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Delta Echo 2019-08-29 09:50:33 +02:00
commit 4ecc3ce909
17 changed files with 689 additions and 283 deletions

View file

@ -400,6 +400,25 @@ See README.materials for details on configuring the random building parameters.
The referenced <filename> (in the example buildings.txt) contains lines of the form
X Y Z R B W D H P S O F T
Where:
- X,Y,Z are the cartesian coordinates of the center of the front face. +X is East, +Y is North
- R is the building rotation in degrees centered on the middle of the front face.
- B is the building type [0, 1, 2] for SMALL, MEDIUM, LARGE
- W is the building width in meters
- D is the building depth in meters
- H is the building height in meters, excluding any pitched roof
- P is the pitch height in meters. 0 for a flat roof
- S is the roof shape (currently unused - all roofs are flat or gabled depending on pitch height) :
0=flat 1=skillion 2=gabled 3=half-hipped 4=hipped 5=pyramidal 6=gambled
7=mansard 8=dome 9=onion 10=round 11=saltbox
- O is the roof ridge orientation (currently unused, all roofs are assumed orthogonal) :
0 = parallel to the front face of the building
1 = orthogonal to the front face of the building
- F is the number of floors (integer)
- T is the texture index to use (integer). Buildings with the same T value will have the same texture assigned. There are 6 small, 6 medium and 4 large textures.
<x> <y> <z> <rot> <type>
where :

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@ -7,7 +7,7 @@
<type>2d</type>
<image>Textures/buildings.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-s>repeat</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
</texture>
@ -19,7 +19,7 @@
<image>Textures/buildings-normalmap_orig.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-s>repeat</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
</texture>
@ -63,6 +63,12 @@
<negative-z>Aircraft/Generic/Effects/CubeMaps/buildings/D.png</negative-z>
</images>
</texture>
<texture n="6">
<!-- instance information from shader -->
<type>2d</type>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture>
<!--Ambient correction -->
<ambient-correction type="float"> 0.0 </ambient-correction>
<dirt-enabled type="int"> 0 </dirt-enabled>
@ -169,27 +175,27 @@
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>-->
<pass>
<texture-unit n="4">
<unit>4</unit>
<image>
<use>texture[3]/image</use>
</image>
<type>
<use>texture[3]/type</use>
</type>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[3]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit n="4">
<unit>4</unit>
<image>
<use>texture[3]/image</use>
</image>
<type>
<use>texture[3]/type</use>
</type>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[3]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/building-model-ALS-ultra.vert</vertex-shader>
<!--<fragment-shader n="0">Shaders/model-ALS-ultra.frag</fragment-shader>
@ -197,6 +203,22 @@
<fragment-shader n="2">Shaders/hazes.frag</fragment-shader>
<fragment-shader n="3">Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader n="4">Shaders/filters-ALS.frag</fragment-shader>-->
<attribute>
<name>instancePosition</name>
<index>10</index>
</attribute>
<attribute>
<name>instanceScaleRotate</name>
<index>11</index>
</attribute>
<attribute>
<name>rotPitchTex0x</name>
<index>12</index>
</attribute>
<attribute>
<name>tex0yTex1xTex1y</name>
<index>13</index>
</attribute>
</program>
</pass>
</technique>
@ -249,6 +271,17 @@
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image><use>texture[6]/image</use></image>
<type><use>texture[6]/type</use></type>
<filter><use>texture[6]/filter</use></filter>
<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<!--<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>-->
<!--<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>-->
@ -256,12 +289,33 @@
<fragment-shader>Shaders/trivial.frag</fragment-shader>
<!--<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>-->
<attribute>
<name>instancePosition</name>
<index>10</index>
</attribute>
<attribute>
<name>instanceScaleRotate</name>
<index>11</index>
</attribute>
<attribute>
<name>rotPitchTex0x</name>
<index>12</index>
</attribute>
<attribute>
<name>tex0yTex1xTex1y</name>
<index>13</index>
</attribute>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>dataBuffer</name>
<type>sampler-1d</type>
<value type="int">1</value>
</uniform>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
<pass>
@ -293,12 +347,39 @@
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image><use>texture[6]/image</use></image>
<type><use>texture[6]/type</use></type>
<filter><use>texture[6]/filter</use></filter>
<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/building-ALS.vert</vertex-shader>
<fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader>
<fragment-shader>Shaders/hazes.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<attribute>
<name>instancePosition</name>
<index>10</index>
</attribute>
<attribute>
<name>instanceScaleRotate</name>
<index>11</index>
</attribute>
<attribute>
<name>rotPitchTex0x</name>
<index>12</index>
</attribute>
<attribute>
<name>tex0yTex1xTex1y</name>
<index>13</index>
</attribute>
</program>
<uniform>
<name>visibility</name>
@ -360,6 +441,11 @@
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>dataBuffer</name>
<type>sampler-1d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
@ -408,6 +494,22 @@
</texture-unit>
<program n="0">
<vertex-shader n="0">Shaders/building-ubershader.vert</vertex-shader>
<attribute>
<name>instancePosition</name>
<index>10</index>
</attribute>
<attribute>
<name>instanceScaleRotate</name>
<index>11</index>
</attribute>
<attribute>
<name>rotPitchTex0x</name>
<index>12</index>
</attribute>
<attribute>
<name>tex0yTex1xTex1y</name>
<index>13</index>
</attribute>
</program>
</pass>
</technique>
@ -448,26 +550,26 @@
</texture-unit>
<program n="0">
<vertex-shader n="0">Shaders/building-ubershader.vert</vertex-shader>
<attribute>
<name>instancePosition</name>
<index>10</index>
</attribute>
<attribute>
<name>instanceScaleRotate</name>
<index>11</index>
</attribute>
<attribute>
<name>rotPitchTex0x</name>
<index>12</index>
</attribute>
<attribute>
<name>tex0yTex1xTex1y</name>
<index>13</index>
</attribute>
</program>
</pass>
</technique>
<technique n="10">
<pass>
<program n="0">
<vertex-shader n="0">Shaders/building-deferred-gbuffer.vert</vertex-shader>
</program>
</pass>
</technique>
<technique n="11">
<pass>
<program n="0">
<vertex-shader n="0">Shaders/building-default.vert</vertex-shader>
</program>
</pass>
</technique>
<technique n="12">
<pass>
<lighting>true</lighting>
@ -543,6 +645,17 @@
</internal-format>
-->
</texture-unit>
<texture-unit>
<unit>1</unit>
<image><use>texture[6]/image</use></image>
<type><use>texture[6]/type</use></type>
<filter><use>texture[6]/filter</use></filter>
<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
@ -551,6 +664,22 @@
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<!--fog include-->
<fragment-shader n="1">Shaders/default.frag</fragment-shader>
<attribute>
<name>instancePosition</name>
<index>10</index>
</attribute>
<attribute>
<name>instanceScaleRotate</name>
<index>11</index>
</attribute>
<attribute>
<name>rotPitchTex0x</name>
<index>12</index>
</attribute>
<attribute>
<name>tex0yTex1xTex1y</name>
<index>13</index>
</attribute>
</program>
<!-- BEGIN fog include -->
<!--<uniform>
@ -601,6 +730,11 @@
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>dataBuffer</name>
<type>sampler-1d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>

