Factor out tile vertex height calculation to separate shader file

This commit is contained in:
Erik Broberg
2016-07-14 13:00:25 -04:00
parent 61928e83cd
commit a77c7466cb
4 changed files with 111 additions and 127 deletions
@@ -28,6 +28,7 @@
#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tilevertexheight.hglsl>
uniform mat4 modelViewProjectionTransform;
uniform mat4 modelViewTransform;
@@ -35,32 +36,7 @@ uniform vec3 radiiSquared;
uniform vec2 minLatLon;
uniform vec2 lonLatScalingFactor;
uniform int xSegments;
uniform float skirtLength;
#if USE_HEIGHTMAP
uniform Tile HeightMaps[NUMLAYERS_HEIGHTMAP];
uniform Tile HeightMapsParent1[NUMLAYERS_HEIGHTMAP];
uniform Tile HeightMapsParent2[NUMLAYERS_HEIGHTMAP];
#endif // USE_HEIGHTMAP
#if USE_HEIGHTMAP_OVERLAY
uniform Tile HeightMapOverlays[NUMLAYERS_HEIGHTMAP_OVERLAY];
uniform Tile HeightMapOverlaysParent1[NUMLAYERS_HEIGHTMAP_OVERLAY];
uniform Tile HeightMapOverlaysParent2[NUMLAYERS_HEIGHTMAP_OVERLAY];
#endif // USE_HEIGHTMAP_OVERLAY
uniform vec3 cameraPosition;
uniform float distanceScaleFactor;
uniform int chunkLevel;
layout(location = 1) in vec2 in_uv;
out vec2 fs_uv;
out vec4 fs_position;
out vec3 ellipsoidNormalCameraSpace;
out LevelWeights levelWeights;
PositionNormalPair globalInterpolation() {
vec2 lonLatInput;
@@ -70,50 +46,18 @@ PositionNormalPair globalInterpolation() {
return positionPairModelSpace;
}
void main()
{
void main() {
PositionNormalPair pair = globalInterpolation();
float distToVertexOnEllipsoid = length(pair.position - cameraPosition);
float projectedScaleFactor = distanceScaleFactor / distToVertexOnEllipsoid;
float desiredLevel = log2(projectedScaleFactor);
float levelInterpolationParameter = chunkLevel - desiredLevel;
levelWeights = getLevelWeights(levelInterpolationParameter);
float height = 0;
// Get the height value
float height = getTileVertexHeight(distToVertexOnEllipsoid);
#if USE_HEIGHTMAP
// Calculate desired level based on distance to the vertex on the ellipsoid
// Before any heightmapping is done
height = calculateHeight(
in_uv,
levelWeights, // Variable to determine which texture to sample from
HeightMaps, HeightMapsParent1, HeightMapsParent2); // Three textures to sample from
#endif // USE_HEIGHTMAP
#if USE_HEIGHTMAP_OVERLAY
height = calculateHeightOverlay(
height,
in_uv,
levelWeights, // Variable to determine which texture to sample from
HeightMapOverlays, HeightMapOverlaysParent1, HeightMapOverlaysParent2); // Three textures to sample from
#endif // USE_HEIGHTMAP_OVERLAY
// Skirts
int vertexIDx = gl_VertexID % (xSegments + 3);
int vertexIDy = gl_VertexID / (xSegments + 3);
if (vertexIDx == 0 ||
vertexIDy == 0 ||
vertexIDx == (xSegments + 2) ||
vertexIDy == (xSegments + 2) ) {
height -= skirtLength;
}
// Apply skirts
height -= getTileVertexSkirtLength();
// Add the height in the direction of the normal
pair.position += pair.normal * height;
vec4 positionClippingSpace = modelViewProjectionTransform * vec4(pair.position, 1);
// Write output
@@ -28,6 +28,8 @@
#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tilevertexheight.hglsl>
uniform mat4 projectionTransform;
@@ -38,86 +40,27 @@ uniform vec3 p01;
uniform vec3 p11;
uniform vec3 patchNormalCameraSpace;
#if USE_HEIGHTMAP
uniform Tile HeightMaps[NUMLAYERS_HEIGHTMAP];
uniform Tile HeightMapsParent1[NUMLAYERS_HEIGHTMAP];
uniform Tile HeightMapsParent2[NUMLAYERS_HEIGHTMAP];
#endif // USE_HEIGHTMAP
#if USE_HEIGHTMAP_OVERLAY
uniform Tile HeightMapOverlays[NUMLAYERS_HEIGHTMAP_OVERLAY];
uniform Tile HeightMapOverlaysParent1[NUMLAYERS_HEIGHTMAP_OVERLAY];
uniform Tile HeightMapOverlaysParent2[NUMLAYERS_HEIGHTMAP_OVERLAY];
#endif // USE_HEIGHTMAP_OVERLAY
uniform int xSegments;
uniform float skirtLength;
uniform float distanceScaleFactor;
uniform int chunkLevel;
layout(location = 1) in vec2 in_uv;
out vec2 fs_uv;
out vec4 fs_position;
out vec3 ellipsoidNormalCameraSpace;
out LevelWeights levelWeights;
vec3 bilinearInterpolation(vec2 uv) {
// Bilinear interpolation
vec3 p0 = (1 - uv.x) * p00 + uv.x * p10;
vec3 p1 = (1 - uv.x) * p01 + uv.x * p11;
vec3 p = (1 - uv.y) * p0 + uv.y * p1;
return p;
}
void main()
{
void main() {
// Position in cameraspace
