This commit is contained in:
Lovisa Hassler
2019-12-13 19:53:53 +01:00
6 changed files with 67 additions and 105 deletions

View File

@@ -25,7 +25,7 @@
#include "fragment.glsl"
flat in vec4 gs_colorMap;
in float vs_screenSpaceDepth;
flat in float vs_screenSpaceDepth;
in vec2 texCoord;
in float ta;

View File

@@ -55,7 +55,7 @@ flat in float dvarScaling[];
flat out vec4 gs_colorMap;
out vec2 texCoord;
out float vs_screenSpaceDepth;
flat out float vs_screenSpaceDepth;
out float ta;
const double PARSEC = 0.308567756e17LF;
@@ -171,17 +171,22 @@ void main() {
// Build primitive
texCoord = corners[3];
gl_Position = thirdPosition;
EmitVertex();
texCoord = corners[0];
gl_Position = initialPosition;
EmitVertex();
texCoord = corners[2];
gl_Position = crossCorner;
EmitVertex();
texCoord = corners[1];
gl_Position = secondPosition;
EmitVertex();
texCoord = corners[3];
gl_Position = thirdPosition;
EmitVertex();
texCoord = corners[2];
gl_Position = crossCorner;
EmitVertex();
EndPrimitive();
}

View File

@@ -308,7 +308,6 @@ RenderableSatellites::RenderableSatellites(const ghoul::Dictionary& dictionary)
: Renderable(dictionary)
, _path(PathInfo)
, _nSegments(SegmentsInfo, 120, 4, 1024)
{
documentation::testSpecificationAndThrow(
Documentation(),
@@ -322,6 +321,14 @@ RenderableSatellites::RenderableSatellites(const ghoul::Dictionary& dictionary)
if (dictionary.hasKeyAndValue<glm::vec3>(LineColorInfo.identifier)) {
_appearance.lineColor = dictionary.value<glm::vec3>(LineColorInfo.identifier);
}
if (dictionary.hasKeyAndValue<double>("FadeInfo")) {
_appearance.lineFade = static_cast<float>(
dictionary.value<double>("FadeInfo")
);
}
else {
_appearance.lineFade = 20;
}
auto reinitializeTrailBuffers = [this]() {
initializeGL();
@@ -333,6 +340,9 @@ RenderableSatellites::RenderableSatellites(const ghoul::Dictionary& dictionary)
addPropertySubOwner(_appearance);
addProperty(_path);
addProperty(_nSegments);
addProperty(_opacity);
setRenderBin(Renderable::RenderBin::Overlay);
}
@@ -475,7 +485,6 @@ void RenderableSatellites::initializeGL() {
_uniformCache.opacity = _programObject->uniformLocation("opacity");
updateBuffers();
setRenderBin(Renderable::RenderBin::Overlay);
}
void RenderableSatellites::deinitializeGL() {
@@ -514,9 +523,12 @@ void RenderableSatellites::render(const RenderData& data, RendererTasks&) {
data.camera.combinedViewMatrix() * modelTransform
);
// Because we want the property to work similar to the planet trails
float fade = static_cast<float>(pow(_appearance.lineFade.maxValue() - _appearance.lineFade, 2.0));
_programObject->setUniform(_uniformCache.projection, data.camera.projectionMatrix());
_programObject->setUniform(_uniformCache.color, _appearance.lineColor);
_programObject->setUniform(_uniformCache.lineFade, _appearance.lineFade);
_programObject->setUniform(_uniformCache.lineFade, fade);
glLineWidth(_appearance.lineWidth);
@@ -595,10 +607,10 @@ void RenderableSatellites::updateBuffers() {
);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(TrailVBOLayout), (GLvoid*)0); // stride : 4*sizeof(GL_FLOAT) + 2*sizeof(GL_DOUBLE)
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(TrailVBOLayout), nullptr);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_DOUBLE, GL_FALSE, sizeof(TrailVBOLayout), (GLvoid*)(4*sizeof(GL_FLOAT)) );
glVertexAttribPointer(1, 2, GL_DOUBLE, GL_FALSE, sizeof(TrailVBOLayout), (GLvoid*)(4 * sizeof(GL_FLOAT)));
glBindVertexArray(0);

View File

@@ -94,10 +94,6 @@ private:
/// trail.
std::vector<TrailVBOLayout> _vertexBufferData;
/// The index array that is potentially used in the draw call. If this is empty, no
/// element draw call is used.
std::vector<unsigned int> _indexBufferData;
GLuint _vertexArray;
GLuint _vertexBuffer;
GLuint _indexBuffer;

View File

@@ -63,15 +63,25 @@ Fragment getFragment() {
vertexDistance_f += 1.0;
}
float invert = 1.0 - vertexDistance_f;
float fade = clamp(invert * lineFade, 0.0, 1.0);
float invert = pow((1.0 - vertexDistance_f), lineFade);
float fade = clamp(invert, 0.0, 1.0);
// Currently even fully transparent lines can occlude other lines, thus we discard
// these fragments since debris and satellites are rendered so close to each other
if (fade < 0.05) {
discard;
}
Fragment frag;
// Use additive blending for some values to make the discarding less abrupt
if (fade < 0.15) {
frag.blend = BLEND_MODE_ADDITIVE;
}
frag.color = vec4(color, fade * opacity);
frag.depth = vs_position_w;
frag.gPosition = viewSpacePosition;
frag.gNormal = vec4(1, 1, 1, 0);
// frag.blend = BLEND_MODE_ADDITIVE;
// to debug using colors use this if-statment.

