Merge branch 'iqm' into tessallation
Conflicts: src/Render/Render.hs src/Types.hs
This commit is contained in:
		@@ -10,6 +10,9 @@ out vec4 tcColor[];
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out vec3 tcNormal[];
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uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
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uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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uniform mat3 NormalMatrix;
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#define ID gl_InvocationID
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@@ -18,10 +21,28 @@ void main()
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    tcPosition[ID] = vPosition[ID];
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    tcColor[ID] = vColor[ID];
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    tcNormal[ID] = vNormal[ID];
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    float dist = (ProjectionMatrix * ViewMatrix * vec4(vPosition[ID], 1)).z;
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    if (ID == 0) {
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        gl_TessLevelInner[0] = TessLevelInner;
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        gl_TessLevelOuter[0] = TessLevelOuter;
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        gl_TessLevelOuter[1] = TessLevelOuter;
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        gl_TessLevelOuter[2] = TessLevelOuter;
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	if (dist < 30) {
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	        gl_TessLevelInner[0] = TessLevelInner;
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        	gl_TessLevelOuter[0] = TessLevelOuter;
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	        gl_TessLevelOuter[1] = TessLevelOuter;
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        	gl_TessLevelOuter[2] = TessLevelOuter;
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	} else if (dist < 50) {
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	        gl_TessLevelInner[0] = max(TessLevelInner-1.0,1.0);
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        	gl_TessLevelOuter[0] = max(TessLevelOuter-1.0,1.0);
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	        gl_TessLevelOuter[1] = max(TessLevelOuter-1.0,1.0);
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        	gl_TessLevelOuter[2] = max(TessLevelOuter-1.0,1.0);
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	} else if (dist < 100) {
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	        gl_TessLevelInner[0] = max(TessLevelInner-2.0,1.0);
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        	gl_TessLevelOuter[0] = max(TessLevelOuter-2.0,1.0);
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	        gl_TessLevelOuter[1] = max(TessLevelOuter-2.0,1.0);
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        	gl_TessLevelOuter[2] = max(TessLevelOuter-2.0,1.0);
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	} else {
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	        gl_TessLevelInner[0] = 1.0;
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        	gl_TessLevelOuter[0] = 1.0;
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	        gl_TessLevelOuter[1] = 1.0;
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        	gl_TessLevelOuter[2] = 1.0;
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	}
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    }
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}
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}
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										157
									
								
								shaders/mapobjects/fragment.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										157
									
