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OpenSpace/modules/globebrowsing/shaders/tile.hglsl
2016-06-09 19:58:54 -04:00

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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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
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);
}
/////////////////////////////////////////////////////////////////////
// Tile Depth Transform //
/////////////////////////////////////////////////////////////////////
struct TileDepthTransform {
float depthScale;
float depthOffset;
};
float getTransformedTexVal(const TileDepthTransform transform, const float val){
return transform.depthOffset + transform.depthScale * val;
}
vec4 getTransformedTexVal(const TileDepthTransform transform, const vec4 val){
return transform.depthOffset + transform.depthScale * val;
}
/////////////////////////////////////////////////////////////////////
// Tile UV Transform //
/////////////////////////////////////////////////////////////////////
struct TileUvTransform {
vec2 uvOffset;
vec2 uvScale;
};
/////////////////////////////////////////////////////////////////////
// Tile //
/////////////////////////////////////////////////////////////////////
struct Tile {
sampler2D textureSampler;
TileDepthTransform depthTransform;
TileUvTransform uvTransform;
};
vec4 getTexVal(const Tile tile, const vec2 tileUV){
vec2 samplePos = tile.uvTransform.uvOffset + tile.uvTransform.uvScale * tileUV;
vec4 texVal = texture(tile.textureSampler, samplePos);
return texVal;
}
/////////////////////////////////////////////////////////////////////
// Multi Level Tile //
/////////////////////////////////////////////////////////////////////
struct MultiLevelTile {
Tile tile0;
Tile tile1;
Tile tile2;
};
struct LevelWeights {
float w1;
float w2;
float w3;
};
LevelWeights getLevelWeights(float levelInterpolationParameter){
LevelWeights levelWeights;
levelWeights.w1 = clamp(1 - levelInterpolationParameter, 0 , 1);
levelWeights.w2 = (clamp(levelInterpolationParameter, 0 , 1) - clamp(levelInterpolationParameter - 1, 0 , 1));
levelWeights.w3 = clamp(levelInterpolationParameter - 1, 0 , 1);
return levelWeights;
}
LevelWeights getDefaultLevelWeights(){
LevelWeights levelWeights;
levelWeights.w1 = 1;
levelWeights.w2 = 0;
levelWeights.w3 = 0;
return levelWeights;
}
vec4 getTexVal(const MultiLevelTile multiLevelTile, const LevelWeights w, const vec2 uv){
return w.w1 * getTexVal(multiLevelTile.tile0, uv) +
w.w2 * getTexVal(multiLevelTile.tile1, uv) +
w.w3 * getTexVal(multiLevelTile.tile2, uv);
}
#endif // TEXTURETILE_HGLSL