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Standardize fog

Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
Vivian Meazza 2011-12-01 21:04:27 +00:00
parent b1a777b12d
commit 47ec25ba08
2 changed files with 153 additions and 153 deletions

View file

@ -41,203 +41,203 @@ vec3 fog_Func(vec3 color, int type);
void QDM(inout vec3 p, inout vec3 v) void QDM(inout vec3 p, inout vec3 v)
{ {
const int MAX_LEVEL = TEXTURE_MIP_LEVELS; const int MAX_LEVEL = TEXTURE_MIP_LEVELS;
const float NODE_COUNT = TEXTURE_PIX_COUNT; const float NODE_COUNT = TEXTURE_PIX_COUNT;
const float TEXEL_SPAN_HALF = 1.0 / NODE_COUNT / 2.0; const float TEXEL_SPAN_HALF = 1.0 / NODE_COUNT / 2.0;
float fDeltaNC = TEXEL_SPAN_HALF * depth_factor; float fDeltaNC = TEXEL_SPAN_HALF * depth_factor;
vec3 p2 = p; vec3 p2 = p;
float level = MAX_LEVEL; float level = MAX_LEVEL;
vec2 dirSign = (sign(v.xy) + 1.0) * 0.5; vec2 dirSign = (sign(v.xy) + 1.0) * 0.5;
GlobalIterationCount = 0; GlobalIterationCount = 0;
float d = 0.0; float d = 0.0;
while (level >= 0.0 && GlobalIterationCount < gIterationCap) while (level >= 0.0 && GlobalIterationCount < gIterationCap)
{ {
vec4 uv = vec4(p2.xyz, level); vec4 uv = vec4(p2.xyz, level);
d = texture2DLod(QDMTex, uv.xy, uv.w).w; d = texture2DLod(QDMTex, uv.xy, uv.w).w;
if (d > p2.z) if (d > p2.z)
{ {
//predictive point of ray traversal //predictive point of ray traversal
vec3 tmpP2 = p + v * d; vec3 tmpP2 = p + v * d;
//current node count //current node count
float nodeCount = pow(2.0, (MAX_LEVEL - level)); float nodeCount = pow(2.0, (MAX_LEVEL - level));
//current and predictive node ID //current and predictive node ID
vec4 nodeID = floor(vec4(p2.xy, tmpP2.xy)*nodeCount); vec4 nodeID = floor(vec4(p2.xy, tmpP2.xy)*nodeCount);
//check if we are crossing the current cell //check if we are crossing the current cell
if (nodeID.x != nodeID.z || nodeID.y != nodeID.w) if (nodeID.x != nodeID.z || nodeID.y != nodeID.w)
{ {
//calculate distance to nearest bound //calculate distance to nearest bound
vec2 a = p2.xy - p.xy; vec2 a = p2.xy - p.xy;
vec2 p3 = (nodeID.xy + dirSign) / nodeCount; vec2 p3 = (nodeID.xy + dirSign) / nodeCount;
vec2 b = p3.xy - p.xy; vec2 b = p3.xy - p.xy;
vec2 dNC = (b.xy * p2.z) / a.xy; vec2 dNC = (b.xy * p2.z) / a.xy;
//take the nearest cell //take the nearest cell
d = min(d,min(dNC.x, dNC.y))+fDeltaNC; d = min(d,min(dNC.x, dNC.y))+fDeltaNC;
level++; level++;
//use additional convergence speed-up //use additional convergence speed-up
#ifdef USE_QDM_ASCEND_INTERVAL #ifdef USE_QDM_ASCEND_INTERVAL
if(frac(level*0.5) > EPSILON) if(frac(level*0.5) > EPSILON)
level++; level++;
#elseif USE_QDM_ASCEND_CONST #elseif USE_QDM_ASCEND_CONST
level++; level++;
#endif #endif
} }
p2 = p + v * d; p2 = p + v * d;
} }
level--; level--;
GlobalIterationCount++; GlobalIterationCount++;
} }
// //
// Manual Bilinear filtering // Manual Bilinear filtering
// //
float rayLength = length(p2.xy - p.xy) + fDeltaNC; float rayLength = length(p2.xy - p.xy) + fDeltaNC;
float dA = p2.z * (rayLength - BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength; float dA = p2.z * (rayLength - BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
float dB = p2.z * (rayLength + BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength; float dB = p2.z * (rayLength + BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
vec4 p2a = vec4(p + v * dA, 0.0); vec4 p2a = vec4(p + v * dA, 0.0);
vec4 p2b = vec4(p + v * dB, 0.0); vec4 p2b = vec4(p + v * dB, 0.0);
dA = texture2DLod(NormalTex, p2a.xy, p2a.w).w; dA = texture2DLod(NormalTex, p2a.xy, p2a.w).w;
dB = texture2DLod(NormalTex, p2b.xy, p2b.w).w; dB = texture2DLod(NormalTex, p2b.xy, p2b.w).w;
dA = abs(p2a.z - dA); dA = abs(p2a.z - dA);
dB = abs(p2b.z - dB); dB = abs(p2b.z - dB);
p2 = mix(p2a.xyz, p2b.xyz, dA / (dA + dB)); p2 = mix(p2a.xyz, p2b.xyz, dA / (dA + dB));
p = p2; p = p2;
} }
float ray_intersect_QDM(vec2 dp, vec2 ds) float ray_intersect_QDM(vec2 dp, vec2 ds)
{ {
vec3 p = vec3( dp, 0.0 ); vec3 p = vec3( dp, 0.0 );
vec3 v = vec3( ds, 1.0 ); vec3 v = vec3( ds, 1.0 );
QDM( p, v ); QDM( p, v );
return p.z; return p.z;
} }
float ray_intersect_relief(vec2 dp, vec2 ds) float ray_intersect_relief(vec2 dp, vec2 ds)
{ {
float size = 1.0 / float(linear_search_steps); float size = 1.0 / float(linear_search_steps);
float depth = 0.0; float depth = 0.0;
float best_depth = 1.0; float best_depth = 1.0;
for(int i = 0; i < linear_search_steps - 1; ++i) for(int i = 0; i < linear_search_steps - 1; ++i)
{ {
depth += size; depth += size;
float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a); float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a);
if(best_depth > 0.996) if(best_depth > 0.996)
if(depth >= t) if(depth >= t)
best_depth = depth; best_depth = depth;
} }
depth = best_depth; depth = best_depth;
const int binary_search_steps = 5; const int binary_search_steps = 5;
for(int i = 0; i < binary_search_steps; ++i) for(int i = 0; i < binary_search_steps; ++i)
{ {
size *= 0.5; size *= 0.5;
float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a); float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a);
