Files
OpenSpace/modules/fieldlinessequence/shaders/streamnodes_vs.glsl
T
2020-07-08 14:16:34 +02:00

337 lines
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GLSL

/*****************************************************************************************
* *
* 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 *
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* 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 *
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****************************************************************************************/
#version __CONTEXT__
// General Uniforms that's always needed
uniform vec4 lineColor;
uniform mat4 modelViewProjection;
// Uniforms needed to color by quantity
uniform int colorMode;
uniform sampler1D colorTable;
uniform sampler1D colorTableEarth;
uniform vec2 colorTableRange;
// Uniforms needed for Particle Flow
uniform vec4 flowColor;
uniform int particleSize;
uniform int particleSpeed;
uniform int particleSpacing;
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;
// Streamnodes specific uniforms
uniform float nodeSize;
uniform float nodeSizeLargerFlux;
uniform vec4 streamColor;
uniform float thresholdFlux;
uniform float filterRadius;
uniform float filterUpper;
uniform int ScalingMode;
uniform int NodeskipMethod;
uniform int Nodeskip;
uniform int Nodeskipdefault;
uniform float NodeskipFluxThreshold;
uniform float NodeskipRadiusThreshold;
uniform float fluxColorAlpha;
uniform vec3 earthPos;
uniform float DistanceThreshold;
uniform int DistanceMethod;
uniform int activestreamnumber;
uniform bool firstrender;
uniform int EnhanceMethod;
uniform double time;
//uniform float interestingStreams[4];
// Inputs
// Should be provided in meters
layout(location = 0) in vec3 in_position;
// The extra value used to color lines. Location must correspond to _VA_COLOR in
// renderablefieldlinessequence.h
layout(location = 1) in float fluxValue;
// The extra value used to mask out parts of lines. Location must correspond to
// _VA_MASKING in renderablefieldlinessequence.h
layout(location = 2)
in float rValue;
// The vertex index of every node. Location must correspond to
// _VA_INDEX in renderableStreamNodes.h
layout(location = 3)
in int nodeIndex;
// The vertex streamnumber of every node. Location must correspond to
// VaStreamnumber in renderableStreamNodes.h
layout(location = 4)
in int Streamnumber;
layout(location = 5)
in vec2 in_st;
// These should correspond to the enum 'ColorMode' in renderablestreamnodes.cpp
const int uniformColor = 0;
const int colorByFluxValue = 1;
const int uniformskip = 0;
const int Fluxskip = 1;
const int Radiusskip = 2;
const int Streamnumberskip = 3;
const int Fluxmode = 0;
const int RFlux = 1;
const int R2Flux = 2;
const int log10RFlux = 3;
const int lnRFlux = 4;
out vec4 vs_color;
out float vs_depth;
out vec2 vs_st;
//out vec4 vs_gPosition;
vec4 getTransferFunctionColor(sampler1D InColorTable) {
// Remap the color scalar to a [0,1] range
float scalevalue = 0;
if(ScalingMode == Fluxmode){
scalevalue = fluxValue;
}
else if(ScalingMode == RFlux){
scalevalue = rValue * fluxValue;
}
else if(ScalingMode == log10RFlux){
//conversion from logbase e to log10 since glsl does not support log10.
float logtoTen = log(rValue) / log(10);
scalevalue = logtoTen * fluxValue;
}
else if(ScalingMode == lnRFlux){
scalevalue = log(rValue) * fluxValue;
}
else if(ScalingMode == R2Flux){
scalevalue = rValue * rValue * fluxValue;
}
float lookUpVal = (scalevalue - colorTableRange.x)
/(colorTableRange.y - colorTableRange.x);
return texture(InColorTable, lookUpVal);
}
bool CheckvertexIndex(){
if(EnhanceMethod == 3) return false;
int nodeIndex = gl_VertexID;
//if(EnhanceMethod == 3) return false;
if(NodeskipMethod == uniformskip){
if(mod(nodeIndex, Nodeskip) == 0){
return true;
}
}
else if(NodeskipMethod == Fluxskip){
if(fluxValue > NodeskipFluxThreshold && mod(nodeIndex, Nodeskip) == 0){
return true;
}
if(fluxValue < NodeskipFluxThreshold && mod(nodeIndex, Nodeskipdefault) == 0){
return true;
}
}
else if(NodeskipMethod == Radiusskip){
