119fb5efe2
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.
121 lines
5.2 KiB
GLSL
121 lines
5.2 KiB
GLSL
// -*-C++-*-
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// Shader that uses OpenGL state values to do per-pixel lighting
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//
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// The only light used is gl_LightSource[0], which is assumed to be
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// directional.
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//
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// Diffuse colors come from the gl_Color, ambient from the material. This is
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// equivalent to osg::Material::DIFFUSE.
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#version 120
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#extension GL_EXT_draw_instanced : enable
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#define MODE_OFF 0
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#define MODE_DIFFUSE 1
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#define MODE_AMBIENT_AND_DIFFUSE 2
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attribute vec3 instancePosition; // (x,y,z)
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attribute vec3 instanceScale ; // (width, depth, height)
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attribute vec3 rotPitchWtexX0; // (rotation, pitch height, wall texture x0)
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attribute vec3 wtexY0FRtexx1FSRtexY1; // (wall texture y0, front/roof texture x1, front/side/roof texture y1)
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attribute vec3 rtexX0RtexY0StexX1; // (roof texture x0, roof texture y0, side texture x1)
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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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// component is set to 1 for front, 0 for back in order to work around
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// bugs with gl_FrontFacing in the fragment shader.
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varying vec4 diffuse_term;
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varying vec3 normal;
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uniform int colorMode;
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////fog "include"////////
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//uniform int fogType;
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//
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//void fog_Func(int type);
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/////////////////////////
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void main()
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{
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// Determine the rotation for the building.
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float sr = sin(6.28 * rotPitchWtexX0.x);
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float cr = cos(6.28 * rotPitchWtexX0.x);
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vec3 position = 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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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 (instanceScale.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 * rotPitchWtexX0.y / instanceScale.z;
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position = position * instanceScale.xyz;
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// Rotation of the building and movement into position
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position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
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position = position + instancePosition.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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// Texture coordinates are stored as:
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// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
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// - a semi-shared (x1, y1) so that the front and side of the building can have
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// different texture mappings
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//
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// The vertex color value selects between them:
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// gl_Color.x=1 indicates front/back walls
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// gl_Color.y=1 indicates roof
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// gl_Color.z=1 indicates top roof vertexs (used above)
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// gl_Color.a=1 indicates sides
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// Finally, the roof texture is on the right of the texture sheet
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float wtex0x = rotPitchWtexX0.z; // Front/Side texture X0
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float wtex0y = wtexY0FRtexx1FSRtexY1.x; // Front/Side texture Y0
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float rtex0x = rtexX0RtexY0StexX1.x; // Roof texture X0
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float rtex0y = rtexX0RtexY0StexX1.y; // Roof texture Y0
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float wtex1x = wtexY0FRtexx1FSRtexY1.y; // Front/Roof texture X1
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float stex1x = rtexX0RtexY0StexX1.z; // Side texture X1
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float wtex1y = wtexY0FRtexx1FSRtexY1.z; // Front/Roof/Side texture Y1
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vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
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gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
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vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
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wtex1y);
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gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
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gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
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// Rotate the normal.
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normal = gl_Normal;
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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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vec4 ambient_color, diffuse_color;
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if (colorMode == MODE_DIFFUSE) {
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diffuse_color = vec4(1.0,1.0,1.0,1.0);
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ambient_color = gl_FrontMaterial.ambient;
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} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
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diffuse_color = vec4(1.0,1.0,1.0,1.0);
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ambient_color = vec4(1.0,1.0,1.0,1.0);
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} else {
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diffuse_color = gl_FrontMaterial.diffuse;
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ambient_color = gl_FrontMaterial.ambient;
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}
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diffuse_term = diffuse_color * gl_LightSource[0].diffuse;
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vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
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(gl_LightModel.ambient + gl_LightSource[0].ambient);
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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diffuse_term.a = gl_FrontMaterial.diffuse.a;
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else
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diffuse_term.a = 1.0;
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// Another hack for supporting two-sided lighting without using
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// gl_FrontFacing in the fragment shader.
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gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
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gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
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//fogCoord = abs(ecPosition.z / ecPosition.w);
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//fog_Func(fogType);
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}
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