mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-01 09:10:18 -06:00
132 lines
5.0 KiB
GLSL
132 lines
5.0 KiB
GLSL
/*****************************************************************************************
|
|
* *
|
|
* OpenSpace *
|
|
* *
|
|
* Copyright (c) 2014-2024 *
|
|
* *
|
|
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
|
|
* software and associated documentation files (the "Software"), to deal in the Software *
|
|
* without restriction, including without limitation the rights to use, copy, modify, *
|
|
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
|
|
* permit persons to whom the Software is furnished to do so, subject to the following *
|
|
* conditions: *
|
|
* *
|
|
* The above copyright notice and this permission notice shall be included in all copies *
|
|
* or substantial portions of the Software. *
|
|
* *
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
|
|
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
|
|
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
|
|
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
|
|
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
|
|
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
|
****************************************************************************************/
|
|
|
|
#version __CONTEXT__
|
|
|
|
// Inputs
|
|
layout(location = 0) in vec3 in_position; // Should be provided in meters
|
|
layout(location = 1) in float in_color_scalar; // The extra value used to color lines.
|
|
layout(location = 2) in float in_masking_scalar; // The extra value used to mask out parts of lines.
|
|
|
|
out vec4 vs_color;
|
|
out float vs_depth;
|
|
//out vec4 vs_gPosition;
|
|
|
|
// General Uniforms that's always needed
|
|
uniform vec4 lineColor;
|
|
uniform mat4 modelViewProjection;
|
|
|
|
// Uniforms needed to color by quantity
|
|
uniform int colorMethod;
|
|
uniform sampler1D colorTable;
|
|
uniform vec2 colorTableRange;
|
|
|
|
// Uniforms needed for Particle Flow
|
|
uniform vec4 flowColor;
|
|
uniform int particleSize;
|
|
uniform int particleSpeed;
|
|
uniform int particleSpacing;
|
|
uniform double time;
|
|
uniform bool usingParticles;
|
|
|
|
// Masking Uniforms
|
|
uniform bool usingMasking;
|
|
uniform vec2 maskingRange;
|
|
|
|
// Domain Uniforms
|
|
uniform bool usingDomain;
|
|
uniform vec2 domainLimX;
|
|
uniform vec2 domainLimY;
|
|
uniform vec2 domainLimZ;
|
|
uniform vec2 domainLimR;
|
|
|
|
// These should correspond to the enum 'ColorMethod' in renderablefieldlinesequence.cpp
|
|
const int uniformColor = 0;
|
|
const int colorByQuantity = 1;
|
|
|
|
|
|
vec4 getTransferFunctionColor() {
|
|
// Remap the color scalar to a [0,1] range
|
|
float lookUpVal =
|
|
(in_color_scalar - colorTableRange.x) / (colorTableRange.y - colorTableRange.x);
|
|
return texture(colorTable, lookUpVal);
|
|
}
|
|
|
|
bool isPartOfParticle(double time, int vertexId, int particleSize, int particleSpeed,
|
|
int particleSpacing)
|
|
{
|
|
int modulusResult = int(double(particleSpeed) * time + vertexId) % particleSpacing;
|
|
return modulusResult > 0 && modulusResult <= particleSize;
|
|
}
|
|
|
|
|
|
void main() {
|
|
bool hasColor = true;
|
|
|
|
if (usingMasking && (in_masking_scalar < maskingRange.x ||
|
|
in_masking_scalar > maskingRange.y))
|
|
{
|
|
hasColor = false;
|
|
}
|
|
|
|
if (usingDomain && hasColor) {
|
|
float radius = length(in_position);
|
|
|
|
if (in_position.x < domainLimX.x || in_position.x > domainLimX.y ||
|
|
in_position.y < domainLimY.x || in_position.y > domainLimY.y ||
|
|
in_position.z < domainLimZ.x || in_position.z > domainLimZ.y ||
|
|
radius < domainLimR.x || radius > domainLimR.y)
|
|
{
|
|
hasColor = false;
|
|
}
|
|
}
|
|
|
|
if (hasColor) {
|
|
bool isParticle = usingParticles &&
|
|
isPartOfParticle(time, gl_VertexID, particleSize, particleSpeed, particleSpacing);
|
|
|
|
if (isParticle) {
|
|
vs_color = flowColor;
|
|
}
|
|
else {
|
|
vs_color = lineColor;
|
|
}
|
|
|
|
if (colorMethod == colorByQuantity) {
|
|
vec4 quantityColor = getTransferFunctionColor();
|
|
vs_color = vec4(quantityColor.xyz, vs_color.a * quantityColor.a);
|
|
}
|
|
}
|
|
else {
|
|
vs_color = vec4(0);
|
|
}
|
|
|
|
vec4 position_in_meters = vec4(in_position, 1);
|
|
vec4 positionClipSpace = modelViewProjection * position_in_meters;
|
|
//vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1));
|
|
gl_Position = vec4(positionClipSpace.xy, 0, positionClipSpace.w);
|
|
|
|
vs_depth = gl_Position.w;
|
|
}
|