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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>
271 lines
10 KiB
C++
271 lines
10 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2024 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#ifndef __OPENSPACE_MODULE_BASE___RENDERABLEPOINTCLOUD___H__
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#define __OPENSPACE_MODULE_BASE___RENDERABLEPOINTCLOUD___H__
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#include <openspace/rendering/renderable.h>
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#include <modules/base/rendering/pointcloud/sizemappingcomponent.h>
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#include <openspace/properties/optionproperty.h>
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#include <openspace/properties/stringproperty.h>
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#include <openspace/properties/triggerproperty.h>
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#include <openspace/properties/scalar/boolproperty.h>
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#include <openspace/properties/scalar/floatproperty.h>
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#include <openspace/properties/scalar/uintproperty.h>
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#include <openspace/properties/vector/ivec2property.h>
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#include <openspace/properties/vector/vec2property.h>
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#include <openspace/properties/vector/vec3property.h>
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#include <openspace/rendering/colormappingcomponent.h>
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#include <openspace/rendering/labelscomponent.h>
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#include <openspace/util/distanceconversion.h>
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#include <ghoul/opengl/ghoul_gl.h>
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#include <ghoul/opengl/uniformcache.h>
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#include <functional>
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namespace ghoul::opengl {
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class ProgramObject;
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class Texture;
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} // namespace ghoul::opengl
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namespace openspace {
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namespace documentation { struct Documentation; }
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struct TextureFormat {
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glm::uvec2 resolution;
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bool useAlpha = false;
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friend bool operator==(const TextureFormat& l, const TextureFormat& r);
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};
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struct TextureFormatHash {
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size_t operator()(const TextureFormat& k) const;
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};
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/**
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* This class describes a point cloud renderable that can be used to draw billboraded
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* points based on a data file with 3D positions. Alternatively the points can also
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* be colored and sized based on a separate column in the data file.
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*/
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class RenderablePointCloud : public Renderable {
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public:
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explicit RenderablePointCloud(const ghoul::Dictionary& dictionary);
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~RenderablePointCloud() override = default;
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void initialize() override;
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void initializeGL() override;
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void deinitializeGL() override;
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bool isReady() const override;
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void render(const RenderData& data, RendererTasks& rendererTask) override;
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void update(const UpdateData& data) override;
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static documentation::Documentation Documentation();
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protected:
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enum class TextureInputMode {
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Single = 0,
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Multi,
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Other // For subclasses that need to handle their own texture
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};
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virtual void initializeShadersAndGlExtras();
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virtual void deinitializeShaders();
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virtual void setExtraUniforms();
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virtual void preUpdate();
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glm::dvec3 transformedPosition(const dataloader::Dataset::Entry& e) const;
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virtual int nAttributesPerPoint() const;
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/**
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* Helper function to buffer the vertex attribute with the given name and number
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* of values. Assumes that the value is a float value.
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*
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* Returns the updated offset after this attribute is added
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*/
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int bufferVertexAttribute(const std::string& name, GLint nValues,
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int nAttributesPerPoint, int offset) const;
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virtual void updateBufferData();
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void updateSpriteTexture();
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/// Find the index of the currently chosen color parameter in the dataset
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int currentColorParameterIndex() const;
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/// Find the index of the currently chosen size parameter in the dataset
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int currentSizeParameterIndex() const;
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virtual void addPositionDataForPoint(unsigned int index, std::vector<float>& result,
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double& maxRadius) const;
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virtual void addColorAndSizeDataForPoint(unsigned int index,
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std::vector<float>& result) const;
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std::vector<float> createDataSlice();
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/**
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* A function that subclasses could override to initialize their own textures to
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* use for rendering, when the `_textureMode` is set to Other
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*/
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virtual void initializeCustomTexture();
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void initializeSingleTexture();
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void initializeMultiTextures();
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void clearTextureDataStructures();
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void loadTexture(const std::filesystem::path& path, int index);
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void initAndAllocateTextureArray(unsigned int textureId,
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glm::uvec2 resolution, size_t nLayers, bool useAlpha);
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void fillAndUploadTextureLayer(unsigned int arrayindex, unsigned int layer,
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size_t textureIndex, glm::uvec2 resolution, bool useAlpha, const void* pixelData);
