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:milky_way: A virtual universe which lets you explore, analyze and present huge planetary datasets and large simulation data in real-time.

License: Other

Shell 1.07% Batchfile 0.85% CMake 3.18% HTML 4.74% CSS 2.22% JavaScript 5.52% C++ 76.06% GLSL 4.73% PowerShell 0.90% Cuda 0.72%
cosmoscout-vr cpp dlr german-aerospace-center opengl scientific-visualization solar-system spice virtual-reality wms

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cosmoscout-vr's Issues

Eclipses

The following things need to be done:

All eclipses

  • Integrate limb darkening.
  • Cache the shadow textures for reuse.
  • Generate lookup textures at perihelion and aphelion and interpolate between them to get better results for eccentric orbits.
  • The shadow textures should have an exponential scale on the vertical axis with the origin at the start of the penumbra.
  • The eclipse shader extension should use prefixes for all definitions to avoid name collisions.

Eclipses without atmospheres

  • The ray tracer needs to work in 3D.
  • Fix the wrong conversion factor in the photon tracer shader.
  • Do all calculations in double precision.
  • The lookup tables for the density and refractive indices should be a texture instead of an SSBO.
  • Move the texture tracing to the GPU. (NVIDIA has atomic floats)
  • (To enhance precision it might be worth having the origin at the bottom of the atmosphere instead of the body center.)

Eclipses with atmospheres

  • Generation of texture can be done on the GPU with a compute shader.

MinGW Support

CosmoScout VR currently doesn't compile with MinGW.

Known issues:

  • Curl doesn't compile, because it is missing the function recv
  • OpenSG is confused about which operating system it is compiled for

Failing plugin build with MSVC 14.2

cps-fly-to-locations and csp-sattelites are missing #include <string> in their respective Plugin.hpp files.

Without importing <string> building cosomoscout will fail.

Global geometric types and algorithms

The Problem

Simple 2D/3D geometric types and algorithms related to them (intersections, areas, volumes, distances) are implemented multiple times throughout the application and scattered over plugins.

The Solution

Create a small glm based utility package that implements common geometric types and related functions.

The Alternatives

Instead of developing it beforehand, the types and algorithms can be created on demand in the core engine.
So each time a new geometric type gets created for some functionality in a plugin it should be put in the core engines utility namespace, where it can be reused by other plugins.

Common Types

2D

  • Circle
  • Rectangle
  • Square
  • Triangle
  • Line
  • Ray
  • Curve
  • Spline

3D

  • Sphere
  • AABB
  • Box
  • Cube
  • Polygon
  • Line
  • Ray
  • Curve
  • Spline
  • Plane

Wrong focus after fly-to feature was used.

Describe the Bug

Using the fly-to-locations feature with MSL results in MSL always having the focus for rotation.

Steps to reproduce the behavior:

  1. Go to fly to locations in the GUI
  2. Click MSL
  3. Zoom out
  4. Try to rotate around Mars with left click pressed

Expected Behavior

The rotational center should be Mars when zooming out.

System

  • CosmoScout VR version 1.1.0
  • OS: SLED12
  • Compiler: GCC 8.1.0
  • Graphics Card: NVIDIA QUADRO P6000

Show data download progress on loading screen

The Problem

When started for the very first time, users are greeted with a black screen for several minutes, as the example data is downloaded.

The Solution

The progress of the individual downloads should be printed on the loading screen.

Add minutes in time speed steps.

Currently the time speed is goes from realtime directly to hours, which in some applications is to coarse.

I suggest adding minutes to the possible speeds.

Remove shader uniform location queries in the frame loop

A lot of shaders are querying the location of uniforms every frame, which should be avoided.
The uniform locations should be queries once after the shader has been linked and saved for reuse.

I propose the following convention for caching uniforms in a render class.

class SomeRenderer : public IVistaOpenGLDraw {
  public:
    SomeRenderer() {
        /* compile shader and link shader */
        mUniforms.mvp = glGetUniformLocation(mShader, "uMVP");
        mUniforms.color = glGetUniformLocation(mShader, "uColor");
        mUniforms.sunLocation = glGetUniformLocation(mShader, "uSunLocation");
    }

    /* ... */
  private:
    /* ... */

    uint32_t mShader;

    struct {
        uint32_t mvp;
        uint32_t color;
        uint32_t sunLocation;
    } mUniforms;
}

Classes wich query uniforms every frame:

cs-core

  • tools/Mark.cpp

cs-graphics

  • MouseRay.cpp

cs-gui

  • ScreenSpaceGuiArea.cpp
  • WorldSpaceGuiArea.cpp
  • SpriteGui.cpp

cs-scene

  • Trajectory.cpp

csp-atmospheres

  • VistaAtmosphere.cpp

csp-lod-bodies

  • TileRenderer.cpp
  • PlanetShader.cpp

csp-measurement-tools

  • PolygonTool.cpp
  • DipStrikeTool.cpp
  • EllipseTool.cpp
  • PathTool.cpp

csp-rings

  • Ring.cpp

csp-sharad

  • Sharad.cpp

csp-simple-bodies

  • SimpleBody.cpp

csp-stars

  • Stars.cpp

csp-trajectories

  • DeepSpaceDot.cpp
  • SunFlare.cpp

Evaluate Github Actions as replacement for Travis

I am currently performing some experiments in feature/actions. Here is the current status:

  • Build on Windows
  • Build on Linux with gcc
  • Build on Linux with clang
  • Run clang-format validation
  • Trigger CI with pushes to master and develop
  • Trigger CI for pull requests
  • Trigger CI with [run-ci] in commit messages
  • Experiment with OSX builds
  • Use github actions to produce binary builds for windows and linux
  • Upload binary builds directly to Github release
  • Use some kind of cache to speed up builds

IDE setup documentation

Document the project setup with different IDEs.

  • Visual Studio
  • Visual Studio Code
  • Sublime
  • CLion
    • Linux
    • Windows
  • QT Creator
  • Eclipse?
  • CodeBlocks?

Reduce the number of redundant shaders

There are several classes which are instantiated multiple times with each instance having an identical shader program. This should be optimized! Here are some classes which are affected:

  • WorldSpaceGuiArea.hpp
  • ScreenSpaceGuiArea.hpp
  • Trajectory.hpp
  • Mark.hpp
  • Sunflare.hpp
  • DeepSpaceDot.hpp
  • SimpleBody.hpp
  • Sharad.hpp
  • Ring.hpp
  • PolygonTool.hpp
  • PathTool.hpp
  • EllipseTool.hpp
  • DipStrikeTool.hpp

Error proof config parsing

Check for errors in the config and catch them to prevent crashes. Also give the user useful feedback.

  • core
  • anchor-labels
  • atmospheres
  • fly-to-locations
  • lod-bodies
  • measurement-tools
  • rings
  • satellites
  • sharad
  • simple-bodies
  • stars
  • trajectories

Automatic compilation of plugins

It would be great if plugins checked out to the plugins directory would not need to be registered in the plugins/CMakeLists.txt.

This CMakeLists.txt should loop over all plugin directories. In order to enable or disable building a specific plugin, an option should be added to each and every plugin's CMakeLists.txt.

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