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Interior glass effect with dynamic environment response for ALS

This commit is contained in:
Thorsten Renk 2015-03-10 13:43:08 +02:00
parent cf260aa030
commit 87c3bf5772
6 changed files with 568 additions and 0 deletions

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Effects/glass.eff Normal file
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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/glass</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<texture n="1">
<image>Aircraft/Generic/Effects/window_frost.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- placeholder for the function texture used for fogging, wiper area,...-->
<texture n="2">
<type>white</type>
</texture>
<texture n="3">
<type>cubemap</type>
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images>
</texture>
<!--<glass-tint type="vec4d" n="0"> 0.5 0.5 1.0 2.0</glass-tint>-->
<glass-tint type="vec4d" n="0"> 1.0 1.0 1.0 0.4</glass-tint>
<splash-x><use>/environment/aircraft-effects/splash-vector-x</use></splash-x>
<splash-y><use>/environment/aircraft-effects/splash-vector-y</use></splash-y>
<splash-z><use>/environment/aircraft-effects/splash-vector-z</use></splash-z>
<rnorm><use>/environment/rain-norm</use></rnorm>
<gsnorm><use>/environment/aircraft-effects/ground-splash-norm</use></gsnorm>
<frost-level><use>/environment/aircraft-effects/frost-level</use></frost-level>
<use-reflection type="int">1</use-reflection>
</parameters>
<technique n="4">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<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>
<lighting>true</lighting>
<material>
<active><use>material/active</use></active>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode><use>material/color-mode</use></color-mode>
</material>
<blend>
<active><use>blend/active</use></active>
<source><use>blend/source</use></source>
<destination><use>blend/destination</use></destination>
</blend>
<shade-model><use>shade-model</use></shade-model>
<cull-face><use>cull-face</use></cull-face>
<!--<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>-->
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
<!--
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
-->
</texture-unit>
<texture-unit>
<unit>1</unit>
<type><use>texture[1]/type</use></type>
<image><use>texture[1]/image</use></image>
<filter><use>texture[1]/filter</use></filter>
<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[1]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type><use>texture[2]/type</use></type>
<image><use>texture[2]/image</use></image>
<filter><use>texture[2]/filter</use></filter>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type><use>texture[3]/type</use></type>
<images><use>texture[3]/images</use></images>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/glass-ALS.vert</vertex-shader>
<fragment-shader>Shaders/glass-ALS.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
</program>
<uniform>
<name>tint</name>
<type>float-vec4</type>
<value><use>glass-tint</use></value>
</uniform>
<uniform>
<name>splash_x</name>
<type>float</type>
<value><use>splash-x</use></value>
</uniform>
<uniform>
<name>splash_y</name>
<type>float</type>
<value><use>splash-y</use></value>
</uniform>
<uniform>
<name>splash_z</name>
<type>float</type>
<value><use>splash-z</use></value>
</uniform>
<uniform>
<name>rain_norm</name>
<type>float</type>
<value><use>rnorm</use></value>
</uniform>
<uniform>
<name>ground_splash_norm</name>
<type>float</type>
<value><use>gsnorm</use></value>
</uniform>
<uniform>
<name>frost_level</name>
<type>float</type>
