations() != NULL && (labelMode & LocationLabels) != 0)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
// We need a double precision body-relative position of the
// observer, otherwise location labels will tend to jitter.
Vec3d posd = (Selection(&body).getPosition(observer.getTime()) -
observer.getPosition()) * astro::microLightYearsToKilometers(1.0);
renderLocations(*body.getLocations(),
cameraOrientation,
Point3d(posd.x, posd.y, posd.z),
q,
rp.radius);
glDisable(GL_DEPTH_TEST);
}
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
if (useNewStarRendering)
{
renderObjectAsPoint(pos,
body.getRadius(),
appMag,
faintestMag,
discSizeInPixels,
body.getSurface().color,
cameraOrientation,
false, false);
}
else
{
renderBodyAsParticle(pos,
appMag,
faintestMag,
discSizeInPixels,
body.getSurface().color,
cameraOrientation,
(nearPlaneDistance + farPlaneDistance) / 2.0f,
false);
}
}
void Renderer::renderStar(const Star& star,
Point3f pos,
float distance,
float appMag,
Quatf cameraOrientation,
double now,
float nearPlaneDistance,
float farPlaneDistance)
{
if (!star.getVisibility())
return;
Color color = colorTemp->lookupColor(star.getTemperature());
float radius = star.getRadius();
float discSizeInPixels = radius / (distance * pixelSize);
if (discSizeInPixels > 1)
{
Surface surface;
RenderProperties rp;
surface.color = color;
MultiResTexture mtex = star.getTexture();
if (mtex.tex[textureResolution] != InvalidResource)
{
surface.baseTexture = mtex;
}
else
{
surface.baseTexture = InvalidResource;
}
surface.appearanceFlags |= Surface::ApplyBaseTexture;
surface.appearanceFlags |= Surface::Emissive;
rp.surface = &surface;
rp.rings = NULL;
rp.radius = star.getRadius();
rp.semiAxes = star.getEllipsoidSemiAxes();
rp.model = star.getModel();
Atmosphere atmosphere;
Color atmColor(color.red() * 0.5f, color.green() * 0.5f, color.blue() * 0.5f);
atmosphere.height = radius * CoronaHeight;
atmosphere.lowerColor = atmColor;
atmosphere.upperColor = atmColor;
atmosphere.skyColor = atmColor;
// Use atmosphere effect to give stars a fuzzy fringe
if (rp.model == InvalidResource)
rp.atmosphere = &atmosphere;
else
rp.atmosphere = NULL;
Quatd q = star.getRotationModel()->orientationAtTime(now);
rp.orientation = Quatf((float) q.w, (float) q.x, (float) q.y, (float) q.z);
renderObject(pos, distance, now,
cameraOrientation, nearPlaneDistance, farPlaneDistance,
rp, LightingState());
}
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
if (useNewStarRendering)
{
renderObjectAsPoint(pos,
star.getRadius(),
appMag,
faintestMag,
discSizeInPixels,
color,
cameraOrientation,
true, true);
}
else
{
renderBodyAsParticle(pos,
appMag,
faintestPlanetMag,
discSizeInPixels,
color,
cameraOrientation,
(nearPlaneDistance + farPlaneDistance) / 2.0f,
true);
}
}
static const int MaxCometTailPoints = 120;
static const int CometTailSlices = 48;
struct CometTailVertex
{
Point3f point;
Vec3f normal;
Point3f paraboloidPoint;
float brightness;
};
static CometTailVertex cometTailVertices[CometTailSlices * MaxCometTailPoints];
static void ProcessCometTailVertex(const CometTailVertex& v,
const Vec3f& viewDir,
float fadeDistFromSun)
{
// If fadeDistFromSun = x/x0 >= 1.0, comet tail starts fading,
// i.e. fadeFactor quickly transits from 1 to 0.
float fadeFactor = 0.5f - 0.5f * (float) tanh(fadeDistFromSun - 1.0f / fadeDistFromSun);
float shade = abs(viewDir * v.normal * v.brightness * fadeFactor);
glColor4f(0.5f, 0.5f, 0.75f, shade);
glVertex(v.point);
}
#if 0
static void ProcessCometTailVertex(const CometTailVertex& v,
const Point3f& cameraPos)
{
Vec3f viewDir = v.point - cameraPos;
viewDir.normalize();
float shade = abs(viewDir * v.normal * v.brightness);
glColor4f(0.0f, 0.5f, 1.0f, shade);
glVertex(v.point);
}
#endif
#if 0
static void ProcessCometTailVertex(const CometTailVertex& v,
const Point3f& eyePos_obj,
float b,
float h)
{
float shade = 0.0f;
Vec3f R = v.paraboloidPoint - eyePos_obj;
float c0 = b * (square(eyePos_obj.x) + square(eyePos_obj.y)) + eyePos_obj.z;
float c1 = 2 * b * (R.x * eyePos_obj.x + R.y * eyePos_obj.y) - R.z;
float c2 = b * (square(R.x) + square(R.y));
float disc = square(c1) - 4 * c0 * c2;
if (disc < 0.0f)
{
shade = 0.0f;
}
else
{
disc = (float) sqrt(disc);
float s = 1.0f / (2 * c2);
float t0 = (h - eyePos_obj.z) / R.z;
float t1 = (c1 - disc) * s;
float t2 = (c1 + disc) * s;
/*float u0 = max(t0, 0.0f); Unused*/
float u1, u2;
if (R.z < 0.0f)
{
u1 = max(t1, t0);
u2 = max(t2, t0);
}
else
{
u1 = min(t1, t0);
u2 = min(t2, t0);
}
u1 = max(0.0f, u1);
u2 = max(0.0f, u2);
shade = u2 - u1;
}
glColor4f(0.0f, 0.5f, 1.0f, shade);
glVertex(v.point);
}
#endif
// Compute a rough estimate of the visible length of the dust tail.
// TODO: This is old code that needs to be rewritten. For one thing,
// the length is inversely proportional to the distance from the sun,
// whereas the 1/distance^2 is probably more realistic. There should
// also be another parameter that specifies how active the comet is.
static float cometDustTailLength(float distanceToSun,
float radius)
{
return (1.0e8f / distanceToSun) * (radius / 5.0f) * 1.0e7f;
}
// TODO: Remove unused parameters??
void Renderer::renderCometTail(const Body& body,
Point3f pos,
double now,
const vector<LightSource>& lightSources,
float discSizeInPixels)
{
Point3f cometPoints[MaxCometTailPoints];
Point3d pos0 = body.getOrbit()->positionAtTime(now);
Point3d pos1 = body.getOrbit()->positionAtTime(now - 0.01);
Vec3d vd = pos1 - pos0;
double t = now;
/*float f = 1.0e15f; Unused*/
/*int nSteps = MaxCometTailPoints; Unused*/
/*float dt = 10000000.0f / (nSteps * (float) vd.length() * 100.0f); Unused*/
float distanceFromSun, irradiance_max = 0.0f;
unsigned int li_eff = 0; // Select the first sun as default to
// shut up compiler warnings
// Adjust the amount of triangles used for the comet tail based on
// the screen size of the comet.
float lod = min(1.0f, max(0.2f, discSizeInPixels / 1000.0f));
int nTailPoints = (int) (MaxCometTailPoints * lod);
int nTailSlices = (int) (CometTailSlices * lod);
// Find the sun with the largest irrradiance of light onto the comet
// as function of the comet's position;
// irradiance = sun's luminosity / square(distanceFromSun);
for (unsigned int li = 0; li < lightSources.size(); li++)
{
distanceFromSun = (float) (body.getHeliocentricPosition(now) -
lightSources[li].position).length();
float irradiance = lightSources[li].luminosity / square(distanceFromSun);
if (irradiance > irradiance_max )
{
li_eff = li;
irradiance_max = irradiance;
}
}
float fadeDistance = 1.0f / (float) (COMET_TAIL_ATTEN_DIST_SOL * sqrt(irradiance_max));
// direction to sun with dominant light irradiance:
Vec3d sd = body.getHeliocentricPosition(now) - lightSources[li_eff].position;
Vec3f sunDir = Vec3f((float) sd.x, (float) sd.y, (float) sd.z);
sunDir.normalize();
int i;
#if 0
for (i = 0; i < MaxCometTailPoints; i++)
{
Vec3d pd = body.getOrbit()->positionAtTime(t) - pos0;
Point3f p = Point3f((float) pd.x, (float) pd.y, (float) pd.z);
Vec3f r(p.x + (float) pos0.x,
p.y + (float) pos0.y,
p.z + (float) pos0.z);
float distance = r.length();
Vec3f a = r * ((1 / square(distance)) * f * dt);
Vec3f dx = a * (square(i * dt) * 0.5f);
cometPoints[i] = p + dx;
t -= dt;
}
#endif
float dustTailLength = cometDustTailLength((float) pos0.distanceFromOrigin(), body.getRadius());
float dustTailRadius = dustTailLength * 0.1f;
/*float comaRadius = dustTailRadius * 0.5f; Unused*/
Point3f origin(0, 0, 0);
origin -= sunDir * (body.getRadius() * 100);
for (i = 0; i < nTailPoints; i++)
{
float alpha = (float) i / (float) nTailPoints;
alpha = alpha * alpha;
cometPoints[i] = origin + sunDir * (dustTailLength * alpha);
}
// We need three axes to define the coordinate system for rendering the
// comet. The first axis is the velocity. We choose the second one
// based on the orientation of the comet. And the third is just the cross
// product of the first and second axes.
