mirror of
https://github.com/OpenSpace/OpenSpace.git
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- Added multithreading and a better system for updating which segments to render for each orbit - Less work is being done while time is paused - Added multithreading for loading of data - Added support for "Camera View Direction" in addition to existing "Camera Position Normal"
53 lines
2.9 KiB
GLSL
53 lines
2.9 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2025 *
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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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#version __CONTEXT__
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layout (location = 0) in vec3 vertexData; // 1: x, 2: y, 3: z
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layout (location = 1) in dvec3 orbitData; // 1: timeOffset, 2: epoch, 3: period
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uniform double inGameTime;
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flat out float currentRevolutionFraction;
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flat out float vertexRevolutionFraction;
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void main() {
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double timeOffset = orbitData.x;
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double epoch = orbitData.y;
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double period = orbitData.z;
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// calculate nr of periods, get fractional part to know where the vertex closest to the
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// debris part is right now
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double numOfRevolutions = (inGameTime - epoch) / period;
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currentRevolutionFraction = float(numOfRevolutions - double(int(numOfRevolutions)));
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if (currentRevolutionFraction < 0.0) {
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currentRevolutionFraction += 1.0;
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}
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// Same procedure for the current vertex
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vertexRevolutionFraction = float(timeOffset / period);
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gl_Position = vec4(vertexData.xyz, 1.0);
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}
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