Files
OpenSpace/modules/base/rendering/renderablenodearrow.cpp
Emma Broman eb1cfec7bd Renderable property info walkthrough/cleanup (#3226)
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

---------

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>
2024-05-20 09:24:40 +02:00

531 lines
21 KiB
C++

/*****************************************************************************************
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#include <modules/base/rendering/renderablenodearrow.h>
#include <modules/base/basemodule.h>
#include <openspace/documentation/verifier.h>
#include <openspace/engine/globals.h>
#include <openspace/navigation/navigationhandler.h>
#include <openspace/navigation/orbitalnavigator.h>
#include <openspace/query/query.h>
#include <openspace/rendering/helper.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/scene/scene.h>
#include <openspace/scene/translation.h>
#include <openspace/util/updatestructures.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/logging/logmanager.h>
#include <ghoul/opengl/openglstatecache.h>
#include <ghoul/opengl/programobject.h>
#include <glm/gtx/projection.hpp>
#include <glm/gtx/transform.hpp>
namespace {
constexpr std::string_view _loggerCat = "RenderableNodeArrow";
constexpr openspace::properties::Property::PropertyInfo StartNodeInfo = {
"StartNode",
"Start Node",
"The identifier of the node the arrow starts from.",
openspace::properties::Property::Visibility::NoviceUser
};
constexpr openspace::properties::Property::PropertyInfo EndNodeInfo = {
"EndNode",
"End Node",
"The identifier of the node the arrow should point towards.",
openspace::properties::Property::Visibility::NoviceUser
};
constexpr openspace::properties::Property::PropertyInfo ColorInfo = {
"Color",
"Color",
"The RGB color for the arrow.",
openspace::properties::Property::Visibility::NoviceUser
};
constexpr openspace::properties::Property::PropertyInfo SegmentsInfo = {
"Segments",
"Number of Segments",
"The number of segments that the shapes of the arrow are divided into. A higher "
"number leads to a higher resolution and smoother shape.",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo InvertInfo = {
"Invert",
"Invert Direction",
"If true, the arrow direction is inverted so that it points to the start node "
"instead of the end node.",
openspace::properties::Property::Visibility::NoviceUser
};
constexpr openspace::properties::Property::PropertyInfo ArrowHeadSizeInfo = {
"ArrowHeadSize",
"Arrow Head Size",
"The length of the arrow head, given in relative value of the entire length of "
"the arrow. For example, 0.1 makes the arrow head length be 10% of the full "
"arrow length.",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo ArrowHeadWidthInfo = {
"ArrowHeadWidthFactor",
"Arrow Head Width Factor",
"A factor that is multiplied with the width, or the arrow itself, to determine "
"the width of the base of the arrow head.",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo OffsetDistanceInfo = {
"Offset",
"Offset Distance",
"The distance from the center of the start node where the arrow starts. "
"If 'UseRelativeOffset' is true, the value should be given as a factor to "
"multiply with the bounding sphere of the node. Otherwise, the value is "
"specified in meters.",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo RelativeOffsetInfo = {
"UseRelativeOffset",
"Use Relative Offset Distance",
"Decides whether to use relative distances for the offset distance. This means "
"that the offset distance will be computed as the provided 'Offset' value times "
"the bounding sphere of the start node. If false, meters is used.",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo LengthInfo = {
"Length",
"Length",
"The length of the arrow, given either in meters or as a factor to be "
"multiplied with the bounding sphere of the start node (if "
"'UseRelativeLength' is true).",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo RelativeLengthInfo = {
"UseRelativeLength",
"Use Relative Length",
"Decides whether to use relative size for the length of the arrow. This means "
"that the arrow length will be computed as the provided 'Length' value times "
"the bounding sphere of the start node. If false, meters is used.",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo WidthInfo = {
"Width",
"Width",
"The width of the arrow, in meters.",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo AmbientIntensityInfo = {
"AmbientIntensity",
"Ambient Intensity",
"A multiplier for ambient lighting for the shading of the arrow.",
openspace::properties::Property::Visibility::User
};
constexpr openspace::properties::Property::PropertyInfo DiffuseIntensityInfo = {
"DiffuseIntensity",
"Diffuse Intensity",
"A multiplier for diffuse lighting for the shading of the arrow.",
openspace::properties::Property::Visibility::User
};
constexpr openspace::properties::Property::PropertyInfo SpecularIntensityInfo = {
"SpecularIntensity",
"Specular Intensity",
"A multiplier for specular lighting for the shading of the arrow.",
openspace::properties::Property::Visibility::User
};
constexpr openspace::properties::Property::PropertyInfo ShadingEnabledInfo = {
"PerformShading",
"Perform Shading",
"Determines whether shading should be applied to the arrow model.",
openspace::properties::Property::Visibility::User
};
// A RenderableNodeArrow can be used to create a 3D arrow pointing in the direction
// of one scene graph node to another.
