2021-08-07 18:42:20 +00:00
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// -*-C++-*-
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#version 120
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// Shader that takes a list of GL_POINTS and draws a light (point-sprite like
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// texture, more accurately a light halo) at the given point. This shader
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// provides support for light animations like blinking, time period handling
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// for lights on only during night time or in low visiblity and directional
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// lighting.
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//
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// The actual rendering code is inspired from an existing implementation
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// found at:
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// FGData commit 9355d464c175bd5d51ba32527180ed4e94e86fbb
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// Shaders/surface-lights-ALS.vert
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// with major changes.
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//
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// Licence: GPL v2+
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// Written by Fahim Dalvi, January 2021
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attribute vec3 lightParams;
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attribute vec4 animationParams;
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attribute vec3 directionParams1;
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attribute vec2 directionParams2;
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uniform float osg_SimulationTime;
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uniform float avisibility;
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uniform float sun_angle;
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2021-09-04 10:41:02 +00:00
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uniform float fov;
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2021-08-07 18:42:20 +00:00
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varying vec3 relativePosition;
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varying vec2 rawPosition;
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varying float apparentSize;
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varying float haloSize;
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varying float lightSize;
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varying float lightIntensity;
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const float epsilon = 1e-7;
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// rand2D sourced from noise.frag, since *.vert files
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// cannot access functions defined in *.frag files
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// Git commit: b8ddf517f4495219da7675d81bed59a378e2d78a
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// File: fgdata/Shaders/noise.frag
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float rand2D(in vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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void main()
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{
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/***************************** Initialization ****************************/
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float random = rand2D(vec2(gl_Vertex.x, gl_Vertex.yz)) * 10;
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float random_1 = floor(random); // random_1 can take 10 values
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float random_2 = fract(random); // random_2 takes the remaining random bits
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/*************** Night and low visibility lights handling ****************/
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int on_period = int(lightParams.z + 0.5); // round() not supported by glsl 1.2
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const float sun_angle_min = 1.57;
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const float sun_angle_max = 1.61;
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float target_sun_angle = sun_angle_min + random_1/10 * (sun_angle_max - sun_angle_min);
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if (on_period == 1 && sun_angle < sun_angle_min) {
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// Lights will switch on exactly at ~89 degree sun angle
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gl_Position = vec4(0.0,0.0,10.0,1.0);
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gl_FrontColor.a = 0.0;
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return;
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} else if (on_period == 2 && sun_angle < target_sun_angle) {
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// Lights will switch on randomly between 90 and 92 degree sun angle
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// corresponding to a ~10 minute period around sunset
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gl_Position = vec4(0.0,0.0,10.0,1.0);
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gl_FrontColor.a = 0.0;
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return;
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} else if (on_period == 3 && (sun_angle < sun_angle_min && avisibility > 5000)) {
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// Lights will switch on exactly at ~89 degree sun angle or when visibility
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// is less than 5000m
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gl_Position = vec4(0.0,0.0,10.0,1.0);
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gl_FrontColor.a = 0.0;
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return;
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}
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/****************************** Animations *******************************/
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float interval = animationParams.x;
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if (interval > 0) {
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float on_portion = animationParams.y;
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float strobe_rate = animationParams.z;
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float offset = animationParams.w;
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// Randomize offset if its less than 0
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if (offset < 0) {
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// rand2D returns a value from 0 to 1, multiplying it with
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// the interval chooses an offset within the entire animation
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// window
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offset = random_2 * interval;
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}
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float strobe_interval = interval/strobe_rate;
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float interval_fraction = mod(osg_SimulationTime + offset, interval)/interval;
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float strobe_fraction = mod(osg_SimulationTime + offset, strobe_interval)/strobe_interval;
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if (interval_fraction > on_portion || (strobe_fraction < 0.5 && strobe_rate > 0.0000001)) {
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gl_Position = vec4(0.0,0.0,10.0,1.0);
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gl_FrontColor.a = 0.0;
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return;
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}
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}
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/***************************** Light visuals *****************************/
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gl_FrontColor = gl_Color;
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gl_Position = ftransform();
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vec4 eyePosition = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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relativePosition = gl_Vertex.xyz - eyePosition.xyz;
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rawPosition = gl_Vertex.xy;
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float dist = length(relativePosition);
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float angularAttenuationFactor = 1.0;
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/************************** Direction handling ***************************/
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if (directionParams2.x < 359.999999 || directionParams2.y < 359.999999) {
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vec3 eyeVector = normalize(-relativePosition);
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vec3 lightNormal = normalize(directionParams1);
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vec3 upVec = normalize(vec3(0,0,1));
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vec3 horizontalVector, verticalVector;
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if (abs(dot(lightNormal, upVec)) > (1 - epsilon)) {
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// Light direction is directly up or down
