Random Buildings - improved texture mapping
Previously the front and side faces of random/OSM buildings had identical texture coordinates. This resulted in the sides of buildings texture mapping being squeezed or stretched. This change generates a separate texture mapping for the sides of the buildings.
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7 changed files with 188 additions and 118 deletions
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@ -411,7 +411,7 @@ Where:
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- H is the building height in meters, excluding any pitched roof
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- P is the pitch height in meters. 0 for a flat roof
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- S is the roof shape (only 0, 2, 4, 6 are implemented, others are approximated to those) :
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0=flat 1=skillion 2=gabled 3=half-hipped 4=hipped 5=pyramidal 6=gambled
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0=flat 1=skillion 2=gabled 3=half-hipped 4=hipped 5=pyramidal 6=gambrel
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7=mansard 8=dome 9=onion 10=round 11=saltbox
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- O is the roof ridge orientation :
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0 = parallel to the front face of the building
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@ -208,19 +208,19 @@
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScaleRotate</name>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>rotPitchWtex0x</name>
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<name>rotPitchWtexX0</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>wtex0yTex1xTex1y</name>
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<name>wtexY0FRtexx1FSRtexY1</name>
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<index>13</index>
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</attribute>
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<attribute>
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<name>rtex0xRtex0y</name>
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<name>rtexX0RtexY0StexX1</name>
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<index>14</index>
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</attribute>
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<attribute>
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@ -302,19 +302,19 @@
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScaleRotate</name>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>rotPitchWtex0x</name>
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<name>rotPitchWtexX0</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>wtex0yTex1xTex1y</name>
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<name>wtexY0FRtexx1FSRtexY1</name>
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<index>13</index>
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</attribute>
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<attribute>
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<name>rtex0xRtex0y</name>
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<name>rtexX0RtexY0StexX1</name>
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<index>14</index>
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</attribute>
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<attribute>
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@ -385,19 +385,19 @@
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScaleRotate</name>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>rotPitchWtex0x</name>
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<name>rotPitchWtexX0</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>wtex0yTex1xTex1y</name>
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<name>wtexY0FRtexx1FSRtexY1</name>
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<index>13</index>
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</attribute>
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<attribute>
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<name>rtex0xRtex0y</name>
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<name>rtexX0RtexY0StexX1</name>
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<index>14</index>
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</attribute>
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<attribute>
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@ -523,19 +523,19 @@
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScaleRotate</name>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>rotPitchWtex0x</name>
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<name>rotPitchWtexX0</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>wtex0yTex1xTex1y</name>
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<name>wtexY0FRtexx1FSRtexY1</name>
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<index>13</index>
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</attribute>
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<attribute>
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<name>rtex0xRtex0y</name>
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<name>rtexX0RtexY0StexX1</name>
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<index>14</index>
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</attribute>
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<attribute>
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@ -587,19 +587,19 @@
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScaleRotate</name>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>rotPitchWtex0x</name>
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<name>rotPitchWtexX0</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>wtex0yTex1xTex1y</name>
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<name>wtexY0FRtexx1FSRtexY1</name>
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<index>13</index>
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</attribute>
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<attribute>
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<name>rtex0xRtex0y</name>
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<name>rtexX0RtexY0StexX1</name>
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<index>14</index>
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</attribute>
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<attribute>
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@ -709,19 +709,19 @@
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScaleRotate</name>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>rotPitchWtex0x</name>
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<name>rotPitchWtexX0</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>wtex0yTex1xTex1y</name>
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<name>wtexY0FRtexx1FSRtexY1</name>
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<index>13</index>
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</attribute>
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<attribute>
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<name>rtex0xRtex0y</name>
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<name>rtexX0RtexY0StexX1</name>
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<index>14</index>
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</attribute>
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<attribute>
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@ -17,10 +17,10 @@
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#define MODE_AMBIENT_AND_DIFFUSE 2
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attribute vec3 instancePosition; // (x,y,z)
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attribute vec3 instanceScaleRotate; // (width, depth, height)
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attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset)
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attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain)
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attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain)
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attribute vec3 instanceScale; // (width, depth, height)
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attribute vec3 rotPitchWtexX0; // (rotation, pitch height, wall texture x0)
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attribute vec3 wtexY0FRtexx1FSRtexY1; // (wall texture y0, front/roof texture x1, front/side/roof texture y1)
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attribute vec3 rtexX0RtexY0StexX1; // (roof texture x0, roof texture y0, side texture x1)
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attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale)
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// The constant term of the lighting equation that doesn't depend on
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@ -83,8 +83,8 @@ void main()
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// Determine the rotation for the building.
