/
Terrain.fs
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Terrain.fs
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namespace Examples
open System
open System.IO
open Aardvark.Base
open FSharp.Data.Adaptive
open Aardvark.SceneGraph
open Aardvark.Application
open Aardvark.Application.WinForms
open FSharp.Data.Adaptive.Operators
open Aardvark.Rendering
open Aardvark.Rendering.ShaderReflection
open Aardvark.Rendering.Text
open System.Runtime.InteropServices
open Aardvark.SceneGraph
open Aardvark.SceneGraph.IO
module Terrain =
[<Literal>]
let HeightMap = "HeightMap"
let grid (count : V2i) =
let delta = 1.0 / V2d count
let pos = Array.zeroCreate ((count.X + 1) * (count.Y + 1))
let tc = Array.zeroCreate pos.Length
let n = Array.zeroCreate pos.Length
let t = Array.zeroCreate pos.Length
let b = Array.zeroCreate pos.Length
let mutable index = 0
for y in 0 .. count.Y do
for x in 0 .. count.X do
let uv = delta * V2d(x,y)
let v = V3d(uv, 0.0)
pos.[index] <- V3f v
tc.[index] <- V2f uv
n.[index] <- V3f.OOI
t.[index] <- V3f.IOO
b.[index] <- V3f.OIO
index <- index + 1
let quads = count.X * count.Y
let indices = Array.zeroCreate (3 * 2 * quads)
let mutable oi = 0
let getId (v : V2i) = v.X + v.Y * (count.X + 1)
for y in 1 .. count.Y do
for x in 1 .. count.X do
let p = V2i(x,y)
let i00 = getId (p - V2i.II)
let i10 = getId (p - V2i.OI)
let i01 = getId (p - V2i.IO)
let i11 = getId p
indices.[oi + 0] <- i00
indices.[oi + 1] <- i10
indices.[oi + 2] <- i01
indices.[oi + 3] <- i10
indices.[oi + 4] <- i01
indices.[oi + 5] <- i11
oi <- oi + 6
IndexedGeometry(
Mode = IndexedGeometryMode.TriangleList,
IndexArray = indices,
IndexedAttributes =
SymDict.ofList [
DefaultSemantic.Positions, pos :> System.Array
DefaultSemantic.DiffuseColorCoordinates, tc :> System.Array
DefaultSemantic.Normals, n :> System.Array
DefaultSemantic.DiffuseColorUTangents, t :> System.Array
DefaultSemantic.DiffuseColorVTangents, b :> System.Array
]
)
module Shader =
open FShade
let height =
sampler2d {
texture uniform?HeightMap
filter Filter.MinMagMipLinear
addressU WrapMode.Clamp
addressV WrapMode.Clamp
}
type UniformScope with
member x.CellSize : V2d = x?Height?CellSize
type Vertex =
{
[<Position>] pos : V4d
[<Semantic("OffsetPos")>] hpos : V4d
[<WorldPosition>] wp : V4d
[<Normal>] n : V3d
[<BiNormal>] b : V3d
[<Tangent>] t : V3d
[<TexCoord>] tc : V2d
}
let heightVertex (v : Vertex) =
vertex {
let s = uniform.CellSize
let ddx = V2d(s.X, 0.0)
let ddy = V2d(0.0, s.Y)
let h0 = height.SampleGrad(v.tc, ddx, ddy).X
let hr = height.SampleGrad(v.tc + V2d(0.5 * s.X, 0.0), ddx, ddy).X
let hu = height.SampleGrad(v.tc + V2d(0.0, 0.5 * s.Y), ddx, ddy).X
let pr = v.pos.XYZ + V3d(0.5 * s.X, 0.0, hr)
let pu = v.pos.XYZ + V3d(0.0, 0.5 * s.Y, hu)
let p0 = v.pos.XYZ + V3d(0.0, 0.0, h0)
let t = (pr - p0) |> Vec.normalize
let b = (pu - p0) |> Vec.normalize
let n = Vec.cross t b |> Vec.normalize
return { v with hpos = V4d(p0, 1.0); n = n; t = t; b = b }
}
[<ReflectedDefinition>]
let inViewVolume (v : V3d) =