								
								shaders/mapobjects/fragment.shader
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,157 @@
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#version 330
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//#include "3rdParty/noise.glsl"
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vec3 mod289(vec3 x) {
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  return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x) {
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  return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x) {
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     return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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  return 1.79284291400159 - 0.85373472095314 * r;
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}
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float snoise(vec3 v)
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  { 
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  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
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  const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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  vec3 i  = floor(v + dot(v, C.yyy) );
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  vec3 x0 =   v - i + dot(i, C.xxx) ;
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// Other corners
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  vec3 g = step(x0.yzx, x0.xyz);
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  vec3 l = 1.0 - g;
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  vec3 i1 = min( g.xyz, l.zxy );
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  vec3 i2 = max( g.xyz, l.zxy );
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  //   x0 = x0 - 0.0 + 0.0 * C.xxx;
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  //   x1 = x0 - i1  + 1.0 * C.xxx;
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  //   x2 = x0 - i2  + 2.0 * C.xxx;
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  //   x3 = x0 - 1.0 + 3.0 * C.xxx;
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  vec3 x1 = x0 - i1 + C.xxx;
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  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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  i = mod289(i); 
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  vec4 p = permute( permute( permute( 
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             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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           + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) 
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           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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  float n_ = 0.142857142857; // 1.0/7.0
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  vec3  ns = n_ * D.wyz - D.xzx;
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  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)
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  vec4 x_ = floor(j * ns.z);
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  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)
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  vec4 x = x_ *ns.x + ns.yyyy;
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  vec4 y = y_ *ns.x + ns.yyyy;
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  vec4 h = 1.0 - abs(x) - abs(y);
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  vec4 b0 = vec4( x.xy, y.xy );
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  vec4 b1 = vec4( x.zw, y.zw );
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  //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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		||||
  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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  vec4 s0 = floor(b0)*2.0 + 1.0;
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  vec4 s1 = floor(b1)*2.0 + 1.0;
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  vec4 sh = -step(h, vec4(0.0));
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  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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  vec3 p0 = vec3(a0.xy,h.x);
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  vec3 p1 = vec3(a0.zw,h.y);
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  vec3 p2 = vec3(a1.xy,h.z);
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  vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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  p0 *= norm.x;
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  p1 *= norm.y;
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  p2 *= norm.z;
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  p3 *= norm.w;
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// Mix final noise value
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  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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  m = m * m;
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  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), 
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                                dot(p2,x2), dot(p3,x3) ) );
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  }
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float fog(float dist) {
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    dist = max(0,dist - 50);
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    dist = dist * 0.05;
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//    dist = dist*dist;
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    return 1-exp(-dist);
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}
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smooth in vec3 teNormal;
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smooth in vec3 tePosition;
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smooth in float fogDist;
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smooth in float gmix;
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in vec4 teColor;
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out vec4 fgColor;
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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void main(void)
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{
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    //fog color
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    vec4 fogColor = vec4(0.6,0.7,0.8,1.0);
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    //heliospheric lighting
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    vec4 light = vec4(1.0,1.0,1.0,1.0);
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    vec4 dark  = vec4(0.0,0.0,0.0,1.0);
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    //direction to sun from origin
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    vec3 lightDir = normalize(ViewMatrix * vec4(5.0,5.0,1.0,0.0)).xyz;
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    float costheta = dot(teNormal, lightDir);
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    float a = costheta * 0.5 + 0.5;
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    //create gravel-texel
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    vec3 uvw = tePosition;
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    // Six components of noise in a fractal sum
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    //float n = snoise(uvw * 10);
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    float n = 0;
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    n += 0.5 * snoise(uvw * 20.0);
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    //n += 0.25 * snoise(uvw * 40.0);
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    //n += 0.125 * snoise(uvw * 80.0);
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    //n += 0.0625 * snoise(uvw * 160.0);
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    //n += 0.03125 * snoise(uvw * 320.0);
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    n = abs(n*2);//[0,1]
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    //dirt
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    float d = snoise(uvw);
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    d += 0.5 * snoise(uvw * 2);
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    d += 0.25 * snoise(uvw * 4);
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    d = d/3*2 +0.5;
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    //                  base, dirt, noise-level*(above 0?)*(linear blend by y)
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    vec4 texBase = mix(teColor, vec4(0.45,0.27,0.1,1),d*d*step(0.01,tePosition.y)*clamp(tePosition.y/2,0,2));
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    //                  stone highlights
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    vec4 texHighlights = mix(texBase, vec4(0.9*n,0.9*n,0.9*n,1),n*n*n);
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    //mix highlights into Color with inclination, if inclination^2 > 0.35
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		||||
    vec4 texColor = mix(texBase,texHighlights, (gmix*(1-gmix))*4*(gmix*(1-gmix))*4);
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    vec4 Color = texColor;
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    fgColor = Color * mix(dark, light, a);
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    fgColor = mix(fgColor,fogColor,fog(fogDist));
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}
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		||||
							
								
								
									
										27
									
								
								shaders/mapobjects/tessControl.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										27
									
								
								shaders/mapobjects/tessControl.shader
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,27 @@
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#version 330
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		||||
#extension GL_ARB_tessellation_shader : require
 | 
			
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 | 
			
		||||
layout(vertices = 3) out;
 | 
			
		||||
in vec3 vPosition[];
 | 
			
		||||
in vec4 vColor[];
 | 
			
		||||
in vec3 vNormal[];
 | 
			
		||||
out vec3 tcPosition[];
 | 
			
		||||
out vec4 tcColor[];
 | 
			
		||||
out vec3 tcNormal[];
 | 
			
		||||
uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
 | 
			
		||||
uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
 | 
			
		||||
 | 
			
		||||
#define ID gl_InvocationID
 | 
			
		||||
 | 
			
		||||
void main()
 | 
			
		||||
{
 | 
			
		||||
    tcPosition[ID] = vPosition[ID];
 | 
			
		||||
    tcColor[ID] = vColor[ID];
 | 
			
		||||
    tcNormal[ID] = vNormal[ID];
 | 
			
		||||
    if (ID == 0) {
 | 
			
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        gl_TessLevelInner[0] = TessLevelInner;
 | 
			
