Merge pull request #4347 from samcake/temp1

Introducing the SunSkyStage
This commit is contained in:
Philip Rosedale 2015-02-27 10:37:02 -08:00
commit 35205fbbf3
9 changed files with 503 additions and 5 deletions

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@ -0,0 +1,34 @@
//
// SunLightExample.js
// examples
// Sam Gateau
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var intensity = 1.0;
var day = 0.0;
var hour = 12.0;
var longitude = 115.0;
var latitude = 31.0;
var stageOrientation = Quat.fromPitchYawRollDegrees(0.0, 180.0, 0.0);
Scene.setStageDayTime(hour);
Scene.setStageOrientation(stageOrientation);
Scene.setStageLocation(longitude, latitude, 0.0);
/*
function ticktack() {
hour += 0.1;
//Scene.setSunIntensity(Math.cos(time));
if (hour > 24.0) {
hour = 0.0;
day++;
Scene.setStageYearTime(day);
}
Scene.setStageDayTime(hour);
}
Script.setInterval(ticktack, 41);
*/

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@ -82,6 +82,8 @@
#include <UserActivityLogger.h>
#include <UUID.h>
#include <SceneScriptingInterface.h>
#include "Application.h"
#include "AudioClient.h"
#include "InterfaceVersion.h"
@ -2463,7 +2465,8 @@ void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
glm::vec3 Application::getSunDirection() {
// Sun direction is in fact just the location of the sun relative to the origin
return glm::normalize(_environment.getClosestData(_myCamera.getPosition()).getSunLocation(_myCamera.getPosition()));
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
return skyStage->getSunLight()->getDirection();
}
void Application::updateShadowMap() {
@ -2473,7 +2476,7 @@ void Application::updateShadowMap() {
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
glm::vec3 lightDirection = -getSunDirection();
glm::vec3 lightDirection = getSunDirection();
glm::quat rotation = rotationBetween(IDENTITY_FRONT, lightDirection);
glm::quat inverseRotation = glm::inverse(rotation);
@ -2842,7 +2845,9 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
{
DependencyManager::get<DeferredLightingEffect>()->setAmbientLightMode(getRenderAmbientLight());
DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(-getSunDirection(), GLOBAL_LIGHT_COLOR, GLOBAL_LIGHT_INTENSITY);
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(skyStage->getSunLight()->getDirection(), skyStage->getSunLight()->getColor(), skyStage->getSunLight()->getIntensity());
PROFILE_RANGE("DeferredLighting");
PerformanceTimer perfTimer("lighting");
DependencyManager::get<DeferredLightingEffect>()->render();

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@ -44,7 +44,7 @@ public:
static void syncGPUObject(const Buffer& buffer);
static GLuint getBufferID(const Buffer& buffer);
class GLTexture {
class GLTexture : public GPUObject {
public:
Stamp _storageStamp;
Stamp _contentStamp;