v.X >= -1.0 && v.Y >= -1.0 && v.Z >= -1.0 && v.X <= 1.0 && v.Y <= 1.0 && v.Z <= 1.0
// let tessFactor (p0 : V4d) (p1 : V4d)
// let wp0 = uniform.ModelTrafo * p0
// let wp1 = uniform.ModelTrafo * p1
//
// let c = 0.5 * (wp0 + wp1)
// let cp = uniform.ViewProjTrafo * c
// let cp = cp.XYZ / cp.W
//
//
//
//
//
// let len = uniform.ModelTrafo.TransformDir (p1.XYZ - p.XYZ) |> Vec.length
//
// let pp0 = uniform.ModelViewProjTrafo * p0
// let pp1 = uniform.ModelViewProjTrafo * p1
// let pp0 = pp0.XYZ / pp0.W
// let pp1 = pp1.XYZ / pp1.W
//
// let c = 0.5 * (p0 + p1)
let heightTess (t : Triangle<Vertex>) =
tessellation {
let vs = V2d uniform.ViewportSize
let p0 = uniform.ModelViewProjTrafo * t.P0.hpos
let p1 = uniform.ModelViewProjTrafo * t.P1.hpos
let p2 = uniform.ModelViewProjTrafo * t.P2.hpos
let pp0 = 0.5 * p0.XYZ / p0.W
let pp1 = 0.5 * p1.XYZ / p1.W
let pp2 = 0.5 * p2.XYZ / p2.W
let mutable t01 = -1.0
let mutable t12 = -1.0
let mutable t20 = -1.0
if inViewVolume pp0 || inViewVolume pp1 || inViewVolume pp2 then
let e01 = vs * (pp1.XY - pp0.XY) |> Vec.length
let e12 = vs * (pp2.XY - pp1.XY) |> Vec.length
let e20 = vs * (pp0.XY - pp2.XY) |> Vec.length
t01 <- 0.1 * e01 |> clamp 1.0 64.0
t12 <- 0.1 * e12 |> clamp 1.0 64.0
t20 <- 0.1 * e20 |> clamp 1.0 64.0
let avg = (t01 + t12 + t20) / 3.0
let! coord = tessellateTriangle avg (t12, t20, t01)
let p = coord.X * t.P0.pos + coord.Y * t.P1.pos + coord.Z * t.P2.pos
let tc = p.XY
let s = V2d(0.01, 0.01)
let ddx = V2d(s.X, 0.0)
let ddy = V2d(0.0, s.Y)
let h0 = height.SampleGrad(tc, ddx, ddy).X
let hr = height.SampleGrad(tc + V2d(0.5 * s.X, 0.0), ddx, ddy).X
let hu = height.SampleGrad(tc + V2d(0.0, 0.5 * s.Y), ddx, ddy).X
let pr = p.XYZ + V3d(0.5 * s.X, 0.0, hr)
let pu = p.XYZ + V3d(0.0, 0.5 * s.Y, hu)
let p0 = p.XYZ + V3d(0.0, 0.0, h0)
let t = (pr - p0) |> Vec.normalize
let b = (pu - p0) |> Vec.normalize
let n = Vec.cross t b |> Vec.normalize
return {
pos = uniform.ModelViewProjTrafo * V4d(p0, 1.0)
hpos = p
wp = uniform.ModelTrafo * V4d(p0, 1.0)
n = uniform.ModelTrafoInv.TransposedTransformDir n
t = uniform.ModelTrafo.TransformDir t
b = uniform.ModelTrafo.TransformDir b
tc = tc
}
}
let run() =
let bounds = AVal.init (Box3d(V3d(-10.0, -10.0, 0.0), V3d(10.0, 10.0, 3.0)))
let gridCount = V2i(40, 40)
let cellSize = 1.0 / V2d gridCount
let sg =
grid gridCount
|> Sg.ofIndexedGeometry
|> Sg.trafo (bounds |> AVal.map (fun b -> Trafo3d.Scale(b.Size) * Trafo3d.Translation(b.Min)))
|> Sg.fileTexture (Symbol.Create HeightMap) @"C:\Users\schorsch\Desktop\ps_height_4k.png" true
|> Sg.fileTexture DefaultSemantic.DiffuseColorTexture @"C:\Users\schorsch\Desktop\ps_texture_4k.png" true
|> Sg.uniform "CellSize" (AVal.constant cellSize)
|> Sg.shader {
do! Shader.heightVertex
do! Shader.heightTess
// do! DefaultSurfaces.trafo
// do! DefaultSurfaces.constantColor C4f.Red
do! DefaultSurfaces.diffuseTexture
do! DefaultSurfaces.simpleLighting
}
show {
display Display.Mono
samples 8
backend Backend.Vulkan
debug true
scene sg
}