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        gl_TessLevelOuter[0] = TessLevelOuter;
 | 
			
		||||
        gl_TessLevelOuter[1] = TessLevelOuter;
 | 
			
		||||
        gl_TessLevelOuter[2] = TessLevelOuter;
 | 
			
		||||
    }
 | 
			
		||||
}
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		||||
							
								
								
									
										149
									
								
								shaders/mapobjects/tessEval.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										149
									
								
								shaders/mapobjects/tessEval.shader
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,149 @@
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		||||
#version 330
 | 
			
		||||
 | 
			
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#extension GL_ARB_tessellation_shader : require
 | 
			
		||||
 | 
			
		||||
//#include "shaders/3rdParty/noise.glsl"
 | 
			
		||||
 | 
			
		||||
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;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float snoise(vec3 v)
 | 
			
		||||
  {
 | 
			
		||||
  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
 | 
			
		||||
  const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);
 | 
			
		||||
 | 
			
		||||
// First corner
 | 
			
		||||
  vec3 i  = floor(v + dot(v, C.yyy) );
 | 
			
		||||
  vec3 x0 =   v - i + dot(i, C.xxx) ;
 | 
			
		||||
 | 
			
		||||
// Other corners
 | 
			
		||||
  vec3 g = step(x0.yzx, x0.xyz);
 | 
			
		||||
  vec3 l = 1.0 - g;
 | 
			
		||||
  vec3 i1 = min( g.xyz, l.zxy );
 | 
			
		||||
  vec3 i2 = max( g.xyz, l.zxy );
 | 
			
		||||
 | 
			
		||||
  //   x0 = x0 - 0.0 + 0.0 * C.xxx;
 | 
			
		||||
  //   x1 = x0 - i1  + 1.0 * C.xxx;
 | 
			
		||||
  //   x2 = x0 - i2  + 2.0 * C.xxx;
 | 
			
		||||
  //   x3 = x0 - 1.0 + 3.0 * C.xxx;
 | 
			
		||||
  vec3 x1 = x0 - i1 + C.xxx;
 | 
			
		||||
  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
 | 
			
		||||
  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y
 | 
			
		||||
 | 
			
		||||
// Permutations
 | 
			
		||||
  i = mod289(i);
 | 
			
		||||
  vec4 p = permute( permute( permute(
 | 
			
		||||
             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
 | 
			
		||||
           + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
 | 
			
		||||
           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
 | 
			
		||||
 | 
			
		||||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
 | 
			
		||||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
 | 
			
		||||
  float n_ = 0.142857142857; // 1.0/7.0
 | 
			
		||||
  vec3  ns = n_ * D.wyz - D.xzx;
 | 
			
		||||
 | 
			
		||||
  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)
 | 
			
		||||
 | 
			
		||||
  vec4 x_ = floor(j * ns.z);
 | 
			
		||||
  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)
 | 
			
		||||
 | 
			
		||||
  vec4 x = x_ *ns.x + ns.yyyy;
 | 
			
		||||
  vec4 y = y_ *ns.x + ns.yyyy;
 | 
			
		||||
  vec4 h = 1.0 - abs(x) - abs(y);
 | 
			
		||||
 | 
			
		||||
  vec4 b0 = vec4( x.xy, y.xy );
 | 
			
		||||
  vec4 b1 = vec4( x.zw, y.zw );
 | 
			
		||||
 | 
			
		||||
  //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
 | 
			
		||||
  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
 | 
			
		||||
  vec4 s0 = floor(b0)*2.0 + 1.0;
 | 
			
		||||