Quatd qd = body.getEclipticalToEquatorial(t);
Quatf q((float) qd.w, (float) qd.x, (float) qd.y, (float) qd.z);
Vec3f v = cometPoints[1] - cometPoints[0];
v.normalize();
Vec3f u0 = Vec3f(0, 1, 0) * q.toMatrix3();
Vec3f u1 = Vec3f(1, 0, 0) * q.toMatrix3();
Vec3f u;
if (abs(u0 * v) < abs(u1 * v))
u = v ^ u0;
else
u = v ^ u1;
u.normalize();
Vec3f w = u ^ v;
glColor4f(0.0f, 1.0f, 1.0f, 0.5f);
glPushMatrix();
glTranslate(pos);
// glx::glActiveTextureARB(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
for (i = 0; i < nTailPoints; i++)
{
float brightness = 1.0f - (float) i / (float) (nTailPoints - 1);
Vec3f v0, v1;
float sectionLength;
if (i != 0 && i != nTailPoints - 1)
{
v0 = cometPoints[i] - cometPoints[i - 1];
v1 = cometPoints[i + 1] - cometPoints[i];
sectionLength = v0.length();
v0.normalize();
v1.normalize();
Vec3f axis = v1 ^ v0;
float axisLength = axis.length();
if (axisLength > 1e-5f)
{
axis *= 1.0f / axisLength;
q.setAxisAngle(axis, (float) asin(axisLength));
Mat3f m = q.toMatrix3();
u = u * m;
v = v * m;
w = w * m;
}
}
else if (i == 0)
{
v0 = cometPoints[i + 1] - cometPoints[i];
sectionLength = v0.length();
v0.normalize();
v1 = v0;
}
else
{
v0 = v1 = cometPoints[i] - cometPoints[i - 1];
sectionLength = v0.length();
v0.normalize();
v1 = v0;
}
float radius = (float) i / (float) nTailPoints *
dustTailRadius;
float dr = (dustTailRadius / (float) nTailPoints) /
sectionLength;
float w0 = (float) atan(dr);
float w1 = (float) sqrt(1.0f - square(w0));
for (int j = 0; j < nTailSlices; j++)
{
float theta = (float) (2 * PI * (float) j / nTailSlices);
float s = (float) sin(theta);
float c = (float) cos(theta);
CometTailVertex* vtx = &cometTailVertices[i * nTailSlices + j];
vtx->normal = u * (s * w1) + w * (c * w1) + v * w0;
s *= radius;
c *= radius;
vtx->point = Point3f(cometPoints[i].x + u.x * s + w.x * c,
cometPoints[i].y + u.y * s + w.y * c,
cometPoints[i].z + u.z * s + w.z * c);
vtx->brightness = brightness;
vtx->paraboloidPoint =
Point3f(c, s, square((float) i / (float) MaxCometTailPoints));
}
}
Vec3f viewDir = pos - Point3f(0.0f, 0.0f, 0.0f);
viewDir.normalize();
glDisable(GL_CULL_FACE);
for (i = 0; i < nTailPoints - 1; i++)
{
glBegin(GL_QUAD_STRIP);
int n = i * nTailSlices;
for (int j = 0; j < nTailSlices; j++)
{
ProcessCometTailVertex(cometTailVertices[n + j], viewDir, fadeDistance);
ProcessCometTailVertex(cometTailVertices[n + j + nTailSlices],
viewDir, fadeDistance);
}
ProcessCometTailVertex(cometTailVertices[n], viewDir, fadeDistance);
ProcessCometTailVertex(cometTailVertices[n + nTailSlices],
viewDir, fadeDistance);
glEnd();
}
glEnable(GL_CULL_FACE);
glBegin(GL_LINE_STRIP);
for (i = 0; i < nTailPoints; i++)
{
glVertex(cometPoints[i]);
}
glEnd();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glPopMatrix();
}
// Render coordinate frame axes
void Renderer::renderAxes(Body& body,
Point3f pos,
float distance,
double now,
float nearPlaneDistance,
float farPlaneDistance,
RenderListEntry::RenderableType renderableType)
{
#if REFMARKS
float altitude = distance - body.getRadius();
float discSizeInPixels = body.getRadius() /
(max(nearPlaneDistance, altitude) * pixelSize);
if (discSizeInPixels <= 1)
return;
float opacity = (renderableType == RenderListEntry::RenderableFrameAxes) ? 0.5f : 1.0f;
// Compute the orientation of the body before axial rotation
Quatf orientation;
if (renderableType == RenderListEntry::RenderableFrameAxes)
{
Quatd q = body.getEclipticalToFrame(now);
orientation = Quatf((float) q.w, (float) q.x, (float) q.y, (float) q.z);
}
else
{
Quatd q = body.getEclipticalToBodyFixed(now);
orientation = Quatf::yrotation((float) PI) * Quatf((float) q.w, (float) q.x, (float) q.y, (float) q.z);
}
if (opacity == 1.0f)
{
// Enable depth buffering
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
else
{
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glDisable(GL_TEXTURE_2D);
// Apply the modelview transform for the object
glPushMatrix();
glTranslate(pos);
RenderAxisArrows(~orientation, body.getRadius() * 2.0f, opacity);
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
#endif
}
// Render sun direction arrow
void Renderer::renderSunDirection(Body& body,
Point3f pos,
float distance,
double now,
const vector<LightSource>& lightSources,
float nearPlaneDistance,
float farPlaneDistance)
{
#if REFMARKS
float altitude = distance - body.getRadius();
float discSizeInPixels = body.getRadius() /
(max(nearPlaneDistance, altitude) * pixelSize);
if (discSizeInPixels <= 1)
return;
// Enable depth buffering
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
// Apply the modelview transform for the object
glPushMatrix();
glTranslate(pos);
Point3d posd = body.getHeliocentricPosition(now);
for (vector<LightSource>::const_iterator iter = lightSources.begin(); iter != lightSources.end(); iter++)
{
Vec3d v = iter->position - posd;
v.normalize();
RenderSunDirectionArrow(Vec3f((float) v.x, (float) v.y, (float) v.z), body.getRadius() * 2.0f, 1.0f);
}
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
#endif
}
// Render arrow pointing direction of velocity (within the reference frame)
void Renderer::renderVelocityVector(Body& body,
Point3f pos,
float distance,
double now,
float nearPlaneDistance,
float farPlaneDistance)
{
#if REFMARKS
float altitude = distance - body.getRadius();
float discSizeInPixels = body.getRadius() /
(max(nearPlaneDistance, altitude) * pixelSize);
if (discSizeInPixels <= 1)
return;
// Enable depth buffering
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
// Apply the modelview transform for the object
glPushMatrix();
glTranslate(pos);
const Orbit* orbit = body.getOrbit();
if (orbit != NULL)
{
// Approximate velocity by taking the different between two orbit positions one minute apart
// TODO: switch to using velocity method of orbit class when availabe
Point3d pos0 = orbit->positionAtTime(now);
Point3d pos1 = orbit->positionAtTime(now + 1.0 / 1440.0);
Vec3d v = pos1 - pos0;
if (v.length() > 1.0e-12)
{
v.normalize();
RenderVelocityArrow(Vec3f((float) v.x, (float) v.y, (float) v.z), body.getRadius() * 2.0f, 1.0f);
}
}
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
#endif
}
// Add solar system bodies, orbits, and labels to the render list. Stars
// are handled by other methods.
void Renderer::buildRenderLists(const Star& sun,
const PlanetarySystem* solSystem,
const Observer& observer,
double now,
vector<LightSource>* lightSourceList,
bool showLabels)
{
Point3f starPos = sun.getPosition();
Point3d observerPos = astrocentricPosition(observer.getPosition(),
sun, now);
Mat3f viewMat = observer.getOrientation().toMatrix3();
Vec3f viewMatZ(viewMat[2][0], viewMat[2][1], viewMat[2][2]);
Body* lastPrimary = NULL;
Sphered primarySphere;
int nBodies = solSystem != NULL ? solSystem->getSystemSize() : 0;
for (int i = 0; i < nBodies; i++)
{
Body* body = solSystem->getBody(i);
if (!body->extant(now))
continue;
Point3d bodyPos = body->getHeliocentricPosition(now);
// We now have the positions of the observer and the planet relative
// to the sun. From these, compute the position of the planet
// relative to the observer.
Vec3d posd = bodyPos - observerPos;
// Compute the size of the planet/moon disc in pixels
double distanceFromObserver = posd.length();
float discSize = (body->getRadius() / (float) distanceFromObserver) / pixelSize;
vector<LightSource>& lightSources = *lightSourceList;
// Compute the apparent magnitude; instead of summing the reflected
// light from all nearby stars, we just consider the one with the
// highest apparent brightness.
float appMag = 100.0f;
float oppositionMag = 100.0f;
for (unsigned int li = 0; li < lightSources.size(); li++)
{
Vec3d sunPos = bodyPos - lightSources[li].position;
appMag = min(appMag, body->getApparentMagnitude(lightSources[li].luminosity, sunPos, posd));
oppositionMag = min(oppositionMag, body->getApparentMagnitude(lightSources[li].luminosity, (float) sunPos.length(), (float) distanceFromObserver));
}
Vec3f pos((float) posd.x, (float) posd.y, (float) posd.z);
if ((discSize > 1 || appMag < faintestPlanetMag) &&
body->getClassification() != Body::Invisible)
{
RenderListEntry rle;
rle.renderableType = RenderListEntry::RenderableBody;
rle.body = body;
rle.star = NULL;
// Treat all mesh objects as potentially transparent.