<value><use>frost-level</use></value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value><use>scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value><use>air_pollution</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>frost_texture</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>func_texture</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>cube_texture</name>
<type>sampler-cube</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>use_reflection</name>
<type>int</type>
<value><use>use_reflection</use></value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value><use>material/color-mode-uniform</use></value>
</uniform>
</pass>
</technique>
</PropertyList>

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@ -449,4 +449,14 @@
<clip-distance type="float" userarchive="n">5.0</clip-distance>
</precipitation-control>
<!-- definitions for environent/aircraft interaction effects -->
<aircraft-effects>
<splash-vector-x type="float" userarchive="n">0.0</splash-vector-x>
<splash-vector-y type="float" userarchive="n">0.1</splash-vector-y>
<splash-vector-z type="float" userarchive="n">1.0</splash-vector-z>
<frost-level type="float" userarchive="n">0.0</frost-level>
<ground-splash-norm type="float" userarchive="n">0.0</ground-splash-norm>
</aircraft-effects>
</PropertyList>

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// -*-C++-*-
varying vec2 rawPos;
varying vec3 vertPos;
varying vec3 normal;
varying vec3 refl_vec;
varying vec3 light_diffuse;
varying float splash_angle;
varying float Mie;
uniform sampler2D texture;
uniform sampler2D frost_texture;
uniform sampler2D func_texture;
uniform samplerCube cube_texture;
uniform vec4 tint;
uniform float rain_norm;
uniform float ground_splash_norm;
uniform float frost_level;
uniform float splash_x;
uniform float splash_y;
uniform float splash_z;
uniform float osg_SimulationTime;
uniform int use_reflection;
float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
float DropletNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
float Noise2D(in vec2 coord, in float wavelength);
void main()
{
vec4 texel;
vec4 frost_texel;
//vec4 func_texel;
texel = texture2D(texture, gl_TexCoord[0].st);
texel *=gl_Color;
frost_texel = texture2D(frost_texture, vertPos.xy * 7.0);
float noise_003m = Noise2D(vertPos.xy, 0.03);
float noise_0003m = Noise2D(vertPos.xy, 0.003);
float fth = (1.0-frost_level) * 0.4 + 0.3;
float fbl = 0.2 * frost_level;
float frost_factor = (fbl + (1.0-fbl)* smoothstep(fth,fth+0.2,noise_003m)) * (4.0 + 4.0* Mie);
float background_frost = 0.5 * smoothstep(0.7,1.0,frost_level);
frost_texel.rgb = mix(frost_texel.rgb, vec3 (0.5,0.5,0.5), (1.0- smoothstep(0.0,0.02,frost_texel.a)));
frost_texel.a =max(frost_texel.a, background_frost * (1.0- smoothstep(0.0,0.02,frost_texel.a)));
frost_texel *= vec4(light_diffuse.rgb,1.0);
frost_factor = max(frost_factor, 0.8*background_frost);
texel.rgb = mix(texel.rgb, frost_texel.rgb, frost_texel.a * frost_factor * smoothstep(0.0,0.1,frost_level));
texel.a = max(texel.a, frost_texel.a * frost_level);
//texel.rgb = mix(texel.rgb, vec3 (1.0,1.0,1.0), 0.4 * smoothstep(0.7,1.0,frost_level) + 0.4*Mie);
vec3 splash_vec = vec3 (splash_x, splash_y, splash_z);
float splash_speed = length(splash_vec);
float rain_factor = 0.0;
float rnorm = max(rain_norm, ground_splash_norm);
if (rnorm > 0.0)
{
float droplet_size = (0.5 + 0.8 * rnorm) * (1.0 - 0.1 * splash_speed);
vec2 rainPos = vec2 (rawPos.x * splash_speed, rawPos.y / splash_speed );
rainPos.y = rainPos.y - 0.1 * smoothstep(1.0,2.0, splash_speed) * osg_SimulationTime;
if (splash_angle> 0.0)
{
// the dynamically impacting raindrops
