mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-05-18 09:58:59 -05:00
Code clean up
This commit is contained in:
@@ -138,12 +138,12 @@ namespace {
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"This value specifies the threshold that will be changed with the flux value."
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};
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constexpr openspace::properties::Property::PropertyInfo FilteringInfo = {
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"filteringlower",
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"filteringLower",
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"Filtering Lower Value in AU",
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"Use filtering to show nodes within a given range."
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};
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constexpr openspace::properties::Property::PropertyInfo FilteringUpperInfo = {
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"filteringupper",
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"filteringUpper",
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"Filtering Upper Value in AU",
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"Use filtering to show nodes within a given range."
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};
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@@ -218,14 +218,14 @@ namespace {
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"The active stream to show"
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};
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constexpr openspace::properties::Property::PropertyInfo MisalignedIndexInfo = {
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"MisalignedIndex",
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"misalignedIndex",
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"Index to shift sequence number",
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"The misalignement number for sequence for streamnodes vs Fieldlines"
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};
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constexpr openspace::properties::Property::PropertyInfo FlowColorInfo = {
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"color",
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"Color",
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"Color of particles."
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"color",
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"Color",
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"Color of particles."
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};
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constexpr openspace::properties::Property::PropertyInfo FlowEnabledInfo = {
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"flowEnabled",
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@@ -251,9 +251,8 @@ namespace {
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constexpr openspace::properties::Property::PropertyInfo FlowColoringInfo = {
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"coloring",
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"Color either by Flowcolor or Flow colortable",
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"If set to true the flow will be colored by Flowcolor"
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"If set to true the flow will be colored by Flowcolor."
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};
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constexpr openspace::properties::Property::PropertyInfo TempInfo1 = {
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"temp1",
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"temp",
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@@ -262,7 +261,7 @@ namespace {
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constexpr openspace::properties::Property::PropertyInfo MaxNodeDistanceSizeInfo = {
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"maxNodeDistanceSize",
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"Max Node Distance Size",
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"The maximum size of the nodes at a certin distance"
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"The maximum size of the nodes at a certin distance."
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};
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/*constexpr openspace::properties::Property::PropertyInfo MinNodeDistanceSizeInfo = {
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"minNodeDistanceSize",
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@@ -270,9 +269,9 @@ namespace {
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"The minimum size of the nodes at a certin distance"
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};*/
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constexpr openspace::properties::Property::PropertyInfo NodeDistanceThresholdInfo = {
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"NodeDistanceThreshold",
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"nodeDistanceThreshold",
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"Node Distance Threshold",
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"Threshold for where to interpolate between the max and min node distance"
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"Threshold for where to interpolate between the max and min node distance."
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};
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constexpr openspace::properties::Property::PropertyInfo CameraPerspectiveInfo = {
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"cameraPerspective",
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@@ -282,23 +281,23 @@ namespace {
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constexpr openspace::properties::Property::PropertyInfo DrawingCirclesInfo = {
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"renderingcircles",
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"Render as circles",
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"Using fragment shader to draw nodes as circles instead of squares"
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"Using fragment shader to draw nodes as circles instead of squares."
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};
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constexpr openspace::properties::Property::PropertyInfo DrawingHollowInfo = {
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"renderingHollowCircles",
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"Render as hollow circles",
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"Using fragment shader to draw nodes as hollow circles"
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"Using fragment shader to draw nodes as hollow circles."
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};
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constexpr openspace::properties::Property::PropertyInfo GaussiandAlphaFilterInfo = {
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"renderingGaussianAlphaFilter",
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"Alpha by Gaussian",
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"Using fragment shader to draw nodes with Gaussian filter for alpha value"
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"Using fragment shader to draw nodes with Gaussian filter for alpha value."
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};
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constexpr openspace::properties::Property::PropertyInfo RadiusPerspectiveInfo = {
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"radiusPerspective",
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"Include radius with cameraperspective",
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"If false, then nodes closer to the sun will not be larger regardless of distance to camera"
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"If false, then nodes closer to the sun will not be larger regardless of distance to camera."