View file

@ -703,16 +703,24 @@ var enable_widgets = func(node, name, enable = 1) {
# GUI theming
########################################################################
var nextStyle = func {
var nextStyle = func(delta=1) {
var curr = getprop("/sim/gui/current-style");
var styles = props.globals.getNode("/sim/gui").getChildren("style");
forindex (var i; styles)
if (styles[i].getIndex() == curr)
break;
if ((i += 1) >= size(styles))
i += delta;
if (i >= size(styles))
i = 0;
if (i < 0) {
i = size(styles) - 1;
}
setprop("/sim/gui/current-style", styles[i].getIndex());
fgcommand("gui-redraw");
popupTip(sprintf("GUI style %s: %s",
styles[i].getIndex(),
styles[i].getValue("name"),
));
}

View file

@ -357,8 +357,7 @@ for (var i = 0; i < wsize; i=i+1) {
# gradually fade in the interpolation weight of newly added points to
# avoid sudden jumps
if (w.weight < 1.0) {w.weight = w.weight + 0.02;}
if (w.weight < 1.0) {w.weight = w.weight + 0.002;}
}
sum_wind[1] = sum_wind[1] /sum_norm;

View file

@ -183,27 +183,34 @@ var dialog = {
me.toggle_unit(); # set to imperial
#
# "private"
me.font = { name: getprop("/sim/gui/selected-style/fonts/mp-list/name") or "FIXED_8x13",
size: getprop("/sim/gui/selected-style/fonts/mp-list/size") or 20,
slant: getprop("/sim/gui/selected-style/fonts/mp-list/slant") or 0,
me.font = { name: getprop("/sim/gui/selected-style/fonts/mp-list/name"),
size: getprop("/sim/gui/selected-style/fonts/mp-list/size"),
slant: getprop("/sim/gui/selected-style/fonts/mp-list/slant"),
};
#printf('me.font is: %s', view.str(me.font));
if (me.font.name == nil) {
# We try to cope if no font is specified, so that we inherit
# whatever default there is.
printf("Failed to find font for Pilot List dialog");
me.font = nil;
}
me.header = ["view", " callsign", " model", func dialog.dist_hdr, func dialog.alt_hdr ~ " ", "", " brg", "chat", "ignore" ~ " ", " code", "ver", "airport", " set"];
me.columns = [
{ type: "checkbox", legend: "", property: "view", halign: "right", "pref-height": 14, "pref-width": 14, callback: "multiplayer.view_select", argprop: "callsign", },
{ type: "text", property: "callsign", format: " %s", label: "-----------", halign: "fill" , font: me.font },
{ type: "text", property: "model-short", format: " %s", label: "--------------", halign: "fill" , font: me.font },
{ type: "text", property: func dialog.dist_node, format:" %8.2f", label: "---------", halign: "right", font: me.font },
{ type: "text", property: func dialog.alt_node, format:" %7.0f", label: "---------", halign: "right", font: me.font },
{ type: "text", property: "ascent_descent", format: "%s", label: "-", halign: "right", font: me.font },
{ type: "text", property: "bearing-to", format: " %3.0f", label: "----", halign: "right", font: me.font },
{ type: "text", property: "callsign", format: " %s", label: "-----------", halign: "fill" },
{ type: "text", property: "model-short", format: " %s", label: "--------------", halign: "fill" },
{ type: "text", property: func dialog.dist_node, format:" %8.2f", label: "---------", halign: "right" },
{ type: "text", property: func dialog.alt_node, format:" %7.0f", label: "---------", halign: "right" },
{ type: "text", property: "ascent_descent", format: "%s", label: "-", halign: "right" },
{ type: "text", property: "bearing-to", format: " %3.0f", label: "----", halign: "right" },
{ type: "button", legend: "", halign: "right", callback: "multiplayer.compose_message", "pref-height": 14, "pref-width": 14 },
{ type: "checkbox", property: "controls/invisible", callback: "multiplayer.dialog.toggle_ignore",
argprop: "callsign", label: "---------", halign: "right", font: me.font },
{ type: "text", property: "id-code", format: " %s", label: "-", halign: "fill" , font: me.font },
