Files
OpenSpace/modules/globebrowsing/shaders/tile.hglsl
Kalle Bladin 8a617ee254 Feature/globebrowsing (#281)
* Solve bug related to corrupted texture tiles for certain sizes.

* Regard layer settings when sampling height map.

* Make Tile in to a class instead of a struct.

* Memory aware lru cache. Needs cleanup.

* Clean up and comment.

* Clean up and comment.

* Clean up

* Clean up and comment.

* Fix compilation error on Windows.

* Specify data type explicitly in GDAL xml config files for Utah height maps. Closes #242

* Update the key type for the memory aware lru cache and use a unordered map instead of a map.

* Solve pixel row size bug.

* Solve initialization bug.

* Add cache size as property of the globe browsing module.

* Use memory aware tile cache for text tile provider.

* Log GDAL errors as GHOUL messages

* Add the ability to toggle tile level limiting by available data

* Add ability to toggle GDAL logging

* Add lock guard to memory aware tile cache

* create base class rawtiledatareader that can be extended with different implementations than GDAL.

* Let GdalWrapper take care of global GDAL settings.

* Move iodescription to separate file

* Move some functionality from gdalrawtiledatareader to rawtiledatareader

* Move functionality from gdalrawtiledatareader to rawtiledatareader.

* GDAL is no longer a necessary dependency for the globebrowsing module. However to read tiles, the SimpleRawTileDataReader needs to be implemented. Otherwise GDAL is needed.

* Add ifdef check for GLOBEBROWSING_USE_GDAL

* Implement SimpleRawTileDataReader. Currently can only read pow 2 textures.

* Change ints to unsigned long longs

* Limit number of texture creations per tile provider per frame

* Solve linker error on windows

* Fix Windows build errors

* Fix crash in reading local patches

* Update lodglobe descriptions

* Abstract away overviews in gdal raw tile data reader

* Update Mars and Moon configs.

* Update screenshot script

* Update ghoul version

* Remove use of interaction depth below ellipsoid

* Normalize direction vector

* Use scale for distance swotch

* Go back to use of interaction depth below ellipsoid

* Fix comments on pull request.

* TileProviderByLevel error does not propagate up.

* Comment on mars and moon mod file

* Add model space cut off level as a property

* Update ChunkTile struct

* Minor clean up

* Go back tu constructor for ChunkTile
2017-04-13 10:14:47 +02:00

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/*****************************************************************************************
* *
* OpenSpace *
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* Copyright (c) 2014-2017 *
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* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
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* 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 *
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****************************************************************************************/
#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 #{tilePaddingStart}
#define TILE_PIXEL_SIZE_DIFFERENCE #{tilePaddingSizeDiff}
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(TILE_PIXEL_START_OFFSET, TILE_PIXEL_SIZE_DIFFERENCE, 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