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* 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>
108 lines
3.5 KiB
Lua
108 lines
3.5 KiB
Lua
-- CSV
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local Test = {
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Identifier = "TexturedPointCloudExample_CSV",
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Renderable = {
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Type = "RenderablePointCloud",
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File = asset.resource("data/textured_csv/textured_points.csv"),
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DataMapping = {
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-- The name of the column in the CSV file that corresponds to the texture (should
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-- be an integer)
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TextureColumn = "texture",
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-- A Texture mapping file that provides information about which value/index
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-- corresponds to which texture file
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TextureMapFile = asset.resource("data/textured_csv/texturemap.tmap")
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},
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Texture = {
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-- Where to find the texture files (in this case, in the OpenSpace data folder)
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Folder = openspace.absPath("${DATA}")
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},
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UseAdditiveBlending = false
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},
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GUI = {
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Name = "Multi-Textured Points",
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Path = "/Example/Point Clouds/Multi-Textured"
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}
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}
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-- Interpolated
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-- Multi-texturing works also for interpolated point clouds. Here we let the same
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-- dataset as used above be interpreted as representing only two points, with a different
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-- texture. Note that the textures will be set based on the first two data items and will
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-- not be changed during interpolation
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local Test_Interpolated = {
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Identifier = "TexturedPointCloudExample_Interpolated",
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Renderable = {
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Type = "RenderableInterpolatedPoints",
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File = asset.resource("data/textured_csv/textured_points.csv"),
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NumberOfObjects = 2,
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DataMapping = {
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TextureColumn = "texture",
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TextureMapFile = asset.resource("data/textured_csv/texturemap.tmap")
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},
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Texture = {
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Folder = openspace.absPath("${DATA}")
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},
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UseAdditiveBlending = false
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},
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GUI = {
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Name = "Multi-Textured Points (Interpolation)",
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Path = "/Example/Point Clouds/Multi-Textured"
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}
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}
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-- Speck file (allows storing all data in one single file, including the texture mapping)
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-- Note that we disable this scene graph node per default here, as it shows the same
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-- information as the CSV version
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local Test_Speck = {
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Identifier = "TexturedPointCloudExample_Speck",
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Renderable = {
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Type = "RenderablePointCloud",
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Enabled = false,
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-- When loading multi-texture information from a speck file, we do not need a
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-- DataMapping entry - all information is in the file
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File = asset.resource("data/textured_speck/textures_points.speck"),
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Texture = {
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-- However, we do still need to specify where the textures are located
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Folder = openspace.absPath("${DATA}")
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},
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UseAdditiveBlending = false
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},
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GUI = {
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Name = "Multi-Textured Points (Speck file)",
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Path = "/Example/Point Clouds/Multi-Textured"
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}
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}
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asset.onInitialize(function()
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openspace.addSceneGraphNode(Test)
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openspace.addSceneGraphNode(Test_Interpolated)
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openspace.addSceneGraphNode(Test_Speck)
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end)
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asset.onDeinitialize(function()
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openspace.removeSceneGraphNode(Test_Speck)
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openspace.removeSceneGraphNode(Test_Interpolated)
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openspace.removeSceneGraphNode(Test)
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end)
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asset.export(Test)
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asset.export(Test_Interpolated)
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asset.export(Test_Speck)
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asset.meta = {
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Name = "Multi-textured Points",
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Version = "1.0",
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Description = [[Example of point clouds where multiple textures are used for the points,
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based on information in the dataset. The dataset may be either CSV or Speck format.
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If CSV is used, additional information must be provided through the DataMapping: 1)
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Which column in the dataset that corresponds to the texture, and a separate file that
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maps that value to a texture file
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]],
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Author = "OpenSpace Team",
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URL = "http://openspaceproject.com",
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License = "MIT license"
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}
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