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https://github.com/OpenSpace/OpenSpace.git
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166 lines
5.7 KiB
Plaintext
166 lines
5.7 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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struct TileDepthTransform {
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float depthScale;
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float depthOffset;
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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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struct ChunkTile {
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sampler2D textureSampler;
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TileUvTransform uvTransform;
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};
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struct PixelPadding {
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ivec2 startOffset;
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ivec2 sizeDifference;
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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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PixelPadding padding;
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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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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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float getTransformedTexVal(TileDepthTransform transform, float val) {
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return transform.depthOffset + transform.depthScale * val;
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}
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vec4 getTransformedTexVal(TileDepthTransform transform, vec4 val) {
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return transform.depthOffset + transform.depthScale * val;
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}
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vec2 compensateSourceTextureSampling(vec2 startOffset, vec2 sizeDiff, ChunkTile chunkTile,
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vec2 tileUV)
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{
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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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return sourceToCurrentSize * (tileUV - startOffset / sourceSize);
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}
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vec2 TileUVToTextureSamplePosition(ChunkTile chunkTile, vec2 tileUV,
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PixelPadding padding)
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{
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vec2 uv = chunkTile.uvTransform.uvOffset + chunkTile.uvTransform.uvScale * tileUV;
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return compensateSourceTextureSampling(
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padding.startOffset,
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padding.sizeDifference,
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chunkTile,
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uv
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);
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}
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vec4 getTexVal(ChunkTile chunkTile, vec2 tileUV, PixelPadding padding) {
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return texture(
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chunkTile.textureSampler,
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TileUVToTextureSamplePosition(chunkTile, tileUV, padding)
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);
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}
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float getLevelInterpolationParameter(int chunkLevel, float distanceScaleFactor,
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float distToVertexOnEllipsoid)
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{
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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(1.0 - levelInterpolationParameter, 0.0, 1.0);
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levelWeights.w2 = (
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clamp(levelInterpolationParameter, 0.0, 1.0) -
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clamp(levelInterpolationParameter - 1.0, 0.0, 1.0)
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);
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levelWeights.w3 = clamp(levelInterpolationParameter - 1.0, 0.0, 1.0);
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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(ChunkTilePile chunkTilePile, LevelWeights w, vec2 uv,
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PixelPadding padding)
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{
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return w.w1 * getTexVal(chunkTilePile.chunkTile0, uv, padding) +
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w.w2 * getTexVal(chunkTilePile.chunkTile1, uv, padding) +
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w.w3 * getTexVal(chunkTilePile.chunkTile2, uv, padding);
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}
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#endif // TEXTURETILE_HGLSL
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