{ type: "text", property: "sim/multiplay/protocol-version", format: " %s", label: "--", halign: "fill" , font: me.font },
{ type: "text", property: "airport-id", format: "%s", label: "----", halign: "fill" , font: me.font },
{ type: "text", property: "set-loaded", format: "%s", label: "----", halign: "fill" , font: me.font },
argprop: "callsign", label: "---------", halign: "right" },
{ type: "text", property: "id-code", format: " %s", label: "-", halign: "fill" },
{ type: "text", property: "sim/multiplay/protocol-version", format: " %s", label: "--", halign: "fill" },
{ type: "text", property: "airport-id", format: "%s", label: "----", halign: "fill" },
{ type: "text", property: "set-loaded", format: "%s", label: "----", halign: "fill" },
];
me.cs_warnings = {};
me.name = "who-is-online";
@ -224,7 +231,9 @@ var dialog = {
me.dialog = gui.dialog[me.name] = gui.Widget.new();
me.dialog.set("name", me.name);
me.dialog.set("dialog-name", me.name);
me.dialog.set("font", me.font.name);
if (typeof(me.font) == 'hash' and contains(me.font, "name") and me.font.name != nil) {
me.dialog.set("font", me.font.name);
}
if (me.x != nil)
me.dialog.set("x", me.x);
if (me.y != nil)
@ -235,6 +244,15 @@ var dialog = {
me.dialog.setColor(me.bg[0], me.bg[1], me.bg[2], me.bg[3]);
# Sets out default foreground colour and also me.font if it is not nil.
#
set_default = func(w) {
w.setColor(me.fg[1][0], me.fg[1][1], me.fg[1][2], me.fg[1][3],);
if (me.font != nil) {
w.node.setValues({ "font": me.font});
}
}
var titlebar = me.dialog.addChild("group");
titlebar.set("layout", "hbox");
@ -249,10 +267,13 @@ var dialog = {
w.setBinding("nasal", "multiplayer.dialog.toggle_unit(); multiplayer.dialog._redraw_()");
titlebar.addChild("empty").set("stretch", 1);
titlebar.addChild("text").set("label", "Pilots: ");
var w = titlebar.addChild("text");
w.set("label", "Pilots: ");
set_default(w);
var p = titlebar.addChild("text");
p.node.setValues({ label: "---", live: 1, format: "%d", property: "ai/models/num-players" });
var w = titlebar.addChild("text");
set_default(w);
w.node.setValues({ label: "---", live: 1, format: "%d", property: "ai/models/num-players" });
titlebar.addChild("empty").set("stretch", 1);
var w = titlebar.addChild("button");
@ -271,10 +292,9 @@ var dialog = {
var col = 0;
foreach (var h; me.header) {
var w = content.addChild("text");
w.node.setValues({ "font" : me.font});
var l = typeof(h) == "func" ? h() : h;
w.node.setValues({ "label": l, "row": row, "col": col, halign: me.columns[col].halign });
set_default(w);
w = content.addChild("hrule");
w.node.setValues({ "row": row + 1, "col": col });
col += 1;
@ -289,21 +309,22 @@ var dialog = {
color = me.fg[1];
}
else{
print("no model installed; check fallback");
#print("no model installed; check fallback");
var fbn = mp.node.getNode("sim/model/fallback-model-index");
if (fbn != nil){
print(" ->> got fallback node =",fbn.getValue());
#print(" ->> got fallback node =",fbn.getValue());
if (fbn.getValue() > 0) {
color = me.fg[3];
}
} else
print(" ->> no fallback node");
#print(" ->> no fallback node");
}
foreach (var column; me.columns) {
var w = nil;
if (column.type == "button") {
w = content.addChild("button");
w.node.setValues(column);
set_default(w);
w.setBinding("nasal", column.callback ~ "(\"" ~ mp.callsign ~ "\",);");
w.node.setValues({ row: row, col: col});
} else {
@ -311,9 +332,11 @@ var dialog = {
if (column.type == "text") {
w = content.addChild("text");
w.node.setValues(column);
set_default(w);
} elsif (column.type == "checkbox") {
w = content.addChild("checkbox");
w.setBinding("nasal", column.callback ~ "(getprop(\"" ~ mp.root ~ "/" ~ column.argprop ~ "\"))");
set_default(w);
}
w.node.setValues({ row: row, col: col, live: 1, property: mp.root ~ "/" ~ p });
}

