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OpenSpace/modules/streamnodes/shaders/streamnodes_vs.glsl
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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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* 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 *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScalingMath.hglsl"
// General Uniforms that's always needed
uniform vec4 lineColor;
//old not in use atm
uniform mat4 modelViewProjection;
// Uniforms needed to color by quantity
uniform int colorMode;
uniform sampler1D colorTable;
uniform sampler1D colorTableCMR;
uniform sampler1D colorTableEarth;
uniform sampler1D colorTableFlow;
uniform sampler1D colorTableIlluminance;
uniform sampler1D colorTableIlluminance2;
uniform vec2 colorTableRange;
// Uniforms needed for Particle Flow
uniform vec4 flowColor;
uniform int particleSize;
uniform int particleSpeed;
uniform int particleSpacing;
uniform bool usingParticles;
uniform bool flowColoring;
// 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 filterLower;
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 float fluxColorAlphaIlluminance;
uniform vec3 earthPos;
uniform float distanceThreshold;
uniform int activeStreamNumber;
uniform bool firstRender;
uniform int enhanceMethod;
uniform double time;
uniform bool usingInterestingStreams;
//uniform float interestingStreams[4];
// Speicific uniforms for cameraperspective
//uniform float scaleFactor;
//uniform float minNodeDistanceSize;
uniform float maxNodeDistanceSize;
uniform float nodeDistanceThreshold;
//uniform mat4 cameraViewProjectionMatrix;
//uniform dmat4 modelMatrix;
uniform float correctionSizeFactor;
//uniform float correctionSizeEndDistance;
//uniform vec3 up;
//uniform vec3 right;
uniform vec3 cameraLookUp; // in world space (no SGCT View was considered)
uniform vec3 cameraPos;
//uniform vec2 screenSize;
uniform bool usingCameraPerspective;
uniform bool usingRadiusPerspective;
uniform float perspectiveDistanceFactor;
uniform float maxNodeSize;
uniform float minNodeSize;
uniform bool usingPulse;
// 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
//Using built in gl_vertexID in stead.
//layout(location = 3)
//in int nodeIndex;
// The vertex streamnumber of every node. Location must correspond to
// VaStreamnumber in renderableStreamNodes.h
layout(location = 3)
in int Streamnumber;
layout(location = 4)
in vec2 in_st;
//layout(location = 5)
//in vec2 arrow;
// 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;
const int sizeScaling = 0;
const int colorTables = 1;
const int sizeAndColor = 2;
const int illuminance = 3;
out vec4 vs_color;
out float vs_depth;
out vec2 vs_st;
out float camera_IsCloseEnough;
out float vs_closeToEarth;
out double vs_time;
out vec3 vs_camerapos;
//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(){
int nodeIndex = gl_VertexID;
// nodeIndex = gl_VertexIndex;
//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
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(){
// SizeScaling
if(enhanceMethod == sizeScaling){
vec4 fluxColor = getTransferFunctionColor(colorTable);
vs_color = vec4(fluxColor.xyz, fluxColor.a);
/* float tempR = rValue + 0.4;
if(tempR > 1.5){
tempR = 1.5;
}
gl_PointSize = tempR * tempR * tempR * gl_PointSize * 5;
return;*/
}
// ColorTables
if(enhanceMethod == colorTables){
vec4 fluxColor = getTransferFunctionColor(colorTable);
vs_color = vec4(fluxColor.xyz, fluxColor.a);
}
// SizeColor
if(enhanceMethod == sizeAndColor){
vec4 fluxColor3 = getTransferFunctionColor(colorTable);
vs_color = vec4(fluxColor3.xyz, fluxColor3.a);
float tempR2 = rValue + 0.4;
if(tempR2 > 1.5){
tempR2 = 1.5;
}
gl_PointSize = tempR2 * tempR2 * tempR2 * gl_PointSize * 5;
}
// Illuminance
if(enhanceMethod == illuminance){
//vec4 fluxColor1 = getTransferFunctionColor(colorTableIlluminance);
vec4 fluxColor1 = getTransferFunctionColor(colorTableCMR);
vs_color = vec4(fluxColor1.xyz, fluxColor1.a);
}
}
void CheckdistanceMethod() {
//Enhance by distance to Earth
float maxdist = 10000000000.f * perspectiveDistanceFactor;
float distancevec = distance(earthPos, in_position.xyz);
vs_closeToEarth = 0;
//if(distancevec < maxdist){
if(distancevec < distanceThreshold && usingPulse){
vs_closeToEarth = 1;
gl_PointSize = gl_PointSize * 5;
vec4 fluxColor = getTransferFunctionColor(colorTable);
vs_color = vec4(fluxColor.xyz, fluxColorAlpha);
//vs_color = vec4(streamColor.xyz, fluxColorAlpha); // HÄR
}
//}
if(enhanceMethod == colorTables || enhanceMethod == sizeAndColor){
vec4 fluxColor2 = getTransferFunctionColor(colorTableEarth);
vs_color = vec4(fluxColor2.xyz, fluxColorAlpha);
//vs_color = vec4(0.3, 0.3, 0.3, fluxColorAlpha);
}
if(enhanceMethod == illuminance){
vec4 fluxColor = getTransferFunctionColor(colorTableCMR);
vs_color = vec4(fluxColor.xyz, fluxColorAlpha);
