- ABufferFixed should work but it doesn't. But the interface works at
least.
- ABufferFixed works for normal rendering
- Removed position for ABuffer, it should make rendering much faster.
Todo:
- Figure out why the fetching of pixelData for ABufferFixed gives wrong
result.
- First draft of the ABuffer visualizer renders a cube with all fragments
from the single linked abuffer. Lua command to turn on is
openspace.visualizeABuffer(true)
- Fixed LuaConsole to stop receiving input command after inputing command
- Fixed LuaConsole not to add command to history if it is identical to the
most recent command.
TODO:
- Add support for dynamic and fixed abuffer
- Scale the cube to match the window ratio
- Added SyncBuffer class for easy and effecient synchronization
- Small changes to Camera class
- Forward declared a few classes to minimize dependencies
- Added first version of a ScreenLog mechanism
- Moved the info box to the upper left corner
- Added Ubuntu fonts
- Made RenderEngine a PropertyOwner with _showInfo and _showScreenLog as
bool properties that can be edited through Lua.
The rest is pretty straight forward, renderable trail is the ephemeris class and wavefrontobject is a very crudely constructed reader... ill fix that on monday
- Only first version of the RenderablePlane
Todo:
- Support rotation of planes
- Support billboarding
- Support different local origin (LowerLeft, LowerRight, Center...)
NOTE: Basically, added a whole bunch of mod files, I agre - its ugly but later we need to decide ownership of this class.
Ephemeries goes temporarily under the name "RenderableTrail"
It displays a fading ephemeries with nodes of equal time (planetary days for now, will make changable)
For each modfile one specifies all the usual spice stuff with the addition of:
- Planets tropical orbit
- Planet/Earth orbit ratio
- Planets day length in earth hours
Pulled from NASAs webpage so its reliant data, got the link from Brian.
- Started working on PowerScaling with some initial changes
- Faking the stars by blending with the abuffer
- Changed texture filtering for planets, looks better in my opinion
Added functionality:
- New class renderablesphericalgrid is repurposed code from powerscaledsphere class.
Due to z-buffer issues used as reference grid to confirm planetary orbits are correct.
This has been a major problem as prior we had no visual reference.
Now we have a Galactic-, Celestial- and Ecliptic-coordinate grid.
To this also added separate shader: grid_vs.glsl / grid_fs.glsl
These grids have a static-rotational matrix derived from partiview (thanks to Brian)
since spice req. to-from frame to compute rotational matrix.
Time dependency:
- Added struct RuntimeData - which for now only contains openspace time and is passed to all renderables
- All renderables accept runtimeData, keep private reference and use for computation of rotational matrix
- This obviously carries corresponding changes to Scenegraph and ScenegraphNode.
Spicemanager:
- Added function that more easily provides access to rotational matrix used in spice
(used in renderableplanet for computing planetary objects spin around axis)
Ephemeris-classes:
- Now compute ephemeris from spice based on timeepoch in runtimedata
TODO: once z-buffer fixed - set ephemeris correctly as meters (not kilometers)
Renderengine:
- Advances time with the advanceTime method in RuntimeData struct
ISSUES:
- Our Y axis NOT same as SPICE or star-catalogue, all renderables rotated now 90deg, needs redefinition,
lots of debugging and major headaches before this conclusion.
- Depth buffer needs to be fixed in order to properly place planets.
- Spice kernels have finite time-range, when time stops - simulation ends - ugly fix: reset time to zero.
Possible fix: kernels de431 (part 1-2) cover huge timespan and most likely have functions to extrapolate time,
drawback is that they are 1,7 gb each.
TODO:
- Compute and draw dynamic ephemeries for each renderable. Either do full year sweep then update for each point or
create a tail of linesegments for each planet. Dont know yet how to do this, would like spicephemeris to be
sub-class of Renderable (have own render() method) - good/bad?
- Added second shader for points only
- VBO interleaved array passed to both shaders
- passthrough in geom. shader works
- reading of additional scalar data from speck files.
TODO: calibrate scale and apparent brightnesses