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};
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enum class SourceFileType : int {
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Json = 0,
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@@ -400,9 +399,9 @@ RenderableStreamNodes::RenderableStreamNodes(const ghoul::Dictionary& dictionary
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, _pMaxNodeDistanceSize(MaxNodeDistanceSizeInfo, 1.f, 1.f, 10.f)
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, _pNodeDistanceThreshold(NodeDistanceThresholdInfo, 0.f, 0.f, 40.f)
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, _pCameraPerspective(CameraPerspectiveInfo, true)
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, _pDrawingCircles(DrawingCirclesInfo, true)
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, _pDrawingCircles(DrawingCirclesInfo, false)
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, _pCameraPerspectiveGroup({" CameraPerspective"})
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, _pDrawingHollow(DrawingHollowInfo, true)
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, _pDrawingHollow(DrawingHollowInfo, false)
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, _pGaussianAlphaFilter(GaussiandAlphaFilterInfo, false)
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, _pRadiusPerspective(RadiusPerspectiveInfo, true)
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@@ -1136,10 +1135,10 @@ void RenderableStreamNodes::setupProperties() {
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_pScalingmethod.addOption(static_cast<int>(ScalingMethod::log10RFlux), "log10(r) * Flux");
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_pScalingmethod.addOption(static_cast<int>(ScalingMethod::lnRFlux), "ln(r) * Flux");
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_pNodeskipMethod.addOption(static_cast<int>(NodeskipMethod::Uniform), "Uniform");
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_pNodeskipMethod.addOption(static_cast<int>(NodeskipMethod::Flux), "Flux");
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_pNodeskipMethod.addOption(static_cast<int>(NodeskipMethod::Radius), "Radius");
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_pNodeskipMethod.addOption(static_cast<int>(NodeskipMethod::Streamnumber), "Streamnumber");
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_pNodeskipMethod.addOption(static_cast<int>(NodeSkipMethod::Uniform), "Uniform");
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_pNodeskipMethod.addOption(static_cast<int>(NodeSkipMethod::Flux), "Flux");
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_pNodeskipMethod.addOption(static_cast<int>(NodeSkipMethod::Radius), "Radius");
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_pNodeskipMethod.addOption(static_cast<int>(NodeSkipMethod::Streamnumber), "Streamnumber");
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_pDistancemethod.addOption(static_cast<int>(DistanceMethod::Eucledian), "Eucledian");
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_pDistancemethod.addOption(static_cast<int>(DistanceMethod::x), "x");
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@@ -1284,17 +1283,17 @@ void RenderableStreamNodes::render(const RenderData& data, RendererTasks&) {
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_shaderProgram->setUniform("ScalingMode", _pScalingmethod);
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_shaderProgram->setUniform("colorTableRange", _pColorTableRange.value());
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_shaderProgram->setUniform("domainLimZ", _pDomainZ.value());
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_shaderProgram->setUniform("Nodeskip", _pAmountofNodes);
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_shaderProgram->setUniform("Nodeskipdefault", _pDefaultNodeSkip);
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_shaderProgram->setUniform("NodeskipMethod", _pNodeskipMethod);
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_shaderProgram->setUniform("NodeskipFluxThreshold", _pFluxNodeskipThreshold);
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_shaderProgram->setUniform("NodeskipRadiusThreshold", _pRadiusNodeSkipThreshold);
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_shaderProgram->setUniform("nodeSkip", _pAmountofNodes);
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_shaderProgram->setUniform("nodeSkipdefault", _pDefaultNodeSkip);
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_shaderProgram->setUniform("nodeSkipMethod", _pNodeskipMethod);
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_shaderProgram->setUniform("nodeSkipFluxThreshold", _pFluxNodeskipThreshold);
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_shaderProgram->setUniform("nodeSkipRadiusThreshold", _pRadiusNodeSkipThreshold);
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_shaderProgram->setUniform("fluxColorAlpha", _pFluxColorAlpha);
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_shaderProgram->setUniform("earthPos", earthPos);
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_shaderProgram->setUniform("DistanceThreshold", _pDistanceThreshold);
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_shaderProgram->setUniform("DistanceMethod", _pDistancemethod);
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_shaderProgram->setUniform("activestreamnumber", _pActiveStreamNumber);
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_shaderProgram->setUniform("EnhanceMethod", _pEnhancemethod);
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_shaderProgram->setUniform("distanceThreshold", _pDistanceThreshold);
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_shaderProgram->setUniform("distanceMethod", _pDistancemethod);
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_shaderProgram->setUniform("activeStreamNumber", _pActiveStreamNumber);
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_shaderProgram->setUniform("enhanceMethod", _pEnhancemethod);
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_shaderProgram->setUniform("flowColor", _pFlowColor);
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_shaderProgram->setUniform("usingParticles", _pFlowEnabled);
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_shaderProgram->setUniform("particleSize", _pFlowParticleSize);
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@@ -1312,11 +1311,9 @@ void RenderableStreamNodes::render(const RenderData& data, RendererTasks&) {
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_shaderProgram->setUniform("drawCircles", _pDrawingCircles);
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_shaderProgram->setUniform("drawHollow", _pDrawingHollow);
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_shaderProgram->setUniform("useGaussian", _pGaussianAlphaFilter);
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_shaderProgram->setUniform("UsingRadiusPerspective", _pRadiusPerspective);
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_shaderProgram->setUniform("usingRadiusPerspective", _pRadiusPerspective);
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//////// test for camera perspective:
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glm::dmat4 modelMatrix =
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glm::translate(glm::dmat4(1.0), data.modelTransform.translation) * // Translation
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glm::dmat4(data.modelTransform.rotation) * // Spice rotation
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@@ -1347,7 +1344,6 @@ void RenderableStreamNodes::render(const RenderData& data, RendererTasks&) {
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//the distance between the camera and the nodes.
