mirror of
https://github.com/OpenSpace/OpenSpace.git
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159 lines
6.0 KiB
GLSL
159 lines
6.0 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2025 *
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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/powerScalingMath.hglsl"
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layout(points) in;
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flat in vec3 normal[]; // Point normals correspond to globe out direction, model space
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flat in float dynamicHeight[];
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layout(triangle_strip, max_vertices = 4) out;
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out vec2 texCoord;
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flat out float vs_screenSpaceDepth;
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out vec4 vs_positionViewSpace;
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flat out vec3 vs_normal;
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// General settings
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uniform dmat4 modelTransform;
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uniform dmat4 viewTransform;
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uniform dmat4 projectionTransform;
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uniform float heightOffset;
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uniform bool useHeightMapData;
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// Camera information
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uniform vec3 cameraUp;
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uniform vec3 cameraRight;
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uniform dvec3 cameraPosition; // world coordinates
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uniform vec3 cameraLookUp;
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// Render mode
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uniform int renderMode;
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// OBS! Keep in sync with option property options
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const int RenderOptionCameraDir = 0;
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const int RenderOptionCameraPos = 1;
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const int RenderOptionGlobeNormal = 2;
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const int RenderOptionGlobeSurface = 3;
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uniform float pointSize;
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uniform float textureWidthFactor;
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// If false, use the center
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uniform bool useBottomAnchorPoint = true;
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const vec2 corners[4] = vec2[4](
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vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0),
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vec2(0.0, 1.0)
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);
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void main() {
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vec4 pos = gl_in[0].gl_Position;
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vs_normal = normal[0];
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dvec4 dpos = dvec4(dvec3(pos.xyz), 1.0);
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// Offset position based on height information
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if (length(pos.xyz) > 0) {
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dvec3 outDirection = normalize(dvec3(dpos));
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float height = heightOffset;
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if (useHeightMapData) {
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height += dynamicHeight[0];
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}
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dpos += dvec4(outDirection * double(height), 0.0);
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}
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// World coordinates
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dpos = modelTransform * dpos;
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vec3 worldNormal = normalize(mat3(modelTransform) * vs_normal);
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// Set up and right directions based on render mode.
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// renderMode 0 is default
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vec3 right = cameraRight;
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vec3 up = cameraUp;
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vec3 cameraToPosDir = vec3(normalize(cameraPosition - dpos.xyz));
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// Update right and up based on render mode
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if (renderMode == RenderOptionCameraPos) {
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right = normalize(cross(cameraLookUp, cameraToPosDir));
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up = normalize(cross(cameraToPosDir, right));
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}
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else if (renderMode == RenderOptionGlobeNormal) {
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up = worldNormal;
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right = normalize(cross(up, cameraToPosDir));
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}
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else if (renderMode == RenderOptionGlobeSurface) {
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// Compute up to be orthogonal to globe normal and camera right direction
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up = normalize(cross(worldNormal, right));
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// Recompute right to be orthognal to globe normal
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right = cross(up, worldNormal);
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}
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dvec4 scaledRight = pointSize * dvec4(right, 0.0) * 0.5;
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dvec4 scaledUp = pointSize * dvec4(up, 0.0) * 0.5;
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dmat4 cameraViewProjectionMatrix = projectionTransform * viewTransform;
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vec4 dposClip = vec4(cameraViewProjectionMatrix * dpos);
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vec4 scaledRightClip = textureWidthFactor * vec4(cameraViewProjectionMatrix * scaledRight);
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vec4 scaledUpClip = vec4(cameraViewProjectionMatrix * scaledUp);
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// Place anchor point at the bottom
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vec4 bottomLeft = z_normalization(dposClip - scaledRightClip);
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vec4 bottomRight = z_normalization(dposClip + scaledRightClip);
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vec4 topRight = z_normalization(dposClip + 2 * scaledUpClip + scaledRightClip);
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vec4 topLeft = z_normalization(dposClip + 2 * scaledUpClip - scaledRightClip);
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if (!useBottomAnchorPoint) {
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// Place anchor point at the center
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bottomLeft = z_normalization(dposClip - scaledRightClip - scaledUpClip);
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bottomRight = z_normalization(dposClip + scaledRightClip - scaledUpClip);
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topRight = z_normalization(dposClip + scaledUpClip + scaledRightClip);
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topLeft = z_normalization(dposClip + scaledUpClip - scaledRightClip);
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}
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vs_screenSpaceDepth = bottomLeft.w;
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vs_positionViewSpace = vec4(viewTransform * dpos);
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// Build primitive
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texCoord = corners[0];
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gl_Position = bottomLeft;
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EmitVertex();
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texCoord = corners[1];
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gl_Position = bottomRight;
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EmitVertex();
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texCoord = corners[3];
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gl_Position = topLeft;
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EmitVertex();
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texCoord = corners[2];
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gl_Position = topRight;
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EmitVertex();
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EndPrimitive();
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}
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