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@ -0,0 +1,209 @@
//
// Stage.cpp
// libraries/model/src/model
//
// Created by Sam Gateau on 2/24/2015.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Stage.h"
#include <glm/gtx/transform.hpp>
#include <math.h>
using namespace model;
void EarthSunModel::updateAll() const {
updateWorldToSurface();
updateSurfaceToEye();
updateSun();
}
Mat4d EarthSunModel::evalWorldToGeoLocationMat(double longitude, double latitude, double absAltitude, double scale) {
// Longitude is along Z axis but - from east to west
Mat4d rotLon = glm::rotate(glm::radians(longitude), Vec3d(0.0, 0.0, 1.0));
// latitude is along X axis + from south to north
Mat4d rotLat = glm::rotate(-glm::radians(latitude), Vec3d(1.0, 0.0, 0.0));
// translation is movin to the earth surface + altiture at the radius along Y axis
Mat4d surfaceT = glm::translate(Vec3d(0.0, -absAltitude, 0.0));
// Mat4d worldScale = glm::scale(Vec3d(scale));
Mat4d worldToGeoLocMat = surfaceT * rotLat * rotLon;
return worldToGeoLocMat;
}
void EarthSunModel::updateWorldToSurface() const {
// Check if the final position is too close to the earth center ?
double absAltitude = _earthRadius + _altitude;
if ( absAltitude < 0.01) {
absAltitude = 0.01;
}
// Final world to local Frame
_worldToSurfaceMat = evalWorldToGeoLocationMat(_longitude, _latitude, absAltitude, _scale);
// and the inverse
_surfaceToWorldMat = glm::inverse(_worldToSurfaceMat);
_surfacePos = Vec3d(_surfaceToWorldMat * Vec4d(0.0, 0.0, 0.0, 1.0));
}
void EarthSunModel::updateSurfaceToEye() const {
_surfaceToEyeMat = glm::inverse(_eyeToSurfaceMat);
_worldToEyeMat = _surfaceToEyeMat * _worldToSurfaceMat;
_eyeToWorldMat = _surfaceToWorldMat * _eyeToSurfaceMat;
_eyePos = Vec3d(_eyeToWorldMat * Vec4d(0.0, 0.0, 0.0, 1.0) );
_eyeDir = Vec3d(_eyeToWorldMat * Vec4d(0.0, 0.0, -1.0, 0.0) );
}
void EarthSunModel::updateSun() const {
// Longitude is along Y axis but - from east to west
Mat4d rotSunLon;
Mat4d rotSun = evalWorldToGeoLocationMat(_sunLongitude, _sunLatitude, _earthRadius, _scale);
rotSun = glm::inverse(rotSun);
_sunDir = Vec3d(rotSun * Vec4d(0.0, 1.0, 0.0, 0.0));
// sun direction is looking up toward Y axis at the specified sun lat, long
Vec3d lssd = Vec3d(_worldToSurfaceMat * Vec4d(_sunDir.x, _sunDir.y, _sunDir.z, 0.0));
// apply surface rotation offset
glm::dquat dSurfOrient(_surfaceOrientation);
lssd = glm::rotate(dSurfOrient, lssd);
_surfaceSunDir = glm::normalize(Vec3(lssd.x, lssd.y, lssd.z));
}
void EarthSunModel::setSurfaceOrientation(const Quat& orientation) {
_surfaceOrientation = orientation;
invalidate();
}
double moduloRange(double val, double minVal, double maxVal) {
double range = maxVal - minVal;
double rval = (val - minVal) / range;
double intval;
return modf(rval, &intval) * range + minVal;
}
const float MAX_LONGITUDE = 180.0f;
const float MAX_LATITUDE = 90.0f;
float validateLongitude(float lon) {
return moduloRange(lon, -MAX_LONGITUDE, MAX_LONGITUDE);
}
float validateLatitude(float lat) {