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cameraPos = cameraPos * data.modelTransform.rotation;
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//glm::vec3 cameraPos = data.camera.unsynchedPositionVec3();
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//LDEBUG("camerapos x: " + std::to_string(cameraPos.x));
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//LDEBUG("camerapos y: " + std::to_string(cameraPos.z));
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@@ -1361,13 +1357,11 @@ void RenderableStreamNodes::render(const RenderData& data, RendererTasks&) {
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// cameraPos.y = cameraPostemp.y;
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// cameraPos.z = cameraPostemp.z;
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_shaderProgram->setUniform("camerapos", cameraPos);
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_shaderProgram->setUniform("scaleFactor", _scaleFactor);
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_shaderProgram->setUniform(
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"up",
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glm::vec3(data.camera.lookUpVectorWorldSpace())
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);
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);
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_shaderProgram->setUniform("modelMatrix", modelMatrix);
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_shaderProgram->setUniform(
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"cameraViewProjectionMatrix",
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@@ -1377,11 +1371,9 @@ void RenderableStreamNodes::render(const RenderData& data, RendererTasks&) {
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);
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//_shaderProgram->setUniform("minPointSize", 3.f); // in pixels
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//_shaderProgram->setUniform("maxPointSize", 30.f); // in pixels
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_shaderProgram->setUniform("up", glm::vec3(orthoUp));
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_shaderProgram->setUniform("right", glm::vec3(orthoRight));
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//_shaderProgram->setUniform(_uniformCache.fadeInValue, fadeInVariable);
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_shaderProgram->setUniform(
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"correctionSizeEndDistance",
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17.f
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@@ -1390,7 +1382,6 @@ void RenderableStreamNodes::render(const RenderData& data, RendererTasks&) {
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glGetIntegerv(GL_VIEWPORT, viewport);
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// _shaderProgram->setUniform("screenSize", glm::vec2(viewport[2], viewport[3]));
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//_shaderProgram->setUniform("camerapos", data.camera.)
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//data.camera.
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//glm::vec3 testvec = data.camera.positionVec3();
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@@ -1472,8 +1463,8 @@ void RenderableStreamNodes::render(const RenderData& data, RendererTasks&) {
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_lineCount.data(),
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static_cast<GLsizei>(_lineStart.size())
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);*/
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_shaderProgram->setUniform("firstrender", true);
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GLint temp = 0;
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glDrawArrays(
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GL_POINTS,
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@@ -1722,7 +1713,6 @@ std::vector<std::string> RenderableStreamNodes::LoadJsonfile(std::string filepat
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}
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}
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LDEBUG("vertPos size:" + std::to_string(_vertexPositions.size()));
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LDEBUG("counter for how many times we push back" + std::to_string(counter));
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@@ -1821,6 +1811,4 @@ void RenderableStreamNodes::updateVertexStreamNumberBuffer() {
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unbindGL();
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}*/
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} // namespace openspace
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@@ -73,7 +73,7 @@ private:
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log10RFlux = 3,
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lnRFlux = 4
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};
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enum class NodeskipMethod : int {
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enum class NodeSkipMethod : int {
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Uniform = 0,
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Flux = 1,
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Radius = 2,
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@@ -287,8 +287,6 @@ private:
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// binary files sourcefolder
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std::string _binarySourceFilePath;
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// --------------------- FUNCTIONS USED DURING INITIALIZATION --------------------- //
