More coding style conformance

This commit is contained in:
Alexander Bock
2017-11-11 11:25:49 -05:00
parent f29b15a37f
commit 758e26789c
170 changed files with 2585 additions and 1229 deletions
@@ -58,7 +58,8 @@ public:
void update(const UpdateData& data) override;
private:
// ------------------------------------- ENUMS -------------------------------------//
enum ColorMethod : int { // Used to determine if lines should be colored UNIFORMLY or by an extraQuantity
// Used to determine if lines should be colored UNIFORMLY or by an extraQuantity
enum ColorMethod : int {
Uniform = 0,
ByQuantity
};
@@ -67,73 +68,139 @@ private:
std::string _name; // Name of the Node!
// ------------------------------------- FLAGS -------------------------------------//
std::atomic<bool> _isLoadingStateFromDisk { false}; // Used for 'runtime-states'. True when loading a new state from disk on another thread.
bool _isReady = false; // If initialization proved successful
bool _loadingStatesDynamically = false; // False => states are stored in RAM (using 'in-RAM-states'), True => states are loaded from disk during runtime (using 'runtime-states')
bool _mustLoadNewStateFromDisk = false; // Used for 'runtime-states': True if new 'runtime-state' must be loaded from disk. False => the previous frame's state should still be shown
bool _needsUpdate = false; // Used for 'in-RAM-states' : True if new 'in-RAM-state' must be loaded. False => the previous frame's state should still be shown
std::atomic<bool> _newStateIsReady { false}; // Used for 'runtime-states'. True when finished loading a new state from disk on another thread.
bool _shouldUpdateColorBuffer = false; // True when new state is loaded or user change which quantity to color the lines by
bool _shouldUpdateMaskingBuffer = false; // True when new state is loaded or user change which quantity used for masking out line segments
// Used for 'runtime-states'. True when loading a new state from disk on another
// thread.
std::atomic<bool> _isLoadingStateFromDisk { false};
// If initialization proved successful
bool _isReady = false;
// False => states are stored in RAM (using 'in-RAM-states'), True => states are
// loaded from disk during runtime (using 'runtime-states')
bool _loadingStatesDynamically = false;
// Used for 'runtime-states': True if new 'runtime-state' must be loaded from disk.
// False => the previous frame's state should still be shown
bool _mustLoadNewStateFromDisk = false;
// Used for 'in-RAM-states' : True if new 'in-RAM-state' must be loaded.
// False => the previous frame's state should still be shown
bool _needsUpdate = false;
// Used for 'runtime-states'. True when finished loading a new state from disk on
// another thread.
std::atomic<bool> _newStateIsReady = false;
// True when new state is loaded or user change which quantity to color the lines by
bool _shouldUpdateColorBuffer = false;
// True when new state is loaded or user change which quantity used for masking out
// line segments
bool _shouldUpdateMaskingBuffer = false;
// --------------------------------- NUMERICALS ----------------------------------- //
int _activeStateIndex = -1; // Active index of _states. If(==-1)=>no state available for current time. Always the same as _activeTriggerTimeIndex if(_loadingStatesDynamically==true), else always = 0
int _activeTriggerTimeIndex = -1; // Active index of _startTimes
size_t _nStates = 0; // Number of states in the sequence
float _scalingFactor = 1.f; // In setup it is used to scale JSON coordinates. During runtime it is used to scale domain limits.
double _sequenceEndTime; // Estimated end of sequence.
GLuint _vertexArrayObject = 0; // OpenGL Vertex Array Object
GLuint _vertexColorBuffer = 0; // OpenGL Vertex Buffer Object containing the extraQuantity values used for coloring the lines
GLuint _vertexMaskingBuffer = 0; // OpenGL Vertex Buffer Object containing the extraQuantity values used for masking out segments of the lines
GLuint _vertexPositionBuffer = 0; // OpenGL Vertex Buffer Object containing the vertex positions
// Active index of _states. If(==-1)=>no state available for current time. Always the
// same as _activeTriggerTimeIndex if(_loadingStatesDynamically==true), else
// always = 0
int _activeStateIndex = -1;
// Active index of _startTimes
int _activeTriggerTimeIndex = -1;
// Number of states in the sequence
size_t _nStates = 0;
// In setup it is used to scale JSON coordinates. During runtime it is used to scale
// domain limits.
