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Feature/numeric slider updates (#1609)
* Remove Logarithmic ViewOption and instead always use exponent of NumericalProperty + set exponent of some renderables' properties * Add MinMaxRange ViewOption for Vec2 properties * Add MinMaxRange viewoption to some existing vec2 properties and combine some other related properties to be able to utilize it. For example Min and Max label sizes, fade in/out distances, inner and outer radius. OBS! Includes renaming several properties (**breaking change**) * Refactor and document labels code. OBS! Includes renaming several properties (**breaking change**) * Add comments for some assets that have labels that are not working correctly Renderables with rename properties: RenderableLabels , GlobeLabelsComponent, RenderableBillboardsCloud, RenderableDUMeshes, RenderableRadialGrid )
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@@ -511,7 +511,7 @@ RenderableStars::RenderableStars(const ghoul::Dictionary& dictionary)
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, _userProvidedTextureOwner(UserProvidedTextureOptionInfo)
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, _parametersOwner(ParametersOwnerOptionInfo)
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, _moffatMethodOwner(MoffatMethodOptionInfo)
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, _fadeInDistance(
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, _fadeInDistances(
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FadeInDistancesInfo,
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glm::vec2(0.f),
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glm::vec2(0.f),
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@@ -617,6 +617,7 @@ RenderableStars::RenderableStars(const ghoul::Dictionary& dictionary)
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_otherDataOption.onChange([&]() { _dataIsDirty = true; });
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addProperty(_otherDataOption);
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_otherDataRange.setViewOption(properties::Property::ViewOptions::MinMaxRange);
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addProperty(_otherDataRange);
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addProperty(_otherDataColorMapPath);
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@@ -727,9 +728,10 @@ RenderableStars::RenderableStars(const ghoul::Dictionary& dictionary)
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if (p.fadeInDistances.has_value()) {
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glm::vec2 v = *p.fadeInDistances;
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_fadeInDistance = v;
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_fadeInDistances = v;
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_disableFadeInDistance = false;
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addProperty(_fadeInDistance);
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_fadeInDistances.setViewOption(properties::Property::ViewOptions::MinMaxRange);
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addProperty(_fadeInDistances);
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addProperty(_disableFadeInDistance);
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}
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}
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@@ -1034,7 +1036,7 @@ void RenderableStars::render(const RenderData& data, RendererTasks&) {
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float fadeInVariable = 1.f;
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if (!_disableFadeInDistance) {
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float distCamera = static_cast<float>(glm::length(data.camera.positionVec3()));
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const glm::vec2 fadeRange = _fadeInDistance;
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const glm::vec2 fadeRange = _fadeInDistances;
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const double a = 1.f / ((fadeRange.y - fadeRange.x) * PARSEC);
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const double b = -(fadeRange.x / (fadeRange.y - fadeRange.x));
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const double funcValue = a * distCamera + b;
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