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bool extractMandatoryInfoFromDictionary(SourceFileType& sourceFileType);
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void definePropertyCallbackFunctions();
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@@ -43,6 +43,7 @@ Fragment getFragment() {
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frag.depth = vs_depth;
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frag.color = fragColor;
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vec2 coord = gl_PointCoord - vec2(0.5);
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if(drawCircles){
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if(length(coord) > 0.5){
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discard;
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@@ -66,18 +67,15 @@ Fragment getFragment() {
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*/
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//float alphaV = 1 - smoothstep(0, 1, length(coord));
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if(useGaussian){
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float alphaV = sqrt(pow(1 - length(coord), 3));
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alphaV = pow(alphaV, 3);
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if(alphaV < 0.1){
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discard;
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}
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float alphaV = sqrt(pow(1 - length(coord), 3));
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alphaV = pow(alphaV, 3);
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if(alphaV < 0.1){
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discard;
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}
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frag.color.a = alphaV;
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//else{
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//frag.color.a = alphaV;
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}
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frag.color.a = 0.3;
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}
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//vec2 coord = gl_PointCoord;
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@@ -105,5 +103,4 @@ Fragment getFragment() {
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//frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0);
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return frag;
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}
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@@ -63,18 +63,18 @@ uniform float thresholdFlux;
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uniform float filterRadius;
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uniform float filterUpper;
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uniform int ScalingMode;
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uniform int NodeskipMethod;
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uniform int Nodeskip;
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uniform int Nodeskipdefault;
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uniform float NodeskipFluxThreshold;
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uniform float NodeskipRadiusThreshold;
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uniform int nodeSkipMethod;
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uniform int nodeSkip;
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uniform int nodeSkipdefault;
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uniform float nodeSkipFluxThreshold;
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uniform float nodeSkipRadiusThreshold;
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uniform float fluxColorAlpha;
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uniform vec3 earthPos;
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uniform float DistanceThreshold;
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uniform int DistanceMethod;
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uniform int activestreamnumber;
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uniform float distanceThreshold;
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uniform int distanceMethod;
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uniform int activeStreamNumber;
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uniform bool firstrender;
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uniform int EnhanceMethod;
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uniform int enhanceMethod;
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uniform double time;
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//uniform float interestingStreams[4];
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@@ -83,7 +83,7 @@ uniform double time;
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uniform float scaleFactor;
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//uniform float minNodeDistanceSize;
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uniform float maxNodeDistanceSize;
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//uniform float nodeDistanceThreshold;
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uniform float nodeDistanceThreshold;
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uniform mat4 cameraViewProjectionMatrix;
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uniform dmat4 modelMatrix;
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@@ -96,7 +96,7 @@ uniform vec3 right;
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uniform vec3 cameraLookUp; // in world space (no SGCT View was considered)
