Rendering using many layers.

This commit is contained in:
Kalle Bladin
2016-05-16 20:48:23 -04:00
parent 2909d120e5
commit daf1b5873e
8 changed files with 130 additions and 92 deletions
@@ -110,25 +110,9 @@ namespace openspace {
_programObject = OsEng.renderEngine().buildRenderProgram(
_shaderName,
_vsPath,
_fsPath);
_fsPath,
shaderDictionary);
// TODO : THIS CAN'T BE DONE SINCE SHADER PROGRAM NEEDS TO RESOLVE FRAGMENTS
// FIX. HOW CAN THE RENDERING MODE BE ABSTRACTED AWAY WHEN BUILDING USING
// DICTIONARIES?
/*
try {
_programObject = ProgramObject::Build(
_shaderName,
_vsPath,
_fsPath,
shaderDictionary);
}
catch (ghoul::RuntimeError& error) {
LERROR(error.message);
}
*/
ghoul_assert(_programObject != nullptr, "Failed to initialize programObject!");
using IgnoreError = ProgramObject::IgnoreError;
_programObject->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
@@ -162,26 +162,31 @@ namespace openspace {
// Activate the shader program
programObject->activate();
ghoul::opengl::TextureUnit texUnitHeight;
ghoul::opengl::TextureUnit texUnitColor;
std::vector<ghoul::opengl::TextureUnit> texUnitHeight;
std::vector<ghoul::opengl::TextureUnit> texUnitColor;
texUnitHeight.resize(numHeightMapProviders);
texUnitColor.resize(numColorTextureProviders);
// Go through all the height map providers
int i = 0;
for (auto it = heightMapProviders.begin(); it != heightMapProviders.end(); it++)
{
texUnitHeight.push_back(ghoul::opengl::TextureUnit());
auto tileProvider = it->second;
// Get the texture that should be used for rendering
Tile tile = tileProvider->getMostHiResTile(chunk.index());
TileDepthTransform depthTransform = tileProvider->depthTransform();
// The texture needs a unit to sample from
texUnitHeight.activate();
texUnitHeight[i].activate();
int hej = 0;
tile.texture->bind();
std::string indexedTileKey = "heightTiles[" + std::to_string(i) + "]";
// Send uniforms for the tile to the shader
programObject->setUniform(indexedTileKey + ".textureSampler", texUnitHeight);
programObject->setUniform(indexedTileKey + ".textureSampler", texUnitHeight[i]);
programObject->setUniform(
indexedTileKey + ".uvTransform.uvScale",
@@ -209,12 +214,12 @@ namespace openspace {
Tile tile = tileProvider->getMostHiResTile(chunk.index());
// The texture needs a unit to sample from
texUnitColor.activate();
texUnitColor[i].activate();
tile.texture->bind();
std::string indexedTileKey = "colorTiles[" + std::to_string(i) + "]";
// Send uniforms for the tile to the shader
programObject->setUniform(indexedTileKey + ".textureSampler", texUnitColor);
programObject->setUniform(indexedTileKey + ".textureSampler", texUnitColor[i]);
programObject->setUniform(
indexedTileKey + ".uvTransform.uvScale",
@@ -355,25 +360,31 @@ namespace openspace {
// Activate the shader program
programObject->activate();
ghoul::opengl::TextureUnit texUnitHeight;
ghoul::opengl::TextureUnit texUnitColor;
std::vector<ghoul::opengl::TextureUnit> texUnitHeight;
std::vector<ghoul::opengl::TextureUnit> texUnitColor;
texUnitHeight.resize(numHeightMapProviders);
texUnitColor.resize(numColorTextureProviders);
// Go through all the height map providers
int i = 0;
for (auto it = heightMapProviders.begin(); it != heightMapProviders.end(); it++)
{
auto tileProvider = it->second;
// Get the texture that should be used for rendering
Tile tile = tileProvider->getMostHiResTile(chunk.index());
TileDepthTransform depthTransform = tileProvider->depthTransform();
// The texture needs a unit to sample from
texUnitHeight.activate();
texUnitHeight[i].activate();
tile.texture->bind();
