1
0
Fork 0

Fixed directional lighting.

This commit is contained in:
Stuart Buchanan 2015-01-05 20:49:40 +00:00
parent da1316a74c
commit 281469611b
3 changed files with 312 additions and 26 deletions

View file

@ -0,0 +1,286 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/surface-lights-directional</name>
<parameters>
<!-- min-size, max-size, size, attenuation, cull-face parameters filled in by C++ code -->
<texture n="0">
<type>light-sprite</type>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture>
<visibility><use>/environment/ground-visibility-m</use></visibility>
<avisibility><use>/environment/visibility-m</use></avisibility>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
</parameters>
<technique n="10">
<!-- ALS -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<property>/sim/rendering/shaders/skydome</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_point_sprite</extension-supported>
<extension-supported>GL_ARB_point_parameters</extension-supported>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<!--<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.03</reference>
</alpha-test>-->
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
<point>
<min-size><use>min-size</use></min-size>
<max-size><use>max-size</use></max-size>
<size><use>size</use></size>
<attenuation><use>attenuation</use></attenuation>
</point>
<texture-unit>
<unit>0</unit>
<point-sprite>true</point-sprite>
<type><use>texture[0]/type</use></type>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit>
<program>
<vertex-shader>Shaders/surface-light-ALS.vert</vertex-shader>
<fragment-shader>Shaders/surface-light-ALS.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
</program>
<uniform>
<name>size</name>
<type>float</type>
<value><use>size</use></value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value><use>visibility</use></value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value><use>avisibility</use></value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value><use>lthickness</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>max_size</name>
<type>float</type>
<value><use>max-size</use></value>
</uniform>
<uniform>
<name>is_directional</name>
<type>bool</type>
<value><use>light-directional</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<vertex-program-point-size>true</vertex-program-point-size>
</pass>
</technique>
<technique n="17">
<!-- Combined technique -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_point_sprite</extension-supported>
<extension-supported>GL_ARB_point_parameters</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.1</reference>
</alpha-test>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
<point>
<min-size><use>min-size</use></min-size>
<max-size><use>max-size</use></max-size>
<size><use>size</use></size>
<attenuation><use>attenuation</use></attenuation>
</point>
<texture-unit>
<unit>0</unit>
<point-sprite>true</point-sprite>
<type><use>texture[0]/type</use></type>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit>
</pass>
</technique>
<technique n="18">
<!-- Sprite technique -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<extension-supported>GL_ARB_point_sprite</extension-supported>
</or>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
<texture-unit>
<unit>0</unit>
<point-sprite>true</point-sprite>
<type><use>texture[0]/type</use></type>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit>
</pass>
</technique>
<technique n="19">
<!-- Attenuation technique -->
<predicate>
<and>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<extension-supported>GL_ARB_point_parameters</extension-supported>
</or>
</and>
</predicate>
<pass>
<point>
<min-size><use>min-size</use></min-size>
<max-size><use>max-size</use></max-size>
<size><use>size</use></size>
<attenuation><use>attenuation</use></attenuation>
</point>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<lighting>false</lighting>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
</pass>
</technique>
<technique n="20">
<!-- Basic technique -->
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
</pass>
</technique>
</PropertyList>

View file

@ -54,7 +54,7 @@
<comparison>gequal</comparison> <comparison>gequal</comparison>
<reference type="float">0.03</reference> <reference type="float">0.03</reference>
</alpha-test>--> </alpha-test>-->
<cull-face><use>directional</use></cull-face> <cull-face><use>cull-face</use></cull-face>
<polygon-mode> <polygon-mode>
<front>point</front> <front>point</front>
<back>point</back> <back>point</back>
@ -125,7 +125,7 @@
<vertex-program-point-size>true</vertex-program-point-size> <vertex-program-point-size>true</vertex-program-point-size>
</pass> </pass>
</technique> </technique>
@ -163,10 +163,9 @@
<comparison>gequal</comparison> <comparison>gequal</comparison>
<reference type="float">0.1</reference> <reference type="float">0.1</reference>
</alpha-test> </alpha-test>
<cull-face><use>directional</use></cull-face> <cull-face>back</cull-face>
<polygon-mode> <polygon-mode>
<front>point</front> <front>point</front>
<back>point</back>
</polygon-mode> </polygon-mode>
<point> <point>
<min-size><use>min-size</use></min-size> <min-size><use>min-size</use></min-size>
@ -211,10 +210,9 @@
<source>src-alpha</source> <source>src-alpha</source>
<destination>one-minus-src-alpha</destination> <destination>one-minus-src-alpha</destination>
</blend> </blend>
<cull-face><use>directional</use></cull-face> <cull-face><use>cull-face</use></cull-face>
<polygon-mode> <polygon-mode>
<front>point</front> <front>point</front>
<back>point</back>
</polygon-mode> </polygon-mode>
<texture-unit> <texture-unit>
<unit>0</unit> <unit>0</unit>
@ -258,7 +256,7 @@
<destination>one-minus-src-alpha</destination> <destination>one-minus-src-alpha</destination>
</blend> </blend>
<lighting>false</lighting> <lighting>false</lighting>
<cull-face><use>directional</use></cull-face> <cull-face><use>cull-face</use></cull-face>
<polygon-mode> <polygon-mode>
<front>point</front> <front>point</front>
<back>point</back> <back>point</back>
@ -281,10 +279,9 @@
<source>src-alpha</source> <source>src-alpha</source>
<destination>one-minus-src-alpha</destination> <destination>one-minus-src-alpha</destination>
</blend> </blend>
<cull-face><use>directional</use></cull-face> <cull-face><use>cull-face</use></cull-face>
<polygon-mode> <polygon-mode>
<front>point</front> <front>point</front>
<back>point</back>
</polygon-mode> </polygon-mode>
</pass> </pass>
</technique> </technique>

