2012-09-12 21:46:03 +00:00
|
|
|
// -*- mode: C; -*-
|
|
|
|
// Licence: GPL v2
|
|
|
|
// Author: Frederic Bouvier.
|
|
|
|
//
|
2016-08-05 11:16:23 +00:00
|
|
|
#version 120
|
2019-08-20 16:02:27 +00:00
|
|
|
#extension GL_EXT_draw_instanced : enable
|
|
|
|
|
|
|
|
attribute vec3 instancePosition; // (x,y,z)
|
|
|
|
attribute vec3 instanceScaleRotate; // (width, depth, height)
|
2020-03-26 22:06:21 +00:00
|
|
|
attribute vec3 attrib1; // Generic packed attributes
|
|
|
|
attribute vec3 attrib2;
|
2012-09-12 21:46:03 +00:00
|
|
|
|
|
|
|
varying vec3 ecNormal;
|
|
|
|
varying float alpha;
|
2019-08-20 16:02:27 +00:00
|
|
|
|
2020-03-26 22:06:21 +00:00
|
|
|
const float c_precision = 128.0;
|
|
|
|
const float c_precisionp1 = c_precision + 1.0;
|
|
|
|
|
|
|
|
vec3 float2vec(float value) {
|
|
|
|
vec3 val;
|
|
|
|
val.x = mod(value, c_precisionp1) / c_precision;
|
|
|
|
val.y = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
|
|
|
|
val.z = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
|
|
|
|
return val;
|
|
|
|
}
|
|
|
|
|
2012-09-12 21:46:03 +00:00
|
|
|
void main() {
|
2020-03-26 22:06:21 +00:00
|
|
|
// Unpack generic attributes
|
|
|
|
vec3 attr1 = float2vec(attrib1.x);
|
|
|
|
vec3 attr2 = float2vec(attrib1.z);
|
|
|
|
vec3 attr3 = float2vec(attrib2.x);
|
|
|
|
|
2019-08-20 16:02:27 +00:00
|
|
|
// Determine the rotation for the building.
|
2020-03-26 22:06:21 +00:00
|
|
|
float sr = sin(6.28 * attr1.x);
|
|
|
|
float cr = cos(6.28 * attr1.x);
|
2019-08-20 16:02:27 +00:00
|
|
|
|
|
|
|
vec3 position = gl_Vertex.xyz;
|
2019-10-08 20:39:40 +00:00
|
|
|
// Adjust the very top of the roof to match the rooftop scaling. This shapes
|
|
|
|
// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
|
2020-03-26 22:06:21 +00:00
|
|
|
position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * attr3.z - 0.5);
|
|
|
|
position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * attrib2.y );
|
2019-10-08 20:39:40 +00:00
|
|
|
|
|
|
|
// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
|
|
|
|
// Scale down by the building height (instanceScaleRotate.z) because
|
|
|
|
// immediately afterwards we will scale UP the vertex to the correct scale.
|
2020-03-26 22:06:21 +00:00
|
|
|
position.z = position.z + gl_Color.z * attrib1.y / instanceScale.z;
|
2019-08-20 16:02:27 +00:00
|
|
|
position = position * instanceScaleRotate.xyz;
|
|
|
|
|
|
|
|
// Rotation of the building and movement into position
|
|
|
|
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
|
|
|
|
position = position + instancePosition.xyz;
|
|
|
|
|
|
|
|
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
|
|
|
|
|
2019-09-25 20:56:22 +00:00
|
|
|
// Texture coordinates are stored as:
|
2019-11-23 17:08:04 +00:00
|
|
|
// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
|
|
|
// - a semi-shared (x1, y1) so that the front and side of the building can have
|
|
|
|
// different texture mappings
|
2019-09-25 20:56:22 +00:00
|
|
|
//
|
2019-11-23 17:08:04 +00:00
|
|
|
// The vertex color value selects between them:
|
|
|
|
// gl_Color.x=1 indicates front/back walls
|
|
|
|
// gl_Color.y=1 indicates roof
|
|
|
|
// gl_Color.z=1 indicates top roof vertexs (used above)
|
|
|
|
// gl_Color.a=1 indicates sides
|
|
|
|
// Finally, the roof texture is on the right of the texture sheet
|
2020-03-26 22:06:21 +00:00
|
|
|
float wtex0x = attr1.y; // Front/Side texture X0
|
|
|
|
float wtex0y = attr1.z; // Front/Side texture Y0
|
|
|
|
float rtex0x = attr2.z; // Roof texture X0
|
|
|
|
float rtex0y = attr3.x; // Roof texture Y0
|
|
|
|
float wtex1x = attr2.x; // Front/Roof texture X1
|
|
|
|
float stex1x = attr3.y; // Side texture X1
|
|
|
|
float wtex1y = attr2.y; // Front/Roof/Side texture Y1
|
2019-11-23 17:08:04 +00:00
|
|
|
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
|
|
|
|
gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
|
2019-08-20 16:02:27 +00:00
|
|
|
|
2020-03-26 22:06:21 +00:00
|
|
|
vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
|
|
|
|
wtex1y);
|
|
|
|
|
|
|
|
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
|
|
|
|
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
|
2019-11-23 17:08:04 +00:00
|
|
|
|
2019-08-20 16:02:27 +00:00
|
|
|
// Rotate the normal.
|
|
|
|
ecNormal = gl_Normal;
|
|
|
|
ecNormal.xy = vec2(dot(ecNormal.xy, vec2(cr, sr)), dot(ecNormal.xy, vec2(-sr, cr)));
|
|
|
|
ecNormal = gl_NormalMatrix * ecNormal;
|
|
|
|
|
|
|
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
|
|
|
gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
|
|
|
|
gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
|
|
|
|
alpha = 1.0;
|
2012-09-12 21:46:03 +00:00
|
|
|
}
|