// TODO: implement a better test for this
//rle.isOpaque = body->getModel() == InvalidResource;
if (body->getModel() != InvalidResource && discSize > 1)
{
Model* model = GetModelManager()->find(body->getModel());
if (model == NULL)
rle.isOpaque = true;
else
rle.isOpaque = model->isOpaque();
}
else
{
rle.isOpaque = true;
}
rle.position = Point3f(pos.x, pos.y, pos.z);
rle.sun = Vec3f((float) -bodyPos.x, (float) -bodyPos.y, (float) -bodyPos.z);
rle.distance = (float) distanceFromObserver;
rle.centerZ = pos * viewMatZ;
rle.radius = body->getRadius();
rle.discSizeInPixels = discSize;
rle.appMag = appMag;
rle.lightSourceList = lightSourceList;
renderList.push_back(rle);
}
if (body->getClassification() == Body::Comet &&
(renderFlags & ShowCometTails) != 0)
{
Vec3f sunPos = Vec3f((float) -bodyPos.x, (float) -bodyPos.y, (float) -bodyPos.z);
float radius = cometDustTailLength(sunPos.length(), body->getRadius());
discSize = (radius / (float) distanceFromObserver) / pixelSize;
if (discSize > 1)
{
RenderListEntry rle;
rle.renderableType = RenderListEntry::RenderableCometTail;
rle.body = body;
rle.star = NULL;
rle.isOpaque = false;
rle.position = Point3f(pos.x, pos.y, pos.z);
rle.sun = sunPos;
rle.distance = (float) distanceFromObserver;
rle.centerZ = pos * viewMatZ;
rle.radius = radius;
rle.discSizeInPixels = discSize;
rle.appMag = appMag;
rle.lightSourceList = lightSourceList;
renderList.push_back(rle);
}
}
#if REFMARKS
if (body->getVisibleReferenceMarks() != 0)
{
if (body->referenceMarkVisible(Body::BodyAxes) && discSize > 1)
{
RenderListEntry rle;
rle.renderableType = RenderListEntry::RenderableBodyAxes;
rle.body = body;
rle.star = NULL;
rle.isOpaque = true;
rle.position = Point3f(pos.x, pos.y, pos.z);
rle.sun = Vec3f(0.0f, 0.0f, 0.0f);
rle.distance = (float) distanceFromObserver;
rle.centerZ = pos * viewMatZ;
rle.radius = body->getRadius() * 2.0f;
rle.discSizeInPixels = discSize;
rle.appMag = appMag;
rle.lightSourceList = lightSourceList;
renderList.push_back(rle);
}
if (body->referenceMarkVisible(Body::FrameAxes) && discSize > 1)
{
RenderListEntry rle;
rle.renderableType = RenderListEntry::RenderableFrameAxes;
rle.body = body;
rle.star = NULL;
rle.isOpaque = false;
rle.position = Point3f(pos.x, pos.y, pos.z);
rle.sun = Vec3f(0.0f, 0.0f, 0.0f);
rle.distance = (float) distanceFromObserver;
rle.centerZ = pos * viewMatZ;
rle.radius = body->getRadius() * 2.0f;
rle.discSizeInPixels = discSize;
rle.appMag = appMag;
rle.lightSourceList = lightSourceList;
renderList.push_back(rle);
}
if (body->referenceMarkVisible(Body::SunDirection) && discSize > 1)
{
RenderListEntry rle;
rle.renderableType = RenderListEntry::RenderableSunDirection;
rle.body = body;
rle.star = NULL;
rle.isOpaque = false;
rle.position = Point3f(pos.x, pos.y, pos.z);
rle.sun = Vec3f(0.0f, 0.0f, 0.0f);
rle.distance = (float) distanceFromObserver;
rle.centerZ = pos * viewMatZ;
rle.radius = body->getRadius() * 2.0f;
rle.discSizeInPixels = discSize;
rle.appMag = appMag;
rle.lightSourceList = lightSourceList;
renderList.push_back(rle);
}
if (body->referenceMarkVisible(Body::VelocityVector) && discSize > 1)
{
RenderListEntry rle;
rle.renderableType = RenderListEntry::RenderableVelocityVector;
rle.body = body;
rle.star = NULL;
rle.isOpaque = false;
rle.position = Point3f(pos.x, pos.y, pos.z);
rle.sun = Vec3f(0.0f, 0.0f, 0.0f);
rle.distance = (float) distanceFromObserver;
rle.centerZ = pos * viewMatZ;
rle.radius = body->getRadius() * 2.0f;
rle.discSizeInPixels = discSize;
rle.appMag = appMag;
rle.lightSourceList = lightSourceList;
renderList.push_back(rle);
}
}
#endif
if (showLabels && (pos * conjugate(observer.getOrientation()).toMatrix3()).z < 0)
{
float boundingRadiusSize = (float) (body->getOrbit()->getBoundingRadius() / distanceFromObserver) / pixelSize;
if (boundingRadiusSize > minOrbitSize)
{
Color labelColor;
bool showLabel = false;
float opacity = sizeFade(boundingRadiusSize, minOrbitSize, 2.0f);
switch (body->getClassification())
{
case Body::Planet:
if ((labelMode & PlanetLabels) != 0)
{
labelColor = PlanetLabelColor;
showLabel = true;
}
break;
case Body::Moon:
if ((labelMode & MoonLabels) != 0)
{
labelColor = MoonLabelColor;
showLabel = true;
}
break;
case Body::Asteroid:
if ((labelMode & AsteroidLabels) != 0)
{
labelColor = AsteroidLabelColor;
showLabel = true;
}
break;
case Body::Comet:
if ((labelMode & CometLabels) != 0)
{
labelColor = CometLabelColor;
showLabel = true;
}
break;
case Body::Spacecraft:
if ((labelMode & SpacecraftLabels) != 0)
{
labelColor = SpacecraftLabelColor;
showLabel = true;
}
break;
default:
labelColor = Color::Black;
break;
}
labelColor = Color(labelColor, opacity * labelColor.alpha());
if (showLabel && !body->getName().empty())
{
bool isBehindPrimary = false;
Body* primary = body->getSystem()->getPrimaryBody();
if (primary != NULL && (primary->getClassification() & Body::Invisible) != 0)
{
if (primary->getSystem() != NULL)
primary = primary->getSystem()->getPrimaryBody();
}
// Position the label slightly in front of the object along a line from
// object center to viewer.
pos = pos * (1.0f - body->getBoundingRadius() * 1.01f / pos.length());
// Try and position the label so that it's not partially
// occluded by other objects. We'll consider just the object
// that the labeled body is orbiting (its primary) as a
// potential occluder. If a ray from the viewer to labeled
// object center intersects the occluder first, skip
// rendering the object label. Otherwise, ensure that the
// label is completely in front of the primary by projecting
// it onto the plane tangent to the primary at the
// viewer-primary intersection point. Whew. Don't do any of
// this if the primary isn't an ellipsoid.
//
// This only handles the problem of partial label occlusion
// for low orbiting and surface positioned objects, but that
// case is *much* more common than other possibilities.
if (primary != NULL && primary->getModel() == InvalidResource)
{
// In the typical case, we're rendering labels for many
// objects that orbit the same primary. Avoid repeatedly
// calling getPosition() by caching the last primary
// position.
if (primary != lastPrimary)
{
Vec3d v = primary->getHeliocentricPosition(now) - observerPos;
primarySphere = Sphered(Point3d(v.x, v.y, v.z),
primary->getRadius());
lastPrimary = primary;
}
Ray3d testRay(Point3d(0.0, 0.0, 0.0), Vec3d(pos.x, pos.y, pos.z));
// Test the viewer-to-labeled object ray against
// the primary sphere (TODO: handle ellipsoids)
double t = 0.0;
if (testIntersection(testRay, primarySphere, t))
{
// Center of labeled object is behind primary
// sphere; mark it for rejection.
isBehindPrimary = t < 1.0;
}
if (!isBehindPrimary)
{
// Not rejected. Compute the plane tangent to
// the primary at the viewer-to-primary
// intersection point.
Vec3d primaryVec(primarySphere.center.x,
primarySphere.center.y,
primarySphere.center.z);
double distToPrimary = primaryVec.length();
Planed primaryTangentPlane(primaryVec, primaryVec * (primaryVec * (1.0 - primarySphere.radius / distToPrimary)));
// Compute the intersection of the viewer-to-labeled
// object ray with the tangent plane.
float u = (float) (primaryTangentPlane.d / (primaryTangentPlane.normal * Vec3d(pos.x, pos.y, pos.z)));
// If the intersection point is closer to the viewer
// than the label, then project the label onto the
// tangent plane.
if (u < 1.0f && u > 0.0f)
{
pos = pos * u;
}
}
}
addSortedLabel(body->getName(true), labelColor,
Point3f(pos.x, pos.y, pos.z));
}
}
}
// Only show orbits for major bodies or selected objects
if ((renderFlags & ShowOrbits) != 0 &&
((body->getClassification() & orbitMask) != 0 || body == highlightObject.body()))
{
Point3d orbitOrigin(0.0, 0.0, 0.0);
if (body->getOrbitFrame())
{
Selection centerObject = body->getOrbitFrame()->getCenter();
if (centerObject.body() != NULL)
{
orbitOrigin = centerObject.body()->getHeliocentricPosition(now);
}
else if (centerObject.star() != NULL)
{
if (centerObject.star() != &sun)
{
Vec3d v = (centerObject.star()->getPosition(now) - sun.getPosition(now)) * astro::microLightYearsToKilometers(1.0);
orbitOrigin = Point3d(v.x, v.y, v.z);
}
}
}
else if (body->getOrbitBarycenter())
{
orbitOrigin = body->getOrbitBarycenter()->getHeliocentricPosition(now);
}
// Calculate the origin of the orbit relative to the observer
Vec3d relOrigin = orbitOrigin - observerPos;
Vec3f origf((float) relOrigin.x, (float) relOrigin.y, (float) relOrigin.z);
// Compute the size of the orbit in pixels
double originDistance = posd.length();
double boundingRadius = body->getOrbit()->getBoundingRadius();
float orbitRadiusInPixels = (float) (boundingRadius / (originDistance * pixelSize));
if (orbitRadiusInPixels > minOrbitSize)
{
// Add the orbit of this body to the list of orbits to be rendered
OrbitPathListEntry path;
path.body = body;
path.star = NULL;
path.centerZ = origf * viewMatZ;
path.radius = (float) boundingRadius;
path.origin = Point3f(origf.x, origf.y, origf.z);
path.opacity = sizeFade(orbitRadiusInPixels, minOrbitSize, 2.0f);
orbitPathList.push_back(path);
}
}
// Only render the satellites of bodies brighter than the threshold
// magnitude. Ignore the phase and use the opposition magnitude so
// that satellites don't disappear unexpectedly (during a solar transit
// for example.)
