mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-02 09:41:13 -06:00
* WIP start including rotation data * Fix option to use orientation data or not * Renames to reflect that points are no longer billboarded (at least not always) * Increase max value for scale factor * Fix correct scaling for tully and deep sky objects * Remove the old RenderablePlanesCloud, we don't need it anymore * Add unit handling for size scaling from data values * Clarify some documentation about the points being rendered as planes * Update datasets to the new ones on the server * Use quaternions for orientation instead of vectors (simplifies interpolation and requires less data) * Make interpolation of orientation work * Fix size for deep sky objects being too small due to data being radius rather than diameter * Add IsRadius flag for deepsky * Update asset versions (major number update, due to breaking changes) --------- Co-authored-by: Alexander Bock <alexander.bock@liu.se>
189 lines
6.9 KiB
GLSL
189 lines
6.9 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2024 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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#include "PowerScaling/powerScalingMath.hglsl"
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layout(points) in;
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flat in float textureLayer[];
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flat in float colorParameter[];
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flat in float scalingParameter[];
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flat in vec4 orientation[]; // quaternion
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layout(triangle_strip, max_vertices = 4) out;
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flat out float gs_colorParameter;
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out vec2 texCoord;
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flat out int layer;
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flat out float vs_screenSpaceDepth;
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flat out vec4 vs_positionViewSpace;
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// General settings
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uniform float scaleExponent;
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uniform float scaleFactor;
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uniform int renderOption;
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uniform dmat4 cameraViewMatrix;
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uniform dmat4 projectionMatrix;
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uniform dmat4 modelMatrix;
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uniform bool enableMaxSizeControl;
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uniform bool hasDvarScaling;
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uniform float dvarScaleFactor;
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uniform bool useOrientationData;
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// RenderOption: CameraViewDirection
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uniform vec3 up;
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uniform vec3 right;
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// RenderOption: CameraPositionNormal
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uniform dvec3 cameraPosition;
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uniform vec3 cameraLookUp;
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// Max size control: true
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// The max size is an angle, in degrees, for the diameter
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uniform float maxAngularSize;
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uniform vec2 aspectRatioScale;
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const vec2 corners[4] = vec2[4](
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vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0),
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vec2(0.0, 1.0)
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);
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const int RenderOptionCameraViewDirection = 0;
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const int RenderOptionCameraPositionNormal = 1;
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const int RenderOptionFixedRotation = 2;
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// Quaternion math code from:
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// https://gist.github.com/mattatz/40a91588d5fb38240403f198a938a593
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vec4 quatMult(vec4 q1, vec4 q2) {
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return vec4(
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q2.xyz * q1.w + q1.xyz * q2.w + cross(q1.xyz, q2.xyz),
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q1.w * q2.w - dot(q1.xyz, q2.xyz)
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);
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}
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// Vector rotation with a quaternion
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// http://mathworld.wolfram.com/Quaternion.html
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vec3 rotate_vector(vec3 v, vec4 q) {
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vec4 q_conjugate = q * vec4(-1.0, -1.0, -1.0, 1.0);
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return quatMult(q, quatMult(vec4(v, 0.0), q_conjugate)).xyz;
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}
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void main() {
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vec4 pos = gl_in[0].gl_Position;
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layer = int(textureLayer[0]);
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gs_colorParameter = colorParameter[0];
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dvec4 dpos = modelMatrix * dvec4(dvec3(pos.xyz), 1.0);
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float scaleMultiply = pow(10.0, scaleExponent);
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if (hasDvarScaling) {
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scaleMultiply *= scalingParameter[0] * dvarScaleFactor;
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}
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vec3 scaledRight = vec3(1.0, 0.0, 0.0);
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vec3 scaledUp = vec3(0.0, 1.0, 0.0);
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if (renderOption == RenderOptionCameraViewDirection) {
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scaledRight = right;
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scaledUp = up;
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}
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else if (renderOption == RenderOptionCameraPositionNormal) {
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vec3 normal = vec3(normalize(cameraPosition - dpos.xyz));
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vec3 newRight = normalize(cross(cameraLookUp, normal));
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vec3 newUp = cross(normal, newRight);
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scaledRight = newRight;
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scaledUp = newUp;
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}
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else if (renderOption == RenderOptionFixedRotation) {
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if (useOrientationData) {
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vec4 quat = orientation[0];
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scaledRight = normalize(rotate_vector(scaledRight, quat));
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scaledUp = normalize(rotate_vector(scaledUp, quat));
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}
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// Else use default
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}
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scaledRight *= scaleMultiply * 0.5;
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scaledUp *= scaleMultiply * 0.5;
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if (enableMaxSizeControl) {
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// Limit the max size of the points, as the angle in "FOV" that the point is allowed
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// to take up. Note that the max size is for the diameter, and we need the radius
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float desiredAngleRadians = radians(maxAngularSize * 0.5);
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double distanceToCamera = length(dpos.xyz - cameraPosition);
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double pointSize = length(dvec3(scaledRight));
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// @TODO (2023-01-05, emmbr) Consider if this atan computation can be optimized using
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// approximation
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float angle = atan(float(pointSize / distanceToCamera));
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if ((angle > desiredAngleRadians) && (distanceToCamera > 0.0)) {
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float correctionScaleFactor = float(distanceToCamera) * tan(desiredAngleRadians) / float(pointSize);
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scaledRight *= correctionScaleFactor;
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scaledUp *= correctionScaleFactor;
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}
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}
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dmat4 cameraViewProjectionMatrix = projectionMatrix * cameraViewMatrix;
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vec4 dposClip = vec4(cameraViewProjectionMatrix * dpos);
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vec4 scaledRightClip = scaleFactor * aspectRatioScale.x *
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vec4(cameraViewProjectionMatrix * dvec4(scaledRight, 0.0));
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vec4 scaledUpClip = scaleFactor * aspectRatioScale.y *
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vec4(cameraViewProjectionMatrix * dvec4(scaledUp, 0.0));
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vec4 dposViewSpace= vec4(cameraViewMatrix * dpos);
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vs_positionViewSpace = dposViewSpace;
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vec4 initialPosition = z_normalization(dposClip - scaledRightClip - scaledUpClip);
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vs_screenSpaceDepth = initialPosition.w;
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vec4 secondPosition = z_normalization(dposClip + scaledRightClip - scaledUpClip);
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vec4 crossCorner = z_normalization(dposClip + scaledUpClip + scaledRightClip);
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vec4 thirdPosition = z_normalization(dposClip + scaledUpClip - scaledRightClip);
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// Build primitive
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texCoord = corners[0];
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gl_Position = initialPosition;
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EmitVertex();
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texCoord = corners[1];
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gl_Position = secondPosition;
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EmitVertex();
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texCoord = corners[3];
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gl_Position = thirdPosition;
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EmitVertex();
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texCoord = corners[2];
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gl_Position = crossCorner;
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EmitVertex();
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EndPrimitive();
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}
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