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Interpolating points (#3002)
* Add a class for rendering an interpolated point cloud (WIP) * Make sure that we render the correct number of points * Group interpolation properties into a property owner * Update interpolation stuff (which was broken :) ) * Prevent interpolation from breaking with only one step or invalid interpolation values * Add trigger properties for controlling interpolation * Allow setting start interpolation value from asset * Implement spline-based interpolation * Cleanup, and interpolate to start and end * And asset type documentation * Add example asset * Handle missing data values in interpolation * Always show values at the knots, if there is one * Experiment with more dynamic rendering (batching) * Speed up interpolation by doing it on GPU instead of CPU * Bring back spline interpolation (this time on GPU) * Refactor initial data buffering * Add a helper function to compute transformed positions * Use vec3 positions instead of vec4 (less data to transfer) * Update interpolation value documentation * Apply suggestions from code review Co-authored-by: Alexander Bock <alexander.bock@liu.se> * Increase interpolation speed max value * Fix faulty indentation * I banish thee, redundant empty line --------- Co-authored-by: Alexander Bock <alexander.bock@liu.se>
This commit is contained in:
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2023 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include <modules/base/rendering/pointcloud/renderableinterpolatedpoints.h>
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#include <modules/base/basemodule.h>
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#include <openspace/documentation/documentation.h>
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#include <openspace/engine/globals.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/scripting/scriptengine.h>
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#include <ghoul/filesystem/filesystem.h>
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#include <ghoul/glm.h>
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#include <ghoul/logging/logmanager.h>
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#include <ghoul/misc/interpolator.h>
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#include <ghoul/opengl/programobject.h>
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#include <ghoul/opengl/texture.h>
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#include <optional>
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namespace {
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constexpr std::string_view _loggerCat = "RenderableInterpolatedPoints";
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constexpr openspace::properties::Property::PropertyInfo InterpolationValueInfo = {
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"Value",
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"Value",
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"The value to use for interpolation. The max value is set from the number of "
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"steps in the dataset, so a step of one corresponds to one step in the dataset "
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"and values in-between will be determined using interpolation.",
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openspace::properties::Property::Visibility::NoviceUser
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};
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constexpr openspace::properties::Property::PropertyInfo StepsInfo = {
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"NumberOfSteps",
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"Number of Steps",
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"The number of steps available in the dataset, including the initial positions.",
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openspace::properties::Property::Visibility::User
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};
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constexpr openspace::properties::Property::PropertyInfo JumpToNextInfo = {
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"JumpToNext",
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"Jump to Next",
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"Immediately set the interpolation value to correspond to the next set of point "
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"positions compared to the current.",
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openspace::properties::Property::Visibility::User
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};
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constexpr openspace::properties::Property::PropertyInfo JumpToPrevInfo = {
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"JumpToPrevious",
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"Jump to Previous",
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"Immediately set the interpolation value to correspond to the previous set of "
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"point positions compared to the current.",
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openspace::properties::Property::Visibility::User
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};
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constexpr openspace::properties::Property::PropertyInfo InterpolateToNextInfo = {
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"InterpolateToNext",
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"Interpolate to Next",
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"Trigger an interpolation to the next set of point positions. The duration of "
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"the interpolation is set based on the Interpolaton Speed property.",
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openspace::properties::Property::Visibility::User
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};
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constexpr openspace::properties::Property::PropertyInfo InterpolateToPrevInfo = {
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"InterpolateToPrevious",
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"Interpolate to Previous",
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"Trigger an interpolation to the previous set of point positions. The duration "
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"of the interpolation is set based on the Interpolaton Speed property.",
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openspace::properties::Property::Visibility::User
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};
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constexpr openspace::properties::Property::PropertyInfo InterpolateToEndInfo = {
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"InterpolateToEnd",
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"Interpolate to End",
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"Trigger an interpolation all the way to the final set of positions. The "
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"duration of the interpolation is set based on the Interpolaton Speed property.",
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openspace::properties::Property::Visibility::NoviceUser
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};
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constexpr openspace::properties::Property::PropertyInfo InterpolateToStartInfo = {
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"InterpolateToStart",
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"Interpolate to Start",
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"Trigger an inverted interpolation to the initial set of positions. The duration "
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"of the interpolation is set based on the Interpolaton Speed property.",
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openspace::properties::Property::Visibility::NoviceUser
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};
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constexpr openspace::properties::Property::PropertyInfo InterpolationSpeedInfo = {
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"Speed",
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"Interpolation Speed",
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"Affects how long the interpolation takes when triggered using one of the "
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"trigger properties. A value of 1 means that a step takes 1 second.",
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openspace::properties::Property::Visibility::NoviceUser
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};
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constexpr openspace::properties::Property::PropertyInfo UseSplineInfo = {
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"UseSplineInterpolation",
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"Use Spline Interpolation",
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"If true, the points will be interpolated using a Catmull-Rom spline instead of "
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"linearly. This leads to a smoother transition at the breakpoints, i.e. between "
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"each step.",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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// RenderableInterpolatedPoints is a version of the RenderablePointCloud class, where
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// the dataset may contain multiple time steps that can be interpolated between. It
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// supports interpolation of both of positions and data values used for color mapping
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// or size.