//float time_shape = (1.0 - fract(8.0*osg_SimulationTime / 3.14)) * 1.7;
float time_shape = 1.0;
float base_rate = 6.0 + 3.0 * rnorm + 4.0 * (splash_speed - 1.0);
float base_density = 0.6 * rnorm + 0.4 * (splash_speed -1.0);
float time_fact1 = (sin(base_rate*osg_SimulationTime));
float time_fact2 = (sin(base_rate*osg_SimulationTime + 1.570));
float time_fact3 = (sin(base_rate*osg_SimulationTime + 3.1415));
float time_fact4 = (sin(base_rate*osg_SimulationTime + 4.712));
time_fact1 = smoothstep(0.0,1.0, time_fact1);
time_fact2 = smoothstep(0.0,1.0, time_fact2);
time_fact3 = smoothstep(0.0,1.0, time_fact3);
time_fact4 = smoothstep(0.0,1.0, time_fact4);
rain_factor += DotNoise2D(rawPos.xy, 0.02 * droplet_size ,0.5, base_density ) * time_fact1;
rain_factor += DotNoise2D(rainPos.xy, 0.03 * droplet_size,0.4, base_density) * time_fact2;
rain_factor += DotNoise2D(rawPos.xy, 0.04 * droplet_size ,0.3, base_density)* time_fact3;
rain_factor += DotNoise2D(rainPos.xy, 0.05 * droplet_size ,0.25, base_density)* time_fact4;
}
// the static pattern of small droplets created by the splashes
float sweep = min(1./splash_speed,1.0);
rain_factor += DropletNoise2D(rainPos.xy, 0.02 * droplet_size ,0.5, 0.6* rnorm * sweep);
rain_factor += DotNoise2D(rainPos.xy, 0.012 * droplet_size ,0.7, 0.6* rnorm * sweep);
}
rain_factor = smoothstep(0.1,0.2, rain_factor) * (1.0 - smoothstep(0.4,1.0, rain_factor) * (0.2+0.8*noise_0003m));
vec4 rainColor = vec4 (0.2,0.2, 0.2, 0.6 - 0.3 * smoothstep(1.0,2.0, splash_speed));
rainColor.rgb *= length(light_diffuse)/1.73;
// environment reflection
vec4 reflection = textureCube(cube_texture, refl_vec);
if (use_reflection ==1)
{texel.rgb = mix(texel.rgb, reflection.rgb, 0.5);}
// glass tint
vec4 fragColor = texel * tint;
fragColor = mix(fragColor, rainColor, rain_factor);
// fogging
//vec3 fogColor = vec3 (1.0,1.0,1.0);
//fragColor.rgb = mix(fragColor.rgb, fogColor.rgb, func_texel.r);
gl_FragColor = fragColor;
//gl_FragColor = reflection;
}

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// -*-C++-*-
varying vec2 rawPos;
varying vec3 vertPos;
varying vec3 normal;
varying vec3 light_diffuse;
varying vec3 refl_vec;
varying float splash_angle;
varying float Mie;
uniform float ground_scattering;
uniform float hazeLayerAltitude;
uniform float moonlight;
uniform float terminator;
uniform float splash_x;
uniform float splash_y;
uniform float splash_z;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
//x = x - 0.5;
// use the asymptotics to shorten computations
if (x < -15.0) {return 0.0;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
void main()
{
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
// geometry for lighting
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec3 relPos = gl_Vertex.xyz - ep.xyz;
vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
float dist = length(relPos);
float vertex_alt = max(gl_Vertex.z,100.0);
float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
float yprime_alt = - sqrt(2.0 * EarthRadius * vertex_alt);
float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
float lightArg = (terminator-yprime_alt)/100000.0;
// light computation
vec3 light_ambient;
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
light_diffuse = light_diffuse * scattering;
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
float intensity;
if (earthShade < 0.5)
{
intensity = length(light_ambient.xyz);
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
intensity = length(light_diffuse.xyz);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
}
float MieFactor = dot(normalize(lightFull), normalize(relPos));
Mie = smoothstep(0.9,1.0, MieFactor);
