Fixed depth, position, scale and shader issues with fieldlines. Added passthrough geometry shader

This commit is contained in:
Hans-Christian Helltegen
2014-11-21 10:37:01 +01:00
parent 1e5c181cee
commit 815fc3b348
7 changed files with 225 additions and 105 deletions

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@@ -45,7 +45,6 @@ public:
bool deinitialize();
void render(const RenderData& data) override;
void update(const UpdateData& data) override;
private:
std::vector<std::vector<LinePoint> > getFieldlinesData(std::string filename, ghoul::Dictionary hintsDictionary);
@@ -54,18 +53,11 @@ private:
std::vector<std::string> _filenames;
std::vector<glm::vec3> _seedPoints;
ghoul::opengl::ProgramObject *_fieldlinesProgram;
GLuint _VAO, _seedpointVAO;
ghoul::filesystem::File* _vertexSourceFile;
ghoul::filesystem::File* _fragmentSourceFile;
ghoul::opengl::ProgramObject* _shader;
GLuint _fieldlineVAO, _seedpointVAO;
std::vector<GLint> _lineStart;
std::vector<GLsizei> _lineCount;
bool _programUpdateOnSave;
bool _update;
void safeShaderCompilation();
};
} // namespace openspace

40
shaders/fieldline_fs.glsl Normal file
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@@ -0,0 +1,40 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
in vec4 gs_color;
in vec4 gs_position;
#include "ABuffer/abufferStruct.hglsl"
#include "ABuffer/abufferAddToBuffer.hglsl"
#include "PowerScaling/powerScaling_fs.hglsl"
void main() {
vec4 fragColor = gs_color;
float depth = pscDepth(gs_position);
ABufferStruct_t frag = createGeometryFragment(fragColor, gs_position, depth);
addToBuffer(frag);
}

90
shaders/fieldline_gs.glsl Normal file
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@@ -0,0 +1,90 @@
#version __CONTEXT__
uniform mat4 modelViewProjection;
uniform mat4 modelTransform;
layout(lines) in;
layout(line_strip, max_vertices = 2) out;
in vec4 vs_color[];
in vec4 vs_position[];
out vec4 gs_color;
out vec4 gs_position;
#include "PowerScaling/powerScaling_vs.hglsl"
void main() {
gs_color = vs_color[0];
for(int i = 0; i < 2; i++) {
// gs_position = gl_in[i].gl_Position;
// gl_Position = gl_in[i].gl_Position;
// calculate psc position
vec4 tmp = gl_in[i].gl_Position;
vec4 position = pscTransform(tmp, modelTransform);
gs_position = tmp;
// project the position to view space
position = modelViewProjection * position;
gl_Position = z_normalization(position);
EmitVertex();
}
EndPrimitive();
}
// uniform mat4 ModelviewProjection;
// layout(lines_adjacency) in;
// layout(location = 0) in vec3 vPosition[4]; // Four inputs since we're using GL_LINE_STRIP_ADJACENCY
// // layout(location = 2) in vec3 vNormal[4]; // Orientation vectors are necessary for consistent alignment
// layout(triangle_strip, max_vertices = 24) out;
// out vec4 in_color;
// vec4 prismoid[8]; // Scratch space for the eight corners of the prismoid
// void emit(int a, int b, int c, int d) {
// gl_Position = prismoid[a]; EmitVertex();
// gl_Position = prismoid[b]; EmitVertex();
// gl_Position = prismoid[c]; EmitVertex();
// gl_Position = prismoid[d]; EmitVertex();
// EndPrimitive();
// }
// void main() {
// // Compute orientation vectors for the two connecting faces:
// vec3 vNormal = vec3(0, 0, 1);
// vec3 p0, p1, p2, p3;
// p0 = vPosition[0]; p1 = vPosition[1];
// p2 = vPosition[2]; p3 = vPosition[3];
// vec3 n0 = normalize(p1-p0);
// vec3 n1 = normalize(p2-p1);
// vec3 n2 = normalize(p3-p2);
// vec3 u = normalize(n0+n1);
// vec3 v = normalize(n1+n2);
// // Declare scratch variables for basis vectors:
// vec3 i,j,k; float r = 0.1;
// // Compute face 1 of 2:
// // j = u; i = vNormal[1]; k = cross(i, j); i *= r; k *= r;
// j = u; i = vNormal; k = cross(i, j); i *= r; k *= r;
// prismoid[0] = ModelviewProjection * vec4(p1 + i + k, 1);
// prismoid[1] = ModelviewProjection * vec4(p1 + i - k, 1);
// prismoid[2] = ModelviewProjection * vec4(p1 - i - k, 1);
// prismoid[3] = ModelviewProjection * vec4(p1 - i + k, 1);
// // Compute face 2 of 2:
// // j = v; i = vNormal[2]; k = cross(i, j); i *= r; k *= r;
// j = v; i = vNormal; k = cross(i, j); i *= r; k *= r;
// prismoid[4] = ModelviewProjection * vec4(p2 + i + k, 1);
// prismoid[5] = ModelviewProjection * vec4(p2 + i - k, 1);
// prismoid[6] = ModelviewProjection * vec4(p2 - i - k, 1);
// prismoid[7] = ModelviewProjection * vec4(p2 - i + k, 1);
// // Emit the six faces of the prismoid:
// emit(0,1,3,2); emit(5,4,6,7);
// emit(4,5,0,1); emit(3,2,7,6);
// emit(0,3,4,7); emit(2,1,6,5);
// }

