mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-05-18 18:08:49 -05:00
521 lines
17 KiB
GLSL
521 lines
17 KiB
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 *
|
|
* 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 *
|
|
* 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 colorTableEarth;
|
|
uniform sampler1D colorTableFlow;
|
|
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 filterRadius;
|
|
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 vec3 earthPos;
|
|
uniform float distanceThreshold;
|
|
uniform int distanceMethod;
|
|
uniform int activeStreamNumber;
|
|
uniform bool firstrender;
|
|
uniform int enhanceMethod;
|
|
uniform double time;
|
|
|
|
//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 camerapos;
|
|
uniform vec3 up;
|
|
uniform vec3 right;
|
|
uniform vec3 cameraLookUp; // in world space (no SGCT View was considered)
|
|
//uniform vec2 screenSize;
|
|
uniform bool usingCameraPerspective;
|
|
uniform bool usingRadiusPerspective;
|
|
|
|
// 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;
|
|
out vec4 vs_color;
|
|
out float vs_depth;
|
|
out vec2 vs_st;
|
|
//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;
|
|
float speedIrregular = 1;
|
|
if(rValue > 1){
|
|
//if(Streamnumber % 2 == 1)
|
|
//{
|
|
speedIrregular = 4;
|
|
modulusResult = int(double(particleSpeed)* speedIrregular * time + gl_VertexID) % particleSpacing;
|
|
//}
|
|
//else{
|
|
// modulusResult = int(double(particleSpeed) * time + gl_VertexID) % particleSpacing;
|
|
//}
|
|
|
|
}
|
|
else{
|
|
modulusResult = int(double(particleSpeed) * time + gl_VertexID*2) % particleSpacing;
|
|
}
|
|
return modulusResult > 0 && modulusResult <= particleSize;
|
|
return false;
|
|
}
|
|
|
|
//function for showing nodes different depending on distance to earth
|
|
void DecidehowtoshowClosetoEarth(){
|
|
//Sizescaling
|
|
if(enhanceMethod == 0){
|
|
float tempR = rValue + 0.4;
|
|
if(tempR > 1.5){
|
|
tempR = 1.5;
|
|
}
|
|
gl_PointSize = tempR * tempR * tempR * gl_PointSize * 5;
|
|
return;
|
|
}
|
|
//Colortables
|
|
if(enhanceMethod == 1){
|
|
vec4 fluxColor = getTransferFunctionColor(colorTable);
|
|
vs_color = vec4(fluxColor.xyz, fluxColor.a);
|
|
return;
|
|
}
|
|
//Outline
|
|
if(enhanceMethod == 2){
|
|
if(!firstrender && vs_color.x != 0 && vs_color.y != 0){
|
|
gl_PointSize = gl_PointSize + 1;
|
|
vs_color = vec4(streamColor.xyz, fluxColorAlpha);
|
|
}
|
|
return;
|
|
}
|
|
//lines
|
|
if(enhanceMethod == 3){
|
|
// Draw every other line grey
|
|
vs_color = vec4(0.18, 0.18, 0.18, 1*fluxColorAlpha);
|
|
|
|
float interestingStreams[6] = float[](154, 156, 153, 157, 158, 163);
|
|
// vs_color = vec4(0);
|
|
//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);
|
|
|
|
int modulusResult = int(double(particleSpeed) * time + gl_VertexID) % particleSpacing;
|
|
|
|
for(int i = 0; i < interestingStreams.length(); i++){
|
|
if(Streamnumber == interestingStreams[i]){
|
|
// if(!firstrender){
|
|
// vs_color = vec4(streamColor.xyz, fluxColorAlpha);
|
|
if(usingParticles && isParticle() && rValue > 0.f){
|
|
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);
|
|
}
|
|
//vs_color = vec4(0.37, 0.37, 0.37, flowColor.a);
|
|
// }
|
|
// else{
|
|
// vec4 fluxColor3 = getTransferFunctionColor(colorTable);
