mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-02-18 10:59:18 -06:00
Merge branch 'feature/milkyway-galaxy' into integration/FXAA_Vol_Milkway
This commit is contained in:
@@ -27,6 +27,7 @@ asset.require('util/default_joystick')
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asset.require('util/webgui')
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asset.request('customization/globebrowsing')
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asset.request('customization/volumes')
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-- Keybindings that are specific for this scene
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local Keybindings = {
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41
data/assets/customization/volumes.asset
Normal file
41
data/assets/customization/volumes.asset
Normal file
@@ -0,0 +1,41 @@
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-- asset.require('../examples/volume/generated/cartesian.asset')
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local assetHelper = asset.require("util/asset_helper")
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local transforms = asset.require("scene/solarsystem/sun/transforms")
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local data = asset.syncedResource({
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Name = "Milkyway Volume Data",
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Type = "HttpSynchronization",
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Identifier = "milkyway_volume_data",
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Version = 1
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})
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local MilkyWayVolumeGalaxy = {
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Identifier = "Milky Way Volume",
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Parent = transforms.SolarSystemBarycenter.Identifier,
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Renderable = {
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Type = "RenderableGalaxy",
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StepSize = 0.01,
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AbsorptionMultiply = 75,
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EmissionMultiply = 200,
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Translation = {0.2, 0, 0},
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Volume = {
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Type = "Volume",
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Filename = data .. "/MilkyWayRGBAVolume1024x1024x128.raw",
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Dimensions = {1024, 1024, 128},
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Size = {1.2E21, 1.2E21, 0.15E21}
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},
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Points = {
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Type = "Points",
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Filename = data .. "/MilkyWayPoints.off",
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EnabledPointsRatio = 0.3,
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Texture = data .. "/halo.png"
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}
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},
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GUI = {
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Path = "/Milky Way"
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}
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}
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local objects = { MilkyWayVolumeGalaxy }
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assetHelper.registerSceneGraphNodesAndExport(asset, objects)
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@@ -42,9 +42,21 @@ set(SOURCE_FILES
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)
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source_group("Source Files" FILES ${SOURCE_FILES})
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set(SHADER_FILES
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${CMAKE_CURRENT_SOURCE_DIR}/shaders/galaxyraycast.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/shaders/billboard_vs.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/shaders/billboard_fs.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/shaders/billboard_ge.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/shaders/points_fs.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/shaders/points_vs.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/shaders/raycasterbounds_fs.glsl
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${CMAKE_CURRENT_SOURCE_DIR}/shaders/raycasterbounds_vs.glsl
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)
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source_group("Shader Files" FILES ${SHADER_FILES})
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create_new_module(
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"Galaxy"
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galaxy
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STATIC
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${HEADER_FILES} ${SOURCE_FILES}
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${HEADER_FILES} ${SOURCE_FILES} ${SHADER_FILES}
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)
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@@ -35,9 +35,9 @@ namespace {
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constexpr const char* GlslRaycastPath =
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"${MODULES}/galaxy/shaders/galaxyraycast.glsl";
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constexpr const char* GlslBoundsVsPath =
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"${MODULES}/galaxy/shaders/raycasterbounds.vs";
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"${MODULES}/galaxy/shaders/raycasterbounds_vs.glsl";
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constexpr const char* GlslBoundsFsPath =
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"${MODULES}/galaxy/shaders/raycasterbounds.fs";
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"${MODULES}/galaxy/shaders/raycasterbounds_fs.glsl";
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} // namespace
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namespace openspace {
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@@ -55,14 +55,8 @@ void GalaxyRaycaster::initialize() {
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void GalaxyRaycaster::renderEntryPoints(const RenderData& data,
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ghoul::opengl::ProgramObject& program)
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{
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program.setUniform("modelTransform", _modelTransform);
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program.setUniform("modelViewTransform", glm::mat4(modelViewTransform(data)));
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program.setUniform("viewProjection", data.camera.viewProjectionMatrix());
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program.setUniform("blendMode", static_cast<unsigned int>(1));
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program.setUniform("campos", glm::vec4(data.camera.positionVec3(), 1.f));
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program.setUniform("objpos", glm::vec4(data.modelTransform.translation, 0.f));
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program.setUniform("camrot", glm::mat4(data.camera.viewRotationMatrix()));
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program.setUniform("scaling", glm::vec2(1.f, 0.f));
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// Cull back face
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glEnable(GL_CULL_FACE);
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@@ -76,14 +70,8 @@ void GalaxyRaycaster::renderExitPoints(const RenderData& data,
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ghoul::opengl::ProgramObject& program)
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{
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// Uniforms
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program.setUniform("modelTransform", _modelTransform);
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program.setUniform("modelViewTransform", glm::mat4(modelViewTransform(data)));
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program.setUniform("viewProjection", data.camera.viewProjectionMatrix());
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program.setUniform("blendMode", static_cast<unsigned int>(1));
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program.setUniform("campos", glm::vec4(data.camera.positionVec3(), 1.f));
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program.setUniform("objpos", glm::vec4(data.modelTransform.translation, 0.f));
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program.setUniform("camrot", glm::mat4(data.camera.viewRotationMatrix()));
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program.setUniform("scaling", glm::vec2(1.f, 0.f));
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// Cull front face
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glEnable(GL_CULL_FACE);
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@@ -96,6 +84,16 @@ void GalaxyRaycaster::renderExitPoints(const RenderData& data,
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glCullFace(GL_BACK);
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}
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glm::dmat4 GalaxyRaycaster::modelViewTransform(const RenderData& data) {
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glm::dmat4 modelTransform =
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glm::translate(glm::dmat4(1.0), data.modelTransform.translation) *
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glm::dmat4(data.modelTransform.rotation) *
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glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale)) *
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glm::dmat4(_modelTransform);
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return data.camera.combinedViewMatrix() * modelTransform;
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}
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void GalaxyRaycaster::preRaycast(const RaycastData& data,
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ghoul::opengl::ProgramObject& program)
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{
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@@ -107,9 +105,17 @@ void GalaxyRaycaster::preRaycast(const RaycastData& data,
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const std::string opacityCoefficientUniformName = "opacityCoefficient" +
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std::to_string(data.id);
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const std::string absorptionMultiplyUniformName = "absorptionMultiply" +
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std::to_string(data.id);
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const std::string emissionMultiplyUniformName = "emissionMultiply" +
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std::to_string(data.id);
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program.setUniform(volumeAspectUniformName, _aspect);
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program.setUniform(stepSizeUniformName, _stepSize);
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program.setUniform(opacityCoefficientUniformName, _opacityCoefficient);
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program.setUniform(absorptionMultiplyUniformName, _absorptionMultiply);
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program.setUniform(emissionMultiplyUniformName, _emissionMultiply);
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_textureUnit = std::make_unique<ghoul::opengl::TextureUnit>();
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_textureUnit->activate();
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@@ -122,35 +128,14 @@ void GalaxyRaycaster::postRaycast(const RaycastData&, ghoul::opengl::ProgramObje
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}
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bool GalaxyRaycaster::isCameraInside(const RenderData& data, glm::vec3& localPosition) {
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// Camera rig position in world coordinates.
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const glm::vec4 rigWorldPos = glm::vec4(data.camera.positionVec3(), 1.0);
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//rigWorldPos /= data.camera.scaling().x * pow(10.0, data.camera.scaling().y);
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//glm::mat4 invSgctMatrix = glm::inverse(data.camera.viewMatrix());
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// Camera position in world coordinates.
