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Shader-based scenery lights.

This commit implements shader-based scenery lights with support for
efficient rendering of a large number of lights, animations and
directionality. Detailed commit log can be found at [1]. Detailed
discussions can be found on the mailing list [2][3][4].

[1] https://sourceforge.net/u/fahimdalvi/fgdata/ci/feat/scenery-shader-lights/~/tree/
[2] (Timed animation stops working in certain configurations) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/4A7AC359-63B3-4D8A-815B-09823BCEFF27%40gmail.com/#msg37095923
[3] (Shader-based scenery lights) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/63E3C131-7662-4F59-B2E6-03208C78EF96%40gmail.com/#msg37190517
[4] (Shader-based scenery lights Part 2) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/74F18179-CA34-4901-A44E-15498ECC230A%40gmail.com/#msg37331695
This commit is contained in:
Fahim Imaduddin Dalvi 2021-08-07 21:42:20 +03:00
parent 704ded6d7f
commit 81af0f37c2
4 changed files with 781 additions and 0 deletions

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@ -21,6 +21,8 @@ Contents ----------------------------------------------------------------------
3.9 BUILDING_LIST 3.9 BUILDING_LIST
3.10 TREE_LIST 3.10 TREE_LIST
3.11 LINEAR_FEATURE_LIST 3.11 LINEAR_FEATURE_LIST
3.12 OBJECT_LIGHT
3.13 LIGHT_LIST
4 model manager ("/models/model") 4 model manager ("/models/model")
4.1 static objects 4.1 static objects
@ -528,6 +530,85 @@ Where:
- A,B,C,D are float values used to store attributes (currently unused) - A,B,C,D are float values used to store attributes (currently unused)
- lonN, latN are lon/lat pairs on the center of the line feature. There must be at least two pairs - lonN, latN are lon/lat pairs on the center of the line feature. There must be at least two pairs
3.12 OBJECT_LIGHT
------------------
Add a light to the tile.
Example:
OBJECT_LIGHT sample-light -129.00074514 -9.00490134 5 10.0 100.0 0 1.0 1.0 1.0 1.0 0.0 0.0 0.0 360.0 360.0 -1 1.0 1.0 0.0
Syntax:
OBJECT_LIGHT <light-name> <lon> <lat> <elev-m> <size-cm> <intensity-cd> <on-period> <color-r> <color-g> <color-b> <color-a> <normal-x> <normal-y> <normal-z> <horizontal-angle> <vertical-angle> <animation-param-1> <animation-param-2> <animation-param-3> <animation-param-4>
Where:
- <light-name> is a name for the light. Multiple lights may have the same name.
- <lon> and <lat> are positions in longitude and latitude of the light.
- <elev-m> is in meter and relative to mean sea-level (in the fgfs world).
- <size-cm> is the size in centimeters of the light.
- <intensity-cd> is the intensity of the light in candelas.
- <on-period> defines what part of the day the light is turned on at:
0 means the light will be on all the time
1 means the light will turn on at sunset (sun angle ~89 degrees)
2 means the light will turn on around sunset with some variability
3 means the light will turn on at sunset or when visibility is less than 5000nm
- <color-r>, <color-g>, <color-b> and <color-a> define the color of the light.
- <normal-x>, <normal-y>, <normal-z>, <horizontal-angle> and <vertical-angle> define the directionality of the light:
If both <horizonal/vertical-angle> are 360, the light is considered omnidirectional and the normals have no effect.
If not, <normal-x> points to north, <normal-y> points to east and <normal-z> points up.
- <animation-param-1>, <animation-param-2>, <animation-param-3> and <animation-param-4> define animations:
If <animation-param-1> is less than 0, light is not animated.
If <animation-param-1> is greater than 0, then its value is used as the total time interval of a single loop of the animation
<animation-param-2> defines the portion of the loop the light is working (its switched off completely for the remaining portion)
<animation-param-3> defines the strobe rate of the light w.r.t. to the full loop interval (i.e. <animation-param-1>).
A value less than equal to zero turns off strobing completely.
<animation-param-4> defines the offset (so two lights with the same animation can start at different real-world times)
Examples:
- On for half a second, off for half a second
1.0 0.5 0.0 0.0
- Alternatively,
1.0 1.0 1.0 0.0
- On for half a second, off for half a second, offset by 0.2 seconds
1.0 0.5 0.0 0.2
- Blink twice for half a second, and then remain off for half a second
1.0 0.5 4.0 0.0
3.13 LIGHT_LIST
----------------
Defines a file containing multiple light coordinates and properties.