if (oppositionMag < faintestPlanetMag || (body->getClassification() & Body::Invisible) != 0)
{
const PlanetarySystem* satellites = body->getSatellites();
if (satellites != NULL)
{
buildRenderLists(sun, satellites, observer,
now, lightSourceList, showLabels);
}
}
}
}
// Add a star orbit to the render list
void Renderer::addStarOrbitToRenderList(const Star& star,
const Observer& observer,
double now)
{
// If the star isn't fixed, add its orbit to the render list
if ((renderFlags & ShowOrbits) != 0 &&
((orbitMask & Body::Stellar) != 0 || highlightObject.star() == &star))
{
Mat3f viewMat = observer.getOrientation().toMatrix3();
Vec3f viewMatZ(viewMat[2][0], viewMat[2][1], viewMat[2][2]);
if (star.getOrbit() != NULL)
{
// Get orbit origin relative to the observer
Vec3d orbitOrigin = star.getOrbitBarycenterPosition(now) - observer.getPosition();
orbitOrigin *= astro::microLightYearsToKilometers(1.0);
Vec3f origf((float) orbitOrigin.x, (float) orbitOrigin.y, (float) orbitOrigin.z);
// Compute the size of the orbit in pixels
double originDistance = orbitOrigin.length();
double boundingRadius = star.getOrbit()->getBoundingRadius();
float orbitRadiusInPixels = (float) (boundingRadius / (originDistance * pixelSize));
if (orbitRadiusInPixels > minOrbitSize)
{
// Add the orbit of this body to the list of orbits to be rendered
OrbitPathListEntry path;
path.star = &star;
path.body = NULL;
path.centerZ = origf * viewMatZ;
path.radius = (float) boundingRadius;
path.origin = Point3f(origf.x, origf.y, origf.z);
path.opacity = sizeFade(orbitRadiusInPixels, minOrbitSize, 2.0f);
orbitPathList.push_back(path);
}
}
}
}
template <class OBJ, class PREC> class ObjectRenderer : public OctreeProcessor<OBJ, PREC>
{
public:
ObjectRenderer(const PREC distanceLimit);
void process(const OBJ&, PREC, float) {};
public:
const Observer* observer;
GLContext* context;
Renderer* renderer;
Vec3f viewNormal;
float fov;
float size;
float pixelSize;
float faintestMag;
float faintestMagNight;
float saturationMag;
float brightnessScale;
float brightnessBias;
float distanceLimit;
// Objects brighter than labelThresholdMag will be labeled
float labelThresholdMag;
// These are not fully used by this template's descendants
// but we place them here just in case a more sophisticated
// rendering scheme is implemented:
int nRendered;
int nClose;
int nBright;
int nProcessed;
int nLabelled;
int renderFlags;
int labelMode;
};
template <class OBJ, class PREC>
ObjectRenderer<OBJ, PREC>::ObjectRenderer(const PREC _distanceLimit) :
distanceLimit((float) _distanceLimit),
nRendered (0),
nClose (0),
nBright (0),
nProcessed (0),
nLabelled (0)
{
}
class StarRenderer : public ObjectRenderer<Star, float>
{
public:
StarRenderer();
void process(const Star& star, float distance, float appMag);
public:
Point3f obsPos;
vector<Renderer::Particle>* glareParticles;
vector<RenderListEntry>* renderList;
Renderer::StarVertexBuffer* starVertexBuffer;
Renderer::PointStarVertexBuffer* pointStarVertexBuffer;
const StarDatabase* starDB;
bool useScaledDiscs;
GLenum starPrimitive;
float maxDiscSize;
float cosFOV;
const ColorTemperatureTable* colorTemp;
};
StarRenderer::StarRenderer() :
ObjectRenderer<Star, float>(STAR_DISTANCE_LIMIT),
starVertexBuffer (NULL),
pointStarVertexBuffer(NULL),
useScaledDiscs (false),
maxDiscSize (1.0f),
cosFOV (1.0f),
colorTemp (NULL)
{
}
void StarRenderer::process(const Star& star, float distance, float appMag)
{
nProcessed++;
Point3f starPos = star.getPosition();
Vec3f relPos = starPos - obsPos;
float orbitalRadius = star.getOrbitalRadius();
bool hasOrbit = orbitalRadius > 0.0f;
if (distance > distanceLimit)
return;
if (relPos * viewNormal > 0 || relPos.x * relPos.x < 0.1f || hasOrbit)
{
Color starColor = colorTemp->lookupColor(star.getTemperature());
float renderDistance = distance;
float s = renderDistance * size;
float discSizeInPixels = 0.0f;
float orbitSizeInPixels = 0.0f;
if (hasOrbit)
orbitSizeInPixels = orbitalRadius / (distance * pixelSize);
// Special handling for stars less than one light year away . . .
// We can't just go ahead and render a nearby star in the usual way
// for two reasons:
// * It may be clipped by the near plane
// * It may be large enough that we should render it as a mesh
// instead of a particle
// It's possible that the second condition might apply for stars
// further than one light year away if the star is huge, the fov is
// very small and the resolution is high. We'll ignore this for now
// and use the most inexpensive test possible . . .
if (distance < 1.0f || orbitSizeInPixels > 1.0f)
{
// Compute the position of the observer relative to the star.
// This is a much more accurate (and expensive) distance
// calculation than the previous one which used the observer's
// position rounded off to floats.
Point3d hPos = astrocentricPosition(observer->getPosition(),
star,
observer->getTime());
relPos = Vec3f((float) hPos.x, (float) hPos.y, (float) hPos.z) *
-astro::kilometersToLightYears(1.0f),
distance = relPos.length();
// Recompute apparent magnitude using new distance computation
appMag = astro::absToAppMag(star.getAbsoluteMagnitude(), distance);
float f = RenderDistance / distance;
renderDistance = RenderDistance;
starPos = obsPos + relPos * f;
float radius = star.getRadius();
discSizeInPixels = radius / astro::lightYearsToKilometers(distance) / pixelSize;
++nClose;
}
// Place labels for stars brighter than the specified label threshold brightness
if ((labelMode & Renderer::StarLabels) && appMag < labelThresholdMag)
{
Vec3f starDir = relPos;
starDir.normalize();
if (dot(starDir, viewNormal) > cosFOV)
{
char nameBuffer[Renderer::MaxLabelLength];
starDB->getStarName(star, nameBuffer, sizeof(nameBuffer));
float distr = 3.5f * (labelThresholdMag - appMag)/labelThresholdMag;
if (distr > 1.0f)
distr = 1.0f;
renderer->addLabel(nameBuffer,
Color(Renderer::StarLabelColor, distr * Renderer::StarLabelColor.alpha()),
Point3f(relPos.x, relPos.y, relPos.z));
nLabelled++;
}
}
// Stars closer than the maximum solar system size are actually
// added to the render list and depth sorted, since they may occlude
// planets.
if (distance > MaxSolarSystemSize)
{
float alpha = (faintestMag - appMag) * brightnessScale + brightnessBias;
float pointSize;
if (useScaledDiscs)
{
float discSize = size;
if (alpha < 0.0f)
{
alpha = 0.0f;
}
else if (alpha > 1.0f)
{
discSize = min(discSize * (2.0f * alpha - 1.0f), maxDiscSize);
alpha = 1.0f;
}
pointSize = discSize;
}
else
{
alpha = clamp(alpha);
pointSize = size;
}
if (starPrimitive == GL_POINTS)
{
pointStarVertexBuffer->addStar(starPos,
Color(starColor, alpha),
pointSize);
}
else
{
starVertexBuffer->addStar(starPos,
Color(starColor, alpha),
pointSize * renderDistance);
}
++nRendered;
// If the star is brighter than the saturation magnitude, add a
// halo around it to make it appear more brilliant. This is a
// hack to compensate for the limited dynamic range of monitors.
if (appMag < saturationMag)
{
Renderer::Particle p;
p.center = starPos;
p.size = size;
p.color = Color(starColor, alpha);
alpha = GlareOpacity * clamp((appMag - saturationMag) * -0.8f);
s = renderDistance * 0.001f * (3 - (appMag - saturationMag)) * 2;
if (s > p.size * 3)
{
p.size = s * 2.0f/(1.0f + FOV/fov);
}
else
{
if (s > p.size * 3)
p.size = s * 2.0f; //2.0f/(1.0f +FOV/fov);
else
p.size = p.size * 3;
p.size *= 1.6f;
}
p.color = Color(starColor, alpha);
glareParticles->insert(glareParticles->end(), p);
++nBright;
}
}
else
{
Mat3f viewMat = observer->getOrientation().toMatrix3();
Vec3f viewMatZ(viewMat[2][0], viewMat[2][1], viewMat[2][2]);
RenderListEntry rle;
rle.renderableType = RenderListEntry::RenderableStar;
rle.star = &star;
rle.body = NULL;
rle.isOpaque = true;
// Objects in the render list are always rendered relative to
// a viewer at the origin--this is different than for distant
// stars.