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const glm::vec4 camWorldPos = rigWorldPos;
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const glm::vec3 objPos = static_cast<glm::vec3>(data.modelTransform.translation);
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const glm::mat4 modelTransform = glm::translate(_modelTransform, objPos);
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float divisor = 1.f;
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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if (abs(modelTransform[i][j] > divisor)) {
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divisor = modelTransform[i][j];
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}
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}
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}
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const glm::mat4 scaledModelTransform = modelTransform / divisor;
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const glm::vec4 modelPos = (glm::inverse(scaledModelTransform) / divisor) *
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camWorldPos;
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glm::vec4 modelPos = glm::inverse(modelViewTransform(data)) *
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glm::vec4(0.f, 0.f, 0.f, 1.f);
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localPosition = (glm::vec3(modelPos) + glm::vec3(0.5));
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return (localPosition.x > 0 && localPosition.y > 0 &&
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localPosition.z > 0 && localPosition.x < 1 &&
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localPosition.y < 1 && localPosition.z < 1);
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return (localPosition.x > 0 && localPosition.x < 1 &&
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localPosition.y > 0 && localPosition.y < 1 &&
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localPosition.z > 0 && localPosition.z < 1);
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}
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std::string GalaxyRaycaster::boundsVertexShaderPath() const {
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@@ -181,6 +166,14 @@ void GalaxyRaycaster::setOpacityCoefficient(float opacityCoefficient) {
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_opacityCoefficient = opacityCoefficient;
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}
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void GalaxyRaycaster::setAbsorptionMultiplier(float absorptionMultiply) {
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_absorptionMultiply = absorptionMultiply;
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}
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void GalaxyRaycaster::setEmissionMultiplier(float emissionMultiply) {
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_emissionMultiply = emissionMultiply;
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}
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void GalaxyRaycaster::setTime(double time) {
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_time = time;
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}
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@@ -71,14 +71,20 @@ public:
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void setTime(double time);
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void setStepSize(float stepSize);
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void setOpacityCoefficient(float opacityCoefficient);
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void setAbsorptionMultiplier(float absorptionMultiply);
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void setEmissionMultiplier(float emissionMultiply);
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private:
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glm::dmat4 modelViewTransform(const RenderData& data);
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BoxGeometry _boundingBox;
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float _stepSize;
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glm::mat4 _modelTransform;
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glm::vec3 _aspect;
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double _time;
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float _opacityCoefficient;
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float _absorptionMultiply;
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float _emissionMultiply;
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ghoul::opengl::Texture& _texture;
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std::unique_ptr<ghoul::opengl::TextureUnit> _textureUnit;
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@@ -32,6 +32,7 @@
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#include <openspace/rendering/renderable.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/util/boxgeometry.h>
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#include <openspace/util/distanceconstants.h>
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#include <openspace/util/updatestructures.h>
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#include <ghoul/glm.h>
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#include <ghoul/filesystem/filesystem.h>
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@@ -45,20 +46,49 @@
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#include <fstream>
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namespace {
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constexpr const char* GlslRayCastPath = "${MODULES}/toyvolume/shaders/rayCast.glsl";
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constexpr const char* GlslBoundsVsPath = "${MODULES}/toyvolume/shaders/boundsVs.glsl";
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constexpr const char* GlslBoundsFsPath = "${MODULES}/toyvolume/shaders/boundsFs.glsl";
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constexpr const char* GlslRaycastPath =
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"${MODULES}/galaxy/shaders/galaxyraycast.glsl";
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constexpr const char* GlslBoundsVsPath =
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"${MODULES}/galaxy/shaders/raycasterbounds_vs.glsl";
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constexpr const char* GlslBoundsFsPath =
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"${MODULES}/galaxy/shaders/raycasterbounds_fs.glsl";
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constexpr const char* _loggerCat = "Renderable Galaxy";
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constexpr const std::array<const char*, 3> UniformNamesPoints = {
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"modelMatrix", "cameraViewProjectionMatrix", "eyePosition"
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};
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constexpr const std::array<const char*, 5> UniformNamesBillboards = {
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"modelMatrix", "cameraViewProjectionMatrix",
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"cameraUp", "eyePosition", "psfTexture"
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};
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constexpr openspace::properties::Property::PropertyInfo VolumeRenderingEnabledInfo = {
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"VolumeRenderingEnabled",
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"Volume Rendering",
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"" // @TODO Missing documentation
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};
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constexpr openspace::properties::Property::PropertyInfo StarRenderingEnabledInfo = {
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"StarRenderingEnabled",
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"Star Rendering",
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"" // @TODO Missing documentation
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};
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constexpr openspace::properties::Property::PropertyInfo StepSizeInfo = {
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"StepSize",
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||||
"Step Size",
|
||||
"" // @TODO Missing documentation
|
||||
};
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||||
constexpr openspace::properties::Property::PropertyInfo PointStepSizeInfo = {
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"PointStepSize",
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"Point Step Size",
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||||
constexpr openspace::properties::Property::PropertyInfo AbsorptionMultiplyInfo = {
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"AbsorptionMultiply",
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"Absorption Multiplier",
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||||
"" // @TODO Missing documentation
|
||||
};
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||||
|
||||
constexpr openspace::properties::Property::PropertyInfo EmissionMultiplyInfo = {
