Shader buildings multiple roof types
Shader buildings now support different roof types - flat - gabled - hipped - pyramidal Primarily for osm2city use.
This commit is contained in:
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ce80930dc9
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8 changed files with 85 additions and 87 deletions
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@ -410,10 +410,10 @@ Where:
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- D is the building depth in meters
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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 (currently unused - all roofs are flat or gabled depending on pitch height) :
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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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7=mansard 8=dome 9=onion 10=round 11=saltbox
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- O is the roof ridge orientation (currently unused, all roofs are assumed orthogonal) :
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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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1 = orthogonal to the front face of the building
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- F is the number of floors (integer)
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@ -223,6 +223,10 @@
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<name>rtex0xRtex0y</name>
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<index>14</index>
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</attribute>
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<attribute>
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<name>rooftopscale</name>
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<index>15</index>
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</attribute>
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</program>
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</pass>
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</technique>
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@ -313,6 +317,10 @@
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<name>rtex0xRtex0y</name>
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<index>14</index>
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</attribute>
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<attribute>
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<name>rooftopscale</name>
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<index>15</index>
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</attribute>
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</program>
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<uniform>
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<name>texture</name>
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@ -392,6 +400,10 @@
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<name>rtex0xRtex0y</name>
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<index>14</index>
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</attribute>
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<attribute>
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<name>rooftopscale</name>
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<index>15</index>
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</attribute>
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</program>
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<uniform>
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<name>visibility</name>
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@ -525,6 +537,10 @@
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<attribute>
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<name>rtex0xRtex0y</name>
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<index>14</index>
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</attribute>
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<attribute>
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<name>rooftopscale</name>
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<index>15</index>
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</attribute>
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</program>
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</pass>
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@ -585,6 +601,10 @@
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<attribute>
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<name>rtex0xRtex0y</name>
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<index>14</index>
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</attribute>
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<attribute>
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<name>rooftopscale</name>
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<index>15</index>
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</attribute>
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</program>
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</pass>
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@ -703,6 +723,10 @@
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<attribute>
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<name>rtex0xRtex0y</name>
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<index>14</index>
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</attribute>
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<attribute>
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<name>rooftopscale</name>
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<index>15</index>
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</attribute>
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</program>
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<!-- BEGIN fog include -->
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@ -21,6 +21,7 @@ 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 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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// the surface normal is passed in gl_{Front,Back}Color. The alpha
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@ -85,14 +86,16 @@ void main()
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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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// Adjust pitch of roof to the correct height.
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// The top roof vertices are the only ones that have fractional z values (1.5),
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// so we can use this to identify them and scale up any pitched roof vertex to
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// the correct pitch (rotPitchWtex0x.y * 2.0 because of the fractional z value),
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// then 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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vec3 position = gl_Vertex.xyz;
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position.z = position.z + fract(position.z) * 2.0 * rotPitchWtex0x.y / instanceScaleRotate.z - fract(position.z);
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// Adjust the very top of the roof to match the rooftop scaling. This shapes
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// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
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position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5);
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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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// 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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// Rotation of the building and movement into position
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@ -115,15 +118,6 @@ void main()
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// Rotate the normal.
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normal = gl_Normal;
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// The roof pieces have a normal of (+/-0.7, 0.0, 0.7)
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// If the roof is flat, then we need to change it to (0,0,1).
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// First term evaluates for normals without a +z component (all except roof)
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// Second term evaluates for roof normals with a pitch
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// Third term evaluates for flat roofs
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normal = step(0.5, 1.0 - normal.z) * normal + step(0.5, normal.z) * clamp(rotPitchWtex0x.y, 0.0, 1.0) * normal + step(0.5, normal.z) * (1.0 - clamp(rotPitchWtex0x.y, 0.0, 1.0)) * vec3(0,0,1);
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// Rotate the normal as per the building.
