From 119fb5efe29f23c09f2b7b01d517b8ba5b157888 Mon Sep 17 00:00:00 2001 From: Stuart Buchanan Date: Sat, 23 Nov 2019 17:08:04 +0000 Subject: [PATCH] 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. --- Docs/README.scenery | 2 +- Effects/building.eff | 48 +++++++++++----------- Shaders/building-ALS.vert | 51 +++++++++++++++--------- Shaders/building-default.vert | 55 +++++++++++++++----------- Shaders/building-deferred-gbuffer.vert | 45 ++++++++++++++------- Shaders/building-model-ALS-ultra.vert | 53 ++++++++++++++++--------- Shaders/building-ubershader.vert | 52 +++++++++++++++--------- 7 files changed, 188 insertions(+), 118 deletions(-) diff --git a/Docs/README.scenery b/Docs/README.scenery index 77802cf1a..713f8dadb 100644 --- a/Docs/README.scenery +++ b/Docs/README.scenery @@ -411,7 +411,7 @@ Where: - H is the building height in meters, excluding any pitched roof - P is the pitch height in meters. 0 for a flat roof - S is the roof shape (only 0, 2, 4, 6 are implemented, others are approximated to those) : - 0=flat 1=skillion 2=gabled 3=half-hipped 4=hipped 5=pyramidal 6=gambled + 0=flat 1=skillion 2=gabled 3=half-hipped 4=hipped 5=pyramidal 6=gambrel 7=mansard 8=dome 9=onion 10=round 11=saltbox - O is the roof ridge orientation : 0 = parallel to the front face of the building diff --git a/Effects/building.eff b/Effects/building.eff index 8b64001e3..59956fbb7 100644 --- a/Effects/building.eff +++ b/Effects/building.eff @@ -208,19 +208,19 @@ 10 - instanceScaleRotate + instanceScale 11 - rotPitchWtex0x + rotPitchWtexX0 12 - wtex0yTex1xTex1y + wtexY0FRtexx1FSRtexY1 13 - rtex0xRtex0y + rtexX0RtexY0StexX1 14 @@ -302,19 +302,19 @@ 10 - instanceScaleRotate + instanceScale 11 - rotPitchWtex0x + rotPitchWtexX0 12 - wtex0yTex1xTex1y + wtexY0FRtexx1FSRtexY1 13 - rtex0xRtex0y + rtexX0RtexY0StexX1 14 @@ -385,19 +385,19 @@ 10 - instanceScaleRotate + instanceScale 11 - rotPitchWtex0x + rotPitchWtexX0 12 - wtex0yTex1xTex1y + wtexY0FRtexx1FSRtexY1 13 - rtex0xRtex0y + rtexX0RtexY0StexX1 14 @@ -523,19 +523,19 @@ 10 - instanceScaleRotate + instanceScale 11 - rotPitchWtex0x + rotPitchWtexX0 12 - wtex0yTex1xTex1y + wtexY0FRtexx1FSRtexY1 13 - rtex0xRtex0y + rtexX0RtexY0StexX1 14 @@ -587,19 +587,19 @@ 10 - instanceScaleRotate + instanceScale 11 - rotPitchWtex0x + rotPitchWtexX0 12 - wtex0yTex1xTex1y + wtexY0FRtexx1FSRtexY1 13 - rtex0xRtex0y + rtexX0RtexY0StexX1 14 @@ -709,19 +709,19 @@ 10 - instanceScaleRotate + instanceScale 11 - rotPitchWtex0x + rotPitchWtexX0 12 - wtex0yTex1xTex1y + wtexY0FRtexx1FSRtexY1 13 - rtex0xRtex0y + rtexX0RtexY0StexX1 14 diff --git a/Shaders/building-ALS.vert b/Shaders/building-ALS.vert index cd55ba1e9..150b090fc 100644 --- a/Shaders/building-ALS.vert +++ b/Shaders/building-ALS.vert @@ -17,10 +17,10 @@ #define MODE_AMBIENT_AND_DIFFUSE 2 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) // The constant term of the lighting equation that doesn't depend on @@ -83,8 +83,8 @@ void main() vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); // 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 @@ -93,10 +93,10 @@ void main() 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))); @@ -105,16 +105,31 @@ void main() gl_Position = gl_ModelViewProjectionMatrix * vec4(position,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) + // - 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. normal = gl_Normal; diff --git a/Shaders/building-default.vert b/Shaders/building-default.vert index 2cc44cb34..641400a88 100644 --- a/Shaders/building-default.vert +++ b/Shaders/building-default.vert @@ -14,10 +14,10 @@ #define MODE_AMBIENT_AND_DIFFUSE 2 attribute vec3 instancePosition; // (x,y,z) -attribute vec3 instanceScaleRotate; // (width, depth, height) -attribute vec3 rotPitchWtex0x; // (rotation, pitch height, wall 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, unused) +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) // The constant term of the lighting equation that doesn't depend on @@ -38,8 +38,8 @@ uniform int colorMode; void main() { // 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 @@ -48,10 +48,10 @@ void main() 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))); @@ -60,20 +60,31 @@ void main() gl_Position = gl_ModelViewProjectionMatrix * vec4(position,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) + // - 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 - float wtex0x = rotPitchWtex0x.z; - float wtex0y = wtex0yTex1xTex1y.x; - float rtex0x = rtex0xRtex0y.x; - float rtex0y = rtex0xRtex0y.y; - vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x), - gl_Color.x*wtex0y + gl_Color.y*rtex0y); - 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. normal = gl_Normal; diff --git a/Shaders/building-deferred-gbuffer.vert b/Shaders/building-deferred-gbuffer.vert index df6830f15..c7ce5db7c 100644 --- a/Shaders/building-deferred-gbuffer.vert +++ b/Shaders/building-deferred-gbuffer.vert @@ -7,9 +7,9 @@ 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 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 ecNormal; @@ -17,8 +17,8 @@ varying float alpha; void main() { // 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 @@ -29,7 +29,7 @@ void main() { // 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. - position.z = position.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z; + position.z = position.z + gl_Color.z * rotPitchWtexX0.y / instanceScaleRotate.z; position = position * instanceScaleRotate.xyz; // Rotation of the building and movement into position @@ -39,17 +39,32 @@ void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4(position,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) + // - 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))); diff --git a/Shaders/building-model-ALS-ultra.vert b/Shaders/building-model-ALS-ultra.vert index 9e8f91e32..8afa0ea65 100644 --- a/Shaders/building-model-ALS-ultra.vert +++ b/Shaders/building-model-ALS-ultra.vert @@ -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; diff --git a/Shaders/building-ubershader.vert b/Shaders/building-ubershader.vert index 33b712665..88597ce94 100644 --- a/Shaders/building-ubershader.vert +++ b/Shaders/building-ubershader.vert @@ -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;}