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Merge branch 'master' of git://gitorious.org/fg/fgdata

This commit is contained in:
Stuart Buchanan 2010-08-02 19:12:07 +01:00
commit 7950958645
7 changed files with 171 additions and 12 deletions

View file

@ -12,6 +12,8 @@
# Global API. Automatically selects the right walker for the current view. # Global API. Automatically selects the right walker for the current view.
# NOTE: Coordinates are always 3 component lists: [x, y, z]. # NOTE: Coordinates are always 3 component lists: [x, y, z].
# The coordinate system is the same as the main 3d model one.
# X - back, Y - right and Z - up.
# Set the forward speed of the active walker. # Set the forward speed of the active walker.
# speed - walker speed in m/sec # speed - walker speed in m/sec
@ -39,6 +41,17 @@ var side_step = func (speed) {
} }
} }
# Get the currently active walker.
# Returns the active walker object or nil otherwise.
var active_walker = func {
var cv = view.current.getPath();
if (contains(walkers, cv)) {
return walkers[cv];
} else {
return nil;
}
}
############################################################################### ###############################################################################
# The walker class. # The walker class.
# ============================================================================== # ==============================================================================
@ -77,6 +90,10 @@ var side_step = func (speed) {
# [19.5, 0.3, -8.85]); # [19.5, 0.3, -8.85]);
# var walker = walkview.walker.new("Passenger View", constraint); # var walker = walkview.walker.new("Passenger View", constraint);
# #
# NOTES:
# Currently there can only be one view manager per view so the
# walk view should not have any other view manager.
#
var walker = { var walker = {
new : func (view_name, constraints = nil) { new : func (view_name, constraints = nil) {
var obj = { parents : [walker] }; var obj = { parents : [walker] };

View file

@ -36,7 +36,7 @@
<write-mask>false</write-mask> <write-mask>false</write-mask>
</depth> </depth>
<render-bin> <render-bin>
<bin-number>10</bin-number> <bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name> <bin-name>DepthSortedBin</bin-name>
</render-bin> </render-bin>
<texture-unit> <texture-unit>

15
Shaders/contrail.frag Normal file
View file

@ -0,0 +1,15 @@
uniform sampler2D baseTexture;
varying float fogFactor;
varying float distanceFactor;
varying vec2 texCoord;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
vec4 finalColor = base * gl_Color;
gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor);
gl_FragColor.a = mix(0.0, finalColor.a, distanceFactor);
}

