mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-05 19:19:39 -06:00
More fixed for RenderableStars
Added screenshot button for F4
This commit is contained in:
@@ -11,6 +11,7 @@ interaction_speed = 2.75
|
||||
openspace.bindKey("f1", "openspace.gui.toggle()")
|
||||
openspace.bindKey("f2", "openspace.setPerformanceMeasurement(true)")
|
||||
openspace.bindKey("f3", "openspace.setPerformanceMeasurement(false)")
|
||||
openspace.bindKey("f4", "openspace.takeScreenshot()")
|
||||
openspace.bindKey("f5", "loadKeyBindings()")
|
||||
|
||||
openspace.bindKey("T", "openspace.distance(-interaction_speed * openspace.dt(), 6.0)")
|
||||
|
||||
@@ -60,28 +60,19 @@ void main() {
|
||||
ge_velocity = vs_velocity[0];
|
||||
ge_speed = vs_speed[0];
|
||||
|
||||
/// --- distance modulus --- NOT OPTIMIZED YET.
|
||||
|
||||
// float M = vs_brightness[0][0]; // get ABSOLUTE magnitude (x param)
|
||||
// float M = vs_brightness[0][0]; // get ABSOLUTE magnitude (x param)
|
||||
float M = vs_brightness[0].z; // if NOT running test-target.
|
||||
vec4 cam = vec4(-cam_position[0].xyz, cam_position[0].w); // get negative camera position
|
||||
vec4 pos = psc_position[0]; // get OK star position
|
||||
|
||||
vec4 result = psc_addition(pos, cam); // compute vec from camera to position
|
||||
float x, y, z, w;
|
||||
x = result[0];
|
||||
y = result[1];
|
||||
z = result[2];
|
||||
w = result[3];
|
||||
vec2 pc = vec2(
|
||||
length(result.xyz),
|
||||
result.w
|
||||
);
|
||||
|
||||
// p = vec4(vec3(length(vec3(x,y,z)),w);
|
||||
float l = length(vec3(x,y,z));
|
||||
// p = vec4(vec3(l), w);
|
||||
|
||||
vec2 pc = vec2(length(result.xyz), result[3]);
|
||||
|
||||
// @Check conversion is also done in the cpp file ---abock
|
||||
pc[0] *= 0.324077929f; // convert meters -> parsecs
|
||||
// convert meters into parsecs
|
||||
pc[0] *= 0.324077929f;
|
||||
pc[1] += -18.0f;
|
||||
|
||||
float distLog = log10(pc[0]) + pc[1];
|
||||
@@ -93,17 +84,16 @@ void main() {
|
||||
|
||||
// check everything below this ---abock
|
||||
float weight = 0.00001f; // otherwise this takes over.
|
||||
float depth = pc[0] * pow(10, pc[1]);
|
||||
// depth *= abs(apparent);
|
||||
double depth = pc[0] * pow(10, pc[1]);
|
||||
depth *= pow(apparent,3);
|
||||
|
||||
//float modifiedSpriteSize = spriteSize + (depth*weight);
|
||||
float modifiedSpriteSize = (depth*weight);
|
||||
double modifiedSpriteSize = spriteSize + (depth*weight);
|
||||
// float modifiedSpriteSize = (depth*weight);
|
||||
|
||||
// EMIT QUAD
|
||||
for(int i = 0; i < 4; i++){
|
||||
vec4 p1 = P;
|
||||
p1.xy += modifiedSpriteSize *(corners[i] - vec2(0.5));
|
||||
p1.xy += vec2(modifiedSpriteSize * (corners[i] - vec2(0.5)));
|
||||
vs_position = p1;
|
||||
gl_Position = projection * p1;
|
||||
// gl_Position = z_normalization(projection * p1);
|
||||
|
||||
Reference in New Issue
Block a user