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OpenSpace/modules/globebrowsing/shaders/texturetilemapping.glsl

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GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2025 *
* *
* 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 TEXTURETILEMAPPING_HGLSL
#define TEXTURETILEMAPPING_HGLSL
#include <${MODULE_GLOBEBROWSING}/shaders/tile.glsl>
#include <${MODULE_GLOBEBROWSING}/shaders/blending.glsl>
// First layer type from LayerShaderManager is height map
#define NUMLAYERS_HEIGHTMAP #{lastLayerIndexHeightLayers} + 1
#define USE_HEIGHTMAP #{useHeightLayers}
#define HEIGHTMAP_BLENDING_ENABLED #{blendHeightLayers}
// Second layer type from LayerShaderManager is color texture
#define NUMLAYERS_COLORTEXTURE #{lastLayerIndexColorLayers} + 1
#define USE_COLORTEXTURE #{useColorLayers}
#define COLORTEXTURE_BLENDING_ENABLED #{blendColorLayers}
// Third layer type from LayerShaderManager is water mask
#define NUMLAYERS_WATERMASK #{lastLayerIndexWaterMasks} + 1
#define USE_WATERMASK #{useWaterMasks}
#define WATERMASK_BLENDING_ENABLED #{blendWaterMasks}
// Fourth layer type from LayerShaderManager is night texture
#define NUMLAYERS_NIGHTTEXTURE #{lastLayerIndexNightLayers} + 1
#define USE_NIGHTTEXTURE #{useNightLayers}
#define NIGHTTEXTURE_BLENDING_ENABLED #{blendNightLayers}
// Fifth layer type from LayerShaderManager is overlay
#define NUMLAYERS_OVERLAY #{lastLayerIndexOverlays} + 1
#define USE_OVERLAY #{useOverlays}
#define OVERLAY_BLENDING_ENABLED #{blendOverlays}
// Global constants
#define CHUNK_DEFAULT_HEIGHT #{defaultHeight}
// Other key value pairs used for settings
#define USE_ACCURATE_NORMALS #{useAccurateNormals}
#define PERFORM_SHADING #{performShading}
#define USE_ECLIPSE_SHADOWS #{useEclipseShadows}
#define USE_ECLIPSE_HARD_SHADOWS #{useEclipseHardShadows}
#define SHOW_CHUNK_EDGES #{showChunkEdges}
#define SHOW_HEIGHT_RESOLUTION #{showHeightResolution}
#define SHOW_HEIGHT_INTENSITIES #{showHeightIntensities}
// Show shadow from globe onto rings
#define SHADOW_MAPPING_ENABLED #{enableShadowMapping}
// Show shadow from rings onto globe
#define USE_RING_SHADOWS #{useRingShadows}
const vec3 DefaultLevelWeights = vec3(1.0, 0.0, 0.0);
float orenNayarDiffuse(vec3 lightDirection, vec3 viewDirection, vec3 surfaceNormal,
float roughness)
{
// calculate intermediary values
float NdotL = dot(surfaceNormal, lightDirection);
float NdotV = dot(surfaceNormal, viewDirection);
float angleVN = acos(NdotV);
float angleLN = acos(NdotL);
float alpha = max(angleVN, angleLN);
float beta = min(angleVN, angleLN);
float gamma = dot(
viewDirection - surfaceNormal * dot(viewDirection, surfaceNormal),
lightDirection - surfaceNormal * dot(lightDirection, surfaceNormal)
);
float roughnessSquared = roughness * roughness;
// calculate A and B
float A = 1.0 - 0.5 * (roughnessSquared / (roughnessSquared + 0.57));
float B = 0.45 * (roughnessSquared / (roughnessSquared + 0.09));
float C = sin(alpha) * tan(beta);
// put it all together
return max(0.0, NdotL) * (A + B * max(0.0, gamma) * C);
}
float performLayerSettings(float value, LayerSettings settings) {
float v = sign(value) * pow(abs(value), settings.gamma) *
settings.multiplier + settings.offset;
return v * settings.opacity;
}
vec4 performLayerSettings(vec4 value, LayerSettings settings) {
vec3 v = sign(value.rgb) * pow(abs(value.rgb), vec3(settings.gamma)) *
settings.multiplier + settings.offset;
return vec4(v, value.a * settings.opacity);
}
vec2 tileUVToTextureSamplePosition(ChunkTile chunkTile, vec2 tileUV)
{
return chunkTile.uvTransform.uvOffset + chunkTile.uvTransform.uvScale * tileUV;
}
