Files
OpenSpace/modules/fieldlinessequence/rendering/renderablestreamnodes.h

216 lines
10 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 *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#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);
//these two are needed for startup and close i think.
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);
//const std::vector<GLsizei>& lineCount() const;
//const std::vector<GLint>& lineStart() const;
private:
std::vector<GLsizei> _lineCount;
std::vector<GLint> _lineStart;
// ------------------------------------- ENUMS -------------------------------------//
// Used to determine if lines should be colored UNIFORMLY or by an extraQuantity
enum class ColorMethod : int {
Uniform = 0,
ByFluxValue = 1
};
enum class ScalingMethod : int {
Flux = 0,
RFlux = 1,
R2Flux = 2,
log10RFlux = 3,
lnRFlux = 4
};
UniformCache(streamColor, usingParticles, nodeSize, thresholdFlux)
_uniformCache;
// ------------------------------------ STRINGS ------------------------------------//
std::string _identifier; /// Name of the Nod
// ------------------------------------- FLAGS -------------------------------------//
// False => states are stored in RAM (using 'in-RAM-states'), True => states are
// loaded from disk during runtime (using 'runtime-states')
bool _loadingStatesDynamically = true;
// False => the previous frame's state should still be shown
bool _needsUpdate = false;
// Used for 'runtime-states'. True when finished loading a new state from disk on
// another thread.
std::atomic_bool _newStateIsReady = false;
bool _isLoadingStateFromDisk = false;
bool _mustLoadNewStateFromDisk = true;
// --------------------------------- NUMERICALS ----------------------------------- //
// In setup it is used to scale JSON coordinates. During runtime it is used to scale
// domain limits.
float _scalingFactor = 1.f;
// 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;
// Estimated end of sequence.
double _sequenceEndTime;
// Number of states in the sequence
size_t _nStates = 274;
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;
// ---------------------------------- Properties ---------------------------------- //
// Group to hold the color properties
properties::PropertyOwner _pColorGroup;
// Uniform/transfer function/topology? //////////////////////?
properties::OptionProperty _pColorMode;
// Scaling options
properties::OptionProperty _pScalingmethod;
// Uniform stream Color
properties::Vec4Property _pStreamColor;
// Index of the flux value to color lines by
properties::OptionProperty _pColorFlux;
// Color table/transfer function min
//properties::StringProperty _pColorFluxMin;
// Color table/transfer function max
//properties::StringProperty _pColorFluxMax;
// Color table/transfer function for "By Flux value" coloring
properties::StringProperty _pColorTablePath;
// Toggle flow [ON/OFF]
properties::BoolProperty _pStreamsEnabled;
// Group to hold the flow/particle properties
properties::PropertyOwner _pStreamGroup;
// Size of simulated node particles
properties::FloatProperty _pNodeSize;
/// Line width for the line rendering part
properties::FloatProperty _pLineWidth;
////////////////
properties::Vec2Property _pColorTableRange;
////////////////
properties::Vec2Property _pDomainZ;
/// ///////////
properties::FloatProperty _pThresholdFlux;
// Filtering nodes within a range
properties::FloatProperty _pFiltering;
// Filtering nodes with a upper range
properties::FloatProperty _pFilteringUpper;
////////////////
properties::FloatProperty _pFluxColorAlpha;
// initialization
std::vector<std::string> _sourceFiles;
// ------------------------------------ VECTORS ----------------------------------- //
// Paths to color tables. One for each 'extraQuantity'
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 vertexRedius
std::vector<float> _vertexRadius;
std::vector<std::vector<glm::vec3>> _statesPos;
std::vector<std::vector<float>> _statesColor;
std::vector<std::vector<float>> _statesRadius;
// ----------------------------------- 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_QUANTITY
std::unique_ptr<TransferFunction> _transferFunction;
// --------------------- FUNCTIONS USED DURING INITIALIZATION --------------------- //
bool extractMandatoryInfoFromDictionary(SourceFileType& sourceFileType);
//void extractOptionalInfoFromDictionary(std::string& outputFolderPath);
void definePropertyCallbackFunctions();
bool loadJsonStatesIntoRAM(const std::string& outputFolder);
bool extractJsonInfoFromDictionary(fls::Model& model);
void extractOptionalInfoFromDictionary(std::string& outputFolderPath);
//std::vector<std::string> LoadJsonfile(const std::string& filename);
std::vector<std::string> LoadJsonfile(std::string filepath);
void setupProperties();
void updatePositionBuffer();
void updateVertexColorBuffer();
void updateVertexFilteringBuffer();
void extractTriggerTimesFromFileNames();
void computeSequenceEndTime();
void setModelDependentConstants();
bool LoadfilesintoRam();
// ------------------------- FUNCTIONS USED DURING RUNTIME ------------------------ //
};
}