CGI/exercise2/glsl/terrain.vert
2018-12-12 17:56:49 +01:00

149 lines
No EOL
3.7 KiB
GLSL

#version 330
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute!
// Copyright (C) CGV TU Dresden - All Rights Reserved
in vec4 position;
in vec2 offset;
out vec3 n;
out vec2 uv;
out vec2 road_uv;
uniform mat4 mvp;
//Returns the height of the procedural terrain at a given xz position
float getTerrainHeight(vec2 p);
vec3 calculate_normal(vec4 terrain_position);
vec4 offset_point(vec4 base, vec2 offset);
const vec2 offsets[6] = vec2[6](
vec2(0.0, 0.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0)
);
void main()
{
vec2 instanced_pos = vec2(position.x + offset.x, position.z + offset.y);
vec4 terrain_position = vec4(instanced_pos.x, getTerrainHeight(instanced_pos), instanced_pos.y, position.w);
// read neightbor heights using an arbitrary small offset
vec3 off = vec3(1.0, 1.0, 0.0);
float hL = getTerrainHeight(instanced_pos - off.xz);
float hR = getTerrainHeight(instanced_pos + off.xz);
float hD = getTerrainHeight(instanced_pos - off.zy);
float hU = getTerrainHeight(instanced_pos + off.zy);
// deduce terrain normal
n.x = hL - hR;
n.y = hD - hU;
n.z = 2.0;
n = normalize(n);
//n = calculate_normal(terrain_position);
//n = vec3(0.0, 1.0, 0.0);
uv = vec2(terrain_position.x / 25.5, terrain_position.z / 25.5);
road_uv = offsets[gl_VertexID % 6];
gl_Position = mvp * terrain_position;
}
//source: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
float rand(vec2 c)
{
return 2 * fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453) - 1;
}
float perlinNoise(vec2 p )
{
vec2 ij = floor(p);
vec2 xy = p - ij;
xy = 3.*xy*xy-2.*xy*xy*xy;
//xy = .5*(1.-cos(3.1415926 * xy));
float a = rand((ij+vec2(0.,0.)));
float b = rand((ij+vec2(1.,0.)));
float c = rand((ij+vec2(0.,1.)));
float d = rand((ij+vec2(1.,1.)));
float x1 = mix(a, b, xy.x);
float x2 = mix(c, d, xy.x);
return mix(x1, x2, xy.y);
}
//based on https://www.seedofandromeda.com/blogs/58-procedural-heightmap-terrain-generation
float getTerrainHeight(vec2 p)
{
float total = 0.0;
float maxAmplitude = 0.0;
float amplitude = 1.0;
float frequency = 0.02;
for (int i = 0; i < 11; i++)
{
total += ((1.0 - abs(perlinNoise(p * frequency))) * 2.0 - 1.0) * amplitude;
frequency *= 2.0;
maxAmplitude += amplitude;
amplitude *= 0.45;
}
return 15 * total / maxAmplitude;
}
vec4 offset_point(vec4 base, vec2 offset) {
vec2 new_pos = vec2(base.x, base.z) + offset;
float y = getTerrainHeight(new_pos);
return vec4(new_pos.x, y, new_pos.y, base.w);
}
// calculate the position of the first vertex in this square
vec4 pos_to_base(vec4 pos, int v_id) {
return vec4(pos.x - offsets[v_id].x, pos.y, pos.z - offsets[v_id].y, pos.w);
}
// calculates the normal of terrain_position
// it generates the complete triangle based on the gl_VertexID and then normal math
vec3 calculate_normal(vec4 terrain_position) {
int offset_index = gl_VertexID % 6;
vec4 base_vertex = pos_to_base(terrain_position, offset_index);
// the other 2 points from the triangle
int points_index = 0;
vec4 points[2];
int iterator_offset = 0;
// second triangle offset
if (offset_index > 2) {
iterator_offset = 3;
}
for (int i = iterator_offset; i < (3 + iterator_offset); i++) {
// skip for current vertex
if (i == offset_index) {
continue;
}
points[points_index] = offset_point(base_vertex, offsets[i]);
points_index++;
}
// create connection vectors
vec3 v1 = (points[0] - terrain_position).xyz;
vec3 v2 = (points[1] - terrain_position).xyz;
// calculate normal
vec3 normal = normalize(cross(v1, v2));
// naively assume that a normal always has to look upwards
if (normal.y < 0.0) {
return -normal;
} else {
return normal;
}
}