Files
OpenSpace/modules/globebrowsing/shaders/localrenderer_vs.glsl
Alexander Bock 4f4764209f Happy new year
2023-01-02 11:19:33 +01:00

130 lines
5.2 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2023 *
* *
* 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. *
****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
#include <${MODULE_GLOBEBROWSING}/shaders/tile.glsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.glsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tileheight.glsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tilevertexskirt.glsl>
layout(location = 1) in vec2 in_uv;
out vec2 fs_uv;
out vec4 fs_position;
out vec3 ellipsoidNormalCameraSpace;
out vec3 levelWeights;
out vec3 positionCameraSpace;
#if USE_ACCURATE_NORMALS
out vec3 ellipsoidTangentThetaCameraSpace;
out vec3 ellipsoidTangentPhiCameraSpace;
#endif // USE_ACCURATE_NORMALS
#if USE_ECLIPSE_SHADOWS
out vec3 positionWorldSpace;
uniform dmat4 inverseViewTransform;
#endif // USE_ECLIPSE_SHADOWS
#if SHADOW_MAPPING_ENABLED
// ShadowMatrix is the matrix defined by:
// textureCoordsMatrix * projectionMatrix * combinedViewMatrix * modelMatrix
// where textureCoordsMatrix is just a scale and bias computation: [-1,1] to [0,1]
uniform dmat4 shadowMatrix;
out vec4 shadowCoords;
#endif // SHADOW_MAPPING_ENABLED
uniform mat4 projectionTransform;
// Input points in camera space
uniform vec3 p00;
uniform vec3 p10;
uniform vec3 p01;
uniform vec3 p11;
uniform vec3 patchNormalCameraSpace;
uniform float chunkMinHeight;
uniform float distanceScaleFactor;
uniform int chunkLevel;
vec3 bilinearInterpolation(vec2 uv) {
vec3 p0 = mix(p00, p10, uv.x);
vec3 p1 = mix(p01, p11, uv.x);
return mix(p0, p1, uv.y);
}
vec3 getLevelWeights(float distToVertexOnEllipsoid) {
float projectedScaleFactor = distanceScaleFactor / distToVertexOnEllipsoid;
float desiredLevel = log2(projectedScaleFactor);
float levelInterp = chunkLevel - desiredLevel;
return vec3(
clamp(1.0 - levelInterp, 0.0, 1.0),
clamp(levelInterp, 0.0, 1.0) - clamp(levelInterp - 1.0, 0.0, 1.0),
clamp(levelInterp - 1.0, 0.0, 1.0)
);
}
void main() {
// Position in cameraspace
vec3 p = bilinearInterpolation(in_uv);
// Calculate desired level based on distance to the vertex on the ellipsoid
// Before any heightmapping is done
float distToVertexOnEllipsoid = length(p + patchNormalCameraSpace * chunkMinHeight);
// use level weight for height sampling, and output to fragment shader
levelWeights = getLevelWeights(distToVertexOnEllipsoid);
// Get the height value and apply skirts
float height = getTileHeightScaled(in_uv, levelWeights) - getTileVertexSkirtLength() * 100.0;
// Translate the point along normal
p += patchNormalCameraSpace * height;
vec4 positionClippingSpace = projectionTransform * vec4(p, 1);
#if USE_ACCURATE_NORMALS
// Calculate tangents
ellipsoidTangentThetaCameraSpace = normalize(p10 - p00);
ellipsoidTangentPhiCameraSpace = normalize(p01 - p00);
#endif // USE_ACCURATE_NORMALS
// Write output
fs_uv = in_uv;
fs_position = z_normalization(positionClippingSpace);
gl_Position = fs_position;
ellipsoidNormalCameraSpace = patchNormalCameraSpace;
positionCameraSpace = p;
#if USE_ECLIPSE_SHADOWS
positionWorldSpace = vec3(inverseViewTransform * dvec4(p, 1.0));
#endif // USE_ECLIPSE_SHADOWS
#if SHADOW_MAPPING_ENABLED
shadowCoords = vec4(shadowMatrix * dvec4(p, 1.0));
#endif // SHADOW_MAPPING_ENABLED
}