//
// The arrow will be placed at the `StartNode` at a distance of the provided
// `Offset` value. Per default, the `Length` and `Offset` of the arrow is specified
// in meters, but they may also be specified as a multiplier of the bounding sphere
// of the `StartNode`. The look of the arrow can be customized to change the width
// and length of both the arrow body and head.
struct [[codegen::Dictionary(RenderableNodeArrow)]] Parameters {
// [[codegen::verbatim(StartNodeInfo.description)]]
std::string startNode [[codegen::identifier()]];
// [[codegen::verbatim(EndNodeInfo.description)]]
std::string endNode [[codegen::identifier()]];
// [[codegen::verbatim(ColorInfo.description)]]
std::optional<glm::vec3> color [[codegen::color()]];
// [[codegen::verbatim(SegmentsInfo.description)]]
std::optional<int> segments [[codegen::greaterequal(3)]];
// [[codegen::verbatim(InvertInfo.description)]]
std::optional<bool> invert;
// [[codegen::verbatim(ArrowHeadSizeInfo.description)]]
std::optional<float> arrowHeadSize [[codegen::greaterequal(0.f)]];
// [[codegen::verbatim(ArrowHeadWidthInfo.description)]]
std::optional<float> arrowHeadWidthFactor [[codegen::greaterequal(0.f)]];
// [[codegen::verbatim(OffsetDistanceInfo.description)]]
std::optional<float> offset;
// [[codegen::verbatim(RelativeOffsetInfo.description)]]
std::optional<bool> useRelativeOffset;
// [[codegen::verbatim(LengthInfo.description)]]
std::optional<float> length [[codegen::greaterequal(0.f)]];
// [[codegen::verbatim(RelativeLengthInfo.description)]]
std::optional<bool> useRelativeLength;
// [[codegen::verbatim(WidthInfo.description)]]
std::optional<float> width [[codegen::greaterequal(0.f)]];
// [[codegen::verbatim(ShadingEnabledInfo.description)]]
std::optional<float> performShading;
// [[codegen::verbatim(AmbientIntensityInfo.description)]]
std::optional<float> ambientIntensity [[codegen::greaterequal(0.f)]];
// [[codegen::verbatim(DiffuseIntensityInfo.description)]]
std::optional<float> diffuseIntensity [[codegen::greaterequal(0.f)]];
// [[codegen::verbatim(SpecularIntensityInfo.description)]]
std::optional<float> specularIntensity [[codegen::greaterequal(0.f)]];
};
#include "renderablenodearrow_codegen.cpp"
void updateDistanceBasedOnRelativeValues(const std::string& nodeName,
bool useRelative,
openspace::properties::FloatProperty& prop)
{
using namespace::openspace;
SceneGraphNode* startNode = sceneGraphNode(nodeName);
if (!startNode) {
LERROR(std::format("Could not find start node '{}'", nodeName));
return;
}
const double boundingSphere = startNode->boundingSphere();
if (!useRelative) {
// Recompute distance (previous value was relative)
prop = static_cast<float>(prop * boundingSphere);
prop.setExponent(11.f);
prop.setMaxValue(1e20f);
}
else {
// Recompute distance (previous value was in meters)
if (boundingSphere < std::numeric_limits<double>::epsilon()) {
LERROR(std::format(
"Start node '{}' has invalid bounding sphere", nodeName
));
return;
}
prop = static_cast<float>(prop / boundingSphere);
prop.setExponent(3.f);
prop.setMaxValue(1000.f);
}
// @TODO (emmbr, 2022-08-22): make GUI update when min/max value is updated
}
} // namespace
namespace openspace {
documentation::Documentation RenderableNodeArrow::Documentation() {
return codegen::doc<Parameters>("base_renderable_renderablenodearrow");
}
RenderableNodeArrow::Shading::Shading()
: properties::PropertyOwner({ "Shading" })
, enabled(ShadingEnabledInfo, true)
, ambientIntensity(AmbientIntensityInfo, 0.2f, 0.f, 1.f)
, diffuseIntensity(DiffuseIntensityInfo, 0.7f, 0.f, 1.f)
, specularIntensity(SpecularIntensityInfo, 0.f, 0.f, 1.f)
{
addProperty(enabled);
addProperty(ambientIntensity);
addProperty(diffuseIntensity);
addProperty(specularIntensity);
}
RenderableNodeArrow::RenderableNodeArrow(const ghoul::Dictionary& dictionary)
