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4f903ac030
Layer support for globe browsing: Add layers using the function openspace.globebrowsing.addLayer Delete layers using openspace.globebrowsing.deleteLayer Layer type does not necessarily have to be of tile type. For example solidcolor does not use tiles Blend modes for layers are Normal, Add, Subtract, Multiply, Color Layer adjustments to affect layers. The current only active one is chroma key to cut out a color from the layer. Transfer functions or clipping masks are examples of layer adjustments for the future. Support for adding layer specifications for quickly accessing GIBS layers: openspace.globebrowsing.createGibsGdalXml openspace.globebrowsing.createTemporalGibsGdalXml The arguments for these functions are currently strings. Would it be better to use a lua dictionary? No data values for height layers are correctly regarded (can be seen on Earth. No longer bumps on the poles) Other minor things: Worked a bit on point globe to render globes at large distances. Currently not in use and doesn't have anything to do with the other things. Concurrent job manager takes a thread pool as argument and not a pointer to one. This is because the concurrent job manager needs to have ownership of the thread pool for correct deinitialization. Will cause breaking change for users of concurrent job manager if merged in to master. * Add ability to add layers programatically. * Clean up * Fix order of deletion in concurrent job manager and clean up * Can create by level tile provider with empty dictionary. * Add script to add GIBS datasets. * Start working with layer adjustment * Update mod files * More work on point globe * Add script to create temporal GIBS datasets. * Update temporal tile provider to be able to take gdal descriptions without file path. * Add adjustment property to layers. * Rename adjustment layer * Add adjustment code to all layer groups * Remove caching of gdal datasets due to cluttering of folders * Document layer support * Update Mars mod * Make Mercury great again. * Cleanup and add blend mode Color * Enable setting of layeradjustment and blend mode from mod files. * No more use for grayscale color overlays. Use grayscale layer with color blend mode instead. * Clean up mod files * Clean up * Clean up * No need for grayscale layers. Reading grayscale in to rgb instead for color layers. * Remove unused layer groups * Correctly read to grayscale layers * Update globe mod files * Rename ColorOverlays to Overlays. * Clean up * Clean up * Solve compilation error
171 lines
6.4 KiB
Plaintext
171 lines
6.4 KiB
Plaintext
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2017 *
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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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#ifndef TEXTURETILE_HGLSL
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#define TEXTURETILE_HGLSL
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// Must match the values in tiledataset.cpp
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// (could be set as shader preprocessing data so that multiple definitions
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// are not needed)
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#define TILE_PIXEL_START_OFFSET #{tilePaddingStart}
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#define TILE_PIXEL_SIZE_DIFFERENCE #{tilePaddingSizeDiff}
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vec4 patchBorderOverlay(vec2 uv, vec3 borderColor, float borderSize) {
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vec2 uvOffset = uv - vec2(0.5);
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float thres = 0.5 - borderSize/2;
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bool isBorder = abs(uvOffset.x) > thres || abs(uvOffset.y) > thres;
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vec3 color = isBorder ? borderColor : vec3(0);
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return vec4(color, 0);
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}
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/////////////////////////////////////////////////////////////////////
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// ChunkTile Depth Transform //
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/////////////////////////////////////////////////////////////////////
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struct TileDepthTransform {
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float depthScale;
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float depthOffset;
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};
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float getTransformedTexVal(const TileDepthTransform transform, const float val){
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return transform.depthOffset + transform.depthScale * val;
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}
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vec4 getTransformedTexVal(const TileDepthTransform transform, const vec4 val){
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return transform.depthOffset + transform.depthScale * val;
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}
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/////////////////////////////////////////////////////////////////////
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// ChunkTile UV Transform //
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/////////////////////////////////////////////////////////////////////
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struct TileUvTransform {
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vec2 uvOffset;
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vec2 uvScale;
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};
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/////////////////////////////////////////////////////////////////////
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// ChunkTile //
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/////////////////////////////////////////////////////////////////////
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struct ChunkTile {
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sampler2D textureSampler;
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TileUvTransform uvTransform;
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};
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vec2 compensateSourceTextureSampling(vec2 startOffset, vec2 sizeDiff, const ChunkTile chunkTile, vec2 tileUV){
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ivec2 resolution = textureSize(chunkTile.textureSampler, 0);
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vec2 sourceSize = vec2(resolution) + sizeDiff;
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vec2 currentSize = vec2(resolution);
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vec2 sourceToCurrentSize = currentSize / sourceSize;
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tileUV = sourceToCurrentSize * (tileUV - startOffset / sourceSize);
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return tileUV;
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}
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vec2 TileUVToTextureSamplePosition(const ChunkTile chunkTile, vec2 tileUV){
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vec2 uv = chunkTile.uvTransform.uvOffset + chunkTile.uvTransform.uvScale * tileUV;
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uv = compensateSourceTextureSampling(TILE_PIXEL_START_OFFSET, TILE_PIXEL_SIZE_DIFFERENCE, chunkTile, uv);
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return uv;
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}
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vec4 getTexVal(const ChunkTile chunkTile, vec2 tileUV){
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vec2 samplePosition = TileUVToTextureSamplePosition(chunkTile, tileUV);
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vec4 texVal = texture(chunkTile.textureSampler, samplePosition);
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return texVal;
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}
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/////////////////////////////////////////////////////////////////////
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// Chunk Tile Pile //
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/////////////////////////////////////////////////////////////////////
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struct ChunkTilePile {
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ChunkTile chunkTile0;
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ChunkTile chunkTile1;
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ChunkTile chunkTile2;
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};
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struct LayerSettings {
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float opacity;
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float gamma;
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float multiplier;
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float offset;
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float valueBlending;
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};
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struct LayerAdjustment {
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vec3 chromaKeyColor;
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float chromaKeyTolerance;
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};
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struct Layer {
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ChunkTilePile pile;
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TileDepthTransform depthTransform;
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LayerSettings settings;
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LayerAdjustment adjustment;
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// Other layer type properties stuff
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vec3 color;
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};
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struct LevelWeights {
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float w1;
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float w2;
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float w3;
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};
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float getLevelInterpolationParameter(int chunkLevel, float distanceScaleFactor, float distToVertexOnEllipsoid){
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float projectedScaleFactor = distanceScaleFactor / distToVertexOnEllipsoid;
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float desiredLevel = log2(projectedScaleFactor);
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return chunkLevel - desiredLevel;
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}
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LevelWeights getLevelWeights(float levelInterpolationParameter){
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LevelWeights levelWeights;
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levelWeights.w1 = clamp(1 - levelInterpolationParameter, 0 , 1);
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levelWeights.w2 = (clamp(levelInterpolationParameter, 0 , 1) - clamp(levelInterpolationParameter - 1, 0 , 1));
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levelWeights.w3 = clamp(levelInterpolationParameter - 1, 0 , 1);
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return levelWeights;
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}
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LevelWeights getDefaultLevelWeights(){
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LevelWeights levelWeights;
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levelWeights.w1 = 1;
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levelWeights.w2 = 0;
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levelWeights.w3 = 0;
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return levelWeights;
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}
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vec4 getTexVal(const ChunkTilePile chunkTilePile, const LevelWeights w, const vec2 uv){
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return w.w1 * getTexVal(chunkTilePile.chunkTile0, uv) +
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w.w2 * getTexVal(chunkTilePile.chunkTile1, uv) +
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w.w3 * getTexVal(chunkTilePile.chunkTile2, uv);
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}
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#endif // TEXTURETILE_HGLSL
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