Files
OpenSpace/modules/fieldlinessequence/rendering/renderablestreamnodes.h
2020-06-30 15:21:04 +02:00

263 lines
12 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2020 *
* *
* 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 *
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****************************************************************************************/
#include <openspace/rendering/renderable.h>
#include <modules/fieldlinessequence/util/fieldlinesstate.h>
#include <openspace/properties/optionproperty.h>
#include <openspace/properties/stringproperty.h>
#include <openspace/properties/triggerproperty.h>
#include <openspace/properties/scalar/intproperty.h>
#include <openspace/properties/vector/vec2property.h>
#include <openspace/properties/vector/vec4property.h>
#include <openspace/rendering/transferfunction.h>
#include <atomic>
#include <modules/base/rendering/renderabletrail.h>
namespace { enum class SourceFileType; }
namespace openspace {
class RenderableStreamNodes : public Renderable {
public:
RenderableStreamNodes(const ghoul::Dictionary& dictionary);
void initializeGL() override;
void deinitializeGL() override;
const std::vector<GLsizei>& lineCount() const;
const std::vector<GLint>& lineStart() const;
bool isReady() const override;
void render(const RenderData& data, RendererTasks& rendererTask) override;
void update(const UpdateData& data) override;
void updateActiveTriggerTimeIndex(double currentTime);
private:
std::vector<GLsizei> _lineCount;
std::vector<GLint> _lineStart;
// ------------------------------------- ENUMS -------------------------------------//
// Used to determine if lines should be colored UNIFORMLY or by Flux Value
enum class ColorMethod : int {
Uniform = 0,
ByFluxValue = 1
};
enum class GoesEnergyBins : int {
Emin01 = 0,
Emin03 = 1
};
enum class ScalingMethod : int {
Flux = 0,
RFlux = 1,
R2Flux = 2,
log10RFlux = 3,
lnRFlux = 4
};
enum class NodeskipMethod : int {
Uniform = 0,
Flux = 1,
Radius = 2,
Streamnumber = 3
};
enum class DistanceMethod : int {
Eucledian = 0,
x = 1,
y = 2,
z = 3
};
UniformCache(streamColor, nodeSize, nodeSizeLargerFlux, thresholdFlux)
_uniformCache;
// ------------------------------------ STRINGS ------------------------------------//
// Name of the Node
std::string _identifier;
// ------------------------------------- FLAGS -------------------------------------//
// Used for 'runtime-states'. True when loading a new state from disk on another
// thread.
bool _isLoadingStateFromDisk = false;
// False => states are stored in RAM (using 'in-RAM-states'), True => states are
// loaded from disk during runtime (using 'runtime-states')
bool _loadingStatesDynamically = false;
// Used for 'runtime-states': True if new 'runtime-state' must be loaded from disk.
// False => the previous frame's state should still be shown
bool _mustLoadNewStateFromDisk = true;
// Used for 'in-RAM-states' : True if new 'in-RAM-state' must be loaded.
// False => the previous frame's state should still be shown
bool _needsUpdate = false;
// Used for changing energybins during runtime, as to prevent loading and update issue in render.
bool _isLoadingNewEnergyBin = false;
//can be used when loading in emin03 files for the first time.
bool shouldwritecacheforemin03 = false;
// --------------------------------- NUMERICALS ----------------------------------- //
// Active index of _states. If(==-1)=>no state available for current time. Always the
// same as _activeTriggerTimeIndex if(_loadingStatesDynamically==true), else
// always = 0
int _activeStateIndex = -1;
// Active index of _startTimes
int _activeTriggerTimeIndex = -1;
// Number of states in the sequence
size_t _nStates = 274;
// In setup it is used to scale JSON coordinates. During runtime it is used to scale
// domain limits.
float _scalingFactor = 1.f;
// Estimated end of sequence.
double _sequenceEndTime;
// OpenGL Vertex Array Object
GLuint _vertexArrayObject = 0;
// OpenGL Vertex Buffer Object containing the vertex positions
GLuint _vertexPositionBuffer = 0;
// OpenGL Vertex Buffer Object containing the Flux values used for coloring
// the nodes
GLuint _vertexColorBuffer = 0;
// OpenGL Vertex Buffer Object containing the positions to filter the nodes
GLuint _vertexFilteringBuffer = 0;
// OpenGL Vertex Buffer Object containing the index of nodes
GLuint _vertexindexBuffer = 0;
// OpenGL Vertex Buffer Object containing the stream number for every node.
