Merge branches
This commit is contained in:
parent
9e6d0d4c02
commit
9a3b928c8f
10
imgui.ini
10
imgui.ini
|
@ -30,20 +30,20 @@ DockId=0x00000003,0
|
|||
|
||||
[Window][Viewport]
|
||||
Pos=0,34
|
||||
Size=2134,1641
|
||||
Size=2178,1641
|
||||
Collapsed=0
|
||||
DockId=0x00000003,0
|
||||
|
||||
[Window][Scene Settings]
|
||||
Pos=2137,34
|
||||
Size=743,1641
|
||||
Pos=2181,34
|
||||
Size=699,1641
|
||||
Collapsed=0
|
||||
DockId=0x00000004,0
|
||||
|
||||
[Docking][Data]
|
||||
DockSpace ID=0x6F42A598 Window=0xE80F322C Pos=0,34 Size=2880,1641 Split=X Selected=0x9F2D9299
|
||||
DockNode ID=0x00000001 Parent=0x6F42A598 SizeRef=0,0 Split=X Selected=0x13926F0B
|
||||
DockNode ID=0x00000003 Parent=0x00000001 SizeRef=2134,701 CentralNode=1 Selected=0x13926F0B
|
||||
DockNode ID=0x00000004 Parent=0x00000001 SizeRef=743,701 Selected=0x413E6147
|
||||
DockNode ID=0x00000003 Parent=0x00000001 SizeRef=578,701 CentralNode=1 Selected=0x13926F0B
|
||||
DockNode ID=0x00000004 Parent=0x00000001 SizeRef=699,701 Selected=0x413E6147
|
||||
DockNode ID=0x00000002 Parent=0x6F42A598 SizeRef=419,701 Selected=0xF69494A7
|
||||
|
||||
|
|
|
@ -24,21 +24,48 @@ in VS_OUT {
|
|||
out TC_OUT {
|
||||
vec3 position;
|
||||
vec2 texCoord;
|
||||
float tessLevel;
|
||||
} tc_out[];
|
||||
|
||||
float getHeight(vec2 uv) {
|
||||
return texture(heightTexture, uv).r * displacementScale;
|
||||
}
|
||||
|
||||
float calculateSlope() {
|
||||
float step = 1.0f / (float(gridDensity) * maxTessellation + 1.0f);
|
||||
|
||||
// Find surrounding heights
|
||||
float hLeft = getHeight(tc_in[gl_InvocationID].texCoord + vec2(-step, 0.0f));
|
||||
float hRight = getHeight(tc_in[gl_InvocationID].texCoord + vec2(step, 0.0f));
|
||||
float hUp = getHeight(tc_in[gl_InvocationID].texCoord + vec2(0.0f, step));
|
||||
float hDown = getHeight(tc_in[gl_InvocationID].texCoord + vec2(0.0f, -step));
|
||||
|
||||
float slopeX = abs(hLeft - hRight) * displacementScale;
|
||||
float slopeY = abs(hUp - hDown) * displacementScale;
|
||||
|
||||
float maxSlope = max(slopeX, slopeY);
|
||||
|
||||
return maxSlope;
|
||||
}
|
||||
|
||||
void main() {
|
||||
// Pass through position and texture coordinates to the tessellation evaluation shader
|
||||
tc_out[gl_InvocationID].position = tc_in[gl_InvocationID].position;
|
||||
tc_out[gl_InvocationID].texCoord = tc_in[gl_InvocationID].texCoord;
|
||||
|
||||
float slope = calculateSlope();
|
||||
float tessLevel = tessellationFactor * (1.0f + slope * 10.0f);
|
||||
tessLevel = max(tessLevel, maxTessellation);
|
||||
tc_out[gl_InvocationID].tessLevel = tessLevel;
|
||||
|
||||
// Set tessellation levels
|
||||
if (gl_InvocationID == 0) {
|
||||
gl_TessLevelOuter[0] = maxTessellation;
|
||||
gl_TessLevelOuter[1] = maxTessellation;
|
||||
gl_TessLevelOuter[2] = maxTessellation;
|
||||
gl_TessLevelOuter[3] = maxTessellation;
|
||||
gl_TessLevelOuter[0] = tessLevel;
|
||||
gl_TessLevelOuter[1] = tessLevel;
|
||||
gl_TessLevelOuter[2] = tessLevel;
|
||||
gl_TessLevelOuter[3] = tessLevel;