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float sr = sin(6.28 * rotPitchWtex0x.x);
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float cr = cos(6.28 * rotPitchWtex0x.x);
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float sr = sin(6.28 * rotPitchWtexX0.x);
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float cr = cos(6.28 * rotPitchWtexX0.x);
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vec3 position = gl_Vertex.xyz;
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// Adjust the very top of the roof to match the rooftop scaling. This shapes
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@ -93,10 +93,10 @@ void main()
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position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * rooftopscale.y);
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// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
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// Scale down by the building height (instanceScaleRotate.z) because
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// Scale down by the building height (instanceScale.z) because
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// immediately afterwards we will scale UP the vertex to the correct scale.
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position.z = position.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
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position = position * instanceScaleRotate.xyz;
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position.z = position.z + gl_Color.z * rotPitchWtexX0.y / instanceScale.z;
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position = position * instanceScale.xyz;
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// Rotation of the building and movement into position
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position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
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@ -105,16 +105,31 @@ void main()
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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// Texture coordinates are stored as:
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// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
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// - a shared gain value (tex1x, tex1y)
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// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
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// - a semi-shared (x1, y1) so that the front and side of the building can have
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// different texture mappings
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//
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// The vertex color value selects between them, with glColor.x=1 indicating walls
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// and glColor.y=1 indicating roofs.
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// Finally, the roof texture is on the left of the texture sheet
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vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*rotPitchWtex0x.z + gl_Color.y*rtex0xRtex0y.x),
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gl_Color.x*wtex0yTex1xTex1y.x + gl_Color.y*rtex0xRtex0y.y);
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gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y;
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gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.z;
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// The vertex color value selects between them:
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// gl_Color.x=1 indicates front/back walls
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// gl_Color.y=1 indicates roof
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// gl_Color.z=1 indicates top roof vertexs (used above)
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// gl_Color.a=1 indicates sides
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// Finally, the roof texture is on the right of the texture sheet
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float wtex0x = rotPitchWtexX0.z; // Front/Side texture X0
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float wtex0y = wtexY0FRtexx1FSRtexY1.x; // Front/Side texture Y0
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float rtex0x = rtexX0RtexY0StexX1.x; // Roof texture X0
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float rtex0y = rtexX0RtexY0StexX1.y; // Roof texture Y0
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float wtex1x = wtexY0FRtexx1FSRtexY1.y; // Front/Roof texture X1
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float stex1x = rtexX0RtexY0StexX1.z; // Side texture X1
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float wtex1y = wtexY0FRtexx1FSRtexY1.z; // Front/Roof/Side texture Y1
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vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
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gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
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vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
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wtex1y);
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gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
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gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
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// Rotate the normal.
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normal = gl_Normal;
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@ -14,10 +14,10 @@
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#define MODE_AMBIENT_AND_DIFFUSE 2
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attribute vec3 instancePosition; // (x,y,z)
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attribute vec3 instanceScaleRotate; // (width, depth, height)
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attribute vec3 rotPitchWtex0x; // (rotation, pitch height, wall texture x offset)
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attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain)
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attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, unused)
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attribute vec3 instanceScale ; // (width, depth, height)
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attribute vec3 rotPitchWtexX0; // (rotation, pitch height, wall texture x0)
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attribute vec3 wtexY0FRtexx1FSRtexY1; // (wall texture y0, front/roof texture x1, front/side/roof texture y1)
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attribute vec3 rtexX0RtexY0StexX1; // (roof texture x0, roof texture y0, side texture x1)
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attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale)
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// The constant term of the lighting equation that doesn't depend on
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@ -38,8 +38,8 @@ uniform int colorMode;
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void main()
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{
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// Determine the rotation for the building.
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float sr = sin(6.28 * rotPitchWtex0x.x);
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float cr = cos(6.28 * rotPitchWtex0x.x);
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float sr = sin(6.28 * rotPitchWtexX0.x);
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float cr = cos(6.28 * rotPitchWtexX0.x);
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vec3 position = gl_Vertex.xyz;
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// Adjust the very top of the roof to match the rooftop scaling. This shapes
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@ -48,10 +48,10 @@ void main()
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position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * rooftopscale.y);
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// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
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// Scale down by the building height (instanceScaleRotate.z) because
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// Scale down by the building height (instanceScale.z) because
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// immediately afterwards we will scale UP the vertex to the correct scale.
