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OpenSpace/modules/globebrowsing/shaders/tile.hglsl
2017-08-08 14:02:56 +02:00

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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 - 2017 *
* *
* 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 TEXTURETILE_HGLSL
#define TEXTURETILE_HGLSL
struct TileDepthTransform {
float depthScale;
float depthOffset;
};
struct TileUvTransform {
vec2 uvOffset;
vec2 uvScale;
};
struct ChunkTile {
sampler2D textureSampler;
TileUvTransform uvTransform;
};
struct PixelPadding {
ivec2 startOffset;
ivec2 sizeDifference;
};
struct ChunkTilePile {
ChunkTile chunkTile0;
ChunkTile chunkTile1;
ChunkTile chunkTile2;
};
struct LayerSettings {
float opacity;
float gamma;
float multiplier;
float offset;
float valueBlending;
};
struct LayerAdjustment {
vec3 chromaKeyColor;
float chromaKeyTolerance;
};
struct Layer {
ChunkTilePile pile;
TileDepthTransform depthTransform;
LayerSettings settings;
LayerAdjustment adjustment;
PixelPadding padding;
// Other layer type properties stuff
vec3 color;
};
struct LevelWeights {
float w1;
float w2;
float w3;
};
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);
}
float getTransformedTexVal(TileDepthTransform transform, float val) {
return transform.depthOffset + transform.depthScale * val;
}
vec4 getTransformedTexVal(TileDepthTransform transform, vec4 val) {
return transform.depthOffset + transform.depthScale * val;
}
vec2 compensateSourceTextureSampling(vec2 startOffset, vec2 sizeDiff, ChunkTile chunkTile,
vec2 tileUV)
{
ivec2 resolution = textureSize(chunkTile.textureSampler, 0);
vec2 sourceSize = vec2(resolution) + sizeDiff;
vec2 currentSize = vec2(resolution);
vec2 sourceToCurrentSize = currentSize / sourceSize;
return sourceToCurrentSize * (tileUV - startOffset / sourceSize);
}
vec2 TileUVToTextureSamplePosition(ChunkTile chunkTile, vec2 tileUV,
PixelPadding padding)
{
vec2 uv = chunkTile.uvTransform.uvOffset + chunkTile.uvTransform.uvScale * tileUV;
return compensateSourceTextureSampling(
padding.startOffset,
padding.sizeDifference,
chunkTile,
uv
);
}
vec4 getTexVal(ChunkTile chunkTile, vec2 tileUV, PixelPadding padding) {
return texture(
chunkTile.textureSampler,
TileUVToTextureSamplePosition(chunkTile, tileUV, padding)
);
}
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(1.0 - levelInterpolationParameter, 0.0, 1.0);
levelWeights.w2 = (
clamp(levelInterpolationParameter, 0.0, 1.0) -
clamp(levelInterpolationParameter - 1.0, 0.0, 1.0)
);
levelWeights.w3 = clamp(levelInterpolationParameter - 1.0, 0.0, 1.0);
return levelWeights;
}
LevelWeights getDefaultLevelWeights() {
LevelWeights levelWeights;
levelWeights.w1 = 1;
levelWeights.w2 = 0;
levelWeights.w3 = 0;
return levelWeights;
}
vec4 getTexVal(ChunkTilePile chunkTilePile, LevelWeights w, vec2 uv,
PixelPadding padding)
{
return w.w1 * getTexVal(chunkTilePile.chunkTile0, uv, padding) +
w.w2 * getTexVal(chunkTilePile.chunkTile1, uv, padding) +
w.w3 * getTexVal(chunkTilePile.chunkTile2, uv, padding);
}
#endif // TEXTURETILE_HGLSL