Calculate terrain normals and enable lighting
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c26e1b7918
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5 changed files with 84 additions and 33 deletions
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@ -3,17 +3,17 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (set = 0, binding = 1) uniform sampler2D displacementMap;
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layout (set = 0, binding = 2) uniform sampler2DArray terrainLayers;
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layout (set = 0, binding = 1) uniform sampler2D samplerHeight;
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layout (set = 0, binding = 2) uniform sampler2DArray samplerLayers;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inEyePos;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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vec4 sampleTerrainLayer()
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vec3 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[6];
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@ -27,33 +27,24 @@ vec4 sampleTerrainLayer()
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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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float height = textureLod(samplerHeight, inUV, 0.0).r * 255.0;
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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(0.0, weight);
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color += weight * texture(terrainLayers, vec3(inUV * 16.0, i)).rgb;
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color += weight * texture(samplerLayers, vec3(inUV * 16.0, i)).rgb;
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}
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return vec4(color, 1.0);
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return color;
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}
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void main()
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{
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/* todo: no lighting yet
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vec3 N = normalize(inNormal);
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vec3 L = normalize(vec3(1.0));
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vec3 Eye = normalize(inEyePos);
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vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
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vec4 IAmbient = vec4(vec3(0.15), 1.0);
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vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
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outFragColor = vec4((IAmbient + IDiffuse) * vec4(texture(terrainLayers, vec3(inUV, 0.0)).rgb, 1.0));
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*/
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outFragColor = sampleTerrainLayer();
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//outFragColor.rgb = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 ambient = vec3(0.5);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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outFragColor = vec4((ambient + diffuse) * sampleTerrainLayer(), 1.0);
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}
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Binary file not shown.
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@ -24,7 +24,7 @@ layout (location = 1) in vec2 inUV[];
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outEyePos;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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void main()
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@ -34,10 +34,9 @@ void main()
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vec2 uv2 = mix(inUV[3], inUV[2], gl_TessCoord.x);
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outUV = mix(uv1, uv2, gl_TessCoord.y);
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// Interpolate normals
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vec3 nm1 = mix(inNormal[0], inNormal[1], gl_TessCoord.x);
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vec3 nm2 = mix(inNormal[3], inNormal[2], gl_TessCoord.x);
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outNormal = mix(nm1, nm2, gl_TessCoord.y);
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vec3 n1 = mix(inNormal[0], inNormal[1], gl_TessCoord.x);
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vec3 n2 = mix(inNormal[3], inNormal[2], gl_TessCoord.x);
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outNormal = mix(n1, n2, gl_TessCoord.y);
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// Interpolate positions
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vec4 pos1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
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@ -49,6 +48,6 @@ void main()
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gl_Position = ubo.projection * ubo.modelview * pos;
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// Calculate vectors for lighting based on tessellated position
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outEyePos = -pos.xyz;
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outLightVec = normalize(ubo.lightPos.xyz + outEyePos);
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outViewVec = -pos.xyz;
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outLightVec = normalize(ubo.lightPos.xyz + outViewVec);
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}
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@ -11,6 +11,7 @@
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#include <string.h>
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#include <assert.h>
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#include <vector>
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#include <algorithm>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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@ -65,7 +66,7 @@ public:
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struct {
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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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glm::vec4 lightPos = glm::vec4(-48.0f, -40.0f, 46.0f, 0.0f);
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glm::vec4 frustumPlanes[6];
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float displacementFactor = 32.0f;
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float tessellationFactor = 0.75f;
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@ -117,10 +118,9 @@ public:
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title = "Vulkan Example - Dynamic terrain tessellation";
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camera.type = Camera::CameraType::firstperson;
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
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camera.setRotation(glm::vec3(-6.0f, -56.0f, 0.0f));
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camera.setTranslation(glm::vec3(-45.0f, 14.0f, -28.5f));
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camera.setRotation(glm::vec3(-11.0f, 56.0f, 0.0f));
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camera.setTranslation(glm::vec3(60.0f, 20.5f, -44.0f));
