Added resources for dynamic terrain tessellation example
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0f66037da0
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5 changed files with 15 additions and 12 deletions
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@ -16,22 +16,24 @@ layout (location = 0) out vec4 outFragColor;
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vec4 sampleTerrainLayer()
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{
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// Define some layer ranges for sampling depending on terrain height
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vec2 layers[4];
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layers[0] = vec2(0.0, 5.0);
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layers[1] = vec2(5.0, 50.0);
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layers[2] = vec2(50.0, 120.0);
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layers[3] = vec2(120.0, 255.0);
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vec2 layers[6];
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layers[0] = vec2(-10.0, 10.0);
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layers[1] = vec2(5.0, 35.0);
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layers[2] = vec2(30.0, 70.0);
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layers[3] = vec2(60.0, 95.0);
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layers[4] = vec2(85.0, 140.0);
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layers[5] = vec2(140.0, 190.0);
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vec3 color = vec3(0.0);
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// Get height from displacement map
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float height = textureLod(displacementMap, inUV, 0.0).r * 255.0;
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 6; i++)
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{
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float range = layers[i].y - layers[i].x;
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float weight = (range - abs(height - layers[i].y)) / range;
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weight = max(0.05, weight);
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weight = max(0.0, weight);
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color += weight * texture(terrainLayers, vec3(inUV * 16.0, i)).rgb;
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}
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data/textures/terrain_heightmap_r8.ktx
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data/textures/terrain_heightmap_r8.ktx
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data/textures/terrain_texturearray_bc3.ktx
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data/textures/terrain_texturearray_bc3.ktx
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@ -66,7 +66,7 @@ public:
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glm::mat4 projection;
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glm::mat4 modelview;
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glm::vec4 lightPos = glm::vec4(0.0f, -2.0f, 0.0f, 0.0f);
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float displacementFactor = 16.0f;
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float displacementFactor = 16.0f * 2.0f;
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float tessellationFactor = 0.75f;
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glm::vec2 viewportDim;
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// Desired size of tessellated quad patch edge
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@ -146,9 +146,10 @@ public:
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void loadTextures()
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{
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textureLoader->loadTexture(getAssetPath() + "textures/skysphere_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.skySphere);
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textureLoader->loadTexture(getAssetPath() + "textures/terrain_desert_heightmap.ktx", VK_FORMAT_R8G8B8A8_UNORM, &textures.heightMap);
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textureLoader->loadTextureArray(getAssetPath() + "textures/terrain_array_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.terrainArray);
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// Height data is stored in a one-channel texture
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textureLoader->loadTexture(getAssetPath() + "textures/terrain_heightmap_r8.ktx", VK_FORMAT_R8_UNORM, &textures.heightMap);
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// Terrain textures are stored in a texture array with layers corresponding to terrain height
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textureLoader->loadTextureArray(getAssetPath() + "textures/terrain_texturearray_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.terrainArray);
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VkSamplerCreateInfo samplerInfo = vkTools::initializers::samplerCreateInfo();
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@ -270,7 +271,7 @@ public:
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};
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#define PATCH_SIZE 64
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#define UV_SCALE 2.0f
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#define UV_SCALE 1.0f
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Vertex *vertices = new Vertex[PATCH_SIZE * PATCH_SIZE * 4];
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