vec4 getTexVal(ChunkTilePile chunkTilePile, vec3 w, vec2 uv) {
vec4 v1 = texture(
chunkTilePile.chunkTile0.textureSampler,
tileUVToTextureSamplePosition(chunkTilePile.chunkTile0, uv)
);
vec4 v2 = texture(
chunkTilePile.chunkTile1.textureSampler,
tileUVToTextureSamplePosition(chunkTilePile.chunkTile1, uv)
);
vec4 v3 = texture(
chunkTilePile.chunkTile2.textureSampler,
tileUVToTextureSamplePosition(chunkTilePile.chunkTile2, uv)
);
return w.x * v1 + w.y * v2 + w.z * v3;
}
#for id, layerGroup in layerGroups
#for i in 0..#{lastLayerIndex#{layerGroup}}
vec4 getSample#{layerGroup}#{i}(vec2 uv, vec3 levelWeights,
Layer #{layerGroup}[#{lastLayerIndex#{layerGroup}} + 1])
{
vec4 c = vec4(0.0, 0.0, 0.0, 1.0);
// All tile layers are the same. Sample from texture
#if (#{#{layerGroup}#{i}LayerType} == 0) // DefaultTileProvider
c = getTexVal(#{layerGroup}[#{i}].pile, levelWeights, uv);
#elif (#{#{layerGroup}#{i}LayerType} == 1) // SingleImageProvider
c = getTexVal(#{layerGroup}[#{i}].pile, levelWeights, uv);
#elif (#{#{layerGroup}#{i}LayerType} == 2) // ImageSequenceTileProvider
c = getTexVal(#{layerGroup}[#{i}].pile, levelWeights, uv);
#elif (#{#{layerGroup}#{i}LayerType} == 3) // SizeReferenceTileProvider
c = getTexVal(#{layerGroup}[#{i}].pile, levelWeights, uv);
#elif (#{#{layerGroup}#{i}LayerType} == 4) // TemporalTileProvider
c = getTexVal(#{layerGroup}[#{i}].pile, levelWeights, uv);
#elif (#{#{layerGroup}#{i}LayerType} == 5) // TileIndexTileProvider
c = getTexVal(#{layerGroup}[#{i}].pile, levelWeights, uv);
#elif (#{#{layerGroup}#{i}LayerType} == 6) // TileProviderByDate
c = getTexVal(#{layerGroup}[#{i}].pile, levelWeights, uv);
#elif (#{#{layerGroup}#{i}LayerType} == 7) // TileProviderByIndex
c = getTexVal(#{layerGroup}[#{i}].pile, levelWeights, uv);
#elif (#{#{layerGroup}#{i}LayerType} == 8) // TileProviderByLevel
c = getTexVal(#{layerGroup}[#{i}].pile, levelWeights, uv);
#elif (#{#{layerGroup}#{i}LayerType} == 9) // SolidColor
c.rgb = #{layerGroup}[#{i}].color;
#elif (#{#{layerGroup}#{i}LayerType} == 10) // SpoutImageProvider
c = getTexVal(#{layerGroup}[#{i}].pile, levelWeights, uv);
#elif (#{#{layerGroup}#{i}LayerType} == 11) // VideoTileProvider
c = getTexVal(#{layerGroup}[#{i}].pile, levelWeights, uv);
#endif
return c;
}
#endfor
#endfor
#define BlendModeDefault 0
#define BlendModeMultiply 1
#define BlendModeAdd 2
#define BlendModeSubtract 3
#define BlendModeColor 4
#for id, layerGroup in layerGroups
#for i in 0..#{lastLayerIndex#{layerGroup}}
vec4 blend#{layerGroup}#{i}(vec4 currentColor, vec4 newColor, float blendFactor) {
#if (#{#{layerGroup}#{i}BlendMode} == BlendModeDefault)
return blendNormal(currentColor, vec4(newColor.rgb, newColor.a * blendFactor));
#elif (#{#{layerGroup}#{i}BlendMode} == BlendModeMultiply)
return blendMultiply(currentColor, newColor * blendFactor);
#elif (#{#{layerGroup}#{i}BlendMode} == BlendModeAdd)
return blendAdd(currentColor, newColor * blendFactor);
#elif (#{#{layerGroup}#{i}BlendMode} == BlendModeSubtract)
return blendSubtract(currentColor, newColor * blendFactor);
#elif (#{#{layerGroup}#{i}BlendMode} == BlendModeColor)
// Convert color to grayscale
float gray = (newColor.r + newColor.g + newColor.b) / 3.0;
vec3 hsvCurrent = rgb2hsv(currentColor.rgb);
// Use gray from new color as value in hsv
vec3 hsvNew = vec3(hsvCurrent.x, hsvCurrent.y, gray);
vec3 rgbNew = hsv2rgb(hsvNew);
vec4 color = blendNormal(currentColor, vec4(rgbNew, newColor.a * blendFactor));
return color;
#endif
}
#endfor
#endfor
#define LayerAdjustmentTypeDefault 0
#define LayerAdjustmentTypeChroma 1
#define LayerAdjustmentTypeTransferFunction 1
#for id, layerGroup in layerGroups
#for i in 0..#{lastLayerIndex#{layerGroup}}