Example:
LIGHT_LIST light_list.txt -129.00074514 -9.00490134 5
Syntax
LIGHT_LIST <filename> <lon> <lat> <elev>
Where:
- <filename> is the name of a file containing light positions and properties
- <lat>, <lon>, <elev> defines the center of the set of lights
The referenced <filename> (in the example light_list.txt) contains lines defining lights of various types
- "omnidirectional":
X Y Z <size-cm> <intensity-cd> <on-period> <color-r> <color-g> <color-b> <color-a>
- "omnidirectional-animated":
X Y Z <size-cm> <intensity-cd> <on-period> <color-r> <color-g> <color-b> <color-a> <animation-param-1> <animation-param-2> <animation-param-3> <animation-param-4>
- "directional":
X Y Z <size-cm> <intensity-cd> <on-period> <color-r> <color-g> <color-b> <color-a> <normal-x> <normal-y> <normal-z> <horizontal-angle> <vertical-angle>
- "directional-animated":
X Y Z <size-cm> <intensity-cd> <on-period> <color-r> <color-g> <color-b> <color-a> <normal-x> <normal-y> <normal-z> <horizontal-angle> <vertical-angle> <animation-param-1> <animation-param-2> <animation-param-3> <animation-param-4>
The type of the light is automatically detected based on the number of parameters specified for each light.
Where:
- X,Y,Z are the cartesian coordinates of the tree. +X is South and +Y is East.
- The rest of the parameters are the same as OBJECT_LIGHT (Section 3.12)
4 model manager ("/models/model") -------------------------------------------- 4 model manager ("/models/model") --------------------------------------------

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Effects/scenery-lights.eff Normal file
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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/scenery-lights</name>
<parameters>
<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>
<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
<sun_angle><use>/sim/time/sun-angle-rad</use></sun_angle>
</parameters>
<technique n="10">
<!-- ALS -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<or>
<property>/sim/rendering/shaders/skydome</property>
<property>/sim/rendering/shaders/use-shaders</property>
</or>
<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>
<cull-face>off</cull-face>
<polygon-mode>
<front>point</front>
<back>point</back>
</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>
<program>
<vertex-shader>Shaders/scenery-lights.vert</vertex-shader>
<fragment-shader>Shaders/scenery-lights.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<attribute>
<name>lightParams</name>
<index>11</index>
</attribute>
<attribute>
<name>animationParams</name>
<index>12</index>
</attribute>
<attribute>
<name>directionParams1</name>
<index>13</index>
</attribute>
<attribute>
<name>directionParams2</name>
<index>14</index>
</attribute>
</program>
<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>use_night_vision</name>
<type>bool</type>
<value><use>use_night_vision</use></value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value><use>use_IR_vision</use></value>
</uniform>
<uniform>
<name>sun_angle</name>
<type>float</type>
<value><use>sun_angle</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><use>cull-face</use></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><use>cull-face</use></cull-face>
<polygon-mode>
<front>point</front>
<back>point</back>
</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><use>cull-face</use></cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
</pass>
</technique>
</PropertyList>

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// -*-C++-*-
#version 120
// Shader that takes a list of GL_POINTS and draws a light (point-sprite like
// texture, more accurately a light halo) at the given point. This shader
// provides support for light animations like blinking, time period handling
// for lights on only during night time or in low visiblity and directional
// lighting.
//
// The actual rendering code is heavily based on an existing implementation
// found at:
// FGData commit 9355d464c175bd5d51ba32527180ed4e94e86fbb
// Shaders/surface-lights-ALS.frag
// with minor modifications for readability and tuning.
