Added resources for dynamic terrain tessellation example

This commit is contained in:
saschawillems 2016-06-19 13:35:09 +02:00
parent 0f66037da0
commit 555a1e8f3d
5 changed files with 15 additions and 12 deletions

View file

@ -16,22 +16,24 @@ layout (location = 0) out vec4 outFragColor;
vec4 sampleTerrainLayer() vec4 sampleTerrainLayer()
{ {
// Define some layer ranges for sampling depending on terrain height // Define some layer ranges for sampling depending on terrain height
vec2 layers[4]; vec2 layers[6];
layers[0] = vec2(0.0, 5.0); layers[0] = vec2(-10.0, 10.0);
layers[1] = vec2(5.0, 50.0); layers[1] = vec2(5.0, 35.0);
layers[2] = vec2(50.0, 120.0); layers[2] = vec2(30.0, 70.0);
layers[3] = vec2(120.0, 255.0); layers[3] = vec2(60.0, 95.0);
layers[4] = vec2(85.0, 140.0);
layers[5] = vec2(140.0, 190.0);
vec3 color = vec3(0.0); vec3 color = vec3(0.0);
// Get height from displacement map // Get height from displacement map
float height = textureLod(displacementMap, inUV, 0.0).r * 255.0; float height = textureLod(displacementMap, inUV, 0.0).r * 255.0;
for (int i = 0; i < 4; i++) for (int i = 0; i < 6; i++)
{ {
float range = layers[i].y - layers[i].x; float range = layers[i].y - layers[i].x;
float weight = (range - abs(height - layers[i].y)) / range; float weight = (range - abs(height - layers[i].y)) / range;
weight = max(0.05, weight); weight = max(0.0, weight);
color += weight * texture(terrainLayers, vec3(inUV * 16.0, i)).rgb; color += weight * texture(terrainLayers, vec3(inUV * 16.0, i)).rgb;
} }

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@ -66,7 +66,7 @@ public:
glm::mat4 projection; glm::mat4 projection;
glm::mat4 modelview; glm::mat4 modelview;
glm::vec4 lightPos = glm::vec4(0.0f, -2.0f, 0.0f, 0.0f); glm::vec4 lightPos = glm::vec4(0.0f, -2.0f, 0.0f, 0.0f);
float displacementFactor = 16.0f; float displacementFactor = 16.0f * 2.0f;
float tessellationFactor = 0.75f; float tessellationFactor = 0.75f;
glm::vec2 viewportDim; glm::vec2 viewportDim;
// Desired size of tessellated quad patch edge // Desired size of tessellated quad patch edge
@ -146,9 +146,10 @@ public:
void loadTextures() void loadTextures()
{ {
textureLoader->loadTexture(getAssetPath() + "textures/skysphere_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.skySphere); textureLoader->loadTexture(getAssetPath() + "textures/skysphere_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.skySphere);
textureLoader->loadTexture(getAssetPath() + "textures/terrain_desert_heightmap.ktx", VK_FORMAT_R8G8B8A8_UNORM, &textures.heightMap); // Height data is stored in a one-channel texture
textureLoader->loadTexture(getAssetPath() + "textures/terrain_heightmap_r8.ktx", VK_FORMAT_R8_UNORM, &textures.heightMap);
textureLoader->loadTextureArray(getAssetPath() + "textures/terrain_array_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.terrainArray); // Terrain textures are stored in a texture array with layers corresponding to terrain height
textureLoader->loadTextureArray(getAssetPath() + "textures/terrain_texturearray_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.terrainArray);
VkSamplerCreateInfo samplerInfo = vkTools::initializers::samplerCreateInfo(); VkSamplerCreateInfo samplerInfo = vkTools::initializers::samplerCreateInfo();
@ -270,7 +271,7 @@ public:
}; };
#define PATCH_SIZE 64 #define PATCH_SIZE 64
#define UV_SCALE 2.0f #define UV_SCALE 1.0f
Vertex *vertices = new Vertex[PATCH_SIZE * PATCH_SIZE * 4]; Vertex *vertices = new Vertex[PATCH_SIZE * PATCH_SIZE * 4];