View file

@ -5,7 +5,9 @@
# ATTENTION:
# /sim/current-view/view-number is in the range 0..viewCount, it is NOT
# the index used in aircraft XML files (e.g. <view n="100">)
# the index used in aircraft XML files (e.g. <view n="100">).
#
# For the latter, use /sim/current-view/view-number-raw.
# For debugging. Returns string containing description of <x>.
#
@ -258,9 +260,9 @@ var manager = {
forindex (var i; viewnodes) {
# Install this view, marking as multiplayer if appropriate.
var multiplayer = 1;
if (i==4 or i==6) {
# Fly-by and Tower Look From views do not currently
# support multiplayer aircraft.
if (0) {
# Use this for views that do not work with multiplayer
# aircraft.
multiplayer = 0;
}
var viewnode = viewnodes[i];
@ -359,39 +361,105 @@ var manager = {
var fly_by_view_handler = {
init : func {
me.latN = props.globals.getNode("/sim/viewer/latitude-deg", 1);
me.lonN = props.globals.getNode("/sim/viewer/longitude-deg", 1);
me.altN = props.globals.getNode("/sim/viewer/altitude-ft", 1);
me.vnN = props.globals.getNode("/velocities/speed-north-fps", 1);
me.veN = props.globals.getNode("/velocities/speed-east-fps", 1);
me.hdgN = props.globals.getNode("/orientation/heading-deg", 1);
init : func {
setlistener("/sim/signals/reinit", func(n) { n.getValue() or me.reset() });
setlistener("/sim/crashed", func(n) { n.getValue() and me.reset() });
setlistener("/sim/freeze/replay-state", func {
settimer(func { me.reset() }, 1); # time for replay to catch up
});
me.reset();
setlistener("/sim/current-view/multiplayer", func(n) { me.reset(); } );
me.reset();
},
start : func {
me.reset();
},
reset: func {
me.chase = -getprop("/sim/chase-distance-m");
# me.course = me.hdgN.getValue();
var vn = me.vnN.getValue();
var ve = me.veN.getValue();
me.course = (0.5*math.pi - math.atan2(vn, ve))*R2D;
me.last = geo.aircraft_position();
# Sets me.root to node with path given by the value of property
# /sim/view[6]/config/root (which will be /ai/models/multiplayer[N]
# where N is the index of the multiplayer aircraft]. Note that this
# node sometimes doesn't yet exist, in which case we return with
# me.root = nil.
#
_set_multiplayer_root: func() {
# Set me.root to /ai/models/multiplayer[.]
var root = getprop("/sim/view[6]/config/root"); # /ai/models/multiplayer[]
me.root = props.globals.getNode(root);
if (me.root == nil) {
#printf("root does not exist: %s", str(root));
}
},
aircraft_position: func() {
if (me.multiplayer) {
me._set_multiplayer_root();
if (me.root == nil) {
return geo.Coord.new();
}
var lat = me.root.getValue("position/latitude-deg");
var lon = me.root.getValue("position/longitude-deg");
var alt = me.root.getValue("position/altitude-ft") * FT2M;
return geo.Coord.new().set_latlon(lat, lon, alt);
}
else {
return geo.aircraft_position();
}
},
reset: func {
me.multiplayer = getprop("/sim/current-view/multiplayer") or 0;
if (me.multiplayer) {
me._set_multiplayer_root();
if (me.root == nil) {
return;
}
me.chase = me.root.getValue("set/sim/chase-distance-m");
}
else {
me.chase = getprop("/sim/chase-distance-m");
}
if (me.chase == nil or me.chase == 0) me.chase = -25;
me.chase = -me.chase;
me.last = me.aircraft_position();
me.setpos(1);
# me.dist = 20;
},
setpos : func(force = 0) {
var pos = geo.aircraft_position();
var vn = me.vnN.getValue();
var ve = me.veN.getValue();
if (me.multiplayer) {
me._set_multiplayer_root();
if (me.root == nil) {
return 1; # Ensure we get called back soon to try again.
}
# We would like to find the aircraft's actual velocity
# vector rather than heading, but it's not easily available
# as a property, so we use the aircraft heading and its
# forwards speed (uBody-fps).
#
# E.g. i think this may give biased viewpoint positions if
# aircraft is moving sideways due to wind.
#
var u = me.root.getValue("velocities/uBody-fps"); # forwards
#var v = me.root.getValue("velocities/vBody-fps"); # vertical
#var w = me.root.getValue("velocities/wBody-fps"); # lateral
var course = me.root.getValue("orientation/true-heading-deg");
var course_rad = course * math.pi / 180;
var vn = u * math.cos(course_rad);
var ve = u * -math.sin(course_rad);
}
else {
var vn = getprop("/velocities/speed-north-fps");
var ve = getprop("/velocities/speed-east-fps");
var course = (0.5*math.pi - math.atan2(vn, ve))*R2D;
}
var pos = me.aircraft_position();
var dist = 0.0;
if ( force ) {
@ -409,17 +477,25 @@ var fly_by_view_handler = {
if (dist < 1.7 * me.chase and !force)
return 1.13;
# "predict" and remember next aircraft position
# var course = me.hdgN.getValue();
var course = (0.5*math.pi - math.atan2(vn, ve))*R2D;
var delta_alt = (pos.alt() - me.last.alt()) * 0.5;
# "predict" and remember next aircraft position
var delta_alt = (pos.alt() - me.last.alt()) * 0.5;
pos.apply_course_distance(course, dist * 0.8);
pos.set_alt(pos.alt() + delta_alt);
me.last.set(pos);
# apply random deviation
var radius = me.chase * (0.5 * rand() + 0.7);
var agl = getprop("/position/altitude-agl-ft") * FT2M;
if (me.multiplayer) {
# AGL not available for multiplayer aircraft as a property,
# so we calculate it explicitly.
var gl = geo.elevation(pos.lat(), pos.lon());
if (gl == nil) gl = 0;
var agl = pos.alt() - gl;
}
else {
var agl = getprop("/position/altitude-agl-ft") * FT2M;
}
if (agl > me.chase)
var angle = rand() * 2 * math.pi;
else
@ -429,7 +505,7 @@ var fly_by_view_handler = {
var dev_side = math.sin(angle) * radius;
pos.apply_course_distance(course + 90, dev_side);
# and make sure it's not under ground
# and make sure it's not under ground
var lat = pos.lat();
var lon = pos.lon();
var alt = pos.alt();
@ -445,11 +521,23 @@ var fly_by_view_handler = {
}
# set new view point
me.latN.setValue(lat);
me.lonN.setValue(lon);
me.altN.setValue(alt * M2FT);
if (me.multiplayer) {
# flightgear:src/Viewer/view.cxx will
# expect to find viewing position in
# /ai/models/multiplayer[]/sim/viewer/latitude-deg etc.
#
me.root.setValue("sim/viewer/latitude-deg", lat);
me.root.setValue("sim/viewer/longitude-deg", lon);
me.root.setValue("sim/viewer/altitude-ft", alt * M2FT);
}
else {
setprop("/sim/viewer/latitude-deg", lat);
setprop("/sim/viewer/longitude-deg", lon);
setprop("/sim/viewer/altitude-ft", alt * M2FT);
}
return 7.3;
},
update : func {
return me.setpos();
},
@ -530,8 +618,10 @@ var model_view_handler_class = {
setup: func(data) {
if (data.root == '/') {
var ident = '[' ~ data.callsign ~ ']';
setprop('/sim/current-view/multiplayer', 0);
} else {
var ident = '"' ~ data.callsign ~ '" (' ~ data.model ~ ')';
setprop('/sim/current-view/multiplayer', 1);
}
me.current = data.callsign;