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position.z = position.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
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position = position * instanceScaleRotate.xyz;
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position.z = position.z + gl_Color.z * rotPitchWtexX0.y / instanceScale.z;
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position = position * instanceScale.xyz;
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// Rotation of the building and movement into position
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position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
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@ -60,20 +60,31 @@ void main()
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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// Texture coordinates are stored as:
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// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
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// - a shared gain value (tex1x, tex1y)
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// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
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// - a semi-shared (x1, y1) so that the front and side of the building can have
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// different texture mappings
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//
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// The vertex color value selects between them, with glColor.x=1 indicating walls
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// and glColor.y=1 indicating roofs.
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// Finally, the roof texture is on the left of the texture sheet
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float wtex0x = rotPitchWtex0x.z;
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float wtex0y = wtex0yTex1xTex1y.x;
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float rtex0x = rtex0xRtex0y.x;
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float rtex0y = rtex0xRtex0y.y;
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vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x),
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gl_Color.x*wtex0y + gl_Color.y*rtex0y);
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gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y;
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gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.z;
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// The vertex color value selects between them:
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// gl_Color.x=1 indicates front/back walls
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// gl_Color.y=1 indicates roof
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// gl_Color.z=1 indicates top roof vertexs (used above)
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// gl_Color.a=1 indicates sides
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// Finally, the roof texture is on the right of the texture sheet
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float wtex0x = rotPitchWtexX0.z; // Front/Side texture X0
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float wtex0y = wtexY0FRtexx1FSRtexY1.x; // Front/Side texture Y0
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float rtex0x = rtexX0RtexY0StexX1.x; // Roof texture X0
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float rtex0y = rtexX0RtexY0StexX1.y; // Roof texture Y0
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float wtex1x = wtexY0FRtexx1FSRtexY1.y; // Front/Roof texture X1
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float stex1x = rtexX0RtexY0StexX1.z; // Side texture X1
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float wtex1y = wtexY0FRtexx1FSRtexY1.z; // Front/Roof/Side texture Y1
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vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
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gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
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vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
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wtex1y);
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gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
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gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
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// Rotate the normal.
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normal = gl_Normal;
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@ -7,9 +7,9 @@
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attribute vec3 instancePosition; // (x,y,z)
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attribute vec3 instanceScaleRotate; // (width, depth, height)
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attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset)
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attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain)
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attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain)
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attribute vec3 rotPitchWtexX0; // (rotation, pitch height, wall texture x0)
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attribute vec3 wtexY0FRtexx1FSRtexY1; // (wall texture y0, front/roof texture x1, front/side/roof texture y1)
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attribute vec3 rtexX0RtexY0StexX1; // (roof texture x0, roof texture y0, side texture x1)
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attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale)
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varying vec3 ecNormal;
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@ -17,8 +17,8 @@ varying float alpha;
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void main() {
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// Determine the rotation for the building.
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float sr = sin(6.28 * rotPitchWtex0x.x);
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float cr = cos(6.28 * rotPitchWtex0x.x);
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float sr = sin(6.28 * rotPitchWtexX0.x);
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float cr = cos(6.28 * rotPitchWtexX0.x);
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vec3 position = gl_Vertex.xyz;
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// Adjust the very top of the roof to match the rooftop scaling. This shapes
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@ -29,7 +29,7 @@ void main() {
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// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
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// Scale down by the building height (instanceScaleRotate.z) because
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// immediately afterwards we will scale UP the vertex to the correct scale.
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position.z = position.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
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position.z = position.z + gl_Color.z * rotPitchWtexX0.y / instanceScaleRotate.z;
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position = position * instanceScaleRotate.xyz;
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// Rotation of the building and movement into position
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@ -39,17 +39,32 @@ void main() {
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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||||
|
||||
// Texture coordinates are stored as:
|
||||
// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
// - a shared gain value (tex1x, tex1y)
|
||||
// - 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
|
||||
//
|
||||
// The vertex color value selects between them, with glColor.x=1 indicating walls
|
||||
// and glColor.y=1 indicating roofs.