float _scalingFactor = 1.f;
// Estimated end of sequence.
double _sequenceEndTime;
// OpenGL Vertex Array Object
GLuint _vertexArrayObject = 0;
// OpenGL Vertex Buffer Object containing the extraQuantity values used for coloring
// the lines
GLuint _vertexColorBuffer = 0;
// OpenGL Vertex Buffer Object containing the extraQuantity values used for masking
// out segments of the lines
GLuint _vertexMaskingBuffer = 0;
// OpenGL Vertex Buffer Object containing the vertex positions
GLuint _vertexPositionBuffer = 0;
// ----------------------------------- POINTERS ------------------------------------//
std::unique_ptr<ghoul::Dictionary> _dictionary; // The Lua-Modfile-Dictionary used during initialization
std::unique_ptr<FieldlinesState> _newState; // Used for 'runtime-states' when switching out current state to a new state
// The Lua-Modfile-Dictionary used during initialization
std::unique_ptr<ghoul::Dictionary> _dictionary;
// Used for 'runtime-states' when switching out current state to a new state
std::unique_ptr<FieldlinesState> _newState;
std::unique_ptr<ghoul::opengl::ProgramObject> _shaderProgram;
std::shared_ptr<TransferFunction> _transferFunction; // Transfer function used to color lines when _pColorMethod is set to BY_QUANTITY
// Transfer function used to color lines when _pColorMethod is set to BY_QUANTITY
std::shared_ptr<TransferFunction> _transferFunction;
// ------------------------------------ VECTORS ----------------------------------- //
std::vector<std::string> _colorTablePaths; // Paths to color tables. One for each 'extraQuantity'
std::vector<glm::vec2> _colorTableRanges; // Values represents min & max values represented in the color table
std::vector<glm::vec2> _maskingRanges; // Values represents min & max limits for valid masking range
std::vector<std::string> _sourceFiles; // Stores the provided source file paths if using 'runtime-states', else emptied after initialization
std::vector<double> _startTimes; // Contains the _triggerTimes for all FieldlineStates in the sequence
std::vector<FieldlinesState> _states; // Stores the FieldlineStates
// Paths to color tables. One for each 'extraQuantity'
std::vector<std::string> _colorTablePaths;
// Values represents min & max values represented in the color table
std::vector<glm::vec2> _colorTableRanges;
// Values represents min & max limits for valid masking range
std::vector<glm::vec2> _maskingRanges;
// Stores the provided source file paths if using 'runtime-states', else emptied after
// initialization
std::vector<std::string> _sourceFiles;
// Contains the _triggerTimes for all FieldlineStates in the sequence
std::vector<double> _startTimes;
// Stores the FieldlineStates
std::vector<FieldlinesState> _states;
// ---------------------------------- Properties ---------------------------------- //
properties::PropertyOwner _pColorGroup; // Group to hold the color properties
properties::OptionProperty _pColorMethod; // Uniform/transfer function/topology?
properties::OptionProperty _pColorQuantity; // Index of the extra quantity to color lines by
properties::StringProperty _pColorQuantityMin; // Color table/transfer function min
properties::StringProperty _pColorQuantityMax; // Color table/transfer function max
properties::StringProperty _pColorTablePath; // Color table/transfer function for "By Quantity" coloring
properties::Vec4Property _pColorUniform; // Uniform Field Line Color
properties::BoolProperty _pColorABlendEnabled; // Whether or not to use additive blending
// Group to hold the color properties
properties::PropertyOwner _pColorGroup;
// Uniform/transfer function/topology?