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horizontalVector = normalize(vec3(1, 0, 0));
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verticalVector = normalize(vec3(0, 1, 0));
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} else {
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horizontalVector = normalize(cross(lightNormal, upVec));
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verticalVector = normalize(cross(lightNormal, horizontalVector));
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}
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vec3 projectionOnHorizontal = lightNormal;
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vec3 projectionOnVertical = lightNormal;
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if (dot(lightNormal, eyeVector) < (-1 + epsilon)) {
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// If the view direction is directly opposite to the light normal
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projectionOnHorizontal = eyeVector;
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projectionOnVertical = eyeVector;
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} else {
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// If the view vector is not perpendicular to the horizontal axis
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if (abs(dot(horizontalVector, eyeVector)) > (0 + epsilon)) {
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projectionOnHorizontal = normalize(eyeVector - dot(verticalVector, eyeVector) * verticalVector);
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}
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// If the view vector is not perpendicular to the vertical axis
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if (abs(dot(verticalVector, eyeVector)) > (0 + epsilon)) {
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projectionOnVertical = normalize(eyeVector - dot(horizontalVector, eyeVector) * horizontalVector);
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}
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}
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float horizontalAngle = dot(projectionOnHorizontal, lightNormal);
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float verticalAngle = dot(projectionOnVertical, lightNormal);
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float minHoriz = cos(radians(directionParams2.x * 0.5));
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float minVert = cos(radians(directionParams2.y * 0.5));
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// Light is 0 intensity below [specified angle]
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// Increases softmax-ly between [specified angle] and [1/2 of difference of specified angle and 0] (head on viewing)
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// Light is 1 intensity after [1/2 of difference of specified angle and 0] to [0 degrees]
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// Note: difference of angles is computed linearly after applying the cosine function, but it works well enough as an approximation
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horizontalAngle = smoothstep(minHoriz, minHoriz + (1 - minHoriz)/2.0, horizontalAngle);
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verticalAngle = smoothstep(minVert, minVert + (1 - minVert)/2.0, verticalAngle);
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angularAttenuationFactor = horizontalAngle*verticalAngle;
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// Debug animation code
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// float ra = mod(osg_SimulationTime*30, 20);
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// gl_FrontColor = vec4(verticalAngle, 0, 0, 1);
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// if (ra < 10) {
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// gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra)/2 * normalize(vec4(directionParams1, 0)));
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// gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0);
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// } else if (ra < 20) {
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// // gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra-15) * normalize(vec4(proj_on_horizontal, 0)));
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// // gl_FrontColor = vec4(0.0, 0.0, 1.0, 1.0);
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// } else if (ra < 30) {
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// // gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra-25) * normalize(vec4(vertical_vec, 0)));
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// gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0);
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// } else if (ra < 40) {
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// gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra-35) * normalize(vec4(horizontal_vec, 0)));
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// gl_FrontColor = vec4(0.0, 1.0, 1.0, 1.0);
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// } else {
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// gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra-45) * normalize(vec4(proj_on_vertical, 0)));
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// gl_FrontColor = vec4(0.0, 0.0, 1.0, 1.0);
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// }
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}
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lightSize = lightParams.x;
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lightIntensity = lightParams.y;
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/********
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* Each light is made up of a base circle, a circular-ish halo around the base and a bunch of
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* star-like rays
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* baseLightSize is tuned using reference objects of sizes 10cm, 50cm, 100cm, 500cm and 1000cm
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2021-09-04 10:41:02 +00:00
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* under the assumption that the "bright center" part of the light will be the approximately the
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* same size as the light itself
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2021-08-07 18:42:20 +00:00
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*/
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2021-09-04 10:41:02 +00:00
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float baseLightSize = lightSize / (dist/80) * 60/fov;
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2021-08-07 18:42:20 +00:00
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/********
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* Decide how big the halo + star like structure can get relative to the actual light size
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* This has been done by fitting various curve (using random parameter search to fit the
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* following data):
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dist/intensity -> haloSize
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0/2070 -> 2
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0/15000 -> 2
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1900/2070 -> 10
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33250/15000 -> 30
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* The real world distance to dist mapping is around the following:
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1nm = 1930
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2nm = 3780
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3nm = 5630
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4nm = 7480
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5nm = 9330
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*/
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// Various fits that are better at different "zones" of intensity/distance combinations
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// haloSize = 1 + log(1 + 8.207628166987313e-05 + pow(0.00935009645108105 * dist, 0.7229519420159332)) * log(1 + 0.008611494896181404 + pow(9.987873482714503e-08 * lightIntensity, 0.5460367551326879)) * 188.78730222257022;
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// haloSize = 1 + log(1 + pow(0.00344640493737296 * dist, 43.666719413543746)) * log(1 + pow(6.174965900415324e-07 * lightIntensity, 0.1915282228627938)) * log(1 + pow(48.81816078788492 * dist * lightIntensity, 0.39087987152530046)) * 0.03982200390091456;
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// haloSize = 1 + 1 + log(1 + pow(0.003022850828231838 * dist, 81.88510919372303)) * log(1 + pow(2.8538041872684384e-05 * lightIntensity, 0.2798979878622515)) * log(1 + pow(6.125105317094489 * dist * lightIntensity, 9.486990540357818e-06)) * 0.17726981739920522;
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// haloSize = 1 + (log(1 + 0.0009319617220954881 * dist) * log(1 + 0.3853503865089568 * lightIntensity)) * 0.8677850896527736;
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haloSize = 1 + (log(1 + 0.0030356535475020265 * dist) * log(1 + 0.00964994652970935 * lightIntensity)) * 1.1927528593388748;
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apparentSize = baseLightSize * haloSize * angularAttenuationFactor;
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gl_PointSize = apparentSize;
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}
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