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//
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// The dataset should be structured in a way so that the first N rows correspond to
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// the first set of positions for the objects, the next N rows to the second set of
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// positions, and so on. The number of objects in the dataset must be specified in the
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// asset.
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struct [[codegen::Dictionary(RenderableInterpolatedPoints)]] Parameters {
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// The number of objects to read from the dataset. Every N:th datapoint will
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// be interpreted as the same point, but at a different step in the interpolation
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int numberOfObjects [[codegen::greaterequal(1)]];
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struct Interpolation {
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// [[codegen::verbatim(InterpolationValueInfo.description)]]
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std::optional<double> value;
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// [[codegen::verbatim(InterpolationSpeedInfo.description)]]
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std::optional<double> speed;
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// [[codegen::verbatim(UseSplineInfo.description)]]
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std::optional<bool> useSplineInterpolation;
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};
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// Initial settings for the interpolation
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std::optional<Interpolation> interpolation;
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};
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#include "renderableinterpolatedpoints_codegen.cpp"
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} // namespace
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namespace openspace {
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documentation::Documentation RenderableInterpolatedPoints::Documentation() {
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return codegen::doc<Parameters>(
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"base_renderableinterpolatedpoints",
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RenderablePointCloud::Documentation()
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);
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}
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RenderableInterpolatedPoints::Interpolation::Interpolation()
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: properties::PropertyOwner({ "Interpolation", "Interpolation", "" })
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, value(InterpolationValueInfo, 0.f, 0.f, 1.f)
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, nSteps(StepsInfo)
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, goToNextStep(JumpToNextInfo)
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, goToPrevStep(JumpToPrevInfo)
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, interpolateToNextStep(InterpolateToNextInfo)
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, interpolateToPrevStep(InterpolateToPrevInfo)
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, interpolateToEnd(InterpolateToEndInfo)
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, interpolateToStart(InterpolateToStartInfo)
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, speed(InterpolationSpeedInfo, 1.f, 0.01f, 100.f)
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, useSpline(UseSplineInfo, false)
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{
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addProperty(value);
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auto triggerInterpolation = [](std::string_view identifier, float v, float d) {
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std::string script = fmt::format(
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"openspace.setPropertyValueSingle(\"{}\", {}, {})",
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identifier, v, d
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);
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// No syncing, as this was triggered from a property change (which happened
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// based on an already synced script)
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global::scriptEngine->queueScript(
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script,
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scripting::ScriptEngine::ShouldBeSynchronized::No,
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scripting::ScriptEngine::ShouldSendToRemote::No
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);
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};
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interpolateToEnd.onChange([triggerInterpolation, this]() {
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float remaining = value.maxValue() - value;
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float duration = remaining / speed;
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triggerInterpolation(
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value.fullyQualifiedIdentifier(),
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value.maxValue(),
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duration
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);
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});
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interpolateToStart.onChange([triggerInterpolation, this]() {
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float duration = value / speed;
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triggerInterpolation(value.fullyQualifiedIdentifier(), 0.f, duration);
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});
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interpolateToNextStep.onChange([triggerInterpolation, this]() {
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float prevValue = glm::floor(value);
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float newValue = glm::min(prevValue + 1.f, value.maxValue());
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float duration = 1.f / speed;
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triggerInterpolation(value.fullyQualifiedIdentifier(), newValue, duration);
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});
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interpolateToPrevStep.onChange([triggerInterpolation, this]() {
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float prevValue = glm::ceil(value);
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float newValue = glm::max(prevValue - 1.f, value.minValue());
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float duration = 1.f / speed;
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triggerInterpolation(value.fullyQualifiedIdentifier(), newValue, duration);
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});
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addProperty(interpolateToEnd);
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addProperty(interpolateToStart);
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addProperty(interpolateToNextStep);
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addProperty(interpolateToPrevStep);