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"EmissionMultiply",
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||||
"Emission Multiplier",
|
||||
"" // @TODO Missing documentation
|
||||
};
|
||||
|
||||
@@ -74,8 +104,14 @@ namespace {
|
||||
"" // @TODO Missing documentation
|
||||
};
|
||||
|
||||
constexpr openspace::properties::Property::PropertyInfo StarRenderingMethodInfo = {
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||||
"StarRenderingMethod",
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||||
"Star Rendering Method",
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||||
"This value determines which rendering method is used for visualization of the stars."
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||||
};
|
||||
|
||||
constexpr openspace::properties::Property::PropertyInfo EnabledPointsRatioInfo = {
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||||
"NEnabledPointsRatio",
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||||
"EnabledPointsRatio",
|
||||
"Enabled points",
|
||||
"" // @TODO Missing documentation
|
||||
};
|
||||
@@ -85,15 +121,69 @@ namespace openspace {
|
||||
|
||||
RenderableGalaxy::RenderableGalaxy(const ghoul::Dictionary& dictionary)
|
||||
: Renderable(dictionary)
|
||||
, _stepSize(StepSizeInfo, 0.012f, 0.0005f, 0.05f)
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||||
, _pointStepSize(PointStepSizeInfo, 0.01f, 0.01f, 0.1f)
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||||
, _translation(TranslationInfo, glm::vec3(0.f), glm::vec3(0.f), glm::vec3(10.f))
|
||||
, _volumeRenderingEnabled(VolumeRenderingEnabledInfo, true)
|
||||
, _starRenderingEnabled(StarRenderingEnabledInfo, true)
|
||||
, _stepSize(StepSizeInfo, 0.01f, 0.0005f, 0.05f, 0.001f)
|
||||
, _absorptionMultiply(AbsorptionMultiplyInfo, 40.f, 0.0f, 100.0f)
|
||||
, _emissionMultiply(EmissionMultiplyInfo, 400.f, 0.0f, 1000.0f)
|
||||
, _starRenderingMethod(StarRenderingMethodInfo, properties::OptionProperty::DisplayType::Dropdown)
|
||||
, _enabledPointsRatio(EnabledPointsRatioInfo, 0.5f, 0.01f, 1.0f)
|
||||
, _translation(TranslationInfo, glm::vec3(0.f), glm::vec3(0.f), glm::vec3(1.f))
|
||||
, _rotation(RotationInfo, glm::vec3(0.f), glm::vec3(0.f), glm::vec3(6.28f))
|
||||
, _enabledPointsRatio(EnabledPointsRatioInfo, 0.2f, 0.f, 1.f)
|
||||
{
|
||||
dictionary.getValue("VolumeRenderingEnabled", _volumeRenderingEnabled);
|
||||
dictionary.getValue("StarRenderingEnabled", _starRenderingEnabled);
|
||||
dictionary.getValue("StepSize", _stepSize);
|
||||
dictionary.getValue("AbsorptionMultiply", _absorptionMultiply);
|
||||
dictionary.getValue("EmissionMultiply", _emissionMultiply);
|
||||
dictionary.getValue("StarRenderingMethod", _starRenderingMethod);
|
||||
dictionary.getValue("EnabledPointsRatio", _enabledPointsRatio);
|
||||
dictionary.getValue("Translation", _translation);
|
||||
dictionary.getValue("Rotation", _rotation);
|
||||
dictionary.getValue("StepSize", _stepSize);
|
||||
|
||||
if (dictionary.hasKeyAndValue<bool>(VolumeRenderingEnabledInfo.identifier)) {
|
||||
_volumeRenderingEnabled = dictionary.value<bool>(VolumeRenderingEnabledInfo.identifier);
|
||||
}
|
||||
|
||||
if (dictionary.hasKeyAndValue<bool>(StarRenderingEnabledInfo.identifier)) {
|
||||
_starRenderingEnabled = static_cast<bool>(StarRenderingEnabledInfo.identifier);
|
||||
}
|
||||
|
||||
if (dictionary.hasKeyAndValue<double>(StepSizeInfo.identifier)) {
|
||||
_stepSize = static_cast<float>(dictionary.value<double>(StepSizeInfo.identifier));
|
||||
}
|
||||
|
||||
if (dictionary.hasKeyAndValue<double>(AbsorptionMultiplyInfo.identifier)) {
|
||||
_absorptionMultiply = static_cast<float>(dictionary.value<double>(AbsorptionMultiplyInfo.identifier));
|
||||
}
|
||||
|
||||
if (dictionary.hasKeyAndValue<double>(EmissionMultiplyInfo.identifier)) {
|
||||
_emissionMultiply = static_cast<float>(dictionary.value<double>(EmissionMultiplyInfo.identifier));
|
||||
}
|
||||
|
||||
_starRenderingMethod.addOptions({
|
||||
{ 0, "Points" },
|
||||
{ 1, "Billboards" }
|
||||
});
|
||||
if (dictionary.hasKey(StarRenderingMethodInfo.identifier)) {
|
||||
const std::string starRenderingMethod = dictionary.value<std::string>(
|
||||
StarRenderingMethodInfo.identifier
|
||||
);
|
||||
if (starRenderingMethod == "Points") {
|
||||
_starRenderingMethod = 0;
|
||||
}
|
||||
else if (starRenderingMethod == "Billboards") {
|
||||
_starRenderingMethod = 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (dictionary.hasKeyAndValue<glm::vec3>(TranslationInfo.identifier)) {
|
||||
_translation = dictionary.value<glm::vec3>(TranslationInfo.identifier);
|
||||
}
|
||||
|
||||
if (dictionary.hasKeyAndValue<glm::vec3>(RotationInfo.identifier)) {
|
||||
_rotation = dictionary.value<glm::vec3>(RotationInfo.identifier);
|
||||
}
|
||||
|
||||
if (!dictionary.hasKeyAndValue<ghoul::Dictionary>("Volume")) {
|
||||
LERROR("No volume dictionary specified.");
|
||||
@@ -132,7 +222,19 @@ namespace openspace {
|
||||
} else {
|
||||
LERROR("No points filename specified.");
|
||||
}
|
||||
pointsDictionary.getValue("Scaling", _pointScaling);
|
||||
|
||||
if (pointsDictionary.hasKeyAndValue<double>(EnabledPointsRatioInfo.identifier)) {
|
||||
_enabledPointsRatio = static_cast<float>(pointsDictionary.value<double>(EnabledPointsRatioInfo.identifier));
|
||||
}
|
||||
|
||||
std::string pointSpreadFunctionTexturePath;
|
||||
if (pointsDictionary.getValue("Texture", pointSpreadFunctionTexturePath)) {
|
||||
_pointSpreadFunctionTexturePath = absPath(pointSpreadFunctionTexturePath);
|
||||
_pointSpreadFunctionFile = std::make_unique<ghoul::filesystem::File>(_pointSpreadFunctionTexturePath);
|
||||
}
|
||||
else {
|
||||
LERROR("No points filename specified.");
|
||||
}
|
||||
}
|
||||
|
||||
void RenderableGalaxy::initializeGL() {
|
||||
@@ -140,7 +242,7 @@ void RenderableGalaxy::initializeGL() {
|
||||
_aspect = static_cast<glm::vec3>(_volumeDimensions);
|
||||
_aspect /= std::max(std::max(_aspect.x, _aspect.y), _aspect.z);
|
||||
|
||||
volume::RawVolumeReader<glm::tvec4<GLfloat>> reader(
|
||||
volume::RawVolumeReader<glm::tvec4<GLubyte>> reader(
|
||||
_volumeFilename,
|
||||
_volumeDimensions
|
||||
);
|
||||
@@ -149,10 +251,10 @@ void RenderableGalaxy::initializeGL() {
|
||||
_texture = std::make_unique<ghoul::opengl::Texture>(
|
||||
_volumeDimensions,
|
||||
ghoul::opengl::Texture::Format::RGBA,
|
||||
GL_RGBA32F,
|
||||
GL_FLOAT,
|
||||
GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,
|
||||
ghoul::opengl::Texture::FilterMode::Linear,
|
||||
ghoul::opengl::Texture::WrappingMode::Clamp);
|
||||
ghoul::opengl::Texture::WrappingMode::ClampToEdge);
|
||||
|
||||
_texture->setPixelData(reinterpret_cast<char*>(
|
||||
_volume->data()),
|
||||
@@ -178,91 +280,131 @@ void RenderableGalaxy::initializeGL() {
|
||||
|
||||
onEnabledChange(onChange);
|
||||
|
||||
addProperty(_volumeRenderingEnabled);
|
||||
addProperty(_starRenderingEnabled);
|
||||
addProperty(_stepSize);
|
||||
addProperty(_pointStepSize);
|
||||
addProperty(_absorptionMultiply);
|
||||
addProperty(_emissionMultiply);
|
||||
addProperty(_starRenderingMethod);
|
||||
addProperty(_enabledPointsRatio);
|
||||
addProperty(_translation);
|
||||
addProperty(_rotation);
|
||||
addProperty(_enabledPointsRatio);
|
||||
|
||||
// initialize points.
|
||||
std::ifstream pointFile(_pointsFilename, std::ios::in | std::ios::binary);
|
||||
if (!_pointsFilename.empty()) {
|
||||
_pointsProgram = global::renderEngine.buildRenderProgram(
|
||||
"Galaxy points",
|
||||
absPath("${MODULE_GALAXY}/shaders/points_vs.glsl"),
|
||||
absPath("${MODULE_GALAXY}/shaders/points_fs.glsl")
|
||||
);
|
||||
_billboardsProgram = global::renderEngine.buildRenderProgram(
|
||||
"Galaxy billboard",
|
||||
absPath("${MODULE_GALAXY}/shaders/billboard_vs.glsl"),
|
||||
absPath("${MODULE_GALAXY}/shaders/billboard_fs.glsl"),
|
||||
absPath("${MODULE_GALAXY}/shaders/billboard_ge.glsl")
|
||||
);
|
||||
|
||||
std::vector<glm::vec3> pointPositions;
|
||||
std::vector<glm::vec3> pointColors;
|
||||
if (!_pointSpreadFunctionTexturePath.empty()) {
|
||||
_pointSpreadFunctionTexture = ghoul::io::TextureReader::ref().loadTexture(
|
||||
absPath(_pointSpreadFunctionTexturePath)
|
||||
);
|
||||
|
||||
int64_t nPoints;
|
||||
pointFile.seekg(0, std::ios::beg); // read heder.
|
||||
pointFile.read(reinterpret_cast<char*>(&nPoints), sizeof(int64_t));
|
||||
if (_pointSpreadFunctionTexture) {
|
||||
LDEBUG(fmt::format(
|
||||
"Loaded texture from '{}'",
|
||||
absPath(_pointSpreadFunctionTexturePath)
|
||||
));
|
||||
_pointSpreadFunctionTexture->uploadTexture();
|
||||
}
|
||||
_pointSpreadFunctionTexture->setFilter(
|
||||
ghoul::opengl::Texture::FilterMode::AnisotropicMipMap
|
||||
);
|
||||
|
||||
_nPoints = static_cast<size_t>(nPoints);
|
||||
_pointSpreadFunctionFile = std::make_unique<ghoul::filesystem::File>(
|
||||
_pointSpreadFunctionTexturePath
|
||||
);
|
||||
}
|
||||
|
||||
size_t nFloats = _nPoints * 7;
|
||||
ghoul::opengl::updateUniformLocations(*_pointsProgram, _uniformCachePoints, UniformNamesPoints);
|
||||
ghoul::opengl::updateUniformLocations(*_billboardsProgram, _uniformCacheBillboards, UniformNamesBillboards);
|
||||
|
||||
std::vector<float> pointData(nFloats);
|
||||
pointFile.seekg(sizeof(int64_t), std::ios::beg); // read past heder.
