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https://github.com/OpenSpace/OpenSpace.git
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43851899c7
Add debug groups and object names to the OpenGL objects in the framebuffer renderer
73 lines
3.5 KiB
Plaintext
73 lines
3.5 KiB
Plaintext
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2020 *
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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 POWERSCALING_VS_H_HGLSL
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#define POWERSCALING_VS_H_HGLSL
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uniform vec4 campos;
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uniform mat4 camrot;
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uniform vec2 scaling;
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uniform vec4 objpos;
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#include "powerScalingMath.hglsl"
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vec4 psc_to_meter(vec4 v1, vec2 v2) {
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float factor = v2.x * pow(k,v2.y + v1.w);
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return vec4(v1.xyz * factor, 1.0);
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}
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vec4 psc_scaling(vec4 v1, vec2 v2) {
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float ds = v2.y - v1.w;
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if(ds >= 0) {
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return vec4(v1.xyz * v2.x * pow(k,v1.w), v2.y);
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} else {
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return vec4(v1.xyz * v2.x * pow(k,v2.y), v1.w);
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}
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}
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// vertexPosition is returned as the transformed vertex in OS Camera Rig Space in PSC
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vec4 pscTransform(inout vec4 vertexPosition, mat4 modelTransform) {
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vec3 local_vertex_pos = mat3(modelTransform) * vertexPosition.xyz;
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// PSC addition; local vertex position and the object power scaled world position
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vertexPosition = psc_addition(vec4(local_vertex_pos,vertexPosition.w),objpos);
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// PSC addition; rotated and viewscaled vertex and the cameras negative position
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vertexPosition = psc_addition(vertexPosition,vec4(-campos.xyz,campos.w));
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// rotate the camera
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vertexPosition.xyz = mat3(camrot) * vertexPosition.xyz;
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vec4 tmp = vertexPosition;
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vertexPosition = psc_scaling(vertexPosition, scaling);
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// project using the rescaled coordinates,
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tmp = psc_to_meter(tmp, scaling);
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// Return the vertex tranformed to OS Camera Rig Space
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// in meters.
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return tmp;
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}
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#endif
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