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A passover of all the Parameters descriptions and PropertyInfo descriptions of the renderables in the code base to make then more consistently and concisely formatted. Also fixed some small issues and added or updated descriptions. * Start rephrasing propertyinfos for more consistency * Update eclipse cone propertyinfos * Update `RenderableFov` property infos and group colors in UI * `RenderableGalaxy` and `RenderableGlobe` * Update more descriptions * Moore descriptions * Update docs for `RenderableShadowCylinder` and add properties * `RenderableSkyTarget`, and spheres (`ImageOnline` and `ImageLocal`) * `RnederableSphericalGrid`, and update line width info of other types, for consistency * `RenderableStars` and `RenderableTimeVaryingSphere` * Update more propertyinfos * Fix inconsistent mentioning of true/false * change some phrasings for increased consistency * Update Renderbin description to include Sticker bin and remove extra property * Rename `OutlineWeight` -> `OutlineWidth` * Extend description about enable depth test for models * Clarify what relative values mean for `RenderableNodeArrow` * Elaborate on `RenderableLabel` size property --------- Co-authored-by: Alexander Bock <alexander.bock@liu.se> Co-authored-by: Ylva Selling <ylva.selling@gmail.com> Co-authored-by: Malin E <malin.ejdbo@gmail.com>
227 lines
8.8 KiB
C++
227 lines
8.8 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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#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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//
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// Note that while this renderable inherits the texture component from
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// RenderablePointCloud, any added texture information 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 rendering
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_hasSpriteTexture = true;
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_textureMode = TextureInputMode::Other;
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removePropertySubOwner(_texture);
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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::initializeCustomTexture() {
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ZoneScoped;
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if (_textureIsInitialized) {
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LWARNING("RenderablePolygonCloud texture cannot be updated during runtime");
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return;
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}
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LDEBUG("Creating Polygon Texture");
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constexpr gl::GLsizei TexSize = 512;
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// We don't use the helper function for the format and internal format here,
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// as we don't want the compression to be used for the polygon texture and we
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// always want alpha. This is also why we do not need to update the texture
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bool useAlpha = true;
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gl::GLenum format = gl::GLenum(glFormat(useAlpha));
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gl::GLenum internalFormat = GL_RGBA8;
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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(
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GL_TEXTURE_2D,
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0,
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internalFormat,
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TexSize,
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TexSize,
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0,
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format,
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GL_UNSIGNED_BYTE,
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nullptr
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);
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renderToTexture(_pTexture, TexSize, TexSize);
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// Download the data and use it to intialize the data we need to rendering.
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// Allocate memory: N channels, with one byte each
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constexpr unsigned int nChannels = 4;
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unsigned int arraySize = TexSize * TexSize * nChannels;
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std::vector<GLubyte> pixelData;
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pixelData.resize(arraySize);
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glBindTexture(GL_TEXTURE_2D, _pTexture);
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glGetTexImage(GL_TEXTURE_2D, 0, format, GL_UNSIGNED_BYTE, pixelData.data());
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// Create array from data, size and format
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unsigned int id = 0;
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D_ARRAY, id);
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initAndAllocateTextureArray(id, glm::uvec2(TexSize), 1, useAlpha);
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fillAndUploadTextureLayer(0, 0, 0, glm::uvec2(TexSize), useAlpha, pixelData.data());
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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_textureIsInitialized = true;
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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 = 0;
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std::array<GLint, 4> viewport;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
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glGetIntegerv(GL_VIEWPORT, viewport.data());
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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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const GLenum drawBuffers = 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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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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