mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-04-27 22:40:41 -05:00
59d7274e5c
Co-authored-by: Jacob Molin <jacobmolin@users.noreply.github.com>
251 lines
8.6 KiB
GLSL
251 lines
8.6 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2022 *
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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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layout(triangle_strip, max_vertices = 4) out;
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in vec3 vs_velocity[];
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in float vs_colormapAttributeScalar[];
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flat in float vs_linearSizeAttributeScalar[];
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flat out float ge_screenSpaceDepth;
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out float ta;
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out vec4 ge_positionViewSpace;
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out vec2 coords;
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out float ge_colormapAttributeScalar;
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out vec3 ge_velocity;
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uniform dvec3 eyePosition;
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uniform dvec3 cameraUp;
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uniform float size;
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uniform int sizeOption;
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uniform ivec2 screenSize;
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uniform dmat4 modelMatrix;
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uniform dmat4 cameraViewProjectionMatrix;
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uniform float linearSizeMin;
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uniform float linearSizeMax;
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uniform bool linearSizeEnabled;
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uniform bool motionEnabled;
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// FRAGILE
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// All of these values have to be synchronized with the values in the optionproperty
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const int SizeCompositionOptionUniform = 0;
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const int SizeCompositionOptionNonUniform = 1;
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const float maxSize = 1000.0;
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dvec4 z_normalization_d(dvec4 v_in) {
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dvec4 v_out = v_in;
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v_out.z = 0;
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return v_out;
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}
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dvec4[4] getCorners(dvec4 center, dvec3 right, dvec3 up) {
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// Saving matrix multiplication:
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dvec4 centerClip = cameraViewProjectionMatrix * center;
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dvec4 rightClip = cameraViewProjectionMatrix * dvec4(right, 0.0);
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dvec4 upClip = cameraViewProjectionMatrix * dvec4(up, 0.0);
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dvec4 lowerLeft = z_normalization_d(centerClip - rightClip - upClip);
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dvec4 lowerRight = z_normalization_d(centerClip + rightClip - upClip);
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dvec4 upperLeft = z_normalization_d(centerClip + upClip - rightClip);
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dvec4 upperRight = z_normalization_d(centerClip + upClip + rightClip);
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return dvec4[4](lowerLeft, lowerRight, upperLeft, upperRight);
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}
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dvec4[2] getTwoCorners(dvec4 center, dvec3 right, dvec3 up) {
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// Saving matrix multiplication:
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dvec4 centerClip = cameraViewProjectionMatrix * center;
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dvec4 rightClip = cameraViewProjectionMatrix * dvec4(right, 0.0);
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dvec4 upClip = cameraViewProjectionMatrix * dvec4(up, 0.0);
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dvec4 lowerLeft = z_normalization_d(centerClip - rightClip - upClip);
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dvec4 upperRight = z_normalization_d(centerClip + upClip + rightClip);
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return dvec4[2](lowerLeft, upperRight);
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}
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void main() {
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ge_colormapAttributeScalar = vs_colormapAttributeScalar[0];
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ge_velocity = vs_velocity[0];
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ta = 1.0;
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vec3 pos = gl_in[0].gl_Position.xyz;
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dvec4 modelPos = modelMatrix * dvec4(pos, 1.0);
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double scaleMultiply = 1.0e17 * size;
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if (linearSizeEnabled) {
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float interpolatedSizeAtt = 1.0;
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float linearSizeAttributeScalar = vs_linearSizeAttributeScalar[0];
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if (linearSizeAttributeScalar < linearSizeMin) {
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interpolatedSizeAtt = 0.0;
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}
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else if (linearSizeAttributeScalar > linearSizeMax) {
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interpolatedSizeAtt = 1.0;
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}
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else {
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// Linear interpolation
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interpolatedSizeAtt = (linearSizeAttributeScalar - linearSizeMin) / (linearSizeMax - linearSizeMin);
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}
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interpolatedSizeAtt = mix(1.0, 5.0, interpolatedSizeAtt);
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scaleMultiply *= interpolatedSizeAtt;
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}
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dvec3 normal = normalize(eyePosition - modelPos.xyz);
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dvec3 newRight = normalize(cross(cameraUp, normal));
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dvec3 newUp = cross(normal, newRight);
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if (sizeOption == SizeCompositionOptionUniform) {
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double distanceToPoint = length(eyePosition - modelPos.xyz);
