Add DomainLimiting, Masking and AdditiveBlending options

This commit is contained in:
Oskar Carlbaum
2017-10-04 03:43:32 +02:00
parent dc597f59c4
commit adcd62dedd
5 changed files with 266 additions and 15 deletions
@@ -48,6 +48,9 @@ void RenderableFieldlinesSequence::deinitialize() {
glDeleteBuffers(1, &_vertexColorBuffer);
_vertexColorBuffer = 0;
glDeleteBuffers(1, &_vertexMaskingBuffer);
_vertexMaskingBuffer = 0;
RenderEngine& renderEngine = OsEng.renderEngine();
if (_shaderProgram) {
renderEngine.removeRenderProgram(_shaderProgram);
@@ -82,6 +85,8 @@ void RenderableFieldlinesSequence::render(const RenderData& data, RendererTasks&
_shaderProgram->setUniform("colorMethod", _pColorMethod);
_shaderProgram->setUniform("lineColor", _pColorUniform);
_shaderProgram->setUniform("usingDomain", _pDomainEnabled);
_shaderProgram->setUniform("usingMasking", _pMaskingEnabled);
if (_pColorMethod == ColorMethod::BY_QUANTITY) {
ghoul::opengl::TextureUnit textureUnit;
@@ -92,6 +97,15 @@ void RenderableFieldlinesSequence::render(const RenderData& data, RendererTasks&
_colorTableRanges[_pColorQuantity]);
}
if (_pMaskingEnabled) {
_shaderProgram->setUniform("maskingRange", _maskingRanges[_pMaskingQuantity]);
}
_shaderProgram->setUniform("domainLimR", _pDomainR.value() * _scalingFactor);
_shaderProgram->setUniform("domainLimX", _pDomainX.value() * _scalingFactor);
_shaderProgram->setUniform("domainLimY", _pDomainY.value() * _scalingFactor);
_shaderProgram->setUniform("domainLimZ", _pDomainZ.value() * _scalingFactor);
// Flow/Particles
_shaderProgram->setUniform("flowColor", _pFlowColor);
_shaderProgram->setUniform("usingParticles", _pFlowEnabled);
@@ -100,6 +114,26 @@ void RenderableFieldlinesSequence::render(const RenderData& data, RendererTasks&
_shaderProgram->setUniform("particleSpeed", _pFlowSpeed);
_shaderProgram->setUniform("time", OsEng.runTime() * (_pFlowReversed ? -1 : 1));
bool additiveBlending = false;
if (_pColorABlendEnabled) {
const auto RENDERER = OsEng.renderEngine().rendererImplementation();
bool usingFBufferRenderer = RENDERER ==
RenderEngine::RendererImplementation::Framebuffer;
bool usingABufferRenderer = RENDERER ==
RenderEngine::RendererImplementation::ABuffer;
if (usingABufferRenderer) {
_shaderProgram->setUniform("usingAdditiveBlending", _pColorABlendEnabled);
}
additiveBlending = usingFBufferRenderer;
if (additiveBlending) {
glDepthMask(false);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
}
glBindVertexArray(_vertexArrayObject);
glMultiDrawArrays(
GL_LINE_STRIP, //_drawingOutputType,
@@ -110,6 +144,11 @@ void RenderableFieldlinesSequence::render(const RenderData& data, RendererTasks&
glBindVertexArray(0);
_shaderProgram->deactivate();
if (additiveBlending) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(true);
}
}
}
@@ -164,7 +203,8 @@ void RenderableFieldlinesSequence::update(const UpdateData& data) {
updateVertexPositionBuffer();
if (_states[_activeStateIndex].nExtraQuantities() > 0) {
_shouldUpdateColorBuffer = true;
_shouldUpdateColorBuffer = true;
_shouldUpdateMaskingBuffer = true;
} else {
_pColorMethod = ColorMethod::UNIFORM;
}
@@ -178,6 +218,11 @@ void RenderableFieldlinesSequence::update(const UpdateData& data) {
updateVertexColorBuffer();
_shouldUpdateColorBuffer = false;
}
if (_shouldUpdateMaskingBuffer) {
updateVertexMaskingBuffer();
_shouldUpdateMaskingBuffer = false;
}
}
}
@@ -252,6 +297,26 @@ void RenderableFieldlinesSequence::updateVertexColorBuffer() {
}
}
void RenderableFieldlinesSequence::updateVertexMaskingBuffer() {
glBindVertexArray(_vertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, _vertexMaskingBuffer);
bool isSuccessful;
const std::vector<float>& QUANTITY_VEC =
_states[_activeStateIndex].extraQuantity(_pMaskingQuantity, isSuccessful);
if (isSuccessful) {
glBufferData(GL_ARRAY_BUFFER, QUANTITY_VEC.size() * sizeof(float),
&QUANTITY_VEC.front(), GL_STATIC_DRAW);
glEnableVertexAttribArray(_VA_MASKING);
glVertexAttribPointer(_VA_MASKING, 1, GL_FLOAT, GL_FALSE, 0, 0);
unbindGL();
}
}