return moduloRange(lat, -MAX_LATITUDE, MAX_LATITUDE);
}
float validateAltitude(float altitude) {
const float MIN_ALTITUDE = -1000.0f;
const float MAX_ALTITUDE = 100000.0f;
return std::min(std::max(altitude, MIN_ALTITUDE), MAX_ALTITUDE);
}
void EarthSunModel::setLatitude(float lat) {
_latitude = validateLatitude(lat);
invalidate();
}
void EarthSunModel::setLongitude(float lon) {
_longitude = validateLongitude(lon);
invalidate();
}
void EarthSunModel::setAltitude(float altitude) {
_altitude = validateAltitude(altitude);
invalidate();
}
void EarthSunModel::setSunLatitude(float lat) {
_sunLatitude = validateLatitude(lat);
invalidate();
}
void EarthSunModel::setSunLongitude(float lon) {
_sunLongitude = validateLongitude(lon);
invalidate();
}
const int NUM_DAYS_PER_YEAR = 365;
const float NUM_HOURS_PER_DAY = 24.0f;
const float NUM_HOURS_PER_HALF_DAY = NUM_HOURS_PER_DAY * 0.5f;
SunSkyStage::SunSkyStage() :
_sunLight(new Light())
{
_sunLight->setType(Light::SUN);
setSunIntensity(1.0f);
setSunColor(Vec3(1.0f, 1.0f, 1.0f));
// Default origin location is a special place in the world...
setOriginLocation(122.407f, 37.777f, 0.03f);
// Noun
setDayTime(12.0f);
// Begining of march
setYearTime(60.0f);
}
SunSkyStage::~SunSkyStage() {
}
void SunSkyStage::setDayTime(float hour) {
_dayTime = moduloRange(hour, 0.f, NUM_HOURS_PER_DAY);
invalidate();
}
void SunSkyStage::setYearTime(unsigned int day) {
_yearTime = day % NUM_DAYS_PER_YEAR;
invalidate();
}
void SunSkyStage::setOriginOrientation(const Quat& orientation) {
_earthSunModel.setSurfaceOrientation(orientation);
invalidate();
}
void SunSkyStage::setOriginLocation(float longitude, float latitude, float altitude) {
_earthSunModel.setLongitude(longitude);
_earthSunModel.setLatitude(latitude);
_earthSunModel.setAltitude(altitude);
invalidate();
}
void SunSkyStage::setSunColor(const Vec3& color) {
_sunLight->setColor(color);
}
void SunSkyStage::setSunIntensity(float intensity) {
_sunLight->setIntensity(intensity);
}
// THe sun declinaison calculus is taken from https://en.wikipedia.org/wiki/Position_of_the_Sun
double evalSunDeclinaison(double dayNumber) {
return -(23.0 + 44.0/60.0)*cos(glm::radians((360.0/365.0)*(dayNumber + 10.0)));
}
void SunSkyStage::updateGraphicsObject() const {
// Always update the sunLongitude based on the current dayTime and the current origin
// The day time is supposed to be local at the origin
double signedNormalizedDayTime = (_dayTime - NUM_HOURS_PER_HALF_DAY) / NUM_HOURS_PER_HALF_DAY;
double sunLongitude = _earthSunModel.getLongitude() + (MAX_LONGITUDE * signedNormalizedDayTime);
_earthSunModel.setSunLongitude(sunLongitude);
// And update the sunLAtitude as the declinaison depending of the time of the year
_earthSunModel.setSunLatitude(evalSunDeclinaison(_yearTime));
Vec3d sunLightDir = -_earthSunModel.getSurfaceSunDir();
_sunLight->setDirection(Vec3(sunLightDir.x, sunLightDir.y, sunLightDir.z));
double originAlt = _earthSunModel.getAltitude();
_sunLight->setPosition(Vec3(0.0f, originAlt, 0.0f));
}

