use of gaiasky.scenegraph.OrbitalElementsGroup in project gaiasky by langurmonkey.
the class OrbitalElementsGroupRenderSystem method renderStud.
@Override
public void renderStud(Array<IRenderable> renderables, ICamera camera, double t) {
for (IRenderable renderable : renderables) {
OrbitalElementsGroup oeg = (OrbitalElementsGroup) renderable;
if (!inGpu(oeg)) {
int n = oeg.children.size;
int offset = addMeshData(n * 4, n * 6);
setOffset(oeg, offset);
curr = meshes.get(offset);
ensureTempVertsSize(n * 4 * curr.vertexSize);
ensureTempIndicesSize(n * 6);
AtomicInteger numVerticesAdded = new AtomicInteger(0);
AtomicInteger numParticlesAdded = new AtomicInteger(0);
CatalogInfo ci = oeg.getCatalogInfo();
Array<SceneGraphNode> children = oeg.children;
children.forEach(child -> {
Orbit orbit = (Orbit) child;
OrbitComponent oc = orbit.oc;
// 4 vertices per particle
for (int vert = 0; vert < 4; vert++) {
// Vertex POSITION
tempVerts[curr.vertexIdx + posOffset] = vertPos[vert].getFirst();
tempVerts[curr.vertexIdx + posOffset + 1] = vertPos[vert].getSecond();
// UV coordinates
tempVerts[curr.vertexIdx + uvOffset] = vertUV[vert].getFirst();
tempVerts[curr.vertexIdx + uvOffset + 1] = vertUV[vert].getSecond();
// COLOR
float[] c = oeg.isHighlighted() && ci != null ? ci.getHlColor() : orbit.pointColor;
tempVerts[curr.vertexIdx + curr.colorOffset] = Color.toFloatBits(c[0], c[1], c[2], c[3]);
// ORBIT ELEMENTS 01
tempVerts[curr.vertexIdx + elems01Offset] = (float) Math.sqrt(oc.mu / Math.pow(oc.semimajoraxis * 1000d, 3d));
tempVerts[curr.vertexIdx + elems01Offset + 1] = (float) oc.epoch;
// In metres
tempVerts[curr.vertexIdx + elems01Offset + 2] = (float) (oc.semimajoraxis * 1000d);
tempVerts[curr.vertexIdx + elems01Offset + 3] = (float) oc.e;
// ORBIT ELEMENTS 02
tempVerts[curr.vertexIdx + elems02Offset] = (float) (oc.i * MathUtilsd.degRad);
tempVerts[curr.vertexIdx + elems02Offset + 1] = (float) (oc.ascendingnode * MathUtilsd.degRad);
tempVerts[curr.vertexIdx + elems02Offset + 2] = (float) (oc.argofpericenter * MathUtilsd.degRad);
tempVerts[curr.vertexIdx + elems02Offset + 3] = (float) (oc.meananomaly * MathUtilsd.degRad);
// SIZE
tempVerts[curr.vertexIdx + sizeOffset] = orbit.pointSize * (oeg.isHighlighted() && ci != null ? ci.hlSizeFactor : 1);
curr.vertexIdx += curr.vertexSize;
curr.numVertices++;
numVerticesAdded.incrementAndGet();
}
// Indices
quadIndices(curr);
numParticlesAdded.incrementAndGet();
setInGpu(orbit, true);
});
int count = numVerticesAdded.get() * curr.vertexSize;
setCount(oeg, count);
curr.mesh.setVertices(tempVerts, 0, count);
curr.mesh.setIndices(tempIndices, 0, numParticlesAdded.get() * 6);
setInGpu(oeg, true);
}
curr = meshes.get(getOffset(renderable));
if (curr != null) {
ExtShaderProgram shaderProgram = getShaderProgram();
shaderProgram.begin();
shaderProgram.setUniformMatrix("u_projView", camera.getCamera().combined);
shaderProgram.setUniformf("u_camPos", camera.getPos().put(aux1));
shaderProgram.setUniformf("u_alpha", alphas[renderable.getComponentType().getFirstOrdinal()] * renderable.getOpacity());
shaderProgram.setUniformf("u_falloff", 2.5f);
shaderProgram.setUniformf("u_sizeFactor", Settings.settings.scene.star.pointSize * 0.08f * oeg.getPointscaling());
shaderProgram.setUniformf("u_sizeLimits", (float) (particleSizeLimits[0]), (float) (particleSizeLimits[1]));
// VR scale
shaderProgram.setUniformf("u_vrScale", (float) Constants.DISTANCE_SCALE_FACTOR);
// Emulate double, for compatibility
double curRt = AstroUtils.getJulianDate(GaiaSky.instance.time.getTime());
float curRt1 = (float) curRt;
float curRt2 = (float) (curRt - (double) curRt1);
shaderProgram.setUniformf("u_t", curRt1, curRt2);
shaderProgram.setUniformMatrix("u_eclToEq", maux.setToRotation(0, 1, 0, -90).mul(Coordinates.equatorialToEclipticF()));
// Relativistic effects
addEffectsUniforms(shaderProgram, camera);
try {
curr.mesh.render(shaderProgram, GL20.GL_TRIANGLES);
} catch (IllegalArgumentException e) {
logger.error(e, "Render exception");
}
shaderProgram.end();
}
}
}
use of gaiasky.scenegraph.OrbitalElementsGroup in project gaiasky by langurmonkey.
the class OrbitalElementsGroupRenderSystem method notify.
@Override
public void notify(final Event event, Object source, final Object... data) {
if (event.equals(Event.GPU_DISPOSE_ORBITAL_ELEMENTS)) {
if (source instanceof OrbitalElementsGroup) {
OrbitalElementsGroup oeg = (OrbitalElementsGroup) source;
int offset = getOffset(oeg);
if (offset >= 0) {
clearMeshData(offset);
}
setOffset(oeg, -1);
setInGpu(oeg, false);
}
}
}
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