/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2021 * * * * 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 TILE_HEIGHT_HGLSL #define TILE_HEIGHT_HGLSL #include "PowerScaling/powerScaling_vs.hglsl" #include <${MODULE_GLOBEBROWSING}/shaders/tile.glsl> #ifndef USE_HEIGHTMAP #define USE_HEIGHTMAP #{useAccurateNormals} #endif // USE_HEIGHTMAP #ifndef USE_ACCURATE_NORMALS #define USE_ACCURATE_NORMALS #{useAccurateNormals} #endif // USE_ACCURATE_NORMALS #if USE_HEIGHTMAP uniform Layer HeightLayers[NUMLAYERS_HEIGHTMAP]; uniform float heightScale; #endif // USE_HEIGHTMAP #if USE_ACCURATE_NORMALS && USE_HEIGHTMAP uniform float deltaTheta0; uniform float deltaTheta1; uniform float deltaPhi0; uniform float deltaPhi1; uniform float tileDelta; #endif // USE_ACCURATE_NORMALS && USE_HEIGHTMAP // levelWeights := Variable to determine which texture to sample from // HeightLayers := Three textures to sample from float getUntransformedTileHeight(vec2 uv, vec3 levelWeights) { float height = CHUNK_DEFAULT_HEIGHT; #if USE_HEIGHTMAP // Calculate desired level based on distance to the vertex on the ellipsoid before any // heightmapping is done. height = calculateUntransformedHeight(uv, levelWeights, HeightLayers); #endif // USE_HEIGHTMAP return height; } // levelWeights := Variable to determine which texture to sample from // HeightLayers := Three textures to sample from float getTileHeight(vec2 uv, vec3 levelWeights) { float height = CHUNK_DEFAULT_HEIGHT; #if USE_HEIGHTMAP // Calculate desired level based on distance to the vertex on the ellipsoid before any // heightmapping is done height = calculateHeight(uv, levelWeights, HeightLayers); #endif // USE_HEIGHTMAP return height; } float getTileHeightScaled(vec2 uv, vec3 levelWeights) { float height = getTileHeight(uv, levelWeights); #if USE_HEIGHTMAP height *= heightScale; #endif // USE_HEIGHTMAP return height; } vec3 getTileNormal(vec2 uv, vec3 levelWeights, vec3 ellipsoidNormalCameraSpace, vec3 ellipsoidTangentThetaCameraSpace, vec3 ellipsoidTangentPhiCameraSpace) { vec3 normal = ellipsoidNormalCameraSpace; #if USE_ACCURATE_NORMALS float deltaPhi = mix(deltaPhi0, deltaPhi1, uv.x); float deltaTheta = mix(deltaTheta0, deltaTheta1, uv.y); vec3 deltaPhiVec = ellipsoidTangentPhiCameraSpace * deltaPhi; vec3 deltaThetaVec = ellipsoidTangentThetaCameraSpace * deltaTheta; float height00 = getTileHeightScaled(uv, levelWeights); float height10 = getTileHeightScaled(uv + vec2(tileDelta, 0.0), levelWeights); float height01 = getTileHeightScaled(uv + vec2(0.0, tileDelta), levelWeights); vec3 diffTheta = deltaThetaVec + ellipsoidNormalCameraSpace * (height10 - height00); vec3 diffPhi = deltaPhiVec + ellipsoidNormalCameraSpace * (height01 - height00); normal = normalize(cross(diffTheta, diffPhi)); #endif // USE_ACCURATE_NORMALS return normal; } #endif // TILE_HEIGHT_HGLSL