float scale = astro::lightYearsToKilometers(1.0f);
rle.position = Point3f(relPos.x * scale, relPos.y * scale, relPos.z * scale);
rle.centerZ = Vec3f(rle.position.x, rle.position.y, rle.position.z) * viewMatZ;
rle.distance = rle.position.distanceFromOrigin();
rle.radius = star.getRadius();
rle.discSizeInPixels = discSizeInPixels;
rle.appMag = appMag;
renderList->insert(renderList->end(), rle);
}
}
}
class PointStarRenderer : public ObjectRenderer<Star, float>
{
public:
PointStarRenderer();
void process(const Star& star, float distance, float appMag);
public:
Point3f obsPos;
vector<RenderListEntry>* renderList;
Renderer::PointStarVertexBuffer* starVertexBuffer;
Renderer::PointStarVertexBuffer* glareVertexBuffer;
const StarDatabase* starDB;
bool useScaledDiscs;
GLenum starPrimitive;
float maxDiscSize;
float cosFOV;
const ColorTemperatureTable* colorTemp;
};
PointStarRenderer::PointStarRenderer() :
ObjectRenderer<Star, float>(STAR_DISTANCE_LIMIT),
starVertexBuffer (NULL),
useScaledDiscs (false),
maxDiscSize (1.0f),
cosFOV (1.0f),
colorTemp (NULL)
{
}
void PointStarRenderer::process(const Star& star, float distance, float appMag)
{
nProcessed++;
Point3f starPos = star.getPosition();
Vec3f relPos = starPos - obsPos;
float orbitalRadius = star.getOrbitalRadius();
bool hasOrbit = orbitalRadius > 0.0f;
if (distance > distanceLimit)
return;
// A very rough check to see if the star may be visible: is the star in
// front of the viewer? If the star might be close (relPos.x^2 < 0.1) or
// is moving in an orbit, we'll always regard it as potentially visible.
// TODO: consider normalizing relPos and comparing relPos*viewNormal against
// cosFOV--this will cull many more stars than relPos*viewNormal, at the
// cost of a normalize per star.
if (relPos * viewNormal > 0 || relPos.x * relPos.x < 0.1f || hasOrbit)
{
Color starColor = colorTemp->lookupColor(star.getTemperature());
float renderDistance = distance;
/*float s = renderDistance * size; Unused*/
float discSizeInPixels = 0.0f;
float orbitSizeInPixels = 0.0f;
if (hasOrbit)
orbitSizeInPixels = orbitalRadius / (distance * pixelSize);
// Special handling for stars less than one light year away . . .
// We can't just go ahead and render a nearby star in the usual way
// for two reasons:
// * It may be clipped by the near plane
// * It may be large enough that we should render it as a mesh
// instead of a particle
// It's possible that the second condition might apply for stars
// further than one light year away if the star is huge, the fov is
// very small and the resolution is high. We'll ignore this for now
// and use the most inexpensive test possible . . .
if (distance < 1.0f || orbitSizeInPixels > 1.0f)
{
// Compute the position of the observer relative to the star.
// This is a much more accurate (and expensive) distance
// calculation than the previous one which used the observer's
// position rounded off to floats.
Point3d hPos = astrocentricPosition(observer->getPosition(),
star,
observer->getTime());
relPos = Vec3f((float) hPos.x, (float) hPos.y, (float) hPos.z) *
-astro::kilometersToLightYears(1.0f),
distance = relPos.length();
// Recompute apparent magnitude using new distance computation
appMag = astro::absToAppMag(star.getAbsoluteMagnitude(), distance);
float f = RenderDistance / distance;
renderDistance = RenderDistance;
starPos = obsPos + relPos * f;
float radius = star.getRadius();
discSizeInPixels = radius / astro::lightYearsToKilometers(distance) / pixelSize;
++nClose;
}
// Place labels for stars brighter than the specified label threshold brightness
if ((labelMode & Renderer::StarLabels) && appMag < labelThresholdMag)
{
Vec3f starDir = relPos;
starDir.normalize();
if (dot(starDir, viewNormal) > cosFOV)
{
char nameBuffer[Renderer::MaxLabelLength];
starDB->getStarName(star, nameBuffer, sizeof(nameBuffer));
float distr = 3.5f * (labelThresholdMag - appMag)/labelThresholdMag;
if (distr > 1.0f)
distr = 1.0f;
renderer->addLabel(nameBuffer,
Color(Renderer::StarLabelColor, distr * Renderer::StarLabelColor.alpha()),
Point3f(relPos.x, relPos.y, relPos.z));
nLabelled++;
}
}
// Stars closer than the maximum solar system size are actually
// added to the render list and depth sorted, since they may occlude
// planets.
if (distance > MaxSolarSystemSize)
{
float satPoint = faintestMag - (1.0f - brightnessBias) / brightnessScale; // TODO: precompute this value
float alpha = (faintestMag - appMag) * brightnessScale + brightnessBias;
if (useScaledDiscs)
{
float discSize = size;
if (alpha < 0.0f)
{
alpha = 0.0f;
}
else if (alpha > 1.0f)
{
float discScale = min(MaxScaledDiscStarSize, (float) pow(2.0f, 0.3f * (satPoint - appMag)));
discSize *= discScale;
float glareAlpha = min(0.5f, discScale / 4.0f);
glareVertexBuffer->addStar(starPos, Color(starColor, glareAlpha), discSize * 3.0f);
alpha = 1.0f;
}
starVertexBuffer->addStar(starPos, Color(starColor, alpha), discSize);
}
else
{
if (alpha < 0.0f)
{
alpha = 0.0f;
}
else if (alpha > 1.0f)
{
float discScale = min(100.0f, satPoint - appMag + 2.0f);
float glareAlpha = min(GlareOpacity, (discScale - 2.0f) / 4.0f);
glareVertexBuffer->addStar(starPos, Color(starColor, glareAlpha), 2.0f * discScale * size);
}
starVertexBuffer->addStar(starPos, Color(starColor, alpha), size);
}
++nRendered;
}
else
{
Mat3f viewMat = observer->getOrientation().toMatrix3();
Vec3f viewMatZ(viewMat[2][0], viewMat[2][1], viewMat[2][2]);
RenderListEntry rle;
rle.renderableType = RenderListEntry::RenderableStar;
rle.star = &star;
rle.body = NULL;
// Objects in the render list are always rendered relative to
// a viewer at the origin--this is different than for distant
// stars.
float scale = astro::lightYearsToKilometers(1.0f);
rle.position = Point3f(relPos.x * scale, relPos.y * scale, relPos.z * scale);
rle.centerZ = Vec3f(rle.position.x, rle.position.y, rle.position.z) * viewMatZ;
rle.distance = rle.position.distanceFromOrigin();
rle.radius = star.getRadius();
rle.discSizeInPixels = discSizeInPixels;
rle.appMag = appMag;
renderList->insert(renderList->end(), rle);
}
}
}
static Point3f microLYToLY(const Point3f& p)
{
return Point3f(p.x * 1e-6f, p.y * 1e-6f, p.z * 1e-6f);
}
// Calculate the maximum field of view (from top left corner to bottom right) of
// a frustum with the specified aspect ratio (width/height) and vertical field of
// view. We follow the convention used elsewhere and use units of degrees for
// the field of view angle.
static double calcMaxFOV(double fovY_degrees, double aspectRatio)
{
double l = 1.0 / tan(degToRad(fovY_degrees / 2.0));
return radToDeg(atan(sqrt(aspectRatio * aspectRatio + 1.0) / l)) * 2.0;
}
void Renderer::renderStars(const StarDatabase& starDB,
float faintestMagNight,
const Observer& observer)
{
StarRenderer starRenderer;
Point3f obsPos = microLYToLY((Point3f) observer.getPosition());
starRenderer.context = context;
starRenderer.renderer = this;
starRenderer.starDB = &starDB;
starRenderer.observer = &observer;
starRenderer.obsPos = obsPos;
starRenderer.viewNormal = Vec3f(0, 0, -1) * observer.getOrientation().toMatrix3();
starRenderer.glareParticles = &glareParticles;
starRenderer.renderList = &renderList;
starRenderer.starVertexBuffer = starVertexBuffer;
starRenderer.pointStarVertexBuffer = pointStarVertexBuffer;
starRenderer.fov = fov;
starRenderer.cosFOV = (float) cos(degToRad(calcMaxFOV(fov, (float) windowWidth / (float) windowHeight)) / 2.0f);
// size/pixelSize =0.86 at 120deg, 1.43 at 45deg and 1.6 at 0deg.