View file

@ -1,5 +1,6 @@
// -*-C++-*-
#version 120
#extension GL_EXT_draw_instanced : enable
// Shader that uses OpenGL state values to do per-pixel lighting
//
@ -15,6 +16,11 @@
#define MODE_DIFFUSE 1
#define MODE_AMBIENT_AND_DIFFUSE 2
attribute vec3 instancePosition; // (x,y,z)
attribute vec3 instanceScaleRotate; // (width, depth, height)
attribute vec3 rotPitchTex0x; // (rotation, pitch height, texture x offset)
attribute vec3 tex0yTex1xTex1y; // (texture y offset, texture x gain, texture y gain)
// 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
@ -74,26 +80,45 @@ void main()
float scattering;
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
// this code is copied from default.vert
// Determine the rotation for the building.
float sr = sin(6.28 * rotPitchTex0x.x);
float cr = cos(6.28 * rotPitchTex0x.x);
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
// Determine the rotation for the building. The Color alpha value provides rotation information
float sr = sin(6.28 * gl_Color.a);
float cr = cos(6.28 * gl_Color.a);
// Adjust pitch of roof to the correct height.
// The top roof vertices are the only ones that have fractional z values (1.5),
// so we can use this to identify them and scale up any pitched roof vertex to
// the correct pitch (rotPitchTex0x.y * 2.0 because of the fractional z value),
// then scale down by the building height (instanceScaleRotate.z) because
// immediately afterwards we will scale UP the vertex to the correct scale.
vec3 position = gl_Vertex.xyz;
position.z = position.z + fract(position.z) * 2.0 * rotPitchTex0x.y / instanceScaleRotate.z - fract(position.z);
position = position * instanceScaleRotate.xyz;
vec3 position = gl_Vertex.xyz;
// Rotation of the building and movement into position
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
position = position + instancePosition.xyz;
// Rotation of the building and movement into position
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);
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
// Texture coordinates are stored as tex0 and tex1 across two attributes.
// tex0 contains the bottom leftmost point, and tex1 contains (w,h).
gl_TexCoord[0].x = sign(gl_MultiTexCoord0.x) * rotPitchTex0x.z + gl_MultiTexCoord0.x * tex0yTex1xTex1y.y;
gl_TexCoord[0].y = tex0yTex1xTex1y.x + gl_MultiTexCoord0.y * tex0yTex1xTex1y.z;
// Rotate the normal.
normal = gl_Normal;
// The roof pieces have a normal of (+/-0.7, 0.0, 0.7)
// If the roof is flat, then we need to change it to (0,0,1).
// First term evaluates for normals without a +z component (all except roof)
// Second term evaluates for roof normals with a pitch
// Third term evaluates for flat roofs
normal = step(0.5, 1.0 - normal.z) * normal + step(0.5, normal.z) * clamp(rotPitchTex0x.y, 0.0, 1.0) * normal + step(0.5, normal.z) * (1.0 - clamp(rotPitchTex0x.y, 0.0, 1.0)) * vec3(0,0,1);
// Rotate the normal as per the building.
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
normal = gl_NormalMatrix * normal;
// Rotate the normal.
normal = gl_Normal;
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
normal = gl_NormalMatrix * normal;
vec4 ambient_color, diffuse_color;
if (colorMode == MODE_DIFFUSE) {
@ -254,4 +279,3 @@ if (use_IR_vision)
gl_BackColor.rgb = constant_term.rgb;
//gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
}

View file

@ -8,10 +8,16 @@
// Diffuse colors come from the gl_Color, ambient from the material. This is
// equivalent to osg::Material::DIFFUSE.
#version 120
#extension GL_EXT_draw_instanced : enable
#define MODE_OFF 0
#define MODE_DIFFUSE 1
#define MODE_AMBIENT_AND_DIFFUSE 2
attribute vec3 instancePosition; // (x,y,z)
attribute vec3 instanceScaleRotate; // (width, depth, height)
attribute vec3 rotPitchTex0x; // (rotation, pitch height, texture x offset)
attribute vec3 tex0yTex1xTex1y; // (texture y offset, texture x gain, texture y gain)
// 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
@ -29,24 +35,42 @@ uniform int colorMode;
void main()
{
// Determine the rotation for the building.
float sr = sin(6.28 * rotPitchTex0x.x);
float cr = cos(6.28 * rotPitchTex0x.x);
// Determine the rotation for the building. The Color alpha value provides rotation information
float sr = sin(6.28 * gl_Color.a);
float cr = cos(6.28 * gl_Color.a);
// Adjust pitch of roof to the correct height.
// The top roof vertices are the only ones that have fractional z values (1.5),
// so we can use this to identify them and scale up any pitched roof vertex to
// the correct pitch (rotPitchTex0x.y * 2.0 because of the fractional z value),
// then scale down by the building height (instanceScaleRotate.z) because
// immediately afterwards we will scale UP the vertex to the correct scale.
vec3 position = gl_Vertex.xyz;
position.z = position.z + fract(position.z) * 2.0 * rotPitchTex0x.y / instanceScaleRotate.z - fract(position.z);
position = position * instanceScaleRotate.xyz;
// Rotation of the building and movement into position
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
position = position + gl_Color.xyz;
position = position + instancePosition.xyz;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
//gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
// Texture coordinates are stored as tex0 and tex1 across two attributes.
// tex0 contains the bottom leftmost point, and tex1 contains (w,h).
gl_TexCoord[0].x = sign(gl_MultiTexCoord0.x) * rotPitchTex0x.z + gl_MultiTexCoord0.x * tex0yTex1xTex1y.y;
gl_TexCoord[0].y = tex0yTex1xTex1y.x + gl_MultiTexCoord0.y * tex0yTex1xTex1y.z;
// Rotate the normal.
normal = gl_Normal;
// The roof pieces have a normal of (+/-0.7, 0.0, 0.7)
// If the roof is flat, then we need to change it to (0,0,1).
// First term evaluates for normals without a +z component (all except roof)
// Second term evaluates for roof normals with a pitch
// Third term evaluates for flat roofs
normal = step(0.5, 1.0 - normal.z) * normal + step(0.5, normal.z) * clamp(rotPitchTex0x.y, 0.0, 1.0) * normal + step(0.5, normal.z) * (1.0 - clamp(rotPitchTex0x.y, 0.0, 1.0)) * vec3(0,0,1);
// Rotate the normal as per the building.
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
normal = gl_NormalMatrix * normal;

