//----------------------------------------------------------------------------- // Program Name: SGXLib_IntegratedPSSM // Program Desc: Texture Atlas functions. // Program Type: Vertex/Pixel shader // Language: HLSL //----------------------------------------------------------------------------- float mipmapLevel(float2 coords, float2 texSize) { float2 coordInPix = coords * texSize; float2 dx = ddx(coordInPix); float2 dy = ddy(coordInPix); float d = max(dot(dx, dx), dot(dy, dy)); return 0.4 * log2(d); } //----------------------------------------------------------------------------- void SGX_Atlas_Sample(in sampler2D sample, in float2 origTexcoord, in float2 atlasTexcoord, in float4 textureData, in float2 imageSize, out float4 texel) { // // Most of the idea for this function has been taken from the code under the webpage: // http://www.gamedev.net/topic/534149-solved-texture-seams-using-atlas-with-screenshots/ // origTexcoord - original texture coordintates as recived from the vertex buffer. // atlasTexcoord - texture coordinates that have gone through on which diffrent mathematical // functions to simulate diffrent texture addressing modes (wrap, mirror, clamp) // textureData.xy - top left corner (in 0-1 units) where the needed texture in the texture atlas begins // textureData.zw - width and height in power of 2 for the needed texture in the texture atlas // imageSize - size of the image in pixels // texel - [Output] The color of the pixel at the requested position float2 startPos = textureData.xy; // calculate the tileSize by using the power of 2 value //float2 pwrs = float2(6,6); float2 pwrs = textureData.zw; float pwr = min(pwrs.x,pwrs.y) - 2; float2 tileSize = pow(float2(2.0,2.0),pwrs); // retrieve the mipmap level for this pixel clamped by the power of 2 value float lod = clamp(mipmapLevel(origTexcoord, tileSize), 0, pwr); // get the width/height of the mip surface we've decided on float mipSize = pow(2.0, pwr - lod); // compute the inverse fraction size for the tile //float2 lodSize = mipSize * imageSize / tileSize; float2 lodSizeInv = tileSize / (mipSize * imageSize); //compute the new coordinates //atlasTexcoord = atlasTexcoord * ((lodSize * (tileSize / imageSize) - 1.0) / lodSize) + (0.5 / lodSize) + startPos; atlasTexcoord = atlasTexcoord * ((tileSize / imageSize) - lodSizeInv) + (0.5 * lodSizeInv) + startPos; //return the pixel from the correct mip surface of the atlas texel = tex2Dlod(sample, float4(atlasTexcoord, 0, lod)); } //----------------------------------------------------------------------------- void SGX_Atlas_Wrap(in float inpCoord, out float outCoord) { outCoord = frac(inpCoord); } //----------------------------------------------------------------------------- void SGX_Atlas_Clamp(in float inpCoord, out float outCoord) { outCoord = saturate(inpCoord); } //----------------------------------------------------------------------------- void SGX_Atlas_Mirror(in float inpCoord, out float outCoord) { outCoord = (inpCoord + 1) * 0.5; outCoord = abs(frac(outCoord) * 2 - 1); } //----------------------------------------------------------------------------- void SGX_Atlas_Border(in float inpCoord, out float outCoord) { // //The shader needs to check whether the original texcoord are beyond the 0,1 range. //The shader attempts to do so without using if statments which are complicated for shaders // //if texcoord is in the 0,1 range then check will equal 0, //Otherwise it will equal the number 1 or greater float check = step(inpCoord, 0) + step(1, inpCoord); //using the check value transport the value of the texcoord beyond the 0,1 range so it will //recive the border color outCoord = abs(inpCoord) + check * 2; }