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@ -0,0 +1,161 @@
//
// Stage.h
// libraries/model/src/model
//
// Created by Sam Gateau on 2/24/2015.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_model_Stage_h
#define hifi_model_Stage_h
#include "Light.h"
namespace model {
typedef glm::dvec3 Vec3d;
typedef glm::dvec4 Vec4d;
typedef glm::dmat4 Mat4d;
typedef glm::mat4 Mat4;
class EarthSunModel {
public:
void setScale(float scale);
float getScale() const { return _scale; }
void setLatitude(float lat);
float getLatitude() const { return _latitude; }
void setLongitude(float lon);
float getLongitude() const { return _longitude; }
void setAltitude(float altitude);
float getAltitude() const { return _altitude; }
void setSurfaceOrientation(const Quat& orientation);
const Quat& getSurfaceOrientation() const { valid(); return _surfaceOrientation; }
const Vec3d& getSurfacePos() const { valid(); return _surfacePos; }
const Mat4d& getSurfaceToWorldMat() const { valid(); return _surfaceToWorldMat; }
const Mat4d& getWoldToSurfaceMat() const { valid(); return _worldToSurfaceMat; }
const Mat4d& getEyeToSurfaceMat() const { valid(); return _eyeToSurfaceMat; }
const Mat4d& getSurfaceToEyeMat() const { valid(); return _surfaceToEyeMat; }
const Mat4d& getEyeToWorldMat() const { valid(); return _eyeToWorldMat; }
const Mat4d& getWorldToEyeMat() const { valid(); return _worldToEyeMat; }
//or set the surfaceToEye mat directly
void setEyeToSurfaceMat( const Mat4d& e2s);
const Vec3d& getEyePos() const { valid(); return _eyePos; }
const Vec3d& getEyeDir() const { valid(); return _eyeDir; }
void setSunLongitude(float lon);
float getSunLongitude() const { return _sunLongitude; }
void setSunLatitude(float lat);
float getSunLatitude() const { return _sunLatitude; }
const Vec3d& getWorldSunDir() const { valid(); return _sunDir; }
const Vec3d& getSurfaceSunDir() const { valid(); return _surfaceSunDir; }
EarthSunModel() { valid(); }
protected:
double _scale = 1000.0; //Km
double _earthRadius = 6360.0;
Quat _surfaceOrientation;
double _longitude = 0.0;
double _latitude = 0.0;
double _altitude = 0.01;
mutable Vec3d _surfacePos;
mutable Mat4d _worldToSurfaceMat;
mutable Mat4d _surfaceToWorldMat;
void updateWorldToSurface() const;
mutable Mat4d _surfaceToEyeMat;
mutable Mat4d _eyeToSurfaceMat;
mutable Vec3d _eyeDir;
mutable Vec3d _eyePos;
void updateSurfaceToEye() const;
mutable Mat4d _worldToEyeMat;
mutable Mat4d _eyeToWorldMat;
double _sunLongitude = 0.0;
double _sunLatitude = 0.0;
mutable Vec3d _sunDir;
mutable Vec3d _surfaceSunDir;
void updateSun() const;
mutable bool _invalid = true;
void invalidate() const { _invalid = true; }
void valid() const { if (_invalid) { updateAll(); _invalid = false; } }
void updateAll() const;
static Mat4d evalWorldToGeoLocationMat(double longitude, double latitude, double altitude, double scale);
};
// Sun sky stage generates the rendering primitives to display a scene realistically
// at the specified location and time around earth
class SunSkyStage {
public:
SunSkyStage();
~SunSkyStage();
// time of the day (local to the position) expressed in decimal hour in the range [0.0, 24.0]
void setDayTime(float hour);
float getDayTime() const { return _dayTime; }
// time of the year expressed in day in the range [0, 365]
void setYearTime(unsigned int day);
unsigned int getYearTime() const { return _yearTime; }
// Origin orientation used to modify the cardinal axis alignement used.
// THe default is north along +Z axis and west along +X axis. this orientation gets added
// to the transform stack producing the sun light direction.
void setOriginOrientation(const Quat& orientation);
const Quat& getOriginOrientation() const { return _earthSunModel.getSurfaceOrientation(); }
// Location used to define the sun & sky is a longitude and latitude [rad] and a earth surface altitude [km]
void setOriginLocation(float longitude, float latitude, float surfaceAltitude);
float getOriginLatitude() const { return _earthSunModel.getLatitude(); }
float getOriginLongitude() const { return _earthSunModel.getLongitude(); }
float getOriginSurfaceAltitude() const { return _earthSunModel.getAltitude(); }
// Sun properties
void setSunColor(const Vec3& color);
const Vec3& getSunColor() const { return getSunLight()->getColor(); }
void setSunIntensity(float intensity);
float getSunIntensity() const { return getSunLight()->getIntensity(); }
LightPointer getSunLight() const { valid(); return _sunLight; }
protected:
LightPointer _sunLight;
float _dayTime;
int _yearTime;
mutable EarthSunModel _earthSunModel;
mutable bool _invalid = true;
void invalidate() const { _invalid = true; }
void valid() const { if (_invalid) { updateGraphicsObject(); _invalid = false; } }
void updateGraphicsObject() const;
};
typedef QSharedPointer< SunSkyStage > SunSkyStagePointer;
};
#endif

