mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-02 01:30:34 -06:00
* Start refactoring billboardscloud renderable * Remove extra unit computation in geometry shader * More refactor and fix size parameter not working without colormap (it never did) * Remove redundant bool in shader * Divide settings into property owners * Refactor colormap * More refactoring (utilize properties for visiblity) * Remove redundant extra data structures for options * Move data logic to the colormap settings structure * Remove confusing correction size properties * Separate polygon cloud into its own renderable * Clean up some unused code * Update some property descriptions * Split some more code out into functions * Remove odd and unused "linear filtering" Should be reimplemented ina better way in a general color map overhaul * Start refactoring some more properties * Make color optional and remove redundant color assignments in assets * Refactor color-parameter input and make range mapping work correctly * Code cleanup (unused code and fix data types) * Rename ScaleFactor to ScaleExponent * Add a scale factor as well, as they're easier to use, and clarify documentation * Fix faultily renamed scale factors * Remove confusing multiplication for scale exponent * Fix problem with points not appearing when _drawElements was set to true * Move all colormapsettings into its own table in the asset files * Move scaling/sizing into its own table as well * Group sizing properties and remove min pixel size limit (was always zero) * Add some docs and rename a parameter to avoid repetition * Remove IsExact colormap and add an option to hide outliers OBS! Still need to update the actual cmap files * Add property to disable size mapping * Increase pixel size of polyon texture - reduces jagged edges * Remove unused points class * Rename files and billboard class, to make it clearer that it is a point cloud * Move size mapping into size settings * Move color map properties out into its own component * Move color map related computations into the new component * Add outlier colors, to cover some specific color mapping issues * Automatically fill parameter options if no colormap parameters were defined * Move all color-related parameters to under one property owner * Inlcude changes from matrix maintenance * Add a checkbox to disable additive blending * Remove a unused variable in shader * DO color maping on the graphics card instead of CPU, using a texture * WIP remove old "Outliers" and start introducing concept of no data colors instead * Move speck loader to core and divide into a general data loader and a speck specific loader (In preparation for adding CSV support) * More labelscomponent to core * Fix a faulty header * Handle NaN values * Rename color map component property owner It's not just the color map, but the settings for the entire mapping * Hide point with nan value is show missing data is not selected * Fix labels component documentation after move * Add option to not provide any texture, and use a sphere generated form the shader * Don't crash when loading unsupported data formats :) * Add some TODO comments that should be addressed before merge * Move renderables from DU module to base, and do some header cleanup * Move colormapping component to core ad rename it to make it clear that it is not the color map itself * Add above, below and nan color values to cmap loading * Remove missing Data value specs in asset (and use belowRange in cmap instead) * Make warning about wrong color number more verbose * Add TODO comment about colormap, and actually used color in prev version, to localdwarfs * WIP: Load CSV files * Update some property visbility * Check if chosen parameter options actually exist * Fix fault column check * Update example asset to cover more different cases * Use new asset.resource loading * Update asset versions (major update) * Add parent documentation for RenderablePolygonCloud * Add point cloud example with size scaling and add TODO comment * Add example with textured points * Don't blend textured points * Fix problem with shaders being confused about texture units * Bring back deepsky points color * Start implementing more sophisticated datamapping for point data files * Allow reading datamapping from input dictionary * Load dataset in constructor instead Solves problem with color map columns not loading for big datasets when loaded the first time * Fix crash from reading column value that is interpreted as inf * Inlcude information about data mapping when caching dataset Updating the parameters now leads to an updated caching of the data file * Adapt to tolower update * Add option to specify columns to exclude in load (for CSV files) * Start updating some docs * Add a readonly property that shows the number of data points * Rename example asset to shorter name * Add option for not using cache when loading dataset * Fix some errors in example asset * Set scaleExponent from max position if not specified That way the points are always visible, even when no exponent is given * Restructure and add explanations in example asset * Add option to not cache labels component data file * Add example file with labels and units * Compute fade distances in model coordinates instead of world space (issue #1746) * Add possiblity to invert fading and add exmaple asset * Make a separate propertyowner for fading settings * Update docs * Add example asset with custom data mapping * Address some of my own review comments * Read provided Parameter from asset * Read ValueRange from asset * Add example asset for more advanced color mapping settings * Allow using the same column for two position coordinate axes * Update src/rendering/colormappingcomponent.cpp Co-authored-by: Alexander Bock <alexander.bock@liu.se> * Update src/data/datamapping.cpp * Use helper function for tolowercase * Simplify some std::optional handling, and fix broken assignment from code review fix * Update data file versions to get updated cmap files * Include a progress bar to show progress of CSV data loading * Update csv data-to-float parsing for clang * Add a description about why `openspace.absPath` is used in the file instead of `asset.resource` * Apply suggestions from code review * Apply suggestions from code review * Add some missing info in documentation * Place size-related property descriptions next to each other * Remove the explicitly set renderbin * Fix overly complicated description * Fix polygon texture not being used * Add polygon cloud example * only bind texture and activate texture unit when required * Rename alpha to opacity in shader * Fix value range not loading, and make first parameter in list the default * Rename Pixel Size property * Use base 10 for scale exponent instead of base e * Update src/data/datamapping.cpp * Update modules/base/shaders/billboardpoint_gs.glsl * Remove some redundant asset settings (Home label) * Review comments * Add TODO comment for localdwarfs asset (Speck file reading problems) * Oops, forgot part of the comment * Apply suggestions from code review Co-authored-by: Alexander Bock <alexander.bock@liu.se> * More code review fixes * Fix faulty isReady check when labels are included * Apply suggestions from code review Co-authored-by: Alexander Bock <alexander.bock@liu.se> * Apply suggestions from code review Co-authored-by: Alexander Bock <alexander.bock@liu.se> * More code review updates --------- Co-authored-by: Alexander Bock <alexander.bock@liu.se>