|
||||
pointFile.read(reinterpret_cast<char*>(pointData.data()), nFloats * sizeof(float));
|
||||
pointFile.close();
|
||||
_pointsProgram->setIgnoreUniformLocationError(
|
||||
ghoul::opengl::ProgramObject::IgnoreError::Yes
|
||||
);
|
||||
|
||||
float maxdist = 0;
|
||||
GLint positionAttrib = _pointsProgram->attributeLocation("in_position");
|
||||
GLint colorAttrib = _pointsProgram->attributeLocation("in_color");
|
||||
|
||||
for (size_t i = 0; i < _nPoints; ++i) {
|
||||
float x = pointData[i * 7 + 0];
|
||||
float y = pointData[i * 7 + 1];
|
||||
float z = pointData[i * 7 + 2];
|
||||
float r = pointData[i * 7 + 3];
|
||||
float g = pointData[i * 7 + 4];
|
||||
float b = pointData[i * 7 + 5];
|
||||
maxdist = std::max(maxdist, glm::length(glm::vec3(x, y, z)));
|
||||
//float a = pointData[i * 7 + 6]; alpha is not used.
|
||||
std::ifstream pointFile(_pointsFilename, std::ios::in);
|
||||
|
||||
pointPositions.emplace_back(x, y, z);
|
||||
pointColors.emplace_back(r, g, b);
|
||||
std::vector<glm::vec3> pointPositions;
|
||||
std::vector<glm::vec3> pointColors;
|
||||
int64_t nPoints;
|
||||
|
||||
// Read header for OFF (Object File Format)
|
||||
std::string line;
|
||||
std::getline(pointFile, line);
|
||||
|
||||
// Read point count
|
||||
std::getline(pointFile, line);
|
||||
std::istringstream iss(line);
|
||||
iss >> nPoints;
|
||||
|
||||
// Prepare point reading
|
||||
_nPoints = static_cast<size_t>(nPoints);
|
||||
float maxdist = 0;
|
||||
|
||||
// Read points
|
||||
float x, y, z, r, g, b, a;
|
||||
for (size_t i = 0; i < static_cast<size_t>(_nPoints * _enabledPointsRatio.maxValue()) + 1; ++i) {
|
||||
std::getline(pointFile, line);
|
||||
std::istringstream issp(line);
|
||||
issp >> x >> y >> z >> r >> g >> b >> a;
|
||||
|
||||
//Convert klioparsec to meters
|
||||
glm::vec3 position = glm::vec3(x, y, z);
|
||||
position *= (openspace::distanceconstants::Parsec * 100);
|
||||
|
||||
maxdist = std::max(maxdist, glm::length(position));
|
||||
|
||||
pointPositions.emplace_back(position);
|
||||
pointColors.emplace_back(r, g, b);
|
||||
}
|
||||
|
||||
pointFile.close();
|
||||
|
||||
std::cout << maxdist << std::endl;
|
||||
|
||||
glGenVertexArrays(1, &_pointsVao);
|
||||
glGenBuffers(1, &_positionVbo);
|
||||
glGenBuffers(1, &_colorVbo);
|
||||
|
||||
glBindVertexArray(_pointsVao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _positionVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER,
|
||||
pointPositions.size() * sizeof(glm::vec3),
|
||||
pointPositions.data(),
|
||||
GL_STATIC_DRAW
|
||||
);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _colorVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER,
|
||||
pointColors.size() * sizeof(glm::vec3),
|
||||
pointColors.data(),
|
||||
GL_STATIC_DRAW
|
||||
);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _positionVbo);
|
||||
glEnableVertexAttribArray(positionAttrib);
|
||||
glVertexAttribPointer(positionAttrib, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _colorVbo);
|
||||
glEnableVertexAttribArray(colorAttrib);
|
||||
glVertexAttribPointer(colorAttrib, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
std::cout << maxdist << std::endl;
|
||||
|
||||
glGenVertexArrays(1, &_pointsVao);
|
||||
glGenBuffers(1, &_positionVbo);
|
||||
glGenBuffers(1, &_colorVbo);
|
||||
|
||||
glBindVertexArray(_pointsVao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _positionVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER,
|
||||
pointPositions.size() * sizeof(glm::vec3),
|
||||
pointPositions.data(),
|
||||
GL_STATIC_DRAW
|
||||
);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _colorVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER,
|
||||
pointColors.size() * sizeof(glm::vec3),
|
||||
pointColors.data(),
|
||||
GL_STATIC_DRAW
|
||||
);
|
||||
|
||||
_pointsProgram = global::renderEngine.buildRenderProgram(
|
||||
"Galaxy points",
|
||||
absPath("${MODULE_GALAXY}/shaders/points.vs"),
|
||||
absPath("${MODULE_GALAXY}/shaders/points.fs")
|
||||
);
|
||||
|
||||
_pointsProgram->setIgnoreUniformLocationError(
|
||||
ghoul::opengl::ProgramObject::IgnoreError::Yes
|
||||
);
|
||||
|
||||
GLint positionAttrib = _pointsProgram->attributeLocation("inPosition");
|
||||
GLint colorAttrib = _pointsProgram->attributeLocation("inColor");
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _positionVbo);
|
||||
glEnableVertexAttribArray(positionAttrib);
|
||||
glVertexAttribPointer(positionAttrib, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _colorVbo);
|
||||
glEnableVertexAttribArray(colorAttrib);
|
||||
glVertexAttribPointer(colorAttrib, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void RenderableGalaxy::deinitializeGL() {
|
||||
@@ -289,9 +431,10 @@ void RenderableGalaxy::update(const UpdateData& data) {
|
||||
transform = glm::rotate(transform, eulerRotation.z, glm::vec3(0, 0, 1));
|
||||
|
||||
glm::mat4 volumeTransform = glm::scale(transform, _volumeSize);
|
||||
_pointTransform = glm::scale(transform, _pointScaling);
|
||||
_pointTransform = transform;
|
||||
//_pointTransform = glm::scale(transform, _pointScaling);
|
||||
|
||||
const glm::vec4 translation = glm::vec4(_translation.value(), 0.0);
|
||||
const glm::vec4 translation = glm::vec4(_translation.value()*_volumeSize, 0.0);
|
||||
|
||||
// Todo: handle floating point overflow, to actually support translation.