  vec4 s1 = floor(b1)*2.0 + 1.0;
 | 
			
		||||
  vec4 sh = -step(h, vec4(0.0));
 | 
			
		||||
 | 
			
		||||
  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
 | 
			
		||||
  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
 | 
			
		||||
 | 
			
		||||
  vec3 p0 = vec3(a0.xy,h.x);
 | 
			
		||||
  vec3 p1 = vec3(a0.zw,h.y);
 | 
			
		||||
  vec3 p2 = vec3(a1.xy,h.z);
 | 
			
		||||
  vec3 p3 = vec3(a1.zw,h.w);
 | 
			
		||||
 | 
			
		||||
//Normalise gradients
 | 
			
		||||
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
 | 
			
		||||
  p0 *= norm.x;
 | 
			
		||||
  p1 *= norm.y;
 | 
			
		||||
  p2 *= norm.z;
 | 
			
		||||
  p3 *= norm.w;
 | 
			
		||||
 | 
			
		||||
// Mix final noise value
 | 
			
		||||
  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
 | 
			
		||||
  m = m * m;
 | 
			
		||||
  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
 | 
			
		||||
                                dot(p2,x2), dot(p3,x3) ) );
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
layout(triangles, equal_spacing, cw) in;
 | 
			
		||||
in vec3 tcPosition[];
 | 
			
		||||
in vec4 tcColor[];
 | 
			
		||||
in vec3 tcNormal[];
 | 
			
		||||
out vec4 teColor;
 | 
			
		||||
smooth out vec3 tePosition;
 | 
			
		||||
smooth out vec3 teNormal;
 | 
			
		||||
smooth out float fogDist;
 | 
			
		||||
smooth out float gmix; //mixture of gravel
 | 
			
		||||
//out vec3 tePatchDistance;
 | 
			
		||||
//constant projection matrix
 | 
			
		||||
uniform mat4 ProjectionMatrix;
 | 
			
		||||
uniform mat4 ViewMatrix;
 | 
			
		||||
uniform mat3 NormalMatrix;
 | 
			
		||||
 | 
			
		||||
void main()
 | 
			
		||||
{
 | 
			
		||||
    //NORMAL
 | 
			
		||||
    vec3 n0 = gl_TessCoord.x * tcNormal[0];
 | 
			
		||||
    vec3 n1 = gl_TessCoord.y * tcNormal[1];
 | 
			
		||||
    vec3 n2 = gl_TessCoord.z * tcNormal[2];
 | 
			
		||||
    vec3 tessNormal = normalize(n0 + n1 + n2);
 | 
			
		||||
    teNormal = NormalMatrix * tessNormal;
 | 
			
		||||
 | 
			
		||||
    //POSITION
 | 
			
		||||
    vec3 p0 = gl_TessCoord.x * tcPosition[0];
 | 
			
		||||
    vec3 p1 = gl_TessCoord.y * tcPosition[1];
 | 
			
		||||
    vec3 p2 = gl_TessCoord.z * tcPosition[2];
 | 
			
		||||
    tePosition = p0 + p1 + p2;
 | 
			
		||||
 | 
			
		||||
    //sin(a,b) = length(cross(a,b))
 | 
			
		||||
    float i0 = (1-gl_TessCoord.x)*gl_TessCoord.x * length(cross(tcNormal[0],tessNormal));
 | 
			
		||||
    float i1 = (1-gl_TessCoord.y)*gl_TessCoord.y * length(cross(tcNormal[1],tessNormal));
 | 
			
		||||
    float i2 = (1-gl_TessCoord.z)*gl_TessCoord.z * length(cross(tcNormal[2],tessNormal));
 | 
			
		||||
    float standout = i0+i1+i2;
 | 
			
		||||
    tePosition = tePosition+tessNormal*standout;
 | 
			
		||||
    tePosition = tePosition+0.05*snoise(tePosition);
 | 
			
		||||
    gl_Position = ProjectionMatrix * ViewMatrix * vec4(tePosition, 1);
 | 
			
		||||
    fogDist = gl_Position.z;
 | 
			
		||||
 | 
			
		||||
    //COLOR-BLENDING
 | 
			
		||||
    vec4 c0 = (1-exp(gl_TessCoord.x)) * tcColor[0];
 | 
			
		||||
    vec4 c1 = (1-exp(gl_TessCoord.y)) * tcColor[1];
 | 
			
		||||
    vec4 c2 = (1-exp(gl_TessCoord.z)) * tcColor[2];
 | 
			
		||||
    teColor = (c0 + c1 + c2)/((1-exp(gl_TessCoord.x))+(1-exp(gl_TessCoord.y))+(1-exp(gl_TessCoord.z)));
 | 
			