|
||||
// Finally, the roof texture is on the left of the texture sheet
|
||||
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*rotPitchWtex0x.z + gl_Color.y*rtex0xRtex0y.x),
|
||||
gl_Color.x*wtex0yTex1xTex1y.x + gl_Color.y*rtex0xRtex0y.y);
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.z;
|
||||
// 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
|
||||
float wtex0x = rotPitchWtexX0.z; // Front/Side texture X0
|
||||
float wtex0y = wtexY0FRtexx1FSRtexY1.x; // Front/Side texture Y0
|
||||
float rtex0x = rtexX0RtexY0StexX1.x; // Roof texture X0
|
||||
float rtex0y = rtexX0RtexY0StexX1.y; // Roof texture Y0
|
||||
float wtex1x = wtexY0FRtexx1FSRtexY1.y; // Front/Roof texture X1
|
||||
float stex1x = rtexX0RtexY0StexX1.z; // Side texture X1
|
||||
float wtex1y = wtexY0FRtexx1FSRtexY1.z; // Front/Roof/Side texture Y1
|
||||
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);
|
||||
|
||||
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;
|
||||
|
||||
// Rotate the normal.
|
||||
ecNormal = gl_Normal;
|
||||
ecNormal.xy = vec2(dot(ecNormal.xy, vec2(cr, sr)), dot(ecNormal.xy, vec2(-sr, cr)));
|
||||
|
|
|
@ -4,10 +4,10 @@
|
|||
#version 120
|
||||
|
||||
attribute vec3 instancePosition; // (x,y,z)
|
||||
attribute vec3 instanceScaleRotate; // (width, depth, height)
|
||||
attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset)
|
||||
attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain)
|
||||
attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain)
|
||||
attribute vec3 instanceScale ; // (width, depth, height)
|
||||
attribute vec3 rotPitchWtexX0; // (rotation, pitch height, wall texture x0)
|
||||
attribute vec3 wtexY0FRtexx1FSRtexY1; // (wall texture y0, front/roof texture x1, front/side/roof texture y1)
|
||||
attribute vec3 rtexX0RtexY0StexX1; // (roof texture x0, roof texture y0, side texture x1)
|
||||
attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale)
|
||||
|
||||
varying vec3 rawpos;
|
||||
|
@ -56,8 +56,8 @@ void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
|
|||
void main(void)
|
||||
{
|
||||
// Determine the rotation for the building.
|
||||
float sr = sin(6.28 * rotPitchWtex0x.x);
|
||||
float cr = cos(6.28 * rotPitchWtex0x.x);
|
||||
float sr = sin(6.28 * rotPitchWtexX0.x);
|
||||
float cr = cos(6.28 * rotPitchWtexX0.x);
|
||||
|
||||
|
||||
vec3 rawpos = gl_Vertex.xyz;
|
||||
|
@ -67,10 +67,10 @@ void main(void)
|
|||
rawpos.y = (1.0 - gl_Color.z) * rawpos.y + gl_Color.z * (rawpos.y * rooftopscale.y);
|
||||
|
||||
// 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
|
||||
// Scale down by the building height (instanceScale.z) because
|
||||
// immediately afterwards we will scale UP the vertex to the correct scale.
|
||||
rawpos.z = rawpos.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
|
||||
rawpos = rawpos * instanceScaleRotate.xyz;
|
||||
rawpos.z = rawpos.z + gl_Color.z * rotPitchWtexX0.y / instanceScale.z;
|
||||
rawpos = rawpos * instanceScale.xyz;
|
||||
|
||||
// Rotation of the building and movement into rawpos
|
||||
rawpos.xy = vec2(dot(rawpos.xy, vec2(cr, sr)), dot(rawpos.xy, vec2(-sr, cr)));
|
||||
|
@ -78,16 +78,31 @@ void main(void)
|
|||
vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos, 1.0);
|
||||
|
||||
// Texture coordinates are stored as:
|
||||
// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
// - a shared gain value (tex1x, tex1y)
|
||||
//
|
||||
// The vertex color value selects between them, with glColor.x=1 indicating walls
|
||||
// and glColor.y=1 indicating roofs.