properties::OptionProperty _pColorMethod;
// Index of the extra quantity to color lines by
properties::OptionProperty _pColorQuantity;
// Color table/transfer function min
properties::StringProperty _pColorQuantityMin;
// Color table/transfer function max
properties::StringProperty _pColorQuantityMax;
// Color table/transfer function for "By Quantity" coloring
properties::StringProperty _pColorTablePath;
// Uniform Field Line Color
properties::Vec4Property _pColorUniform;
// Whether or not to use additive blending
properties::BoolProperty _pColorABlendEnabled;
properties::BoolProperty _pDomainEnabled; // Whether or not to use Domain
properties::PropertyOwner _pDomainGroup; // Group to hold the Domain properties
properties::Vec2Property _pDomainX; // Domain Limits along x-axis
properties::Vec2Property _pDomainY; // Domain Limits along y-axis
properties::Vec2Property _pDomainZ; // Domain Limits along z-axis
properties::Vec2Property _pDomainR; // Domain Limits radially
// Whether or not to use Domain
properties::BoolProperty _pDomainEnabled;
// Group to hold the Domain properties
properties::PropertyOwner _pDomainGroup;
// Domain Limits along x-axis
properties::Vec2Property _pDomainX;
// Domain Limits along y-axis
properties::Vec2Property _pDomainY;
// Domain Limits along z-axis
properties::Vec2Property _pDomainZ;
// Domain Limits radially
properties::Vec2Property _pDomainR;
properties::Vec4Property _pFlowColor; // Simulated particles' color
properties::BoolProperty _pFlowEnabled; // Toggle flow [ON/OFF]
properties::PropertyOwner _pFlowGroup; // Group to hold the flow/particle properties
properties::IntProperty _pFlowParticleSize; // Size of simulated flow particles
properties::IntProperty _pFlowParticleSpacing; // Size of simulated flow particles
properties::BoolProperty _pFlowReversed; // Toggle flow direction [FORWARDS/BACKWARDS]
properties::IntProperty _pFlowSpeed; // Speed of simulated flow
// Simulated particles' color
properties::Vec4Property _pFlowColor;
// Toggle flow [ON/OFF]
properties::BoolProperty _pFlowEnabled;
// Group to hold the flow/particle properties
properties::PropertyOwner _pFlowGroup;
// Size of simulated flow particles
properties::IntProperty _pFlowParticleSize;
// Size of simulated flow particles
properties::IntProperty _pFlowParticleSpacing;
// Toggle flow direction [FORWARDS/BACKWARDS]
properties::BoolProperty _pFlowReversed;
// Speed of simulated flow
properties::IntProperty _pFlowSpeed;
properties::BoolProperty _pMaskingEnabled; // Whether or not to use masking
properties::PropertyOwner _pMaskingGroup; // Group to hold the masking properties
properties::StringProperty _pMaskingMin; // Lower limit for allowed values
properties::StringProperty _pMaskingMax; // Upper limit for allowed values
properties::OptionProperty _pMaskingQuantity; // Index of the extra quantity to use for masking
// Whether or not to use masking
properties::BoolProperty _pMaskingEnabled;
// Group to hold the masking properties
properties::PropertyOwner _pMaskingGroup;
// Lower limit for allowed values
properties::StringProperty _pMaskingMin;
// Upper limit for allowed values
properties::StringProperty _pMaskingMax;
// Index of the extra quantity to use for masking
properties::OptionProperty _pMaskingQuantity;
properties::TriggerProperty _pFocusOnOriginBtn; // Button which sets camera focus to parent node of the renderable
properties::TriggerProperty _pJumpToStartBtn; // Button which executes a time jump to start of sequence
// Button which sets camera focus to parent node of the renderable
properties::TriggerProperty _pFocusOnOriginBtn;
// Button which executes a time jump to start of sequence
properties::TriggerProperty _pJumpToStartBtn;
// --------------------- FUNCTIONS USED DURING INITIALIZATION --------------------- //
void addStateToSequence(FieldlinesState& STATE);
@@ -147,7 +214,8 @@ private:
bool extractMandatoryInfoFromDictionary(SourceFileType& sourceFileType);
void extractOptionalInfoFromDictionary(std::string& outputFolderPath);
void extractOsflsInfoFromDictionary();
bool extractSeedPointsFromFile(const std::string& path, std::vector<glm::vec3>& outVec);
bool extractSeedPointsFromFile(const std::string& path,
std::vector<glm::vec3>& outVec);
void extractTriggerTimesFromFileNames();
bool loadJsonStatesIntoRAM(const std::string& outputFolder);
void loadOsflsStatesIntoRAM(const std::string& outputFolder);