mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-02-24 22:09:10 -06:00
Added new shaders and code for Apple's trails lines.
This commit is contained in:
@@ -249,6 +249,18 @@ RenderableTrail::RenderableTrail(const ghoul::Dictionary& dictionary)
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}
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void RenderableTrail::initializeGL() {
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#ifdef __APPLE__
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_programObject = BaseModule::ProgramObjectManager.request(
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ProgramName,
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[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
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return global::renderEngine.buildRenderProgram(
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ProgramName,
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absPath("${MODULE_BASE}/shaders/renderabletrail_vs.glsl"),
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absPath("${MODULE_BASE}/shaders/renderabletrail_apple_fs.glsl")
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);
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}
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);
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#else
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_programObject = BaseModule::ProgramObjectManager.request(
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ProgramName,
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[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
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@@ -259,6 +271,7 @@ void RenderableTrail::initializeGL() {
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);
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}
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);
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#endif
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ghoul::opengl::updateUniformLocations(*_programObject, _uniformCache, UniformNames);
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}
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@@ -320,7 +333,11 @@ void RenderableTrail::render(const RenderData& data, RendererTasks&) {
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(_appearance.renderingModes == RenderingModeLinesPoints);
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if (renderLines) {
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#ifdef __APPLE__
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glLineWidth(1.f);
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#else
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glLineWidth(ceil((2.f * 1.f + _appearance.lineWidth) * std::sqrt(2.f)));
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#endif
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}
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if (renderPoints) {
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glEnable(GL_PROGRAM_POINT_SIZE);
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68
modules/base/shaders/renderabletrail_apple_fs.glsl
Normal file
68
modules/base/shaders/renderabletrail_apple_fs.glsl
Normal file
@@ -0,0 +1,68 @@
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2019 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include "fragment.glsl"
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in float vs_positionDepth;
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in vec4 vs_gPosition;
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in float fade;
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uniform vec3 color;
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uniform int renderPhase;
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uniform float opacity = 1.0;
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// Fragile! Keep in sync with RenderableTrail::render::RenderPhase
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#define RenderPhaseLines 0
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#define RenderPhasePoints 1
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#define Delta 0.25
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Fragment getFragment() {
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Fragment frag;
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frag.color = vec4(color * fade, fade * opacity);
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frag.depth = vs_positionDepth;
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frag.blend = BLEND_MODE_ADDITIVE;
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if (renderPhase == RenderPhasePoints) {
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// Use the length of the vector (dot(circCoord, circCoord)) as factor in the
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// smoothstep to gradually decrease the alpha on the edges of the point
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vec2 circCoord = 2.0 * gl_PointCoord - 1.0;
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//float circleClipping = 1.0 - smoothstep(1.0 - Delta, 1.0, dot(circCoord, circCoord));
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float circleClipping = smoothstep(1.0, 1.0 - Delta, dot(circCoord, circCoord));
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float transparencyCorrection = frag.color.a * circleClipping;
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if (transparencyCorrection < 0.9) {
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discard;
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}
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frag.color.a = transparencyCorrection;
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}
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frag.gPosition = vs_gPosition;
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// There is no normal here
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frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0);
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return frag;
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}
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83
modules/base/shaders/renderabletrail_apple_vs.glsl
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83
modules/base/shaders/renderabletrail_apple_vs.glsl
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@@ -0,0 +1,83 @@
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2019 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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#include "PowerScaling/powerScaling_vs.hglsl"
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layout(location = 0) in vec3 in_point_position;
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out float vs_positionDepth;
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out vec4 vs_gPosition;
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out float fade;
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uniform dmat4 modelViewTransform;
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uniform mat4 projectionTransform;
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uniform int idOffset;
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uniform int nVertices;
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uniform bool useLineFade;
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uniform float lineFade;
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uniform int vertexSortingMethod;
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uniform int pointSize;
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uniform int stride;
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uniform ivec2 resolution;
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// Fragile! Keep in sync with RenderableTrail::render
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#define VERTEX_SORTING_NEWESTFIRST 0
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#define VERTEX_SORTING_OLDESTFIRST 1
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#define VERTEX_SORTING_NOSORTING 2
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void main() {
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int modId = gl_VertexID;
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if ((vertexSortingMethod != VERTEX_SORTING_NOSORTING) && useLineFade) {
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// Account for a potential rolling buffer
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modId = gl_VertexID - idOffset;
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if (modId < 0) {
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modId += nVertices;
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}
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// Convert the index to a [0,1] ranger
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float id = float(modId) / float(nVertices);
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if (vertexSortingMethod == VERTEX_SORTING_NEWESTFIRST) {
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id = 1.0 - id;
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}
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fade = clamp(id * lineFade, 0.0, 1.0);
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}
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else {
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fade = 1.0;
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}
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vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1));
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vec4 vs_positionClipSpace = projectionTransform * vs_gPosition;
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vs_positionDepth = vs_positionClipSpace.w;
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gl_PointSize = (stride == 1 || int(modId) % stride == 0) ?
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float(pointSize) : float(pointSize) / 2;
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gl_Position = z_normalization(vs_positionClipSpace);
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}
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