99
Shaders/contrail.vert Normal file
View file

@ -0,0 +1,99 @@
// -*-C++-*-
#version 120
varying float fogFactor;
varying float distanceFactor;
uniform sampler3D Noise;
uniform float scale_x;
uniform float scale_y;
uniform float scale_z;
uniform float offset_x;
uniform float offset_y;
uniform float offset_z;
uniform float fade_max;
uniform float fade_min;
void main(void)
{
vec4 rawpos = gl_Vertex;
float shade = 0.9;
float cloud_height = 30000.0;
// map noise vectors
vec4 noisevec = texture3D(Noise, rawpos.xyz);
float noise0 = (noisevec.r * 2) - 1;
float noise1 =(noisevec.g * 2) - 1;
vec2 noise2 = noisevec.xy;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
//gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
vec3 u = normalize(ep.xyz - l.xyz);
// Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
// the columns of that matrix.
vec3 absu = abs(u);
vec3 r = normalize(vec3(-u.y, u.x, 0));
vec3 w = cross(u, r);
// Do the matrix multiplication by [ u r w pos]. Scale
// the x component first
gl_Position = vec4(gl_Vertex.x * scale_x, 0.0, 0.0, 1.0);
gl_Position.xyz += gl_Vertex.x * u;
gl_Position.xyz += gl_Vertex.y * r * scale_y;
gl_Position.xyz += gl_Vertex.z * w * scale_z;
// Adjust the position post-rotation and scaling
gl_Position.yz -= 3/2;
// Offset in y and z directions using a random noise factor
float offset_Y = (noise0 * offset_y) + offset_y/2;
float offset_Z = (noise0 * offset_z) + offset_z/2;
distanceFactor = 1.0 - clamp(abs(noise0), fade_min, fade_max);
// distanceFactor = 0.5;
gl_Position.y += offset_Y;
gl_Position.z += offset_Z;
gl_Position.xyz += gl_Color.xyz;
// Determine a lighting normal based on the vertex position from the
// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
float n = dot(normalize(-gl_LightSource[0].position.xyz),
normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;
// Determine the position - used for fog and shading calculations
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
float fogCoord = abs(ecPosition.z);
float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);
// Final position of the sprite
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
// Calculate the total offset distance in the yx plane, normalised
/*float distance = normalize(sqrt(pow(gl_Position.y, 2) + pow(gl_Position.z, 2)));
distanceFactor = 1.0 - clamp(distance, 0.5, 1.0);*/
// Determine the shading of the sprite based on its vertical position and position relative to the sun.
n = min(smoothstep(-0.5, 0.0, n), fract);
// Determine the shading based on a mixture from the backlight to the front
vec4 backlight = gl_LightSource[0].diffuse * shade;
gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1 - smoothstep(30000.0, 40000.0, fogCoord));
gl_BackColor = gl_FrontColor;
// Fog doesn't affect clouds as much as other objects.
fogFactor = exp( -gl_Fog.density * fogCoord);
fogFactor = clamp(fogFactor, 0.0, 1.0);
}

View file

@ -270,6 +270,15 @@
<command>dialog-apply</command> <command>dialog-apply</command>
</binding> </binding>
</checkbox> </checkbox>
<checkbox>
<halign>left</halign>
<label>Persistent contrails</label>
<property>/sim/rendering/contrail-shader</property>
<binding>
<command>dialog-apply</command>
</binding>
</checkbox>
</group> </group>
<group> <group>

View file

@ -2935,7 +2935,7 @@ Shared parameters for various materials.
<r>0.92157</r> <r>0.92157</r>
<g>0.92157</g> <g>0.92157</g>
<b>0.76471</b> <b>0.76471</b>
<a>1</a> <a>1.0</a>
</emissive> </emissive>
</material> </material>
@ -2945,7 +2945,7 @@ Shared parameters for various materials.
<r>0.92157</r> <r>0.92157</r>
<g>0.92157</g> <g>0.92157</g>
<b>0.76471</b> <b>0.76471</b>
<a>1</a> <a>1.0</a>
</emissive> </emissive>
</material> </material>
@ -2955,7 +2955,7 @@ Shared parameters for various materials.
<r>0.92157</r> <r>0.92157</r>
<g>0.92157</g> <g>0.92157</g>
<b>0.76471</b> <b>0.76471</b>
<a>1</a> <a>1.0</a>
</emissive> </emissive>
</material> </material>
@ -2985,7 +2985,7 @@ Shared parameters for various materials.
<r>0.92157</r> <r>0.92157</r>
<g>0.92157</g> <g>0.92157</g>
<b>0.76471</b> <b>0.76471</b>
<a>1</a> <a>1.0</a>
</emissive> </emissive>
</material> </material>
@ -2995,7 +2995,7 @@ Shared parameters for various materials.
<r>0.92157</r> <r>0.92157</r>
<g>0.92157</g> <g>0.92157</g>
<b>0.76471</b> <b>0.76471</b>
<a>1</a> <a>1.0</a>
</emissive> </emissive>
</material> </material>
@ -3005,7 +3005,7 @@ Shared parameters for various materials.
<r>0.92157</r> <r>0.92157</r>
<g>0.84314</g> <g>0.84314</g>
<b>0.078431</b> <b>0.078431</b>
<a>1</a> <a>1.0</a>
</emissive> </emissive>
</material> </material>
@ -3035,7 +3035,7 @@ Shared parameters for various materials.
<r>0.92157</r> <r>0.92157</r>
<g>0.35294</g> <g>0.35294</g>
<b>0.35294</b> <b>0.35294</b>
<a>1</a> <a>1.0</a>
</emissive> </emissive>
</material> </material>
@ -3065,7 +3065,7 @@ Shared parameters for various materials.
<r>0.078431</r> <r>0.078431</r>
<g>0.92157</g> <g>0.92157</g>
<b>0.078431</b> <b>0.078431</b>
<a>1</a> <a>1.0</a>
</emissive> </emissive>
</material> </material>

