mirror of
https://github.com/OpenSpace/OpenSpace.git
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* Add option for outline styles (round, square, bottom) * Apply color map to point borders
153 lines
5.3 KiB
GLSL
153 lines
5.3 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2024 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include "fragment.glsl"
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flat in float gs_colorParameter;
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flat in float vs_screenSpaceDepth;
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flat in vec4 vs_positionViewSpace;
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in vec2 texCoord;
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flat in int layer;
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uniform float opacity;
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uniform vec3 color;
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uniform vec4 nanColor = vec4(0.5);
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uniform bool useNanColor = true;
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uniform vec4 aboveRangeColor;
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uniform bool useAboveRangeColor;
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uniform vec4 belowRangeColor;
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uniform bool useBelowRangeColor;
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uniform bool hasSpriteTexture;
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uniform sampler2DArray spriteTexture;
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uniform bool useColorMap;
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uniform sampler1D colorMapTexture;
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uniform float cmapRangeMin;
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uniform float cmapRangeMax;
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uniform bool hideOutsideRange;
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uniform bool enableOutline;
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uniform vec3 outlineColor;
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uniform float outlineWeight;
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uniform float fadeInValue;
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uniform bool useCmapOutline;
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uniform int outlineStyle;
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const int OutlineStyleRound = 0;
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const int OutlineStyleSquare = 1;
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const int OutlineStyleBottom = 2;
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vec4 sampleColorMap(float dataValue) {
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if (useNanColor && isnan(dataValue)) {
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return nanColor;
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}
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bool isOutside = dataValue < cmapRangeMin || dataValue > cmapRangeMax;
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if (isnan(dataValue) || (hideOutsideRange && isOutside)) {
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discard;
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}
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if (useBelowRangeColor && dataValue < cmapRangeMin) {
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return belowRangeColor;
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}
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if (useAboveRangeColor && dataValue > cmapRangeMax) {
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return aboveRangeColor;
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}
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float t = (dataValue - cmapRangeMin) / (cmapRangeMax - cmapRangeMin);
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t = clamp(t, 0.0, 1.0);
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return texture(colorMapTexture, t);
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}
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Fragment getFragment() {
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if (fadeInValue == 0.0 || opacity == 0.0) {
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discard;
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}
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// Moving the origin to the center and calculating the length
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vec2 centeredTexCoords = (texCoord - vec2(0.5)) * 2.0;
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float lengthFromCenter = length(centeredTexCoords);
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bool shouldBeRound = (!hasSpriteTexture && !enableOutline) ||
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(enableOutline && outlineStyle == OutlineStyleRound);
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if (shouldBeRound && (lengthFromCenter > 1.0)) {
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discard;
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}
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vec4 fullColor = vec4(color, 1.0);
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vec4 cmapColor = vec4(1.0);
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if (useColorMap) {
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cmapColor = sampleColorMap(gs_colorParameter);
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if (!useCmapOutline) {
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fullColor = cmapColor;
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}
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}
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vec4 textureColor = vec4(1.0);
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if (hasSpriteTexture) {
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fullColor *= texture(spriteTexture, vec3(texCoord, layer));
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}
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// Border
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if (enableOutline) {
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bool pixelIsOutline = false;
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if (outlineStyle == OutlineStyleRound) {
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pixelIsOutline = lengthFromCenter > (1.0 - outlineWeight);
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}
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else if (outlineStyle == OutlineStyleSquare) {
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bool isOutsideY = abs(centeredTexCoords.y) > (1.0 - outlineWeight);
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bool isOutsideX = abs(centeredTexCoords.x) > (1.0 - outlineWeight);
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pixelIsOutline = isOutsideY || isOutsideX;
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}
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else if (outlineStyle == OutlineStyleBottom) {
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pixelIsOutline = texCoord.y < 0.5 * outlineWeight;
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}
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if (pixelIsOutline) {
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vec4 theOutlineColor = vec4(outlineColor, 1.0);
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if (useColorMap && useCmapOutline) {
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theOutlineColor = cmapColor;
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}
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fullColor = theOutlineColor;
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}
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}
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fullColor.a *= opacity * fadeInValue;
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Fragment frag;
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frag.color = fullColor;
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frag.depth = vs_screenSpaceDepth;
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frag.gPosition = vs_positionViewSpace;
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frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
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return frag;
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}
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