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camera.movementSpeed = 7.5f;
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timerSpeed *= 15.0f;
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// Support for tessellation shaders is optional, so check first
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//if (!deviceFeatures.tessellationShader)
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//{
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@ -331,6 +331,38 @@ public:
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loadMesh(getAssetPath() + "models/geosphere.obj", &meshes.skysphere, vertexLayout, 1.0f);
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}
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// Encapsulate height map data for easy sampling
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struct HeightMap
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{
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private:
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uint16_t *heightdata;
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uint32_t dim;
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uint32_t scale;
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public:
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HeightMap(std::string filename, uint32_t patchsize)
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{
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gli::texture2D heightTex(gli::load(filename));
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dim = heightTex.dimensions().x;
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heightdata = new uint16_t[dim * dim];
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memcpy(heightdata, heightTex.data(), heightTex.size());
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this->scale = dim / patchsize;
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};
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~HeightMap()
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{
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delete[] heightdata;
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}
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float getHeight(uint32_t x, uint32_t y)
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{
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glm::ivec2 rpos = glm::ivec2(x, y) * glm::ivec2(scale);
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rpos.x = std::max(0, std::min(rpos.x, (int)dim-1));
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rpos.y = std::max(0, std::min(rpos.y, (int)dim-1));
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rpos /= glm::ivec2(scale);
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return *(heightdata + (rpos.x + rpos.y * dim) * scale) / 65535.0f;
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}
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};
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// Generate a terrain quad patch for feeding to the tessellation control shader
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void generateTerrain()
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{
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@ -356,11 +388,41 @@ public:
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vertices[index].pos[0] = x * wx + wx / 2.0f - (float)PATCH_SIZE * wx / 2.0f;
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vertices[index].pos[1] = 0.0f;
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vertices[index].pos[2] = y * wy + wy / 2.0f - (float)PATCH_SIZE * wy / 2.0f;
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vertices[index].normal = glm::vec3(0.0f, 1.0f, 0.0f);
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vertices[index].uv = glm::vec2((float)x / PATCH_SIZE, (float)y / PATCH_SIZE) * UV_SCALE;
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}
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}
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// Calculate normals from height map using a sobel filter
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HeightMap heightMap(getAssetPath() + "textures/terrain_heightmap_r16.ktx", PATCH_SIZE);
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for (auto x = 0; x < PATCH_SIZE; x++)
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{
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for (auto y = 0; y < PATCH_SIZE; y++)
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{
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// Get height samples centered around current position
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float heights[3][3];
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for (auto hx = -1; hx <= 1; hx++)
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{
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for (auto hy = -1; hy <= 1; hy++)
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{
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heights[hx+1][hy+1] = heightMap.getHeight(x + hx, y + hy);
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}
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}
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// Calcualte the normal
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glm::vec3 normal;
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// Gx sobel filter
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normal.x = heights[0][0] - heights[2][0] + 2.0f * heights[0][1] - 2.0f * heights[2][1] + heights[0][2] - heights[2][2];
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// Gy sobel filter
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normal.z = heights[0][0] + 2.0f * heights[1][0] + heights[2][0] - heights[0][2] - 2.0f * heights[1][2] - heights[2][2];
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// Calculate missing up component of the normal using the filtered x and y axis
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// The first value controls the bump strength
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normal.y = 0.25f * sqrt( 1.0f - normal.x * normal.x - normal.z * normal.z);
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vertices[x + y * PATCH_SIZE].normal = glm::normalize(normal * glm::vec3(2.0f, 1.0f, 2.0f));
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}
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}
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// Indices
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const uint32_t w = (PATCH_SIZE - 1);
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uint32_t *indices = new uint32_t[w * w * 4];
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for (auto x = 0; x < w; x++)
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@ -374,7 +436,6 @@ public:
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indices[index + 3] = indices[index] + 1;
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}
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}
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meshes.object.indexCount = (PATCH_SIZE - 1) * (PATCH_SIZE - 1) * 4;
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uint32_t vertexBufferSize = (PATCH_SIZE * PATCH_SIZE * 4) * sizeof(Vertex);
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