131 lines
No EOL
3.2 KiB
GLSL
131 lines
No EOL
3.2 KiB
GLSL
#version 330
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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in vec4 position;
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out vec3 n;
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out vec2 uv;
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out vec2 road_uv;
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uniform mat4 mvp;
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//Returns the height of the procedural terrain at a given xz position
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float getTerrainHeight(vec2 p);
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vec3 calculate_normal(vec4 terrain_position);
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vec4 offset_point(vec4 base, vec2 offset);
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const vec2 offsets[6] = vec2[6](
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vec2(0.0, 0.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0)
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);
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void main()
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{
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vec4 terrain_position = vec4(position.x, getTerrainHeight(vec2(position.x, position.z)), position.z, position.w);
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n = calculate_normal(terrain_position);
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//n = vec3(0.0, 1.0, 0.0);
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uv = vec2(terrain_position.x / 255.0, terrain_position.z / 255.0);
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road_uv = offsets[gl_VertexID % 6];
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gl_Position = mvp * terrain_position;
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}
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//source: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
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float rand(vec2 c)
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{
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return 2 * fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453) - 1;
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}
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float perlinNoise(vec2 p )
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{
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vec2 ij = floor(p);
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vec2 xy = p - ij;
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xy = 3.*xy*xy-2.*xy*xy*xy;
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//xy = .5*(1.-cos(3.1415926 * xy));
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float a = rand((ij+vec2(0.,0.)));
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float b = rand((ij+vec2(1.,0.)));
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float c = rand((ij+vec2(0.,1.)));
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float d = rand((ij+vec2(1.,1.)));
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float x1 = mix(a, b, xy.x);
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float x2 = mix(c, d, xy.x);
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return mix(x1, x2, xy.y);
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}
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//based on https://www.seedofandromeda.com/blogs/58-procedural-heightmap-terrain-generation
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float getTerrainHeight(vec2 p)
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{
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float total = 0.0;
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float maxAmplitude = 0.0;
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float amplitude = 1.0;
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float frequency = 0.02;
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for (int i = 0; i < 11; i++)
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{
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total += ((1.0 - abs(perlinNoise(p * frequency))) * 2.0 - 1.0) * amplitude;
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frequency *= 2.0;
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maxAmplitude += amplitude;
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amplitude *= 0.45;
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}
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return 15 * total / maxAmplitude;
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}
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vec4 offset_point(vec4 base, vec2 offset) {
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vec2 new_pos = vec2(base.x, base.z) + offset;
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float y = getTerrainHeight(new_pos);
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return vec4(new_pos.x, y, new_pos.y, base.w);
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}
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// calculate the position of the first vertex in this square
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vec4 pos_to_base(vec4 pos, int v_id) {
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return vec4(pos.x - offsets[v_id].x, pos.y, pos.z - offsets[v_id].y, pos.w);
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}
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// calculates the normal of terrain_position
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// it generates the complete triangle based on the gl_VertexID and then normal math
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vec3 calculate_normal(vec4 terrain_position) {
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int offset_index = gl_VertexID % 6;
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vec4 base_vertex = pos_to_base(terrain_position, offset_index);
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// the other 2 points from the triangle
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int points_index = 0;
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vec4 points[2];
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int iterator_offset = 0;
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// second triangle offset
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if (offset_index > 2) {
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iterator_offset = 3;
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}
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for (int i = iterator_offset; i < (3 + iterator_offset); i++) {
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// skip for current vertex
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if (i == offset_index) {
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continue;
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}
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points[points_index] = offset_point(base_vertex, offsets[i]);
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points_index++;
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}
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// create connection vectors
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vec3 v1 = (points[0] - terrain_position).xyz;
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vec3 v2 = (points[1] - terrain_position).xyz;
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// calculate normal
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vec3 normal = normalize(cross(v1, v2));
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// naively assume that a normal always has to look upwards
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if (normal.y < 0.0) {
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return -normal;
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} else {
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return normal;
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}
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} |