330 lines
12 KiB
C++
330 lines
12 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2023 *
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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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#include <modules/base/rendering/grids/renderablesphericalgrid.h>
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#include <modules/base/basemodule.h>
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#include <openspace/engine/globals.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/util/updatestructures.h>
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#include <openspace/documentation/verifier.h>
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#include <ghoul/glm.h>
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#include <ghoul/filesystem/filesystem.h>
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#include <ghoul/opengl/openglstatecache.h>
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#include <ghoul/opengl/programobject.h>
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#include <optional>
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namespace {
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constexpr openspace::properties::Property::PropertyInfo ColorInfo = {
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"Color",
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"Color",
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"This value determines the color of the grid lines that are rendered",
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// @VISIBILITY(1.25)
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openspace::properties::Property::Visibility::NoviceUser
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};
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constexpr openspace::properties::Property::PropertyInfo SegmentsInfo = {
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"Segments",
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"Number of Segments",
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"This value specifies the number of segments that are used to render the "
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"surrounding sphere",
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// @VISIBILITY(2.25)
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openspace::properties::Property::Visibility::User
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};
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constexpr openspace::properties::Property::PropertyInfo LineWidthInfo = {
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"LineWidth",
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"Line Width",
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"This value specifies the line width of the spherical grid",
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// @VISIBILITY(1.67)
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openspace::properties::Property::Visibility::NoviceUser
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};
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static const openspace::properties::PropertyOwner::PropertyOwnerInfo LabelsInfo = {
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"Labels",
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"Labels",
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"The labels for the grid"
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};
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struct [[codegen::Dictionary(RenderableSphericalGrid)]] Parameters {
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// [[codegen::verbatim(ColorInfo.description)]]
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std::optional<glm::vec3> color [[codegen::color()]];
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// [[codegen::verbatim(SegmentsInfo.description)]]
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std::optional<int> segments;
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// [[codegen::verbatim(LineWidthInfo.description)]]
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std::optional<float> lineWidth;
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// [[codegen::verbatim(LabelsInfo.description)]]
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std::optional<ghoul::Dictionary> labels
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[[codegen::reference("labelscomponent")]];
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};
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#include "renderablesphericalgrid_codegen.cpp"
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} // namespace
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namespace openspace {
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documentation::Documentation RenderableSphericalGrid::Documentation() {
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return codegen::doc<Parameters>("base_renderable_sphericalgrid");
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}
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RenderableSphericalGrid::RenderableSphericalGrid(const ghoul::Dictionary& dictionary)
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: Renderable(dictionary)
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, _gridProgram(nullptr)
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, _color(ColorInfo, glm::vec3(0.5f), glm::vec3(0.f), glm::vec3(1.f))
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, _segments(SegmentsInfo, 36, 4, 200)
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, _lineWidth(LineWidthInfo, 0.5f, 1.f, 20.f)
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{
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const Parameters p = codegen::bake<Parameters>(dictionary);
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addProperty(Fadeable::_opacity);
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_color = p.color.value_or(_color);
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_color.setViewOption(properties::Property::ViewOptions::Color);
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addProperty(_color);
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_segments = p.segments.value_or(_segments);
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_segments.onChange([this]() {
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if (_segments.value() % 2 == 1) {
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_segments = _segments - 1;
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}
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_gridIsDirty = true;
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});
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addProperty(_segments);
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_lineWidth = p.lineWidth.value_or(_lineWidth);
