mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-05-03 17:30:04 -05:00
Removed while loops from path_vs that caused driver issues with big w values
Removed error that caused the postDraw method not to be called on slave nodes
This commit is contained in:
@@ -186,6 +186,8 @@ void RenderablePath::render(const RenderData& data) {
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glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(_vertexArray.size()));
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glBindVertexArray(0);
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glDisable(GL_PROGRAM_POINT_SIZE);
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_programObject->deactivate();
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}
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@@ -197,7 +199,6 @@ void RenderablePath::update(const UpdateData& data) {
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calculatePath(_observer);
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sendToGPU();
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_needsSweep = false;
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return;
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}
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if (_programObject->isDirty())
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@@ -23,6 +23,7 @@
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****************************************************************************************/
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#version __CONTEXT__
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layout(location = 0) in vec4 vs_point_position;
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layout(location = 1) flat in int isHour;
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layout(location = 2) in vec4 vs_point_color;
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@@ -43,5 +44,3 @@ void main() {
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ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth);
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addToBuffer(frag);
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}
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@@ -31,22 +31,26 @@ uniform vec4 lastPosition;
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//this function does not consider cases where w component is negative
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float psc_distance(vec4 v1, vec4 v2) {
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// reduce position numbers
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/*while(v1.w > 1 && v2.w > 1) {
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v1.w -= 1;
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v2.w -= 1;
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} */
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// get position in vec3
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while(v1.w > 1) {
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v1.xyz *= 10;
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v1.w -= 1;
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}
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while(v2.w > 1 ) {
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v2.xyz *= 10;
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v2.w -= 1;
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}
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// using native distance function
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return distance(v1.xyz, v2.xyz);
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// reduce position numbers
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/*while(v1.w > 1 && v2.w > 1) {
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v1.w -= 1;
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v2.w -= 1;
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} */
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// get position in vec3
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if (v1.w > 1) {
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float f = floor(v1.w);
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v1.xyz *= pow(10, f);
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v1.w -= f;
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}
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if (v2.w > 1) {
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float f = floor(v2.w);
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v2.xyz *= pow(10, f);
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v2.w -= f;
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}
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// using native distance function
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return distance(v1.xyz, v2.xyz);
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}
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layout(location = 0) in vec4 in_point_position;
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@@ -60,59 +64,71 @@ layout(location = 2) out vec4 vs_point_color;
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#include "PowerScaling/powerScaling_vs.hglsl"
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void main() {
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void main() {
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vec4 gray = vec4(0.6f, 0.6f, 0.6f, 0.8f);
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float cameraTooFar = 1 * pow(k, 10);
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float bigPoint = 5.f;
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float smallPoint = 2.f;
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vec4 tmp = in_point_position;
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vec4 position = pscTransform(tmp, ModelTransform);
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vs_point_position = tmp;
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position = ViewProjection * position;
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gl_Position = z_normalization(position);
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vec4 gray = vec4(0.6f, 0.6f, 0.6f, 0.8f);
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float cameraTooFar = 1 * pow(k, 10);
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float bigPoint = 5.f;
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float smallPoint = 2.f;
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vec4 tmp = in_point_position;
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vec4 position = pscTransform(tmp, ModelTransform);
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vs_point_position = tmp;
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position = ViewProjection * position;
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gl_Position = z_normalization(position);
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int id = gl_VertexID;
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float hour = mod(id, 4);
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vs_point_color.xyz = color;
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vs_point_color[3] = 1.f;
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vec4 v1 = campos;
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vec4 v2 = vs_point_position;
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float cameraDistance = psc_distance(v1,v2);
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int id = gl_VertexID;
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float hour = mod(id, 4);
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vs_point_color.xyz = color;
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vs_point_color[3] = 1.f;
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vec4 temp = in_point_position;
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vec4 templast = lastPosition;
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while(temp.w > 1) {
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temp.xyz *= 10;
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temp.w -= 1;
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}
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while(templast.w > 1) {
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templast.xyz *= 10;
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templast.w -= 1;
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}
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float observerDistance = length(temp.xyz);
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float lastDistance = length(templast.xyz);
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if(hour > 0.1f) {
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isHour = 0;
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vs_point_color = gray;
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gl_PointSize = bigPoint;
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}
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else {
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isHour = 1;
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gl_PointSize = bigPoint;
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}
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if (observerDistance > (lastDistance/20)) {
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gl_PointSize = smallPoint;
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//vs_point_color = gray;
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}
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/*if (cameraDistance > cameraTooFar ) {
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vs_point_color[3] = 0.0f;
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}*/
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vec4 v1 = campos;
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vec4 v2 = vs_point_position;
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float cameraDistance = psc_distance(v1,v2);
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vec4 temp = in_point_position;
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vec4 templast = lastPosition;
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if (temp.w > 1) {
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float f = floor(temp.w);
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temp.w -= f;
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temp.xyz *= pow(10, f);
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}
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if (templast.w > 1) {
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float f = floor(templast.w);
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templast.w -= f;
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templast.xyz *= pow(10, f);
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}
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// while(temp.w > 1) {
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// temp.xyz *= 10;
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// temp.w -= 1;
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// }
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// while(templast.w > 1) {
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// templast.xyz *= 10;
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// templast.w -= 1;
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// }
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float observerDistance = length(temp.xyz);
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float lastDistance = length(templast.xyz);
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if(hour > 0.1f) {
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isHour = 0;
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vs_point_color = gray;
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gl_PointSize = bigPoint;
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}
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else {
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isHour = 1;
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gl_PointSize = bigPoint;
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}
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if (observerDistance > (lastDistance/20)) {
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gl_PointSize = smallPoint;
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//vs_point_color = gray;
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}
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/*if (cameraDistance > cameraTooFar ) {
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vs_point_color[3] = 0.0f;
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}*/
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}
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