mirror of
https://github.com/OpenSpace/OpenSpace.git
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131 lines
5.3 KiB
GLSL
131 lines
5.3 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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#include "PowerScaling/powerScaling_vs.hglsl"
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#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
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#define NUMLAYERS_COLORTEXTURE #{numLayersColor}
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#define NUMLAYERS_HEIGHTMAP #{numLayersHeight}
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uniform mat4 projectionTransform;
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// Input points in camera space
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uniform vec3 p00;
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uniform vec3 p10;
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uniform vec3 p01;
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uniform vec3 p11;
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uniform vec3 patchNormalCameraSpace;
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uniform TextureTile heightTiles[NUMLAYERS_HEIGHTMAP];
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uniform TextureTile heightTilesParent1[NUMLAYERS_HEIGHTMAP];
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uniform TextureTile heightTilesParent2[NUMLAYERS_HEIGHTMAP];
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uniform int xSegments;
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uniform float skirtLength;
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uniform float distanceScaleFactor;
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uniform int chunkLevel;
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layout(location = 1) in vec2 in_uv;
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out vec2 fs_uv;
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out vec4 fs_position;
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// tileInterpolationParameter is used to interpolate between a tile and its parent tiles
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// The value increases with the distance from the vertex (or fragment) to the camera
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out float tileInterpolationParameter;
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vec3 bilinearInterpolation(vec2 uv) {
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// Bilinear interpolation
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vec3 p0 = (1 - uv.x) * p00 + uv.x * p10;
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vec3 p1 = (1 - uv.x) * p01 + uv.x * p11;
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vec3 p = (1 - uv.y) * p0 + uv.y * p1;
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return p;
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}
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void main()
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{
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// Position in cameraspace
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vec3 p = bilinearInterpolation(in_uv);
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float height = 0;
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// Calculate desired level based on distance to the vertex on the ellipsoid
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// Before any heightmapping is done
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float distToVertexOnEllipsoid = length(p);
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float projectedScaleFactor = distanceScaleFactor / distToVertexOnEllipsoid;
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float desiredLevel = log2(projectedScaleFactor);
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tileInterpolationParameter = chunkLevel - desiredLevel;
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float w1 = clamp(1 - tileInterpolationParameter, 0 , 1);
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float w2 = (clamp(tileInterpolationParameter, 0 , 1) - clamp(tileInterpolationParameter - 1, 0 , 1));
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float w3 = clamp(tileInterpolationParameter - 1, 0 , 1);
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#for j in 1..#{numLayersHeight}
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{
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int i = #{j} - 1;
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vec2 samplePos =
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heightTiles[i].uvTransform.uvScale * in_uv +
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heightTiles[i].uvTransform.uvOffset;
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vec2 samplePosParent1 =
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heightTilesParent1[i].uvTransform.uvScale * in_uv +
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heightTilesParent1[i].uvTransform.uvOffset;
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vec2 samplePosParent2 =
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heightTilesParent2[i].uvTransform.uvScale * in_uv +
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heightTilesParent2[i].uvTransform.uvOffset;
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float sampledValue =
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w1 * texture(heightTiles[i].textureSampler, samplePos).r +
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w2 * texture(heightTilesParent1[i].textureSampler, samplePosParent1).r +
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w3 * texture(heightTilesParent2[i].textureSampler, samplePosParent2).r;
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// TODO : Some kind of blending here. Now it just writes over
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height = (sampledValue *
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heightTiles[i].depthTransform.depthScale +
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heightTiles[i].depthTransform.depthOffset);
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// Skirts
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int vertexIDx = gl_VertexID % (xSegments + 3);
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int vertexIDy = gl_VertexID / (xSegments + 3);
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if (vertexIDx == 0 ||
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vertexIDy == 0 ||
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vertexIDx == (xSegments + 2) ||
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vertexIDy == (xSegments + 2) ) {
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height -= skirtLength;
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}
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}
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#endfor
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// Translate the point along normal
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p += patchNormalCameraSpace * height;
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vec4 positionClippingSpace = projectionTransform * vec4(p, 1);
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// Write output
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fs_uv = in_uv;
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fs_position = z_normalization(positionClippingSpace);
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gl_Position = fs_position;
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} |