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OpenSpace/modules/space/shaders/fluxnodes_vs.glsl
Alexander Bock d7d279ea16 Happy new year
2022-01-01 12:32:55 +01:00

246 lines
8.4 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
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* Copyright (c) 2014-2022 *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
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* 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__
#include "PowerScaling/powerScalingMath.hglsl"
// Inputs
// Should be provided in meters
layout(location = 0) in vec3 in_position;
// The extra value used to color lines
layout(location = 1) in float fluxValue;
// The extra value used to mask out parts of lines
layout(location = 2) in float rValue;
// These should correspond to the enum 'ColorMode'
const int colorByFluxValue = 0;
const int uniformColor = 1;
const int uniformskip = 0;
const int fluxSkip = 1;
const int radiusSkip = 2;
const int fluxMode = 0;
const int RFlux = 1;
const int R2Flux = 2;
const int log10RFlux = 3;
const int lnRFlux = 4;
const float AUtoMeter = 149597871000.0;
out vec4 vs_color;
out float vs_depth;
out vec2 vs_st;
out float vs_closeToEarth;
// General Uniforms that's always needed
uniform mat4 modelViewProjection;
// Uniforms needed to color by quantity
uniform int colorMode;
uniform sampler1D colorTable;
uniform vec2 colorTableRange;
uniform vec2 domainLimZ;
// Fluxnodes specific uniforms
uniform float nodeSize;
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 int nodeSkipEarth;
uniform float nodeSkipFluxThreshold;
uniform float nodeSkipRadiusThreshold;
uniform float fluxColorAlpha;
uniform vec3 earthPos;
uniform float distanceThreshold;
uniform float proximityNodesSize;
uniform double time;
// Speicific uniforms for cameraperspective
uniform float maxNodeDistanceSize;
uniform vec3 cameraPos;
//uniform vec2 screenSize;
uniform bool usingCameraPerspective;
uniform float perspectiveDistanceFactor;
uniform vec2 minMaxNodeSize;
uniform bool usingPulse;
vec4 getTransferFunctionColor(sampler1D inColorTable) {
// Remap the color scalar to a [0,1] range
float scaleValue = 0.0;
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(10.0);
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 checkIfSkipVertex() {
int nodeIndex = gl_VertexID;
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;
}
}
return false;
}
void setEarthProximitySettings() {
float distancevec = distance(earthPos, in_position.xyz);
vs_closeToEarth = 0.0;
if (distancevec < AUtoMeter * distanceThreshold) {
if (usingPulse) {
int speed = 2;
int modulusResult = int(speed * time) % 2;
if (fluxValue > thresholdFlux){
if (modulusResult == 1) {
vs_color.a = 0.01;
}
else {
vs_color.a = 1.0;
}
}
else {
vs_color.a = 0.0;
}
}
vs_closeToEarth = 1.0;
if (mod(gl_VertexID, nodeSkipEarth) == 0) {
gl_PointSize = proximityNodesSize;
}
else {
vs_color = vec4(0.0);
}
}
}
void main() {
// 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 ((checkIfSkipVertex() ||
distance(earthPos, in_position) < (distanceThreshold * AUtoMeter)) &&
filterLower < rValue / AUtoMeter &&
filterUpper > rValue / AUtoMeter &&
in_position.z > (domainLimZ.x * AUtoMeter) &&
in_position.z < (domainLimZ.y * AUtoMeter))
{
vs_color = getTransferFunctionColor(colorTable);
if (colorMode == colorByFluxValue) {
if (fluxValue > thresholdFlux) {
vs_color = getTransferFunctionColor(colorTable);
vs_color.a = fluxColorAlpha;
gl_PointSize = nodeSize;
}
else {
vs_color.a = 0.0;
}
}
else if (colorMode == uniformColor){
vs_color = streamColor;
}
setEarthProximitySettings();
}
else {
vs_color = vec4(0.0);
}
if (usingCameraPerspective) {
float rtemp = min(rValue, 1.0);
float maxDistance = 100000000000.0 * perspectiveDistanceFactor;
float distanceVec = distance(cameraPos, in_position.xyz);
if (distanceVec < maxDistance) {
float distScale = 1.0 - smoothstep(0.0, maxDistance, distanceVec);
float factorS = pow(distScale, 9.0) * 500.0;
if (distance(earthPos, in_position.xyz) < (distanceThreshold * AUtoMeter)) {
gl_PointSize = proximityNodesSize;
}
else {
gl_PointSize = factorS * maxNodeDistanceSize;
}
}
if (gl_PointSize > minMaxNodeSize.y) {
gl_PointSize = minMaxNodeSize.y;
}
if (gl_PointSize < minMaxNodeSize.x) {
gl_PointSize = minMaxNodeSize.x;
}
}
vec4 position_in_meters = vec4(in_position, 1.0);
vec4 positionClipSpace = modelViewProjection * position_in_meters;
gl_Position = vec4(positionClipSpace.xy, 0.0, positionClipSpace.w);
vs_depth = gl_Position.w;
}