Files
OpenSpace/modules/globebrowsing/shaders/tileheight.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

116 lines
4.8 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. *
****************************************************************************************/
#ifndef TILE_HEIGHT_HGLSL
#define TILE_HEIGHT_HGLSL
#include "PowerScaling/powerScaling_vs.hglsl"
#include <${MODULE_GLOBEBROWSING}/shaders/tile.glsl>
#ifndef USE_HEIGHTMAP
#define USE_HEIGHTMAP #{useAccurateNormals}
#endif // USE_HEIGHTMAP
#ifndef USE_ACCURATE_NORMALS
#define USE_ACCURATE_NORMALS #{useAccurateNormals}
#endif // USE_ACCURATE_NORMALS
#if USE_HEIGHTMAP
uniform Layer HeightLayers[NUMLAYERS_HEIGHTMAP];
uniform float heightScale;
#endif // USE_HEIGHTMAP
#if USE_ACCURATE_NORMALS && USE_HEIGHTMAP
uniform float deltaTheta0;
uniform float deltaTheta1;
uniform float deltaPhi0;
uniform float deltaPhi1;
uniform float tileDelta;
#endif // USE_ACCURATE_NORMALS && USE_HEIGHTMAP
// levelWeights := Variable to determine which texture to sample from
// HeightLayers := Three textures to sample from
float getUntransformedTileHeight(vec2 uv, vec3 levelWeights) {
float height = CHUNK_DEFAULT_HEIGHT;
#if USE_HEIGHTMAP
// Calculate desired level based on distance to the vertex on the ellipsoid before any
// heightmapping is done.
height = calculateUntransformedHeight(uv, levelWeights, HeightLayers);
#endif // USE_HEIGHTMAP
return height;
}
// levelWeights := Variable to determine which texture to sample from
// HeightLayers := Three textures to sample from
float getTileHeight(vec2 uv, vec3 levelWeights) {
float height = CHUNK_DEFAULT_HEIGHT;
#if USE_HEIGHTMAP
// Calculate desired level based on distance to the vertex on the ellipsoid before any
// heightmapping is done
height = calculateHeight(uv, levelWeights, HeightLayers);
#endif // USE_HEIGHTMAP
return height;
}
float getTileHeightScaled(vec2 uv, vec3 levelWeights) {
float height = getTileHeight(uv, levelWeights);
#if USE_HEIGHTMAP
height *= heightScale;
#endif // USE_HEIGHTMAP
return height;
}
vec3 getTileNormal(vec2 uv, vec3 levelWeights, vec3 ellipsoidNormalCameraSpace,
vec3 ellipsoidTangentThetaCameraSpace,
vec3 ellipsoidTangentPhiCameraSpace)
{
vec3 normal = ellipsoidNormalCameraSpace;
#if USE_ACCURATE_NORMALS
float deltaPhi = mix(deltaPhi0, deltaPhi1, uv.x);
float deltaTheta = mix(deltaTheta0, deltaTheta1, uv.y);
vec3 deltaPhiVec = ellipsoidTangentPhiCameraSpace * deltaPhi;
vec3 deltaThetaVec = ellipsoidTangentThetaCameraSpace * deltaTheta;
float height00 = getTileHeightScaled(uv, levelWeights);
float height10 = getTileHeightScaled(uv + vec2(tileDelta, 0.0), levelWeights);
float height01 = getTileHeightScaled(uv + vec2(0.0, tileDelta), levelWeights);
vec3 diffTheta = deltaThetaVec + ellipsoidNormalCameraSpace * (height10 - height00);
vec3 diffPhi = deltaPhiVec + ellipsoidNormalCameraSpace * (height01 - height00);
normal = normalize(cross(diffTheta, diffPhi));
#endif // USE_ACCURATE_NORMALS
return normal;
}
#endif // TILE_HEIGHT_HGLSL