* Update CEF version number
* Set OpenSpace_Helper version of C++ to 20
* Update C++ syntax to v 20
* Remove deprecated function (now default)
* Set the cache folder for cef
* Make static function in webbrowsermodule that determines if we can use accelerated rendering
* Add flag for accelerated rendering to webrenderhandler
* Use accelerated rendering
* Implement function to see if gui should absorb click
* Adhere to 80 char linewidth
* Make only the UI GPU accelerated
* Use dirty rects size for the texture to remove crash
* Better comments
* Make has content function work for GPU acceleration
* Make it so all browsers can be accelerated
Tried making it so only the gui was accelerated for simplicity. Performance plummeted, so reverted that
* Tidy up
* Add accelerated rendering flag to the screenspacerenderable shader
* Add temporary fix to make the sky browser work
* Remove flag from gui render handler
* Enable webgl in a nicer way
* Unbind texture in screenspacerenderable
* Add better comments for error handling
* Tidy up
* Address PR comments
* Make the acceleration Windows only
* Remove unnecessary setting of shader dictionary
* Allow web dev tools to connect to CEF
* Update modules/webbrowser/include/browserinstance.h
Co-authored-by: Emma Broman <emma.broman@liu.se>
* Update modules/webbrowser/include/webrenderhandler.h
Co-authored-by: Emma Broman <emma.broman@liu.se>
* Apply suggestions from code review
Co-authored-by: Emma Broman <emma.broman@liu.se>
---------
Co-authored-by: Ylva Selling <ylva.selling@liu.se>
Co-authored-by: Emma Broman <emma.broman@liu.se>
* Add model vertex color support
* Fix an issue with the Tiangong model not loading properly and set a correct bounding sphere size for it
* Update caching for models
* Update previous model examples to the new format
* And add a new example to test the new vertex colors support
* Apply suggestions from code review
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* Add a model example with lighting
* Improve the basic example and add a separate example for vertex colors
* Add visual test for vertex colors (#3348)
* Update the readme file for the visual tests
* Add asset instruction to the visual testing readme
* Add visual test for RenderableModel with vertex colors
* Apply suggestions from code review
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* Update test when asset changed name
---------
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* Update Ghoul
---------
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* Apply the hue, value, saturation, and gamma values from the renderengine to screenspace renderables. Change the screenspace's own gamma value into an offset
* Make it clearer that the gamma correction is now an offset
Fixes following issues: #625 , #1067 , #1212 , #1472 , #2072 , #2235, #2964
- Trails in `renderableTrailTrajectory` now goes through the spacecraft when using `AccurateTrailPositions`.
- Trail fading controls have been improved for classes using the `renderableTrail` class.
- `renderableOrbitalKepler` (asteroids/satellites) can now be rendered as both trails and points (or both at once). Solution implements similar functionality/controls as `renderablePointCloud`.
- Default setting for SweepChunking has been changed from `true` to `false` (iterative calculations of `renderableTrailTrajectory`).
- Some fixes related to missing points or off-by-one errors related to trail rendering
* WIP start including rotation data
* Fix option to use orientation data or not
* Renames to reflect that points are no longer billboarded (at least not always)
* Increase max value for scale factor
* Fix correct scaling for tully and deep sky objects
* Remove the old RenderablePlanesCloud, we don't need it anymore
* Add unit handling for size scaling from data values
* Clarify some documentation about the points being rendered as planes
* Update datasets to the new ones on the server
* Use quaternions for orientation instead of vectors (simplifies interpolation and requires less data)
* Make interpolation of orientation work
* Fix size for deep sky objects being too small due to data being radius rather than diameter
* Add IsRadius flag for deepsky
* Update asset versions (major number update, due to breaking changes)
---------
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* WIP: Start usign texture arrays instead of just a single texture
Now the texture array is sucessfully created, sent over and sampled on the GPU
* Include information about the texture format alpha channel and do a conversion
* Make one draw wcall per texture array
* Add scale to size mapping and move to a separate component
* WIP: Make single textures work again, with texture array
Although this breaks the polygon cloud..
