Files
OpenSpace/modules/space/rendering/renderableconstellationbounds.cpp
2025-09-07 15:13:45 +02:00

375 lines
14 KiB
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#include <modules/space/rendering/renderableconstellationbounds.h>
#include <openspace/documentation/documentation.h>
#include <openspace/engine/globals.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/util/updatestructures.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/logging/logmanager.h>
#include <ghoul/misc/stringhelper.h>
#include <ghoul/opengl/programobject.h>
#include <fstream>
#include <optional>
#include "SpiceUsr.h"
namespace {
constexpr std::string_view _loggerCat = "RenderableConstellationBounds";
constexpr float convertHrsToRadians(float rightAscension) {
// 360 degrees / 24h = 15 degrees/h
return glm::radians(rightAscension * 15);
}
constexpr openspace::properties::Property::PropertyInfo VertexInfo = {
"File",
"Vertex file path",
"A file that contains the vertex locations of the constellations bounds, as RA "
"Dec coordinates on the celestial sphere.",
openspace::properties::Property::Visibility::AdvancedUser
};
constexpr openspace::properties::Property::PropertyInfo ColorInfo = {
"Color",
"Color",
"The color of the lines.",
openspace::properties::Property::Visibility::NoviceUser
};
// This `Renderable` type can be used to draw bounding shapes on the night sky, where
// each shape encapsulates a group of night sky objects, such as the stars of a
// constellation.
//
// The shapes are defined in a file where each line specifies a vertex location in RA
// Dec coordinates on the celestial sphere. Each coordinate must also be marked with
// an abbreviation for the corresponding constellation that the shapes encapsulates.
// This gives each line the following order: `RA Dec Abbreviation`. The units for the
// coordinate values are hours for RA, and degrees for Dec. An example of a line
// corresponding to a vertex location may look like this:
// `23.5357132 +35.1897736 AND`, where `AND` is the identifier of the constellation.
// In this case it is short for Andromeda.
//
// The abbreviations act as identifiers of the individual constellations and can
// be mapped to full names in the optional `NamesFile`. The names in this file are
// then the ones that will show in the user interface, for example. A line in the
// file should first include the abbreviation and then the full name. For example,
// for the `AND` abbreviation in the example above, the line would look like this:
// `AND Andromeda`.
//
// If labels were added, the full names in the `NamesFile` may also be used for the
// text of the labels. Note that labels are added using a different file, where each
// line may or may not include an identifier for that specific label, marked by `id`
// in the file. If a row in the label file has an `id` that matches the abbreviation
// of the constellation, the text of that label is replaced with the full name from
// the `NamesFile`.
struct [[codegen::Dictionary(RenderableConstellationBounds)]] Parameters {
// [[codegen::verbatim(VertexInfo.description)]]
std::filesystem::path file;
// [[codegen::verbatim(ColorInfo.description)]]
std::optional<glm::vec3> color [[codegen::color()]];
};
#include "renderableconstellationbounds_codegen.cpp"
} // namespace
namespace openspace {
documentation::Documentation RenderableConstellationBounds::Documentation() {
return codegen::doc<Parameters>(
"space_renderable_constellationbounds",
RenderableConstellationsBase::Documentation()
);
}
RenderableConstellationBounds::RenderableConstellationBounds(
const ghoul::Dictionary& dictionary)
: RenderableConstellationsBase(dictionary)
, _vertexFilename(VertexInfo)
, _color(ColorInfo, glm::vec3(1.f, 0.f, 0.f), glm::vec3(0.f), glm::vec3(1.f))
{
const Parameters p = codegen::bake<Parameters>(dictionary);
// Avoid reading files here, instead do it in multithreaded initialize()
_vertexFilename = p.file.string();
_vertexFilename.onChange([this](){ loadData(); });
addProperty(_vertexFilename);
_color.setViewOption(properties::Property::ViewOptions::Color);
_color = p.color.value_or(_color);
addProperty(_color);
}
void RenderableConstellationBounds::initialize() {
RenderableConstellationsBase::initialize();
loadData();
if (!_assetSelection.empty()) {
const std::vector<std::string> options = _selection.options();
std::set<std::string> selectedConstellations;
for (const std::string& s : _assetSelection) {
auto it = std::find(options.cbegin(), options.cend(), s);
if (it == options.cend()) {
// Test if the provided name was an identifier instead of the full name
it = std::find(
options.cbegin(),
options.cend(),
constellationFullName(s)
);
if (it == options.cend()) {
// The user has specified a constellation name that doesn't exist
LWARNING(std::format(
"Option '{}' not found in list of constellations", s
));
}
else {
selectedConstellations.insert(constellationFullName(s));
}
}
else {
selectedConstellations.insert(s);
}
}
_selection = selectedConstellations;
}
}
void RenderableConstellationBounds::initializeGL() {
_program = global::renderEngine->buildRenderProgram(
"ConstellationBounds",
absPath("${MODULE_SPACE}/shaders/constellationbounds_vs.glsl"),
absPath("${MODULE_SPACE}/shaders/constellationbounds_fs.glsl")
);
ghoul::opengl::updateUniformLocations(*_program, _uniformCache);
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(
GL_ARRAY_BUFFER,
_vertexValues.size() * 3 * sizeof(float),
_vertexValues.data(),