vec3 p = bilinearInterpolation(in_uv);
float height = 0;
// Calculate desired level based on distance to the vertex on the ellipsoid
// Before any heightmapping is done
float distToVertexOnEllipsoid = length(p);
float projectedScaleFactor = distanceScaleFactor / distToVertexOnEllipsoid;
float desiredLevel = log2(projectedScaleFactor);
float levelInterpolationParameter = chunkLevel - desiredLevel;
levelWeights = getLevelWeights(levelInterpolationParameter);
// Get the height value
float height = getTileVertexHeight(distToVertexOnEllipsoid);
#if USE_HEIGHTMAP
// Calculate desired level based on distance to the vertex on the ellipsoid
// Before any heightmapping is done
height = calculateHeight(
in_uv,
levelWeights, // Variable to determine which texture to sample from
HeightMaps, HeightMapsParent1, HeightMapsParent2); // Three textures to sample from
#endif // USE_HEIGHTMAP
#if USE_HEIGHTMAP_OVERLAY
// Calculate desired level based on distance to the vertex on the ellipsoid
// Before any heightmapping is done
height = calculateHeightOverlay(
height,
in_uv,
levelWeights, // Variable to determine which texture to sample from
HeightMapOverlays, HeightMapOverlaysParent1, HeightMapOverlaysParent2); // Three textures to sample from
#endif // USE_HEIGHTMAP_OVERLAY
// Skirts
int vertexIDx = gl_VertexID % (xSegments + 3);
int vertexIDy = gl_VertexID / (xSegments + 3);
if (vertexIDx == 0 ||
vertexIDy == 0 ||
vertexIDx == (xSegments + 2) ||
vertexIDy == (xSegments + 2) ) {
height -= skirtLength;
}
// Apply skirts
height -= getTileVertexSkirtLength();
// Translate the point along normal
p += patchNormalCameraSpace * height;
@@ -44,6 +44,7 @@ uniform Tile HeightMapOverlaysParent2[NUMLAYERS_HEIGHTMAP_OVERLAY];
#endif // USE_HEIGHTMAP_OVERLAY
// Below are all the tiles that are used for contributing
// the actual fragment color
@@ -0,0 +1,96 @@
/*****************************************************************************************
* *
* 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. *
****************************************************************************************/
#include "PowerScaling/powerScaling_vs.hglsl"
#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
#if USE_HEIGHTMAP
uniform Tile HeightMaps[NUMLAYERS_HEIGHTMAP];
uniform Tile HeightMapsParent1[NUMLAYERS_HEIGHTMAP];
uniform Tile HeightMapsParent2[NUMLAYERS_HEIGHTMAP];
#endif // USE_HEIGHTMAP
#if USE_HEIGHTMAP_OVERLAY
uniform Tile HeightMapOverlays[NUMLAYERS_HEIGHTMAP_OVERLAY];
uniform Tile HeightMapOverlaysParent1[NUMLAYERS_HEIGHTMAP_OVERLAY];
uniform Tile HeightMapOverlaysParent2[NUMLAYERS_HEIGHTMAP_OVERLAY];
#endif // USE_HEIGHTMAP_OVERLAY
uniform int xSegments;
uniform float skirtLength;
uniform float distanceScaleFactor;
uniform int chunkLevel;
layout(location = 1) in vec2 in_uv;
out vec2 fs_uv;
out vec4 fs_position;
out vec3 ellipsoidNormalCameraSpace;
out LevelWeights levelWeights;
float getTileVertexHeight(float distToVertexOnEllipsoid){
float projectedScaleFactor = distanceScaleFactor / distToVertexOnEllipsoid;
float desiredLevel = log2(projectedScaleFactor);
float levelInterpolationParameter = chunkLevel - desiredLevel;
levelWeights = getLevelWeights(levelInterpolationParameter);
float height = 0;
#if USE_HEIGHTMAP
// Calculate desired level based on distance to the vertex on the ellipsoid
// Before any heightmapping is done
height = calculateHeight(
in_uv,
levelWeights, // Variable to determine which texture to sample from
HeightMaps, HeightMapsParent1, HeightMapsParent2); // Three textures to sample from
#endif // USE_HEIGHTMAP
#if USE_HEIGHTMAP_OVERLAY
height = calculateHeightOverlay(
height,
in_uv,
levelWeights, // Variable to determine which texture to sample from
HeightMapOverlays, HeightMapOverlaysParent1, HeightMapOverlaysParent2); // Three textures to sample from
#endif // USE_HEIGHTMAP_OVERLAY
return height;
}
bool tileVertexIsSkirtVertex(){
int vertexIDx = gl_VertexID % (xSegments + 3);
int vertexIDy = gl_VertexID / (xSegments + 3);
return vertexIDx == 0 || vertexIDy == 0 ||
vertexIDx == (xSegments + 2) || vertexIDy == (xSegments + 2);
}
float getTileVertexSkirtLength(){
return tileVertexIsSkirtVertex() ? skirtLength : 0.0;
}