/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2017 * * * * 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 TEXTURETILE_HGLSL #define TEXTURETILE_HGLSL // Must match the values in tiledataset.cpp // (could be set as shader preprocessing data so that multiple definitions // are not needed) #define TILE_PIXEL_START_OFFSET ivec2(-2) #define TILE_PIXEL_SIZE_DIFFERENCE ivec2(4) vec4 patchBorderOverlay(vec2 uv, vec3 borderColor, float borderSize) { vec2 uvOffset = uv - vec2(0.5); float thres = 0.5 - borderSize/2; bool isBorder = abs(uvOffset.x) > thres || abs(uvOffset.y) > thres; vec3 color = isBorder ? borderColor : vec3(0); return vec4(color, 0); } ///////////////////////////////////////////////////////////////////// // ChunkTile Depth Transform // ///////////////////////////////////////////////////////////////////// struct TileDepthTransform { float depthScale; float depthOffset; }; float getTransformedTexVal(const TileDepthTransform transform, const float val){ return transform.depthOffset + transform.depthScale * val; } vec4 getTransformedTexVal(const TileDepthTransform transform, const vec4 val){ return transform.depthOffset + transform.depthScale * val; } ///////////////////////////////////////////////////////////////////// // ChunkTile UV Transform // ///////////////////////////////////////////////////////////////////// struct TileUvTransform { vec2 uvOffset; vec2 uvScale; }; ///////////////////////////////////////////////////////////////////// // ChunkTile // ///////////////////////////////////////////////////////////////////// struct ChunkTile { sampler2D textureSampler; TileUvTransform uvTransform; }; vec2 compensateSourceTextureSampling(vec2 startOffset, vec2 sizeDiff, const ChunkTile chunkTile, vec2 tileUV){ ivec2 resolution = textureSize(chunkTile.textureSampler, 0); vec2 sourceSize = vec2(resolution) + sizeDiff; vec2 currentSize = vec2(resolution); vec2 sourceToCurrentSize = currentSize / sourceSize; tileUV = sourceToCurrentSize * (tileUV - startOffset / sourceSize); return tileUV; } vec2 TileUVToTextureSamplePosition(const ChunkTile chunkTile, vec2 tileUV){ vec2 uv = chunkTile.uvTransform.uvOffset + chunkTile.uvTransform.uvScale * tileUV; uv = compensateSourceTextureSampling(vec2(-2), vec2(4), chunkTile, uv); return uv; } vec4 getTexVal(const ChunkTile chunkTile, vec2 tileUV){ vec2 samplePosition = TileUVToTextureSamplePosition(chunkTile, tileUV); vec4 texVal = texture(chunkTile.textureSampler, samplePosition); return texVal; } ///////////////////////////////////////////////////////////////////// // Chunk Tile Pile // ///////////////////////////////////////////////////////////////////// struct ChunkTilePile { ChunkTile chunkTile0; ChunkTile chunkTile1; ChunkTile chunkTile2; }; struct LayerSettings { float opacity; float gamma; float multiplier; }; struct Layer { ChunkTilePile pile; TileDepthTransform depthTransform; LayerSettings settings; }; struct LevelWeights { float w1; float w2; float w3; }; float getLevelInterpolationParameter(int chunkLevel, float distanceScaleFactor, float distToVertexOnEllipsoid){ float projectedScaleFactor = distanceScaleFactor / distToVertexOnEllipsoid; float desiredLevel = log2(projectedScaleFactor); return chunkLevel - desiredLevel; } LevelWeights getLevelWeights(float levelInterpolationParameter){ LevelWeights levelWeights; levelWeights.w1 = clamp(1 - levelInterpolationParameter, 0 , 1); levelWeights.w2 = (clamp(levelInterpolationParameter, 0 , 1) - clamp(levelInterpolationParameter - 1, 0 , 1)); levelWeights.w3 = clamp(levelInterpolationParameter - 1, 0 , 1); return levelWeights; } LevelWeights getDefaultLevelWeights(){ LevelWeights levelWeights; levelWeights.w1 = 1; levelWeights.w2 = 0; levelWeights.w3 = 0; return levelWeights; } vec4 getTexVal(const ChunkTilePile chunkTilePile, const LevelWeights w, const vec2 uv){ return w.w1 * getTexVal(chunkTilePile.chunkTile0, uv) + w.w2 * getTexVal(chunkTilePile.chunkTile1, uv) + w.w3 * getTexVal(chunkTilePile.chunkTile2, uv); } #endif // TEXTURETILE_HGLSL