diff --git a/Docs/README.scenery b/Docs/README.scenery index 4920648d3..77802cf1a 100644 --- a/Docs/README.scenery +++ b/Docs/README.scenery @@ -410,10 +410,10 @@ Where: - 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) : +- S is the roof shape (only 0, 2, 4, 6 are implemented, others are approximated to those) : 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) : +- O is the roof ridge orientation : 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) diff --git a/Effects/building.eff b/Effects/building.eff index 849799be2..8b64001e3 100644 --- a/Effects/building.eff +++ b/Effects/building.eff @@ -223,6 +223,10 @@ rtex0xRtex0y 14 + + rooftopscale + 15 + @@ -313,6 +317,10 @@ rtex0xRtex0y 14 + + rooftopscale + 15 + texture @@ -392,6 +400,10 @@ rtex0xRtex0y 14 + + rooftopscale + 15 + visibility @@ -525,6 +537,10 @@ rtex0xRtex0y 14 + + + rooftopscale + 15 @@ -585,6 +601,10 @@ rtex0xRtex0y 14 + + + rooftopscale + 15 @@ -703,6 +723,10 @@ rtex0xRtex0y 14 + + + rooftopscale + 15 diff --git a/Shaders/building-ALS.vert b/Shaders/building-ALS.vert index dc149c470..cd55ba1e9 100644 --- a/Shaders/building-ALS.vert +++ b/Shaders/building-ALS.vert @@ -21,6 +21,7 @@ attribute vec3 instanceScaleRotate; // (width, depth, height) attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset) attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain) attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain) +attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale) // The constant term of the lighting equation that doesn't depend on // the surface normal is passed in gl_{Front,Back}Color. The alpha @@ -85,14 +86,16 @@ void main() float sr = sin(6.28 * rotPitchWtex0x.x); float cr = cos(6.28 * rotPitchWtex0x.x); - // 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 (rotPitchWtex0x.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 * rotPitchWtex0x.y / instanceScaleRotate.z - fract(position.z); + // Adjust the very top of the roof to match the rooftop scaling. This shapes + // the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z + position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5); + position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * rooftopscale.y); + + // Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z + // Scale down by the building height (instanceScaleRotate.z) because + // immediately afterwards we will scale UP the vertex to the correct scale. + position.z = position.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z; position = position * instanceScaleRotate.xyz; // Rotation of the building and movement into position @@ -115,15 +118,6 @@ void main() // 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(rotPitchWtex0x.y, 0.0, 1.0) * normal + step(0.5, normal.z) * (1.0 - clamp(rotPitchWtex0x.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; diff --git a/Shaders/building-default.frag b/Shaders/building-default.frag index 2e9c15345..c2306eed5 100644 --- a/Shaders/building-default.frag +++ b/Shaders/building-default.frag @@ -54,7 +54,7 @@ void main() color = clamp(color, 0.0, 1.0); texel = texture2D(texture, gl_TexCoord[0].st); emissive = texture2D(lightmap, gl_TexCoord[0].st); - + // The lights are only switched on when the sun is below the horizon fragColor = color * texel + specular + smoothstep(1.6, 1.8, sunangle) * emissive; fragColor.rgb = fog_Func(fragColor.rgb, fogType); diff --git a/Shaders/building-default.vert b/Shaders/building-default.vert index f67ca28f4..2cc44cb34 100644 --- a/Shaders/building-default.vert +++ b/Shaders/building-default.vert @@ -17,7 +17,8 @@ attribute vec3 instancePosition; // (x,y,z) attribute vec3 instanceScaleRotate; // (width, depth, height) attribute vec3 rotPitchWtex0x; // (rotation, pitch height, wall texture x offset) attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain) -attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain) +attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, unused) +attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale) // The constant term of the lighting equation that doesn't depend on // the surface normal is passed in gl_{Front,Back}Color. The alpha @@ -40,14 +41,16 @@ void main() float sr = sin(6.28 * rotPitchWtex0x.x); float cr = cos(6.28 * rotPitchWtex0x.x); - // 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 (rotPitchWtex0x.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 * rotPitchWtex0x.y / instanceScaleRotate.z - fract(position.z); + // Adjust the very top of the roof to match the rooftop scaling. This shapes + // the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z + position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5); + position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * rooftopscale.y); + + // Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z + // Scale down by the building height (instanceScaleRotate.z) because + // immediately afterwards we will scale UP the vertex to the correct scale. + position.z = position.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z; position = position * instanceScaleRotate.xyz; // Rotation of the building and movement into position @@ -63,22 +66,17 @@ void main() // The vertex color value selects between them, with glColor.x=1 indicating walls // and glColor.y=1 indicating roofs. // Finally, the roof texture is on the left of the texture sheet - vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*rotPitchWtex0x.z + gl_Color.y*rtex0xRtex0y.x), - gl_Color.x*wtex0yTex1xTex1y.x + gl_Color.y*rtex0xRtex0y.y); + float wtex0x = rotPitchWtex0x.z; + float wtex0y = wtex0yTex1xTex1y.x; + float rtex0x = rtex0xRtex0y.x; + float rtex0y = rtex0xRtex0y.y; + vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x), + gl_Color.x*wtex0y + gl_Color.y*rtex0y); gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y; gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.