564e7b31fd
Shader buildings now support different roof types - flat - gabled - hipped - pyramidal Primarily for osm2city use.
62 lines
2.8 KiB
GLSL
62 lines
2.8 KiB
GLSL
// -*- mode: C; -*-
|
|
// Licence: GPL v2
|
|
// Author: Frederic Bouvier.
|
|
//
|
|
#version 120
|
|
#extension GL_EXT_draw_instanced : enable
|
|
|
|
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 rooftopscale; // (rooftop x scale, rooftop y scale)
|
|
|
|
varying vec3 ecNormal;
|
|
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);
|
|
|
|
vec3 position = 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
|
|
position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5);
|
|
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
|
|
// 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;
|
|
|
|
// Rotation of the building and movement into position
|
|
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
|
|
position = position + instancePosition.xyz;
|
|
|
|
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
|
|
|
|
// 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;
|
|
|
|
// Rotate the normal.
|
|
ecNormal = gl_Normal;
|
|
ecNormal.xy = vec2(dot(ecNormal.xy, vec2(cr, sr)), dot(ecNormal.xy, vec2(-sr, cr)));
|
|
ecNormal = gl_NormalMatrix * ecNormal;
|
|
|
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
|
gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
|
|
gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
|
|
alpha = 1.0;
|
|
}
|