Mobile Celestia for iOS beta testing

The place to discuss creating, porting and modifying Celestia's source code.
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Markerz
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Mobile Celestia for iOS beta testing

Post #1by Markerz » 20.02.2020, 13:39

i released a beta version on testflight, since it's a new platform and onboarding tutorial is not yet present, here i address the gestures about using it.

gestures (you will see a tutorial the first time you launch it):
1. one finger drag/pan, to rotate around a body (right click(or control click) drag on desktop)
2. two finger drag/pan, to move around (left click drag on desktop)
3. two finger pinch, to zoom in/out (mousewheel on desktop)
4. one finger tap (left click on desktop)
5. drag/pan from right edge of screen to show action menus

beta1, some other information
1. it is based on the master branch of Celestia with little modification.
2. supports iOS 11+, so you should at least have an iPhone 5S or later, iPad Air or later, or iPod Touch to run it.
3. opening .cel/.celx is supported

new in beta2:
1. Fixed globular rendering
2. Use two finger pinch to zoom in/out
3. Support opening cel:// URLs (Celestia should be started before opening cel:// URLs)
4. Added an onboard/tutorial page on first launch
5. Allow launching with custom celestia.cfg/data folder
6. Added camera control to change observer's view
7. Sharing button shares a generated URL instead of an image
8. Crash reports will be sent to Visual Studio App Center

new in beta3:
1. Asking for confirmation before opening a url/running a script
2. Add hint for camera control (yaw/roll/pitch)
3. Add favorite page for bookmarks/scripts
4. Disable application idle timer when launched
5. Add script control
6. Sidebar revamp

new in beta4:
1. Use extras in the document folder (you can see in iTunes/Finder on macOS and Files on iOS) as the add-on folder to load
2. Always hide status bar

some future plans include:
1. testing with existing plugins/projects, Celesta Origin
2. a website hosting celestia urls/scripts, to support sharing
3. eclipse finder

join the testflight for Mobile Celestia in the link below (current beta tester number limit is 100) :smile: spread the news and i'm hoping for suggestions for improvements

https://testflight.apple.com/join/VPp0g68O

IMG_82592F0C392D-1.jpg


original post...

Recently I have been testing whether Celestia work with glshim, I used gl4es gl4es since it's still maintained.

there was some modification done to the source code, getting rid of glew header/macro, getting rid of gl calls with EXT suffix, used GLU from another source. then it worked with many flaws. as a proof of concept, you can check the video in the attachment of Celestia running on an iPhone X.

unnamed.mov.zip
(4.02 MiB) Downloaded 15 times
Last edited by Markerz on 30.03.2020, 11:36, edited 10 times in total.

onetwothree
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Post #2by onetwothree » 20.02.2020, 16:08

Great work!

I'd suggest to move your celutil/gl.h to celengine as this is a more correct place for it. It will be later moved to celrender/ subfolder when I remove rest of GL calls from from other parts of engine. I also possibly will remove GLU completely, we use it for mipmapping (natively supported in GL>=1.4) and error reporting (basically useless, maybe i removed it already).

And no need for "#ifdef __cplusplus" as we use C++ only.

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Post #3by Anthony_B_Russo10 » 21.02.2020, 03:43

Very Cool, but at that point that build is well below an alpha release and there will have to be a way of getting addons onto an iOS version of Celestia.
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Post #4by Markerz » 21.02.2020, 05:16

onetwothree wrote:I'd suggest to move your celutil/gl.h to celengine as this is a more correct place for it. It will be later moved to celrender/ subfolder when I remove rest of GL calls from from other parts of engine. I also possibly will remove GLU completely, we use it for mipmapping (natively supported in GL>=1.4) and error reporting (basically useless, maybe i removed it already).

that commit definitely still needs some more modification, looking forward to making it happen. making it available on iOS means it will work on Android too, as long as there is an Android developer around :wink:

Added after 3 minutes 24 seconds:
Anthony_B_Russo10 wrote:Very Cool, but at that point that build is well below an alpha release and there will have to be a way of getting addons onto an iOS version of Celestia.

still a lot are missing, for rendering, texture and font are very broken, also user interaction and detail UI are not implemented. there will not be a release until I get the essential part working.

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Post #5by Lafuente_Astronomy » 21.02.2020, 12:02

Is it just me, or is this the birth of Celestia for Smartphone?
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Post #6by Anthony_B_Russo10 » 21.02.2020, 15:14

It is, and soon there may be something on Android. Which will mean more versions to archive, which for Android will be easy.
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Post #7by Markerz » 22.02.2020, 05:07

got the texture working, used a previous version of gl4es so it should be gl4es's problem that it wasn't working. so now the earth has a surface now, with atmosphere turned off.
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Post #8by Anthony_B_Russo10 » 22.02.2020, 13:40

It somewhat reminds me of version 1.0 under Windows now.
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Post #9by Markerz » 25.02.2020, 09:14

some new results, with the correct depth format set, atmosphere, rings renders correctly. added some interaction, if anyone is interested, he can check in the video in the attachment

IMG_2384.PNG

IMG_2383.PNG
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Post #10by Lafuente_Astronomy » 25.02.2020, 15:05

Those look good indeed
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Post #11by Anthony_B_Russo10 » 25.02.2020, 15:14

Agreed, you just want to try and set the field of view to be higher.
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Post #12by Lafuente_Astronomy » 25.02.2020, 15:22

And, there should also be a feature to allow you to make your own celestial bodies, so that we can do our addon-making in there as well. Though if you want it complicated, then perhaps, it is wise to buy a really powerful SD card for that. I'm looking at you, anyone who is going to make very large and comprehensive addons in there
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Post #13by Gurren Lagann » 25.02.2020, 16:43

I'm in the "anyone who is going to make very large and comprehensive addons in there" category

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Post #14by Lafuente_Astronomy » 25.02.2020, 21:49

Gurren Lagann wrote:I'm in the "anyone who is going to make very large and comprehensive addons in there" category

Indeed you are. Hope your phone doesn't crack or break internally
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Post #15by Markerz » 26.02.2020, 06:30

I will upload a beta version on TestFlight soon, so anyone can try out on his phone. :wink:

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Post #16by Markerz » 27.02.2020, 04:44

the beta testing link is online, check the original post, you can share it with other people, so there can be more people getting involved in making it better!

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Post #17by Gurren Lagann » 27.02.2020, 15:02

So when will the Android version come out?

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Post #18by Anthony_B_Russo10 » 27.02.2020, 16:45

Markers, is there a way you can add this to the Archive repository?
https://github.com/Anthony-B-Russo10/Celestia-Archive
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Post #19by Lafuente_Astronomy » 27.02.2020, 22:08

This is going to be a major development in the future, so I'm putting it in Announcements
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Post #20by Markerz » 28.02.2020, 01:54

Gurren Lagann wrote:So when will the Android version come out?

i can't really speak for this, i have very limited development with Android. but if any Android developer is willing to volunteer, i could provide help to get the renderer to work on Android

Added after 1 minute 30 seconds:
Anthony_B_Russo10 wrote:Markers, is there a way you can add this to the Archive repository?
https://github.com/Anthony-B-Russo10/Celestia-Archive

the binary would hardly be useful, one can only install iOS apps from AppStore/Testflight on normal iOS devices.


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