mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-02 01:30:34 -06:00
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
116 lines
4.3 KiB
GLSL
116 lines
4.3 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/powerScaling_vs.hglsl"
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layout(location = 0) in vec3 in_point_position;
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out float vs_positionDepth;
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out vec4 vs_gPosition;
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out float fade;
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noperspective out vec2 mathLine;
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uniform dmat4 modelViewTransform;
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uniform mat4 projectionTransform;
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uniform int idOffset;
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uniform int nVertices;
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uniform bool useLineFade;
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uniform float lineLength;
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uniform float lineFadeAmount;
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uniform int vertexSortingMethod;
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uniform int pointSize;
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uniform int stride;
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uniform vec4 viewport;
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uniform bool useSplitRenderMode;
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uniform int numberOfUniqueVertices;
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uniform int floatingOffset;
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// Fragile! Keep in sync with RenderableTrail::render
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#define VERTEX_SORTING_NEWESTFIRST 0
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#define VERTEX_SORTING_OLDESTFIRST 1
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#define VERTEX_SORTING_NOSORTING 2
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void main() {
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int modId = gl_VertexID;
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if ((vertexSortingMethod != VERTEX_SORTING_NOSORTING) && useLineFade) {
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float id = 0;
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if (useSplitRenderMode) {
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// Calculates id for when using split render mode (renderableTrailTrajectory)
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id = float(floatingOffset + modId) / float(max(1, numberOfUniqueVertices - 1));
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}
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else {
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// Account for a potential rolling buffer
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modId = gl_VertexID - idOffset;
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if (modId < 0) {
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modId += nVertices;
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}
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// Convert the index to a [0,1] range
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id = float(modId) / float(nVertices);
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}
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if (vertexSortingMethod == VERTEX_SORTING_NEWESTFIRST) {
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id = 1.0 - id;
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}
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float b0 = lineLength;
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float b1 = lineFadeAmount;
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float fadeValue = 0.0;
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if (id <= b0) {
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fadeValue = 0.0;
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}
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else if (id > b0 && id < b1) {
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float delta = b1 - b0;
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fadeValue = (id - b0) / delta;
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}
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else {
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fadeValue = 1.0;
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}
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fade = clamp(fadeValue, 0.0, 1.0);
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}
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else {
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fade = 1.0;
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}
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vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1));
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vec4 vs_positionClipSpace = projectionTransform * vs_gPosition;
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vec4 vs_positionNDC = vs_positionClipSpace / vs_positionClipSpace.w;
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vs_positionDepth = vs_positionClipSpace.w;
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gl_PointSize = (stride == 1 || int(modId) % stride == 0) ?
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float(pointSize) : float(pointSize) / 2;
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gl_Position = z_normalization(vs_positionClipSpace);
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mathLine = 0.5 * (vs_positionNDC.xy + vec2(1.0)) * viewport.zw;
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}
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