The application loads terrain elevation data into floating point textures. Textures are then rendered on a float color buffer (using *GL_ARB_color_buffer_float*).
The first pass is to get an overall texture (resulting from multiple textured quads rendering). To do this, I disable the color clamp, render each quad, and the copy the (float) frame buffer into a (float) texture: this texture is the base of multiple passes for processing the terrain elevation data.
There's no problem in rendering the float texture data using false colors: indeed the terrain elevation information is preserved during the first pass (no color clamp).
I'm getting in trouble by computing the terrain normals. Here is a snipper of the fragment shader:
// Required shader language version (compatibility profile)
#version 150 compatibility
//---------------------------------------------------------------------------
// SYSTEM INPUTS/OUTPUT
//---------------------------------------------------------------------------
// Fragment texture coordinate (in)
in vec4 gl_TexCoord[];
// Fragment color (out)
vec4 gl_FragColor;
// DTED elevation data as texture.
// Value fetched by the texture if the altitude of the terrain, in meters.
uniform sampler2D rdr_ElevationData;
// Obtain fragment elevation
float GetFragmentElevation(const vec2 texcoord)
{
// This is OK! Tested with false colors
return (texture(rdr_ElevationData, gl_TexCoord[0].st).r);
}
vec3 GetFragmentNormal(const vec2 texcoord, const float sOffset, const float tOffset)
{
const vec2
texcoordN = texcoord + vec2( 0.0, +tOffset),
texcoordNE = texcoord + vec2(+sOffset, +tOffset),
texcoordE = texcoord + vec2(+sOffset, 0.0),
texcoordSE = texcoord + vec2(+sOffset, -tOffset),
texcoordS = texcoord + vec2( 0.0, -tOffset),
texcoordSW = texcoord + vec2(-sOffset, -tOffset),
texcoordW = texcoord + vec2(-sOffset, 0.0),
texcoordNW = texcoord + vec2(-sOffset, +tOffset);
float TerrainAroundHeights[9];
// Ensuring clamped texture coordinates
clamp(texcoordN , 0.0, 1.0);
clamp(texcoordNE, 0.0, 1.0);
clamp(texcoordE , 0.0, 1.0);
clamp(texcoordSE, 0.0, 1.0);
clamp(texcoordS , 0.0, 1.0);
clamp(texcoordSW, 0.0, 1.0);
clamp(texcoordW , 0.0, 1.0);
clamp(texcoordNW, 0.0, 1.0);
// Fetch terrain heights around the fragment
TerrainAroundHeights[0] = GetFragmentElevation(texcoord);
TerrainAroundHeights[1] = GetFragmentElevation(texcoordN);
TerrainAroundHeights[2] = GetFragmentElevation(texcoordNE);
TerrainAroundHeights[3] = GetFragmentElevation(texcoordE);
TerrainAroundHeights[4] = GetFragmentElevation(texcoordSE);
TerrainAroundHeights[5] = GetFragmentElevation(texcoordS);
TerrainAroundHeights[6] = GetFragmentElevation(texcoordSW);
TerrainAroundHeights[7] = GetFragmentElevation(texcoordW);
TerrainAroundHeights[8] = GetFragmentElevation(texcoordNW);
const float NormalLength = 0.001;
vec3 v0 = vec3(0.0, 0.0, 0.0), v1 = vec3(0.0, NormalLength, 0.0), v2 = vec3(NormalLength, 0.0, 0.0);
// Compute averaged heights for each fragment corner
/*v0.z = (TerrainAroundHeights[0] + TerrainAroundHeights[7] + TerrainAroundHeights[6] + TerrainAroundHeights[5]) / 4.0;
v1.z = (TerrainAroundHeights[0] + TerrainAroundHeights[1] + TerrainAroundHeights[8] + TerrainAroundHeights[7]) / 4.0;
v2.z = (TerrainAroundHeights[0] + TerrainAroundHeights[5] + TerrainAroundHeights[4] + TerrainAroundHeights[3]) / 4.0;*/
// MY TESTS... unable to understand what's going on
if (TerrainAroundHeights[0] < (TerrainAroundHeights[5]))
v0.z = 1.0;
return (v0);
// Compute terrain normal
return (normalize(cross(v2 - v0, v1 - v0)));
}
void main()
{
ivec2 rdr_ElevationData_Size = textureSize(rdr_ElevationData, 0); // Texture size, in textel
vec3 frag_Normal; // Fragment normal
float rdr_ElevationData_S_CoordStep = 1.0 / /*rdr_ElevationData_Size[0]*/ 672.0 /* Tried but not working... * 4.0 */;
float rdr_ElevationData_T_CoordStep = 1.0 / /*rdr_ElevationData_Size[1]*/ 672.0 /* Tried but not working... * 4.0 */;
// Determine fragment normal
frag_Normal = GetFragmentNormal(gl_TexCoord[0].st, rdr_ElevationData_S_CoordStep, rdr_ElevationData_T_CoordStep);
// Test purpose... (always 0.0!!!)
gl_FragColor = vec4(frag_Normal.z, 0.0, 0.0, 1.0);
}
You can see in GetFragmentNormal, I try to get the elevation data from the neightboor textels, but the values of TerrainAroundHeights seems alw开发者_如何学Goays equal!!!
Have I missed something huge? Is there a better way to fetch neightboor textel?
You compute the offset texcoord in GetFragmentNormal and then pass it in to GetFragmentElevation, but then you don't use it in the texture lookup -- you use the original texcoord before adding the offset.
float GetFragmentElevation(const vec2 texcoord)
{
// This is OK! Tested with false colors
return (texture(rdr_ElevationData, gl_TexCoord[0].st).r);
}
So not too suprisingly, you get the same elevation regardless of the offset. Change that gl_TexCoord[0]
to be texcoord
instead.
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