vec4 performAdjustment#{layerGroup}#{i}(vec4 currentColor, LayerAdjustment adjustment) {
#if (#{#{layerGroup}#{i}LayerAdjustmentType} == LayerAdjustmentTypeDefault)
return currentColor;
#elif (#{#{layerGroup}#{i}LayerAdjustmentType} == LayerAdjustmentTypeChroma)
if (distance(currentColor.rgb, adjustment.chromaKeyColor) <=
adjustment.chromaKeyTolerance)
{
return vec4(0.0);
}
else {
return currentColor;
}
#elif (#{#{layerGroup}#{i}LayerAdjustmentType} == LayerAdjustmentTypeTransferFunction)
return currentColor;
#else
return currentColor;
#endif
}
#endfor
#endfor
float calculateUntransformedHeight(vec2 uv, vec3 levelWeights,
Layer HeightLayers[NUMLAYERS_HEIGHTMAP])
{
float height = 0;
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !HEIGHTMAP_BLENDING_ENABLED
levelWeights = DefaultLevelWeights;
#endif // HEIGHTMAP_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexHeightLayers}
{
vec4 colorSample = getSampleHeightLayers#{i}(uv, levelWeights, HeightLayers);
colorSample = performAdjustmentHeightLayers#{i}(colorSample, HeightLayers[#{i}].adjustment);
height = colorSample.r;
height = performLayerSettings(height, HeightLayers[#{i}].settings);
}
#endfor
return height;
}
float calculateHeight(vec2 uv, vec3 levelWeights, Layer HeightLayers[NUMLAYERS_HEIGHTMAP])
{
float height = 0;
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !HEIGHTMAP_BLENDING_ENABLED
levelWeights = DefaultLevelWeights;
#endif // HEIGHTMAP_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexHeightLayers}
{
vec4 colorSample = getSampleHeightLayers#{i}(uv, levelWeights, HeightLayers);
colorSample = performAdjustmentHeightLayers#{i}(colorSample, HeightLayers[#{i}].adjustment);
float untransformedHeight = colorSample.r;
TileDepthTransform transform = HeightLayers[#{i}].depthTransform;
float heightSample = transform.depthScale * untransformedHeight + transform.depthOffset;
if (heightSample > -100000) {
heightSample = performLayerSettings(heightSample, HeightLayers[#{i}].settings);
height = heightSample;
}
}
#endfor
return height;
}
vec4 calculateColor(vec4 currentColor, vec2 uv, vec3 levelWeights,
Layer ColorLayers[NUMLAYERS_COLORTEXTURE])
{
vec4 color = currentColor;
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !COLORTEXTURE_BLENDING_ENABLED
levelWeights = DefaultLevelWeights;
#endif // COLORTEXTURE_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexColorLayers}
{
vec4 colorSample = getSampleColorLayers#{i}(uv, levelWeights, ColorLayers);
colorSample = performAdjustmentColorLayers#{i}(colorSample, ColorLayers[#{i}].adjustment);
colorSample = performLayerSettings(colorSample, ColorLayers[#{i}].settings);
color = blendColorLayers#{i}(color, colorSample, 1.0);
}
#endfor
return color;
}
float gridDots(vec2 uv, vec2 gridResolution) {
vec2 uvVertexSpace = fract((gridResolution) * uv) + 0.5;
vec2 uvDotSpace = abs(2.0 * (uvVertexSpace - 0.5));
return 1.0 - length(1.0 - uvDotSpace);
}
vec4 calculateDebugColor(vec2 uv, vec4 fragPos, vec2 vertexResolution) {
vec2 uvVertexSpace = fract(vertexResolution * uv);
vec3 colorUv = vec3(0.3 * uv.x, 0.3 * uv.y, 0);
vec3 colorDistance = vec3(0.0, 0.0, min(0.4 * log(fragPos.w) - 3.9, 1));
vec3 colorVertex = (1.0 - length(uvVertexSpace)) * vec3(0.5);
vec3 colorSum = colorUv + colorDistance + colorVertex;
return vec4(0.5 * colorSum, 1);
}
float tileResolution(vec2 tileUV, ChunkTile chunkTile) {
vec2 heightResolution = textureSize(chunkTile.textureSampler, 0);
vec2 uv = tileUVToTextureSamplePosition(chunkTile, tileUV);
return gridDots(uv, heightResolution);
}
vec4 calculateNight(vec4 currentColor, vec2 uv, vec3 levelWeights,
Layer NightLayers[NUMLAYERS_NIGHTTEXTURE],
