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https://github.com/OpenSpace/OpenSpace.git
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Fixes following issues: #625 , #1067 , #1212 , #1472 , #2072 , #2235, #2964 - Trails in `renderableTrailTrajectory` now goes through the spacecraft when using `AccurateTrailPositions`. - Trail fading controls have been improved for classes using the `renderableTrail` class. - `renderableOrbitalKepler` (asteroids/satellites) can now be rendered as both trails and points (or both at once). Solution implements similar functionality/controls as `renderablePointCloud`. - Default setting for SweepChunking has been changed from `true` to `false` (iterative calculations of `renderableTrailTrajectory`). - Some fixes related to missing points or off-by-one errors related to trail rendering
84 lines
3.7 KiB
GLSL
84 lines
3.7 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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#include "fragment.glsl"
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in float vs_positionDepth;
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in vec4 vs_gPosition;
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in float fade;
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noperspective in vec2 mathLine;
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uniform vec3 color;
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uniform int renderPhase;
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uniform float opacity = 1.0;
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uniform float lineWidth;
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uniform vec4 viewport;
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// Fragile! Keep in sync with RenderableTrail::render::RenderPhase
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const int RenderPhaseLines = 0;
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const int RenderPhasePoints = 1;
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const float Delta = 0.25;
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Fragment getFragment() {
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Fragment frag;
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frag.color = vec4(color * fade, fade * opacity);
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frag.depth = vs_positionDepth;
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frag.blend = BLEND_MODE_ADDITIVE;
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if (renderPhase == RenderPhasePoints) {
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// Use the length of the vector (dot(circCoord, circCoord)) as factor in the
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// smoothstep to gradually decrease the alpha on the edges of the point
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vec2 circCoord = 2.0 * gl_PointCoord - 1.0;
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//float circleClipping = 1.0 - smoothstep(1.0 - Delta, 1.0, dot(circCoord, circCoord));
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float circleClipping = smoothstep(1.0, 1.0 - Delta, dot(circCoord, circCoord));
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frag.color.a *= circleClipping;
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}
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// We can't expect a viewport of the form (0, 0, res.x, res.y) used to convert the
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// window coordinates from gl_FragCoord into [0, 1] coordinates, so we need to use
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// this more complicated method that is also used in the FXAA and HDR rendering steps
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vec2 xy = vec2(gl_FragCoord.xy);
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xy -= viewport.xy;
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double distanceCenter = length(mathLine - xy);
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double dLW = double(lineWidth);
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const float blendFactor = 20.0;
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if (distanceCenter > dLW) {
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frag.color.a = 0.0;
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}
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else {
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frag.color.a *= pow(float((dLW - distanceCenter) / dLW), blendFactor);
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}
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frag.gPosition = vs_gPosition;
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// There is no normal here
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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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