diff --git a/Effects/tree.eff b/Effects/tree.eff index 3eed93b11..d6650e8ad 100644 --- a/Effects/tree.eff +++ b/Effects/tree.eff @@ -17,26 +17,164 @@ - - /environment/ground-visibility-m - - - /environment/visibility-m - - - /environment/ground-haze-thickness-m - - - /rendering/scene/scattering - - - /environment/terminator-relative-position-m - - - /sim/rendering/shaders/skydome - + /environment/ground-visibility-m + /environment/visibility-m + /environment/ground-haze-thickness-m + /rendering/scene/scattering + /environment/surface/scattering + /environment/terminator-relative-position-m + /sim/rendering/shaders/skydome + /environment/mean-terrain-elevation-m + /rendering/scene/overcast + /sim/rendering/eye-altitude-m + /environment/mysnow-level-m + /environment/surface/dust-cover-factor + /sim/rendering/shaders/skydome + /environment/fog-structure + /sim/rendering/tree-bin + /sim/rendering/tree-bin-name + + + + + /sim/rendering/shaders/skydome + /sim/rendering/random-vegetation + + + 2.0 + + + + GL_ARB_shader_objects + GL_ARB_shading_language_100 + GL_ARB_vertex_shader + GL_ARB_fragment_shader + + + + + + true + + 1.0 1.0 1.0 1.0 + 1.0 1.0 1.0 1.0 + off + + + -1 + RenderBin + + + src-alpha + one-minus-src-alpha + + + 0 + 2d + + texture[0]/image + + clamp + clamp + + + + + Shaders/tree.vert + Shaders/include_fog.frag + Shaders/tree.frag + + + texture + sampler-2d + 0 + + 0 0 0 0 + + + true + + 1.0 1.0 1.0 1.0 + 1.0 1.0 1.0 1.0 + off + + + 0 + 2d + + texture[0]/image + + clamp + clamp + + + Shaders/tree-haze.vert + Shaders/tree-haze.frag + + + visibility + float + visibility + + + avisibility + float + avisibility + + + hazeLayerAltitude + float + lthickness + + + scattering + float + scattering + + + ground_scattering + float + ground_scattering + + + terminator + float + terminator + + + terrain_alt + float + terrain_alt + + + overcast + float + overcast + + + eye_alt + float + eye_alt + + + texture + sampler-2d + 0 + + + colorMode + int + 2 + + + lequal + false + + + + diff --git a/Shaders/tree-haze.frag b/Shaders/tree-haze.frag new file mode 100644 index 000000000..92c6850b5 --- /dev/null +++ b/Shaders/tree-haze.frag @@ -0,0 +1,288 @@ +// -*-C++-*- + +// written by Thorsten Renk, Oct 2011, based on default.frag +// Ambient term comes in gl_Color.rgb. +varying vec4 diffuse_term; +varying vec3 normal; +varying vec3 relPos; + +//varying vec3 hazeColor; +//varying float fogCoord; + +uniform sampler2D texture; + +//varying float ct; +//varying float delta_z; +//varying float alt; + +varying float earthShade; +//varying float yprime; +//varying float vertex_alt; +varying float yprime_alt; +varying float mie_angle; + + +uniform float visibility; +uniform float avisibility; +uniform float scattering; +//uniform float ground_scattering; +uniform float terminator; +uniform float terrain_alt; +uniform float hazeLayerAltitude; +uniform float overcast; +//uniform float altitude; +uniform float eye_alt; + +const float EarthRadius = 5800000.0; +const float terminator_width = 200000.0; + +float alt; + +float luminance(vec3 color) +{ + return dot(vec3(0.212671, 0.715160, 0.072169), color); +} + + +float light_func (in float x, in float a, in float b, in float c, in float d, in float e) +{ +x = x - 0.5; + +// use the asymptotics to shorten computations +if (x > 30.0) {return e;} +if (x < -15.0) {return 0.0;} + +return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); +} + +// this determines how light is attenuated in the distance +// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff +// for distance > visibility + +float fog_func (in float targ) +{ + + +float fade_mix; + +// for large altitude > 30 km, we switch to some component of quadratic distance fading to +// create the illusion of improved visibility range + +targ = 1.25 * targ; // need to sync with the distance to which terrain is drawn + + +if (alt < 30000.0) + {return exp(-targ - targ * targ * targ * targ);} +else if (alt < 50000.0) + { + fade_mix = (alt - 30000.0)/20000.0; + return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0)); + } +else + { + return exp(- targ * targ - pow(targ,4.0)); + } + +} + +void main() +{ + +// this is taken from default.frag + vec3 n; + float NdotL, NdotHV, fogFactor; + vec4 color = gl_Color; + vec3 lightDir = gl_LightSource[0].position.xyz; + vec3 halfVector = gl_LightSource[0].halfVector.xyz; + vec4 texel; + vec4 fragColor; + vec4 specular = vec4(0.0); + float intensity; + + + + vec4 light_specular = gl_LightSource[0].specular; + + // If gl_Color.a == 0, this is a back-facing polygon and the + // normal should be reversed. + n = (2.0 * gl_Color.a - 1.0) * normal; + n = normalize(n); + + NdotL = dot(n, lightDir); + if (NdotL > 0.0) { + color += diffuse_term * NdotL; + NdotHV = max(dot(n, halfVector), 0.0); + if (gl_FrontMaterial.shininess > 0.0) + specular.rgb = (gl_FrontMaterial.specular.rgb + * light_specular.rgb + * pow(NdotHV, gl_FrontMaterial.shininess)); + } + color.a = diffuse_term.a; + // This shouldn't be necessary, but our lighting becomes very + // saturated. Clamping the color before modulating by the texture + // is closer to what the OpenGL fixed function pipeline does. + color = clamp(color, 0.0, 1.0); + texel = texture2D(texture, gl_TexCoord[0].st); + + fragColor = color * texel + specular; + + + +// here comes the terrain haze model + + +float delta_z = hazeLayerAltitude - eye_alt; +float dist = length(relPos); + + +if (dist > 40.0) +{ + +alt = eye_alt; + + +float transmission; +float vAltitude; +float delta_zv; +float H; +float distance_in_layer; +float transmission_arg; + +// angle with horizon +float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist; + + +// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer + +if (delta_z > 0.0) // we're inside the layer + { + if (ct < 0.0) // we look down + { + distance_in_layer = dist; + vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct; + delta_zv = delta_z - vAltitude; + } + else // we may look through upper layer edge + { + H = dist * ct; + if (H > delta_z) {distance_in_layer = dist/H * delta_z;} + else {distance_in_layer = dist;} + vAltitude = min(distance_in_layer,visibility) * ct; + delta_zv = delta_z - vAltitude; + } + } + else // we see the layer from above, delta_z < 0.0 + { + H = dist * -ct; + if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading + { + distance_in_layer = 0.0; + delta_zv = 0.0; + } + else + { + vAltitude = H + delta_z; + distance_in_layer = vAltitude/H * dist; + vAltitude = min(distance_in_layer,visibility) * (-ct); + delta_zv = vAltitude; + } + } + + +// ground haze cannot be thinner than aloft visibility in the model, +// so we need to use aloft visibility otherwise + + +transmission_arg = (dist-distance_in_layer)/avisibility; + + +float eqColorFactor; + +//float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, relPos.z + eye_alt); + +if (visibility < avisibility) + { + transmission_arg = transmission_arg + (distance_in_layer/visibility); + // this combines the Weber-Fechner intensity + eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -scattering); + + } +else + { + transmission_arg = transmission_arg + (distance_in_layer/avisibility); + // this combines the Weber-Fechner intensity + eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -scattering); + } + + + +transmission = fog_func(transmission_arg); + +// there's always residual intensity, we should never be driven to zero +if (eqColorFactor < 0.2) eqColorFactor = 0.2; + + +float lightArg = (terminator-yprime_alt)/100000.0; + +vec3 hazeColor; + +hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0); +hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0); +hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0); + + +// now dim the light for haze +float eShade = earthShade; +eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1; + +// Mie-like factor + +if (lightArg < 10.0) + {intensity = length(hazeColor); + float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt)); + hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) ); + } + +// high altitude desaturation of the haze color + +intensity = length(hazeColor); +hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt))); + +// blue hue of haze + +hazeColor.x = hazeColor.x * 0.83; +hazeColor.y = hazeColor.y * 0.9; + + +// additional blue in indirect light +float fade_out = max(0.65 - 0.3 *overcast, 0.45); +intensity = length(hazeColor); +hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,eShade) )); + +// change haze color to blue hue for strong fogging +//intensity = length(hazeColor); +hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,eqColorFactor)))); + + +// reduce haze intensity when looking at shaded surfaces, only in terminator region + +float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission)); +hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator)); + + +// determine the right mix of transmission and haze + +//fragColor.xyz = transmission * fragColor.xyz + (1.0-transmission) * eqColorFactor * hazeColor * earthShade; + +fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission); + +gl_FragColor = fragColor; + +} +else // if dist < 40.0 no fogging at all +{ +gl_FragColor = fragColor; +} + +} + diff --git a/Shaders/tree-haze.vert b/Shaders/tree-haze.vert new file mode 100644 index 000000000..222e3828e --- /dev/null +++ b/Shaders/tree-haze.vert @@ -0,0 +1,245 @@ +// -*-C++-*- + +// 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 float earthShade; +//varying float yprime; +//varying float vertex_alt; +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 scattering; +uniform float ground_scattering; + + +// 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 light_func (in float x, in float a, in float b, in float c, in float d, in float e) +{ +//x = x - 0.5; + +// 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 main() +{ + + vec4 light_diffuse; + vec4 light_ambient; + + //float yprime_alt; + float yprime; + float lightArg; + float intensity; + float vertex_alt; + float scattering; + +// this code is copied from tree.vert + + float numVarieties = gl_Normal.z; + float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties; + texFract += floor(gl_MultiTexCoord0.x) / numVarieties; + float sr = sin(gl_FogCoord); + float cr = cos(gl_FogCoord); + gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0); + + // scaling + vec3 position = gl_Vertex.xyz * gl_Normal.xxy; + + // Rotation of the generic quad to specific one for the tree. + position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr))); + position = position + gl_Color.xyz; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0); + + vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0)); + normal = normalize(-ecPosition); + + float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(-ecPosition)); + + + vec4 diffuse_color = gl_FrontMaterial.diffuse * max(0.1, n); + //diffuse_color.a = 1.0; + vec4 ambient_color = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * 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 - 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 = 0.0; + light_diffuse = light_diffuse * scattering; + + light_ambient.b = light_func(lightArg, 0.000506, 0.131, -3.315, 0.000457, 0.5); + light_ambient.g = light_func(lightArg, 2.264e-05, 0.134, 0.967, 3.66e-05, 0.4); + light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33); + light_ambient.a = 0.0; + + + + +// correct ambient light intensity and hue before sunrise +if (earthShade < 0.5) + { + light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade)); + intensity = length(light_ambient.xyz); + + light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) )); + + intensity = length(light_diffuse.xyz); + light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,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 = 0.0; + + light_ambient.b = 0.41 + lightArg * 0.08; + light_ambient.g = 0.333 + lightArg * 0.06; + light_ambient.r = 0.316 + lightArg * 0.016; + light_ambient.a = 0.0; + } + + 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; +} +