//
// Licence: GPL v2+
// Written by Fahim Dalvi, January 2021
uniform sampler2D texture;
uniform float visibility;
uniform float avisibility;
uniform float hazeLayerAltitude;
uniform float eye_alt;
uniform float terminator;
uniform bool use_IR_vision;
uniform bool use_night_vision;
varying vec3 relativePosition;
varying vec2 rawPosition;
varying float apparentSize;
varying float haloSize;
varying float lightSize;
varying float lightIntensity;
float alt;
float Noise2D(in vec2 coord, in float wavelength);
float fog_func (in float targ)
{
float fade_mix;
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
// create the illusion of improved visibility range
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
if (alt < 30000.0) {
return exp(-targ - targ * targ * targ * targ);
} else if (alt < 50000.0) {
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));
} else {
return exp(- targ * targ - pow(targ,4.0));
}
}
float light_sprite (in vec2 coord, in float transmission, in float noise)
{
// Center the texture coordinates at (0,0)
coord.s = coord.s - 0.5;
coord.t = coord.t - 0.5;
// Radius of the current pixel from the center of the light ranging from 0 to 1
float r = length(coord) * 2;
// If the light is too small, return constant intensity
if (apparentSize<1.3) {return 0.08;}
// Calculate the rays (star-shaped structure) around the light
// These are randomized for every light based on `noise`
float angle = noise * 6.2832;
float sinphi = dot(vec2 (sin(angle),cos(angle)), normalize(coord));
float sinterm = sin(mod((sinphi-3.0) * (sinphi-3.0),6.2832));
float ray = 0.0;
if (sinterm == 0.0) {
ray = 0.0;
} else {
ray = sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm;
}
ray *= 0.2 * exp(-4 * pow(r, 2.5));
float fogEffect = (1.0-smoothstep(0.4, 0.8, transmission));
float halo = 0.2 * exp(-4.0 * pow(r, 2.5));
float base = exp(-4 * pow(r * haloSize, 2.5));
// Combine:
// base: the central disc of the light
// halo: the faint discs around the light
// ray: star-like structures around the disk
float intensity = clamp(ray + base + halo, 0.0, 1.0) + 0.1 * fogEffect * (1.0-smoothstep(0.3, 0.6, r));
return intensity;
}
void main()
{
float dist = length(relativePosition);
float delta_z = hazeLayerAltitude - eye_alt;
float transmission;
float vAltitude;
float delta_zv;
float H;
float distance_in_layer;
float transmission_arg;
if (use_IR_vision) {discard;}
float noise = Noise2D(rawPosition.xy ,1.0);
// angle with horizon
float ct = dot(vec3(0.0, 0.0, 1.0), relativePosition)/dist;
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
if (delta_z > 0.0) // we're inside the layer
{
if (ct < 0.0) {
// we look down
distance_in_layer = dist;
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
delta_zv = delta_z - vAltitude;
} else {
// we may look through upper layer edge
H = dist * ct;
if (H > delta_z) {
distance_in_layer = dist/H * delta_z;
} else {
distance_in_layer = dist;
}
vAltitude = min(distance_in_layer,visibility) * ct;
delta_zv = delta_z - vAltitude;
}
} else {
// we see the layer from above, delta_z < 0.0
H = dist * -ct;
if (H < (-delta_z)) {
// we don't see into the layer at all, aloft visibility is the only fading
distance_in_layer = 0.0;
delta_zv = 0.0;
} else {
vAltitude = H + delta_z;
distance_in_layer = vAltitude/H * dist;
vAltitude = min(distance_in_layer,visibility) * (-ct);
delta_zv = vAltitude;
}
}
// ground haze cannot be thinner than aloft visibility in the model,
// so we need to use aloft visibility otherwise
transmission_arg = (dist-distance_in_layer)/avisibility;
if (visibility < avisibility) {
transmission_arg = transmission_arg + (distance_in_layer/visibility);
} else {
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
}
transmission = fog_func(transmission_arg);
float lightArg = terminator/100000.0;
float attenuationScale = 1.0 + 20.0 * (1.0 -smoothstep(-15.0, 0.0, lightArg));
float dist_att = exp(-dist/200.0/lightSize/attenuationScale);
float intensity = light_sprite(gl_TexCoord[0].st, transmission, noise);
vec3 light_color = gl_Color.rgb;
if (use_night_vision) {
light_color.rgb = vec3 (0.0, 1.0, 0.0);
}
light_color = mix(light_color, vec3 (1.0, 1.0, 1.0), 0.5 * intensity * intensity);
gl_FragColor = vec4 (clamp(light_color.rgb, 0.0, 1.0), intensity * transmission * dist_att);
}

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// -*-C++-*-
#version 120
// Shader that takes a list of GL_POINTS and draws a light (point-sprite like
// texture, more accurately a light halo) at the given point. This shader
// provides support for light animations like blinking, time period handling
// for lights on only during night time or in low visiblity and directional
// lighting.
//
// The actual rendering code is inspired from an existing implementation
// found at:
// FGData commit 9355d464c175bd5d51ba32527180ed4e94e86fbb
// Shaders/surface-lights-ALS.vert
// with major changes.