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//uniform vec2 screenSize;
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uniform bool usingCameraPerspective;
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uniform bool UsingRadiusPerspective;
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uniform bool usingRadiusPerspective;
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// Inputs
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// Should be provided in meters
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@@ -176,31 +176,31 @@ bool CheckvertexIndex(){
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int nodeIndex = gl_VertexID;
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// nodeIndex = gl_VertexIndex;
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//if(EnhanceMethod == 3) return false;
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if(NodeskipMethod == uniformskip){
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if(mod(nodeIndex, Nodeskip) == 0){
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//if(enhanceMethod == 3) return false;
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if(nodeSkipMethod == uniformskip){
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if(mod(nodeIndex, nodeSkip) == 0){
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return true;
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}
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}
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else if(NodeskipMethod == Fluxskip){
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if(fluxValue > NodeskipFluxThreshold && mod(nodeIndex, Nodeskip) == 0){
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else if(nodeSkipMethod == Fluxskip){
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if(fluxValue > nodeSkipFluxThreshold && mod(nodeIndex, nodeSkip) == 0){
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return true;
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}
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if(fluxValue < NodeskipFluxThreshold && mod(nodeIndex, Nodeskipdefault) == 0){
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if(fluxValue < nodeSkipFluxThreshold && mod(nodeIndex, nodeSkipdefault) == 0){
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return true;
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}
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}
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else if(NodeskipMethod == Radiusskip){
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if(rValue < NodeskipRadiusThreshold && mod(nodeIndex, Nodeskip) == 0){
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else if(nodeSkipMethod == Radiusskip){
|
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if(rValue < nodeSkipRadiusThreshold && mod(nodeIndex, nodeSkip) == 0){
|
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return true;
|
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}
|
||||
if(rValue > NodeskipRadiusThreshold && mod(nodeIndex, Nodeskipdefault) == 0){
|
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if(rValue > nodeSkipRadiusThreshold && mod(nodeIndex, nodeSkipdefault) == 0){
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return true;
|
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}
|
||||
}
|
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else if(NodeskipMethod == Streamnumberskip){
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else if(nodeSkipMethod == Streamnumberskip){
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|
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if(Streamnumber == activestreamnumber){
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if(Streamnumber == activeStreamNumber){
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//vs_color = vec4(0);
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return true;
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}
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@@ -234,7 +234,7 @@ return false;
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//function for showing nodes different depending on distance to earth
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void DecidehowtoshowClosetoEarth(){
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//Sizescaling
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if(EnhanceMethod == 0){
|
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if(enhanceMethod == 0){
|
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float tempR = rValue + 0.4;
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if(tempR > 1.5){
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tempR = 1.5;
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@@ -243,13 +243,13 @@ void DecidehowtoshowClosetoEarth(){
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return;
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}
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//Colortables
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if(EnhanceMethod == 1){
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if(enhanceMethod == 1){
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vec4 fluxColor = getTransferFunctionColor(colorTable);
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vs_color = vec4(fluxColor.xyz, fluxColor.a);
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return;
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}
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//Outline
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if(EnhanceMethod == 2){
|
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if(enhanceMethod == 2){
|
