Files
OpenSpace/modules/globebrowsing/shaders/tileheight.hglsl
T
Alexander Bock 9047dc7a3e Feature/globebrowsing speedup (#735)
* Removal of ChunkRenderer, ChunkedLodGlobe, ChunkCuller, chunklevel evaluator, culling classes, layershadermanager, GpuLayer, GPUData, ChunkNode, Grid, BasicGrid, Chunk files, Angle, AABB classes, PointGlobe, Ellipsoid, TileSelector, tiledatatype, iodescription, simplerawtilerreader, rawtilereader
 * Less dynamic allocation for SkirtedGrid, LayerManager, RenderableGlobe, TextureUnit
 * Clean up memory management in RawTiles
 * Code simplification
 * Optimize shader uniform setting
 * Introduce UniformCache
 * Callback simplification
 * Turn ChunkNode into a struct
 * Use a MemoryPool to organize all ChunkNodes rather than use unique_ptr and the necessary memory allocation
 * Collect draw calls
 * Consolidate fragment shaders between local and global renderer
 * Shader cleanup and optimization
 * Update CMake to not include included shaders
 * Integrate traversal function into the looping
 * Replace std::queue with std::vector
 * Merge TextureContainer into MemoryAwareTileCache
 * Lazy computation of chunk bounding boxes
 * Memory management of LayerGroup
 * Remove class hierarchy from tileproviders (temporaltileprovider not working yet)
 * Remove PBO classes
* Chunk status stored in Chunk
* Don't create a copy of the ChunkTilePile
* Enable culling by projected area on default
* Have raw tile reader return a Tile instead of a shared_ptr to a tile
* Start making GDAL mandatory
* Increase the default lod scale factor to 15
2018-10-30 17:20:06 -04:00

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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* 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.hglsl>
#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
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, // Variable to determine which texture to sample from
HeightLayers // Three textures to sample from
);
#endif // USE_HEIGHTMAP
return height;
}
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, // Variable to determine which texture to sample from
HeightLayers // Three textures to sample from
);
#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, 0.0f), levelWeights);
float height01 = getTileHeightScaled(uv + vec2(0.0f, 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