starRenderer.size = pixelSize * 1.6f / corrFac;
starRenderer.pixelSize = pixelSize;
starRenderer.brightnessScale = brightnessScale * corrFac;
starRenderer.brightnessBias = brightnessBias;
starRenderer.faintestMag = faintestMag;
starRenderer.faintestMagNight = faintestMagNight;
starRenderer.saturationMag = saturationMag;
starRenderer.distanceLimit = distanceLimit;
starRenderer.labelMode = labelMode;
// = 1.0 at startup
float effDistanceToScreen = mmToInches((float) REF_DISTANCE_TO_SCREEN) * pixelSize * getScreenDpi();
starRenderer.labelThresholdMag = max(1.0f, (faintestMag - 4.0f) * (1.0f - 0.5f * (float) log10(effDistanceToScreen)));
if (starStyle == PointStars || useNewStarRendering)
{
starRenderer.starPrimitive = GL_POINTS;
//starRenderer.size = 3.2f;
}
else
{
starRenderer.starPrimitive = GL_QUADS;
}
if (starStyle == ScaledDiscStars)
{
starRenderer.useScaledDiscs = true;
starRenderer.brightnessScale *= 2.0f;
starRenderer.maxDiscSize = starRenderer.size * MaxScaledDiscStarSize;
}
starRenderer.colorTemp = colorTemp;
glareParticles.clear();
starVertexBuffer->setBillboardOrientation(observer.getOrientation());
glEnable(GL_TEXTURE_2D);
if (useNewStarRendering)
gaussianDiscTex->bind();
else
starTex->bind();
if (starRenderer.starPrimitive == GL_POINTS)
{
// Point primitives (either real points or point sprites)
if (starStyle == PointStars)
starRenderer.pointStarVertexBuffer->startPoints(*context);
else
starRenderer.pointStarVertexBuffer->startSprites(*context);
}
else
{
// Use quad primitives
starRenderer.starVertexBuffer->start();
}
starDB.findVisibleStars(starRenderer,
obsPos,
observer.getOrientation(),
degToRad(fov),
(float) windowWidth / (float) windowHeight,
faintestMagNight);
if (starRenderer.starPrimitive == GL_POINTS)
starRenderer.pointStarVertexBuffer->finish();
else
starRenderer.starVertexBuffer->finish();
gaussianGlareTex->bind();
renderParticles(glareParticles, observer.getOrientation());
}
void Renderer::renderPointStars(const StarDatabase& starDB,
float faintestMagNight,
const Observer& observer)
{
Point3f obsPos = microLYToLY((Point3f) observer.getPosition());
PointStarRenderer starRenderer;
starRenderer.context = context;
starRenderer.renderer = this;
starRenderer.starDB = &starDB;
starRenderer.observer = &observer;
starRenderer.obsPos = obsPos;
starRenderer.viewNormal = Vec3f(0, 0, -1) * observer.getOrientation().toMatrix3();
starRenderer.renderList = &renderList;
starRenderer.starVertexBuffer = pointStarVertexBuffer;
starRenderer.glareVertexBuffer = glareVertexBuffer;
starRenderer.fov = fov;
starRenderer.cosFOV = (float) cos(degToRad(calcMaxFOV(fov, (float) windowWidth / (float) windowHeight)) / 2.0f);
starRenderer.pixelSize = pixelSize;
starRenderer.brightnessScale = brightnessScale * corrFac;
starRenderer.brightnessBias = brightnessBias;
starRenderer.faintestMag = faintestMag;
starRenderer.faintestMagNight = faintestMagNight;
starRenderer.saturationMag = saturationMag;
starRenderer.distanceLimit = distanceLimit;
starRenderer.labelMode = labelMode;
// = 1.0 at startup
float effDistanceToScreen = mmToInches((float) REF_DISTANCE_TO_SCREEN) * pixelSize * getScreenDpi();
starRenderer.labelThresholdMag = 1.2f * max(1.0f, (faintestMag - 4.0f) * (1.0f - 0.5f * (float) log10(effDistanceToScreen)));
starRenderer.size = BaseStarDiscSize;
if (starStyle == ScaledDiscStars)
{
starRenderer.useScaledDiscs = true;
starRenderer.brightnessScale *= 2.0f;
starRenderer.maxDiscSize = starRenderer.size * MaxScaledDiscStarSize;
}
else if (starStyle == FuzzyPointStars)
{
starRenderer.brightnessScale *= 1.0f;
}
starRenderer.colorTemp = colorTemp;
glEnable(GL_TEXTURE_2D);
gaussianDiscTex->bind();
starRenderer.starVertexBuffer->setTexture(gaussianDiscTex);
starRenderer.glareVertexBuffer->setTexture(gaussianGlareTex);
starRenderer.glareVertexBuffer->startSprites(*context);
if (starStyle == PointStars)
starRenderer.starVertexBuffer->startPoints(*context);
else
starRenderer.starVertexBuffer->startSprites(*context);
starDB.findVisibleStars(starRenderer,
obsPos,
observer.getOrientation(),
degToRad(fov),
(float) windowWidth / (float) windowHeight,
faintestMagNight);
starRenderer.starVertexBuffer->render();
starRenderer.glareVertexBuffer->render();
starRenderer.starVertexBuffer->finish();
starRenderer.glareVertexBuffer->finish();
}
class DSORenderer : public ObjectRenderer<DeepSkyObject*, double>
{
public:
DSORenderer();
void process(DeepSkyObject* const &, double, float);
public:
Point3d obsPos;
DSODatabase* dsoDB;
Frustum frustum;
Mat3f orientationMatrix;
int wWidth;
int wHeight;
double avgAbsMag;
};
DSORenderer::DSORenderer() :
ObjectRenderer<DeepSkyObject*, double>(DSO_OCTREE_ROOT_SIZE),
frustum(degToRad(45.0f), 1.0f, 1.0f)
{
}
void DSORenderer::process(DeepSkyObject* const & dso,
double distanceToDSO,
float absMag)
{
if (distanceToDSO > distanceLimit)
return;
Point3d dsoPos = dso->getPosition();
Vec3f relPos = Vec3f((float)(dsoPos.x - obsPos.x),
(float)(dsoPos.y - obsPos.y),
(float)(dsoPos.z - obsPos.z));
Point3d center = Point3d(0.0f, 0.0f, 0.0f) + relPos * orientationMatrix;
float appMag = astro::absToAppMag(absMag, (float) distanceToDSO);
// Test the object's bounding sphere against the view frustum. If we
// avoid this stage, overcrowded octree cells may hit performance badly:
// each object (even if it's not visible) would be sent to the OpenGL
// pipeline.
if (renderFlags & dso->getRenderMask())
{
double dsoRadius = dso->getRadius();
if (frustum.testSphere(center, dsoRadius) != Frustum::Outside)
{
// display looks satisfactory for 0.2 < brightness < O(1.0)
// Ansatz: brightness = a - b*appMag(distanceToDSO), emulates eye sensitivity...
// determine a,b such that
// a-b*absMag = absMag/avgAbsMag ~ 1; a-b*faintestMag = 0.2
// the 2nd eqn guarantees that the faintest galaxies are still visible.
// the parameters in the 'close' correction function are fixed by matching
// the gradients at 10 pc and by: close (10 pc) = 0.
// ri adjusts the Milky Way brightness as viewed from "inside" (e.g. from Earth).
double ri = -0.1, pc10 = 32.6167;
double r = absMag / avgAbsMag;
double num = 5 * (absMag - faintestMag);
double a = r * (avgAbsMag - 5 * faintestMag) / num;
double b = (1.0 - 5 * r) / num;
double close = (distanceToDSO > -10.0)?
-4.3429448 * b * log((pc10 + distanceToDSO)/(2 * pc10)): ri;
// note: 10.0 / log(10.0) = 4.3429448
if (distanceToDSO < 0)
distanceToDSO = 0;
double brightness = (distanceToDSO >= pc10)? a - b * appMag: r + close;
brightness = 2.3 * brightness * (faintestMag - 4.75)/renderer->getFaintestAM45deg();
if (brightness < 0.0)
brightness = 0.0;
if (dsoRadius < 1000.0)
{
// Small objects may be prone to clipping; give them special
// handling. We don't want to always set the projection
// matrix, since that could be expensive with large galaxy
// catalogs.
float nearZ = (float) (distanceToDSO / 2);
float farZ = (float) (distanceToDSO + dsoRadius * 2 * CubeCornerToCenterDistance);
if (nearZ < dsoRadius * 0.001)
{
nearZ = (float) (dsoRadius * 0.001);
farZ = nearZ * 10000.0f;
}
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPerspective(fov,
(float) wWidth / (float) wHeight,
nearZ,
farZ);
glMatrixMode(GL_MODELVIEW);
}
glPushMatrix();
glTranslate(relPos);
dso->render(*context,
relPos,
observer->getOrientation(),
(float) brightness,
pixelSize);
glPopMatrix();
#if 1
if (dsoRadius < 1000.0)
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
#endif
} // frustum test
} // renderFlags check
// Only render those labels that are in front of the camera:
// Place labels for DSOs brighter than the specified label threshold brightness
//
unsigned int labelMask = dso->getLabelMask();
if ((labelMask & labelMode) && dot(relPos, viewNormal) > 0)
{
Color labelColor;
float appMagEff = 6.0f;
float step = 6.0f;
// Use magnitude based fading for galaxies, and distance based
// fading for nebulae and open clusters.
switch (labelMask)
{
case Renderer::NebulaLabels:
labelColor = Renderer::NebulaLabelColor;
appMagEff = astro::absToAppMag(-7.5f, (float) distanceToDSO);
step = 6.0f;
break;
case Renderer::OpenClusterLabels:
labelColor = Renderer::OpenClusterLabelColor;
appMagEff = astro::absToAppMag(-6.0f, (float) distanceToDSO);
step = 4.0f;
break;
case Renderer::GalaxyLabels:
labelColor = Renderer::GalaxyLabelColor;
appMagEff = appMag;
step = 6.0f;
break;
default:
// Unrecognized object class
labelColor = Color::White;
appMagEff = appMag;
step = 6.0f;
break;
}
if (appMagEff < labelThresholdMag)
{
// introduce distance dependent label transparency.
float distr = step * (labelThresholdMag - appMagEff) / labelThresholdMag;
if (distr > 1.0f)
distr = 1.0f;
renderer->addLabel(dsoDB->getDSOName(dso),
Color(labelColor, distr * labelColor.alpha()),
Point3f(relPos.x, relPos.y, relPos.z));
}
}
}
void Renderer::renderDeepSkyObjects(const Universe& universe,
const Observer& observer,
const float faintestMagNight)
{
DSORenderer dsoRenderer;
Point3d obsPos = (Point3d) observer.getPosition();
obsPos.x *= 1e-6;
obsPos.y *= 1e-6;
obsPos.z *= 1e-6;
DSODatabase* dsoDB = universe.getDSOCatalog();
dsoRenderer.context = context;
dsoRenderer.renderer = this;
dsoRenderer.dsoDB = dsoDB;
dsoRenderer.orientationMatrix = conjugate(observer.getOrientation()).toMatrix3();
dsoRenderer.observer = &observer;
dsoRenderer.obsPos = obsPos;
dsoRenderer.viewNormal = Vec3f(0, 0, -1) * observer.getOrientation().toMatrix3();
dsoRenderer.fov = fov;
// size/pixelSize =0.86 at 120deg, 1.43 at 45deg and 1.6 at 0deg.
dsoRenderer.size = pixelSize * 1.6f / corrFac;
dsoRenderer.pixelSize = pixelSize;
dsoRenderer.brightnessScale = brightnessScale * corrFac;
dsoRenderer.brightnessBias = brightnessBias;
dsoRenderer.avgAbsMag = dsoDB->getAverageAbsoluteMagnitude();
dsoRenderer.faintestMag = faintestMag;
dsoRenderer.faintestMagNight = faintestMagNight;
dsoRenderer.saturationMag = saturationMag;
dsoRenderer.renderFlags = renderFlags;
dsoRenderer.labelMode = labelMode;
dsoRenderer.wWidth = windowWidth;
dsoRenderer.wHeight = windowHeight;
dsoRenderer.frustum = Frustum(degToRad(fov),
(float) windowWidth / (float) windowHeight,
MinNearPlaneDistance);
// Use pixelSize * screenDpi instead of FoV, to eliminate windowHeight dependence.