if(depth >= t) if(depth >= t)
{ {
best_depth = depth; best_depth = depth;
depth -= 2.0 * size; depth -= 2.0 * size;
} }
depth += size; depth += size;
} }
return(best_depth); return(best_depth);
} }
float ray_intersect(vec2 dp, vec2 ds) float ray_intersect(vec2 dp, vec2 ds)
{ {
if ( quality_level >= 4.0 ) if ( quality_level >= 4.0 )
return ray_intersect_QDM( dp, ds ); return ray_intersect_QDM( dp, ds );
else else
return ray_intersect_relief( dp, ds ); return ray_intersect_relief( dp, ds );
} }
void main (void) void main (void)
{ {
if ( quality_level >= 3.5 ) { if ( quality_level >= 3.5 ) {
linear_search_steps = 20; linear_search_steps = 20;
} }
vec3 ecPos3 = ecPosition.xyz / ecPosition.w; vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
vec3 V = normalize(ecPos3); vec3 V = normalize(ecPos3);
vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, -V)); vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, -V));
vec2 ds = s.xy * depth_factor / s.z; vec2 ds = s.xy * depth_factor / s.z;
vec2 dp = gl_TexCoord[0].st - ds; vec2 dp = gl_TexCoord[0].st - ds;
float d = ray_intersect(dp, ds); float d = ray_intersect(dp, ds);
vec2 uv = dp + ds * d; vec2 uv = dp + ds * d;
vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0; vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
float emis = N.z; float emis = N.z;
N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy))); N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy)));
float Nz = N.z; float Nz = N.z;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
vec3 l = gl_LightSource[0].position.xyz; vec3 l = gl_LightSource[0].position.xyz;
vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l)); vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
float shadow_factor = 1.0; float shadow_factor = 1.0;
// Shadow // Shadow
if ( quality_level >= 3.0 ) { if ( quality_level >= 3.0 ) {
dp += ds * d; dp += ds * d;
vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) ); vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
ds = sl.xy * depth_factor / sl.z; ds = sl.xy * depth_factor / sl.z;
dp -= ds * d; dp -= ds * d;
float dl = ray_intersect(dp, ds); float dl = ray_intersect(dp, ds);
if ( dl < d - 0.05 ) if ( dl < d - 0.05 )
shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25; shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
} }
// end shadow // end shadow
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0); vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11; float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11;
if ( shadow_factor < 1.0 ) if ( shadow_factor < 1.0 )
ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0); ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
float emission_factor = (1.0 - smoothstep(0.15, 0.25, reflectance)) * emis; float emission_factor = (1.0 - smoothstep(0.15, 0.25, reflectance)) * emis;
vec4 tc = texture2D(BaseTex, uv); vec4 tc = texture2D(BaseTex, uv);
emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2.0) -0.2; emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2.0) -0.2;
ambient_light += (emission_factor * vec4(night_color, 0.0)); ambient_light += (emission_factor * vec4(night_color, 0.0));
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale); vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale); vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
float n=0.06; float n=0.06;
n += nvL[0]*0.4; n += nvL[0]*0.4;
n += nvL[1]*0.6; n += nvL[1]*0.6;
n += nvL[2]*2.0; n += nvL[2]*2.0;
n += nvL[3]*4.0; n += nvL[3]*4.0;
n += noisevec[0]*0.1; n += noisevec[0]*0.1;
n += noisevec[1]*0.4; n += noisevec[1]*0.4;
n += noisevec[2]*0.8; n += noisevec[2]*0.8;
n += noisevec[3]*2.1; n += noisevec[3]*2.1;
n = mix(0.6, n, length(ecPosition.xyz) ); n = mix(0.6, n, length(ecPosition.xyz) );
vec4 finalColor = texture2D(BaseTex, uv); vec4 finalColor = texture2D(BaseTex, uv);
finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0),
step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0)); step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
finalColor *= ambient_light; finalColor *= ambient_light;
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 ); vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
vec4 iproj = gl_ProjectionMatrix * p; vec4 iproj = gl_ProjectionMatrix * p;
iproj /= iproj.w; iproj /= iproj.w;
finalColor.rgb = fog_Func(finalColor.rgb, fogType); finalColor.rgb = fog_Func(finalColor.rgb, fogType);
gl_FragColor = finalColor; gl_FragColor = finalColor;
gl_FragDepth = (iproj.z+1.0)/2.0; gl_FragDepth = (iproj.z+1.0)/2.0;
} }

View file

@ -15,7 +15,7 @@ attribute vec3 tangent, binormal;
////fog "include"//////// ////fog "include"////////
uniform int fogType; uniform int fogType;
void fog_func(int type); void fog_Func(int type);
///////////////////////// /////////////////////////
void main(void) void main(void)
@ -31,5 +31,5 @@ void main(void)
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform(); gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
fog_func(fogType); fog_Func(fogType);
} }