51
shaders/fieldline_vs.glsl Normal file
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@@ -0,0 +1,51 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
uniform mat4 modelViewProjection;
uniform mat4 modelTransform;
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec4 in_color;
out vec4 vs_color;
// out vec4 vs_position;
#include "PowerScaling/powerScaling_vs.hglsl"
void main() {
vs_color = in_color;
// // calculate psc position
// vec4 tmp = vec4(in_position, 0);
// vec4 position = pscTransform(tmp, modelTransform);
// // vs_position = tmp;
// // project the position to view space
// position = modelViewProjection * position;
// gl_Position = z_normalization(position);
gl_Position = vec4(in_position, 0);
}

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@@ -35,18 +35,14 @@ namespace {
const std::string keyFieldlines = "Fieldlines";
const std::string keyFilename = "File";
const std::string keyHints = "Hints";
const std::string keyShaders = "Shaders";
const std::string keyVertexShader = "VertexShader";
const std::string keyFragmentShader = "FragmentShader";
}
namespace openspace {
RenderableFieldlines::RenderableFieldlines(const ghoul::Dictionary& dictionary)
: Renderable(dictionary)
, _VAO(0)
, _programUpdateOnSave(false)
, _update(false)
, _fieldlineVAO(0)
, _shader(nullptr)
{
std::string name;
bool success = dictionary.getValue(constants::scenegraphnode::keyName, name);
@@ -84,41 +80,7 @@ RenderableFieldlines::RenderableFieldlines(const ghoul::Dictionary& dictionary)
}
}
ghoul::Dictionary shaderDictionary;
success = dictionary.getValue(keyShaders, shaderDictionary);
if (!success) {
LERROR("RenderableFieldlines '" << name << "' does not contain a '" <<
keyShaders << "' table");
return;
}
std::string vshaderpath;
success = shaderDictionary.getValue(keyVertexShader, vshaderpath);
if (!success) {
LERROR("RenderableFieldlines '" << name << "' does not have a '" <<
keyVertexShader << "'");
return;
}
vshaderpath = findPath(vshaderpath);
std::string fshaderpath;
success = shaderDictionary.getValue(keyFragmentShader, fshaderpath);
if (!success) {
LERROR("RenderableFieldlines '" << name << "' does not have a '" <<
keyFragmentShader << "'");
return;
}
fshaderpath = findPath(fshaderpath);
_vertexSourceFile = new ghoul::filesystem::File(vshaderpath, false);
_fragmentSourceFile = new ghoul::filesystem::File(fshaderpath, false);
_fieldlinesProgram = ghoul::opengl::ProgramObject::Build("FieldlinesProgram", vshaderpath, fshaderpath);
dictionary.getValue("UpdateOnSave", _programUpdateOnSave);
setBoundingSphere(PowerScaledScalar::CreatePSS(5)); // FIXME a non-magic number perhaps
setBoundingSphere(PowerScaledScalar::CreatePSS(250.f*6371000.f)); // FIXME a non-magic number perhaps
}
RenderableFieldlines::~RenderableFieldlines() {
@@ -151,8 +113,8 @@ bool RenderableFieldlines::initialize() {
// ------ FIELDLINES -----------------
GLuint vertexPositionBuffer;
glGenVertexArrays(1, &_VAO); // generate array
glBindVertexArray(_VAO); // bind array
glGenVertexArrays(1, &_fieldlineVAO); // generate array
glBindVertexArray(_fieldlineVAO); // bind array
glGenBuffers(1, &vertexPositionBuffer); // generate buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexPositionBuffer); // bind buffer
glBufferData(GL_ARRAY_BUFFER, vertexData.size()*sizeof(LinePoint), &vertexData.front(), GL_STATIC_DRAW);
@@ -162,10 +124,10 @@ bool RenderableFieldlines::initialize() {
glEnableVertexAttribArray(vertexLocation);
glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, sizeof(LinePoint), reinterpret_cast<void*>(0));
// Texture coordinates
GLuint texcoordLocation = 1;
glEnableVertexAttribArray(texcoordLocation);
glVertexAttribPointer(texcoordLocation, 4, GL_FLOAT, GL_FALSE, sizeof(LinePoint), (void*)(sizeof(glm::vec3)));
// Vertex colors
GLuint colorLocation = 1;
glEnableVertexAttribArray(colorLocation);
glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(LinePoint), (void*)(sizeof(glm::vec3)));
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind buffer
glBindVertexArray(0); //unbind array
@@ -182,26 +144,21 @@ bool RenderableFieldlines::initialize() {
glEnableVertexAttribArray(vertexLocation);
glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, sizeof(LinePoint), reinterpret_cast<void*>(0));
// Texture coordinates
glEnableVertexAttribArray(texcoordLocation);
glVertexAttribPointer(texcoordLocation, 4, GL_FLOAT, GL_FALSE, sizeof(LinePoint), (void*)(3*sizeof(float)));
// Vertex colors
glEnableVertexAttribArray(colorLocation);
glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(LinePoint), (void*)(sizeof(glm::vec3)));
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind buffer
glBindVertexArray(0); //unbind array
glPointSize(5); // size of seedpoints
//glEnable(GL_LINE_SMOOTH);
//glEnable(GL_POLYGON_SMOOTH);
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
//glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
// ------ SETUP SHADERS -----------------
auto privateCallback = [this](const ghoul::filesystem::File& file) {
_update = true;
};
if(_programUpdateOnSave) {
_vertexSourceFile->setCallback(privateCallback);
_fragmentSourceFile->setCallback(privateCallback);
}
_fieldlinesProgram->compileShaderObjects();
_fieldlinesProgram->linkProgramObject();
OsEng.ref().configurationManager().getValue("FieldlineProgram", _shader);
assert(_shader);
return true;
}
@@ -211,46 +168,24 @@ bool RenderableFieldlines::deinitialize() {
}
void RenderableFieldlines::render(const RenderData& data) {
if(_update) {
_update = false;
safeShaderCompilation();
}
if (!_shader)
return;
glm::mat4 transform = data.camera.viewProjectionMatrix();
glm::mat4 camTransform = data.camera.viewRotationMatrix();
//psc relative = data.position - data.camera.position();
_shader->activate();
_shader->setUniform("modelViewProjection", data.camera.viewProjectionMatrix());
_shader->setUniform("modelTransform", glm::mat4(1.0));
setPscUniforms(_shader, &data.camera, data.position);
transform = transform*camTransform;
transform = glm::mat4(1.0);
transform = glm::scale(transform, glm::vec3(0.01));
// Activate shader
_fieldlinesProgram->activate();
_fieldlinesProgram->setUniform("modelViewProjection", data.camera.viewProjectionMatrix());
_fieldlinesProgram->setUniform("modelTransform", transform);
setPscUniforms(_fieldlinesProgram, &data.camera, data.position);
// ------ FIELDLINES -----------------
glBindVertexArray(_VAO);
// ------ DRAW FIELDLINES -----------------
glBindVertexArray(_fieldlineVAO);
glMultiDrawArrays(GL_LINE_STRIP, &_lineStart[0], &_lineCount[0], _lineStart.size());
// // ------ SEEDPOINTS -----------------
// // ------ DRAW SEEDPOINTS -----------------
// glBindVertexArray(_seedpointVAO);
// glMultiDrawArrays(GL_POINTS, &_lineStart[0], &_lineCount[0], _seedPoints.size());
glBindVertexArray(0);
// Deactivate shader
_fieldlinesProgram->deactivate();
}
void RenderableFieldlines::update(const UpdateData& data) {
}
void RenderableFieldlines::safeShaderCompilation() {
_fieldlinesProgram->rebuildFromFile();
_fieldlinesProgram->compileShaderObjects();
_fieldlinesProgram->linkProgramObject();
_shader->deactivate();
}
std::vector<std::vector<LinePoint> > RenderableFieldlines::getFieldlinesData(std::string filename, ghoul::Dictionary hintsDictionary) {

