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OpenSpace/modules/space/rendering/renderablefluxnodes.h

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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2021 *
* *
* 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 *
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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 openspace {
class RenderableFluxNodes : public Renderable {
public:
RenderableFluxNodes(const ghoul::Dictionary& dictionary);
void initialize() override;
void initializeGL() override;
void deinitializeGL() override;
bool isReady() const override;
void render(const RenderData& data, RendererTasks& rendererTask) override;
void update(const UpdateData& data) override;
static documentation::Documentation Documentation();
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 {
ByFluxValue = 0,
Uniform = 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 EnhanceMethod : int {
Sizescaling = 0,
Colortables = 1,
Sizeandcolor = 2,
Illuminance = 3,
};
UniformCache(streamColor, nodeSize, nodeSizeLargerFlux, thresholdFlux, colorMode,
filterLower, filterUpper, scalingMode, colorTableRange, domainLimZ, nodeSkip,
nodeSkipDefault, nodeSkipEarth, nodeSkipMethod, nodeSkipFluxThreshold,
nodeSkipRadiusThreshold, fluxColorAlpha, fluxColorAlphaIlluminance, earthPos,
distanceThreshold, enhanceMethod, flowColor, usingParticles,
particleSize, particleSpacing, particleSpeed)
_uniformCache;
UniformCache(time, flowColoring, maxNodeDistanceSize, usingCameraPerspective,
drawCircles, drawHollow, useGaussian, usingRadiusPerspective,
perspectiveDistanceFactor, maxNodeSize, minNodeSize, usingPulse,
usingGaussianPulse, pulsatingAlways)
_uniformCache2;
// ------------------------------------ STRINGS ------------------------------------//
std::string _binarySourceFolderPath;
// --------------------------------- NUMERICALS ----------------------------------- //
// Active index of _startTimes
int _activeTriggerTimeIndex = -1;
// Number of states in the sequence
uint32_t _nStates = 0;
// 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;
// ----------------------------------- POINTERS ------------------------------------//
// The Lua-Modfile-Dictionary used during initialization
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;
// Transfer function used to color with the CMR map
std::unique_ptr<TransferFunction> _transferFunctionCMR;
// Transfer function used to color line near Earth
std::unique_ptr<TransferFunction> _transferFunctionEarth;
// Transfer function used to color line flow
std::unique_ptr<TransferFunction> _transferFunctionFlow;
// ------------------------------------ VECTORS ----------------------------------- //
// Contains the _triggerTimes for all streams 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;
// 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;
// ---------------------------------- Properties ---------------------------------- //
// Group to hold properties regarding distance to earth
properties::PropertyOwner _pEarthdistGroup;
//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;
// Choose different distant to earth enhanchement method.
properties::OptionProperty _pEnhancemethod;
// 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;
// The value of alpha for the flux illuminance color mode
properties::FloatProperty _pFluxColorAlphaIlluminance;
// 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;
// Minimum size of nodes at a certin distance
//properties::FloatProperty _pMinNodeDistanceSize;
// Maximum size of nodes at a certin distance
properties::FloatProperty _pMaxNodeDistanceSize;
// Threshold for where to interpolate between the max and min node distance
properties::FloatProperty _pNodeDistanceThreshold;
// Toggle selected streams [ON/OFF]
properties::BoolProperty _pInterestingStreamsEnabled;
properties::FloatProperty _pMaxNodeSize;
properties::FloatProperty _pMinNodeSize;
/// 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 _pFilteringLower;
// 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 nodeskip for values within the range of the radius threshold to Earth
properties::IntProperty _pEarthNodeSkip;
// 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;
//Misaligned index for fieldlines vs Fluxnodes
properties::IntProperty _pMisalignedIndex;
// Flow Properties
// Simulated particles' color
properties::Vec4Property _pFlowColor;
// Toggle flow [ON/OFF]
properties::BoolProperty _pFlowEnabled;
// Group to hold the flow/particle properties
properties::PropertyOwner _pFlowGroup;
// Size of simulated flow particles
properties::IntProperty _pFlowParticleSize;
// Size of simulated flow particles
properties::IntProperty _pFlowParticleSpacing;
// Toggle flow direction [FORWARDS/BACKWARDS]
//properties::BoolProperty _pFlowReversed;
// Speed of simulated flow
properties::IntProperty _pFlowSpeed;
//Either use flowcolortable or FlowColor.
properties::BoolProperty _pUseFlowColor;
properties::PropertyOwner _pCameraPerspectiveGroup;
properties::BoolProperty _pCameraPerspectiveEnabled;
properties::BoolProperty _pDrawingCircles;
properties::BoolProperty _pDrawingHollow;
properties::BoolProperty _pGaussianAlphaFilter;
properties::BoolProperty _pRadiusPerspectiveEnabled;
properties::FloatProperty _pPerspectiveDistanceFactor;
properties::BoolProperty _pPulseEnabled;
properties::BoolProperty _pGaussianPulseEnabled;
properties::BoolProperty _pPulseAlways;
properties::FloatProperty _scaleFactor;
// initialization
std::vector<std::string> _binarySourceFiles;
// --------------------- FUNCTIONS USED DURING INITIALIZATION --------------------- //
void definePropertyCallbackFunctions();
void populateStartTimes();
void computeSequenceEndTime();
void setModelDependentConstants();
void setupProperties();
void updateActiveTriggerTimeIndex(double currentTime);
void loadNodeData(const int& energybinOption);
// ------------------------- FUNCTIONS USED DURING RUNTIME ------------------------ //
void updatePositionBuffer();
void updateVertexColorBuffer();
void updateVertexFilteringBuffer();
// ----------------------TEMPORARY VARIABLES ------------------
//properties::StringProperty _spriteTexturePath;
//std::unique_ptr<ghoul::opengl::Texture> _spriteTexture;
//std::unique_ptr<ghoul::filesystem::File> _spriteTextureFile;
};
}