564e7b31fd
Shader buildings now support different roof types - flat - gabled - hipped - pyramidal Primarily for osm2city use.
97 lines
3.6 KiB
GLSL
97 lines
3.6 KiB
GLSL
// -*- mode: C; -*-
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// RANDOM BUILDINGS for the UBERSHADER vertex shader
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// Licence: GPL v2
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// © Emilian Huminiuc and Vivian Meazza 2011
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#version 120
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#extension GL_EXT_draw_instanced : enable
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varying vec4 diffuseColor;
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varying vec3 VBinormal;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 eyeVec;
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varying vec3 normal;
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uniform int refl_dynamic;
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uniform int nmap_enabled;
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uniform int shader_qual;
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uniform int rembrandt_enabled;
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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, 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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// Determine the rotation for the building.
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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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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 (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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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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vec4 ecPosition = gl_ModelViewMatrix * vec4(position, 1.0);
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eyeVec = ecPosition.xyz;
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// Rotate the normal.
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normal = gl_Normal;
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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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vec3 n = normalize(normal);
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vec3 c1 = cross(n, vec3(0.0,0.0,1.0));
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vec3 c2 = cross(n, vec3(0.0,1.0,0.0));
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VNormal = normalize(gl_NormalMatrix * normal);
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VTangent = c1;
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if(length(c2)>length(c1)){
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VTangent = c2;
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}
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VBinormal = cross(n, VTangent);
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VTangent = normalize(gl_NormalMatrix * -VTangent);
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VBinormal = normalize(gl_NormalMatrix * VBinormal);
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// Force no alpha on random buildings
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diffuseColor = vec4(gl_FrontMaterial.diffuse.rgb,1.0);
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if(rembrandt_enabled < 1){
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gl_FrontColor = gl_FrontMaterial.emission + vec4(1.0)
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* (gl_LightModel.ambient + gl_LightSource[0].ambient);
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} else {
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gl_FrontColor = vec4(1.0);
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}
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gl_ClipVertex = ecPosition;
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// Texture coordinates are stored as:
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// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
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// - a shared gain value (tex1x, tex1y)
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//
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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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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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}
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