Files
OpenSpace/modules/globebrowsing/shaders/blending.hglsl
Alexander Bock 9047dc7a3e Feature/globebrowsing speedup (#735)
* Removal of ChunkRenderer, ChunkedLodGlobe, ChunkCuller, chunklevel evaluator, culling classes, layershadermanager, GpuLayer, GPUData, ChunkNode, Grid, BasicGrid, Chunk files, Angle, AABB classes, PointGlobe, Ellipsoid, TileSelector, tiledatatype, iodescription, simplerawtilerreader, rawtilereader
 * Less dynamic allocation for SkirtedGrid, LayerManager, RenderableGlobe, TextureUnit
 * Clean up memory management in RawTiles
 * Code simplification
 * Optimize shader uniform setting
 * Introduce UniformCache
 * Callback simplification
 * Turn ChunkNode into a struct
 * Use a MemoryPool to organize all ChunkNodes rather than use unique_ptr and the necessary memory allocation
 * Collect draw calls
 * Consolidate fragment shaders between local and global renderer
 * Shader cleanup and optimization
 * Update CMake to not include included shaders
 * Integrate traversal function into the looping
 * Replace std::queue with std::vector
 * Merge TextureContainer into MemoryAwareTileCache
 * Lazy computation of chunk bounding boxes
 * Memory management of LayerGroup
 * Remove class hierarchy from tileproviders (temporaltileprovider not working yet)
 * Remove PBO classes
* Chunk status stored in Chunk
* Don't create a copy of the ChunkTilePile
* Enable culling by projected area on default
* Have raw tile reader return a Tile instead of a shared_ptr to a tile
* Start making GDAL mandatory
* Increase the default lod scale factor to 15
2018-10-30 17:20:06 -04:00

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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* 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 BLENDING_HGLSL
#define BLENDING_HGLSL
vec4 blendNormal(vec4 oldColor, vec4 newColor) {
vec4 toReturn;
toReturn.a = mix(oldColor.a, 1.0, newColor.a);
toReturn.rgb =
(newColor.rgb * newColor.a + oldColor.rgb * oldColor.a * (1 - newColor.a)) /
toReturn.a;
return toReturn;
}
vec4 blendMultiply(vec4 oldColor, vec4 newColor) {
return oldColor * newColor;
}
vec4 blendAdd(vec4 oldColor, vec4 newColor) {
return oldColor + newColor;
}
vec4 blendSubtract(vec4 oldColor, vec4 newColor) {
return oldColor - newColor;
}
vec3 hsl2rgb(in vec3 c) {
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
return c.z + c.y * (rgb - 0.5) * (1.0 - abs(2.0 * c.z - 1.0));
}
vec3 HueShift(in vec3 color, in float shift) {
vec3 P = vec3(0.55735) * dot(vec3(0.55735), color);
vec3 U = color - P;
vec3 V = cross(vec3(0.55735), U);
vec3 c = U * cos(shift*6.2832) + V * sin(shift*6.2832) + P;
return c;
}
vec3 rgb2hsl(in vec3 c) {
float r = c.r;
float g = c.g;
float b = c.b;
float cMin = min(r, min(g, b));
float cMax = max(r, max(g, b));
if (cMax > cMin) {
float l = (cMax + cMin) / 2.0;
float cDelta = cMax - cMin;
//s = l < .05 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) ); Original
float s = (l < 0.0) ? cDelta / (cMax + cMin) : cDelta / (2.0 - (cMax + cMin));
float h = 0.0;
if (r == cMax) {
h = (g - b) / cDelta;
} else if (g == cMax) {
h = 2.0 + (b - r) / cDelta;
} else {
h = 4.0 + (r - g) / cDelta;
}
if (h < 0.0) {
h += 6.0;
}
h = h / 6.0;
return vec3(h, s, l);
}
else {
return vec3(0.0);
}
}
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = (c.g < c.b) ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
vec4 q = (c.r < p.x) ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
#endif