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if(!firstrender && vs_color.x != 0 && vs_color.y != 0){
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gl_PointSize = gl_PointSize + 1;
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vs_color = vec4(streamColor.xyz, fluxColorAlpha);
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@@ -257,7 +257,7 @@ void DecidehowtoshowClosetoEarth(){
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return;
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}
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||||
//lines
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if(EnhanceMethod == 3){
|
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if(enhanceMethod == 3){
|
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// Draw every other line grey
|
||||
vs_color = vec4(0.18, 0.18, 0.18, 1*fluxColorAlpha);
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||||
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||||
@@ -302,7 +302,7 @@ void DecidehowtoshowClosetoEarth(){
|
||||
// }
|
||||
}
|
||||
//SizeandColor
|
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if(EnhanceMethod == 4){
|
||||
if(enhanceMethod == 4){
|
||||
vec4 fluxColor3 = getTransferFunctionColor(colorTable);
|
||||
vs_color = vec4(fluxColor3.xyz, fluxColor3.a);
|
||||
|
||||
@@ -316,27 +316,27 @@ void DecidehowtoshowClosetoEarth(){
|
||||
|
||||
void CheckdistanceMethod() {
|
||||
//Enhance by distance to Earth
|
||||
if(EnhanceMethod == 1 || EnhanceMethod == 4){
|
||||
if(enhanceMethod == 1 || enhanceMethod == 4){
|
||||
vec4 fluxColor2 = getTransferFunctionColor(colorTableEarth);
|
||||
vs_color = vec4(fluxColor2.xyz, fluxColor2.a);
|
||||
}
|
||||
if(DistanceMethod == 0){
|
||||
if(distance(earthPos, in_position) < DistanceThreshold){
|
||||
if(distanceMethod == 0){
|
||||
if(distance(earthPos, in_position) < distanceThreshold){
|
||||
DecidehowtoshowClosetoEarth();
|
||||
}
|
||||
}
|
||||
else if(DistanceMethod == 1){
|
||||
if(distance(earthPos.x, in_position.x) < DistanceThreshold){
|
||||
else if(distanceMethod == 1){
|
||||
if(distance(earthPos.x, in_position.x) < distanceThreshold){
|
||||
DecidehowtoshowClosetoEarth();
|
||||
}
|
||||
}
|
||||
else if(DistanceMethod == 2){
|
||||
if(distance(earthPos.y, in_position.y) < DistanceThreshold){
|
||||
else if(distanceMethod == 2){
|
||||
if(distance(earthPos.y, in_position.y) < distanceThreshold){
|
||||
DecidehowtoshowClosetoEarth();
|
||||
}
|
||||
}
|
||||
else if(DistanceMethod == 3){
|
||||
if(distance(earthPos.z, in_position.z) < DistanceThreshold){
|
||||
else if(distanceMethod == 3){
|
||||
if(distance(earthPos.z, in_position.z) < distanceThreshold){
|
||||
DecidehowtoshowClosetoEarth();
|
||||
}
|
||||
}
|
||||
@@ -443,49 +443,43 @@ void main() {
|
||||
vs_depth = initialPosition.w;
|
||||
|
||||
if(usingCameraPerspective){
|
||||
float rtemp = 1.0;
|
||||
if(rValue > 1.0){
|
||||
rtemp = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
rtemp = rValue;
|
||||
}
|
||||
float rtemp = 1.0;
|
||||
if(rValue > 1.0){
|
||||
rtemp = 1.0;
|
||||
}
|
||||
else{
|
||||
rtemp = rValue;
|
||||
}
|
||||
|
||||
float maxdist = 600000000000.f;
|
||||
float distancevec = distance(camerapos, in_position.xyz);
|
||||
float distScale = 1 - smoothstep(0, maxdist, distancevec);
|
||||
float factorS = pow(distScale, 9) * rValue * 15.f;
|
||||
|
||||
//distancevec = distance(newpos, in_position.xyz);
|
||||
|
||||
if(distancevec < maxdist){
|
||||
|
||||
float maxdist = 600000000000.f;
|
||||
float distancevec = distance(camerapos, in_position.xyz);
|
||||
float distScale = 1 - smoothstep(0, maxdist, distancevec);
|
||||
|
||||
|
||||
//float distMinScale = 1 - smoothstep(0, nodeDistanceThreshold, distancevec);
|
||||
float factorS = 1.f;
|
||||
if(UsingRadiusPerspective){
|
||||
factorS = pow(distScale, 9) * 100.f * pow(rtemp, 2);
|
||||
}
|
||||
else{
|
||||
factorS = pow(distScale, 9) * 100.f;
|
||||
|
||||
}
|
||||
gl_PointSize = factorS * maxNodeDistanceSize * 0.8;
|
||||
|
||||
}
|
||||
else{
|
||||
gl_PointSize = nodeSize;
|
||||
}
|
||||
float factorS = pow(distScale, 9) * rValue * 15.f;
|
||||
|
||||
//distancevec = distance(newpos, in_position.xyz);
|
||||
|
||||
if(gl_PointSize > 40){
|
||||
gl_PointSize = 40;
|
||||
}
|
||||
if(gl_PointSize < nodeSize){
|
||||
gl_PointSize = nodeSize;
|
||||
}
|
||||
if(distancevec < maxdist){
|
||||
float distScale = 1 - smoothstep(0, maxdist, distancevec);
|
||||
//float distMinScale = 1 - smoothstep(0, nodeDistanceThreshold, distancevec);
|
||||
float factorS = 1.f;
|
||||
if(usingRadiusPerspective){
|
||||
factorS = pow(distScale, 9) * 100.f * pow(rtemp, 2);
|
||||
}
|
||||
else{
|
||||
factorS = pow(distScale, 9) * 100.f;
|
||||
}
|
||||
gl_PointSize = factorS * maxNodeDistanceSize * 0.8;
|
||||
}
|
||||
else{
|
||||
gl_PointSize = nodeSize;
|
||||
}
|
||||
|
||||
if(gl_PointSize > 40){
|
||||
gl_PointSize = 40;
|
||||
}
|
||||
if(gl_PointSize < nodeSize){
|
||||
gl_PointSize = nodeSize;
|
||||
}
|
||||
}
|
||||
/*
|
||||
|
||||
@@ -510,16 +504,16 @@ void main() {
|
||||
vs_st = in_st;
|
||||
}
|
||||
else{
|
||||
vs_st = vec2(-1);
|
||||
vs_st = vec2(-1);
|
||||
}
|
||||
*/
|
||||
//old transformation from in position
|
||||
//vec4 position_in_meters = vec4(in_position, 1);
|
||||
|
||||
vec4 position_in_meters = vec4(in_position, 1);
|
||||
//vec4 positionClipSpace = modelViewProjection * position_in_meters;
|
||||
//vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1));
|
||||
|
||||
// gl_PointSize = nodeSize;
|
||||
// gl_Position = vec4(positionClipSpace.xy, 0, positionClipSpace.w);
|
||||
//gl_Position = vec4(positionClipSpace.xy, 0, positionClipSpace.w);
|
||||
// vs_depth = gl_Position.w;
|
||||
|
||||
// if(distance(positionClipSpace.xyz, camerapos) < 0.f){
|
||||
|
||||
Reference in New Issue
Block a user