View File

@@ -82,14 +82,6 @@ void main() {
vs_position = gl_in[0].gl_Position; // in object space
dvec4 dpos = modelMatrix * dvec4(vs_position);
dvec4 clipTestPos = cameraViewProjectionMatrix * dpos;
clipTestPos /= clipTestPos.w;
if ((clipTestPos.x < -1.0 || clipTestPos.x > 1.0) ||
(clipTestPos.y < -1.0 || clipTestPos.y > 1.0))
{
return;
}
ge_bvLumAbsMagAppMag = vs_bvLumAbsMagAppMag[0];
ge_velocity = vs_velocity[0];
ge_speed = vs_speed[0];
@@ -156,96 +148,43 @@ void main() {
dvec3 scaledUp = dvec3(0.0);
vec4 bottomLeftVertex, bottomRightVertex, topLeftVertex, topRightVertex;
// if (distanceToStarInParsecs > 1800.0) {
// scaledRight = scaleMultiply * invariantRight * 0.5f;
// scaledUp = scaleMultiply * invariantUp * 0.5f;
// } else {
dvec3 normal = normalize(eyePosition - dpos.xyz);
dvec3 newRight = normalize(cross(cameraUp, normal));
dvec3 newUp = cross(normal, newRight);
scaledRight = scaleMultiply * newRight;
scaledUp = scaleMultiply * newUp;
//}
dvec3 normal = normalize(eyePosition - dpos.xyz);
dvec3 newRight = normalize(cross(cameraUp, normal));
dvec3 newUp = cross(normal, newRight);
scaledRight = scaleMultiply * newRight;
scaledUp = scaleMultiply * newUp;
bottomLeftVertex = z_normalization(vec4(cameraViewProjectionMatrix *
dvec4(dpos.xyz - scaledRight - scaledUp, dpos.w)));
gs_screenSpaceDepth = bottomLeftVertex.w;
topRightVertex = z_normalization(vec4(cameraViewProjectionMatrix *
dvec4(dpos.xyz + scaledUp + scaledRight, dpos.w)));
topRightVertex = z_normalization(vec4(cameraViewProjectionMatrix *
dvec4(dpos.xyz + scaledUp + scaledRight, dpos.w)));
// Testing size:
// vec3 tmpPos = vec3(eyePositionDelta);
// vec4 falseBottomLeftVertex = z_normalization(vec4(cameraViewProjectionMatrix *
// dvec4(tmpPos - scaledRight - scaledUp, dpos.w)));
bottomRightVertex = z_normalization(vec4(cameraViewProjectionMatrix *
dvec4(dpos.xyz + scaledRight - scaledUp, dpos.w)));
// vec4 falseTopRightVertex = z_normalization(vec4(cameraViewProjectionMatrix *
// dvec4(tmpPos + scaledUp + scaledRight, dpos.w)));
// vec2 halfViewSize = vec2(screenSize.x, screenSize.y) * 0.5f;
// vec2 topRight = falseTopRightVertex.xy/falseTopRightVertex.w;
// vec2 bottomLeft = falseBottomLeftVertex.xy/falseBottomLeftVertex.w;
// Complete algebra
// topRight = ((topRight + vec2(1.0)) * halfViewSize) - vec2(0.5);
// bottomLeft = ((bottomLeft + vec2(1.0)) * halfViewSize) - vec2(0.5);
//vec2 sizes = abs(topRight - bottomLeft);
// Optimized version
// vec2 sizes = abs(halfViewSize * (topRight - bottomLeft));
// float height = sizes.y;
// float width = sizes.x;
// if ((height > billboardSize) ||
// (width > billboardSize)) {
// float correctionScale = height > billboardSize ? billboardSize / height :
// billboardSize / width;
// scaledRight *= correctionScale;
// scaledUp *= correctionScale;
// bottomLeftVertex = z_normalization(vec4(cameraViewProjectionMatrix *
// dvec4(dpos.xyz - scaledRight - scaledUp, dpos.w)));
// gs_screenSpaceDepth = bottomLeftVertex.w;
// topRightVertex = z_normalization(vec4(cameraViewProjectionMatrix *
// dvec4(dpos.xyz + scaledUp + scaledRight, dpos.w)));
// bottomRightVertex = z_normalization(vec4(cameraViewProjectionMatrix *
// dvec4(dpos.xyz + scaledRight - scaledUp, dpos.w)));
// topLeftVertex = z_normalization(vec4(cameraViewProjectionMatrix *
// dvec4(dpos.xyz + scaledUp - scaledRight, dpos.w)));
// } else {
// if (width < 2.0f) {
// float maxVar = 2.0f;
// float minVar = 1.0f;
// float var = (height + width);
// float ta = ( (var - minVar)/(maxVar - minVar) );
// if (ta == 0.0f)
// return;
// }
// float minSize = 30.f;
// if ((width < minSize) || (height < minSize))
// return;
bottomRightVertex = z_normalization(vec4(cameraViewProjectionMatrix *
dvec4(dpos.xyz + scaledRight - scaledUp, dpos.w)));
topLeftVertex = z_normalization(vec4(cameraViewProjectionMatrix *
topLeftVertex = z_normalization(vec4(cameraViewProjectionMatrix *
dvec4(dpos.xyz + scaledUp - scaledRight, dpos.w)));
// }
// Build primitive
gl_Position = topLeftVertex;
psfCoords = vec2(-1.0, 1.0);
EmitVertex();
gl_Position = bottomLeftVertex;
psfCoords = vec2(-1.0, -1.0);
EmitVertex();
gl_Position = topRightVertex;
psfCoords = vec2(1.0, 1.0);
EmitVertex();
gl_Position = bottomRightVertex;
psfCoords = vec2(1.0, -1.0);
EmitVertex();
gl_Position = topLeftVertex;
psfCoords = vec2(-1.0, 1.0);
EmitVertex();
gl_Position = topRightVertex;
psfCoords = vec2(1.0, 1.0);
EmitVertex();
EndPrimitive();
}