}
if(distance(earthPos, in_position) < distanceThreshold){
DecidehowtoshowClosetoEarth();
}
/*else{
if(enhanceMethod == illuminance){
vs_color.a = fluxColorAlphaIlluminance;
}
}*/
}
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 > filterLower && rValue < filterUpper){ //if(rValue > filterLower){
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.a);
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(usingInterestingStreams){
// Draw every other line grey
//vs_color = vec4(0.18, 0.18, 0.18, 1*fluxColorAlpha);
vs_color = vec4(0);
// Close to Earth (384 nodes)
//float interestingStreams[8] = float[](339, 340, 351, 352, 353, 354, 366, 367);
//float interestingStreams[6] = float[](154, 156, 153, 157, 158, 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);
//float interestingStreams[3] = float[](37, 154, 210);
// Close to Earth (863 nodes)
float interestingStreams[7] = float[](340, 350, 351, 352, 353, 363, 364);
//float interestingStreams[10] = float[](339, 340, 350, 351, 352, 353, 362, 363, 364, 365);
//float interestingStreams[20] = float[](326, 327, 328, 329, 338, 339, 340, 341, 350, 351, 352, 353, 362, 363, 364, 365, 374, 375, 376, 377);
for(int i = 0; i < interestingStreams.length(); i++){
if(Streamnumber == interestingStreams[i]){
if(CheckvertexIndex()){
vec4 fluxColor3 = getTransferFunctionColor(colorTable);
vs_color = vec4(fluxColor3.xyz, 1*fluxColorAlpha);
}
}
}
}
if(usingParticles && isParticle() && rValue > 0.f){
int modulusResult = int(double(particleSpeed) * time + gl_VertexID)
% particleSpacing;
if(modulusResult >= particleSize - 30){
if(flowColoring){
vec4 fluxColor3 = getTransferFunctionColor(colorTable);
vs_color = vec4(fluxColor3.xyz, flowColor.a * 0.8);
//vs_color = vec4(1,1,1,1);
}
else{
vs_color = vec4(0.9,0.9,0.9,0.5);
//vs_color = flowColor;
}
}
else{
vec4 fluxColorFlow = getTransferFunctionColor(colorTableFlow);
vs_color = vec4(fluxColorFlow.xyz, 1);
}
}
if(usingCameraPerspective){
float rtemp = 1.0;
if(rValue > 1.0){
rtemp = 1.0;
}
else{
rtemp = rValue;
}
float maxDistance = 100000000000.f * perspectiveDistanceFactor;
float distanceVec = distance(cameraPos, in_position.xyz);
if(distanceVec < maxDistance){
camera_IsCloseEnough = 0;
}
else{
camera_IsCloseEnough = 1;
}
if(distanceVec < maxDistance){
//vs_closeToEarth = 0;
float distScale = 1 - smoothstep(0, maxDistance, distanceVec);
//float distMinScale = 1 - smoothstep(0, nodeDistanceThreshold, distanceVec);
float factorS = 1.f;
if(usingRadiusPerspective){
factorS = pow(distScale, 9) * 500.f * pow(rtemp, 2);
}
else{
factorS = pow(distScale, 9) * 500.f;
}
gl_PointSize = factorS * maxNodeDistanceSize * 0.8;
}
// else{
// gl_PointSize = nodeSize;
// }
if(gl_PointSize > maxNodeSize){
gl_PointSize = maxNodeSize;
}
if(gl_PointSize < minNodeSize){
gl_PointSize = minNodeSize;
}
}
vs_time = time;
vec4 position_in_meters = vec4(in_position, 1);
vec4 positionClipSpace = modelViewProjection * position_in_meters;
//vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1));
gl_Position = vec4(positionClipSpace.xy, 0, positionClipSpace.w);
vs_depth = gl_Position.w;
}
//------------ OLD CODE, MAYBE USEFUL FOR CAMERAPERSPECTIVE
/*
if(distance(in_position, cameraPos) < 100000000000.f){
gl_PointSize = nodeSize * 5;
}
else{
gl_PointSize = nodeSize;
}
*/
//test for camera perspective::
/*
dvec4 dpos = dvec4(in_position, 1.0);
dpos = modelMatrix * dpos;
float scaleMultiply = exp(scaleFactor * 0.10f);
//vec3 scaledRight = vec3(0.f);
//vec3 scaledUp = vec3(0.f);
/////vec3 normal = vec3(normalize(cameraPos - dpos.xyz));
/////vec3 newRight = normalize(cross(cameraLookUp, normal));
/////vec3 newUp = cross(normal, newRight);
double distCamera = length(cameraPos - dpos.xyz);
float expVar = float(-distCamera) / pow(10.f, correctionSizeEndDistance);
float factorVar = pow(10.f, correctionSizeFactor);
scaleMultiply *= 1.f / (1.f + factorVar * exp(expVar));
*/
//vec2 halfViewSize = vec2(screenSize.x, screenSize.y) * 0.5f;
// vec2 topRight = crossCorner.xy/crossCorner.w;
// vec2 bottomLeft = initialPosition.xy/initialPosition.w;
// width and height
//vec2 sizes = abs(halfViewSize * (topRight - bottomLeft));
//float ta = 1.0f;
/*
if (sizes.x < 2.0f * minNodeDistanceSize) {
float maxVar = 2.0f * minNodeDistanceSize;
float minVar = minNodeDistanceSize;
float var = (sizes.y + sizes.x);
ta = ( (var - minVar)/(maxVar - minVar) );
if (ta == 0.0f)
return;
}
gl_PointSize = ta;
}
*/
/*
vec3 scaledRight = scaleMultiply * right * 0.5f;
vec3 scaledUp = scaleMultiply * up * 0.5f;
vec4 dposClip = cameraViewProjectionMatrix * vec4(dpos);
vec4 scaledRightClip = cameraViewProjectionMatrix * vec4(scaledRight, 0.0);
vec4 scaledUpClip = cameraViewProjectionMatrix * vec4(scaledUp, 0.0);
vec4 initialPosition = z_normalization(dposClip - scaledRightClip - scaledUpClip);
gl_Position = initialPosition;
vs_depth = initialPosition.w;
*/