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fgdata/Shaders/landmass.geom

124 lines
4.6 KiB
GLSL

#version 120
#extension GL_EXT_geometry_shader4 : enable
// Geometry shader that creates a prism from a terrain triangle,
// resulting in a forest effect.
//
// A geometry shader should do as little computation as possible.
// See landmass-g.vert for a description of the inputs.
varying in vec4 rawposIn[3];
varying in vec3 NormalIn[3];
varying in vec4 ecPosIn[3];
varying in vec3 ecNormalIn[3];
varying in vec3 VTangentIn[3];
varying in vec3 VBinormalIn[3];
varying in vec4 constantColorIn[3];
uniform float canopy_height;
// model position
varying out vec4 rawpos;
// eye position
varying out vec4 ecPosition;
// eye space surface matrix
varying out vec3 VNormal;
varying out vec3 VTangent;
varying out vec3 VBinormal;
// model normal
varying out vec3 Normal;
varying out vec4 constantColor;
varying out float bump;
// Emit one vertex of the forest geometry.
// parameters:
// i - index into original terrain triangle
void doVertex(in int i, in vec4 pos, in vec4 ecpos, in vec4 screenpos,
in vec3 rawNormal, in vec3 normal, in float s)
{
rawpos = pos;
ecPosition = ecpos;
Normal = rawNormal;
VNormal = normal;
VTangent = VTangentIn[i];
VBinormal = VBinormalIn[i];
bump = s;
gl_FrontColor = gl_FrontColorIn[i];
constantColor = constantColorIn[i];
gl_Position = screenpos;
gl_TexCoord[0] = gl_TexCoordIn[i][0];
EmitVertex();
}
vec3 rawSideNormal[3];
vec3 sideNormal[3];
// Emit a vertex for a forest side triangle
void doSideVertex(in int vertIdx, in int sideIdx, vec4 pos, in vec4 ecpos,
in vec4 screenpos)
{
doVertex(vertIdx, pos, ecpos, screenpos, rawSideNormal[sideIdx],
sideNormal[sideIdx], 0.0);
}
void main(void)
{
vec4 rawTopDisp = vec4(0.0, 0.0, canopy_height, 0.0);
vec4 ecTopDisp = gl_ModelViewMatrix * rawTopDisp;
vec4 mvpTopDisp = gl_ModelViewProjectionMatrix * rawTopDisp;
// model forest top
vec4 rawTopIn[3];
vec4 ecTopIn[3];
vec4 positionTopIn[3];
rawSideNormal[0] = normalize(cross((rawposIn[1] - rawposIn[0]).xyz,
NormalIn[0]));
rawSideNormal[1] = normalize(cross((rawposIn[2] - rawposIn[1]).xyz,
NormalIn[1]));
rawSideNormal[2] = normalize(cross((rawposIn[0] - rawposIn[2]).xyz,
NormalIn[2]));
for (int i = 0; i < 3; ++i) {
sideNormal[i] = gl_NormalMatrix * rawSideNormal[i];
rawTopIn[i] = rawposIn[i] + rawTopDisp;
ecTopIn[i] = ecPosIn[i] + ecTopDisp;
positionTopIn[i] = gl_PositionIn[i] + mvpTopDisp;
}
if (canopy_height > 0.01) {
// Sides
doSideVertex(0, 0, rawTopIn[0], ecTopIn[0], positionTopIn[0]);
doSideVertex(0, 0, rawposIn[0], ecPosIn[0], gl_PositionIn[0]);
doSideVertex(1, 0, rawTopIn[1], ecTopIn[1], positionTopIn[1]);
doSideVertex(1, 0, rawposIn[1], ecPosIn[1], gl_PositionIn[1]);
doSideVertex(2, 1, rawTopIn[2], ecTopIn[2], positionTopIn[2]);
doSideVertex(2, 1, rawposIn[2], ecPosIn[2], gl_PositionIn[2]);
doSideVertex(0, 2, rawTopIn[0], ecTopIn[0], positionTopIn[0]);
doSideVertex(0, 2, rawposIn[0], ecPosIn[0], gl_PositionIn[0]);
// Degenerate triangles; avoids EndPrimitive()
doSideVertex(0, 2, rawposIn[0], ecPosIn[0], gl_PositionIn[0]);
doVertex(0, rawTopIn[0], ecTopIn[0], positionTopIn[0], NormalIn[0],
ecNormalIn[0], 1.0);
// Top
}
doVertex(0, rawTopIn[0], ecTopIn[0], positionTopIn[0], NormalIn[0],
ecNormalIn[0], 1.0);
doVertex(1, rawTopIn[1], ecTopIn[1], positionTopIn[1], NormalIn[1],
ecNormalIn[1], 1.0);
doVertex(2, rawTopIn[2], ecTopIn[2], positionTopIn[2], NormalIn[2],
ecNormalIn[2], 1.0);
// Don't render "bottom" triangle for now; it's hidden.
#if 0
// degenerate
doVertex(2, rawTopIn[2], ecTopIn[2], positionTopIn[2], NormalIn[2],
ecNormalIn[2], 1.0);
// bottom
doVertex(0, rawposIn[0], ecPosIn[0], gl_PositionIn[0], NormalIn[0],
ecNormalIn[0], 1.0);
doVertex(1, rawposIn[1], ecPosIn[1], gl_PositionIn[1], NormalIn[1],
ecNormalIn[1], 1.0);
doVertex(2, rawposIn[2], ecPosIn[2], gl_PositionIn[2], NormalIn[2],
ecNormalIn[2], 1.0);
#endif
EndPrimitive();
}