|
||||
|
||||
@@ -301,49 +444,201 @@ void RenderableGalaxy::update(const UpdateData& data) {
|
||||
_raycaster->setStepSize(_stepSize);
|
||||
_raycaster->setAspect(_aspect);
|
||||
_raycaster->setModelTransform(volumeTransform);
|
||||
// @EMIL: is this correct? ---abock
|
||||
_raycaster->setAbsorptionMultiplier(_absorptionMultiply);
|
||||
_raycaster->setEmissionMultiplier(_emissionMultiply);
|
||||
_raycaster->setTime(data.time.j2000Seconds());
|
||||
}
|
||||
}
|
||||
|
||||
void RenderableGalaxy::render(const RenderData& data, RendererTasks& tasks) {
|
||||
RaycasterTask task { _raycaster.get(), data };
|
||||
// Render the volume
|
||||
if (_raycaster && _volumeRenderingEnabled) {
|
||||
RaycasterTask task { _raycaster.get(), data };
|
||||
|
||||
const glm::vec3 position = data.camera.positionVec3();
|
||||
const float length = safeLength(position);
|
||||
const glm::vec3 galaxySize = _volumeSize;
|
||||
const glm::vec3 position = data.camera.positionVec3();
|
||||
const float length = safeLength(position);
|
||||
const glm::vec3 galaxySize = _volumeSize;
|
||||
|
||||
const float maxDim = std::max(std::max(galaxySize.x, galaxySize.y), galaxySize.z);
|
||||
const float maxDim = std::max(std::max(galaxySize.x, galaxySize.y), galaxySize.z);
|
||||
|
||||
const float lowerRampStart = maxDim * 0.02f;
|
||||
const float lowerRampEnd = maxDim * 0.5f;
|
||||
const float lowerRampStart = maxDim * 0.02f;
|
||||
const float lowerRampEnd = maxDim * 0.5f;
|
||||
|
||||
const float upperRampStart = maxDim * 2.f;
|
||||
const float upperRampEnd = maxDim * 10.f;
|
||||
const float upperRampStart = maxDim * 2.f;
|
||||
const float upperRampEnd = maxDim * 10.f;
|
||||
|
||||
float opacityCoefficient = 1.f;
|
||||
float opacityCoefficient = 1.f;
|
||||
|
||||
if (length < lowerRampStart) {
|
||||
opacityCoefficient = 0.f; // camera really close
|
||||
} else if (length < lowerRampEnd) {
|
||||
opacityCoefficient = (length - lowerRampStart) / (lowerRampEnd - lowerRampStart);
|
||||
} else if (length < upperRampStart) {
|
||||
opacityCoefficient = 1.f; // sweet spot (max)
|
||||
} else if (length < upperRampEnd) {
|
||||
opacityCoefficient = 1.f - (length - upperRampStart) /
|
||||
(upperRampEnd - upperRampStart); //fade out
|
||||
} else {
|
||||
opacityCoefficient = 0;
|
||||
if (length < lowerRampStart) {
|
||||
opacityCoefficient = 0.f; // camera really close
|
||||
} else if (length < lowerRampEnd) {
|
||||
opacityCoefficient = (length - lowerRampStart) / (lowerRampEnd - lowerRampStart);
|
||||
} else if (length < upperRampStart) {
|
||||
opacityCoefficient = 1.f; // sweet spot (max)
|
||||
} else if (length < upperRampEnd) {
|
||||
opacityCoefficient = 1.f - (length - upperRampStart) /
|
||||
(upperRampEnd - upperRampStart); //fade out
|
||||
} else {
|
||||
opacityCoefficient = 0;
|
||||
}
|
||||
|
||||
_opacityCoefficient = opacityCoefficient;
|
||||
ghoul_assert(
|
||||
_opacityCoefficient >= 0.f && _opacityCoefficient <= 1.f,
|
||||
"Opacity coefficient was not between 0 and 1"
|
||||
);
|
||||
if (opacityCoefficient > 0) {
|
||||
_raycaster->setOpacityCoefficient(_opacityCoefficient);
|
||||
tasks.raycasterTasks.push_back(task);
|
||||
}
|
||||
}
|
||||
|
||||
_opacityCoefficient = opacityCoefficient;
|
||||
ghoul_assert(
|
||||
_opacityCoefficient >= 0.f && _opacityCoefficient <= 1.f,
|
||||
"Opacity coefficient was not between 0 and 1"
|
||||
);
|
||||
if (opacityCoefficient > 0) {
|
||||
_raycaster->setOpacityCoefficient(_opacityCoefficient);
|
||||
tasks.raycasterTasks.push_back(task);
|
||||
// Render the stars
|
||||
if (_starRenderingEnabled) {
|
||||
if (_starRenderingMethod == 1) {
|
||||
renderBillboards(data);
|
||||
}
|
||||
else {
|
||||
renderPoints(data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RenderableGalaxy::renderPoints(const RenderData& data) {
|
||||
if (_pointsProgram) {
|
||||
// Saving current OpenGL state
|
||||
GLenum blendEquationRGB;
|
||||
GLenum blendEquationAlpha;
|
||||
GLenum blendDestAlpha;
|
||||
GLenum blendDestRGB;
|
||||
GLenum blendSrcAlpha;
|
||||
GLenum blendSrcRGB;
|
||||
GLboolean depthMask;
|
||||
|
||||
glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRGB);
|
||||
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
|
||||
glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
|
||||
glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRGB);
|
||||
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
|
||||
glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRGB);
|
||||
|
||||
glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
glDepthMask(false);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
_pointsProgram->activate();
|
||||
|
||||
glm::dmat4 modelMatrix =
|
||||
glm::translate(glm::dmat4(1.0), data.modelTransform.translation) *
|
||||
glm::dmat4(data.modelTransform.rotation) *
|
||||
glm::dmat4(glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale)));
|
||||
|
||||
glm::dmat4 projectionMatrix = glm::dmat4(data.camera.projectionMatrix());
|
||||
|
||||
glm::dmat4 cameraViewProjectionMatrix = projectionMatrix *
|
||||
data.camera.combinedViewMatrix();
|
||||
|
||||
_pointsProgram->setUniform(_uniformCachePoints.modelMatrix, modelMatrix);
|
||||
_pointsProgram->setUniform(
|
||||
_uniformCachePoints.cameraViewProjectionMatrix,
|
||||
cameraViewProjectionMatrix
|
||||
);
|
||||
|
||||
glm::dvec3 eyePosition = glm::dvec3(
|
||||
glm::inverse(data.camera.combinedViewMatrix()) * glm::dvec4(0.0, 0.0, 0.0, 1.0)
|
||||
);
|
||||
_pointsProgram->setUniform(_uniformCachePoints.eyePosition, eyePosition);
|
||||
|
||||
glBindVertexArray(_pointsVao);
|
||||
glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(_nPoints * _enabledPointsRatio));
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
_pointsProgram->deactivate();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(true);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Restores OpenGL blending state
|
||||
glBlendEquationSeparate(blendEquationRGB, blendEquationAlpha);
|
||||
glBlendFuncSeparate(blendSrcRGB, blendDestRGB, blendSrcAlpha, blendDestAlpha);
|
||||
glDepthMask(depthMask);
|
||||
}
|
||||
}
|
||||
|
||||
void RenderableGalaxy::renderBillboards(const RenderData& data) {
|
||||
if (_billboardsProgram) {
|
||||
// Saving current OpenGL state
|
||||
GLenum blendEquationRGB;
|
||||
GLenum blendEquationAlpha;
|
||||
GLenum blendDestAlpha;
|
||||
GLenum blendDestRGB;
|
||||
GLenum blendSrcAlpha;
|
||||
GLenum blendSrcRGB;
|
||||
GLboolean depthMask;
|
||||
|
||||
glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRGB);
|
||||
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
|
||||
glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
|
||||
glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRGB);
|
||||
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
|
||||
glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRGB);
|
||||
|
||||
glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
glDepthMask(false);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
_billboardsProgram->activate();
|
||||
|
||||
glm::dmat4 modelMatrix =
|
||||
glm::translate(glm::dmat4(1.0), data.modelTransform.translation) *
|
||||
glm::dmat4(data.modelTransform.rotation) *
|
||||
glm::dmat4(glm::scale(glm::dmat4(1.0), glm::dvec3(data.modelTransform.scale)));
|
||||
|
||||
glm::dmat4 projectionMatrix = glm::dmat4(data.camera.projectionMatrix());
|
||||
|
||||
glm::dmat4 cameraViewProjectionMatrix = projectionMatrix *
|
||||
data.camera.combinedViewMatrix();
|
||||
|
||||
_billboardsProgram->setUniform(_uniformCacheBillboards.modelMatrix, modelMatrix);
|
||||
_billboardsProgram->setUniform(
|
||||
_uniformCacheBillboards.cameraViewProjectionMatrix,
|
||||
cameraViewProjectionMatrix
|
||||
);
|
||||
|
||||
glm::dvec3 eyePosition = glm::dvec3(
|
||||
glm::inverse(data.camera.combinedViewMatrix()) * glm::dvec4(0.0, 0.0, 0.0, 1.0)
|
||||
);
|
||||
_billboardsProgram->setUniform(_uniformCacheBillboards.eyePosition, eyePosition);
|
||||
|
||||
glm::dvec3 cameraUp = data.camera.lookUpVectorWorldSpace();
|
||||
_billboardsProgram->setUniform(_uniformCacheBillboards.cameraUp, cameraUp);
|
||||
|
||||
ghoul::opengl::TextureUnit psfUnit;
|
||||
psfUnit.activate();
|
||||
_pointSpreadFunctionTexture->bind();
|
||||
_billboardsProgram->setUniform(_uniformCacheBillboards.psfTexture, psfUnit);
|
||||
|
||||
glBindVertexArray(_pointsVao);
|
||||
glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(_nPoints * _enabledPointsRatio));
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
_billboardsProgram->deactivate();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(true);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Restores OpenGL blending state
|
||||
glBlendEquationSeparate(blendEquationRGB, blendEquationAlpha);
|
||||
glBlendFuncSeparate(blendSrcRGB, blendDestRGB, blendSrcAlpha, blendDestAlpha);
|
||||
glDepthMask(depthMask);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -354,37 +649,4 @@ float RenderableGalaxy::safeLength(const glm::vec3& vector) const {
|
||||
return glm::length(vector / maxComponent) * maxComponent;
|
||||
}
|
||||
|
||||
/*void RenderableGalaxy::postRender(const RenderData& data) {
|
||||
|
||||
_raycaster->setStepSize(_pointStepSize);
|
||||
|
||||
_pointsProgram->activate();
|
||||
setPscUniforms(*_pointsProgram.get(), data.camera, data.position);
|
||||
|
||||
OsEng.ref().renderEngine().preRaycast(*_pointsProgram);
|
||||
|
||||
glm::mat4 modelMatrix = _pointTransform;
|
||||
glm::mat4 viewMatrix = data.camera.viewMatrix();
|
||||
glm::mat4 projectionMatrix = data.camera.projectionMatrix();
|
||||
|
||||
_pointsProgram->setUniform("model", modelMatrix);
|
||||
_pointsProgram->setUniform("view", viewMatrix);
|
||||
_pointsProgram->setUniform("projection", projectionMatrix);
|
||||
|
||||
float emittanceFactor = _opacityCoefficient * static_cast<glm::vec3>(_volumeSize).x;
|
||||
_pointsProgram->setUniform("emittanceFactor", emittanceFactor);
|
||||
|
||||
glBindVertexArray(_pointsVao);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(false);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
glDrawArrays(GL_POINTS, 0, _nPoints * _enabledPointsRatio);
|
||||
glBindVertexArray(0);
|
||||
glDepthMask(true);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
OsEng.ref().renderEngine().postRaycast(*_pointsProgram);
|
||||
}*/
|
||||
|
||||
} // namespace openspace
|
||||
|
||||
@@ -29,7 +29,13 @@
|
||||
|
||||
#include <openspace/properties/scalar/floatproperty.h>
|
||||
#include <openspace/properties/vector/vec3property.h>
|
||||
#include <openspace/properties/optionproperty.h>
|
||||
#include <ghoul/opengl/ghoul_gl.h>
|
||||
#include <ghoul/opengl/uniformcache.h>
|
||||
|
||||
namespace ghoul::opengl {
|
||||
class ProgramObject;
|
||||
} // namespace ghoul::opengl
|
||||
|
||||
namespace openspace {
|
||||
|
||||
@@ -40,7 +46,7 @@ struct RenderData;
|
||||
|
||||
class RenderableGalaxy : public Renderable {
|
||||
public:
|
||||
RenderableGalaxy(const ghoul::Dictionary& dictionary);
|
||||
explicit RenderableGalaxy(const ghoul::Dictionary& dictionary);
|
||||
virtual ~RenderableGalaxy() = default;
|
||||
|
||||
void initializeGL() override;
|
||||
@@ -50,28 +56,47 @@ public:
|
||||
void update(const UpdateData& data) override;
|
||||
|
||||
private:
|
||||
void renderPoints(const RenderData& data);
|
||||
void renderBillboards(const RenderData& data);
|
||||
float safeLength(const glm::vec3& vector) const;
|
||||
|
||||
glm::vec3 _volumeSize;
|
||||
glm::vec3 _pointScaling;
|
||||
properties::BoolProperty _volumeRenderingEnabled;
|
||||
properties::BoolProperty _starRenderingEnabled;
|
||||
properties::FloatProperty _stepSize;
|
||||
properties::FloatProperty _pointStepSize;
|
||||
properties::FloatProperty _absorptionMultiply;
|
||||
properties::FloatProperty _emissionMultiply;
|
||||
properties::OptionProperty _starRenderingMethod;
|
||||
properties::FloatProperty _enabledPointsRatio;
|
||||
properties::Vec3Property _translation;
|
||||
properties::Vec3Property _rotation;
|
||||
properties::FloatProperty _enabledPointsRatio;
|
||||
|
||||
std::unique_ptr<ghoul::opengl::Texture> _pointSpreadFunctionTexture;
|
||||
std::unique_ptr<ghoul::filesystem::File> _pointSpreadFunctionFile;
|
||||
|
||||
std::string _volumeFilename;
|
||||
glm::ivec3 _volumeDimensions;
|
||||
std::string _pointsFilename;
|
||||
std::string _pointSpreadFunctionTexturePath;
|
||||
|
||||
std::unique_ptr<GalaxyRaycaster> _raycaster;
|
||||
std::unique_ptr<volume::RawVolume<glm::tvec4<GLfloat>>> _volume;
|
||||
std::unique_ptr<volume::RawVolume<glm::tvec4<GLubyte>>> _volume;
|
||||
std::unique_ptr<ghoul::opengl::Texture> _texture;
|
||||
glm::mat4 _pointTransform;
|
||||
glm::vec3 _aspect;
|
||||
float _opacityCoefficient;
|
||||
|
||||
std::unique_ptr<ghoul::opengl::ProgramObject> _pointsProgram;
|
||||
std::unique_ptr<ghoul::opengl::ProgramObject> _billboardsProgram;
|
||||
UniformCache(
|
||||
modelMatrix, cameraViewProjectionMatrix, eyePosition
|
||||
) _uniformCachePoints;