//
// Licence: GPL v2+
// Written by Fahim Dalvi, January 2021
attribute vec3 lightParams;
attribute vec4 animationParams;
attribute vec3 directionParams1;
attribute vec2 directionParams2;
uniform float osg_SimulationTime;
uniform float avisibility;
uniform float sun_angle;
varying vec3 relativePosition;
varying vec2 rawPosition;
varying float apparentSize;
varying float haloSize;
varying float lightSize;
varying float lightIntensity;
const float epsilon = 1e-7;
// rand2D sourced from noise.frag, since *.vert files
// cannot access functions defined in *.frag files
// Git commit: b8ddf517f4495219da7675d81bed59a378e2d78a
// File: fgdata/Shaders/noise.frag
float rand2D(in vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main()
{
/***************************** Initialization ****************************/
float random = rand2D(vec2(gl_Vertex.x, gl_Vertex.yz)) * 10;
float random_1 = floor(random); // random_1 can take 10 values
float random_2 = fract(random); // random_2 takes the remaining random bits
/*************** Night and low visibility lights handling ****************/
int on_period = int(lightParams.z + 0.5); // round() not supported by glsl 1.2
const float sun_angle_min = 1.57;
const float sun_angle_max = 1.61;
float target_sun_angle = sun_angle_min + random_1/10 * (sun_angle_max - sun_angle_min);
if (on_period == 1 && sun_angle < sun_angle_min) {
// Lights will switch on exactly at ~89 degree sun angle
gl_Position = vec4(0.0,0.0,10.0,1.0);
gl_FrontColor.a = 0.0;
return;
} else if (on_period == 2 && sun_angle < target_sun_angle) {
// Lights will switch on randomly between 90 and 92 degree sun angle
// corresponding to a ~10 minute period around sunset
gl_Position = vec4(0.0,0.0,10.0,1.0);
gl_FrontColor.a = 0.0;
return;
} else if (on_period == 3 && (sun_angle < sun_angle_min && avisibility > 5000)) {
// Lights will switch on exactly at ~89 degree sun angle or when visibility
// is less than 5000m
gl_Position = vec4(0.0,0.0,10.0,1.0);
gl_FrontColor.a = 0.0;
return;
}
/****************************** Animations *******************************/
float interval = animationParams.x;
if (interval > 0) {
float on_portion = animationParams.y;
float strobe_rate = animationParams.z;
float offset = animationParams.w;
// Randomize offset if its less than 0
if (offset < 0) {
// rand2D returns a value from 0 to 1, multiplying it with
// the interval chooses an offset within the entire animation
// window
offset = random_2 * interval;
}
float strobe_interval = interval/strobe_rate;
float interval_fraction = mod(osg_SimulationTime + offset, interval)/interval;
float strobe_fraction = mod(osg_SimulationTime + offset, strobe_interval)/strobe_interval;
if (interval_fraction > on_portion || (strobe_fraction < 0.5 && strobe_rate > 0.0000001)) {
gl_Position = vec4(0.0,0.0,10.0,1.0);
gl_FrontColor.a = 0.0;
return;
}
}
/***************************** Light visuals *****************************/
gl_FrontColor = gl_Color;
gl_Position = ftransform();
vec4 eyePosition = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
relativePosition = gl_Vertex.xyz - eyePosition.xyz;
rawPosition = gl_Vertex.xy;
float dist = length(relativePosition);
float angularAttenuationFactor = 1.0;
/************************** Direction handling ***************************/
if (directionParams2.x < 359.999999 || directionParams2.y < 359.999999) {
vec3 eyeVector = normalize(-relativePosition);
vec3 lightNormal = normalize(directionParams1);
vec3 upVec = normalize(vec3(0,0,1));
vec3 horizontalVector, verticalVector;
if (abs(dot(lightNormal, upVec)) > (1 - epsilon)) {
// Light direction is directly up or down
horizontalVector = normalize(vec3(1, 0, 0));
verticalVector = normalize(vec3(0, 1, 0));
} else {
horizontalVector = normalize(cross(lightNormal, upVec));
verticalVector = normalize(cross(lightNormal, horizontalVector));
}
vec3 projectionOnHorizontal = lightNormal;
vec3 projectionOnVertical = lightNormal;
if (dot(lightNormal, eyeVector) < (-1 + epsilon)) {
// If the view direction is directly opposite to the light normal
projectionOnHorizontal = eyeVector;
projectionOnVertical = eyeVector;
} else {
// If the view vector is not perpendicular to the horizontal axis
if (abs(dot(horizontalVector, eyeVector)) > (0 + epsilon)) {
