Files
OpenSpace/modules/multiresvolume/shaders/helper.glsl
Alexander Bock 43851899c7 Cleanup of more copyright headers
Add debug groups and object names to the OpenGL objects in the framebuffer renderer
2020-02-13 14:59:13 +01:00

58 lines
3.0 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2020 *
* *
* 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. *
****************************************************************************************/
#define MULTIRES_PI 3.14159265358979323846 /* pi */
#define MULTIRES_SQRT1_3 0.57735026919 /* 1/sqrt(3) */
#define MULTIRES_OPACITY_THRESHOLD 0.01
vec3 multires_cartesianToSpherical(vec3 _cartesian) {
// Put cartesian in [-1..1] range first
vec3 cartesian = vec3(-1.0) + _cartesian * 2.0f;
float r = length(cartesian);
float theta = 0.0;
float phi = 0.0;
if (r != 0.0) {
theta = acos(cartesian.z / r) / MULTIRES_PI;
phi = (MULTIRES_PI + atan(cartesian.y, cartesian.x)) / (2.0 * MULTIRES_PI);
}
r *= MULTIRES_SQRT1_3;
return vec3(r, theta, phi);
}
int multires_intCoord(ivec3 vec3Coords, ivec3 spaceDim) {
return vec3Coords.x +
spaceDim.x * vec3Coords.y +
spaceDim.x * spaceDim.y * vec3Coords.z;
}
vec3 multires_vec3Coords(uint intCoord, ivec3 spaceDim) {
return vec3(
mod(intCoord, spaceDim.x),
mod(intCoord / spaceDim.x, spaceDim.y),
intCoord / spaceDim.x / spaceDim.y
);
}