GL_STATIC_DRAW
);
const GLint positionAttrib = _program->attributeLocation("in_position");
glEnableVertexAttribArray(positionAttrib);
glVertexAttribPointer(positionAttrib, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindVertexArray(0);
}
void RenderableConstellationBounds::deinitializeGL() {
glDeleteBuffers(1, &_vbo);
_vbo = 0;
glDeleteVertexArrays(1, &_vao);
_vao = 0;
if (_program) {
global::renderEngine->removeRenderProgram(_program.get());
_program = nullptr;
}
}
bool RenderableConstellationBounds::isReady() const {
bool isReady = _program && _vao != 0 && _vbo != 0;
// If we have labels, they also need to be loaded
if (_hasLabels) {
isReady = isReady && RenderableConstellationsBase::isReady();
}
return isReady;
}
void RenderableConstellationBounds::render(const RenderData& data, RendererTasks& tasks) {
_program->activate();
_program->setUniform(
_uniformCache.campos,
glm::vec4(data.camera.positionVec3(), 1.f)
);
_program->setUniform(
_uniformCache.objpos,
glm::vec4(data.modelTransform.translation, 0.f)
);
_program->setUniform(
_uniformCache.camrot,
glm::mat4(data.camera.viewRotationMatrix())
);
_program->setUniform(_uniformCache.scaling, glm::vec2(1.f, 0.f));
const glm::dmat4 modelTransform = calcModelTransform(data);
_program->setUniform(
_uniformCache.ViewProjection,
data.camera.viewProjectionMatrix()
);
_program->setUniform(_uniformCache.ModelTransform, glm::mat4(modelTransform));
_program->setUniform(_uniformCache.color, _color);
_program->setUniform(_uniformCache.opacity, opacity());
glLineWidth(_lineWidth);
glBindVertexArray(_vao);
for (const ConstellationBound& bound : _constellationBounds) {
if (bound.isEnabled) {
glDrawArrays(GL_LINE_LOOP, bound.startIndex, bound.nVertices);
}
}
glBindVertexArray(0);
_program->deactivate();
RenderableConstellationsBase::render(data, tasks);
}
bool RenderableConstellationBounds::loadData() {
const bool success = loadVertexFile();
if (!success) {
throw ghoul::RuntimeError("Error loading data");
}
return success;
}
bool RenderableConstellationBounds::loadVertexFile() {
if (_vertexFilename.value().empty()) {
return false;
}
std::filesystem::path fileName = absPath(_vertexFilename);
std::ifstream file = std::ifstream(fileName);
if (!file.good()) {
return false;
}
ConstellationBound currentBound;
std::string currentLine;
int currentLineNumber = 1;
// Overview of the reading algorithm:
// We keep an active ConstellationBound (currentBound) and update it until we read
// a new constellation name, at which point the currentBound is stored away, a new,
// empty ConstellationBound is created and set at the currentBound
while (file.good()) {
ghoul::getline(file, currentLine);
if (currentLine.empty()) {
continue;
}
// @CHECK: Is this the best way of doing this? ---abock
std::stringstream s(currentLine);
float ra = 0.f;
s >> ra;
float dec = 0.f;
s >> dec;
std::string abbreviation;
s >> abbreviation;
if (!s.good()) {
// If this evaluates to true, the stream was not completely filled, which
// means that the line was incomplete, so there was an error
LERROR(std::format(
"Error reading file '{}' at line #{}", fileName, currentLineNumber
));
break;
}
// Did we arrive at a new constellation?
if (abbreviation != currentBound.constellationAbbreviation) {
// Store how many vertices we read during the active time of the constellation
currentBound.nVertices = static_cast<GLsizei>(
_vertexValues.size() - currentBound.startIndex
);
// Store the constellation and start a new one
_constellationBounds.push_back(currentBound);
currentBound = ConstellationBound();
currentBound.isEnabled = true;
currentBound.constellationAbbreviation = abbreviation;
std::string name = constellationFullName(abbreviation);
currentBound.constellationFullName =
name.empty() ? abbreviation : std::move(name);
currentBound.startIndex = static_cast<GLsizei>(_vertexValues.size());
}
// The file format stores the right ascension in hours, while SPICE expects them
// to be in radians
ra = convertHrsToRadians(ra);
// Likewise, the declination is stored in degrees and needs to be converted
dec = glm::radians(dec);
// Convert the (right ascension, declination) to rectangular coordinates.
// The 1.0 is the distance of the celestial sphere, we will scale that in the
// render function
std::array<double, 3> rectangularValues;
radrec_c(1.0, ra, dec, rectangularValues.data());
// Add the new vertex to our list of vertices
_vertexValues.push_back({
static_cast<float>(rectangularValues[0]),
static_cast<float>(rectangularValues[1]),
static_cast<float>(rectangularValues[2])
});
++currentLineNumber;
}
// Due to the way we read the file, the first (empty) constellation bounds will not
// contain any valid values. So we have to remove it
_constellationBounds.erase(_constellationBounds.begin());
// And we still have the one value that was left when we exited the loop
currentBound.nVertices = static_cast<GLsizei>(
_vertexValues.size() - currentBound.startIndex
);
_constellationBounds.push_back(currentBound);
return true;
}
void RenderableConstellationBounds::selectionPropertyHasChanged() {
// If no values are selected (the default), we want to show all constellations
if (!_selection.hasSelected()) {
for (ConstellationBound& b : _constellationBounds) {
b.isEnabled = true;
}
}
else {
// Enable all constellations that are selected
for (ConstellationBound& b : _constellationBounds) {
b.isEnabled = _selection.isSelected(b.constellationFullName);
}
}
}
} // namespace openspace