|
|
// vs_color = vec4(fluxColor3.xyz, fluxColor3.a);
|
|
// vs_color = vec4(0.37, 0.37, 0.37, flowColor.a);
|
|
}
|
|
}
|
|
}
|
|
// }
|
|
}
|
|
//SizeandColor
|
|
if(enhanceMethod == 4){
|
|
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;
|
|
}
|
|
}
|
|
|
|
void CheckdistanceMethod() {
|
|
//Enhance by distance to Earth
|
|
if(enhanceMethod == 1 || enhanceMethod == 4){
|
|
vec4 fluxColor2 = getTransferFunctionColor(colorTableEarth);
|
|
vs_color = vec4(fluxColor2.xyz, fluxColor2.a);
|
|
}
|
|
if(distanceMethod == 0){
|
|
if(distance(earthPos, in_position) < distanceThreshold){
|
|
DecidehowtoshowClosetoEarth();
|
|
}
|
|
}
|
|
else if(distanceMethod == 1){
|
|
if(distance(earthPos.x, in_position.x) < distanceThreshold){
|
|
DecidehowtoshowClosetoEarth();
|
|
}
|
|
}
|
|
else if(distanceMethod == 2){
|
|
if(distance(earthPos.y, in_position.y) < distanceThreshold){
|
|
DecidehowtoshowClosetoEarth();
|
|
}
|
|
}
|
|
else if(distanceMethod == 3){
|
|
if(distance(earthPos.z, in_position.z) < distanceThreshold){
|
|
DecidehowtoshowClosetoEarth();
|
|
}
|
|
}
|
|
}
|
|
|
|
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 > filterRadius && rValue < filterUpper){ //if(rValue > filterRadius){
|
|
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(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;
|
|
|
|
if(usingCameraPerspective){
|
|
float rtemp = 1.0;
|
|
if(rValue > 1.0){
|
|
rtemp = 1.0;
|
|
}
|
|
else{
|
|
rtemp = rValue;
|
|
}
|
|
|
|
float maxdist = 600000000000.f;
|
|
float distancevec = distance(camerapos, in_position.xyz);
|
|
float distScale = 1 - smoothstep(0, maxdist, distancevec);
|
|
float factorS = pow(distScale, 9) * rValue * 15.f;
|
|
|
|
//distancevec = distance(newpos, in_position.xyz);
|
|
|
|
if(distancevec < maxdist){
|
|
float distScale = 1 - smoothstep(0, maxdist, distancevec);
|
|
//float distMinScale = 1 - smoothstep(0, nodeDistanceThreshold, distancevec);
|
|
float factorS = 1.f;
|
|
if(usingRadiusPerspective){
|
|
factorS = pow(distScale, 9) * 100.f * pow(rtemp, 2);
|
|
}
|
|
else{
|
|
factorS = pow(distScale, 9) * 100.f;
|
|
}
|
|
gl_PointSize = factorS * maxNodeDistanceSize * 0.8;
|
|
}
|
|
else{
|
|
gl_PointSize = nodeSize;
|
|
}
|
|
|
|
if(gl_PointSize > 40){
|
|
gl_PointSize = 40;
|
|
}
|
|
if(gl_PointSize < nodeSize){
|
|
gl_PointSize = nodeSize;
|
|
}
|
|
}
|
|
/*
|
|
|
|
float factorS = pow(distScale, 5) * 80.f; //* pow(rValue, 2);
|
|
if(gl_PointSize * factorS > 30){
|
|
gl_PointSize = 30;
|
|
}
|
|
else{
|
|
gl_PointSize = gl_PointSize * factorS;
|
|
}
|
|
}
|
|
else{
|
|
gl_PointSize = 2.f;
|
|
}
|
|
*/
|
|
//if(!firstrender){
|
|
//CheckdistanceMethod();
|
|
// }
|
|
|
|
//temporary things for trying out point sprites.
|
|
/* if(!firstrender && vs_color.w != 0){
|
|
vs_st = in_st;
|
|
}
|
|
else{
|
|
vs_st = vec2(-1);
|
|
}
|
|
*/
|
|
|
|
vec4 position_in_meters = vec4(in_position, 1);
|
|
//vec4 positionClipSpace = modelViewProjection * position_in_meters;
|
|
//vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1));
|
|
|
|
// gl_PointSize = nodeSize;
|
|
//gl_Position = vec4(positionClipSpace.xy, 0, positionClipSpace.w);
|
|
// vs_depth = gl_Position.w;
|
|
|
|
// if(distance(positionClipSpace.xyz, camerapos) < 0.f){
|
|
}
|