A passover of all the Parameters descriptions and PropertyInfo descriptions of the renderables in the code base to make then more consistently and concisely formatted. Also fixed some small issues and added or updated descriptions.
* Start rephrasing propertyinfos for more consistency
* Update eclipse cone propertyinfos
* Update `RenderableFov` property infos and group colors in UI
* `RenderableGalaxy` and `RenderableGlobe`
* Update more descriptions
* Moore descriptions
* Update docs for `RenderableShadowCylinder` and add properties
* `RenderableSkyTarget`, and spheres (`ImageOnline` and `ImageLocal`)
* `RnederableSphericalGrid`, and update line width info of other types, for consistency
* `RenderableStars` and `RenderableTimeVaryingSphere`
* Update more propertyinfos
* Fix inconsistent mentioning of true/false
* change some phrasings for increased consistency
* Update Renderbin description to include Sticker bin and remove extra property
* Rename `OutlineWeight` -> `OutlineWidth`
* Extend description about enable depth test for models
* Clarify what relative values mean for `RenderableNodeArrow`
* Elaborate on `RenderableLabel` size property
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Co-authored-by: Alexander Bock <alexander.bock@liu.se>
Co-authored-by: Ylva Selling <ylva.selling@gmail.com>
Co-authored-by: Malin E <malin.ejdbo@gmail.com>
* 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
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Co-authored-by: Alexander Bock <alexander.bock@liu.se>
Co-authored-by: Ylva Selling <ylva.selling@gmail.com>
* 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
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Co-authored-by: Alexander Bock <alexander.bock@liu.se>