View file

@ -35,9 +35,9 @@ if (alt < 30000.0)
else if (alt < 50000.0) else if (alt < 50000.0)
{ {
fade_mix = (alt - 30000.0)/20000.0; 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)); return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
} }
else else
{ {
return exp(- targ * targ - pow(targ,4.0)); return exp(- targ * targ - pow(targ,4.0));
} }
@ -56,13 +56,13 @@ float r = length(coord);
if (pixelSize<1.3) {return vec4 (1.0,1.0,1.0,1.0) * 0.08;} if (pixelSize<1.3) {return vec4 (1.0,1.0,1.0,1.0) * 0.08;}
float angle = noise * 6.2832; float angle = noise * 6.2832;
float sinphi = dot(vec2 (sin(angle),cos(angle)), normalize(coord)); float sinphi = dot(vec2 (sin(angle),cos(angle)), normalize(coord));
float sinterm = sin(mod((sinphi-3.0) * (sinphi-3.0),6.2832)); float sinterm = sin(mod((sinphi-3.0) * (sinphi-3.0),6.2832));
float ray = 0.0; float ray = 0.0;
if (sinterm == 0.0) if (sinterm == 0.0)
{ray = 0.0;} {ray = 0.0;}
else else
{ray = clamp(pow(sinterm,10.0),0.0,1.0);} {ray = clamp(pow(sinterm,10.0),0.0,1.0);}
float fogEffect = (1.0-smoothstep(0.4,0.8,transmission)); float fogEffect = (1.0-smoothstep(0.4,0.8,transmission));
@ -76,7 +76,7 @@ return vec4 (1.0,1.0,1.0,1.0) * intensity;
void main() void main()
{ {
float dist = length(relPos); float dist = length(relPos);
float delta_z = hazeLayerAltitude - eye_alt; float delta_z = hazeLayerAltitude - eye_alt;
float transmission; float transmission;
@ -86,7 +86,10 @@ void main()
float distance_in_layer; float distance_in_layer;
float transmission_arg; float transmission_arg;
float noise = Noise2D(rawPos.xy ,1.0); // Discard the second and third vertex, which are used for directional lighting
if (gl_Color.a == 0.0) {discard;}
float noise = Noise2D(rawPos.xy ,1.0);
// angle with horizon // angle with horizon
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist; float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
@ -96,7 +99,7 @@ void main()
if (delta_z > 0.0) // we're inside the layer if (delta_z > 0.0) // we're inside the layer
{ {
if (ct < 0.0) // we look down if (ct < 0.0) // we look down
{ {
distance_in_layer = dist; distance_in_layer = dist;
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct; vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
@ -108,26 +111,26 @@ void main()
if (H > delta_z) {distance_in_layer = dist/H * delta_z;} if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
else {distance_in_layer = dist;} else {distance_in_layer = dist;}
vAltitude = min(distance_in_layer,visibility) * ct; vAltitude = min(distance_in_layer,visibility) * ct;
delta_zv = delta_z - vAltitude; delta_zv = delta_z - vAltitude;
} }
} }
else // we see the layer from above, delta_z < 0.0 else // we see the layer from above, delta_z < 0.0
{ {
H = dist * -ct; H = dist * -ct;
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
{ {
distance_in_layer = 0.0; distance_in_layer = 0.0;
delta_zv = 0.0; delta_zv = 0.0;
} }
else else
{ {
vAltitude = H + delta_z; vAltitude = H + delta_z;
distance_in_layer = vAltitude/H * dist; distance_in_layer = vAltitude/H * dist;
vAltitude = min(distance_in_layer,visibility) * (-ct); vAltitude = min(distance_in_layer,visibility) * (-ct);
delta_zv = vAltitude; delta_zv = vAltitude;
} }
} }
// ground haze cannot be thinner than aloft visibility in the model, // ground haze cannot be thinner than aloft visibility in the model,
// so we need to use aloft visibility otherwise // so we need to use aloft visibility otherwise
@ -138,7 +141,7 @@ void main()
{ {
transmission_arg = transmission_arg + (distance_in_layer/visibility); transmission_arg = transmission_arg + (distance_in_layer/visibility);
} }
else else
{ {
transmission_arg = transmission_arg + (distance_in_layer/avisibility); transmission_arg = transmission_arg + (distance_in_layer/avisibility);
} }
@ -153,7 +156,7 @@ void main()
//vec4 texel = texture2D(texture,gl_TexCoord[0].st); //vec4 texel = texture2D(texture,gl_TexCoord[0].st);
vec4 texel = light_sprite(gl_TexCoord[0].st,transmission, noise); vec4 texel = light_sprite(gl_TexCoord[0].st,transmission, noise);
gl_FragColor = vec4 (clamp(gl_Color.rgb,0.0,1.0), texel.a * transmission * dist_att); gl_FragColor = vec4 (clamp(gl_Color.rgb,0.0,1.0), texel.a * transmission * dist_att);
} }