|
||||
|
||||
gl_TessLevelInner[0] = maxTessellation;
|
||||
gl_TessLevelInner[1] = maxTessellation;
|
||||
gl_TessLevelInner[0] = tessLevel;
|
||||
gl_TessLevelInner[1] = tessLevel;
|
||||
}
|
||||
}
|
|
@ -18,6 +18,7 @@ layout(std140, binding = 4) uniform GeoUniforms
|
|||
in TC_OUT {
|
||||
vec3 position;
|
||||
vec2 texCoord;
|
||||
float tessLevel;
|
||||
} te_in[];
|
||||
|
||||
out TE_OUT {
|
||||
|
@ -30,19 +31,25 @@ float getHeight(vec2 uv) {
|
|||
return texture(heightTexture, uv).r * displacementScale;
|
||||
}
|
||||
|
||||
float getNeighbor(float tessFactor) {
|
||||
return (float(gridDensity) * tessFactor + 1.0f);
|
||||
}
|
||||
|
||||
vec3 calculateSmoothNormal(vec3 pos, vec2 coord) {
|
||||
// Currently hardcoded to match patch density
|
||||
float step = 1.0f / (float(gridDensity) * maxTessellation + 1.0f);
|
||||
//float step = 1.0f / (float(gridDensity) * tessLevel + 1.0f);
|
||||
float stepU = 1.0f / (float(gridDensity) * gl_TessLevelInner[0]);
|
||||
float stepV = 1.0f / (float(gridDensity) * gl_TessLevelInner[1]);
|
||||
|
||||
// Find surrounding heights
|
||||
float hLeft = getHeight(coord + vec2(-step, 0.0f));
|
||||
float hRight = getHeight(coord + vec2(step, 0.0f));
|
||||
float hUp = getHeight(coord + vec2(0.0f, step));
|
||||
float hDown = getHeight(coord + vec2(0.0f, -step));
|
||||
float hLeft = getHeight(coord + vec2(-stepU, 0.0f));
|
||||
float hRight = getHeight(coord + vec2(stepU, 0.0f));
|
||||
float hUp = getHeight(coord + vec2(0.0f, stepV));
|
||||
float hDown = getHeight(coord + vec2(0.0f, -stepV));
|
||||
|
||||
// Calculate tangents
|
||||
vec3 tangentX = normalize(vec3(step, hRight - hLeft, 0.0));
|
||||
vec3 tangentY = normalize(vec3(0.0, hUp - hDown, step));
|
||||
vec3 tangentX = normalize(vec3(stepU, hRight - hLeft, 0.0));
|
||||
vec3 tangentY = normalize(vec3(0.0, hUp - hDown, stepV));
|
||||
|
||||
return normalize(cross(tangentY, tangentX));
|
||||
}
|
||||
|
|
|
@ -20,7 +20,6 @@ void ApplyUIScaling(GLFWwindow* window) {
|
|||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->Clear();
|
||||
std::cout << "Current Path: " << std::filesystem::current_path() << std::endl;
|
||||
|
||||
#ifdef _WIN32
|
||||
io.Fonts->AddFontFromFileTTF("imgui/misc/fonts/JetBrainsMono/JetBrainsMono-Medium.ttf", 8.0f * scale);
|
||||
|
|
|
@ -240,8 +240,7 @@ void Scene::Display(GLFWwindow* window) {
|
|||
|
||||
glUseProgram(shader_program_);
|
||||
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
Window* viewport = Interface::GetWindowByName(windows_, "Viewport");
|
||||
if (viewport && viewport->size.x > 0 && viewport->size.y > 0) {
|
||||
|
@ -270,7 +269,9 @@ void Scene::Display(GLFWwindow* window) {
|
|||
glPatchParameteri(GL_PATCH_VERTICES, 4);
|
||||
glDrawElements(GL_PATCHES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
FBO::Unbind();
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
FBO::Bind(lht_fbo_);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
|
Loading…
Reference in New Issue