Exemple #1
0
 void setEnabled(bool value)
 {
    if (mIsEnabled != value)
    {
       mIsEnabled = value;
       onEnabledChange();
    }
 }
bool RenderableGalaxy::initialize() {
    // Aspect is currently hardcoded to cubic voxels.
    _aspect = static_cast<glm::vec3>(_volumeDimensions);
    _aspect = _aspect / std::max(std::max(_aspect.x, _aspect.y), _aspect.z);

    RawVolumeReader<glm::tvec4<GLfloat>> reader(_volumeFilename, _volumeDimensions);
    _volume = reader.read();
    
    _texture = std::make_unique<ghoul::opengl::Texture>(
        _volumeDimensions,
        ghoul::opengl::Texture::Format::RGBA,
        GL_RGBA32F,
        GL_FLOAT,
        ghoul::opengl::Texture::FilterMode::Linear,
        ghoul::opengl::Texture::WrappingMode::Clamp);
   
    _texture->setPixelData(reinterpret_cast<char*>(_volume->data()), ghoul::opengl::Texture::TakeOwnership::No);
    _texture->setDimensions(_volume->dimensions());
    _texture->uploadTexture();

    _raycaster = std::make_unique<GalaxyRaycaster>(*_texture);
    _raycaster->initialize();

    OsEng.renderEngine().raycasterManager().attachRaycaster(*_raycaster.get());

    std::function<void(bool)> onChange = [&](bool enabled) {
        if (enabled) {
            OsEng.renderEngine().raycasterManager().attachRaycaster(*_raycaster.get());
        }
        else {
            OsEng.renderEngine().raycasterManager().detachRaycaster(*_raycaster.get());
        }
    };

    onEnabledChange(onChange);

    addProperty(_stepSize);
    addProperty(_pointStepSize);
    addProperty(_translation);
    addProperty(_rotation);
    addProperty(_enabledPointsRatio);
    
    // initialize points.
    std::ifstream pointFile(_pointsFilename, std::ios::in | std::ios::binary);

    std::vector<glm::vec3> pointPositions;
    std::vector<glm::vec3> pointColors;

    int64_t nPoints;
    pointFile.seekg(0, std::ios::beg); // read heder.
    pointFile.read(reinterpret_cast<char*>(&nPoints), sizeof(int64_t));

    _nPoints = static_cast<size_t>(nPoints);

    size_t nFloats = _nPoints * 7;

    float* pointData = new float[nFloats];
    pointFile.seekg(sizeof(int64_t), std::ios::beg); // read past heder.
    pointFile.read(reinterpret_cast<char*>(pointData), nFloats * sizeof(float));
    pointFile.close();

    float maxdist = 0;
    

    float x, y, z, r, g, b, a;
    for (size_t i = 0; i < _nPoints; ++i) {
        float x = pointData[i * 7 + 0];
        float y = pointData[i * 7 + 1];
        float z = pointData[i * 7 + 2];
        float r = pointData[i * 7 + 3];
        float g = pointData[i * 7 + 4];
        float b = pointData[i * 7 + 5];
        maxdist = std::max(maxdist, glm::length(glm::vec3(x, y, z)));
        //float a = pointData[i * 7 + 6];  alpha is not used.
                               
        pointPositions.push_back(glm::vec3(x, y, z));
        pointColors.push_back(glm::vec3(r, g, b));        
    }

    std::cout << maxdist << std::endl;

    delete[] pointData;

    glGenVertexArrays(1, &_pointsVao);
    glGenBuffers(1, &_positionVbo);
    glGenBuffers(1, &_colorVbo);

    glBindVertexArray(_pointsVao);
    glBindBuffer(GL_ARRAY_BUFFER, _positionVbo);
    glBufferData(GL_ARRAY_BUFFER,
        pointPositions.size()*sizeof(glm::vec3),
        pointPositions.data(),
        GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, _colorVbo);
    glBufferData(GL_ARRAY_BUFFER,
        pointColors.size()*sizeof(glm::vec3),
        pointColors.data(),
        GL_STATIC_DRAW);


    RenderEngine& renderEngine = OsEng.renderEngine();
    _pointsProgram = renderEngine.buildRenderProgram("Galaxy points",
        "${MODULE_GALAXY}/shaders/points.vs",
        "${MODULE_GALAXY}/shaders/points.fs",
        ghoul::Dictionary(),
        RenderEngine::RenderProgramType::Post);

    _pointsProgram->setIgnoreUniformLocationError(ghoul::opengl::ProgramObject::IgnoreError::Yes);

    GLint positionAttrib = _pointsProgram->attributeLocation("inPosition");
    GLint colorAttrib = _pointsProgram->attributeLocation("inColor");

    glBindBuffer(GL_ARRAY_BUFFER, _positionVbo);
    glEnableVertexAttribArray(positionAttrib);    
    glVertexAttribPointer(positionAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);

    glBindBuffer(GL_ARRAY_BUFFER, _colorVbo);
    glEnableVertexAttribArray(colorAttrib);
    glVertexAttribPointer(colorAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
        
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);

    return true;
}