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normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
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normal = gl_NormalMatrix * normal;
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@ -54,7 +54,7 @@ void main()
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color = clamp(color, 0.0, 1.0);
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texel = texture2D(texture, gl_TexCoord[0].st);
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emissive = texture2D(lightmap, gl_TexCoord[0].st);
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// The lights are only switched on when the sun is below the horizon
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fragColor = color * texel + specular + smoothstep(1.6, 1.8, sunangle) * emissive;
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fragColor.rgb = fog_Func(fragColor.rgb, fogType);
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@ -17,7 +17,8 @@ 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, 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 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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// the surface normal is passed in gl_{Front,Back}Color. The alpha
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@ -40,14 +41,16 @@ void main()
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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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// Adjust pitch of roof to the correct height.
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// The top roof vertices are the only ones that have fractional z values (1.5),
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// so we can use this to identify them and scale up any pitched roof vertex to
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// the correct pitch (rotPitchWtex0x.y * 2.0 because of the fractional z value),
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// then 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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vec3 position = gl_Vertex.xyz;
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position.z = position.z + fract(position.z) * 2.0 * rotPitchWtex0x.y / instanceScaleRotate.z - fract(position.z);
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// Adjust the very top of the roof to match the rooftop scaling. This shapes
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// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
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position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5);
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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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// 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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// Rotation of the building and movement into position
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@ -63,22 +66,17 @@ void main()
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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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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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// Rotate the normal.
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normal = gl_Normal;
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// The roof pieces have a normal of (+/-0.7, 0.0, 0.7)
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// If the roof is flat, then we need to change it to (0,0,1).
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// First term evaluates for normals without a +z component (all except roof)
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// Second term evaluates for roof normals with a pitch
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// Third term evaluates for flat roofs
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normal = step(0.5, 1.0 - normal.z) * normal + step(0.5, normal.z) * clamp(rotPitchWtex0x.y, 0.0, 1.0) * normal + step(0.5, normal.z) * (1.0 - clamp(rotPitchWtex0x.y, 0.0, 1.0)) * vec3(0,0,1);
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// Rotate the normal as per the building.
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normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
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normal = gl_NormalMatrix * normal;
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@ -10,6 +10,7 @@ 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 rooftopscale; // (rooftop x scale, rooftop y scale)
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varying vec3 ecNormal;
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varying float alpha;
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@ -19,14 +20,16 @@ void main() {
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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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// Adjust pitch of roof to the correct height.
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// The top roof vertices are the only ones that have fractional z values (1.5),
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// so we can use this to identify them and scale up any pitched roof vertex to
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// the correct pitch (rotPitchWtex0x.y * 2.0 because of the fractional z value),
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// then 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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vec3 position = gl_Vertex.xyz;
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position.z = position.z + fract(position.z) * 2.0 * rotPitchWtex0x.y / instanceScaleRotate.z - fract(position.z);
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// Adjust the very top of the roof to match the rooftop scaling. This shapes
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// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
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position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5);
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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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// 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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// Rotation of the building and movement into position
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@ -49,17 +52,6 @@ void main() {
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// Rotate the normal.
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ecNormal = gl_Normal;
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// The roof pieces have a normal of (+/-0.7, 0.0, 0.7)
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// If the roof is flat, then we need to change it to (0,0,1).
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// First term evaluates for normals without a +z component (all except roof)
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// Second term evaluates for roof normals with a pitch
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// Third term evaluates for flat roofs
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ecNormal = step(0.5, 1.0 - ecNormal.z) * ecNormal +
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step(0.5, ecNormal.z) * clamp(rotPitchWtex0x.y, 0.0, 1.0) * ecNormal +
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step(0.5, ecNormal.z) * (1.0 - clamp(rotPitchWtex0x.y, 0.0, 1.0)) * vec3(0,0,1);
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// Rotate the normal as per the building.