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addProperty(speed);
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goToNextStep.onChange([this]() {
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float prevValue = glm::floor(value);
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value = glm::min(prevValue + 1.f, value.maxValue());
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});
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goToPrevStep.onChange([this]() {
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float prevValue = glm::ceil(value);
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value = glm::max(prevValue - 1.f, value.minValue());
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});
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addProperty(goToNextStep);
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addProperty(goToPrevStep);
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nSteps.setReadOnly(true);
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addProperty(nSteps);
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addProperty(useSpline);
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}
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RenderableInterpolatedPoints::RenderableInterpolatedPoints(
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const ghoul::Dictionary& dictionary)
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: RenderablePointCloud(dictionary)
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{
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const Parameters p = codegen::bake<Parameters>(dictionary);
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addPropertySubOwner(_interpolation);
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if (p.interpolation.has_value()) {
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_interpolation.value = static_cast<float>(
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p.interpolation->value.value_or(_interpolation.value)
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);
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_interpolation.speed = static_cast<float>(
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p.interpolation->speed.value_or(_interpolation.speed)
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);
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_interpolation.useSpline = p.interpolation->useSplineInterpolation.value_or(
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_interpolation.useSpline
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);
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}
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unsigned int nObjects = static_cast<unsigned int>(p.numberOfObjects);
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// At this point, the dataset has been loaded and the number of points computed. We
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// need to recompute them and compute how many steps the number of points
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// corresponded to
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if (_nDataPoints % nObjects != 0) {
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LERROR(fmt::format(
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"Mismatch between provided number of data entries and the specified number "
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"of points. Expected the number of entries in the data file {} to be evenly "
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"divisible by the number of points", _dataFile
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));
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}
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_interpolation.nSteps = _nDataPoints / nObjects;
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_interpolation.value.setMaxValue(static_cast<float>(_interpolation.nSteps - 1));
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_interpolation.value.onChange([this]() {
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bool passedAKnot =
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glm::ceil(_interpolation.value) != glm::ceil(_prevInterpolationValue);
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if (passedAKnot) {
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_dataIsDirty = true;
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}
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_prevInterpolationValue = _interpolation.value;
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});
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_interpolation.useSpline.onChange([this]() {
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_dataIsDirty = true;
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_shouldReinitializeBufferdata = true;
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});
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// This property is mostly for show in the UI, but also used to tell how many points
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// should be rendered. So make sure it is updated once we know the number of
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// interpolation steps
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_nDataPoints = nObjects;
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}
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void RenderableInterpolatedPoints::initializeShadersAndGlExtras() {
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_program = BaseModule::ProgramObjectManager.request(
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"RenderablePointCloud_Interpolated",
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[]() {
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return global::renderEngine->buildRenderProgram(
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"RenderablePointCloud_Interpolated",
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absPath("${MODULE_BASE}/shaders/pointcloud/billboardpoint_interpolated_vs.glsl"),
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absPath("${MODULE_BASE}/shaders/pointcloud/billboardpoint_fs.glsl"),
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absPath("${MODULE_BASE}/shaders/pointcloud/billboardpoint_gs.glsl")
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);
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}
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);
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initializeBufferData();
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}
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void RenderableInterpolatedPoints::deinitializeShaders() {
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BaseModule::ProgramObjectManager.release(
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"RenderablePointCloud_Interpolated",
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[](ghoul::opengl::ProgramObject* p) {
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global::renderEngine->removeRenderProgram(p);
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}
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);
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_program = nullptr;
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}
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void RenderableInterpolatedPoints::bindDataForPointRendering() {
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RenderablePointCloud::bindDataForPointRendering();
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float t0 = computeCurrentLowerValue();
