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// Copyright (C) 2001-present, the Celestia Development Team
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// Original version by Chris Laurel, Fridger Schrempp, and Toti
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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#include <celengine/meshmanager.h>
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#include <celengine/nebula.h>
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#include <celengine/rendcontext.h>
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#include <celengine/render.h>
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#include <celmath/geomutil.h>
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#include <celmath/vecgl.h>
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#include <celutil/reshandle.h>
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#include "nebularenderer.h"
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namespace celestia::render
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struct NebulaRenderer::Object
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Object(const Eigen::Vector3f &offset, float nearZ, float farZ, const Nebula *nebula) :
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Eigen::Vector3f offset; // distance to the nebula
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float nearZ; // if nearZ != & farZ != then use custom projection matrix
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NebulaRenderer::NebulaRenderer(Renderer &renderer) :
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NebulaRenderer::~NebulaRenderer() = default; // define here as Object is not defined in the header file
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NebulaRenderer::update(const Eigen::Quaternionf &viewerOrientation, float pixelSize, float fov, float zoom)
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m_viewerOrientation = viewerOrientation;
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m_pixelSize = pixelSize;
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NebulaRenderer::add(const Nebula *nebula, const Eigen::Vector3f &offset, float /*brightness*/, float nearZ, float farZ)
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m_objects.emplace_back(offset, nearZ, farZ, nebula);
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NebulaRenderer::render()
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// draw more distant objects first
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std::sort(m_objects.begin(), m_objects.end(),
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[](const auto &o1, const auto &o2){ return o1.offset.squaredNorm() > o2.offset.squaredNorm(); });
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for (const auto &obj : m_objects)
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NebulaRenderer::renderNebula(const Object &obj) const
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Geometry *g = nullptr;
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if (auto geometry = obj.nebula->getGeometry(); geometry != InvalidResource)
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g = engine::GetGeometryManager()->find(geometry);
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if (obj.nearZ != 0.0f && obj.farZ != 0.0f)
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m_renderer.buildProjectionMatrix(pr, obj.nearZ, obj.farZ, m_zoom);
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pr = m_renderer.getProjectionMatrix();
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Renderer::PipelineState ps;
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ps.smoothLines = true;
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m_renderer.setPipelineState(ps);
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float radius = obj.nebula->getRadius();
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Eigen::Matrix4f mv = math::rotate(
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math::scale(math::translate(m_renderer.getModelViewMatrix(), obj.offset), radius),
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obj.nebula->getOrientation());
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GLSLUnlit_RenderContext rc(&m_renderer, radius, &mv, &pr);
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rc.setPointScale(2.0f * radius / m_pixelSize);
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} // namespace celestia::render