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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>
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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