Commit 779f0f9e authored by David Gilbert's avatar David Gilbert

Small update to LOD level - much more detailed now, but quite a few more noise...

Small update to LOD level - much more detailed now, but quite a few more noise value calls. Too lazy to rework the whole system. Mountains should be a lot better now.
parent a98300fc
#version 410 core
#pragma import "noise/noise3d.glsl"
#pragma import "Utils.glsl"
#pragma import "planets/earth/earth_texture.glsl"
layout(vertices = 3) out;
in vec3 vPosition[];
......@@ -20,7 +24,7 @@ uniform vec2 viewport;
float getTessLevel(float d0, float d1){
float avg = (d0 + d1) / 2.0;
float factor = 1.0/(recursionDepth*recursionDepth*recursionDepth);
float factor = 1.0/(recursionDepth*recursionDepth);
if(avg >= 2000 * factor){
return 1;
......@@ -55,11 +59,13 @@ void main(){
if (ID == 0) {
vec4 p0 = vec4(texture_getDisplacedPosition_modelspace(normalize(tcPosition[0]), normalize(tcNormal[0])), 1);
vec4 p1 = vec4(texture_getDisplacedPosition_modelspace(normalize(tcPosition[1]), normalize(tcNormal[1])), 1);
vec4 p2 = vec4(texture_getDisplacedPosition_modelspace(normalize(tcPosition[2]), normalize(tcNormal[2])), 1);
float d0 = distance(cameraPosition, (uModelMatrix * vec4(tcPosition[0], 1)).xyz );
float d1 = distance(cameraPosition, (uModelMatrix * vec4(tcPosition[1], 1)).xyz );
float d2 = distance(cameraPosition, (uModelMatrix * vec4(tcPosition[2], 1)).xyz );
float d0 = distance(cameraPosition, (uModelMatrix * p0).xyz );
float d1 = distance(cameraPosition, (uModelMatrix * p1).xyz );
float d2 = distance(cameraPosition, (uModelMatrix * p2).xyz );
gl_TessLevelOuter[0] = getTessLevel(d1, d2);
gl_TessLevelOuter[1] = getTessLevel(d2, d0);
......
......@@ -13,180 +13,6 @@ out vec3 tPosition;
uniform mat4 uModelMatrix;
uniform vec3 cameraPostion;
vec3 mod289(vec3 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float cnoise(vec3 P)
{
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
// Classic Perlin noise, periodic variant
float pnoise(vec3 P, vec3 rep)
{
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
float fBM(vec3 p, int fOct, float freq, float weight){
float fValue = 0.0;
for(int i = 0; i <= fOct; i++){
fValue += cnoise(freq * p) * weight;
weight *= 0.5;
freq *= 2.0;
}
return fValue;
}
vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2){
......
#pragma import "../../noise/noise3d.glsl"
#pragma import "../../Utils.glsl"
#pragma import "earth_texture.glsl"
#pragma import "../../terrain/dispMapping_tcsh.glsl"
#pragma import "../../noise/noise3d.glsl"
#pragma import "../../Utils.glsl"
#pragma import "mars_texture.glsl"
#pragma import "../../terrain/dispMapping_tcsh.glsl"
#pragma import "../../noise/noise3d.glsl"
#pragma import "../../Utils.glsl"
#pragma import "../earth/earth_texture.glsl"
#pragma import "../../terrain/dispMapping_tcsh.glsl"
......@@ -54,9 +54,13 @@ void main(){
tcPosition[ID] = vPosition[ID];
//if (ID == 0) {
float d0 = distance(cameraPosition, (uModelMatrix * vec4(tcPosition[0], 1)).xyz );
float d1 = distance(cameraPosition, (uModelMatrix * vec4(tcPosition[1], 1)).xyz );
float d2 = distance(cameraPosition, (uModelMatrix * vec4(tcPosition[2], 1)).xyz );
vec4 p0 = vec4(texture_getDisplacedPosition_modelspace(normalize(tcPosition[0]), normalize(tcNormal[0])), 1);
vec4 p1 = vec4(texture_getDisplacedPosition_modelspace(normalize(tcPosition[1]), normalize(tcNormal[1])), 1);
vec4 p2 = vec4(texture_getDisplacedPosition_modelspace(normalize(tcPosition[2]), normalize(tcNormal[2])), 1);
float d0 = distance(cameraPosition, (uModelMatrix * p0).xyz );
float d1 = distance(cameraPosition, (uModelMatrix * p1).xyz );
float d2 = distance(cameraPosition, (uModelMatrix * p2).xyz );
gl_TessLevelOuter[0] = getTessLevel(d1, d2);
gl_TessLevelOuter[1] = getTessLevel(d2, d0);
......
#version 410 core
//#pragma import "noise/noise3d.glsl"
//#pragma import "terrain/sphereUV.glsl"
//#pragma import "../terrain/mountainTexture.glsl"
layout(triangles, equal_spacing, ccw) in;
in vec2 tcTexCoord[];
......
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