// -*- mode: C; -*- // Licence: GPL v2 // © Emilian Huminiuc and Vivian Meazza 2011 #version 120 attribute vec3 instancePosition; // (x,y,z) attribute vec3 instanceScale ; // (width, depth, height) attribute vec3 attrib1; // Generic packed attributes attribute vec3 attrib2; varying vec3 rawpos; varying vec3 VNormal; varying vec3 VTangent; varying vec3 VBinormal; varying vec3 vViewVec; varying vec3 vertVec; varying vec3 reflVec; varying float alpha; attribute vec3 tangent; attribute vec3 binormal; uniform float pitch; uniform float roll; uniform float hdg; uniform int refl_dynamic; uniform int nmap_enabled; uniform int shader_qual; uniform int color_is_position; //////Fog Include/////////// // uniform int fogType; // void fog_Func(int type); //////////////////////////// void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat) { rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0, 0.0 , cosRx , -sinRx * cosRx, 0.0, -sinRy, sinRx * cosRy, cosRx * cosRy , 0.0, 0.0 , 0.0 , 0.0 , 1.0 ); } void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat) { rotmat = mat4( cosRz, -sinRz, 0.0, 0.0, sinRz, cosRz, 0.0, 0.0, 0.0 , 0.0 , 1.0, 0.0, 0.0 , 0.0 , 0.0, 1.0 ); } const float c_precision = 128.0; const float c_precisionp1 = c_precision + 1.0; vec3 float2vec(float value) { vec3 val; val.x = mod(value, c_precisionp1) / c_precision; val.y = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision; val.z = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision; return val; } void main(void) { // Unpack generic attributes vec3 attr1 = float2vec(attrib1.x); vec3 attr2 = float2vec(attrib1.z); vec3 attr3 = float2vec(attrib2.x); // Determine the rotation for the building. float sr = sin(6.28 * attr1.x); float cr = cos(6.28 * attr1.x); vec3 rawpos = gl_Vertex.xyz; // Adjust the very top of the roof to match the rooftop scaling. This shapes // the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z rawpos.x = (1.0 - gl_Color.z) * rawpos.x + gl_Color.z * ((rawpos.x + 0.5) * attr3.z - 0.5); rawpos.y = (1.0 - gl_Color.z) * rawpos.y + gl_Color.z * (rawpos.y * attrib2.y ); // Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z // 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 * attrib1.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))); rawpos = rawpos + instancePosition.xyz; vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos, 1.0); // Texture coordinates are stored as: // - 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 = attr1.y; // Front/Side texture X0 float wtex0y = attr1.z; // Front/Side texture Y0 float rtex0x = attr2.z; // Roof texture X0 float rtex0y = attr3.x; // Roof texture Y0 float wtex1x = attr2.x; // Front/Roof texture X1 float stex1x = attr3.y; // Side texture X1 float wtex1y = attr2.y; // Front/Roof/Side texture Y1 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; // Rotate the normal as per the building. normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr))); VNormal = normalize(gl_NormalMatrix * normal); vec3 n = normalize(normal); vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0)); vec3 tempBinormal = cross(n, tempTangent); if (nmap_enabled > 0){ tempTangent = tangent; tempBinormal = binormal; } VTangent = normalize(gl_NormalMatrix * tempTangent); VBinormal = normalize(gl_NormalMatrix * tempBinormal); vec3 t = tempTangent; vec3 b = tempBinormal; // Super hack: if diffuse material alpha is less than 1, assume a // transparency animation is at work if (gl_FrontMaterial.diffuse.a < 1.0) alpha = gl_FrontMaterial.diffuse.a; else alpha = 1.0; // Vertex in eye coordinates vertVec = ecPosition.xyz; vViewVec.x = dot(t, vertVec); vViewVec.y = dot(b, vertVec); vViewVec.z = dot(n, vertVec); // calculate the reflection vector vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0); vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz; if (refl_dynamic > 0){ //prepare rotation matrix mat4 RotMatPR; mat4 RotMatH; float _roll = roll; if (_roll>90.0 || _roll < -90.0) { _roll = -_roll; } float cosRx = cos(radians(_roll)); float sinRx = sin(radians(_roll)); float cosRy = cos(radians(-pitch)); float sinRy = sin(radians(-pitch)); float cosRz = cos(radians(hdg)); float sinRz = sin(radians(hdg)); rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR); rotationMatrixH(sinRz, cosRz, RotMatH); vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz; reflVec = reflVec_dyn; } else { reflVec = reflVec_stat; } gl_FrontColor = gl_FrontMaterial.emission + vec4(1.0,1.0,1.0,1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient); gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0); }