* Also make the polygon cloud work again
* Refactor rendering code
* handle array layer seprately from texture coordinates
* Make sure use size mapping uniform is always set
Fixes point cloud disappearing when multi-textures points are enabled
* Add has value check to size mapping
* Fix indentation
* Make sure points are rendered even when no texture is used
* Clean up texture handling a bit and add comment about storage creation
* Add comment and temporary asset changes
* Clean up handling of color mode (number of colro channels)
* Make interpolated points work with new rendering code
* Refactor
* Bring back check for valid index for color and size data
* Make sure to check if the provided data file exists
* Fix full path ont showing in error message
* Refactor rendering code a bit
* Change how the multitexture setup is configured in the asset and add documentation
Separating made documentation a lot easier..
* Add a todo comment for future discussion
* Add settings for texture compression
* Preserve aspects ratio of rendered textures
* Restructure input parameters for texture details
* Simplify color mode - we decided to not support grayscale
* Add option to set "useAlpha" from asset
* Enable texture per default and fix aspect ratio problem when no texture is used
* tiny refactor
* Fix polygon rendering that broke when adding texture compression
* Remove color in polygon shader
The color would be applied twice in rendering
* Restructure textures code and prevent loading the same texture twice
* Better handling of extra texture parameter in speck files
That does not lead to limitations in using dashes in texture names
* Add some docs and communicate texture mode to the user
* Fix so that single texture can be changed during runtime
* Allow changing compression and usealpha during runtime
* Update texture storage allocation to something that works in older OpenGL versions
* Add a check that checks if we use more texture layers than allowed
* Even more robust check of texture line in speck file (allow extra whitespaces)
* Update data mapping to include texture information and clean up code a bit
* Error handling and prevent loading non-used textures in texture map
* Update some docs
* Small cleanup
* Add one more error message for fault texture map file format
* Remove test version of tully images dataset
* Small refactor
* Add example asset
* Update Ghoul - for larger uniform cache
* Purge texture from ram when we're done with it
* Cleanup (comments, ugly png check, etc)
* Apply suggestions from code review
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* Apply suggestions from code review
* Adress some more review comments and fix broken asset
* More code review fixes
* Read provided sizemapping parameter from asset
* Fix warnings from trying to shift 16 bit int 32 bits :)
* simplify datamapping hash string
* Update comment that was not 100% correct. The file names may be specified as relative paths to a folder
* Small update based on previous code review comments
* Fix multi textured points gui path not same as other points
* Update Folder description to reduce some confusion
* Apply suggestions from code review
Co-authored-by: Ylva Selling <ylva.selling@gmail.com>
* Prevent updates to polygon cloud texture during runtime
This lead to rendering problems.
* Add describing comments to data files
* Clarify why speck version is disabled per default
* Update and clarify confusing size mapping parameters
* Apply suggestions from code review
Co-authored-by: Ylva Selling <ylva.selling@gmail.com>
* Apply suggestions from code review
---------
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
Co-authored-by: Ylva Selling <ylva.selling@gmail.com>
* Add a class for rendering an interpolated point cloud (WIP)
* Make sure that we render the correct number of points
* Group interpolation properties into a property owner
* Update interpolation stuff (which was broken :) )
* Prevent interpolation from breaking with only one step or invalid interpolation values
* Add trigger properties for controlling interpolation
* Allow setting start interpolation value from asset
* Implement spline-based interpolation
* Cleanup, and interpolate to start and end
* And asset type documentation
* Add example asset
* Handle missing data values in interpolation
* Always show values at the knots, if there is one
* Experiment with more dynamic rendering (batching)
* Speed up interpolation by doing it on GPU instead of CPU
* Bring back spline interpolation (this time on GPU)
* Refactor initial data buffering
* Add a helper function to compute transformed positions
* Use vec3 positions instead of vec4 (less data to transfer)
* Update interpolation value documentation
* Apply suggestions from code review
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* Increase interpolation speed max value
* Fix faulty indentation
* I banish thee, redundant empty line
---------
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* Try using angular max size rather than max pixel size
* Update property name and use for shader