projectionOnHorizontal = normalize(eyeVector - dot(verticalVector, eyeVector) * verticalVector);
}
// If the view vector is not perpendicular to the vertical axis
if (abs(dot(verticalVector, eyeVector)) > (0 + epsilon)) {
projectionOnVertical = normalize(eyeVector - dot(horizontalVector, eyeVector) * horizontalVector);
}
}
float horizontalAngle = dot(projectionOnHorizontal, lightNormal);
float verticalAngle = dot(projectionOnVertical, lightNormal);
float minHoriz = cos(radians(directionParams2.x * 0.5));
float minVert = cos(radians(directionParams2.y * 0.5));
// Light is 0 intensity below [specified angle]
// Increases softmax-ly between [specified angle] and [1/2 of difference of specified angle and 0] (head on viewing)
// Light is 1 intensity after [1/2 of difference of specified angle and 0] to [0 degrees]
// Note: difference of angles is computed linearly after applying the cosine function, but it works well enough as an approximation
horizontalAngle = smoothstep(minHoriz, minHoriz + (1 - minHoriz)/2.0, horizontalAngle);
verticalAngle = smoothstep(minVert, minVert + (1 - minVert)/2.0, verticalAngle);
angularAttenuationFactor = horizontalAngle*verticalAngle;
// Debug animation code
// float ra = mod(osg_SimulationTime*30, 20);
// gl_FrontColor = vec4(verticalAngle, 0, 0, 1);
// if (ra < 10) {
// gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra)/2 * normalize(vec4(directionParams1, 0)));
// gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0);
// } else if (ra < 20) {
// // gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra-15) * normalize(vec4(proj_on_horizontal, 0)));
// // gl_FrontColor = vec4(0.0, 0.0, 1.0, 1.0);
// } else if (ra < 30) {
// // gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra-25) * normalize(vec4(vertical_vec, 0)));
// gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0);
// } else if (ra < 40) {
// gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra-35) * normalize(vec4(horizontal_vec, 0)));
// gl_FrontColor = vec4(0.0, 1.0, 1.0, 1.0);
// } else {
// gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra-45) * normalize(vec4(proj_on_vertical, 0)));
// gl_FrontColor = vec4(0.0, 0.0, 1.0, 1.0);
// }
}
lightSize = lightParams.x;
lightIntensity = lightParams.y;
/*******
* TODOs:
* Might need to take into account FOV
*/
/********
* Each light is made up of a base circle, a circular-ish halo around the base and a bunch of
* star-like rays
* baseLightSize is tuned using reference objects of sizes 10cm, 50cm, 100cm, 500cm and 1000cm
* under the assumption that the "bright center" part of the light will be the same size as
* the light itself
*/
float baseLightSize = lightSize / (dist/80);
/********
* Decide how big the halo + star like structure can get relative to the actual light size
* This has been done by fitting various curve (using random parameter search to fit the
* following data):
dist/intensity -> haloSize
0/2070 -> 2
0/15000 -> 2
1900/2070 -> 10
33250/15000 -> 30
* The real world distance to dist mapping is around the following:
1nm = 1930
2nm = 3780
3nm = 5630
4nm = 7480
5nm = 9330
*/
// Various fits that are better at different "zones" of intensity/distance combinations
// haloSize = 1 + log(1 + 8.207628166987313e-05 + pow(0.00935009645108105 * dist, 0.7229519420159332)) * log(1 + 0.008611494896181404 + pow(9.987873482714503e-08 * lightIntensity, 0.5460367551326879)) * 188.78730222257022;
// haloSize = 1 + log(1 + pow(0.00344640493737296 * dist, 43.666719413543746)) * log(1 + pow(6.174965900415324e-07 * lightIntensity, 0.1915282228627938)) * log(1 + pow(48.81816078788492 * dist * lightIntensity, 0.39087987152530046)) * 0.03982200390091456;
// haloSize = 1 + 1 + log(1 + pow(0.003022850828231838 * dist, 81.88510919372303)) * log(1 + pow(2.8538041872684384e-05 * lightIntensity, 0.2798979878622515)) * log(1 + pow(6.125105317094489 * dist * lightIntensity, 9.486990540357818e-06)) * 0.17726981739920522;
// haloSize = 1 + (log(1 + 0.0009319617220954881 * dist) * log(1 + 0.3853503865089568 * lightIntensity)) * 0.8677850896527736;
haloSize = 1 + (log(1 + 0.0030356535475020265 * dist) * log(1 + 0.00964994652970935 * lightIntensity)) * 1.1927528593388748;
apparentSize = baseLightSize * haloSize * angularAttenuationFactor;
gl_PointSize = apparentSize;
}