|
||||
UniformCache(
|
||||
modelMatrix, cameraViewProjectionMatrix,
|
||||
cameraUp, eyePosition, psfTexture
|
||||
) _uniformCacheBillboards;
|
||||
std::vector<float> _pointsData;
|
||||
size_t _nPoints;
|
||||
GLuint _pointsVao;
|
||||
GLuint _positionVbo;
|
||||
|
||||
@@ -22,32 +22,29 @@
|
||||
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
||||
****************************************************************************************/
|
||||
|
||||
#version __CONTEXT__
|
||||
#include "fragment.glsl"
|
||||
#include "floatoperations.glsl"
|
||||
|
||||
#include "PowerScaling/powerScaling_vs.hglsl"
|
||||
uniform sampler2D psfTexture;
|
||||
|
||||
in vec3 inPosition;
|
||||
in vec3 inColor;
|
||||
in vec4 vs_position;
|
||||
in vec2 psfCoords;
|
||||
in vec3 ge_color;
|
||||
in float ge_screenSpaceDepth;
|
||||
|
||||
out vec3 vsPosition;
|
||||
out vec3 vsColor;
|
||||
Fragment getFragment() {
|
||||
Fragment frag;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
vec4 textureColor = texture(psfTexture, 0.5*psfCoords + 0.5);
|
||||
vec4 fullColor = vec4(ge_color*textureColor.a, textureColor.a);
|
||||
if (fullColor.a == 0) {
|
||||
discard;
|
||||
}
|
||||
frag.color = fullColor;
|
||||
|
||||
frag.depth = ge_screenSpaceDepth;
|
||||
frag.gPosition = vs_position;
|
||||
frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
void main() {
|
||||
vec4 p = vec4(inPosition, 1.0);
|
||||
|
||||
vec4 worldPosition = model * vec4(inPosition, 1.0);
|
||||
worldPosition.w = 0.0;
|
||||
vec4 position = worldPosition; //pscTransform(worldPosition, model);
|
||||
|
||||
|
||||
position = pscTransform(position, mat4(1.0));
|
||||
vsPosition = position.xyz;
|
||||
position = projection * view * position;
|
||||
gl_Position = z_normalization(position);
|
||||
vsColor = inColor;
|
||||
return frag;
|
||||
}
|
||||
101
modules/galaxy/shaders/billboard_ge.glsl
Normal file
101
modules/galaxy/shaders/billboard_ge.glsl
Normal file
@@ -0,0 +1,101 @@
|
||||
/*****************************************************************************************
|
||||
* *
|
||||
* 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 "floatoperations.glsl"
|
||||
#include "PowerScaling/powerScalingMath.hglsl"
|
||||
|
||||
uniform dvec3 eyePosition;
|
||||
uniform dvec3 cameraUp;
|
||||
uniform dmat4 cameraViewProjectionMatrix;
|
||||
uniform dmat4 modelMatrix;
|
||||
|
||||
layout(points) in;
|
||||
layout(triangle_strip, max_vertices = 4) out;
|
||||
|
||||
in vec4 vs_gPosition[];
|
||||
in vec3 vs_color[];
|
||||
|
||||
out vec4 vs_position;
|
||||
out vec2 psfCoords;
|
||||
flat out vec3 ge_color;
|
||||
flat out float ge_screenSpaceDepth;
|
||||
|
||||
const double PARSEC = 3.08567756E16;
|
||||
|
||||
void main() {
|
||||
vs_position = gl_in[0].gl_Position; // in object space
|
||||
ge_color = vs_color[0];
|
||||
|
||||
double scaleMultiply = 8.0;
|
||||
|
||||
dvec4 dpos = dvec4(vs_position);
|
||||
dpos.xyz *= scaleMultiply;
|
||||
dpos = modelMatrix * dpos;
|
||||
dpos /= PARSEC;
|
||||
//It lies about 8 kpc from the center on what is known as the Orion Arm of the Milky Way
|
||||
dpos.x += 8000;
|
||||
|
||||
scaleMultiply *= 4.0;
|
||||
dvec3 scaledRight = dvec3(0.0);
|
||||
dvec3 scaledUp = dvec3(0.0);
|
||||
vec4 bottomLeftVertex, bottomRightVertex, topLeftVertex, topRightVertex;
|
||||
|
||||
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)));
|
||||
|
||||
//dvec4 dposCamera = cameraViewProjectionMatrix * dpos;
|
||||
//ge_screenSpaceDepth = float(length(eyePosition - dposCamera.xyz)/PARSEC);
|
||||
ge_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)));
|
||||
|
||||
// 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();
|
||||
EndPrimitive();
|
||||
}
|
||||
@@ -22,22 +22,15 @@
|
||||
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
||||
****************************************************************************************/
|
||||
|
||||
#include "PowerScaling/powerScaling_fs.hglsl"
|
||||
#include "fragment.glsl"
|
||||
#version __CONTEXT__
|
||||
|
||||
in vec3 vPosition;
|
||||
in vec4 worldPosition;
|
||||
layout(location = 0) in vec3 in_position;
|
||||
layout(location = 1) in vec3 in_color;
|
||||
|
||||
uniform uint blendMode;
|
||||
out vec3 vs_color;
|
||||
|
||||
void main() {
|
||||
vs_color = in_color;
|
||||
|
||||
Fragment getFragment() {
|
||||
vec4 position = worldPosition;
|
||||
float depth = pscDepth(position);
|
||||
|
||||
Fragment frag;
|
||||
frag.color = vec4((vPosition + 0.5), 1.0);
|
||||
frag.depth = depth;
|
||||
frag.blend = blendMode;
|
||||
return frag;
|
||||
gl_Position = vec4(in_position, 1.0);
|
||||
}
|
||||
@@ -1,93 +1,80 @@
|
||||
/*****************************************************************************************
|
||||
* *
|
||||
* 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. *
|
||||
****************************************************************************************/
|
||||
* *
|
||||
* 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. *
|
||||
****************************************************************************************/
|
||||
|
||||
uniform float maxStepSize#{id} = 0.1;
|
||||
uniform vec3 aspect#{id} = vec3(1.0);
|
||||
uniform float opacityCoefficient#{id} = 1.0;
|
||||
|
||||
uniform float opacityCoefficient#{id} = 1.0;
|
||||
uniform float absorptionMultiply#{id} = 50.0;
|
||||
uniform float emissionMultiply#{id} = 1500.0;
|
||||
uniform sampler3D galaxyTexture#{id};
|
||||
|
||||
void sample#{id}(vec3 samplePos,
|
||||
vec3 dir,
|
||||
inout vec3 accumulatedColor,
|
||||
inout vec3 accumulatedAlpha,
|
||||
inout float maxStepSize)
|
||||
{
|
||||
|
||||
vec3 dir,
|
||||
inout vec3 accumulatedColor,
|
||||
inout vec3 accumulatedAlpha,
|
||||
inout float maxStepSize)
|
||||
{
|
||||
vec3 aspect = aspect#{id};
|
||||
maxStepSize = maxStepSize#{id} / length(dir / aspect);
|
||||
|
||||
vec4 sampledColor = texture(galaxyTexture#{id}, samplePos.xyz);
|
||||
|
||||
float STEP_SIZE = maxStepSize#{id};
|
||||
//Early ray termination on black parts of the data
|
||||
vec3 normalizedPos = (samplePos*2.0)-1.0;
|
||||
if(abs(normalizedPos.x) > 0.8 || abs(normalizedPos.y) > 0.8){
|
||||
return;
|
||||
}
|
||||
|
||||
float STEP_SIZE = maxStepSize#{id}*0.5;
|
||||
//float STEP_SIZE = 1 / 256.0;
|
||||
|
||||
vec3 alphaTint = vec3(0.3, 0.54, 0.85);
|
||||
|
||||
vec4 sampledColor = texture(galaxyTexture#{id}, samplePos.xyz);
|
||||
|
||||
// Source textures currently are square-rooted to avoid dithering in the shadows.