* Add docs and remove mention of angle from user's perspective
* People will wonder, so add some details as to what the value represents
* Fix inconsistent punctuation in property texts with multiple sentences
* Slight clarification of transformation matrix usage
* Add values to asset files
* Increase max size of example points a bit
* Remove/Update comment
* Add TODO comment about potential optimization
* Reduce max size of SDSS and quasars a bit
* Address review comment
* Decrease 6df and increase globular clusters size as per review comment
* Remove any mention of pixel size in the example asset
* Remove some more mentions of pixel size
* Write view space position to G-buffer to prevent atm. from shining through points
* Start refactoring billboardscloud renderable
* Remove extra unit computation in geometry shader
* More refactor and fix size parameter not working without colormap (it never did)
* Remove redundant bool in shader
* Divide settings into property owners
* Refactor colormap
* More refactoring (utilize properties for visiblity)
* Remove redundant extra data structures for options
* Move data logic to the colormap settings structure
* Remove confusing correction size properties
* Separate polygon cloud into its own renderable
* Clean up some unused code
* Update some property descriptions
* Split some more code out into functions
* Remove odd and unused "linear filtering"
Should be reimplemented ina better way in a general color map overhaul
* Start refactoring some more properties
* Make color optional and remove redundant color assignments in assets
* Refactor color-parameter input and make range mapping work correctly
* Code cleanup (unused code and fix data types)
* Rename ScaleFactor to ScaleExponent
* Add a scale factor as well, as they're easier to use, and clarify documentation
* Fix faultily renamed scale factors
* Remove confusing multiplication for scale exponent
* Fix problem with points not appearing when _drawElements was set to true
* Move all colormapsettings into its own table in the asset files
* Move scaling/sizing into its own table as well
* Group sizing properties and remove min pixel size limit (was always zero)
* Add some docs and rename a parameter to avoid repetition
* Remove IsExact colormap and add an option to hide outliers
OBS! Still need to update the actual cmap files
* Add property to disable size mapping
* Increase pixel size of polyon texture - reduces jagged edges
* Remove unused points class
* Rename files and billboard class, to make it clearer that it is a point cloud
* Move size mapping into size settings
* Move color map properties out into its own component
* Move color map related computations into the new component
* Add outlier colors, to cover some specific color mapping issues
* Automatically fill parameter options if no colormap parameters were defined
* Move all color-related parameters to under one property owner
* Inlcude changes from matrix maintenance
* Add a checkbox to disable additive blending
* Remove a unused variable in shader
* DO color maping on the graphics card instead of CPU, using a texture
* WIP remove old "Outliers" and start introducing concept of no data colors instead
* Move speck loader to core and divide into a general data loader and a speck specific loader (In preparation for adding CSV support)
* More labelscomponent to core
* Fix a faulty header
* Handle NaN values
* Rename color map component property owner
It's not just the color map, but the settings for the entire mapping
* Hide point with nan value is show missing data is not selected
* Fix labels component documentation after move
* Add option to not provide any texture, and use a sphere generated form the shader
* Don't crash when loading unsupported data formats :)
* Add some TODO comments that should be addressed before merge
* Move renderables from DU module to base, and do some header cleanup
* Move colormapping component to core ad rename it to make it clear that it is not the color map itself
* Add above, below and nan color values to cmap loading
* Remove missing Data value specs in asset (and use belowRange in cmap instead)
* Make warning about wrong color number more verbose
* Add TODO comment about colormap, and actually used color in prev version, to localdwarfs
* WIP: Load CSV files
* Update some property visbility
* Check if chosen parameter options actually exist
* Fix fault column check
* Update example asset to cover more different cases
* Use new asset.resource loading
* Update asset versions (major update)
* Add parent documentation for RenderablePolygonCloud
* Add point cloud example with size scaling and add TODO comment
* Add example with textured points
* Don't blend textured points
* Fix problem with shaders being confused about texture units
* Bring back deepsky points color
* Start implementing more sophisticated datamapping for point data files
* Allow reading datamapping from input dictionary
* Load dataset in constructor instead
Solves problem with color map columns not loading for big datasets when loaded the first time
