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286 lines
12 KiB
C++
286 lines
12 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2021 *
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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 openspace {
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class RenderableFluxNodes : public Renderable {
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public:
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RenderableFluxNodes(const ghoul::Dictionary& dictionary);
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void initialize() override;
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void initializeGL() override;
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void deinitializeGL() override;
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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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static documentation::Documentation Documentation();
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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 Flux Value
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enum class ColorMethod : int {
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ByFluxValue = 0,
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Uniform = 1
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};
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enum class GoesEnergyBins : int {
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Emin01 = 0,
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Emin03 = 1
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};
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enum class ScalingMethod : int {
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Flux = 0,
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RFlux = 1,
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R2Flux = 2,
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log10RFlux = 3,
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lnRFlux = 4
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};
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enum class NodeSkipMethod : int {
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Uniform = 0,
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Flux = 1,
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Radius = 2,
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Streamnumber = 3
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};
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enum class EnhanceMethod : int {
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Sizescaling = 0,
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Colortables = 1,
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Sizeandcolor = 2,
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Illuminance = 3,
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};
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UniformCache(streamColor, nodeSize, nodeSizeLargerFlux, thresholdFlux, colorMode,
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filterLower, filterUpper, scalingMode, colorTableRange, domainLimZ, nodeSkip,
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nodeSkipDefault, nodeSkipEarth, nodeSkipMethod, nodeSkipFluxThreshold,
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nodeSkipRadiusThreshold, fluxColorAlpha, fluxColorAlphaIlluminance, earthPos,
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distanceThreshold, enhanceMethod, flowColor, usingParticles,
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particleSize, particleSpacing, particleSpeed)
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_uniformCache;
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UniformCache(time, flowColoring, maxNodeDistanceSize, usingCameraPerspective,
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drawCircles, drawHollow, useGaussian, usingRadiusPerspective,
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perspectiveDistanceFactor, maxNodeSize, minNodeSize, usingPulse,
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usingGaussianPulse, pulsatingAlways)
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_uniformCache2;
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// ------------------------------------ STRINGS ------------------------------------//
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std::string _binarySourceFolderPath;
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// --------------------------------- NUMERICALS ----------------------------------- //
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// Active index of _startTimes
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int _activeTriggerTimeIndex = -1;
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// Number of states in the sequence
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uint32_t _nStates = 0;
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// Estimated end of sequence.
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double _sequenceEndTime;
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// OpenGL Vertex Array Object
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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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// OpenGL Vertex Buffer Object containing the index of nodes
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GLuint _vertexindexBuffer = 0;
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// ----------------------------------- POINTERS ------------------------------------//
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// The Lua-Modfile-Dictionary used during initialization
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std::unique_ptr<ghoul::opengl::ProgramObject> _shaderProgram;
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// Transfer function used to color lines when _pColorMethod is set to BY_FLUX_VALUE
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std::unique_ptr<TransferFunction> _transferFunction;
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// Transfer function used to color with the CMR map
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std::unique_ptr<TransferFunction> _transferFunctionCMR;
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// Transfer function used to color line near Earth
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std::unique_ptr<TransferFunction> _transferFunctionEarth;
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// Transfer function used to color line flow
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std::unique_ptr<TransferFunction> _transferFunctionFlow;
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// ------------------------------------ VECTORS ----------------------------------- //
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// Contains the _triggerTimes for all streams 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 radius of vertices
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std::vector<float> _vertexRadius;
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// Stores the states position
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std::vector<std::vector<glm::vec3>> _statesPos;
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// Stores the states color
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std::vector<std::vector<float>> _statesColor;
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// Stores the states radius
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std::vector<std::vector<float>> _statesRadius;
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// ---------------------------------- Properties ---------------------------------- //
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// Group to hold properties regarding distance to earth
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properties::PropertyOwner _pEarthdistGroup;
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//Property to show different energybins
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properties::OptionProperty _pGoesEnergyBins;
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// Group to hold the color properties
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properties::PropertyOwner _pColorGroup;
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// Uniform/transfer function
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properties::OptionProperty _pColorMode;
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// Uniform stream Color
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properties::Vec4Property _pStreamColor;
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// Choose different distant to earth enhanchement method.