: Renderable(dictionary)
, _start(StartNodeInfo)
, _end(EndNodeInfo)
, _color(ColorInfo, glm::vec3(1.f), glm::vec3(0.f), glm::vec3(1.f))
, _segments(SegmentsInfo, 10, 3, 100)
, _invertArrowDirection(InvertInfo, false)
, _arrowHeadSize(ArrowHeadSizeInfo, 0.1f, 0.f, 1.f)
, _arrowHeadWidthFactor(ArrowHeadWidthInfo, 2.f, 1.f, 100.f)
, _offsetDistance(OffsetDistanceInfo, 0.f, 0.f, 1e20f)
, _useRelativeOffset(RelativeOffsetInfo, false)
, _length(LengthInfo, 100.f, 0.f, 1e20f)
, _useRelativeLength(RelativeLengthInfo, false)
, _width(WidthInfo, 10.f, 0.f, 1e11f)
{
const Parameters p = codegen::bake<Parameters>(dictionary);
_shading.enabled = p.performShading.value_or(_shading.enabled);
_shading.ambientIntensity = p.ambientIntensity.value_or(_shading.ambientIntensity);
_shading.diffuseIntensity = p.diffuseIntensity.value_or(_shading.diffuseIntensity);
_shading.specularIntensity = p.specularIntensity.value_or(_shading.specularIntensity);
addPropertySubOwner(_shading);
addProperty(Fadeable::_opacity);
_color = p.color.value_or(_color);
_color.setViewOption(properties::Property::ViewOptions::Color);
addProperty(_color);
_start = p.startNode;
addProperty(_start);
_end = p.endNode;
addProperty(_end);
_segments = p.segments.value_or(_segments);
addProperty(_segments);
_invertArrowDirection = p.invert.value_or(_invertArrowDirection);
addProperty(_invertArrowDirection);
_arrowHeadSize = p.arrowHeadSize.value_or(_arrowHeadSize);
addProperty(_arrowHeadSize);
_arrowHeadWidthFactor = p.arrowHeadWidthFactor.value_or(_arrowHeadWidthFactor);
addProperty(_arrowHeadWidthFactor);
_width = p.width.value_or(_width);
_width.setExponent(10.f);
addProperty(_width);
_useRelativeLength.onChange([this]() {
updateDistanceBasedOnRelativeValues(_start, _useRelativeLength, _length);
});
_useRelativeLength = p.useRelativeLength.value_or(_useRelativeLength);
_length = p.length.value_or(_length);
if (!_useRelativeLength) {
_length.setExponent(11.f);
}
addProperty(_length);
_useRelativeOffset.onChange([this]() {
updateDistanceBasedOnRelativeValues(_start, _useRelativeOffset, _offsetDistance);
});
_useRelativeOffset = p.useRelativeOffset.value_or(_useRelativeOffset);
_offsetDistance = p.offset.value_or(_offsetDistance);
if (!_useRelativeOffset) {
_offsetDistance.setExponent(11.f);
}
addProperty(_offsetDistance);
addProperty(_useRelativeLength);
addProperty(_useRelativeOffset);
}
void RenderableNodeArrow::initializeGL() {
_shaderProgram = BaseModule::ProgramObjectManager.request(
"NodeDirectionLineProgram",
[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
return global::renderEngine->buildRenderProgram(
"NodeDirectionLineProgram",
absPath("${MODULE_BASE}/shaders/arrow_vs.glsl"),
absPath("${MODULE_BASE}/shaders/arrow_fs.glsl")
);
}
);
}
void RenderableNodeArrow::deinitializeGL() {
BaseModule::ProgramObjectManager.release(
"NodeDirectionLineProgram",
[](ghoul::opengl::ProgramObject* p) {
global::renderEngine->removeRenderProgram(p);
}
);
_shaderProgram = nullptr;
}
bool RenderableNodeArrow::isReady() const {
return _shaderProgram;
}
void RenderableNodeArrow::updateShapeTransforms(const RenderData& data) {
SceneGraphNode* startNode = sceneGraphNode(_start);
SceneGraphNode* endNode = sceneGraphNode(_end);
if (!startNode) {
LERROR(std::format("Could not find start node '{}'", _start.value()));
return;
}
if (!endNode) {
LERROR(std::format("Could not find end node '{}'", _end.value()));
return;
}
const double boundingSphere = startNode->boundingSphere();
const bool hasNoBoundingSphere =
boundingSphere < std::numeric_limits<double>::epsilon();
if (hasNoBoundingSphere && (_useRelativeLength || _useRelativeOffset)) {
LERROR(std::format(
"Node '{}' has no valid bounding sphere. Can not use relative values",
_end.value()
));
return;
}
double offset = static_cast<double>(_offsetDistance);
if (_useRelativeOffset) {
