mirror of
https://github.com/OpenSpace/OpenSpace.git
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145 lines
6.1 KiB
GLSL
145 lines
6.1 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2021 *
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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 <${MODULE_GLOBEBROWSING}/shaders/tile.glsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.glsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/tileheight.glsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/tilevertexskirt.glsl>
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layout(location = 1) in vec2 in_uv;
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out vec4 fs_position;
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out vec2 fs_uv;
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out vec3 ellipsoidNormalCameraSpace;
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out vec3 levelWeights;
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out vec3 positionCameraSpace;
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#if USE_ACCURATE_NORMALS
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out vec3 ellipsoidTangentThetaCameraSpace;
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out vec3 ellipsoidTangentPhiCameraSpace;
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#endif // USE_ACCURATE_NORMALS
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#if USE_ECLIPSE_SHADOWS
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out vec3 positionWorldSpace;
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uniform dmat4 modelTransform;
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#endif // USE_ECLIPSE_SHADOWS
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#if SHADOW_MAPPING_ENABLED
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// ShadowMatrix is the matrix defined by:
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// textureCoordsMatrix * projectionMatrix * combinedViewMatrix * modelMatrix
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// where textureCoordsMatrix is just a scale and bias computation: [-1,1] to [0,1]
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uniform dmat4 shadowMatrix;
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out vec4 shadowCoords;
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#endif // SHADOW_MAPPING_ENABLED
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uniform mat4 modelViewProjectionTransform;
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uniform mat4 modelViewTransform;
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uniform vec3 radiiSquared;
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uniform vec2 minLatLon;
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uniform vec2 lonLatScalingFactor;
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uniform vec3 cameraPosition;
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uniform float chunkMinHeight;
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uniform float distanceScaleFactor;
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uniform int chunkLevel;
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struct PositionNormalPair {
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vec3 position;
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vec3 normal;
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};
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PositionNormalPair globalInterpolation(vec2 uv) {
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vec2 lonlat = lonLatScalingFactor * uv + minLatLon;
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// geodetic surface normal
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float cosLat = cos(lonlat.y);
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vec3 normal = vec3(cosLat * cos(lonlat.x), cosLat * sin(lonlat.x), sin(lonlat.y));
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vec3 k = radiiSquared * normal;
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float gamma = sqrt(dot(k, normal));
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PositionNormalPair result;
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result.position = k / gamma;
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result.normal = normal;
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return result;
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}
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vec3 getLevelWeights(float distToVertexOnEllipsoid) {
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float projectedScaleFactor = distanceScaleFactor / distToVertexOnEllipsoid;
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float desiredLevel = log2(projectedScaleFactor);
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float levelInterp = chunkLevel - desiredLevel;
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return vec3(
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clamp(1.0 - levelInterp, 0.0, 1.0),
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clamp(levelInterp, 0.0, 1.0) - clamp(levelInterp - 1.0, 0.0, 1.0),
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clamp(levelInterp - 1.0, 0.0, 1.0)
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);
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}
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void main() {
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PositionNormalPair pair = globalInterpolation(in_uv);
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float distToVertexOnEllipsoid = length((pair.normal * chunkMinHeight + pair.position) - cameraPosition);
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// use level weight for height sampling, and output to fragment shader
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levelWeights = getLevelWeights(distToVertexOnEllipsoid);
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// Get the height value and apply skirts
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float height = getTileHeight(in_uv, levelWeights) - getTileVertexSkirtLength();
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#if USE_ACCURATE_NORMALS
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// Calculate tangents
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// tileDelta is a step length (epsilon). Should be small enough for accuracy but not
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// Too small for precision. 1 / 512 is good.
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const float tileDelta = 1.0 / 512.0;
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PositionNormalPair pair10 = globalInterpolation(vec2(1.0, 0.0) * tileDelta + in_uv);
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PositionNormalPair pair01 = globalInterpolation(vec2(0.0, 1.0) * tileDelta + in_uv);
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vec3 ellipsoidTangentTheta = normalize(pair10.position - pair.position);
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vec3 ellipsoidTangentPhi = normalize(pair01.position - pair.position);
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ellipsoidTangentThetaCameraSpace = mat3(modelViewTransform) * ellipsoidTangentTheta;
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ellipsoidTangentPhiCameraSpace = mat3(modelViewTransform) * ellipsoidTangentPhi;
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#endif // USE_ACCURATE_NORMALS
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// Add the height in the direction of the normal
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pair.position = pair.normal * height + pair.position;
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vec4 positionClippingSpace = modelViewProjectionTransform * vec4(pair.position, 1.0);
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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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ellipsoidNormalCameraSpace = mat3(modelViewTransform) * pair.normal;
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positionCameraSpace = vec3(modelViewTransform * vec4(pair.position, 1.0));
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#if USE_ECLIPSE_SHADOWS
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positionWorldSpace = vec3(modelTransform * dvec4(pair.position, 1.0));
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#endif // USE_ECLIPSE_SHADOWS
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#if SHADOW_MAPPING_ENABLED
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shadowCoords = vec4(shadowMatrix * dvec4(pair.position, 1.0));
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#endif // SHADOW_MAPPING_ENABLED
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}
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