Added new shaders and code for Apple's trails lines.

This commit is contained in:
Jonathas Costa
2020-02-03 12:59:29 -05:00
parent 11aa87bd36
commit d2e442203d
3 changed files with 168 additions and 0 deletions

View File

@@ -249,6 +249,18 @@ RenderableTrail::RenderableTrail(const ghoul::Dictionary& dictionary)
}
void RenderableTrail::initializeGL() {
#ifdef __APPLE__
_programObject = BaseModule::ProgramObjectManager.request(
ProgramName,
[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
return global::renderEngine.buildRenderProgram(
ProgramName,
absPath("${MODULE_BASE}/shaders/renderabletrail_vs.glsl"),
absPath("${MODULE_BASE}/shaders/renderabletrail_apple_fs.glsl")
);
}
);
#else
_programObject = BaseModule::ProgramObjectManager.request(
ProgramName,
[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
@@ -259,6 +271,7 @@ void RenderableTrail::initializeGL() {
);
}
);
#endif
ghoul::opengl::updateUniformLocations(*_programObject, _uniformCache, UniformNames);
}
@@ -320,7 +333,11 @@ void RenderableTrail::render(const RenderData& data, RendererTasks&) {
(_appearance.renderingModes == RenderingModeLinesPoints);
if (renderLines) {
#ifdef __APPLE__
glLineWidth(1.f);
#else
glLineWidth(ceil((2.f * 1.f + _appearance.lineWidth) * std::sqrt(2.f)));
#endif
}
if (renderPoints) {
glEnable(GL_PROGRAM_POINT_SIZE);

View File

@@ -0,0 +1,68 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2019 *
* *
* 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. *
****************************************************************************************/
#include "fragment.glsl"
in float vs_positionDepth;
in vec4 vs_gPosition;
in float fade;
uniform vec3 color;
uniform int renderPhase;
uniform float opacity = 1.0;
// Fragile! Keep in sync with RenderableTrail::render::RenderPhase
#define RenderPhaseLines 0
#define RenderPhasePoints 1
#define Delta 0.25
Fragment getFragment() {
Fragment frag;
frag.color = vec4(color * fade, fade * opacity);
frag.depth = vs_positionDepth;
frag.blend = BLEND_MODE_ADDITIVE;
if (renderPhase == RenderPhasePoints) {
// Use the length of the vector (dot(circCoord, circCoord)) as factor in the
// smoothstep to gradually decrease the alpha on the edges of the point
vec2 circCoord = 2.0 * gl_PointCoord - 1.0;
//float circleClipping = 1.0 - smoothstep(1.0 - Delta, 1.0, dot(circCoord, circCoord));
float circleClipping = smoothstep(1.0, 1.0 - Delta, dot(circCoord, circCoord));
float transparencyCorrection = frag.color.a * circleClipping;
if (transparencyCorrection < 0.9) {
discard;
}
frag.color.a = transparencyCorrection;
}
frag.gPosition = vs_gPosition;
// There is no normal here
frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0);
return frag;
}

View File

@@ -0,0 +1,83 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2019 *
* *
* 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__
#include "PowerScaling/powerScaling_vs.hglsl"
layout(location = 0) in vec3 in_point_position;
out float vs_positionDepth;
out vec4 vs_gPosition;
out float fade;
uniform dmat4 modelViewTransform;
uniform mat4 projectionTransform;
uniform int idOffset;
uniform int nVertices;
uniform bool useLineFade;
uniform float lineFade;
uniform int vertexSortingMethod;
uniform int pointSize;
uniform int stride;
uniform ivec2 resolution;
// Fragile! Keep in sync with RenderableTrail::render
#define VERTEX_SORTING_NEWESTFIRST 0
#define VERTEX_SORTING_OLDESTFIRST 1
#define VERTEX_SORTING_NOSORTING 2
void main() {
int modId = gl_VertexID;
if ((vertexSortingMethod != VERTEX_SORTING_NOSORTING) && useLineFade) {
// Account for a potential rolling buffer
modId = gl_VertexID - idOffset;
if (modId < 0) {
modId += nVertices;
}
// Convert the index to a [0,1] ranger
float id = float(modId) / float(nVertices);
if (vertexSortingMethod == VERTEX_SORTING_NEWESTFIRST) {
id = 1.0 - id;
}
fade = clamp(id * lineFade, 0.0, 1.0);
}
else {
fade = 1.0;
}
vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1));
vec4 vs_positionClipSpace = projectionTransform * vs_gPosition;
vs_positionDepth = vs_positionClipSpace.w;
gl_PointSize = (stride == 1 || int(modId) % stride == 0) ?
float(pointSize) : float(pointSize) / 2;
gl_Position = z_normalization(vs_positionClipSpace);
}