/***************************************************************************************** * * * 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 struct TileDepthTransform { float depthScale; float depthOffset; }; struct TileUvTransform { vec2 uvOffset; vec2 uvScale; }; struct ChunkTile { sampler2D textureSampler; TileUvTransform uvTransform; }; struct PixelPadding { ivec2 startOffset; ivec2 sizeDifference; }; struct ChunkTilePile { ChunkTile chunkTile0; ChunkTile chunkTile1; ChunkTile chunkTile2; }; struct LayerSettings { float opacity; float gamma; float multiplier; float offset; float valueBlending; }; struct LayerAdjustment { vec3 chromaKeyColor; float chromaKeyTolerance; }; struct Layer { ChunkTilePile pile; TileDepthTransform depthTransform; LayerSettings settings; LayerAdjustment adjustment; PixelPadding padding; // Other layer type properties stuff vec3 color; }; struct LevelWeights { float w1; float w2; float w3; }; 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); } float getTransformedTexVal(TileDepthTransform transform, float val) { return transform.depthOffset + transform.depthScale * val; } vec4 getTransformedTexVal(TileDepthTransform transform, vec4 val) { return transform.depthOffset + transform.depthScale * val; } vec2 compensateSourceTextureSampling(vec2 startOffset, vec2 sizeDiff, ChunkTile chunkTile, vec2 tileUV) { ivec2 resolution = textureSize(chunkTile.textureSampler, 0); vec2 sourceSize = vec2(resolution) + sizeDiff; vec2 currentSize = vec2(resolution); vec2 sourceToCurrentSize = currentSize / sourceSize; return sourceToCurrentSize * (tileUV - startOffset / sourceSize); } vec2 TileUVToTextureSamplePosition(ChunkTile chunkTile, vec2 tileUV, PixelPadding padding) { vec2 uv = chunkTile.uvTransform.uvOffset + chunkTile.uvTransform.uvScale * tileUV; return compensateSourceTextureSampling( padding.startOffset, padding.sizeDifference, chunkTile, uv ); } vec4 getTexVal(ChunkTile chunkTile, vec2 tileUV, PixelPadding padding) { return texture( chunkTile.textureSampler, TileUVToTextureSamplePosition(chunkTile, tileUV, padding) ); } 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(1.0 - levelInterpolationParameter, 0.0, 1.0); levelWeights.w2 = ( clamp(levelInterpolationParameter, 0.0, 1.0) - clamp(levelInterpolationParameter - 1.0, 0.0, 1.0) ); levelWeights.w3 = clamp(levelInterpolationParameter - 1.0, 0.0, 1.0); return levelWeights; } LevelWeights getDefaultLevelWeights() { LevelWeights levelWeights; levelWeights.w1 = 1; levelWeights.w2 = 0; levelWeights.w3 = 0; return levelWeights; } vec4 getTexVal(ChunkTilePile chunkTilePile, LevelWeights w, vec2 uv, PixelPadding padding) { return w.w1 * getTexVal(chunkTilePile.chunkTile0, uv, padding) + w.w2 * getTexVal(chunkTilePile.chunkTile1, uv, padding) + w.w3 * getTexVal(chunkTilePile.chunkTile2, uv, padding); } #endif // TEXTURETILE_HGLSL