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scaleMultiply *= distanceToPoint / 1.0e20;
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}
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dvec3 scaledRight = scaleMultiply * newRight * 0.5;
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dvec3 scaledUp = scaleMultiply * newUp * 0.5;
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ge_screenSpaceDepth = float(modelPos.w);
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ge_positionViewSpace = vec4(modelPos);
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{
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dvec4 corners[2] = getTwoCorners(modelPos, scaledRight, scaledUp);
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// Testing size for rectangular viewport:
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dvec2 halfViewSize = screenSize * 0.5;
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dvec2 topRight = corners[1].xy / corners[1].w;
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dvec2 bottomLeft = corners[0].xy / corners[0].w;
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// width and height
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dvec2 sizes = abs(halfViewSize * (topRight - bottomLeft));
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if (length(sizes) > maxSize) {
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double correctionScale = maxSize / length(sizes);
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scaledRight *= correctionScale;
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scaledUp *= correctionScale;
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}
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}
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dvec4 corners[4] = getCorners(modelPos, scaledRight, scaledUp);
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// Build primitive
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gl_Position = vec4(corners[0]);
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coords = vec2(0.0, 0.0);
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EmitVertex();
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gl_Position = vec4(corners[1]);
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coords = vec2(1.0, 0.0);
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EmitVertex();
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gl_Position = vec4(corners[2]);
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coords = vec2(0.0, 1.0);
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EmitVertex();
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gl_Position = vec4(corners[3]);
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coords = vec2(1.0, 1.0);
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EmitVertex();
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EndPrimitive();
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}
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// float scaleForNonUniform() {
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// return (size * 500.0) * pow(10.0, 12.5);
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// }
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// float scaleForUniform(vec3 pos) {
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// float distanceToPoint = length(eyePosition - pos);
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// return (distanceToPoint * size) / (1500.0);
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// }
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// void main() {
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// ge_colormapAttributeScalar = vs_colormapAttributeScalar[0];
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// vec3 pos = gl_in[0].gl_Position.xyz;
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// float scaleMultiply = 1.0;
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// if (sizeOption == SizeCompositionOptionUniform) {
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// scaleMultiply = scaleForUniform(pos);
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// }
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// else if (sizeOption == SizeCompositionOptionNonUniform) {
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// scaleMultiply = scaleForNonUniform();
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// }
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// vec3 normal = normalize(eyePosition - pos);
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// vec3 newRight = normalize(cross(cameraUp, normal));
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// vec3 newUp = normalize(cross(normal, newRight));
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// vec3 scaledRight = scaleMultiply * newRight;
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// vec3 scaledUp = scaleMultiply * newUp;
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// vec4 lowerLeft = z_normalization(
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// vec4(cameraViewProjectionMatrix * modelMatrix * vec4(pos - scaledRight - scaledUp, 1.0))
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// );
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// vec4 upperRight = z_normalization(
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// vec4(cameraViewProjectionMatrix * modelMatrix * vec4(pos + scaledUp + scaledRight, 1.0))
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// );
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// vec4 lowerRight = z_normalization(
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// vec4(cameraViewProjectionMatrix * modelMatrix * vec4(pos + scaledRight - scaledUp, 1.0))
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// );
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// vec4 upperLeft = z_normalization(
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// vec4(cameraViewProjectionMatrix * modelMatrix * vec4(pos + scaledUp - scaledRight, 1.0))
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// );
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// ge_screenSpaceDepth = lowerLeft.w;
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// ge_positionViewSpace = lowerLeft;
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// // Build primitive
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// gl_Position = lowerLeft;
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// coords = vec2(0.0, 0.0);
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// EmitVertex();
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// gl_Position = lowerRight;
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// coords = vec2(1.0, 0.0);
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// EmitVertex();
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// gl_Position = upperLeft;
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// coords = vec2(0.0, 1.0);
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// EmitVertex();
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// gl_Position = upperRight;
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// coords = vec2(1.0, 1.0);
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// EmitVertex();
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// EndPrimitive();
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// }
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