View file

@ -58,6 +58,7 @@ Started September 2000 by David Megginson, david@megginson.com
<debug type="bool">false</debug> <debug type="bool">false</debug>
<realism>5</realism> <realism>5</realism>
<filtering>8</filtering> <filtering>8</filtering>
<multithreading-mode>AutomaticSelection</multithreading-mode>
<static-lod> <static-lod>
<detailed userarchive="y">1500</detailed> <detailed userarchive="y">1500</detailed>
<rough userarchive="y">9000</rough> <rough userarchive="y">9000</rough>
@ -137,8 +138,10 @@ Started September 2000 by David Megginson, david@megginson.com
<landmass-shader userarchive="y">0</landmass-shader> <landmass-shader userarchive="y">0</landmass-shader>
<water-shader userarchive="y">0</water-shader> <water-shader userarchive="y">0</water-shader>
<urban-shader userarchive="y">0</urban-shader> <urban-shader userarchive="y">0</urban-shader>
<contrail-shader userarchive="y">0</contrail-shader>
<snow-level-m type="double">2000.0</snow-level-m> <snow-level-m type="double">2000.0</snow-level-m>
<quality-level type="double" userarchive="y">0.0</quality-level> <quality-level type="double" userarchive="y">0.0</quality-level>
</rendering> </rendering>
<model-hz type="int">120</model-hz> <model-hz type="int">120</model-hz>
<navdb> <navdb>
@ -783,6 +786,22 @@ Started September 2000 by David Megginson, david@megginson.com
<wind-speed-change-rel>1.3</wind-speed-change-rel> <wind-speed-change-rel>1.3</wind-speed-change-rel>
</entry> </entry>
<entry>
<elevation-ft>30000</elevation-ft>
<wind-from-heading-deg>330</wind-from-heading-deg>
<wind-speed-kt>50</wind-speed-kt>
<wind-heading-change-deg>35</wind-heading-change-deg>
<wind-speed-change-rel>1.3</wind-speed-change-rel>
</entry>
<entry>
<elevation-ft>40000</elevation-ft>
<wind-from-heading-deg>340</wind-from-heading-deg>
<wind-speed-kt>70</wind-speed-kt>
<wind-heading-change-deg>35</wind-heading-change-deg>
<wind-speed-change-rel>1.3</wind-speed-change-rel>
</entry>
</aloft> </aloft>
</config> </config>
@ -790,14 +809,14 @@ Started September 2000 by David Megginson, david@megginson.com
<clouds> <clouds>
<status>true</status> <status>true</status>
<layer n="0"> <layer n="0">
<coverage>scattered</coverage> <coverage>clear</coverage>
<elevation-ft>4000</elevation-ft> <elevation-ft>4000</elevation-ft>
<thickness-ft>600</thickness-ft> <thickness-ft>600</thickness-ft>
<transition-ft>150</transition-ft> <transition-ft>150</transition-ft>
<span-m>40000</span-m> <span-m>40000</span-m>
</layer> </layer>
<layer n="1"> <layer n="1">
<coverage>cirrus</coverage> <coverage>clear</coverage>
<elevation-ft>19500</elevation-ft> <elevation-ft>19500</elevation-ft>
<thickness-ft>65</thickness-ft> <thickness-ft>65</thickness-ft>
<transition-ft>25</transition-ft> <transition-ft>25</transition-ft>