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float t = glm::clamp(_interpolation.value - t0, 0.f, 1.f);
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_program->setUniform("interpolationValue", t);
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_program->setUniform("useSpline", _interpolation.useSpline);
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}
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void RenderableInterpolatedPoints::preUpdate() {
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if (_shouldReinitializeBufferdata) {
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initializeBufferData();
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_shouldReinitializeBufferdata = false;
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}
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}
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int RenderableInterpolatedPoints::nAttributesPerPoint() const {
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int n = RenderablePointCloud::nAttributesPerPoint();
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// Need twice as much information as the regular points
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n *= 2;
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if (_interpolation.useSpline) {
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// Use two more positions (xyz)
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n += 2 * 3;
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}
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return n;
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}
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std::vector<float> RenderableInterpolatedPoints::createDataSlice() {
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ZoneScoped;
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if (_dataset.entries.empty()) {
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return std::vector<float>();
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}
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std::vector<float> result;
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result.reserve(nAttributesPerPoint() * _nDataPoints);
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// Find the information we need for the interpolation and to identify the points,
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// and make sure these result in valid indices in all cases
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float t0 = computeCurrentLowerValue();
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float t1 = t0 + 1.f;
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t1 = glm::clamp(t1, 0.f, _interpolation.value.maxValue());
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unsigned int t0Index = static_cast<unsigned int>(t0);
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unsigned int t1Index = static_cast<unsigned int>(t1);
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// What datavar is in use for the index color
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int colorParamIndex = currentColorParameterIndex();
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// What datavar is in use for the size scaling (if present)
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int sizeParamIndex = currentSizeParameterIndex();
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double maxRadius = 0.0;
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for (unsigned int i = 0; i < _nDataPoints; i++) {
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using namespace dataloader;
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const Dataset::Entry& e0 = _dataset.entries[t0Index * _nDataPoints + i];
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const Dataset::Entry& e1 = _dataset.entries[t1Index * _nDataPoints + i];
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glm::dvec3 position0 = transformedPosition(e0);
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glm::dvec3 position1 = transformedPosition(e1);
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const double r = glm::max(glm::length(position0), glm::length(position1));
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maxRadius = glm::max(maxRadius, r);
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// Positions
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for (int j = 0; j < 3; ++j) {
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result.push_back(static_cast<float>(position0[j]));
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}
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for (int j = 0; j < 3; ++j) {
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result.push_back(static_cast<float>(position1[j]));
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}
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if (_interpolation.useSpline && _interpolation.nSteps > 1) {
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// Compute the extra positions, before and after the other ones
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unsigned int beforeIndex = static_cast<unsigned int>(
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glm::max(t0 - 1.f, 0.f)
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);
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unsigned int afterIndex = static_cast<unsigned int>(
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glm::min(t1 + 1.f, _interpolation.value.maxValue() - 1.f)
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);
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const Dataset::Entry& e00 = _dataset.entries[beforeIndex * _nDataPoints + i];
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const Dataset::Entry& e11 = _dataset.entries[afterIndex * _nDataPoints + i];
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glm::dvec3 positionBefore = transformedPosition(e00);
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glm::dvec3 positionAfter = transformedPosition(e11);
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for (int j = 0; j < 3; ++j) {
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result.push_back(static_cast<float>(positionBefore[j]));
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}
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||||
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for (int j = 0; j < 3; ++j) {
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result.push_back(static_cast<float>(positionAfter[j]));
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}
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||||
}
|
||||
|
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// Colors
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if (_hasColorMapFile) {
|
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result.push_back(e0.data[colorParamIndex]);
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result.push_back(e1.data[colorParamIndex]);
|
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}
|
||||
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// Size data
|
||||
if (_hasDatavarSize) {
|
||||
// @TODO: Consider more detailed control over the scaling. Currently the value
|
||||
// is multiplied with the value as is. Should have similar mapping properties
|
||||
// as the color mapping
|
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result.push_back(e0.data[sizeParamIndex]);
|
||||
result.push_back(e1.data[sizeParamIndex]);
|
||||
}
|
||||
|
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// @TODO: Also need to update label positions, if we have created labels from the dataset
|
||||
// And make sure these are created from only the first set of points..
