* 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)
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Co-authored-by: Alexander Bock <alexander.bock@liu.se>
* Add asset setting to skip first data point
To hide our galaxy in the Tully datasets
* Apply suggestions from code review
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
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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
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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>