|
||||
// So square them back
|
||||
sampledColor = sampledColor*sampledColor;
|
||||
|
||||
// fudge for the dust "spreading"
|
||||
sampledColor.a = clamp(sampledColor.a, 0.0, 1.0) * opacityCoefficient#{id};
|
||||
sampledColor.a = pow(sampledColor.a, 0.7);
|
||||
//sampledColor.rgba = min(vec4(1.0), sampledColor.rgba);
|
||||
|
||||
//sampledColor.a = clamp(sampledColor.a * 10000000000.0, 0.0, 1.0);
|
||||
//sampledColor.a = exp(-sampledColor.a);
|
||||
//
|
||||
// absorption probability
|
||||
float scaled_density = sampledColor.a * STEP_SIZE * absorptionMultiply#{id};
|
||||
vec3 absorption = alphaTint * scaled_density;
|
||||
|
||||
//sampledColor.rgb = pow(sampledColor.rgb, vec3(10.0));
|
||||
//sampledColor.a = pow(sampledColor.a, 10.0);
|
||||
//sampledColor.a = pow(sampledColor.a, 100000000.0);
|
||||
sampledColor.rgb *= 500.0;
|
||||
sampledColor.a = sampledColor.a * 0.3; //1.0;
|
||||
// extinction
|
||||
vec3 extinction = exp(-absorption);
|
||||
accumulatedColor.rgb *= extinction;
|
||||
|
||||
|
||||
//float emissionCoefficient = 80;
|
||||
//float absorptionCoefficient = 1;
|
||||
// sampledColor = clamp(sampledColor, 0.0, 1.0);
|
||||
// emission
|
||||
accumulatedColor.rgb += sampledColor.rgb * STEP_SIZE * emissionMultiply#{id};
|
||||
|
||||
//backColor = vec3(1.0) - pow(vec3(1.0) - backColor, vec3(STEP_SIZE));
|
||||
/*if (sampledColor.a > 1.0) {
|
||||
sampledColor.a = 1.0;
|
||||
//accumulatedColor = vec3(1.0, 0.0, 0.0);
|
||||
//accumulatedAlpha = vec3(1.0, 1.0, 1.0);
|
||||
//return;
|
||||
}*/
|
||||
//sampledColor.a = 1.2;
|
||||
|
||||
//sampledColor.a *= 0.00001;
|
||||
|
||||
vec3 backColor = sampledColor.rgb;
|
||||
vec3 backAlpha = sampledColor.a * alphaTint;
|
||||
|
||||
backColor *= STEP_SIZE * opacityCoefficient#{id};
|
||||
backAlpha *= STEP_SIZE * opacityCoefficient#{id};
|
||||
|
||||
backColor = clamp(backColor, 0.0, 1.0);
|
||||
backAlpha = clamp(backAlpha, 0.0, 1.0);
|
||||
|
||||
vec3 oneMinusFrontAlpha = vec3(1.0) - accumulatedAlpha;
|
||||
accumulatedColor += oneMinusFrontAlpha * backColor;
|
||||
accumulatedAlpha += oneMinusFrontAlpha * backAlpha;
|
||||
}
|
||||
//accumulatedColor += oneMinusFrontAlpha * sampledColor.rgb;
|
||||
accumulatedAlpha += oneMinusFrontAlpha * sampledColor.rgb;
|
||||
}
|
||||
|
||||
float stepSize#{id}(vec3 samplePos, vec3 dir) {
|
||||
float stepSize#{id}(vec3 samplePos, vec3 dir) {
|
||||
return maxStepSize#{id} * length(dir * 1.0 / aspect#{id});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,21 +23,23 @@
|
||||
****************************************************************************************/
|
||||
|
||||
#include "fragment.glsl"
|
||||
#include "PowerScaling/powerScaling_fs.hglsl"
|
||||
|
||||
in vec3 vsPosition;
|
||||
in vec3 vsColor;
|
||||
|
||||
uniform float emittanceFactor;
|
||||
#include "floatoperations.glsl"
|
||||
|
||||
in vec4 vs_position;
|
||||
in vec3 vs_color;
|
||||
in float vs_screenSpaceDepth;
|
||||
in float vs_starBrightness;
|
||||
|
||||
Fragment getFragment() {
|
||||
Fragment frag;
|
||||
|
||||
float coefficient = exp(1.38 * log(emittanceFactor) - 2*log(depth));
|
||||
frag.color = vec4(vsColor.rgb * coefficient, 1.0);
|
||||
vec3 extinction = exp(vec3(0.6, 0.2, 0.3)-vs_color);
|
||||
vec4 fullColor = vec4(vs_color*extinction*vs_starBrightness, 1.0);
|
||||
frag.color = fullColor;
|
||||
|
||||
frag.depth = pscDepth(vec4(vsPosition, 0.0));
|
||||
frag.depth = vs_screenSpaceDepth;
|
||||
frag.gPosition = vs_position;
|
||||
frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
return frag;
|
||||
}
|
||||
66
modules/galaxy/shaders/points_vs.glsl
Normal file
66
modules/galaxy/shaders/points_vs.glsl
Normal file
@@ -0,0 +1,66 @@
|
||||
/*****************************************************************************************
|
||||
* *
|
||||
* 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_position;
|
||||
layout(location = 1) in vec3 in_color;
|
||||
|
||||
out vec4 vs_position;
|
||||
out vec3 vs_color;
|
||||
out float vs_screenSpaceDepth;
|
||||
out float vs_starBrightness;
|
||||
|
||||
uniform dmat4 cameraViewProjectionMatrix;
|
||||
uniform dmat4 modelMatrix;
|
||||
uniform dvec3 eyePosition;
|
||||
|
||||
const double PARSEC = 3.08567756E16;
|
||||
|
||||
void main() {
|
||||
vs_position = vec4(in_position, 1.0);
|
||||
dvec4 dpos = dvec4(vs_position);
|
||||
|
||||
double distanceToStar = length((dpos.xyz - eyePosition));
|
||||
vs_starBrightness = clamp(float(8000*PARSEC/distanceToStar), 0.0, 1.0);
|
||||
|
||||
// Discard stars if we are not seing the milky way volume
|
||||
if(length(vec3(0.0)-eyePosition)<780*PARSEC){
|
||||
vs_starBrightness = 0.0;
|
||||
}
|
||||
else{
|
||||
dpos.xyz *= 8.0;
|
||||
dpos = modelMatrix * dpos;
|
||||
dpos /= PARSEC;
|
||||
//It lies about 8 kpc from the center on what is known as the Orion Arm of the Milky Way
|
||||
dpos.x += 8000;
|
||||
}
|
||||
|
||||
vec4 positionScreenSpace = z_normalization(vec4(cameraViewProjectionMatrix * dpos));
|
||||
vs_color = in_color;
|
||||
vs_screenSpaceDepth = positionScreenSpace.w;
|
||||
gl_Position = positionScreenSpace;
|
||||
}
|
||||
46
modules/galaxy/shaders/raycasterbounds_fs.glsl
Normal file
46
modules/galaxy/shaders/raycasterbounds_fs.glsl
Normal file
@@ -0,0 +1,46 @@
|
||||
/*****************************************************************************************
|
||||
* *
|
||||
* 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 "floatoperations.glsl"
|
||||
#include "fragment.glsl"
|
||||
|
||||
in vec3 modelPosition;
|
||||
in vec4 viewPosition;
|
||||
|
||||
Fragment getFragment() {
|
||||
Fragment frag;
|
||||
//Early ray termination on black parts of the data
|
||||
/*vec3 normalizedPos = (modelPosition*2.0)-1.0;
|
||||
if(abs(modelPosition.x) > 0.9 || abs(modelPosition.y) > 0.9){
|
||||
frag.color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
else{*/
|
||||
vec3 pos = modelPosition + 0.5;
|
||||
//vec3 posClamp = clamp(pos, vec3(0.0), vec3(1.0));
|
||||
frag.color = vec4(pos, 1.0);
|
||||
//}
|
||||
|
||||
frag.depth = safeLength(viewPosition);
|
||||
return frag;
|
||||
}
|
||||
@@ -24,23 +24,20 @@
|
||||
|
||||
#version __CONTEXT__
|
||||
|
||||
#include "PowerScaling/powerScaling_vs.hglsl"
|
||||
|
||||
layout(location = 0) in vec4 vertPosition;
|
||||
|
||||
out vec3 vPosition;
|
||||
out vec4 worldPosition;
|
||||
out vec3 modelPosition;
|
||||
out vec4 viewPosition;
|
||||
|
||||
uniform mat4 viewProjection;
|
||||
uniform mat4 modelTransform;
|
||||
uniform mat4 modelViewTransform;
|
||||
|
||||
|
||||
void main() {
|
||||
vPosition = vertPosition.xyz;
|
||||
modelPosition = vertPosition.xyz;
|
||||
viewPosition = modelViewTransform*vertPosition;
|
||||
|
||||
worldPosition = modelTransform * vec4(vertPosition.xyz, 1.0);
|
||||
worldPosition.w = 0.0;
|
||||
vec4 position = pscTransform(worldPosition, mat4(1.0));
|
||||
|
||||
gl_Position = z_normalization(viewProjection * position);
|
||||
// project the position to view space
|
||||
gl_Position = viewProjection * viewPosition;
|
||||
gl_Position.z = 0.0;
|
||||
}
|
||||
@@ -53,7 +53,9 @@ void main() {
|
||||
vec2 texCoord = vec2(gl_FragCoord.xy / windowSize);
|
||||
|
||||
vec4 exitColorTexture = texture(exitColorTexture, texCoord);
|
||||
if (exitColorTexture.a < 1.0) {
|
||||
|
||||
// if we don't have an exit, discard the ray
|
||||
if (exitColorTexture.a < 1.0 || exitColorTexture.rgb == vec3(0.0)) {
|
||||
discard;
|
||||
}
|
||||
|
||||
@@ -66,6 +68,10 @@ void main() {
|
||||
vec3 entryPos;
|
||||
float entryDepth;
|
||||
getEntry(entryPos, entryDepth);
|
||||
// if we don't have an entry, discard the ray
|
||||
if (entryPos == vec3(0.0)) {
|
||||
discard;
|
||||
}
|
||||
|
||||
vec3 position = entryPos;
|
||||
vec3 diff = exitPos - entryPos;
|
||||
|
||||
Reference in New Issue
Block a user