		||||
 | 
			
		||||
    //mix gravel based on incline (sin (normal,up))
 | 
			
		||||
    gmix = length(cross(tessNormal, vec3(0,1,0)));
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										18
									
								
								shaders/mapobjects/vertex.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								shaders/mapobjects/vertex.shader
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,18 @@
 | 
			
		||||
#version 330
 | 
			
		||||
 | 
			
		||||
//vertex-data
 | 
			
		||||
in vec4 Color;
 | 
			
		||||
in vec3 Position;
 | 
			
		||||
in vec3 Normal;
 | 
			
		||||
 | 
			
		||||
//output-data for later stages
 | 
			
		||||
out vec4 vColor;
 | 
			
		||||
out vec3 vPosition;
 | 
			
		||||
out vec3 vNormal;
 | 
			
		||||
 | 
			
		||||
void main()
 | 
			
		||||
{
 | 
			
		||||
    vPosition = Position;
 | 
			
		||||
    vNormal = Normal;
 | 
			
		||||
    vColor = Color;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										30
									
								
								src/Main.hs
									
									
									
									
									
								
							
							
						
						
									
										30
									
								
								src/Main.hs
									
									
									
									
									
								
							@@ -132,6 +132,7 @@ main =
 | 
			
		||||
                        }
 | 
			
		||||
              , _io                  = IOState
 | 
			
		||||
                        { _clock               = now
 | 
			
		||||
                        , _tessClockFactor     = 0
 | 
			
		||||
                        }
 | 
			
		||||
              , _mouse               = MouseState
 | 
			
		||||
                        { _isDown              = False
 | 
			
		||||
@@ -228,17 +229,30 @@ run = do
 | 
			
		||||
      }
 | 
			
		||||
    -}
 | 
			
		||||
 | 
			
		||||
    mt <- liftIO $ do
 | 
			
		||||
        let double = fromRational.toRational :: (Real a) => a -> Double
 | 
			
		||||
    (mt,tc,sleepAmount) <- liftIO $ do
 | 
			
		||||
        let 	double = fromRational.toRational :: (Real a) => a -> Double
 | 
			
		||||
		targetFramerate = 40.0
 | 
			
		||||
		targetFrametime = 1.0/targetFramerate
 | 
			
		||||
		targetFrametimeμs = targetFrametime * 1000000.0
 | 
			
		||||
        now <- getCurrentTime
 | 
			
		||||
        diff <- return $ diffUTCTime now (state ^. io.clock) -- get time-diffs
 | 
			
		||||
        title <- return $ unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
 | 
			
		||||
        let diff  = diffUTCTime now (state ^. io.clock) -- get time-diffs
 | 
			
		||||
            title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
 | 
			
		||||
        setWindowTitle (env ^. windowObject) title
 | 
			
		||||
        sleepAmount <- return $ floor (max 0 (0.04 - diff))*1000000 -- get time until next frame in microseconds
 | 
			
		||||
        threadDelay sleepAmount
 | 
			
		||||
        return now
 | 
			
		||||
        let 	sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds
 | 
			
		||||
                clockFactor = (state ^. io.tessClockFactor)
 | 
			
		||||
		tessChange
 | 
			
		||||
			| (clockFactor > (2*targetFrametimeμs)) && (state ^. gl.glMap.stateTessellationFactor < 5) = ((+)1 :: Int -> Int) 
 | 
			
		||||
									-- > factor < 5 & 10% of frame idle -> increase graphics
 | 
			
		||||
			| sleepAmount < 0 && (state ^. gl.glMap.stateTessellationFactor > 1) = (flip (-) 1 :: Int -> Int)
 | 
			