View file

@ -3,29 +3,60 @@
// Author: Frederic Bouvier.
//
#version 120
#extension GL_EXT_draw_instanced : enable
attribute vec3 instancePosition; // (x,y,z)
attribute vec3 instanceScaleRotate; // (width, depth, height)
attribute vec3 rotPitchTex0x; // (rotation, pitch height, texture x offset)
attribute vec3 tex0yTex1xTex1y; // (texture y offset, texture x gain, texture y gain)
varying vec3 ecNormal;
varying float alpha;
void main() {
// Determine the rotation for the building. The Color alpha value provides rotation information
float sr = sin(6.28 * gl_Color.a);
float cr = cos(6.28 * gl_Color.a);
// Determine the rotation for the building.
float sr = sin(6.28 * rotPitchTex0x.x);
float cr = cos(6.28 * rotPitchTex0x.x);
vec3 position = gl_Vertex.xyz;
// Adjust pitch of roof to the correct height.
// The top roof vertices are the only ones that have fractional z values (1.5),
// so we can use this to identify them and scale up any pitched roof vertex to
// the correct pitch (rotPitchTex0x.y * 2.0 because of the fractional z value),
// then scale down by the building height (instanceScaleRotate.z) because
// immediately afterwards we will scale UP the vertex to the correct scale.
vec3 position = gl_Vertex.xyz;
position.z = position.z + fract(position.z) * 2.0 * rotPitchTex0x.y / instanceScaleRotate.z - fract(position.z);
position = position * instanceScaleRotate.xyz;
// Rotation of the building and movement into position
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
position = position + gl_Color.xyz;
// Rotation of the building and movement into position
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
position = position + instancePosition.xyz;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
// Rotate the normal.
ecNormal = gl_Normal;
ecNormal.xy = vec2(dot(ecNormal.xy, vec2(cr, sr)), dot(ecNormal.xy, vec2(-sr, cr)));
ecNormal = gl_NormalMatrix * ecNormal;
// Texture coordinates are stored as tex0 and tex1 across two attributes.
// tex0 contains the bottom leftmost point, and tex1 contains (w,h).
gl_TexCoord[0].x = sign(gl_MultiTexCoord0.x) * rotPitchTex0x.z + gl_MultiTexCoord0.x * tex0yTex1xTex1y.y;
gl_TexCoord[0].y = tex0yTex1xTex1y.x + gl_MultiTexCoord0.y * tex0yTex1xTex1y.z;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
alpha = 1.0;
// Rotate the normal.
ecNormal = gl_Normal;
// The roof pieces have a normal of (+/-0.7, 0.0, 0.7)
// If the roof is flat, then we need to change it to (0,0,1).
// First term evaluates for normals without a +z component (all except roof)
// Second term evaluates for roof normals with a pitch
// Third term evaluates for flat roofs
ecNormal = step(0.5, 1.0 - ecNormal.z) * ecNormal +
step(0.5, ecNormal.z) * clamp(rotPitchTex0x.y, 0.0, 1.0) * ecNormal +
step(0.5, ecNormal.z) * (1.0 - clamp(rotPitchTex0x.y, 0.0, 1.0)) * vec3(0,0,1);
// Rotate the normal as per the building.
ecNormal.xy = vec2(dot(ecNormal.xy, vec2(cr, sr)), dot(ecNormal.xy, vec2(-sr, cr)));
ecNormal = gl_NormalMatrix * ecNormal;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
alpha = 1.0;
}