// get a reflection vector for cube map
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
normal = normalize(gl_NormalMatrix * gl_Normal);
vec4 reflect_eye = vec4(reflect(ecPosition.xyz, normal), 0.0);
vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
refl_vec = reflVec_stat;
// get a projection plane orthogonal to the splash vector
vec3 splash_vec = vec3 (splash_x, splash_y, splash_z);
vec3 corrected_splash = normalize(splash_vec);
vec3 base_1 = vec3 (-corrected_splash.y, corrected_splash.x, 0.0);
vec3 base_2 = cross (corrected_splash, base_1);
base_1 = normalize(base_1);
base_2 = normalize(base_2);
rawPos = vec2 (dot(gl_Vertex.xyz, base_1), dot(gl_Vertex.xyz, base_2));
vertPos = gl_Vertex.xyz;
splash_angle = dot(gl_Normal, corrected_splash);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
vec4 diffuse_color = gl_FrontMaterial.diffuse;
vec4 ambient_color = gl_FrontMaterial.ambient;
vec4 constant_term = gl_FrontMaterial.emission + ambient_color * vec4 (light_diffuse.rgb + light_ambient.rgb,1.0);
gl_FrontColor = constant_term;
gl_BackColor = gl_FrontColor;
}

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@ -7,6 +7,8 @@
// * Noise3D(in vec3 coord, in float wavelength) is 3d Perlin noise
// * DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dDensity)
// is sparse dot noise and takes a dot density parameter
// * DropletNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dDensity)
// is sparse dot noise modified to look like liquid and takes a dot density parameter
// * VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand)
// is a function mapping the terrain into random domains, based on Voronoi tiling of a regular grid
// distorted with xrand and yrand
@ -135,6 +137,43 @@ float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSi
return dotNoise2D(coord.x/wavelength, coord.y/wavelength, fractionalMaxDotSize, dDensity);
}
float dropletNoise2D(in float x, in float y, in float fractionalMaxDotSize, in float dDensity)
{
float integer_x = x - fract(x);
float fractional_x = x - integer_x;
float integer_y = y - fract(y);
float fractional_y = y - integer_y;
if (rand2D(vec2(integer_x+1.0, integer_y +1.0)) > dDensity)
{return 0.0;}
float xoffset = (rand2D(vec2(integer_x, integer_y)) -0.5);
float yoffset = (rand2D(vec2(integer_x+1.0, integer_y)) - 0.5);
float dotSize = 0.5 * fractionalMaxDotSize * max(0.25,rand2D(vec2(integer_x, integer_y+1.0)));
float x1offset = 2.0 * (rand2D(vec2(integer_x+5.0, integer_y)) -0.5);
float y1offset = 2.0 * (rand2D(vec2(integer_x, integer_y + 5.0)) - 0.5);
float x2offset = 2.0 * (rand2D(vec2(integer_x-5.0, integer_y)) -0.5);
float y2offset = 2.0 * (rand2D(vec2(integer_x-5.0, integer_y -5.0)) - 0.5);
float smear = (rand2D(vec2(integer_x + 3.0, integer_y)) -0.5);
vec2 truePos = vec2 (0.5 + xoffset * (1.0 - 4.0 * dotSize) , 0.5 + yoffset * (1.0 -4.0 * dotSize));
vec2 secondPos = truePos + vec2 (dotSize * x1offset, dotSize * y1offset);
vec2 thirdPos = truePos + vec2 (dotSize * x2offset, dotSize * y2offset);
float distance = length(truePos - vec2(fractional_x, fractional_y));
float dist1 = length(secondPos - vec2(fractional_x, fractional_y));
float dist2 = length(thirdPos - vec2(fractional_x, fractional_y));
return clamp(3.0 - smoothstep (0.3 * dotSize, 1.0* dotSize, distance) - smoothstep (0.3 * dotSize, 1.0* dotSize, dist1) - smoothstep ((0.1 + 0.5 * smear) * dotSize, 1.0* dotSize, dist2), 0.0,1.0);
}
float DropletNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dDensity)
{
return dropletNoise2D(coord.x/wavelength, coord.y/wavelength, fractionalMaxDotSize, dDensity);
}
float voronoiNoise2D(in float x, in float y, in float xrand, in float yrand)
{