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addProperty(_lineWidth);
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// Radius is always 1
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setBoundingSphere(1.0);
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if (p.labels.has_value()) {
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_labels = std::make_unique<LabelsComponent>(*p.labels);
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_hasLabels = true;
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addPropertySubOwner(_labels.get());
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// Fading of the labels should also depend on the fading of the renderable
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_labels->setParentFadeable(this);
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}
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}
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bool RenderableSphericalGrid::isReady() const {
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return _hasLabels ? _gridProgram && _labels->isReady() : _gridProgram != nullptr;
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}
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void RenderableSphericalGrid::initialize() {
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if (_hasLabels) {
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_labels->initialize();
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_labels->loadLabels();
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}
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}
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void RenderableSphericalGrid::initializeGL() {
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_gridProgram = BaseModule::ProgramObjectManager.request(
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"GridProgram",
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[]() -> std::unique_ptr<ghoul::opengl::ProgramObject> {
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return global::renderEngine->buildRenderProgram(
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"GridProgram",
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absPath("${MODULE_BASE}/shaders/grid_vs.glsl"),
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absPath("${MODULE_BASE}/shaders/grid_fs.glsl")
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);
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}
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);
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glGenVertexArrays(1, &_vaoID);
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glGenBuffers(1, &_vBufferID);
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glGenBuffers(1, &_iBufferID);
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glBindVertexArray(_vaoID);
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glBindBuffer(GL_ARRAY_BUFFER, _vBufferID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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}
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void RenderableSphericalGrid::deinitializeGL() {
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glDeleteVertexArrays(1, &_vaoID);
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_vaoID = 0;
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glDeleteBuffers(1, &_vBufferID);
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_vBufferID = 0;
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glDeleteBuffers(1, &_iBufferID);
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_iBufferID = 0;
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BaseModule::ProgramObjectManager.release(
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"GridProgram",
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[](ghoul::opengl::ProgramObject* p) {
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global::renderEngine->removeRenderProgram(p);
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}
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);
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_gridProgram = nullptr;
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}
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void RenderableSphericalGrid::render(const RenderData& data, RendererTasks&){
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_gridProgram->activate();
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auto [modelTransform, modelViewTransform, modelViewProjectionTransform] =
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calcAllTransforms(data);
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_gridProgram->setUniform("modelViewTransform", modelViewTransform);
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_gridProgram->setUniform("MVPTransform", modelViewProjectionTransform);
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_gridProgram->setUniform("opacity", opacity());
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_gridProgram->setUniform("gridColor", _color);
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// Change GL state:
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#ifndef __APPLE__
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glLineWidth(_lineWidth);
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#else
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glLineWidth(1.f);
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#endif
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glEnablei(GL_BLEND, 0);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_LINE_SMOOTH);
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glDepthMask(false);
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glBindVertexArray(_vaoID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
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glDrawElements(_mode, _isize, GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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_gridProgram->deactivate();
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// Restore GL State
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global::renderEngine->openglStateCache().resetBlendState();
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global::renderEngine->openglStateCache().resetLineState();
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global::renderEngine->openglStateCache().resetDepthState();
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// Draw labels
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if (_hasLabels && _labels->enabled()) {
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const glm::vec3 lookup = data.camera.lookUpVectorWorldSpace();
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const glm::vec3 viewDirection = data.camera.viewDirectionWorldSpace();
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glm::vec3 right = glm::cross(viewDirection, lookup);
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const glm::vec3 up = glm::cross(right, viewDirection);
