Moved powescaling shader funcitonality

- Added separete files for the power scaling algorithms
- Added shader tracking and updating for the new files
This commit is contained in:
Jonas Strandstedt
2014-06-25 16:44:07 -04:00
parent b6b6a7f51b
commit adec1fc215
5 changed files with 93 additions and 59 deletions

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@@ -22,8 +22,8 @@
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#ifndef POWERSCALING_H_HGLSL
#define POWERSCALING_H_HGLSL
#ifndef POWERSCALING_FS_H_HGLSL
#define POWERSCALING_FS_H_HGLSL
// Observable universe is 10^27m, setting the far value to extremely high, aka 30!! ERMAHGERD!

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@@ -0,0 +1,80 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#ifndef POWERSCALING_VS_H_HGLSL
#define POWERSCALING_VS_H_HGLSL
const float k = 10.0;
vec4 psc_addition(vec4 v1, vec4 v2) {
float ds = v2.w - v1.w;
if(ds >= 0) {
float p = pow(k,-ds);
return vec4(v1.x*p + v2.x, v1.y*p + v2.y, v1.z*p + v2.z, v2.w);
} else {
float p = pow(k,ds);
return vec4(v1.x + v2.x*p, v1.y + v2.y*p, v1.z + v2.z*p, v1.w);
}
}
vec4 psc_to_meter(vec4 v1, vec2 v2) {
float factor = v2.x * pow(k,v2.y + v1.w);
return vec4(v1.xyz * factor, 1.0);
}
vec4 psc_scaling(vec4 v1, vec2 v2) {
float ds = v2.y - v1.w;
if(ds >= 0) {
return vec4(v1.xyz * v2.x * pow(k,v1.w), v2.y);
} else {
return vec4(v1.xyz * v2.x * pow(k,v2.y), v1.w);
}
}
vec4 pscTransform(vec4 vertexPosition, vec4 cameraPosition, vec2 scaling, mat4 modelTransform) {
vec3 local_vertex_pos = mat3(modelTransform) * vertexPosition.xyz;
//vec4 lvp = ModelTransform * vertexPosition;
// PSC addition; local vertex position and the object power scaled world position
vec4 position = psc_addition(vec4(local_vertex_pos,vertexPosition.w),objpos);
//position = psc_addition(lvp,objpos);
// PSC addition; rotated and viewscaled vertex and the cmaeras negative position
position = psc_addition(position,vec4(-cameraPosition.xyz,cameraPosition.w));
// rotate the camera
local_vertex_pos = mat3(camrot) * position.xyz;
position = vec4(local_vertex_pos, position.w);
//position = camrot* position;
// rescales the scene to fit inside the view frustum
// is set from the main program, but these are decent values
// scaling = vec2(1.0, -8.0);
// project using the rescaled coordinates,
//vec4 vs_position_rescaled = psc_scaling(position, scaling);
return psc_to_meter(position, scaling);
}
#endif

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@@ -34,7 +34,7 @@ in float s;
#include "ABuffer/abufferStruct.hglsl"
#include "ABuffer/abufferAddToBuffer.hglsl"
#include "PowerScaling/powerScaling.hglsl"
#include "PowerScaling/powerScaling_fs.hglsl"
void main()
{

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@@ -43,71 +43,22 @@ out vec4 vs_normal;
out vec3 vs_position;
out float s;
const float k = 10.0;
vec4 psc_addition(vec4 v1, vec4 v2) {
float ds = v2.w - v1.w;
if(ds >= 0) {
float p = pow(k,-ds);
return vec4(v1.x*p + v2.x, v1.y*p + v2.y, v1.z*p + v2.z, v2.w);
} else {
float p = pow(k,ds);
return vec4(v1.x + v2.x*p, v1.y + v2.y*p, v1.z + v2.z*p, v1.w);
}
}
vec4 psc_to_meter(vec4 v1, vec2 v2) {
float factor = v2.x * pow(k,v2.y + v1.w);
return vec4(v1.xyz * factor, 1.0);
}
vec4 psc_scaling(vec4 v1, vec2 v2) {
float ds = v2.y - v1.w;
if(ds >= 0) {
return vec4(v1.xyz * v2.x * pow(k,v1.w), v2.y);
} else {
return vec4(v1.xyz * v2.x * pow(k,v2.y), v1.w);
}
}
#include "PowerScaling/powerScaling_vs.hglsl"
void main()
{
// set variables
vs_st = in_st;
//vs_stp = in_position.xyz;
// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
vs_normal = normalize(ModelTransform * vec4(in_normal,0));
// fetch model and view translation
//vec4 vertex_translate = ModelTransform[3];
// rotate and scale vertex with model transform and add the translation
vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
//vec4 lvp = ModelTransform * in_position;
// PSC addition; local vertex position and the object power scaled world position
vec4 position = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
//position = psc_addition(lvp,objpos);
// PSC addition; rotated and viewscaled vertex and the cmaeras negative position
position = psc_addition(position,vec4(-campos.xyz,campos.w));
// rotate the camera
local_vertex_pos = mat3(camrot) * position.xyz;
position = vec4(local_vertex_pos, position.w);
//position = camrot* position;
// rescales the scene to fit inside the view frustum
// is set from the main program, but these are decent values
// scaling = vec2(1.0, -8.0);
// project using the rescaled coordinates,
//vec4 vs_position_rescaled = psc_scaling(position, scaling);
vec4 vs_position_rescaled = psc_to_meter(position, scaling);
position = vs_position_rescaled;
vs_position = vs_position_rescaled.xyz;
s = vs_position_rescaled.w;
vec4 position = pscTransform(in_position, campos, scaling, ModelTransform);
vs_position = position.xyz;
s = position.w;
// project the position to view space
gl_Position = ViewProjection * vs_position_rescaled;
gl_Position = ViewProjection * position;
}

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@@ -90,6 +90,9 @@ bool ABuffer::initializeABuffer() {
addFunc("${SHADERS}/ABuffer/abufferSort.hglsl");
addFunc("${SHADERS}/ABuffer/abufferAddToBuffer.hglsl");
addFunc("${SHADERS}/ABuffer/abufferStruct.hglsl");
addFunc("${SHADERS}/PowerScaling/powerScaling_fs.hglsl");
addFunc("${SHADERS}/PowerScaling/powerScaling_vs.hglsl");
_resolveShader = nullptr;