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@ -95,7 +95,8 @@ vec3 evalAmbienSphereGlobalColor(float shadowAttenuation, vec3 position, vec3 no
vec3 evalLightmappedColor(float shadowAttenuation, vec3 normal, vec3 diffuse, vec3 lightmap) {
Light light = getLight();
float diffuseDot = dot(normal, getLightDirection(light));
vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0));
float diffuseDot = dot(fragNormal, -getLightDirection(light));
// need to catch normals perpendicular to the projection plane hence the magic number for the threshold
// it should be just 0, but we have innacurracy so we need to overshoot

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@ -0,0 +1,40 @@
//
// SceneScriptingInterface.cpp
// interface/src/scripting
//
// Created by Sam Gateau on 2/24/15.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <AddressManager.h>
#include "SceneScriptingInterface.h"
void SceneScriptingInterface::setStageOrientation(const glm::quat& orientation) {
_skyStage->setOriginOrientation(orientation);
}
void SceneScriptingInterface::setStageLocation(float longitude, float latitude, float altitude) {
_skyStage->setOriginLocation(longitude, latitude, altitude);
}
void SceneScriptingInterface::setStageDayTime(float hour) {
_skyStage->setDayTime(hour);
}
void SceneScriptingInterface::setStageYearTime(int day) {
_skyStage->setYearTime(day);
}
void SceneScriptingInterface::setSunColor(const glm::vec3& color) {
_skyStage->setSunColor(color);
}
void SceneScriptingInterface::setSunIntensity(float intensity) {
_skyStage->setSunIntensity(intensity);
}
model::SunSkyStagePointer SceneScriptingInterface::getSkyStage() const {
return _skyStage;
}

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@ -0,0 +1,43 @@
//
// SceneScriptingInterface.h
// interface/src/scripting
//
// Created by Sam Gateau on 2/24/15.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_SceneScriptingInterface_h
#define hifi_SceneScriptingInterface_h
#include <qscriptengine.h>
#include <DependencyManager.h>
#include "model/Stage.h"
class SceneScriptingInterface : public QObject, public Dependency {
Q_OBJECT
SINGLETON_DEPENDENCY
public:
Q_INVOKABLE void setStageOrientation(const glm::quat& orientation);
Q_INVOKABLE void setStageLocation(float longitude, float latitude, float altitude);
Q_INVOKABLE void setStageDayTime(float hour);
Q_INVOKABLE void setStageYearTime(int day);
Q_INVOKABLE void setSunColor(const glm::vec3& color);
Q_INVOKABLE void setSunIntensity(float intensity);
model::SunSkyStagePointer getSkyStage() const;
protected:
SceneScriptingInterface() {};
~SceneScriptingInterface() {};
model::SunSkyStagePointer _skyStage = model::SunSkyStagePointer(new model::SunSkyStage());
};
#endif // hifi_SceneScriptingInterface_h

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@ -39,6 +39,8 @@
#include "TypedArrays.h"
#include "XMLHttpRequestClass.h"
#include "SceneScriptingInterface.h"
#include "MIDIEvent.h"
@ -310,6 +312,8 @@ void ScriptEngine::init() {
_isInitialized = true;
auto sceneScriptingInterface = DependencyManager::set<SceneScriptingInterface>();
_entityScriptingInterface.init();
// register various meta-types
@ -353,6 +357,7 @@ void ScriptEngine::init() {
registerGlobalObject("Vec3", &_vec3Library);
registerGlobalObject("Uuid", &_uuidLibrary);
registerGlobalObject("AnimationCache", DependencyManager::get<AnimationCache>().data());
registerGlobalObject("Scene", DependencyManager::get<SceneScriptingInterface>().data());
// constants
globalObject().setProperty("TREE_SCALE", newVariant(QVariant(TREE_SCALE)));