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@@ -231,6 +231,16 @@ bool SceneGraph::initialize()
_programs.push_back(tmpProgram);
OsEng.ref().configurationManager().setValue("PlaneProgram", tmpProgram);
// Fieldline program
tmpProgram = ProgramObject::Build("Fieldline",
"${SHADERS}/fieldline_vs.glsl",
"${SHADERS}/fieldline_fs.glsl",
"${SHADERS}/fieldline_gs.glsl",
cb);
if (!tmpProgram) return false;
_programs.push_back(tmpProgram);
OsEng.ref().configurationManager().setValue("FieldlineProgram", tmpProgram);
// Done building shaders
double elapsed = std::chrono::duration_cast<second_>(clock_::now()-beginning).count();
LINFO("Time to load shaders: " << elapsed);

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@@ -395,6 +395,8 @@ KameleonWrapper::Fieldlines KameleonWrapper::getClassifiedFieldLines(
glm::vec4 color;
FieldlineEnd forwardEnd, backEnd;
float ReToMeter = 6371000;
if (_type == Model::BATSRUS) {
for (glm::vec3 seedPoint : seedPoints) {
fLine = traceCartesianFieldline(xVar, yVar, zVar, seedPoint, stepSize, TraceDirection::FORWARD, forwardEnd);
@@ -408,7 +410,7 @@ KameleonWrapper::Fieldlines KameleonWrapper::getClassifiedFieldLines(
// write colors
std::vector<LinePoint> line;
for (glm::vec3 position : bLine) {
line.push_back(LinePoint(position, color));
line.push_back(LinePoint(ReToMeter*position, color));
}
fieldLines.push_back(line);