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https://github.com/OpenSpace/OpenSpace.git
synced 2026-05-20 02:58:31 -05:00
Fix some coding style questions
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@@ -81,7 +81,11 @@ Fragment getFragment() {
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float lerpFactor = dot(camPositionObj, sunPositionObj);
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// Jon Colors:
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//vec4 diffuse = mix(colorFwrd * vec4(1, 0.88, 0.82, 1.0), colorBckwrd * vec4(1, 0.88, 0.82, 1.0), lerpFactor);
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// vec4 diffuse = mix(
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// colorFwrd * vec4(1, 0.88, 0.82, 1.0),
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// colorBckwrd * vec4(1, 0.88, 0.82, 1.0),
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// lerpFactor
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// );
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vec4 diffuse = mix(colorFwrd, colorBckwrd, lerpFactor) * colorMult;
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diffuse.a = colorFilterValue * transparency;
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float colorValue = length(diffuse.rgb) / 0.57735026919;
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@@ -91,7 +95,12 @@ Fragment getFragment() {
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// Check if ray from fragment to sun intersects the ellipsoid (globe)
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// This creates more accurate shadowing for rings
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bool intersectsGlobe = rayIntersectsEllipsoid(posObj, sunPositionObj, vec3(0.0), ellipsoidRadii);
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bool intersectsGlobe = rayIntersectsEllipsoid(
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posObj,
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sunPositionObj,
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vec3(0.0),
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ellipsoidRadii
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);
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// shadow == 1.0 means it is not in shadow
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float shadow = intersectsGlobe ? 0.05 : 1.0;
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@@ -1,35 +1,61 @@
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bool rayIntersectsEllipsoid(vec3 rayOrigin, vec3 rayDir, vec3 ellipsoidCenter, vec3 ellipsoidRadii) {
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// Translate ray to ellipsoid's local coordinate system
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vec3 oc = rayOrigin - ellipsoidCenter;
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// Normalize by ellipsoid radii to convert to unit sphere problem
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vec3 ocNorm = oc / ellipsoidRadii;
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vec3 dirNorm = rayDir / ellipsoidRadii;
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// Quadratic equation coefficients: At² + Bt + C = 0
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float a = dot(dirNorm, dirNorm);
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float b = dot(ocNorm, dirNorm); // Note: factor of 2 moved to discriminant calc
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float c = dot(ocNorm, ocNorm) - 1.0;
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// Calculate discriminant (optimized: b² - ac since we factored out the 2)
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float discriminant = b * b - a * c;
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// Early exit if no intersection
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if (discriminant < 0.0) {
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return false;
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}
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// Check if at least one intersection is in front of ray origin
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// For quadratic At² + 2Bt + C = 0, if we want to check if any t >= 0:
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// If C <= 0, ray origin is inside ellipsoid, so definitely intersects
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if (c <= 0.0) {
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return true;
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}
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// If both intersections exist and C > 0, check if the smaller root t1 >= 0
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// t1 = (-b - sqrt(discriminant)) / a
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// Since we need t1 >= 0: -b - sqrt(discriminant) >= 0
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// This means: -b >= sqrt(discriminant), so b <= -sqrt(discriminant)
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// Since sqrt(discriminant) >= 0, this means b <= 0
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return b <= 0.0;
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}
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2025 *
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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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bool rayIntersectsEllipsoid(vec3 rayOrigin, vec3 rayDir, vec3 ellipsoidCenter,
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vec3 ellipsoidRadii)
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{
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// Translate ray to ellipsoid's local coordinate system
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vec3 oc = rayOrigin - ellipsoidCenter;
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// Normalize by ellipsoid radii to convert to unit sphere problem
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vec3 ocNorm = oc / ellipsoidRadii;
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vec3 dirNorm = rayDir / ellipsoidRadii;
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// Quadratic equation coefficients: A*t^2 + B*t + C = 0
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float a = dot(dirNorm, dirNorm);
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float b = dot(ocNorm, dirNorm); // Note: factor of 2 moved to discriminant calc
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float c = dot(ocNorm, ocNorm) - 1.0;
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// Calculate discriminant (optimized: b^2 - ac since we factored out the 2)
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float discriminant = b * b - a * c;
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// Early exit if no intersection
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if (discriminant < 0.0) {
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return false;
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}
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// Check if at least one intersection is in front of ray origin
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// For quadratic A*t^2 + 2*B*t + C = 0, if we want to check if any t >= 0:
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// If C <= 0, ray origin is inside ellipsoid, so definitely intersects
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if (c <= 0.0) {
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return true;
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}
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// If both intersections exist and C > 0, check if the smaller root t1 >= 0
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// t1 = (-b - sqrt(discriminant)) / a
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// Since we need t1 >= 0: -b - sqrt(discriminant) >= 0
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// This means: -b >= sqrt(discriminant), so b <= -sqrt(discriminant)
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// Since sqrt(discriminant) >= 0, this means b <= 0
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return b <= 0.0;
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}
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@@ -80,7 +80,12 @@ Fragment getFragment() {
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// Check if ray from fragment to sun intersects the ellipsoid (globe)
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// This creates more accurate shadowing for rings
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bool intersectsGlobe = rayIntersectsEllipsoid(posObj, sunPositionObj, vec3(0.0), ellipsoidRadii);
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bool intersectsGlobe = rayIntersectsEllipsoid(
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posObj,
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sunPositionObj,
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vec3(0.0),
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ellipsoidRadii
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);
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// shadow == 1.0 means it is not in shadow
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float shadow = intersectsGlobe ? 0.05 : 1.0;
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@@ -850,8 +850,8 @@ glm::vec3 RingsComponent::camPositionObj() const {
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return _camPositionObjectSpace;
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}
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void RingsComponent::setEllipsoidRadii(const glm::vec3& radii) {
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_ellipsoidRadii = radii;
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void RingsComponent::setEllipsoidRadii(glm::vec3 radii) {
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_ellipsoidRadii = std::move(radii);
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}
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void RingsComponent::onReadinessChange(ReadinessChangeCallback callback) {
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@@ -84,7 +84,7 @@ public:
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glm::vec3 sunPositionObj() const;
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glm::vec3 camPositionObj() const;
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void setEllipsoidRadii(const glm::vec3& radii);
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void setEllipsoidRadii(glm::vec3 radii);
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private:
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void loadTexture();
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