// = 1.0 at startup
float effDistanceToScreen = mmToInches((float) REF_DISTANCE_TO_SCREEN) * pixelSize * getScreenDpi();
dsoRenderer.labelThresholdMag = 1.8f * max(1.0f, (faintestMag - 4.0f) * (1.0f - 0.5f * (float) log10(effDistanceToScreen)));
// Render any line primitives with smooth lines
// (mostly to make graticules look good.)
if ((renderFlags & ShowSmoothLines) != 0)
enableSmoothLines();
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
dsoDB->findVisibleDSOs(dsoRenderer,
obsPos,
observer.getOrientation(),
degToRad(fov),
(float) windowWidth / (float) windowHeight,
2 * faintestMagNight);
if ((renderFlags & ShowSmoothLines) != 0)
disableSmoothLines();
}
// TODO: Rewrite this function to use a pregenerated vertex buffer and to
// be more general so that it can display the equatorial coordinate grid
// for any planet.
void Renderer::renderCelestialSphere(const Observer& observer)
{
int nSections = 60;
float radius = 10.0f;
glLineWidth(1.0f);
unsigned int i;
for (i = 0; i < CoordSphereRADivisions; i++)
{
if (i == 0 || i == CoordSphereRADivisions / 2)
glLineWidth(2.0f);
else
glLineWidth(1.0f);
float ra = (float) i / (float) CoordSphereRADivisions * 24.0f;
glBegin(GL_LINE_STRIP);
for (int j = 0; j <= nSections; j++)
{
float dec = ((float) j / (float) nSections) * 180 - 90;
glVertex(astro::equatorialToCelestialCart(ra, dec, radius));
}
glEnd();
}
for (i = 1; i < CoordSphereDecDivisions; i++)
{
if (i == CoordSphereDecDivisions / 2)
glLineWidth(2.0f);
else
glLineWidth(1.0f);
float dec = (float) i / (float) CoordSphereDecDivisions * 180 - 90;
glBegin(GL_LINE_LOOP);
for (int j = 0; j < nSections; j++)
{
float ra = (float) j / (float) nSections * 24.0f;
glVertex(astro::equatorialToCelestialCart(ra, dec, radius));
}
glEnd();
}
glLineWidth(1.0f);
Mat3f m = conjugate(observer.getOrientation()).toMatrix3();
// Show the declination labels
for (i = 0; i < DecLabelCount; i++)
{
float dec = ((int) i - (int) DecLabelCount / 2) * DecLabelSpacing;
if (dec != 0.0f)
{
for (float ra = 0.0f; ra < 24.0f; ra += DecLabelRASpacing)
{
Point3f pos = astro::equatorialToCelestialCart(ra, dec, radius);
if ((pos * m).z < 0)
addLabel(DecCoordLabels[i], EquatorialGridLabelColor, pos);
}
}
}
// Show the right ascension labels
for (i = 0; i < RALabelCount; i++)
{
float ra = i * RALabelSpacing;
Point3f pos = astro::equatorialToCelestialCart(ra, 0.0f, radius);
if ((pos * m).z < 0)
addLabel(RACoordLabels[i], EquatorialGridLabelColor, pos);
}
}
void Renderer::labelConstellations(const AsterismList& asterisms,
const Observer& observer)
{
Point3f observerPos = (Point3f) observer.getPosition();
for (AsterismList::const_iterator iter = asterisms.begin();
iter != asterisms.end(); iter++)
{
Asterism* ast = *iter;
if (ast->getChainCount() > 0)
{
const Asterism::Chain& chain = ast->getChain(0);
if (chain.size() > 0)
{
// The constellation label is positioned at the average
// position of all stars in the first chain. This usually
// gives reasonable results.
Vec3f avg(0, 0, 0);
for (Asterism::Chain::const_iterator iter = chain.begin();
iter != chain.end(); iter++)
avg += (*iter - Point3f(0, 0, 0));
avg = avg / (float) chain.size();
// Draw all constellation labels at the same distance
avg.normalize();
avg = avg * 1.0e10f;
Vec3f rpos = Point3f(avg.x, avg.y, avg.z) - observerPos;
if ((observer.getOrientation().toMatrix3() * rpos).z < 0)
{
// We'll linearly fade the labels as a function of the
// observer's distance to the origin of coordinates:
float opacity = 1.0f;
float dist = observerPos.distanceFromOrigin();
if (dist > MaxAsterismLabelsConstDist)
{
opacity = clamp((MaxAsterismLabelsConstDist - dist) /
(MaxAsterismLabelsDist - MaxAsterismLabelsConstDist) + 1);
}
addLabel(ast->getName((labelMode & I18nConstellationLabels) != 0),
Color(ConstellationLabelColor, opacity),
Point3f(rpos.x, rpos.y, rpos.z));
}
}
}
}
}
void Renderer::renderParticles(const vector<Particle>& particles,
Quatf orientation)
{
int nParticles = particles.size();
{
Mat3f m = orientation.toMatrix3();
Vec3f v0 = Vec3f(-1, -1, 0) * m;
Vec3f v1 = Vec3f( 1, -1, 0) * m;
Vec3f v2 = Vec3f( 1, 1, 0) * m;
Vec3f v3 = Vec3f(-1, 1, 0) * m;
glBegin(GL_QUADS);
for (int i = 0; i < nParticles; i++)
{
Point3f center = particles[i].center;
float size = particles[i].size;
glColor(particles[i].color);
glTexCoord2f(0, 1);
glVertex(center + (v0 * size));
glTexCoord2f(1, 1);
glVertex(center + (v1 * size));
glTexCoord2f(1, 0);
glVertex(center + (v2 * size));
glTexCoord2f(0, 0);
glVertex(center + (v3 * size));
}
glEnd();
}
}
void Renderer::renderLabels(FontStyle fs, LabelAlignment la)
{
if (font[fs] == NULL)
return;
//glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
font[fs]->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, windowWidth, 0, windowHeight);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(GLfloat((int) (windowWidth / 2)),
GLfloat((int) (windowHeight / 2)), 0);
for (int i = 0; i < (int) labels.size(); i++)
{
glColor(labels[i].color);
glPushMatrix();
int labelOffset = 2;
if (la == AlignCenter)
{
int labelwidth = (font[fs]->getWidth(labels[i].text));
labelOffset = (int) -labelwidth/2;
}
else if (la == AlignRight)
{
int labelwidth = (font[fs]->getWidth(labels[i].text));
labelOffset = (int) -(labelwidth + 2);
}
glTranslatef((int) labels[i].position.x + GLfloat((int) labelOffset) + PixelOffset,
(int) labels[i].position.y + PixelOffset, 0.0f);
// EK TODO: Check where to replace (see '_(' above)
font[fs]->render(labels[i].text);
glPopMatrix();
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_DEPTH_TEST);
}
vector<Renderer::Label>::iterator
Renderer::renderSortedLabels(vector<Label>::iterator iter, float nearDist, float farDist, FontStyle fs)
{
if (font[fs] == NULL)
return iter;
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
font[fs]->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, windowWidth, 0, windowHeight);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(GLfloat((int) (windowWidth / 2)),
GLfloat((int) (windowHeight / 2)), 0);
// Precompute values that will be used to generate the normalized device z value;
// we're effectively just handling the projection instead of OpenGL. We use an orthographic
// projection matrix in order to get the label text position exactly right but need to mimic
// the depth coordinate generation of a perspective projection.