View file

@ -3,6 +3,11 @@
// © Emilian Huminiuc and Vivian Meazza 2011
#version 120
attribute vec3 instancePosition; // (x,y,z)
attribute vec3 instanceScaleRotate; // (width, depth, height)
attribute vec3 rotPitchTex0x; // (rotation, pitch height, texture x offset)
attribute vec3 tex0yTex1xTex1y; // (texture y offset, texture x gain, texture y gain)
varying vec3 rawpos;
varying vec3 VNormal;
varying vec3 VTangent;
@ -48,83 +53,105 @@ void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
void main(void)
{
float sr = sin(6.28 * gl_Color.a);
float cr = cos(6.28 * gl_Color.a);
rawpos = gl_Vertex.xyz;
// Determine the rotation for the building.
float sr = sin(6.28 * rotPitchTex0x.x);
float cr = cos(6.28 * rotPitchTex0x.x);
// Rotation of the object and movement into position
rawpos.xy = vec2(dot(rawpos.xy, vec2(cr, sr)), dot(rawpos.xy, vec2(-sr, cr)));
rawpos = rawpos + gl_Color.xyz;
// Adjust pitch of roof to the correct height.
// The top roof vertices are the only ones that have fractional z values (1.5),
// so we can use this to identify them and scale up any pitched roof vertex to
// the correct pitch (rotPitchTex0x.y * 2.0 because of the fractional z value),
// then scale down by the building height (instanceScaleRotate.z) because
// immediately afterwards we will scale UP the vertex to the correct scale.
rawpos = gl_Vertex.xyz;
rawpos.z = rawpos.z + fract(rawpos.z) * 2.0 * rotPitchTex0x.y / instanceScaleRotate.z - fract(rawpos.z);
rawpos = rawpos * instanceScaleRotate.xyz;
vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos.x, rawpos.y, rawpos.z, 1.0);
//fog_Func(fogType);
// Rotation of the building and movement into rawpos
rawpos.xy = vec2(dot(rawpos.xy, vec2(cr, sr)), dot(rawpos.xy, vec2(-sr, cr)));
rawpos = rawpos + instancePosition.xyz;
vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos, 1.0);
// Rotate the normal.
vec3 normal = gl_Normal;
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
//normal = gl_NormalMatrix * normal;
// Texture coordinates are stored as tex0 and tex1 across two attributes.
// tex0 contains the bottom leftmost point, and tex1 contains (w,h).
gl_TexCoord[0].x = sign(gl_MultiTexCoord0.x) * rotPitchTex0x.z + gl_MultiTexCoord0.x * tex0yTex1xTex1y.y;
gl_TexCoord[0].y = tex0yTex1xTex1y.x + gl_MultiTexCoord0.y * tex0yTex1xTex1y.z;
VNormal = normalize(gl_NormalMatrix * normal);
vec3 n = normalize(normal);
vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
vec3 tempBinormal = cross(n, tempTangent);
// Rotate the normal.
vec3 normal = gl_Normal;
if (nmap_enabled > 0){
tempTangent = tangent;
tempBinormal = binormal;
}
// The roof pieces have a normal of (+/-0.7, 0.0, 0.7)
// If the roof is flat, then we need to change it to (0,0,1).
// First term evaluates for normals without a +z component (all except roof)
// Second term evaluates for roof normals with a pitch
// Third term evaluates for flat roofs
normal = step(0.5, 1.0 - normal.z) * normal +
step(0.5, normal.z) * clamp(rotPitchTex0x.y, 0.0, 1.0) * normal +
step(0.5, normal.z) * (1.0 - clamp(rotPitchTex0x.y, 0.0, 1.0)) * vec3(0,0,1);
VTangent = normalize(gl_NormalMatrix * tempTangent);
VBinormal = normalize(gl_NormalMatrix * tempBinormal);
vec3 t = tempTangent;
vec3 b = tempBinormal;
// Rotate the normal as per the building.
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
if (gl_FrontMaterial.diffuse.a < 1.0)
alpha = gl_FrontMaterial.diffuse.a;
else
alpha = 1.0;
VNormal = normalize(gl_NormalMatrix * normal);
vec3 n = normalize(normal);
vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
vec3 tempBinormal = cross(n, tempTangent);
// Vertex in eye coordinates
vertVec = ecPosition.xyz;
vViewVec.x = dot(t, vertVec);
vViewVec.y = dot(b, vertVec);
vViewVec.z = dot(n, vertVec);
if (nmap_enabled > 0){
tempTangent = tangent;
tempBinormal = binormal;
}
// calculate the reflection vector
vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
if (refl_dynamic > 0){
//prepare rotation matrix
mat4 RotMatPR;
mat4 RotMatH;
float _roll = roll;
if (_roll>90.0 || _roll < -90.0)
{
_roll = -_roll;
}
float cosRx = cos(radians(_roll));
float sinRx = sin(radians(_roll));
float cosRy = cos(radians(-pitch));
float sinRy = sin(radians(-pitch));
float cosRz = cos(radians(hdg));
float sinRz = sin(radians(hdg));
rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
rotationMatrixH(sinRz, cosRz, RotMatH);
vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz;
VTangent = normalize(gl_NormalMatrix * tempTangent);
VBinormal = normalize(gl_NormalMatrix * tempBinormal);
vec3 t = tempTangent;
vec3 b = tempBinormal;
reflVec = reflVec_dyn;
} else {
reflVec = reflVec_stat;
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
if (gl_FrontMaterial.diffuse.a < 1.0)
alpha = gl_FrontMaterial.diffuse.a;
else
alpha = 1.0;
// Vertex in eye coordinates
vertVec = ecPosition.xyz;
vViewVec.x = dot(t, vertVec);
vViewVec.y = dot(b, vertVec);
vViewVec.z = dot(n, vertVec);
// calculate the reflection vector
vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
if (refl_dynamic > 0){
//prepare rotation matrix
mat4 RotMatPR;
mat4 RotMatH;
float _roll = roll;
if (_roll>90.0 || _roll < -90.0)
{
_roll = -_roll;
}
float cosRx = cos(radians(_roll));
float sinRx = sin(radians(_roll));
float cosRy = cos(radians(-pitch));
float sinRy = sin(radians(-pitch));
float cosRz = cos(radians(hdg));
float sinRz = sin(radians(hdg));
rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
rotationMatrixH(sinRz, cosRz, RotMatH);
vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz;
if(rembrandt_enabled < 1){
gl_FrontColor = gl_FrontMaterial.emission + vec4(1.0,1.0,1.0,1.0)
* (gl_LightModel.ambient + gl_LightSource[0].ambient);
} else {
gl_FrontColor = vec4(1.0,1.0,1.0,1.0);
}
gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0);
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
reflVec = reflVec_dyn;
} else {
reflVec = reflVec_stat;
}
if(rembrandt_enabled < 1){
gl_FrontColor = gl_FrontMaterial.emission + vec4(1.0,1.0,1.0,1.0)
* (gl_LightModel.ambient + gl_LightSource[0].ambient);
} else {
gl_FrontColor = vec4(1.0,1.0,1.0,1.0);
}
gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0);
}