offset *= boundingSphere;
}
double length = static_cast<double>(_length);
if (_useRelativeLength) {
length *= boundingSphere;
}
// Take additional transformation scale into account
const glm::dmat4 s = glm::scale(
glm::dmat4(1.0),
glm::dvec3(data.modelTransform.scale)
);
// Update the position based on the arrowDirection of the nodes
const glm::dvec3 startNodePos = startNode->worldPosition();
const glm::dvec3 endNodePos = endNode->worldPosition();
glm::dvec3 arrowDirection = glm::normalize(endNodePos - startNodePos);
glm::dvec3 startPos = glm::dvec3(startNodePos + offset * arrowDirection);
glm::dvec3 endPos = glm::dvec3(startPos + length * arrowDirection);
if (_invertArrowDirection) {
std::swap(startPos, endPos);
arrowDirection *= -1.0;
}
const double coneLength = _arrowHeadSize * length;
const double cylinderLength = length - coneLength;
const double arrowHeadWidth = _width * _arrowHeadWidthFactor;
// Create transformation matrices to reshape to size and position
_cylinderTranslation = glm::translate(glm::dmat4(1.0), startPos);
const glm::dvec3 cylinderScale = glm::dvec3(
s * glm::dvec4(_width, _width, cylinderLength, 0.0)
);
_cylinderScale = glm::scale(glm::dmat4(1.0), cylinderScale);
// Adapt arrow head start to scaled size
const glm::dvec3 arrowHeadStartPos = startPos + cylinderScale.z * arrowDirection;
_coneTranslation = glm::translate(glm::dmat4(1.0), arrowHeadStartPos);
const glm::dvec3 coneScale = glm::dvec3(arrowHeadWidth, arrowHeadWidth, coneLength);
_coneScale = s * glm::scale(glm::dmat4(1.0), coneScale);
// Rotation to point at the end node
const glm::quat rotQuat = glm::rotation(glm::dvec3(0.0, 0.0, 1.0), arrowDirection);
_pointDirectionRotation = glm::dmat4(glm::toMat4(rotQuat));
setBoundingSphere(length + offset);
}
void RenderableNodeArrow::render(const RenderData& data, RendererTasks&) {
updateShapeTransforms(data);
// Cylinder transforms
glm::dmat4 modelTransform =
_cylinderTranslation * _pointDirectionRotation * _cylinderScale;
glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() * modelTransform;
glm::dmat4 normalTransform = glm::transpose(glm::inverse(modelViewTransform));
_shaderProgram->activate();
_shaderProgram->setUniform("modelViewTransform", glm::mat4(modelViewTransform));
_shaderProgram->setUniform("projectionTransform", data.camera.projectionMatrix());
_shaderProgram->setUniform("normalTransform", glm::mat3(normalTransform));
_shaderProgram->setUniform("color", _color);
_shaderProgram->setUniform("opacity", opacity());
_shaderProgram->setUniform("ambientIntensity", _shading.ambientIntensity);
_shaderProgram->setUniform("diffuseIntensity", _shading.diffuseIntensity);
_shaderProgram->setUniform("specularIntensity", _shading.specularIntensity);
_shaderProgram->setUniform("performShading", _shading.enabled);
// Change GL state:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnablei(GL_BLEND, 0);
// Draw cylinder
glBindVertexArray(rendering::helper::vertexObjects.cylinder.vao);
glDrawElements(
GL_TRIANGLES,
rendering::helper::vertexObjects.cylinder.nElements,
GL_UNSIGNED_SHORT,
nullptr
);
// Update transforms and render cone
modelTransform = _coneTranslation * _pointDirectionRotation * _coneScale;
modelViewTransform = data.camera.combinedViewMatrix() * modelTransform;
normalTransform = glm::transpose(glm::inverse(modelViewTransform));
_shaderProgram->setUniform("modelViewTransform", glm::mat4(modelViewTransform));
_shaderProgram->setUniform("normalTransform", glm::mat3(normalTransform));
glBindVertexArray(rendering::helper::vertexObjects.cone.vao);
glDrawElements(
GL_TRIANGLES,
rendering::helper::vertexObjects.cone.nElements,
GL_UNSIGNED_SHORT,
nullptr
);
// Restore GL State
glBindVertexArray(0);
global::renderEngine->openglStateCache().resetBlendState();
_shaderProgram->deactivate();
}
} // namespace openspace