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OpenSpace/modules/globebrowsing/shaders/tilevertexheight.hglsl
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2016-10-26 18:49:51 +02:00

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