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Implement instancing for scenery objects This commit implements instancing for scenery objects by introducing a OBJECT_INSTANCED verb in stg files. Instances can be defined by their positions, rotations and scales. The framework also supports extending object instancing with custom effects, including an additional colorization effect that allows for setting the colors for each instance of the same model. Detailed commit history can be found at [1], and mailing list discussions at [2]. [1] https://sourceforge.net/u/fahimdalvi/fgdata/ci/feat/scenery-object-instancing/~/tree/ [2] https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/7381A03F-BF5B-45E7-AAF3-5288B7DEDFFA%40gmail.com/#msg37617087 Squashed commit of the following: commit 2af16b3dfa859eff8b9d96e1b9256e8d872d28c5 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 24 10:24:12 2024 +0300 Update documentation for instancing Add details on optional parameters and the order of transformations. commit f0fda25c196fbb46063abdd30be63ebbc4285841 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 24 10:15:17 2024 +0300 Add low-spec shaders for object instancing. commit bcf6e15523750ea9d1578a48de736073a37ea2bd Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Fri Feb 16 14:54:26 2024 +0300 Add documentation commit a4b889b40543f70c4e9c9d6002f853547c6fb373 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Tue Feb 13 17:32:11 2024 +0300 Use header file defined indices for vertex attributes Vertex attributes were hardcoded across the code, this commit changes the implementation to use constants defined in the header file. Also change the indices used to be compatible with the future HDR pipeline. commit 8120544e276161f57dd1aeda645ef52684eab7a7 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 10 22:26:55 2024 +0300 Clean up shader code Use *.glsl library code to minimize duplication across object-instancing* shaders. Rename variables to follow Shader Style Guide: https://wiki.flightgear.org/Shader_Style_Guide commit ed864379621c060860c68d46cab054f8f1161f25 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 3 22:23:11 2024 +0300 Remove unused fragment shader. commit be80516fff660764dad245cd6389e7616d8d807c Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 3 22:21:15 2024 +0300 Add support for multiple effects and add a colored instancing effect. This commit adds shaders and a corresponding effect for colored instanced objects using the new custom attributes provided by the corresponding SimGear commit. commit f758ad00b08578052b815bdf138dae5b3a0e026c Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 3 16:31:15 2024 +0300 Remove unnecessary inclusion of vertex shader in inherited effect commit 26fa5ecc8d825ed6902c6a6934a82749839cc9cc Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Wed Oct 18 21:14:18 2023 +0300 Fix rotation to match normal scenery objects commit 2a47c3164085d5821944f53a02a55c3bea9ca4ac Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Wed Oct 18 21:13:41 2023 +0300 Reduce instancing effect to bare minimum commit c24d4fdbfc295872ec6f47a8f8e002dfa301fd83 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Oct 14 11:30:34 2023 +0300 Properly handle model/texture/effects Simgear: Previously, the model was being loaded without any options, this is now fixed. *ac models have their effect instantiated manually, while *xml models require an explicit <effect> tags. Also, the already loaded model node is edited (for adding vertex attributes, statesets etc) instead of creating a new node (for deferred texture loading and other stuff to work). FGData: Reverted object-instancing effect to match model-default more closely to make texturing work. commit 17e74fc4cc421c3aa9f08e5bbcd08d8a5b450655 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Sep 9 14:07:35 2023 +0300 Implement model-default effects for instanced objects. Not perfect yet, normal models are quite a bit darker, and we are loading the model using OSG directly, instead of SGModelLib. commit d4734690745bde0652e578174e18ddf4fe799000 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Apr 23 14:52:36 2022 +0300 Implemented instance rotation and scaling This commit adds support for optional per-instance rotation and scaling, defaulting to no scaling and rotation if none is specified. commit dd7256818becb21695487385fe5d4b7fcd33a61e Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Fri Mar 18 09:19:24 2022 +0300 Implemented texture handling The code assumes there is a single texture, and this is applied to the single drawable geometry created for instancing. This commit breaks texture-less object support for instancing. commit 547e051459c91ef0abe1b9fe583f0aed59720135 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 26 14:25:57 2022 +0300 Moved random color generation to shader commit ab927a8555ca615d2fe51c9fc87b9fb5f6198c3f Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Tue Feb 22 18:32:10 2022 +0300 Proof of Concept instancing support for scenery objects.
2024-02-24 08:11:12 +00:00
// -*-C++-*-
#version 120
// Duplicated from generic-ALS-base.vert, but in the form of
// library functions that can be used by other shader cpde
// Shader that uses OpenGL state values to do per-pixel lighting
//
// The only light used is gl_LightSource[0], which is assumed to be
// directional.
//
// Diffuse colors come from the gl_Color, ambient from the material. This is
// equivalent to osg::Material::DIFFUSE.