		||||
									-- frame used up completely -> decrease
 | 
			
		||||
			| otherwise = ((+)0 :: Int -> Int)              -- 0ms > x > 10% -> keep settings
 | 
			
		||||
        when (sleepAmount > 0) $ threadDelay sleepAmount
 | 
			
		||||
        return (now,tessChange,sleepAmount)
 | 
			
		||||
    -- set state with new clock-time
 | 
			
		||||
    modify $ io.clock .~ mt
 | 
			
		||||
    modify $ (io.clock .~ mt)
 | 
			
		||||
           . (gl.glMap.stateTessellationFactor %~ tc)
 | 
			
		||||
           . (io.tessClockFactor %~ (((+) (fromIntegral sleepAmount)).((*) 0.99)))
 | 
			
		||||
    -- liftIO $ putStrLn $ concat $ ["TessFactor at: ",show (state ^. gl.glMap.stateTessellationFactor), " - slept for ",show sleepAmount, "μs."]
 | 
			
		||||
    shouldClose' <- return $ state ^. window.shouldClose
 | 
			
		||||
    unless shouldClose' run
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -288,6 +288,10 @@ renderOverview = do
 | 
			
		||||
        checkError "draw map"
 | 
			
		||||
-}
 | 
			
		||||
 | 
			
		||||
renderObject :: MapObject -> IO ()
 | 
			
		||||
renderObject (MapObject model (L.V3 x y z) _{-state-}) = 
 | 
			
		||||
	undefined
 | 
			
		||||
		
 | 
			
		||||
 | 
			
		||||
render :: Pioneers ()
 | 
			
		||||
render = do
 | 
			
		||||
@@ -384,6 +388,12 @@ render = do
 | 
			
		||||
 | 
			
		||||
        checkError "draw map"
 | 
			
		||||
 | 
			
		||||
	---- RENDER MAPOBJECTS --------------------------------------------
 | 
			
		||||
	
 | 
			
		||||
	currentProgram $= Just (state ^. gl.glMap.objectsProgram)
 | 
			
		||||
 | 
			
		||||
	mapM_ renderObject (state ^. gl.glMap.mapObjects)
 | 
			
		||||
 | 
			
		||||
        -- set sample 1 as target in renderbuffer
 | 
			
		||||
        {-framebufferRenderbuffer
 | 
			
		||||
                DrawFramebuffer              --write-only
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										11
									
								
								src/Types.hs
									
									
									
									
									
								
							
							
						
						
									
										11
									
								
								src/Types.hs
									
									
									
									
									
								
							@@ -8,6 +8,7 @@ import           Foreign.C                            (CFloat)
 | 
			
		||||
import qualified Data.HashMap.Strict                  as Map
 | 
			
		||||
import           Data.Time                            (UTCTime)
 | 
			
		||||
import Linear.Matrix (M44)
 | 
			
		||||
import Linear (V3)
 | 
			
		||||
import Control.Monad.RWS.Strict (RWST)
 | 
			
		||||
import Control.Lens
 | 
			
		||||
import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
 | 
			
		||||
@@ -51,6 +52,7 @@ data CameraState = CameraState
 | 
			
		||||
 | 
			
		||||
data IOState = IOState
 | 
			
		||||
    { _clock               :: !UTCTime
 | 
			
		||||
    , _tessClockFactor     :: !Double
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
data GameState = GameState
 | 
			
		||||
@@ -120,6 +122,15 @@ data GLMapState = GLMapState
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
data GLObject = GLObject IQM (Coord3D Double)
 | 
			
		||||
    , _objectsProgram       :: !GL.Program
 | 
			
		||||
    , _mapObjects           :: ![MapObject]
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
data MapObject = MapObject !IQM !MapCoordinates !MapObjectState
 | 
			
		||||
 | 
			
		||||
data MapObjectState = MapObjectState ()
 | 
			
		||||
 | 
			
		||||
type MapCoordinates = V3 CFloat
 | 
			
		||||
 | 
			
		||||
data GLHud = GLHud
 | 
			
		||||
    { _hudTexture               :: !TextureObject       -- ^ HUD-Texture itself
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user