std::string indexedTileKey = "heightTiles[" + std::to_string(i) + "]";
// Send uniforms for the tile to the shader
programObject->setUniform(indexedTileKey + ".textureSampler", texUnitHeight);
programObject->setUniform(indexedTileKey + ".textureSampler", texUnitHeight[i]);
programObject->setUniform(
indexedTileKey + ".uvTransform.uvScale",
@@ -397,16 +408,17 @@ namespace openspace {
for (auto it = colorTextureProviders.begin(); it != colorTextureProviders.end(); it++)
{
auto tileProvider = it->second;
// Get the texture that should be used for rendering
Tile tile = tileProvider->getMostHiResTile(chunk.index());
// The texture needs a unit to sample from
texUnitColor.activate();
texUnitColor[i].activate();
tile.texture->bind();
std::string indexedTileKey = "colorTiles[" + std::to_string(i) + "]";
// Send uniforms for the tile to the shader
programObject->setUniform(indexedTileKey + ".textureSampler", texUnitColor);
programObject->setUniform(indexedTileKey + ".textureSampler", texUnitColor[i]);
programObject->setUniform(
indexedTileKey + ".uvTransform.uvScale",
@@ -0,0 +1,49 @@
/*****************************************************************************************
* *
* 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 BLENDING_HGLSL
#define BLENDING_HGLSL
vec4 blendOver(vec4 oldColor, vec4 newColor)
{
vec4 toReturn;
toReturn.rgb =
(newColor.rgb * newColor.a + oldColor.rgb * oldColor.a * (1 - newColor.a)) /
(newColor.a + oldColor.a * (1 - newColor.a));
toReturn.a = newColor.a + oldColor.a * (1 - newColor.a);
return toReturn;
}
vec4 blendMultiply(vec4 oldColor, vec4 newColor)
{
return oldColor * newColor;
}
vec4 blendAdd(vec4 oldColor, vec4 newColor)
{
return oldColor + newColor;
}
#endif
@@ -23,38 +23,30 @@
****************************************************************************************/
#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/blending.hglsl>
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
#define NUMLAYERS_COLORTEXTURE 1
#define NUMLAYERS_HEIGHTMAP 1
#define NUMLAYERS_COLORTEXTURE #{numLayersColor}
#define NUMLAYERS_HEIGHTMAP #{numLayersHeight}
uniform TextureTile colorTiles[NUMLAYERS_COLORTEXTURE];
in vec4 fs_position;
in vec2 fs_uv;
vec4 blendOver(vec4 oldColor, vec4 newColor)
{
vec4 toReturn;
toReturn.rgb =
(newColor.rgb * newColor.a + oldColor.rgb * oldColor.a * (1 - newColor.a)) /
(newColor.a + oldColor.a * (1 - newColor.a));
toReturn.a = newColor.a + oldColor.a * (1 - newColor.a);
return toReturn;
}
Fragment getFragment() {
Fragment frag;
//for (int i = 0; i < NUMLAYERS_COLORTEXTURE; ++i)
//{
vec2 samplePos =
colorTiles[0].uvTransform.uvScale * fs_uv +
colorTiles[0].uvTransform.uvOffset;
vec4 colorSample = texture(colorTiles[0].textureSampler, samplePos);
frag.color = blendOver(frag.color, colorSample);
//}
vec2 samplePos[NUMLAYERS_COLORTEXTURE];
vec4 colorSample[NUMLAYERS_COLORTEXTURE];
#for i in 0..#{numLayersColor}
samplePos[#{i}] =
colorTiles[#{i}].uvTransform.uvScale * fs_uv +
colorTiles[#{i}].uvTransform.uvOffset;
colorSample[#{i}] = texture(colorTiles[#{i}].textureSampler, samplePos[#{i}]);
frag.color = blendAdd(frag.color, colorSample[#{i}]);
#endfor
//frag.color.rgb *= 10;
@@ -28,8 +28,8 @@
#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
#define NUMLAYERS_COLORTEXTURE 1
#define NUMLAYERS_HEIGHTMAP 1
#define NUMLAYERS_COLORTEXTURE #{numLayersColor}
#define NUMLAYERS_HEIGHTMAP #{numLayersHeight}
uniform mat4 modelViewProjectionTransform;
uniform vec3 radiiSquared;
@@ -59,17 +59,20 @@ void main()
float height = 0;
//for (int i = 0; i < NUMLAYERS_HEIGHTMAP; ++i)
//{
vec2 samplePos =