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properties::OptionProperty _pEnhancemethod;
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// Color table/transfer function for "By Flux value" coloring
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properties::StringProperty _pColorTablePath;
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// Valid range for the color table
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properties::Vec2Property _pColorTableRange;
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// The value of alpha for the flux color mode
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properties::FloatProperty _pFluxColorAlpha;
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// The value of alpha for the flux illuminance color mode
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properties::FloatProperty _pFluxColorAlphaIlluminance;
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// Group to hold the particle properties
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properties::PropertyOwner _pStreamGroup;
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// Scaling options
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properties::OptionProperty _pScalingmethod;
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// Group for how many nodes to render dependent on radius and flux
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properties::PropertyOwner _pNodesamountGroup;
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// Size of simulated node particles
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properties::FloatProperty _pNodeSize;
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// Size of nodes for larger flux
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properties::FloatProperty _pNodeSizeLargerFlux;
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// Threshold from earth to decide the distance for which the nodeSize gets larger
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properties::FloatProperty _pDistanceThreshold;
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// Minimum size of nodes at a certin distance
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//properties::FloatProperty _pMinNodeDistanceSize;
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// Maximum size of nodes at a certin distance
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properties::FloatProperty _pMaxNodeDistanceSize;
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// Threshold for where to interpolate between the max and min node distance
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properties::FloatProperty _pNodeDistanceThreshold;
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// Toggle selected streams [ON/OFF]
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properties::BoolProperty _pInterestingStreamsEnabled;
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properties::FloatProperty _pMaxNodeSize;
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properties::FloatProperty _pMinNodeSize;
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/// Line width for the line rendering part
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properties::FloatProperty _pLineWidth;
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// Valid range along the Z-axis
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properties::Vec2Property _pDomainZ;
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// Threshold flux value
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properties::FloatProperty _pThresholdFlux;
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// Filtering nodes within a range
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properties::FloatProperty _pFilteringLower;
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// Filtering nodes with a upper range
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properties::FloatProperty _pFilteringUpper;
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// Amount of nodes to show
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properties::IntProperty _pAmountofNodes;
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// Nodeskipping options
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properties::OptionProperty _pNodeskipMethod;
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// amount of nodes to show outside of filterrange
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properties::IntProperty _pDefaultNodeSkip;
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// The Flux threshold to decide the line between
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//_pDefaultNodeSkip and _pAmountofNodes
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properties::FloatProperty _pFluxNodeskipThreshold;
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//The nodeskip for values within the range of the radius threshold to Earth
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properties::IntProperty _pEarthNodeSkip;
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// The Radius threshold to decide the line between
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//_pDefaultNodeSkip and _pAmountofNodes
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properties::FloatProperty _pRadiusNodeSkipThreshold;
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//The active stream that we want to look at
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//properties::IntProperty _pActiveStreamNumber;
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//Misaligned index for fieldlines vs Fluxnodes
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properties::IntProperty _pMisalignedIndex;
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// Flow Properties
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// Simulated particles' color
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properties::Vec4Property _pFlowColor;
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// Toggle flow [ON/OFF]
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properties::BoolProperty _pFlowEnabled;
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// Group to hold the flow/particle properties
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properties::PropertyOwner _pFlowGroup;
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// Size of simulated flow particles
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properties::IntProperty _pFlowParticleSize;
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// Size of simulated flow particles
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properties::IntProperty _pFlowParticleSpacing;
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// Toggle flow direction [FORWARDS/BACKWARDS]
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//properties::BoolProperty _pFlowReversed;
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// Speed of simulated flow
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properties::IntProperty _pFlowSpeed;
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//Either use flowcolortable or FlowColor.
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properties::BoolProperty _pUseFlowColor;
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properties::PropertyOwner _pCameraPerspectiveGroup;
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properties::BoolProperty _pCameraPerspectiveEnabled;
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properties::BoolProperty _pDrawingCircles;
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properties::BoolProperty _pDrawingHollow;
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properties::BoolProperty _pGaussianAlphaFilter;
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properties::BoolProperty _pRadiusPerspectiveEnabled;
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properties::FloatProperty _pPerspectiveDistanceFactor;
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properties::BoolProperty _pPulseEnabled;
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properties::BoolProperty _pGaussianPulseEnabled;
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properties::BoolProperty _pPulseAlways;
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properties::FloatProperty _scaleFactor;
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// initialization
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std::vector<std::string> _binarySourceFiles;
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// --------------------- FUNCTIONS USED DURING INITIALIZATION --------------------- //
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void definePropertyCallbackFunctions();
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void populateStartTimes();
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void computeSequenceEndTime();
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void setModelDependentConstants();
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void setupProperties();
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void updateActiveTriggerTimeIndex(double currentTime);
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void loadNodeData(const int& energybinOption);
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// ------------------------- FUNCTIONS USED DURING RUNTIME ------------------------ //
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void updatePositionBuffer();
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void updateVertexColorBuffer();
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void updateVertexFilteringBuffer();
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// ----------------------TEMPORARY VARIABLES ------------------
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//properties::StringProperty _spriteTexturePath;
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//std::unique_ptr<ghoul::opengl::Texture> _spriteTexture;
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//std::unique_ptr<ghoul::filesystem::File> _spriteTextureFile;
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};
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}
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