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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>
70 lines
3.3 KiB
C++
70 lines
3.3 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___RENDERABLEPOLYGONCLOUD___H__
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#define __OPENSPACE_MODULE_BASE___RENDERABLEPOLYGONCLOUD___H__
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#include <modules/base/rendering/pointcloud/renderablepointcloud.h>
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#include <ghoul/opengl/ghoul_gl.h>
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namespace ghoul::opengl { class Texture; }
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namespace openspace {
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namespace documentation { struct Documentation; }
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/**
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* A billboarded point cloud, but with dynamically created uniform polygon shapes instead
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* of a custom texture. Overwrites the sprite set in parent class, RenderablePointCloud
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*/
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class RenderablePolygonCloud : public RenderablePointCloud {
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public:
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explicit RenderablePolygonCloud(const ghoul::Dictionary& dictionary);
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~RenderablePolygonCloud() override = default;
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void deinitializeGL() override;
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static documentation::Documentation Documentation();
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private:
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void initializeCustomTexture() override;
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void renderToTexture(GLuint textureToRenderTo, GLuint textureWidth,
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GLuint textureHeight);
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void renderPolygonGeometry(GLuint vao);
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int _nPolygonSides = 3;
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GLuint _pTexture = 0;
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GLuint _polygonVao = 0;
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GLuint _polygonVbo = 0;
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bool _textureIsInitialized = false;
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};
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} // namespace openspace
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#endif // __OPENSPACE_MODULE_BASE___RENDERABLEPOLYGONCLOUD___H__
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