Files
OpenSpace/modules/globebrowsing/shaders/localchunkedlodpatch_vs.glsl
2016-06-02 11:16:10 -04:00

131 lines
5.3 KiB
GLSL

/*****************************************************************************************
* *
* 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 *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
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* 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 *
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#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
#define NUMLAYERS_COLORTEXTURE #{numLayersColor}
#define NUMLAYERS_HEIGHTMAP #{numLayersHeight}
uniform mat4 projectionTransform;
// Input points in camera space
uniform vec3 p00;
uniform vec3 p10;
uniform vec3 p01;
uniform vec3 p11;
uniform vec3 patchNormalCameraSpace;
uniform TextureTile heightTiles[NUMLAYERS_HEIGHTMAP];
uniform TextureTile heightTilesParent1[NUMLAYERS_HEIGHTMAP];
uniform TextureTile heightTilesParent2[NUMLAYERS_HEIGHTMAP];
uniform int xSegments;
uniform float skirtLength;
uniform float distanceScaleFactor;
uniform int chunkLevel;
layout(location = 1) in vec2 in_uv;
out vec2 fs_uv;
out vec4 fs_position;
// tileInterpolationParameter is used to interpolate between a tile and its parent tiles
// The value increases with the distance from the vertex (or fragment) to the camera
out float tileInterpolationParameter;
vec3 bilinearInterpolation(vec2 uv) {
// Bilinear interpolation
vec3 p0 = (1 - uv.x) * p00 + uv.x * p10;
vec3 p1 = (1 - uv.x) * p01 + uv.x * p11;
vec3 p = (1 - uv.y) * p0 + uv.y * p1;
return p;
}
void main()
{
// Position in cameraspace
vec3 p = bilinearInterpolation(in_uv);
float height = 0;
// Calculate desired level based on distance to the vertex on the ellipsoid
// Before any heightmapping is done
float distToVertexOnEllipsoid = length(p);
float projectedScaleFactor = distanceScaleFactor / distToVertexOnEllipsoid;
float desiredLevel = log2(projectedScaleFactor);
tileInterpolationParameter = chunkLevel - desiredLevel;
float w1 = clamp(1 - tileInterpolationParameter, 0 , 1);
float w2 = (clamp(tileInterpolationParameter, 0 , 1) - clamp(tileInterpolationParameter - 1, 0 , 1));
float w3 = clamp(tileInterpolationParameter - 1, 0 , 1);
#for j in 1..#{numLayersHeight}
{
int i = #{j} - 1;
vec2 samplePos =
heightTiles[i].uvTransform.uvScale * in_uv +
heightTiles[i].uvTransform.uvOffset;
vec2 samplePosParent1 =
heightTilesParent1[i].uvTransform.uvScale * in_uv +
heightTilesParent1[i].uvTransform.uvOffset;
vec2 samplePosParent2 =
heightTilesParent2[i].uvTransform.uvScale * in_uv +
heightTilesParent2[i].uvTransform.uvOffset;
float sampledValue =
w1 * texture(heightTiles[i].textureSampler, samplePos).r +
w2 * texture(heightTilesParent1[i].textureSampler, samplePosParent1).r +
w3 * texture(heightTilesParent2[i].textureSampler, samplePosParent2).r;
// TODO : Some kind of blending here. Now it just writes over
height = (sampledValue *
heightTiles[i].depthTransform.depthScale +
heightTiles[i].depthTransform.depthOffset);
// Skirts
int vertexIDx = gl_VertexID % (xSegments + 3);
int vertexIDy = gl_VertexID / (xSegments + 3);
if (vertexIDx == 0 ||
vertexIDy == 0 ||
vertexIDx == (xSegments + 2) ||
vertexIDy == (xSegments + 2) ) {
height -= skirtLength;
}
}
#endfor
// Translate the point along normal
p += patchNormalCameraSpace * height;
vec4 positionClippingSpace = projectionTransform * vec4(p, 1);
// Write output
fs_uv = in_uv;
fs_position = z_normalization(positionClippingSpace);
gl_Position = fs_position;
}