View file

@ -3,53 +3,77 @@
// Licence: GPL v2
// © Emilian Huminiuc and Vivian Meazza 2011
#version 120
#extension GL_EXT_draw_instanced : enable
varying vec4 diffuseColor;
varying vec3 VBinormal;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 rawpos;
varying vec3 eyeVec;
varying vec3 normal;
uniform int refl_dynamic;
uniform int nmap_enabled;
uniform int shader_qual;
uniform int rembrandt_enabled;
attribute vec3 instancePosition; // (x,y,z)
attribute vec3 instanceScaleRotate; // (width, depth, height)
attribute vec3 rotPitchTex0x; // (rotation, pitch height, texture x offset)
attribute vec3 tex0yTex1xTex1y; // (texture y offset, texture x gain, texture y gain)
void main(void)
{
float sr = sin(6.28 * gl_Color.a);
float cr = cos(6.28 * gl_Color.a);
rawpos = gl_Vertex.xyz;
// Determine the rotation for the building.
float sr = sin(6.28 * rotPitchTex0x.x);
float cr = cos(6.28 * rotPitchTex0x.x);
// Rotation of the object and movement into position
rawpos.xy = vec2(dot(rawpos.xy, vec2(cr, sr)), dot(rawpos.xy, vec2(-sr, cr)));
rawpos = rawpos + gl_Color.xyz;
// Adjust pitch of roof to the correct height.
// The top roof vertices are the only ones that have fractional z values (1.5),
// so we can use this to identify them and scale up any pitched roof vertex to
// the correct pitch (rotPitchTex0x.y * 2.0 because of the fractional z value),
// then scale down by the building height (instanceScaleRotate.z) because
// immediately afterwards we will scale UP the vertex to the correct scale.
vec3 position = gl_Vertex.xyz;
position.z = position.z + fract(position.z) * 2.0 * rotPitchTex0x.y / instanceScaleRotate.z - fract(position.z);
position = position * instanceScaleRotate.xyz;
vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos.xyz, 1.0);
// Rotation of the building and movement into position
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
position = position + instancePosition.xyz;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
vec4 ecPosition = gl_ModelViewMatrix * vec4(position, 1.0);
eyeVec = ecPosition.xyz;
// Rotate the normal.
vec3 normal = gl_Normal;
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
// Rotate the normal.
normal = gl_Normal;
VNormal = normalize(gl_NormalMatrix * normal);
vec3 n = normalize(normal);
vec3 c1 = cross(n, vec3(0.0,0.0,1.0));
vec3 c2 = cross(n, vec3(0.0,1.0,0.0));
// The roof pieces have a normal of (+/-0.7, 0.0, 0.7)
// If the roof is flat, then we need to change it to (0,0,1).
// First term evaluates for normals without a +z component (all except roof)
// Second term evaluates for roof normals with a pitch
// Third term evaluates for flat roofs
normal = step(0.5, 1.0 - normal.z) * normal + step(0.5, normal.z) * clamp(rotPitchTex0x.y, 0.0, 1.0) * normal + step(0.5, normal.z) * (1.0 - clamp(rotPitchTex0x.y, 0.0, 1.0)) * vec3(0,0,1);
VTangent = c1;
if(length(c2)>length(c1)){
VTangent = c2;
}
// Rotate the normal as per the building.
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
vec3 n = normalize(normal);
VBinormal = cross(n, VTangent);
vec3 c1 = cross(n, vec3(0.0,0.0,1.0));
vec3 c2 = cross(n, vec3(0.0,1.0,0.0));
VNormal = normalize(gl_NormalMatrix * normal);
VTangent = normalize(gl_NormalMatrix * -VTangent);
VBinormal = normalize(gl_NormalMatrix * VBinormal);
VTangent = c1;
if(length(c2)>length(c1)){
VTangent = c2;
}
VBinormal = cross(n, VTangent);
VTangent = normalize(gl_NormalMatrix * -VTangent);
VBinormal = normalize(gl_NormalMatrix * VBinormal);
// Force no alpha on random buildings
diffuseColor = vec4(gl_FrontMaterial.diffuse.rgb,1.0);
@ -60,7 +84,10 @@ void main(void)
} else {
gl_FrontColor = vec4(1.0);
}
gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0);
gl_ClipVertex = ecPosition;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
// Texture coordinates are stored as tex0 and tex1 across two attributes.
// tex0 contains the bottom leftmost point, and tex1 contains (w,h).
gl_TexCoord[0].x = sign(gl_MultiTexCoord0.x) * rotPitchTex0x.z + gl_MultiTexCoord0.x * tex0yTex1xTex1y.y;
gl_TexCoord[0].y = tex0yTex1xTex1y.x + gl_MultiTexCoord0.y * tex0yTex1xTex1y.z;
}

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@ -8,7 +8,7 @@
"helvetica_bold.txf". "size" and "slant" take only effect on
texture fonts.
-->
<style-name>Anthrax</style-name>
<name>Anthrax</name>
<fonts>
<gui>
<name type="string">HELVETICA_12</name>