void ChunkRenderer::renderChunkLocally(const Chunk& chunk, const RenderData& data) { ProgramObject* programObject = getActivatedProgramWithTileData( _localRenderingShaderProvider.get(), _localProgramUniformHandler, chunk); if (programObject == nullptr) { return; } using namespace glm; const Ellipsoid& ellipsoid = chunk.owner()->ellipsoid(); bool performAnyBlending = false; for (int i = 0; i < LayeredTextures::NUM_TEXTURE_CATEGORIES; ++i) { LayeredTextures::TextureCategory category = (LayeredTextures::TextureCategory)i; if (_tileProviderManager->getTileProviderGroup(i).levelBlendingEnabled && _tileProviderManager->getTileProviderGroup(category).getActiveTileProviders().size() > 0) { performAnyBlending = true; break; } } if (performAnyBlending) { float distanceScaleFactor = chunk.owner()->lodScaleFactor * chunk.owner()->ellipsoid().minimumRadius(); programObject->setUniform("distanceScaleFactor", distanceScaleFactor); programObject->setUniform("chunkLevel", chunk.index().level); } // Calculate other uniform variables needed for rendering dmat4 modelTransform = chunk.owner()->modelTransform(); dmat4 viewTransform = data.camera.combinedViewMatrix(); dmat4 modelViewTransform = viewTransform * modelTransform; std::vector<std::string> cornerNames = { "p01", "p11", "p00", "p10" }; std::vector<Vec3> cornersCameraSpace(4); for (int i = 0; i < 4; ++i) { Quad q = (Quad)i; Geodetic2 corner = chunk.surfacePatch().getCorner(q); Vec3 cornerModelSpace = ellipsoid.cartesianSurfacePosition(corner); Vec3 cornerCameraSpace = Vec3(dmat4(modelViewTransform) * glm::dvec4(cornerModelSpace, 1)); cornersCameraSpace[i] = cornerCameraSpace; programObject->setUniform(cornerNames[i], vec3(cornerCameraSpace)); } vec3 patchNormalCameraSpace = normalize( cross(cornersCameraSpace[Quad::SOUTH_EAST] - cornersCameraSpace[Quad::SOUTH_WEST], cornersCameraSpace[Quad::NORTH_EAST] - cornersCameraSpace[Quad::SOUTH_WEST])); programObject->setUniform("patchNormalCameraSpace", patchNormalCameraSpace); programObject->setUniform("projectionTransform", data.camera.projectionMatrix()); if (_tileProviderManager->getTileProviderGroup( LayeredTextures::NightTextures).getActiveTileProviders().size() > 0 || _tileProviderManager->getTileProviderGroup( LayeredTextures::WaterMasks).getActiveTileProviders().size() > 0) { glm::vec3 directionToSunWorldSpace = glm::normalize(-data.modelTransform.translation); glm::vec3 directionToSunCameraSpace = (viewTransform * glm::dvec4(directionToSunWorldSpace, 0)); data.modelTransform.translation; programObject->setUniform("lightDirectionCameraSpace", -directionToSunCameraSpace); } // OpenGL rendering settings glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // render _grid->geometry().drawUsingActiveProgram(); // disable shader programObject->deactivate(); }
void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& data){ ProgramObject* programObject = getActivatedProgramWithTileData( _globalRenderingShaderProvider.get(), _globalProgramUniformHandler, chunk); if (programObject == nullptr) { return; } const Ellipsoid& ellipsoid = chunk.owner()->ellipsoid(); bool performAnyBlending = false; for (int i = 0; i < LayeredTextures::NUM_TEXTURE_CATEGORIES; ++i) { LayeredTextures::TextureCategory category = (LayeredTextures::TextureCategory)i; if(_tileProviderManager->getTileProviderGroup(i).levelBlendingEnabled && _tileProviderManager->getTileProviderGroup(category).getActiveTileProviders().size() > 0){ performAnyBlending = true; break; } } if (performAnyBlending) { // Calculations are done in the reference frame of the globe. Hence, the camera // position needs to be transformed with the inverse model matrix glm::dmat4 inverseModelTransform = chunk.owner()->inverseModelTransform(); glm::dvec3 cameraPosition = glm::dvec3(inverseModelTransform * glm::dvec4(data.camera.positionVec3(), 1)); float distanceScaleFactor = chunk.owner()->lodScaleFactor * ellipsoid.minimumRadius(); programObject->setUniform("cameraPosition", vec3(cameraPosition)); programObject->setUniform("distanceScaleFactor", distanceScaleFactor); programObject->setUniform("chunkLevel", chunk.index().level); } // Calculate other uniform variables needed for rendering Geodetic2 swCorner = chunk.surfacePatch().getCorner(Quad::SOUTH_WEST); auto patchSize = chunk.surfacePatch().size(); dmat4 modelTransform = chunk.owner()->modelTransform(); dmat4 viewTransform = data.camera.combinedViewMatrix(); mat4 modelViewTransform = mat4(viewTransform * modelTransform); mat4 modelViewProjectionTransform = data.camera.projectionMatrix() * modelViewTransform; // Upload the uniform variables programObject->setUniform("modelViewProjectionTransform", modelViewProjectionTransform); programObject->setUniform("minLatLon", vec2(swCorner.toLonLatVec2())); programObject->setUniform("lonLatScalingFactor", vec2(patchSize.toLonLatVec2())); programObject->setUniform("radiiSquared", vec3(ellipsoid.radiiSquared())); if (_tileProviderManager->getTileProviderGroup( LayeredTextures::NightTextures).getActiveTileProviders().size() > 0 || _tileProviderManager->getTileProviderGroup( LayeredTextures::WaterMasks).getActiveTileProviders().size() > 0) { glm::vec3 directionToSunWorldSpace = glm::normalize(-data.modelTransform.translation); glm::vec3 directionToSunCameraSpace = (viewTransform * glm::dvec4(directionToSunWorldSpace, 0)); data.modelTransform.translation; programObject->setUniform("modelViewTransform", modelViewTransform); programObject->setUniform("lightDirectionCameraSpace", -directionToSunCameraSpace); } // OpenGL rendering settings glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // render _grid->geometry().drawUsingActiveProgram(); // disable shader programObject->deactivate(); }