vec3 ellipsoidNormalCameraSpace, vec3 lightDirectionCameraSpace)
{
vec4 nightColor = vec4(0.0);
vec4 color = currentColor;
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !NIGHTTEXTURE_BLENDING_ENABLED
levelWeights = DefaultLevelWeights;
#endif // NIGHTTEXTURE_BLENDING_ENABLED
vec3 n = normalize(ellipsoidNormalCameraSpace);
vec3 l = lightDirectionCameraSpace;
float cosineFactor = clamp(dot(l, normalize(n + 0.20 * l)) * 3 , 0, 1);
#for i in 0..#{lastLayerIndexNightLayers}
{
vec4 colorSample = getSampleNightLayers#{i}(uv, levelWeights, NightLayers);
colorSample = performAdjustmentNightLayers#{i}(colorSample, NightLayers[#{i}].adjustment);
colorSample = performLayerSettings(colorSample, NightLayers[#{i}].settings);
float adjustedAlpha = cosineFactor * colorSample.a;
// Filter to night side
vec4 newColor = vec4(cosineFactor * colorSample.xyz, adjustedAlpha);
color = blendNightLayers#{i}(color, newColor, adjustedAlpha);
}
#endfor
return color;
}
vec4 calculateShadedColor(vec4 currentColor, vec3 ellipsoidNormalCameraSpace,
vec3 lightDirectionCameraSpace, vec3 viewDirectionCameraSpace,
float roughness, float ambientIntensity)
{
vec3 shadedColor = currentColor.rgb * ambientIntensity;
vec3 n = normalize(ellipsoidNormalCameraSpace);
float power = orenNayarDiffuse(
-lightDirectionCameraSpace,
viewDirectionCameraSpace,
ellipsoidNormalCameraSpace,
roughness
);
vec3 l = lightDirectionCameraSpace;
power = max(smoothstep(0.0, 0.1, max(dot(-l, n), 0.0)) * power, 0.0);
vec4 color = vec4(shadedColor + currentColor.rgb * power, currentColor.a);
return color;
}
vec4 calculateOverlay(vec4 currentColor, vec2 uv, vec3 levelWeights,
Layer Overlays[NUMLAYERS_OVERLAY])
{
vec4 color = currentColor;
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !OVERLAY_BLENDING_ENABLED
levelWeights = DefaultLevelWeights;
#endif // OVERLAY_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexOverlays}
{
vec4 colorSample = getSampleOverlays#{i}(uv, levelWeights, Overlays);
colorSample = performAdjustmentOverlays#{i}(colorSample, Overlays[#{i}].adjustment);
colorSample = performLayerSettings(colorSample, Overlays[#{i}].settings);
color = blendNormal(color, colorSample);
color = blendOverlays#{i}(color, colorSample, 1.0);
}
#endfor
return color;
}
vec4 calculateWater(vec4 currentColor, vec2 uv, vec3 levelWeights,
Layer WaterMasks[NUMLAYERS_WATERMASK],
vec3 ellipsoidNormalCameraSpace, vec3 lightDirectionCameraSpace,
vec3 positionCameraSpace, out float reflectance)
{
vec4 waterColor = vec4(0.0);
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !WATERMASK_BLENDING_ENABLED
levelWeights = DefaultLevelWeights;
#endif // WATERMASK_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexWaterMasks}
{
vec4 colorSample = getSampleWaterMasks#{i}(uv, levelWeights, WaterMasks);
colorSample = performAdjustmentWaterMasks#{i}(colorSample, WaterMasks[#{i}].adjustment);
colorSample.a = performLayerSettings(colorSample.a, WaterMasks[#{i}].settings);
waterColor = blendWaterMasks#{i}(waterColor, colorSample, 1.0);
}
#endfor
vec3 directionToFragmentCameraSpace = normalize(positionCameraSpace - vec3(0, 0, 0));
vec3 reflectionDirectionCameraSpace = reflect(lightDirectionCameraSpace, ellipsoidNormalCameraSpace);
// float cosineFactor = clamp(dot(-reflectionDirectionCameraSpace, directionToFragmentCameraSpace), 0, 1);
// cosineFactor = pow(cosineFactor, 100);
// const float specularIntensity = 0.4;
// vec3 specularTotal = cosineFactor * specularIntensity * waterColor.a;
reflectance = waterColor.a;
//return blendNormal(currentColor, waterColor);
//return currentColor + vec4(specularTotal, 1);
return currentColor;
}
#endif // TEXTURETILEMAPPING_HGLSL