float d1 = -(farDist + nearDist) / (farDist - nearDist);
float d2 = -2.0f * nearDist * farDist / (farDist - nearDist);
for (; iter != depthSortedLabels.end() && iter->position.z > nearDist; iter++)
{
// Compute normalized device z
float ndc_z = d1 + d2 / -iter->position.z;
ndc_z = min(1.0f, max(-1.0f, ndc_z)); // Clamp to [-1,1]
// Offsets to left align label
int labelHOffset = 0;
int labelVOffset = 0;
glColor(iter->color);
glPushMatrix();
glTranslatef((int) iter->position.x + PixelOffset + labelHOffset,
(int) iter->position.y + PixelOffset + labelVOffset,
ndc_z);
font[fs]->render(iter->text);
glPopMatrix();
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_DEPTH_TEST);
return iter;
}
void Renderer::renderMarkers(const MarkerList& markers,
const UniversalCoord& position,
const Quatf& orientation,
double jd)
{
double identity4x4[16] = { 1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
int view[4] = { 0, 0, 0, 0 };
view[0] = -windowWidth / 2;
view[1] = -windowHeight / 2;
view[2] = windowWidth;
view[3] = windowHeight;
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glDisable(GL_LIGHTING);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, windowWidth, 0, windowHeight);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(GLfloat((int) (windowWidth / 2)),
GLfloat((int) (windowHeight / 2)), 0);
Mat3f rot = conjugate(orientation).toMatrix3();
for (MarkerList::const_iterator iter = markers.begin();
iter != markers.end(); iter++)
{
UniversalCoord uc = iter->getPosition(jd);
Vec3d offset = uc - position;
Vec3f eyepos = Vec3f((float) offset.x, (float) offset.y, (float) offset.z) * rot;
eyepos.normalize();
eyepos *= 1000.0f;
double winX, winY, winZ;
if (gluProject(eyepos.x, eyepos.y, eyepos.z,
identity4x4,
projMatrix,
(const GLint*) view,
&winX, &winY, &winZ) != GL_FALSE)
{
if (eyepos.z < 0.0f)
{
glPushMatrix();
glTranslatef((GLfloat) (int) winX, (GLfloat) (int) winY, 0.0f);
glColor(iter->getColor());
iter->render();
if (!iter->getLabel().empty())
{
glEnable(GL_TEXTURE_2D);
int labelOffset = (int) iter->getSize() / 2;
glTranslatef(labelOffset + PixelOffset, -labelOffset - font[FontNormal]->getHeight() + PixelOffset, 0.0f);
font[FontNormal]->bind();
font[FontNormal]->render(iter->getLabel());
glDisable(GL_TEXTURE_2D);
}
glPopMatrix();
}
}
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_DEPTH_TEST);
}
void Renderer::setStarStyle(StarStyle style)
{
starStyle = style;
markSettingsChanged();
}
Renderer::StarStyle Renderer::getStarStyle() const
{
return starStyle;
}
Renderer::StarVertexBuffer::StarVertexBuffer(unsigned int _capacity) :
capacity(_capacity),
vertices(NULL),
texCoords(NULL),
colors(NULL)
{
nStars = 0;
vertices = new float[capacity * 12];
texCoords = new float[capacity * 8];
colors = new unsigned char[capacity * 16];
// Fill the texture coordinate array now, since it will always have
// the same contents.
for (unsigned int i = 0; i < capacity; i++)
{
unsigned int n = i * 8;
texCoords[n ] = 0; texCoords[n + 1] = 0;
texCoords[n + 2] = 1; texCoords[n + 3] = 0;
texCoords[n + 4] = 1; texCoords[n + 5] = 1;
texCoords[n + 6] = 0; texCoords[n + 7] = 1;
}
}
Renderer::StarVertexBuffer::~StarVertexBuffer()
{
if (vertices != NULL)
delete[] vertices;
if (colors != NULL)
delete[] colors;
if (texCoords != NULL)
delete[] texCoords;
}
void Renderer::StarVertexBuffer::start()
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDisableClientState(GL_NORMAL_ARRAY);
}
void Renderer::StarVertexBuffer::render()
{
if (nStars != 0)
{
glDrawArrays(GL_QUADS, 0, nStars * 4);
nStars = 0;
}
}
void Renderer::StarVertexBuffer::finish()
{
render();
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void Renderer::StarVertexBuffer::addStar(const Point3f& pos,
const Color& color,
float size)
{
if (nStars < capacity)
{
int n = nStars * 12;
vertices[n + 0] = pos.x + v0.x * size;
vertices[n + 1] = pos.y + v0.y * size;
vertices[n + 2] = pos.z + v0.z * size;
vertices[n + 3] = pos.x + v1.x * size;
vertices[n + 4] = pos.y + v1.y * size;
vertices[n + 5] = pos.z + v1.z * size;
vertices[n + 6] = pos.x + v2.x * size;
vertices[n + 7] = pos.y + v2.y * size;
vertices[n + 8] = pos.z + v2.z * size;
vertices[n + 9] = pos.x + v3.x * size;
vertices[n + 10] = pos.y + v3.y * size;
vertices[n + 11] = pos.z + v3.z * size;
n = nStars * 16;
color.get(colors + n);
color.get(colors + n + 4);
color.get(colors + n + 8);
color.get(colors + n + 12);
nStars++;
}
if (nStars == capacity)
{
render();
nStars = 0;
}
}
void Renderer::StarVertexBuffer::setBillboardOrientation(const Quatf& q)
{
Mat3f m = q.toMatrix3();
v0 = Vec3f(-1, -1, 0) * m;
v1 = Vec3f( 1, -1, 0) * m;
v2 = Vec3f( 1, 1, 0) * m;
v3 = Vec3f(-1, 1, 0) * m;
}
Renderer::PointStarVertexBuffer::PointStarVertexBuffer(unsigned int _capacity) :
capacity(_capacity),
nStars(0),
vertices(NULL),
context(NULL),
useSprites(false),
texture(NULL)
{
vertices = new StarVertex[capacity];
}
Renderer::PointStarVertexBuffer::~PointStarVertexBuffer()
{
if (vertices != NULL)
delete[] vertices;
}
void Renderer::PointStarVertexBuffer::startSprites(const GLContext& _context)
{
context = &_context;
assert(context->getVertexProcessor() != NULL || !useSprites); // vertex shaders required for new star rendering
unsigned int stride = sizeof(StarVertex);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, stride, &vertices[0].position);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, stride, &vertices[0].color);
VertexProcessor* vproc = context->getVertexProcessor();
vproc->enable();
vproc->use(vp::starDisc);
vproc->enableAttribArray(6);
vproc->attribArray(6, 1, GL_FLOAT, stride, &vertices[0].size);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glEnable(GL_POINT_SPRITE_ARB);
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
useSprites = true;
}
void Renderer::PointStarVertexBuffer::startPoints(const GLContext& _context)
{
context = &_context;
unsigned int stride = sizeof(StarVertex);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, stride, &vertices[0].position);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, stride, &vertices[0].color);
// An option to control the size of the stars would be helpful.
// Which size looks best depends a lot on the resolution and the
// type of display device.
// glPointSize(2.0f);
// glEnable(GL_POINT_SMOOTH);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_NORMAL_ARRAY);
useSprites = false;
}
void Renderer::PointStarVertexBuffer::render()
{
if (nStars != 0)
{
unsigned int stride = sizeof(StarVertex);
if (useSprites)
{
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
glEnable(GL_TEXTURE_2D);
}
else
{
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
glDisable(GL_TEXTURE_2D);
glPointSize(1.0f);
}
glVertexPointer(3, GL_FLOAT, stride, &vertices[0].position);
glColorPointer(4, GL_UNSIGNED_BYTE, stride, &vertices[0].color);
if (useSprites)
{
VertexProcessor* vproc = context->getVertexProcessor();
vproc->attribArray(6, 1, GL_FLOAT, stride, &vertices[0].size);
}
if (texture != NULL)
texture->bind();
glDrawArrays(GL_POINTS, 0, nStars);
nStars = 0;
}
}
void Renderer::PointStarVertexBuffer::finish()
{
render();
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (useSprites)
{
VertexProcessor* vproc = context->getVertexProcessor();
vproc->disableAttribArray(6);
vproc->disable();
glDisable(GL_POINT_SPRITE_ARB);
}
else
{
glEnable(GL_TEXTURE_2D);
}
}
void Renderer::PointStarVertexBuffer::addStar(const Point3f& pos,
const Color& color,
float size)
{
if (nStars < capacity)
{
vertices[nStars].position = pos;
vertices[nStars].size = size;
color.get(vertices[nStars].color);
nStars++;
}
if (nStars == capacity)
{
render();
nStars = 0;
}
}
void Renderer::PointStarVertexBuffer::setTexture(Texture* _texture)
{
texture = _texture;
}
void Renderer::loadTextures(Body* body)
{
Surface& surface = body->getSurface();
if (surface.baseTexture.tex[textureResolution] != InvalidResource)
surface.baseTexture.find(textureResolution);
if ((surface.appearanceFlags & Surface::ApplyBumpMap) != 0 &&
context->bumpMappingSupported() &&
surface.bumpTexture.tex[textureResolution] != InvalidResource)
surface.bumpTexture.find(textureResolution);
if ((surface.appearanceFlags & Surface::ApplyNightMap) != 0 &&
(renderFlags & ShowNightMaps) != 0)
surface.nightTexture.find(textureResolution);
if ((surface.appearanceFlags & Surface::SeparateSpecularMap) != 0 &&
surface.specularTexture.tex[textureResolution] != InvalidResource)
surface.specularTexture.find(textureResolution);
if ((renderFlags & ShowCloudMaps) != 0 &&
body->getAtmosphere() != NULL &&
body->getAtmosphere()->cloudTexture.tex[textureResolution] != InvalidResource)
{
body->getAtmosphere()->cloudTexture.find(textureResolution);
}
if (body->getRings() != NULL &&
body->getRings()->texture.tex[textureResolution] != InvalidResource)
{
body->getRings()->texture.find(textureResolution);
}
}
void Renderer::invalidateOrbitCache()
{
orbitCache.clear();
}
bool Renderer::settingsHaveChanged() const
{
return settingsChanged;
}
void Renderer::markSettingsChanged()
{
settingsChanged = true;
notifyWatchers();
}
void Renderer::addWatcher(RendererWatcher* watcher)
{
assert(watcher != NULL);
watchers.insert(watchers.end(), watcher);
}
void Renderer::removeWatcher(RendererWatcher* watcher)
{
list<RendererWatcher*>::iterator iter =
find(watchers.begin(), watchers.end(), watcher);
if (iter != watchers.end())
watchers.erase(iter);
}
void Renderer::notifyWatchers() const
{
for (list<RendererWatcher*>::const_iterator iter = watchers.begin();
iter != watchers.end(); iter++)
{
(*iter)->notifyRenderSettingsChanged(this);
}
}