heightTiles[0].uvTransform.uvScale * in_uv +
heightTiles[0].uvTransform.uvOffset;
float sampledValue[NUMLAYERS_HEIGHTMAP];
vec2 samplePos[NUMLAYERS_HEIGHTMAP];
#for i in 0..#{numLayersHeight}
samplePos[#{i}] =
heightTiles[#{i}].uvTransform.uvScale * in_uv +
heightTiles[#{i}].uvTransform.uvOffset;
float sampledValue = texture(heightTiles[0].textureSampler, samplePos).r;
sampledValue[#{i}] = texture(heightTiles[#{i}].textureSampler, samplePos[#{i}]).r;
// TODO : Some kind of blending here. Now it just writes over
height = (sampledValue *
heightTiles[0].depthTransform.depthScale +
heightTiles[0].depthTransform.depthOffset);
//}
height = (sampledValue[#{i}] *
heightTiles[#{i}].depthTransform.depthScale +
heightTiles[#{i}].depthTransform.depthOffset);
#endfor
// Add the height in the direction of the normal
pair.position += pair.normal * height;
@@ -23,38 +23,30 @@
****************************************************************************************/
#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/blending.hglsl>
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
#define NUMLAYERS_COLORTEXTURE 1
#define NUMLAYERS_HEIGHTMAP 1
#define NUMLAYERS_COLORTEXTURE #{numLayersColor}
#define NUMLAYERS_HEIGHTMAP #{numLayersHeight}
uniform TextureTile colorTiles[NUMLAYERS_COLORTEXTURE];
in vec4 fs_position;
in vec2 fs_uv;
vec4 blendOver(vec4 oldColor, vec4 newColor)
{
vec4 toReturn;
toReturn.rgb =
(newColor.rgb * newColor.a + oldColor.rgb * oldColor.a * (1 - newColor.a)) /
(newColor.a + oldColor.a * (1 - newColor.a));
toReturn.a = newColor.a + oldColor.a * (1 - newColor.a);
return toReturn;
}
Fragment getFragment() {
Fragment frag;
//for (int i = 0; i < NUMLAYERS_COLORTEXTURE; ++i)
//{
vec2 samplePos =
colorTiles[0].uvTransform.uvScale * fs_uv +
colorTiles[0].uvTransform.uvOffset;
vec4 colorSample = texture(colorTiles[0].textureSampler, samplePos);
frag.color = blendOver(frag.color, colorSample);
//}
vec2 samplePos[NUMLAYERS_COLORTEXTURE];
vec4 colorSample[NUMLAYERS_COLORTEXTURE];
#for i in 0..#{numLayersColor}
samplePos[#{i}] =
colorTiles[#{i}].uvTransform.uvScale * fs_uv +
colorTiles[#{i}].uvTransform.uvOffset;
colorSample[#{i}] = texture(colorTiles[#{i}].textureSampler, samplePos[#{i}]);
frag.color = blendOver(frag.color, colorSample[#{i}]);
#endfor
//vec2 samplePos =
// colorTile.uvTransform.uvScale * fs_uv +
@@ -28,8 +28,8 @@
#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
#define NUMLAYERS_COLORTEXTURE 1
#define NUMLAYERS_HEIGHTMAP 1
#define NUMLAYERS_COLORTEXTURE #{numLayersColor}
#define NUMLAYERS_HEIGHTMAP #{numLayersHeight}
uniform mat4 projectionTransform;
@@ -61,19 +61,21 @@ void main()
vec3 p = bilinearInterpolation(in_uv);
float height = 0;
//for (int i = 0; i < NUMLAYERS_HEIGHTMAP; ++i)
//{
vec2 samplePos =
heightTiles[0].uvTransform.uvScale * in_uv +
heightTiles[0].uvTransform.uvOffset;
vec2 samplePos[NUMLAYERS_HEIGHTMAP];
float sampledValue[NUMLAYERS_HEIGHTMAP];
#for i in 0..#{numLayersHeight}
samplePos[#{i}] =
heightTiles[#{i}].uvTransform.uvScale * in_uv +
heightTiles[#{i}].uvTransform.uvOffset;
float sampledValue = texture(heightTiles[0].textureSampler, samplePos).r;
sampledValue[#{i}] = texture(heightTiles[#{i}].textureSampler, samplePos[#{i}]).r;
// TODO : Some kind of blending here. Now it just writes over
height = (sampledValue *
heightTiles[0].depthTransform.depthScale +
heightTiles[0].depthTransform.depthOffset);
//}
height = (sampledValue[#{i}] *
heightTiles[#{i}].depthTransform.depthScale +
heightTiles[#{i}].depthTransform.depthOffset);
#endfor
// Translate the point along normal
p += patchNormalCameraSpace * height;