// Haze part added by Thorsten Renk, Oct. 2011
#define MODE_OFF 0
#define MODE_DIFFUSE 1
#define MODE_AMBIENT_AND_DIFFUSE 2
// The constant term of the lighting equation that doesn't depend on
// the surface normal is passed in gl_{Front,Back}Color. The alpha
// component is set to 1 for front, 0 for back in order to work around
// bugs with gl_FrontFacing in the fragment shader.
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec4 ecPosition;
varying float yprime_alt;
varying float mie_angle;
uniform int colorMode;
uniform float hazeLayerAltitude;
uniform float terminator;
uniform float terrain_alt;
uniform float avisibility;
uniform float visibility;
uniform float overcast;
uniform float ground_scattering;
uniform float moonlight;
// This is the value used in the skydome scattering shader - use the same here for consistency?
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float earthShade;
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
// use the asymptotics to shorten computations
if (x < -15.0) {
return 0.0;
}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
void render_ALS_base(in vec3 position)
{
vec4 light_diffuse;
vec4 light_ambient;
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
//float yprime_alt;
float yprime;
float lightArg;
float intensity;
float vertex_alt;
float scattering;
// this code is copied from default.vert
ecPosition = gl_ModelViewMatrix * vec4(position, gl_Vertex.w);
// Project to world space
gl_Position = gl_ModelViewProjectionMatrix * vec4(position, gl_Vertex.w);
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_TexCoord[2] = gl_TextureMatrix[2] * gl_MultiTexCoord2;
vec4 ambient_color, diffuse_color;
if (colorMode == MODE_DIFFUSE) {
diffuse_color = gl_Color;
ambient_color = gl_FrontMaterial.ambient;
} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
diffuse_color = gl_Color;
ambient_color = gl_Color;
} else {
diffuse_color = gl_FrontMaterial.diffuse;
ambient_color = gl_FrontMaterial.ambient;
}
// here start computations for the haze layer
// we need several geometrical quantities
// first current altitude of eye position in model space
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
// and relative position to vector
relPos = position.xyz - ep.xyz;
// unfortunately, we need the distance in the vertex shader, although the more accurate version
// is later computed in the fragment shader again
float dist = length(relPos);
// altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
vertex_alt = max(position.z,100.0);
scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
// branch dependent on daytime
if (terminator < 1000000.0) // the full, sunrise and sunset computation
{
// establish coordinates relative to sun position
vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
// yprime is the distance of the vertex into sun direction
yprime = -dot(relPos, lightHorizon);
// this gets an altitude correction, higher terrain gets to see the sun earlier
yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
// two times terminator width governs how quickly light fades into shadow
// now the light-dimming factor
earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
// parametrized version of the Flightgear ground lighting function
lightArg = (terminator-yprime_alt)/100000.0;
// directional scattering for low sun
if (lightArg < 10.0) {
mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;
} else {
mie_angle = 1.0;
}
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
light_diffuse.a = 1.0;
light_diffuse = light_diffuse * scattering;
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.5) {
//light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
intensity = length(light_ambient.xyz);
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
intensity = length(light_diffuse.xyz);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
}
// the haze gets the light at the altitude of the haze top if the vertex in view is below
// but the light at the vertex if the vertex is above
vertex_alt = max(vertex_alt,hazeLayerAltitude);
if (vertex_alt > hazeLayerAltitude) {
if (dist > 0.8 * avisibility) {
vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
}
} else {
vertex_alt = hazeLayerAltitude;
yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
}
}
else // the faster, full-day version without lightfields
{
//vertex_alt = max(gl_Vertex.z,100.0);
earthShade = 1.0;
mie_angle = 1.0;
if (terminator > 3000000.0)
{
light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0);
light_ambient = vec4 (0.33, 0.4, 0.5, 0.0);
} else {
lightArg = (terminator/100000.0 - 10.0)/20.0;
light_diffuse.b = 0.78 + lightArg * 0.21;
light_diffuse.g = 0.907 + lightArg * 0.091;
light_diffuse.r = 0.904 + lightArg * 0.092;
light_diffuse.a = 1.0;
light_ambient.r = 0.316 + lightArg * 0.016;
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
}
light_diffuse = light_diffuse * scattering;
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
}
// default lighting based on texture and material using the light we have just computed
diffuse_term = diffuse_color* light_diffuse;
vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
(gl_LightModel.ambient + light_ambient);
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
if (gl_FrontMaterial.diffuse.a < 1.0)
diffuse_term.a = gl_FrontMaterial.diffuse.a;
else
diffuse_term.a = gl_Color.a;
// Another hack for supporting two-sided lighting without using
// gl_FrontFacing in the fragment shader.
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
}