Calculate terrain normals and enable lighting

This commit is contained in:
saschawillems 2016-06-25 13:30:55 +02:00
parent c26e1b7918
commit 81bd22834e
5 changed files with 84 additions and 33 deletions

View file

@ -3,17 +3,17 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (set = 0, binding = 1) uniform sampler2D displacementMap;
layout (set = 0, binding = 2) uniform sampler2DArray terrainLayers;
layout (set = 0, binding = 1) uniform sampler2D samplerHeight;
layout (set = 0, binding = 2) uniform sampler2DArray samplerLayers;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inEyePos;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
vec4 sampleTerrainLayer()
vec3 sampleTerrainLayer()
{
// Define some layer ranges for sampling depending on terrain height
vec2 layers[6];
@ -27,33 +27,24 @@ vec4 sampleTerrainLayer()
vec3 color = vec3(0.0);
// Get height from displacement map
float height = textureLod(displacementMap, inUV, 0.0).r * 255.0;
float height = textureLod(samplerHeight, inUV, 0.0).r * 255.0;
for (int i = 0; i < 6; i++)
{
float range = layers[i].y - layers[i].x;
float weight = (range - abs(height - layers[i].y)) / range;
weight = max(0.0, weight);
color += weight * texture(terrainLayers, vec3(inUV * 16.0, i)).rgb;
color += weight * texture(samplerLayers, vec3(inUV * 16.0, i)).rgb;
}
return vec4(color, 1.0);
return color;
}
void main()
{
/* todo: no lighting yet
vec3 N = normalize(inNormal);
vec3 L = normalize(vec3(1.0));
vec3 Eye = normalize(inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec4 IAmbient = vec4(vec3(0.15), 1.0);
vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
outFragColor = vec4((IAmbient + IDiffuse) * vec4(texture(terrainLayers, vec3(inUV, 0.0)).rgb, 1.0));
*/
outFragColor = sampleTerrainLayer();
//outFragColor.rgb = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 ambient = vec3(0.5);
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
outFragColor = vec4((ambient + diffuse) * sampleTerrainLayer(), 1.0);
}

View file

@ -24,7 +24,7 @@ layout (location = 1) in vec2 inUV[];
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outEyePos;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
void main()
@ -34,10 +34,9 @@ void main()
vec2 uv2 = mix(inUV[3], inUV[2], gl_TessCoord.x);
outUV = mix(uv1, uv2, gl_TessCoord.y);
// Interpolate normals
vec3 nm1 = mix(inNormal[0], inNormal[1], gl_TessCoord.x);
vec3 nm2 = mix(inNormal[3], inNormal[2], gl_TessCoord.x);
outNormal = mix(nm1, nm2, gl_TessCoord.y);
vec3 n1 = mix(inNormal[0], inNormal[1], gl_TessCoord.x);
vec3 n2 = mix(inNormal[3], inNormal[2], gl_TessCoord.x);
outNormal = mix(n1, n2, gl_TessCoord.y);
// Interpolate positions
vec4 pos1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
@ -49,6 +48,6 @@ void main()
gl_Position = ubo.projection * ubo.modelview * pos;
// Calculate vectors for lighting based on tessellated position
outEyePos = -pos.xyz;
outLightVec = normalize(ubo.lightPos.xyz + outEyePos);
outViewVec = -pos.xyz;
outLightVec = normalize(ubo.lightPos.xyz + outViewVec);
}