Files
OpenSpace/modules/globebrowsing/shaders/globalrenderer_vs.glsl
Alexander Bock c3ba532bdb Feature/cleanup (#1608)
* Revert screenlog back to showing Info and above messages
 * Various code cleanup
2021-05-25 14:08:33 +02:00

145 lines
6.1 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2021 *
* *
* 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 vec4 fs_position;
out vec2 fs_uv;
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 modelTransform;
#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 modelViewProjectionTransform;
uniform mat4 modelViewTransform;
uniform vec3 radiiSquared;
uniform vec2 minLatLon;
uniform vec2 lonLatScalingFactor;
uniform vec3 cameraPosition;
uniform float chunkMinHeight;
uniform float distanceScaleFactor;
uniform int chunkLevel;
struct PositionNormalPair {
vec3 position;
vec3 normal;
};
PositionNormalPair globalInterpolation(vec2 uv) {
vec2 lonlat = lonLatScalingFactor * uv + minLatLon;
// geodetic surface normal
float cosLat = cos(lonlat.y);
vec3 normal = vec3(cosLat * cos(lonlat.x), cosLat * sin(lonlat.x), sin(lonlat.y));
vec3 k = radiiSquared * normal;
float gamma = sqrt(dot(k, normal));
PositionNormalPair result;
result.position = k / gamma;
result.normal = normal;
return result;
}
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() {
PositionNormalPair pair = globalInterpolation(in_uv);
float distToVertexOnEllipsoid = length((pair.normal * chunkMinHeight + pair.position) - cameraPosition);
// use level weight for height sampling, and output to fragment shader
levelWeights = getLevelWeights(distToVertexOnEllipsoid);
// Get the height value and apply skirts
float height = getTileHeight(in_uv, levelWeights) - getTileVertexSkirtLength();
#if USE_ACCURATE_NORMALS
// Calculate tangents
// tileDelta is a step length (epsilon). Should be small enough for accuracy but not
// Too small for precision. 1 / 512 is good.
const float tileDelta = 1.0 / 512.0;
PositionNormalPair pair10 = globalInterpolation(vec2(1.0, 0.0) * tileDelta + in_uv);
PositionNormalPair pair01 = globalInterpolation(vec2(0.0, 1.0) * tileDelta + in_uv);
vec3 ellipsoidTangentTheta = normalize(pair10.position - pair.position);
vec3 ellipsoidTangentPhi = normalize(pair01.position - pair.position);
ellipsoidTangentThetaCameraSpace = mat3(modelViewTransform) * ellipsoidTangentTheta;
ellipsoidTangentPhiCameraSpace = mat3(modelViewTransform) * ellipsoidTangentPhi;
#endif // USE_ACCURATE_NORMALS
// Add the height in the direction of the normal
pair.position = pair.normal * height + pair.position;
vec4 positionClippingSpace = modelViewProjectionTransform * vec4(pair.position, 1.0);
// Write output
fs_uv = in_uv;
fs_position = z_normalization(positionClippingSpace);
gl_Position = fs_position;
ellipsoidNormalCameraSpace = mat3(modelViewTransform) * pair.normal;
positionCameraSpace = vec3(modelViewTransform * vec4(pair.position, 1.0));
#if USE_ECLIPSE_SHADOWS
positionWorldSpace = vec3(modelTransform * dvec4(pair.position, 1.0));
#endif // USE_ECLIPSE_SHADOWS
#if SHADOW_MAPPING_ENABLED
shadowCoords = vec4(shadowMatrix * dvec4(pair.position, 1.0));
#endif // SHADOW_MAPPING_ENABLED
}