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const glm::dmat4 worldToModelTransform = glm::inverse(modelTransform);
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glm::vec3 orthoRight = glm::normalize(
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glm::vec3(worldToModelTransform * glm::vec4(right, 0.0))
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);
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if (orthoRight == glm::vec3(0.0)) {
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glm::vec3 otherVector = glm::vec3(lookup.y, lookup.x, lookup.z);
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right = glm::cross(viewDirection, otherVector);
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orthoRight = glm::normalize(
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glm::vec3(worldToModelTransform * glm::vec4(right, 0.0))
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);
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}
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const glm::vec3 orthoUp = glm::normalize(
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glm::vec3(worldToModelTransform * glm::dvec4(up, 0.0))
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);
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_labels->render(data, modelViewProjectionTransform, orthoRight, orthoUp);
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}
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}
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void RenderableSphericalGrid::update(const UpdateData&) {
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if (_gridIsDirty) {
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_isize = 6 * _segments * _segments;
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_vsize = (_segments + 1) * (_segments + 1);
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_varray.resize(_vsize);
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Vertex v = { 0.f, 0.f, 0.f };
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std::fill(_varray.begin(), _varray.end(), v);
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_iarray.resize(_isize);
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std::fill(_iarray.begin(), _iarray.end(), 0);
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int nr = 0;
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const float fsegments = static_cast<float>(_segments);
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for (int nSegment = 0; nSegment <= _segments; ++nSegment) {
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// define an extra vertex around the y-axis due to texture mapping
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for (int j = 0; j <= _segments; j++) {
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const float fi = static_cast<float>(nSegment);
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const float fj = static_cast<float>(j);
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// inclination angle (north to south)
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const float theta = fi * glm::pi<float>() / fsegments * 2.f; // 0 -> PI
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// azimuth angle (east to west)
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const float phi = fj * glm::pi<float>() * 2.0f / fsegments; // 0 -> 2*PI
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const float x = sin(phi) * sin(theta); //
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const float y = cos(theta); // up
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const float z = cos(phi) * sin(theta); //
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glm::vec3 normal = glm::vec3(x, y, z);
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if (!(x == 0.f && y == 0.f && z == 0.f)) {
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normal = glm::normalize(normal);
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}
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glm::vec4 tmp(x, y, z, 1.f);
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glm::mat4 rot = glm::rotate(
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glm::mat4(1.f),
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glm::half_pi<float>(),
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glm::vec3(1.f, 0.f, 0.f)
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);
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tmp = glm::vec4(glm::dmat4(rot) * glm::dvec4(tmp));
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for (int i = 0; i < 3; i++) {
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_varray[nr].location[i] = tmp[i];
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}
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++nr;
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}
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}
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nr = 0;
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// define indices for all triangles
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for (int i = 1; i <= _segments; ++i) {
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for (int j = 0; j < _segments; ++j) {
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const int t = _segments + 1;
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_iarray[nr] = t * (i - 1) + j + 0; ++nr;
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_iarray[nr] = t * (i + 0) + j + 0; ++nr;
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_iarray[nr] = t * (i + 0) + j + 1; ++nr;
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_iarray[nr] = t * (i - 1) + j + 1; ++nr;
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_iarray[nr] = t * (i - 1) + j + 0; ++nr;
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}
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}
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glBindVertexArray(_vaoID);
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glBindBuffer(GL_ARRAY_BUFFER, _vBufferID);
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glBufferData(
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GL_ARRAY_BUFFER,
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_vsize * sizeof(Vertex),
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_varray.data(),
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GL_STATIC_DRAW
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);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), nullptr);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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_isize * sizeof(int),
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_iarray.data(),
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GL_STATIC_DRAW
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);
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_gridIsDirty = false;
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}
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}
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} // namespace openspace
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