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void generateArrayTextures();
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float computeDistanceFadeValue(const RenderData& data) const;
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void renderBillboards(const RenderData& data, const glm::dmat4& modelMatrix,
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const glm::dvec3& orthoRight, const glm::dvec3& orthoUp, float fadeInVariable);
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gl::GLenum internalGlFormat(bool useAlpha) const;
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ghoul::opengl::Texture::Format glFormat(bool useAlpha) const;
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bool _dataIsDirty = true;
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bool _spriteTextureIsDirty = false;
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bool _cmapIsDirty = true;
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bool _hasSpriteTexture = false;
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bool _hasDataFile = false;
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bool _hasColorMapFile = false;
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bool _hasDatavarSize = false;
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bool _hasLabels = false;
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struct SizeSettings : properties::PropertyOwner {
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explicit SizeSettings(const ghoul::Dictionary& dictionary);
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std::unique_ptr<SizeMappingComponent> sizeMapping;
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properties::FloatProperty scaleExponent;
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properties::FloatProperty scaleFactor;
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properties::BoolProperty useMaxSizeControl;
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properties::FloatProperty maxAngularSize;
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};
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SizeSettings _sizeSettings;
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struct ColorSettings : properties::PropertyOwner {
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explicit ColorSettings(const ghoul::Dictionary& dictionary);
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properties::Vec3Property pointColor;
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std::unique_ptr<ColorMappingComponent> colorMapping;
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properties::BoolProperty enableOutline;
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properties::Vec3Property outlineColor;
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properties::FloatProperty outlineWeight;
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};
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ColorSettings _colorSettings;
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struct Fading : properties::PropertyOwner {
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explicit Fading(const ghoul::Dictionary& dictionary);
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properties::Vec2Property fadeInDistances;
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properties::BoolProperty enabled;
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properties::BoolProperty invert;
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};
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Fading _fading;
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properties::BoolProperty _useAdditiveBlending;
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properties::BoolProperty _drawElements;
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properties::OptionProperty _renderOption;
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properties::UIntProperty _nDataPoints;
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struct Texture : properties::PropertyOwner {
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Texture();
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properties::BoolProperty enabled;
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properties::BoolProperty allowCompression;
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properties::BoolProperty useAlphaChannel;
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properties::StringProperty spriteTexturePath;
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properties::StringProperty inputMode;
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};
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Texture _texture;
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TextureInputMode _textureMode = TextureInputMode::Single;
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std::filesystem::path _texturesDirectory;
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ghoul::opengl::ProgramObject* _program = nullptr;
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UniformCache(
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cameraViewMatrix, projectionMatrix, modelMatrix, cameraPos, cameraLookup,
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renderOption, maxAngularSize, color, opacity, scaleExponent, scaleFactor, up,
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right, fadeInValue, hasSpriteTexture, spriteTexture, useColormap, colorMapTexture,
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cmapRangeMin, cmapRangeMax, nanColor, useNanColor, hideOutsideRange,
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enableMaxSizeControl, aboveRangeColor, useAboveRangeColor, belowRangeColor,
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useBelowRangeColor, hasDvarScaling, dvarScaleFactor, enableOutline, outlineColor,
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outlineWeight, aspectRatioScale
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) _uniformCache;
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std::string _dataFile;
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DistanceUnit _unit = DistanceUnit::Parsec;
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dataloader::Dataset _dataset;
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dataloader::DataMapping _dataMapping;
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std::unique_ptr<LabelsComponent> _labels;
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glm::dmat4 _transformationMatrix = glm::dmat4(1.0);
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GLuint _vao = 0;
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GLuint _vbo = 0;
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// List of (unique) loaded textures. The other maps refer to the index in this vector
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std::vector<std::unique_ptr<ghoul::opengl::Texture>> _textures;
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std::unordered_map<std::string, size_t> _textureNameToIndex;
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// Texture index in dataset to index in vector of textures
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std::unordered_map<int, size_t> _indexInDataToTextureIndex;
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// Resolution/format to index in textures vector (used to generate one texture
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// array per unique format)
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std::unordered_map<TextureFormat, std::vector<size_t>, TextureFormatHash>
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_textureMapByFormat;
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// One per resolution above
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struct TextureArrayInfo {
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GLuint renderId;
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GLint startOffset = -1;
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int nPoints = -1;
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glm::vec2 aspectRatioScale = glm::vec2(1.f);
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};
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std::vector<TextureArrayInfo> _textureArrays;
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struct TextureId {
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unsigned int arrayId;
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unsigned int layer;
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};
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std::unordered_map<size_t, TextureId> _textureIndexToArrayMap;
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};
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} // namespace openspace
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#endif // __OPENSPACE_MODULE_BASE___RENDERABLEPOINTCLOUD___H__
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