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https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-06 03:29:44 -06:00
Small changes to be able to show different visualizations on nodes close to the Earth
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@@ -21,8 +21,8 @@ local streamnodeColorTable = transferFunctions .. "/stream_nodes.txt"
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local streamnodeColorTableCMR = transferFunctions .. "/CMR.txt"
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local streamnodeColorTableEarth = transferFunctions .. "/stream_nodes_grey_scale.txt"
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local streamnodeColorTableFlow = transferFunctions .. "/stream_nodes_flow.txt"
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local streamnodeColorTableIlluminance = transferFunctions .. "/CMR_illuminance.txt"
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local streamnodeColorTableIlluminance2 = transferFunctions .. "/CMR_illuminance2.txt"
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--local streamnodeColorTableIlluminance = transferFunctions .. "/CMR_illuminance.txt"
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--local streamnodeColorTableIlluminance2 = transferFunctions .. "/CMR_illuminance2.txt"
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local streamnodesDirectory = asset.syncedResource({
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Name = "Bastille Day Stream nodes",
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@@ -61,8 +61,8 @@ local Streamnodes = {
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streamnodeColorTableCMR,
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streamnodeColorTableEarth,
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streamnodeColorTableFlow,
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streamnodeColorTableIlluminance,
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streamnodeColorTableIlluminance2,
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--streamnodeColorTableIlluminance,
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--streamnodeColorTableIlluminance2,
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},
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--ColorTableMinMax = {
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-- { 0, 1000000 },
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@@ -546,8 +546,8 @@ void RenderableStreamNodes::initializeGL() {
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_transferFunctionCMR = std::make_unique<TransferFunction>(absPath(_colorTablePaths[1]));
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_transferFunctionEarth = std::make_unique<TransferFunction>(absPath(_colorTablePaths[2]));
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_transferFunctionFlow = std::make_unique<TransferFunction>(absPath(_colorTablePaths[3]));
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_transferFunctionIlluminance = std::make_unique<TransferFunction>(absPath(_colorTablePaths[4]));
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_transferFunctionIlluminance2 = std::make_unique<TransferFunction>(absPath(_colorTablePaths[5]));
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//_transferFunctionIlluminance = std::make_unique<TransferFunction>(absPath(_colorTablePaths[4]));
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//_transferFunctionIlluminance2 = std::make_unique<TransferFunction>(absPath(_colorTablePaths[5]));
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// EXTRACT OPTIONAL INFORMATION FROM DICTIONARY
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std::string outputFolderPath;
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@@ -1474,7 +1474,7 @@ void RenderableStreamNodes::render(const RenderData& data, RendererTasks&) {
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_transferFunctionFlow->bind(); // Calls update internally
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_shaderProgram->setUniform("colorTableFlow", textureUnitFlow);
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ghoul::opengl::TextureUnit textureUnitIlluminance;
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/*ghoul::opengl::TextureUnit textureUnitIlluminance;
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textureUnitIlluminance.activate();
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_transferFunctionIlluminance->bind(); // Calls update internally
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_shaderProgram->setUniform("colorTableIlluminance", textureUnitIlluminance);
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@@ -1482,7 +1482,7 @@ void RenderableStreamNodes::render(const RenderData& data, RendererTasks&) {
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ghoul::opengl::TextureUnit textureUnitIlluminance2;
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textureUnitIlluminance2.activate();
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_transferFunctionIlluminance2->bind(); // Calls update internally
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_shaderProgram->setUniform("colorTableIlluminance2", textureUnitIlluminance2);
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_shaderProgram->setUniform("colorTableIlluminance2", textureUnitIlluminance2);*/
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}
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const std::vector<glm::vec3>& vertPos = _vertexPositions;
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@@ -162,9 +162,9 @@ private:
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// Transfer function used to color line flow
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std::unique_ptr<TransferFunction> _transferFunctionFlow;
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// Transfer function used to color illuminance for nodes close to the Earth
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std::unique_ptr<TransferFunction> _transferFunctionIlluminance;
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//std::unique_ptr<TransferFunction> _transferFunctionIlluminance;
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// Transfer function used to color illuminance for nodes close to the Earth2
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std::unique_ptr<TransferFunction> _transferFunctionIlluminance2;
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//std::unique_ptr<TransferFunction> _transferFunctionIlluminance2;
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// ------------------------------------ VECTORS ----------------------------------- //
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// Paths to color tables. One for each 'ColorFlux'
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@@ -132,12 +132,12 @@ Fragment getFragment() {
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if(usingPulse && usingCameraPerspective){
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if(vs_closeToEarth > 0.5){
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if(pulsatingAlways || camera_IsCloseEnough > 0.5){
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if(length(coord) > 0.46){
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if(length(coord) > 0.40){ //0.46 (utan vec4(1, 1, 1, 1)), 0.4, 0.32
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frag.color = vec4(1,1,1,1); //HÄR
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float speed = 60.f;
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int modulusResult = int(double(speed) * vs_time) % 60;
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if(modulusResult > 0 && modulusResult < 30){
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//frag.color = vec4(1, 1, 1, 1);
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discard;
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//discard;
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}
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}
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}
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@@ -35,8 +35,8 @@ uniform sampler1D colorTable;
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uniform sampler1D colorTableCMR;
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uniform sampler1D colorTableEarth;
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uniform sampler1D colorTableFlow;
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uniform sampler1D colorTableIlluminance;
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uniform sampler1D colorTableIlluminance2;
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//uniform sampler1D colorTableIlluminance;
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//uniform sampler1D colorTableIlluminance2;
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uniform vec2 colorTableRange;
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// Uniforms needed for Particle Flow
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