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(rotPitchWtex0x.y, 0.0, 1.0) * normal + step(0.5, normal.z) * (1.0 - clamp(rotPitchWtex0x.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; diff --git a/Shaders/building-deferred-gbuffer.vert b/Shaders/building-deferred-gbuffer.vert index 2ed8fb656..df6830f15 100644 --- a/Shaders/building-deferred-gbuffer.vert +++ b/Shaders/building-deferred-gbuffer.vert @@ -10,6 +10,7 @@ attribute vec3 instanceScaleRotate; // (width, depth, height) attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset) attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain) attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain) +attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale) varying vec3 ecNormal; varying float alpha; @@ -19,14 +20,16 @@ void main() { float sr = sin(6.28 * rotPitchWtex0x.x); float cr = cos(6.28 * rotPitchWtex0x.x); - // 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 (rotPitchWtex0x.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 * rotPitchWtex0x.y / instanceScaleRotate.z - fract(position.z); + // Adjust the very top of the roof to match the rooftop scaling. This shapes + // the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z + position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5); + position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * rooftopscale.y); + + // Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z + // Scale down by the building height (instanceScaleRotate.z) because + // immediately afterwards we will scale UP the vertex to the correct scale. + position.z = position.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z; position = position * instanceScaleRotate.xyz; // Rotation of the building and movement into position @@ -49,17 +52,6 @@ void main() { // 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(rotPitchWtex0x.y, 0.0, 1.0) * ecNormal + - step(0.5, ecNormal.z) * (1.0 - clamp(rotPitchWtex0x.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; diff --git a/Shaders/building-model-ALS-ultra.vert b/Shaders/building-model-ALS-ultra.vert index 43723a227..9e8f91e32 100644 --- a/Shaders/building-model-ALS-ultra.vert +++ b/Shaders/building-model-ALS-ultra.vert @@ -8,6 +8,7 @@ attribute vec3 instanceScaleRotate; // (width, depth, height) attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset) attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain) attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain) +attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale) varying vec3 rawpos; varying vec3 VNormal; @@ -58,14 +59,17 @@ void main(void) float sr = sin(6.28 * rotPitchWtex0x.x); float cr = cos(6.28 * rotPitchWtex0x.x); - // 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 (rotPitchWtex0x.y * 2.0 because of the fractional z value), - // then scale down by the building height (instanceScaleRotate.z) because + + vec3 rawpos = gl_Vertex.xyz; + // Adjust the very top of the roof to match the rooftop scaling. This shapes + // the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z + rawpos.x = (1.0 - gl_Color.z) * rawpos.x + gl_Color.z * ((rawpos.x + 0.5) * rooftopscale.x - 0.5); + rawpos.y = (1.0 - gl_Color.z) * rawpos.y + gl_Color.z * (rawpos.y * rooftopscale.y); + + // Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z + // 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 * rotPitchWtex0x.y / instanceScaleRotate.z - fract(rawpos.z); + rawpos.z = rawpos.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z; rawpos = rawpos * instanceScaleRotate.xyz; // Rotation of the building and movement into rawpos @@ -87,16 +91,6 @@ void main(void) // Rotate the normal. vec3 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(rotPitchWtex0x.y, 0.0, 1.0) * normal + - step(0.5, normal.z) * (1.0 - clamp(rotPitchWtex0x.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))); diff --git a/Shaders/building-ubershader.vert b/Shaders/building-ubershader.vert index cf0a89229..33b712665 100644 --- a/Shaders/building-ubershader.vert +++ b/Shaders/building-ubershader.vert @@ -22,6 +22,7 @@ attribute vec3 instanceScaleRotate; // (width, depth, height) attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset) attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain) attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain) +attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale) void main(void) { @@ -29,14 +30,16 @@ void main(void) float sr = sin(6.28 * rotPitchWtex0x.x); float cr = cos(6.28 * rotPitchWtex0x.x); - // 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 (rotPitchWtex0x.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 * rotPitchWtex0x.y / instanceScaleRotate.z - fract(position.z); + // Adjust the very top of the roof to match the rooftop scaling. This shapes + // the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z + position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5); + position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * rooftopscale.y); + + // Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z + // Scale down by the building height (instanceScaleRotate.z) because + // immediately afterwards we will scale UP the vertex to the correct scale. + position.z = position.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z; position = position * instanceScaleRotate.xyz; // Rotation of the building and movement into position @@ -51,13 +54,6 @@ void main(void) // 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(rotPitchWtex0x.y, 0.0, 1.0) * normal + step(0.5, normal.z) * (1.0 - clamp(rotPitchWtex0x.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))); vec3 n = normalize(normal);