mirror of
https://github.com/OpenSpace/OpenSpace.git
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178 lines
8.4 KiB
C++
178 lines
8.4 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2020 *
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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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#include <openspace/rendering/renderable.h>
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#include <modules/fieldlinessequence/util/fieldlinesstate.h>
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#include <openspace/properties/optionproperty.h>
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#include <openspace/properties/stringproperty.h>
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#include <openspace/properties/triggerproperty.h>
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#include <openspace/properties/scalar/intproperty.h>
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#include <openspace/properties/vector/vec2property.h>
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#include <openspace/properties/vector/vec4property.h>
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#include <openspace/rendering/transferfunction.h>
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#include <atomic>
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#include <modules/base/rendering/renderabletrail.h>
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namespace { enum class SourceFileType; }
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namespace openspace {
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class RenderableStreamNodes : public Renderable {
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public:
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RenderableStreamNodes(const ghoul::Dictionary& dictionary);
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//these two are needed for startup and close i think.
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void initializeGL() override;
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void deinitializeGL() override;
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const std::vector<GLsizei>& lineCount() const;
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const std::vector<GLint>& lineStart() const;
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bool isReady() const override;
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void render(const RenderData& data, RendererTasks& rendererTask) override;
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void update(const UpdateData& data) override;
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void updateActiveTriggerTimeIndex(double currentTime);
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//const std::vector<GLsizei>& lineCount() const;
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//const std::vector<GLint>& lineStart() const;
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private:
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std::vector<GLsizei> _lineCount;
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std::vector<GLint> _lineStart;
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// ------------------------------------- ENUMS -------------------------------------//
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// Used to determine if lines should be colored UNIFORMLY or by an extraQuantity
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enum class ColorMethod : int {
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Uniform = 0,
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ByFluxValue
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};
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UniformCache(streamColor, usingParticles, nodeSize, thresholdRadius)
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_uniformCache;
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// ------------------------------------ STRINGS ------------------------------------//
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std::string _identifier; /// Name of the Nod
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// ------------------------------------- FLAGS -------------------------------------//
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// False => states are stored in RAM (using 'in-RAM-states'), True => states are
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// loaded from disk during runtime (using 'runtime-states')
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bool _loadingStatesDynamically = false;
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// False => the previous frame's state should still be shown
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bool _needsUpdate = false;
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// Used for 'runtime-states'. True when finished loading a new state from disk on
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// another thread.
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std::atomic_bool _newStateIsReady = false;
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bool _isLoadingStateFromDisk = false;
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// --------------------------------- NUMERICALS ----------------------------------- //
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// In setup it is used to scale JSON coordinates. During runtime it is used to scale
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// domain limits.
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float _scalingFactor = 1.f;
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// Active index of _states. If(==-1)=>no state available for current time. Always the
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// same as _activeTriggerTimeIndex if(_loadingStatesDynamically==true), else
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// always = 0
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int _activeStateIndex = -1;
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// Active index of _startTimes
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int _activeTriggerTimeIndex = -1;
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// Estimated end of sequence.
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double _sequenceEndTime;
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// Number of states in the sequence
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size_t _nStates = 0;
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GLuint _vertexArrayObject = 0;
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// OpenGL Vertex Buffer Object containing the vertex positions
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GLuint _vertexPositionBuffer = 0;
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// OpenGL Vertex Buffer Object containing the Flux values used for coloring
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// the nodes
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GLuint _vertexColorBuffer = 0;
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// OpenGL Vertex Buffer Object containing the positions to filter the nodes
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GLuint _vertexFilteringBuffer = 0;
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// ---------------------------------- Properties ---------------------------------- //
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// Group to hold the color properties
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properties::PropertyOwner _pColorGroup;
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// Uniform stream Color
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properties::Vec4Property _pStreamColor;
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// Toggle flow [ON/OFF]
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properties::BoolProperty _pStreamsEnabled;
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// Group to hold the flow/particle properties
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properties::PropertyOwner _pStreamGroup;
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// Size of simulated node particles
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properties::FloatProperty _pNodeSize;
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/// Line width for the line rendering part
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properties::FloatProperty _pLineWidth;
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/// ///////////
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properties::FloatProperty _pThresholdRadius;
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// Filtering nodes within a range
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properties::FloatProperty _pFiltering;
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// Filtering nodes with a upper range
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properties::FloatProperty _pFilteringUpper;
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// Uniform/transfer function/topology? //////////////////////?
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properties::OptionProperty _pColorMode;
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// initialization
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std::vector<std::string> _sourceFiles;
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// ------------------------------------ VECTORS ----------------------------------- //
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// Contains the _triggerTimes for all FieldlineStates in the sequence
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std::vector<double> _startTimes;
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// Contains vertexPositions
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std::vector<glm::vec3> _vertexPositions;
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// Contains vertex flux values for color
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std::vector<float> _vertexColor;
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// Contains vertexRedius
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std::vector<float> _vertexRadius;
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// ----------------------------------- POINTERS ------------------------------------//
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// The Lua-Modfile-Dictionary used during initialization
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std::unique_ptr<ghoul::Dictionary> _dictionary;
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std::unique_ptr<ghoul::opengl::ProgramObject> _shaderProgram;
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// --------------------- FUNCTIONS USED DURING INITIALIZATION --------------------- //
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bool extractMandatoryInfoFromDictionary(SourceFileType& sourceFileType);
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//void extractOptionalInfoFromDictionary(std::string& outputFolderPath);
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bool loadJsonStatesIntoRAM(const std::string& outputFolder);
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bool extractJsonInfoFromDictionary(fls::Model& model);
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//std::vector<std::string> LoadJsonfile(const std::string& filename);
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std::vector<std::string> LoadJsonfile(std::string filepath);
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void setupProperties();
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void updatePositionBuffer();
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void updateVertexColorBuffer();
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void updateVertexFilteringBuffer();
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void extractTriggerTimesFromFileNames();
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void computeSequenceEndTime();
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// ------------------------- FUNCTIONS USED DURING RUNTIME ------------------------ //
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};
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}
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