if(rValue < NodeskipRadiusThreshold && mod(nodeIndex, Nodeskip) == 0){
return true;
}
if(rValue > NodeskipRadiusThreshold && mod(nodeIndex, Nodeskipdefault) == 0){
return true;
}
}
else if(NodeskipMethod == Streamnumberskip){
if(Streamnumber == activestreamnumber){
//vs_color = vec4(0);
return true;
}
}
return false;
}
//todo fix gl_VertexID
//is Particle?:
bool isParticle(){
int modulusResult = int(double(particleSpeed) * time + gl_VertexID) % particleSpacing;
return modulusResult > 0 && modulusResult <= particleSize;
return false;
}
//function for showing nodes different depending on distance to earth
void DecidehowtoshowClosetoEarth(){
if(EnhanceMethod == 0){
float tempR = rValue + 0.4;
if(tempR > 1.5){
tempR = 1.5;
}
gl_PointSize = tempR * tempR * tempR * gl_PointSize * 5;
}
if(EnhanceMethod == 1){
vec4 fluxColor = getTransferFunctionColor(colorTable);
vs_color = vec4(fluxColor.xyz, fluxColor.w);
}
if(EnhanceMethod == 2){
if(!firstrender && vs_color.x != 0 && vs_color.y != 0){
gl_PointSize = gl_PointSize + 1;
vs_color = vec4(streamColor.xyz, fluxColorAlpha);
}
}
//lines
if(EnhanceMethod == 3){
// float interestingStreams[4] = float[](154, 156, 153, 163);
float interestingStreams[26] = float[](135, 138, 145, 146, 147, 149, 153, 154, 155, 156, 157, 158, 159, 160, 167, 163,
168, 169, 170, 172, 174, 180, 181, 183, 356, 364);
for(int i = 0; i < interestingStreams.length(); i++){
if(Streamnumber == interestingStreams[i]){
// if(!firstrender){
// vs_color = vec4(streamColor.xyz, fluxColorAlpha);
if(usingParticles && isParticle()){
vs_color = flowColor;
gl_PointSize = 1;
}
else{
vec4 fluxColor3 = getTransferFunctionColor(colorTable);
vs_color = vec4(fluxColor3.xyz, fluxColor3.w);
}
}
}
// }
}
//SizeandColor
if(EnhanceMethod == 4){
vec4 fluxColor3 = getTransferFunctionColor(colorTable);
vs_color = vec4(fluxColor3.xyz, fluxColor3.w);
float tempR2 = rValue + 0.4;
if(tempR2 > 1.5){
tempR2 = 1.5;
}
gl_PointSize = tempR2 * tempR2 * tempR2 * gl_PointSize * 5;
}
}
void CheckdistanceMethod() {
//Enhance by distance to Earth
if(EnhanceMethod == 1 || EnhanceMethod == 4){
vec4 fluxColor2 = getTransferFunctionColor(colorTableEarth);
vs_color = vec4(fluxColor2.xyz, fluxColor2.w);
}
if(DistanceMethod == 0){
if(distance(earthPos, in_position) < DistanceThreshold){
DecidehowtoshowClosetoEarth();
}
}
else if(DistanceMethod == 1){
if(distance(earthPos.x, in_position.x) < DistanceThreshold){
DecidehowtoshowClosetoEarth();
}
}
else if(DistanceMethod == 2){
if(distance(earthPos.y, in_position.y) < DistanceThreshold){
DecidehowtoshowClosetoEarth();
}
}
else if(DistanceMethod == 3){
if(distance(earthPos.z, in_position.z) < DistanceThreshold){
DecidehowtoshowClosetoEarth();
}
}
}
void main() {
//vs_color = streamColor;
// Default gl_PointSize if it is not set anywhere else.
gl_PointSize = 2;
// Checking if we should render the vertex dependent on the vertexindex,
// by using modulus.
if(CheckvertexIndex()){
//Filtering by radius and z-axis
if(rValue > filterRadius && rValue < filterUpper){ //if(rValue > filterRadius){
if(in_position.z > domainLimZ.x && in_position.z < domainLimZ.y){
//Uniform coloring
if(colorMode == 0){
vs_color = streamColor;
}
// We should color it by flux.
else{
vec4 fluxColor = getTransferFunctionColor(colorTable);
if(fluxValue > thresholdFlux){
vs_color = vec4(fluxColor.xyz, fluxColor.w);
gl_PointSize = nodeSizeLargerFlux;
}
else{
vs_color = vec4(fluxColor.xyz, fluxColorAlpha);
gl_PointSize = nodeSize;
}
}
CheckdistanceMethod();
}
else{
vs_color = vec4(0);
}
}
else{
vs_color = vec4(0);
}
}
else{
vs_color = vec4(0);
}
if(!firstrender){
CheckdistanceMethod();
}
//temporary things for trying out point sprites.
/* if(!firstrender && vs_color.w != 0){
vs_st = in_st;
}
else{
vs_st = vec2(-1);
}
*/
vec4 position_in_meters = vec4(in_position, 1);
vec4 positionClipSpace = modelViewProjection * position_in_meters;
//vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1));
//gl_PointSize = nodeSize;
gl_Position = vec4(positionClipSpace.xy, 0, positionClipSpace.w);
vs_depth = gl_Position.w;
}