|
||||
}
|
||||
setBoundingSphere(maxRadius);
|
||||
return result;
|
||||
}
|
||||
|
||||
void RenderableInterpolatedPoints::initializeBufferData() {
|
||||
if (_vao == 0) {
|
||||
glGenVertexArrays(1, &_vao);
|
||||
LDEBUG(fmt::format("Generating Vertex Array id '{}'", _vao));
|
||||
}
|
||||
if (_vbo == 0) {
|
||||
glGenBuffers(1, &_vbo);
|
||||
LDEBUG(fmt::format("Generating Vertex Buffer Object id '{}'", _vbo));
|
||||
}
|
||||
|
||||
const int attibutesPerPoint = nAttributesPerPoint();
|
||||
const unsigned int bufferSize = attibutesPerPoint * _nDataPoints * sizeof(float);
|
||||
|
||||
// Allocate the memory for the buffer (we will want to upload the data quite often)
|
||||
glBindVertexArray(_vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, bufferSize, nullptr, GL_DYNAMIC_DRAW);
|
||||
|
||||
int attributeOffset = 0;
|
||||
|
||||
auto addFloatAttribute = [&](const std::string& name, GLint nValues) {
|
||||
GLint attrib = _program->attributeLocation(name);
|
||||
glEnableVertexAttribArray(attrib);
|
||||
glVertexAttribPointer(
|
||||
attrib,
|
||||
nValues,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
attibutesPerPoint * sizeof(float),
|
||||
(attributeOffset > 0) ?
|
||||
reinterpret_cast<void*>(attributeOffset * sizeof(float)) :
|
||||
nullptr
|
||||
);
|
||||
attributeOffset += nValues;
|
||||
};
|
||||
|
||||
addFloatAttribute("in_position0", 3);
|
||||
addFloatAttribute("in_position1", 3);
|
||||
|
||||
if (_interpolation.useSpline) {
|
||||
addFloatAttribute("in_position_before", 3);
|
||||
addFloatAttribute("in_position_after", 3);
|
||||
}
|
||||
|
||||
if (_hasColorMapFile) {
|
||||
addFloatAttribute("in_colorParameter0", 1);
|
||||
addFloatAttribute("in_colorParameter1", 1);
|
||||
}
|
||||
|
||||
if (_hasDatavarSize) {
|
||||
addFloatAttribute("in_scalingParameter0", 1);
|
||||
addFloatAttribute("in_scalingParameter1", 1);
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void RenderableInterpolatedPoints::updateBufferData() {
|
||||
if (!_hasDataFile || _dataset.entries.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
ZoneScopedN("Data dirty");
|
||||
TracyGpuZone("Data dirty");
|
||||
LDEBUG("Regenerating data");
|
||||
|
||||
// Regenerate data and update buffer
|
||||
std::vector<float> slice = createDataSlice();
|
||||
|
||||
glBindVertexArray(_vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, slice.size() * sizeof(float), slice.data());
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
_dataIsDirty = false;
|
||||
}
|
||||
|
||||
bool RenderableInterpolatedPoints::isAtKnot() const {
|
||||
float v = _interpolation.value;
|
||||
return (v - glm::floor(v)) < std::numeric_limits<float>::epsilon();
|
||||
}
|
||||
|
||||
float RenderableInterpolatedPoints::computeCurrentLowerValue() const {
|
||||
float t0 = glm::floor(_interpolation.value);
|
||||
|
||||
if (isAtKnot()) {
|
||||
t0 = t0 - 1.f;
|
||||
}
|
||||
|
||||
const float maxTValue = _interpolation.value.maxValue();
|
||||
float maxAllowedT0 = glm::max(maxTValue - 1.f, 0.f);
|
||||
t0 = glm::clamp(t0, 0.f, maxAllowedT0);
|
||||
return t0;
|
||||
}
|
||||
|
||||
} // namespace openspace
|
||||
Reference in New Issue
Block a user