* Fix crash from reading column value that is interpreted as inf
* Inlcude information about data mapping when caching dataset
Updating the parameters now leads to an updated caching of the data file
* Adapt to tolower update
* Add option to specify columns to exclude in load (for CSV files)
* Start updating some docs
* Add a readonly property that shows the number of data points
* Rename example asset to shorter name
* Add option for not using cache when loading dataset
* Fix some errors in example asset
* Set scaleExponent from max position if not specified
That way the points are always visible, even when no exponent is given
* Restructure and add explanations in example asset
* Add option to not cache labels component data file
* Add example file with labels and units
* Compute fade distances in model coordinates instead of world space (issue #1746)
* Add possiblity to invert fading and add exmaple asset
* Make a separate propertyowner for fading settings
* Update docs
* Add example asset with custom data mapping
* Address some of my own review comments
* Read provided Parameter from asset
* Read ValueRange from asset
* Add example asset for more advanced color mapping settings
* Allow using the same column for two position coordinate axes
* Update src/rendering/colormappingcomponent.cpp
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* Update src/data/datamapping.cpp
* Use helper function for tolowercase
* Simplify some std::optional handling, and fix broken assignment from code review fix
* Update data file versions to get updated cmap files
* Include a progress bar to show progress of CSV data loading
* Update csv data-to-float parsing for clang
* Add a description about why `openspace.absPath` is used in the file instead of `asset.resource`
* Apply suggestions from code review
* Apply suggestions from code review
* Add some missing info in documentation
* Place size-related property descriptions next to each other
* Remove the explicitly set renderbin
* Fix overly complicated description
* Fix polygon texture not being used
* Add polygon cloud example
* only bind texture and activate texture unit when required
* Rename alpha to opacity in shader
* Fix value range not loading, and make first parameter in list the default
* Rename Pixel Size property
* Use base 10 for scale exponent instead of base e
* Update src/data/datamapping.cpp
* Update modules/base/shaders/billboardpoint_gs.glsl
* Remove some redundant asset settings (Home label)
* Review comments
* Add TODO comment for localdwarfs asset (Speck file reading problems)
* Oops, forgot part of the comment
* Apply suggestions from code review
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* More code review fixes
* Fix faulty isReady check when labels are included
* Apply suggestions from code review
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* Apply suggestions from code review
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* More code review updates
---------
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* Split RenderableSphere class into a local and an online sphere
* Make the video sphere derive from the regular sphere
* Make RenderableTimeVaryingSphere derive from RenderableSphere
* Some clean up
* Add general functions for renderable matrix calculations
* Make RenderableSphere and Plane use them
* Fix an issue with the RenderablePlane shader
* Make one function that returns all three types of render matrices
* Make more Renderables use the general matric calculation function
* Make more Renderable use the general matrix function
* Simplify alternative transforms for matrix calculations
* Small clean-up
* Update RenderableModel (again) to use new transform functions
* Make calc all matrix function to return tuple
* Update some more places
* Create a RenderableNodeLine example asset
* First version of node direction hint renderable (arrow)
* Add possibility to set length as a multiplier of the bounding sphere
* Draw arrow cylinder using index array
* Update exponents and min max values for lengths
* Draw arrow head
* Only update arrow geometry when positions change
* Add some properties to control visuals of arrow
* Implement invert option
* Add normals and shading
* Set arrow head size by length percentage instead of angle
* Add bottom circle to cone
* Cleanup and update examples
* Remove non-existing property from example asset
* Fix vertices not updating if anchor node was changed
And some missing updates on property change
* Start cleaning up some shape rendering helper functions
* Cleanup code and move cylinder function to helper class
* Refactor cylinder creation code (fewer loops over same vector)
* Update transformations to correctly scale and place arrow
* Add the cone to make the arrowhead
* Update faulty triangle normals
* Add property visibilities
* Rename NodeDirectionHint to NodeArrow
* Apply suggestions from code review
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
---------
Co-authored-by: Alexander Bock <alexander.bock@liu.se>