GLuint _vertexStreamNumberBuffer = 0;
// ----------------------------------- POINTERS ------------------------------------//
// The Lua-Modfile-Dictionary used during initialization
std::unique_ptr<ghoul::Dictionary> _dictionary;
std::unique_ptr<ghoul::opengl::ProgramObject> _shaderProgram;
// Transfer function used to color lines when _pColorMethod is set to BY_FLUX_VALUE
std::unique_ptr<TransferFunction> _transferFunction;
// ------------------------------------ VECTORS ----------------------------------- //
// Paths to color tables. One for each 'ColorFlux'
std::vector<std::string> _colorTablePaths;
// Values represents min & max values represented in the color table
std::vector<glm::vec2> _colorTableRanges;
// Contains the _triggerTimes for all FieldlineStates in the sequence
std::vector<double> _startTimes;
// Contains vertexPositions
std::vector<glm::vec3> _vertexPositions;
// Contains vertex flux values for color
std::vector<float> _vertexColor;
// Contains radius of vertices
std::vector<float> _vertexRadius;
// Contains index of vertices
std::vector<int> _vertexIndex;
// Stores the states position
std::vector<std::vector<glm::vec3>> _statesPos;
// Stores the states color
std::vector<std::vector<float>> _statesColor;
// Stores the states radius
std::vector<std::vector<float>> _statesRadius;
// Stores the states index
std::vector<std::vector<int>> _statesIndex;
std::vector<int> _vertexStreamnumber;
// ---------------------------------- Properties ---------------------------------- //
//Property to show different energybins
properties::OptionProperty _pGoesEnergyBins;
// Group to hold the color properties
properties::PropertyOwner _pColorGroup;
// Uniform/transfer function
properties::OptionProperty _pColorMode;
// Uniform stream Color
properties::Vec4Property _pStreamColor;
// Index of the flux value to color lines by
properties::OptionProperty _pColorFlux;
// Chose different distant measurements:
properties::OptionProperty _pDistancemethod;
// Color table/transfer function for "By Flux value" coloring
properties::StringProperty _pColorTablePath;
// Valid range for the color table
properties::Vec2Property _pColorTableRange;
// The value of alpha for the flux color mode
properties::FloatProperty _pFluxColorAlpha;
// Group to hold the particle properties
properties::PropertyOwner _pStreamGroup;
// Scaling options
properties::OptionProperty _pScalingmethod;
// Group for how many nodes to render dependent on radius and flux
properties::PropertyOwner _pNodesamountGroup;
// Size of simulated node particles
properties::FloatProperty _pNodeSize;
// Size of nodes for larger flux
properties::FloatProperty _pNodeSizeLargerFlux;
// Threshold from earth to decide the distance for which the nodesize gets larger.
properties::FloatProperty _pDistanceThreshold;
/// Line width for the line rendering part
properties::FloatProperty _pLineWidth;
// Valid range along the Z-axis
properties::Vec2Property _pDomainZ;
// Threshold flux value
properties::FloatProperty _pThresholdFlux;
// Filtering nodes within a range
properties::FloatProperty _pFiltering;
// Filtering nodes with a upper range
properties::FloatProperty _pFilteringUpper;
// Amount of nodes to show
properties::IntProperty _pAmountofNodes;
// Nodeskipping options
properties::OptionProperty _pNodeskipMethod;
// amount of nodes to show outside of filterrange
properties::IntProperty _pDefaultNodeSkip;
// The Flux threshold to decide the line between
//_pDefaultNodeSkip and _pAmountofNodes
properties::FloatProperty _pFluxNodeskipThreshold;
// The Radius threshold to decide the line between
//_pDefaultNodeSkip and _pAmountofNodes
properties::FloatProperty _pRadiusNodeSkipThreshold;
//The active stream that we want to look at
properties::IntProperty _pActiveStreamNumber;
// initialization
std::vector<std::string> _sourceFiles;
// --------------------- FUNCTIONS USED DURING INITIALIZATION --------------------- //
bool extractMandatoryInfoFromDictionary(SourceFileType& sourceFileType);
void definePropertyCallbackFunctions();
bool loadJsonStatesIntoRAM(const std::string& outputFolder);
bool extractJsonInfoFromDictionary(fls::Model& model);
std::vector<std::string> LoadJsonfile(std::string filepath);
void extractTriggerTimesFromFileNames();
void computeSequenceEndTime();
void setModelDependentConstants();
void setupProperties();
void writeCachedFile(const std::string& file) const;
bool readCachedFile(const std::string& file, const std::string& energybin);
bool loadFilesIntoRam();
void createStreamnumberVector();
// ------------------------- FUNCTIONS USED DURING RUNTIME ------------------------ //
void updatePositionBuffer();
void updateVertexColorBuffer();
void updateVertexFilteringBuffer();
void updateVertexIndexBuffer();
void updateVertexStreamNumberBuffer();
};
}