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ecNormal.xy = vec2(dot(ecNormal.xy, vec2(cr, sr)), dot(ecNormal.xy, vec2(-sr, cr)));
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ecNormal = gl_NormalMatrix * ecNormal;
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@ -8,6 +8,7 @@ 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 rooftopscale; // (rooftop x scale, rooftop y scale)
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varying vec3 rawpos;
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varying vec3 VNormal;
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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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// Adjust pitch of roof to the correct height.
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// The top roof vertices are the only ones that have fractional z values (1.5),
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// so we can use this to identify them and scale up any pitched roof vertex to
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// the correct pitch (rotPitchWtex0x.y * 2.0 because of the fractional z value),
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// then scale down by the building height (instanceScaleRotate.z) because
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vec3 rawpos = 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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// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
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rawpos.x = (1.0 - gl_Color.z) * rawpos.x + gl_Color.z * ((rawpos.x + 0.5) * rooftopscale.x - 0.5);
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rawpos.y = (1.0 - gl_Color.z) * rawpos.y + gl_Color.z * (rawpos.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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// immediately afterwards we will scale UP the vertex to the correct scale.
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rawpos = gl_Vertex.xyz;
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rawpos.z = rawpos.z + fract(rawpos.z) * 2.0 * rotPitchWtex0x.y / instanceScaleRotate.z - fract(rawpos.z);
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rawpos.z = rawpos.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
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rawpos = rawpos * instanceScaleRotate.xyz;
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// Rotation of the building and movement into rawpos
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@ -87,16 +91,6 @@ void main(void)
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// Rotate the normal.
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vec3 normal = gl_Normal;
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// The roof pieces have a normal of (+/-0.7, 0.0, 0.7)
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// If the roof is flat, then we need to change it to (0,0,1).
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// First term evaluates for normals without a +z component (all except roof)
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// Second term evaluates for roof normals with a pitch
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// Third term evaluates for flat roofs
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normal = step(0.5, 1.0 - normal.z) * normal +
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step(0.5, normal.z) * clamp(rotPitchWtex0x.y, 0.0, 1.0) * normal +
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step(0.5, normal.z) * (1.0 - clamp(rotPitchWtex0x.y, 0.0, 1.0)) * vec3(0,0,1);
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// Rotate the normal as per the building.
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normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
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@ -22,6 +22,7 @@ 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 rooftopscale; // (rooftop x scale, rooftop y scale)
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void main(void)
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{
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@ -29,14 +30,16 @@ void main(void)
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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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// Adjust pitch of roof to the correct height.
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// The top roof vertices are the only ones that have fractional z values (1.5),
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// so we can use this to identify them and scale up any pitched roof vertex to
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// the correct pitch (rotPitchWtex0x.y * 2.0 because of the fractional z value),
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// then 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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vec3 position = gl_Vertex.xyz;
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position.z = position.z + fract(position.z) * 2.0 * rotPitchWtex0x.y / instanceScaleRotate.z - fract(position.z);
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// Adjust the very top of the roof to match the rooftop scaling. This shapes
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// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
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position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5);
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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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// 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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// Rotation of the building and movement into position
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@ -51,13 +54,6 @@ void main(void)
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// Rotate the normal.
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normal = gl_Normal;
|
||||
|
||||
// The roof pieces have a normal of (+/-0.7, 0.0, 0.7)
|
||||
// If the roof is flat, then we need to change it to (0,0,1).
|
||||
// First term evaluates for normals without a +z component (all except roof)
|
||||
// Second term evaluates for roof normals with a pitch
|
||||
// Third term evaluates for flat roofs
|
||||
normal = step(0.5, 1.0 - normal.z) * normal + step(0.5, normal.z) * clamp(rotPitchWtex0x.y, 0.0, 1.0) * normal + step(0.5, normal.z) * (1.0 - clamp(rotPitchWtex0x.y, 0.0, 1.0)) * vec3(0,0,1);
|
||||
|
||||
// Rotate the normal as per the building.
|
||||
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
|
||||
vec3 n = normalize(normal);
|
||||
|
|
Loading…
Reference in a new issue