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* 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>
194 lines
7.6 KiB
C++
194 lines
7.6 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/pointcloud/renderablepolygoncloud.h>
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#include <openspace/documentation/documentation.h>
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#include <ghoul/filesystem/filesystem.h>
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#include <ghoul/glm.h>
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#include <ghoul/logging/logmanager.h>
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#include <ghoul/opengl/programobject.h>
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#include <ghoul/opengl/texture.h>
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#include <optional>
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namespace {
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constexpr std::string_view _loggerCat = "RenderablePolygonCloud";
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// A RenderablePolygonCloud is a RenderablePointCloud where the shape of the points
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// is a uniform polygon with a given number of sides instead of a texture. For
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// instance, PolygonSides = 5 results in the points being rendered as pentagons.
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// Note that while this renderable inherits the texture property from
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// RenderablePointCloud, any added texture value will be ignored in favor of the
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// polygon shape.
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//
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// See documentation of RenderablePointCloud for details on the other parts of the
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// point cloud rendering.
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struct [[codegen::Dictionary(RenderablePolygonCloud)]] Parameters {
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// The number of sides for the polygon used to represent each point. Default is
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// 3, i.e. to use triangles
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std::optional<int> polygonSides [[codegen::greaterequal(3)]];
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};
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#include "renderablepolygoncloud_codegen.cpp"
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} // namespace
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namespace openspace {
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documentation::Documentation RenderablePolygonCloud::Documentation() {
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return codegen::doc<Parameters>(
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"base_renderablepolygoncloud",
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RenderablePointCloud::Documentation()
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);
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}
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RenderablePolygonCloud::RenderablePolygonCloud(const ghoul::Dictionary& dictionary)
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: RenderablePointCloud(dictionary)
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{
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const Parameters p = codegen::bake<Parameters>(dictionary);
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_nPolygonSides = p.polygonSides.value_or(_nPolygonSides);
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// The texture to use for the rendering will be generated in initializeGl. Make sure
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// we use it in the rnedering
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_hasSpriteTexture = true;
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}
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void RenderablePolygonCloud::initializeGL() {
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ZoneScoped;
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RenderablePointCloud::initializeGL();
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createPolygonTexture();
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}
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void RenderablePolygonCloud::deinitializeGL() {
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glDeleteBuffers(1, &_polygonVbo);
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_polygonVbo = 0;
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glDeleteVertexArrays(1, &_polygonVao);
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_polygonVao = 0;
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glDeleteTextures(1, &_pTexture);
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RenderablePointCloud::deinitializeGL();
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}
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void RenderablePolygonCloud::bindTextureForRendering() const {
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glBindTexture(GL_TEXTURE_2D, _pTexture);
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}
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void RenderablePolygonCloud::createPolygonTexture() {
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ZoneScoped;
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LDEBUG("Creating Polygon Texture");
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constexpr gl::GLsizei TexSize = 512;
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glGenTextures(1, &_pTexture);
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glBindTexture(GL_TEXTURE_2D, _pTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Stopped using a buffer object for GL_PIXEL_UNPACK_BUFFER
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, TexSize, TexSize, 0, GL_RGBA, GL_BYTE, nullptr);
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renderToTexture(_pTexture, TexSize, TexSize);
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}
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void RenderablePolygonCloud::renderToTexture(GLuint textureToRenderTo,
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GLuint textureWidth, GLuint textureHeight)
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{
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LDEBUG("Rendering to Texture");
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// Saves initial Application's OpenGL State
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GLint defaultFBO;
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GLint viewport[4];
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
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glGetIntegerv(GL_VIEWPORT, viewport);
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GLuint textureFBO;
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glGenFramebuffers(1, &textureFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, textureFBO);
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GLenum drawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, drawBuffers);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureToRenderTo, 0);
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glViewport(viewport[0], viewport[1], textureWidth, textureHeight);
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if (_polygonVao == 0) {
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glGenVertexArrays(1, &_polygonVao);
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}
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if (_polygonVbo == 0) {
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glGenBuffers(1, &_polygonVbo);
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}
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glBindVertexArray(_polygonVao);
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glBindBuffer(GL_ARRAY_BUFFER, _polygonVbo);
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constexpr std::array<GLfloat, 4> VertexData = {
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// x y z w
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0.f, 0.f, 0.f, 1.f,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(VertexData), VertexData.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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renderPolygonGeometry(_polygonVao);
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// Restores Applications' OpenGL State
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glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
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glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
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glDeleteBuffers(1, &_polygonVbo);
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glDeleteVertexArrays(1, &_polygonVao);
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glDeleteFramebuffers(1, &textureFBO);
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}
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void RenderablePolygonCloud::renderPolygonGeometry(GLuint vao) {
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std::unique_ptr<ghoul::opengl::ProgramObject> program =
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ghoul::opengl::ProgramObject::Build(
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"RenderablePointCloud_Polygon",
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absPath("${MODULE_BASE}/shaders/polygon_vs.glsl"),
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absPath("${MODULE_BASE}/shaders/polygon_fs.glsl"),
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absPath("${MODULE_BASE}/shaders/polygon_gs.glsl")
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);
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program->activate();
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constexpr glm::vec4 Black = glm::vec4(0.f, 0.f, 0.f, 0.f);
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glClearBufferfv(GL_COLOR, 0, glm::value_ptr(Black));
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program->setUniform("sides", _nPolygonSides);
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program->setUniform("polygonColor", _colorSettings.pointColor);
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glBindVertexArray(vao);
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glDrawArrays(GL_POINTS, 0, 1);
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glBindVertexArray(0);
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program->deactivate();
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}
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} // namespace openspace
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