Some more cleanup

This commit is contained in:
Malin E
2022-08-09 14:28:16 +02:00
parent 844c4ffb84
commit ceaf85f606
4 changed files with 40 additions and 180 deletions

View File

@@ -25,25 +25,16 @@
#include <modules/space/rendering/renderableconstellationlines.h>
#include <openspace/documentation/documentation.h>
#include <openspace/documentation/verifier.h>
#include <openspace/util/updatestructures.h>
#include <openspace/engine/globals.h>
#include <openspace/engine/windowdelegate.h>
#include <openspace/rendering/renderengine.h>
#include <ghoul/glm.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/font/fontmanager.h>
#include <ghoul/font/fontrenderer.h>
#include <ghoul/misc/misc.h>
#include <ghoul/misc/templatefactory.h>
#include <ghoul/io/texture/texturereader.h>
#include <ghoul/logging/logmanager.h>
#include <ghoul/opengl/openglstatecache.h>
#include <ghoul/opengl/programobject.h>
#include <ghoul/opengl/texture.h>
#include <ghoul/opengl/textureunit.h>
#include <array>
#include <cstdint>
#include <filesystem>
#include <fstream>
#include <optional>
@@ -179,10 +170,8 @@ void RenderableConstellationLines::deinitialize() {
void RenderableConstellationLines::deinitializeGL() {
for (const std::pair<const int, ConstellationLine>& pair : _renderingConstellationsMap) {
for (int i = 0; i < pair.second.numU; ++i) {
glDeleteVertexArrays(1, &pair.second.vaoArray[i]);
glDeleteBuffers(1, &pair.second.vboArray[i]);
}
glDeleteVertexArrays(1, &pair.second.vaoArray);
glDeleteBuffers(1, &pair.second.vboArray);
}
if (_program) {
@@ -197,7 +186,6 @@ void RenderableConstellationLines::renderConstellations(const RenderData&,
{
glEnablei(GL_BLEND, 0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(false);
glEnable(GL_DEPTH_TEST);
@@ -218,14 +206,12 @@ void RenderableConstellationLines::renderConstellations(const RenderData&,
_uniformCache.color,
_constellationColorMap[pair.second.colorIndex]
);
for (size_t i = 0; i < pair.second.vaoArray.size(); ++i) {
glBindVertexArray(pair.second.vaoArray[i]);
// Always render as lines
glLineWidth(_lineWidth);
glDrawArrays(GL_LINE_STRIP, 0, pair.second.numV);
global::renderEngine->openglStateCache().resetLineState();
}
glBindVertexArray(pair.second.vaoArray);
glLineWidth(_lineWidth);
glDrawArrays(GL_LINE_STRIP, 0, pair.second.numV);
global::renderEngine->openglStateCache().resetLineState();
}
glBindVertexArray(0);
@@ -327,11 +313,7 @@ bool RenderableConstellationLines::readSpeckFile() {
dummy.clear();
str >> dummy; // texture index command?
do {
if (dummy == "-t") {
dummy.clear();
str >> constellationLine.textureIndex; // texture index
}
else if (dummy == "-c") {
if (dummy == "-c") {
dummy.clear();
str >> constellationLine.colorIndex; // color index command
}
@@ -340,30 +322,23 @@ bool RenderableConstellationLines::readSpeckFile() {
} while (dummy != "{");
std::getline(file, line);
std::stringstream dimOrName(line);
std::string dummyU, dummyV;
// Try to read name of mesh if it exist
dimOrName >> dummyU; // numU or "id"
std::getline(dimOrName, dummyV); // numV or the identifier of the mesh
// Read the identifier
std::stringstream name(line);
std::string identifier;
if (dummyU == "id") {
ghoul::trimWhitespace(dummyV);
constellationLine.identifier = constellationFullName(dummyV);
name >> dummy;
std::getline(name, identifier);
ghoul::trimWhitespace(identifier);
constellationLine.identifier = constellationFullName(identifier);
// Dimensions are specified in the next line as usual
std::getline(file, line);
std::stringstream dim(line);
dim >> constellationLine.numU; // numU
dim >> constellationLine.numV; // numV
}
else {
constellationLine.numU = stoi(dummyU);
constellationLine.numV = stoi(dummyV);
}
// Read the number of vertices
std::getline(file, line);
std::stringstream dim(line);
dim >> constellationLine.numV;
// We can now read the vertices data:
for (int l = 0; l < constellationLine.numU * constellationLine.numV; ++l) {
for (int l = 0; l < constellationLine.numV; ++l) {
std::getline(file, line);
if (line.substr(0, 1) == "}") {
break;
@@ -399,21 +374,6 @@ bool RenderableConstellationLines::readSpeckFile() {
// Check if new max radius
const double r = glm::length(glm::dvec3(pos));
maxRadius = std::max(maxRadius, r);
// OLD CODE:
// (2022-03-23, emmbr) None of our files included texture coordinates,
// and if they would they would still not be used by the shader
//for (int i = 0; i < 7; ++i) {
// GLfloat value;
// lineData >> value;
// bool errorReading = lineData.rdstate() & std::ifstream::failbit;
// if (!errorReading) {
// mesh.vertices.push_back(value);
// }
// else {
// break;
// }
//}
}
std::getline(file, line);
@@ -434,121 +394,28 @@ void RenderableConstellationLines::createConstellations() {
if (!(_dataIsDirty && _hasSpeckFile)) {
return;
}
LDEBUG("Creating planes");
LDEBUG("Creating constellations");
for (std::pair<const int, ConstellationLine>& p : _renderingConstellationsMap) {
for (int i = 0; i < p.second.numU; ++i) {
GLuint vao;
glGenVertexArrays(1, &vao);
p.second.vaoArray.push_back(vao);
GLuint vao;
glGenVertexArrays(1, &vao);
p.second.vaoArray = vao;
GLuint vbo;
glGenBuffers(1, &vbo);
p.second.vboArray.push_back(vbo);
GLuint vbo;
glGenBuffers(1, &vbo);
p.second.vboArray = vbo;
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
//glBufferData(GL_ARRAY_BUFFER, it->second.numV * sizeof(GLfloat),
glBufferData(
GL_ARRAY_BUFFER,
p.second.vertices.size() * sizeof(GLfloat),
&p.second.vertices[0],
GL_STATIC_DRAW
);
// in_position
glEnableVertexAttribArray(0);
// (2022-03-23, emmbr) This code was actually never used. We only read three
// values per line and did not handle any texture cooridnates, even if there
// would have been some in the file
//// U and V may not be given by the user
//if (p.second.vertices.size() / (p.second.numU * p.second.numV) > 3) {
// glVertexAttribPointer(
// 0,
// 3,
// GL_FLOAT,
// GL_FALSE,
// sizeof(GLfloat) * 5,
// reinterpret_cast<GLvoid*>(sizeof(GLfloat) * i * p.second.numV)
// );
// // texture coords
// glEnableVertexAttribArray(1);
// glVertexAttribPointer(
// 1,
// 2,
// GL_FLOAT,
// GL_FALSE,
// sizeof(GLfloat) * 7,
// reinterpret_cast<GLvoid*>(sizeof(GLfloat) * 3 * i * p.second.numV)
// );
//}
//else { // no U and V:
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
0,
reinterpret_cast<GLvoid*>(sizeof(GLfloat) * 3 * i * p.second.numV)
);
//}
}
// Grid: we need columns
if (p.second.numU > 1) {
for (int i = 0; i < p.second.numV; ++i) {
GLuint cvao;
glGenVertexArrays(1, &cvao);
p.second.vaoArray.push_back(cvao);
GLuint cvbo;
glGenBuffers(1, &cvbo);
p.second.vboArray.push_back(cvbo);
glBindVertexArray(cvao);
glBindBuffer(GL_ARRAY_BUFFER, cvbo);
glBufferData(
GL_ARRAY_BUFFER,
p.second.vertices.size() * sizeof(GLfloat),
&p.second.vertices[0],
GL_STATIC_DRAW
);
// in_position
glEnableVertexAttribArray(0);
// U and V may not be given by the user
if (p.second.vertices.size() / (p.second.numU * p.second.numV) > 3) {
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
p.second.numV * sizeof(GLfloat) * 5,
reinterpret_cast<GLvoid*>(sizeof(GLfloat) * i)
);
// texture coords
glEnableVertexAttribArray(1);
glVertexAttribPointer(
1,
2,
GL_FLOAT,
GL_FALSE,
p.second.numV * sizeof(GLfloat) * 7,
reinterpret_cast<GLvoid*>(sizeof(GLfloat) * 3 * i)
);
}
else { // no U and V:
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
p.second.numV * sizeof(GLfloat) * 3,
reinterpret_cast<GLvoid*>(sizeof(GLfloat) * 3 * i)
);
}
}
}
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(
GL_ARRAY_BUFFER,
p.second.vertices.size() * sizeof(GLfloat),
p.second.vertices.data(),
GL_STATIC_DRAW
);
// in_position
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
}
glBindVertexArray(0);