|
||||
// Finally, the roof texture is on the left of the texture sheet
|
||||
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*rotPitchWtex0x.z + gl_Color.y*rtex0xRtex0y.x),
|
||||
gl_Color.x*wtex0yTex1xTex1y.x + gl_Color.y*rtex0xRtex0y.y);
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.z;
|
||||
// - 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
|
||||
//
|
||||
// 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
|
||||
float wtex0x = rotPitchWtexX0.z; // Front/Side texture X0
|
||||
float wtex0y = wtexY0FRtexx1FSRtexY1.x; // Front/Side texture Y0
|
||||
float rtex0x = rtexX0RtexY0StexX1.x; // Roof texture X0
|
||||
float rtex0y = rtexX0RtexY0StexX1.y; // Roof texture Y0
|
||||
float wtex1x = wtexY0FRtexx1FSRtexY1.y; // Front/Roof texture X1
|
||||
float stex1x = rtexX0RtexY0StexX1.z; // Side texture X1
|
||||
float wtex1y = wtexY0FRtexx1FSRtexY1.z; // Front/Roof/Side texture Y1
|
||||
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);
|
||||
|
||||
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;
|
||||
|
||||
// Rotate the normal.
|
||||
vec3 normal = gl_Normal;
|
||||
|
|
|
@ -18,17 +18,17 @@ uniform int shader_qual;
|
|||
uniform int rembrandt_enabled;
|
||||
|
||||
attribute vec3 instancePosition; // (x,y,z)
|
||||
attribute vec3 instanceScaleRotate; // (width, depth, height)
|
||||
attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset)
|
||||
attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain)
|
||||
attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain)
|
||||
attribute vec3 instanceScale; // (width, depth, height)
|
||||
attribute vec3 rotPitchWtexX0; // (rotation, pitch height, wall texture x0)
|
||||
attribute vec3 wtexY0FRtexx1FSRtexY1; // (wall texture y0, front/roof texture x1, front/side/roof texture y1)
|
||||
attribute vec3 rtexX0RtexY0StexX1; // (roof texture x0, roof texture y0, side texture x1)
|
||||
attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale)
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Determine the rotation for the building.
|
||||
float sr = sin(6.28 * rotPitchWtex0x.x);
|
||||
float cr = cos(6.28 * rotPitchWtex0x.x);
|
||||
float sr = sin(6.28 * rotPitchWtexX0.x);
|
||||
float cr = cos(6.28 * rotPitchWtexX0.x);
|
||||
|
||||
vec3 position = gl_Vertex.xyz;
|
||||
// Adjust the very top of the roof to match the rooftop scaling. This shapes
|
||||
|
@ -37,10 +37,10 @@ void main(void)
|
|||
position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * rooftopscale.y);
|
||||
|
||||
// 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
|
||||
// Scale down by the building height (instanceScale.z) because
|
||||
// immediately afterwards we will scale UP the vertex to the correct scale.
|
||||
position.z = position.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
|
||||
position = position * instanceScaleRotate.xyz;
|
||||
position.z = position.z + gl_Color.z * rotPitchWtexX0.y / instanceScale.z;
|
||||
position = position * instanceScale.xyz;
|
||||
|
||||
// Rotation of the building and movement into position
|
||||
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
|
||||
|
@ -84,14 +84,28 @@ void main(void)
|
|||
gl_ClipVertex = ecPosition;
|
||||
|
||||
// Texture coordinates are stored as:
|
||||
// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
// - a shared gain value (tex1x, tex1y)
|
||||
// - 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
|
||||
//
|
||||
// The vertex color value selects between them, with glColor.x=1 indicating walls
|
||||
// and glColor.y=1 indicating roofs.
|
||||
// Finally, the roof texture is on the left of the texture sheet
|
||||
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*rotPitchWtex0x.z + gl_Color.y*rtex0xRtex0y.x),
|
||||
gl_Color.x*wtex0yTex1xTex1y.x + gl_Color.y*rtex0xRtex0y.y);
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.z;
|
||||
}
|
||||
// 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
|
||||
float wtex0x = rotPitchWtexX0.z; // Front/Side texture X0
|
||||
float wtex0y = wtexY0FRtexx1FSRtexY1.x; // Front/Side texture Y0
|
||||
float rtex0x = rtexX0RtexY0StexX1.x; // Roof texture X0
|
||||
float rtex0y = rtexX0RtexY0StexX1.y; // Roof texture Y0
|
||||
float wtex1x = wtexY0FRtexx1FSRtexY1.y; // Front/Roof texture X1
|
||||
float stex1x = rtexX0RtexY0StexX1.z; // Side texture X1
|
||||
float wtex1y = wtexY0FRtexx1FSRtexY1.z; // Front/Roof/Side texture Y1
|
||||
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);
|
||||
|
||||
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;}
|
||||
|
|
Loading…
Reference in a new issue