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126 lines
4.5 KiB
Plaintext
126 lines
4.5 KiB
Plaintext
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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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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#ifndef TILE_VERTEX_HEIGHT_HGLSL
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#define TILE_VERTEX_HEIGHT_HGLSL
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#include "PowerScaling/powerScaling_vs.hglsl"
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#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
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#if USE_HEIGHTMAP
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uniform Layer HeightLayers[NUMLAYERS_HEIGHTMAP];
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#endif // USE_HEIGHTMAP
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uniform int xSegments;
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uniform float skirtLength;
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uniform float distanceScaleFactor;
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uniform int chunkLevel;
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float getUntransformedTileVertexHeight(vec2 uv, LevelWeights levelWeights){
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float height = CHUNK_DEFAULT_HEIGHT;
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#if USE_HEIGHTMAP
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// Calculate desired level based on distance to the vertex on the ellipsoid
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// Before any heightmapping is done
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height = calculateUntransformedHeight(
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uv,
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levelWeights, // Variable to determine which texture to sample from
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HeightLayers); // Three textures to sample from
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#endif // USE_HEIGHTMAP
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return height;
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}
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float getTileVertexHeight(vec2 uv, LevelWeights levelWeights){
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float height = CHUNK_DEFAULT_HEIGHT;
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#if USE_HEIGHTMAP
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// Calculate desired level based on distance to the vertex on the ellipsoid
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// Before any heightmapping is done
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height = calculateHeight(
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uv,
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levelWeights, // Variable to determine which texture to sample from
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HeightLayers); // Three textures to sample from
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#endif // USE_HEIGHTMAP
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return height;
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}
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// This function is currently not correct
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vec3 getTileVertexNormal(
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vec2 uv,
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LevelWeights levelWeights,
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vec3 ellipsoidNormal) {
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vec3 normal = ellipsoidNormal;
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#if USE_HEIGHTMAP
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float sampleDelta = 1.0 / xSegments;
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float heightCenter = calculateHeight(
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uv,
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levelWeights,
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HeightLayers);
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float heightOffsetX = calculateHeight(
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uv + vec2(sampleDelta, 0.0),
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levelWeights,
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HeightLayers);
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float heightOffsetY = calculateHeight(
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uv + vec2(0.0, sampleDelta),
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levelWeights,
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HeightLayers);
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vec3 e0 = normalize(cross(vec3(0,0,1), ellipsoidNormal));
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vec3 e1 = cross(ellipsoidNormal, e0);
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vec3 e2 = ellipsoidNormal;
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vec3 v0 = e0 * sampleDelta * 3000000 + e2 * heightOffsetX;
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vec3 v1 = e1 * sampleDelta * 3000000 + e2 * heightOffsetY;
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vec3 n = cross(v0, v1);
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normal = normalize(n);
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#endif // USE_HEIGHTMAP
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return normal;
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}
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bool tileVertexIsSkirtVertex(){
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int vertexIDx = gl_VertexID % (xSegments + 3);
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int vertexIDy = gl_VertexID / (xSegments + 3);
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return vertexIDx == 0 || vertexIDy == 0 ||
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vertexIDx == (xSegments + 2) || vertexIDy == (xSegments + 2);
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}
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float getTileVertexSkirtLength(){
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return tileVertexIsSkirtVertex() ? skirtLength : 0.0;
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}
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#endif // TILE_VERTEX_HEIGHT_HGLSL |