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Merge branch 'master' of git://mapserver.flightgear.org/fgdata

This commit is contained in:
Alexis Bory 2012-05-05 15:33:48 +02:00
commit 890b1d1edb
89 changed files with 741 additions and 188 deletions

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@ -155,14 +155,12 @@ Random Buildings
Random Buildings come in three sizes, with individual constraints.
Small buildings, which may have pitched roofs. They have different front, back and
side textures. Small buildings are never deeper than they are wide.
Small buildings. These have different textures on the sides compared to the front and back.
Small buildings are never deeper than they are wide.
Medium buildings, which have flat roofs. They have different front and side textures.
They are never taller than they are wide.
Medium buildings, which are never taller than they are wide.
Large buildings, which have flat roofs. They have different front and size textures. There
are no constraints on their width, depth or height.
Large buildings. There are no constraints on their width, depth or height.
building-coverage : The coverage of random buildings in areas marked for random objects in
m^2. A lower number means a higher density of buildings. A value of
@ -212,5 +210,8 @@ building-large-max-width-m : Maximum width of large buildings. (default 75)
building-large-min-depth-m : Minimum depth of large buildings. (default 50)
building-large-max-depth-m : Maximum depty of large buildings. (default 75)
texture : The texture used for all buildings. See Docs/buildings.png for details.
building-texture : The texture used for all buildings. See Docs/buildings.png for details.
(default Texture/buildings.png)
building-lightmap: Emissive texture for all buildings, which is faded in at night to provide
illusion of lit windows. Same texture coordinates and format at building-texture above.

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@ -0,0 +1,145 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/building</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<texture n="0">
<active>true</active>
<type>2d</type>
<internal-format>normalized</internal-format>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture>
<texture n="1">
<active>true</active>
<type>2d</type>
<internal-format>normalized</internal-format>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture>
<transparent>false</transparent>
<material>
<active>true</active>
<color-mode-uniform>1</color-mode-uniform>
<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
<shininess>0.0</shininess>
<color-mode>ambient-and-diffuse</color-mode>
<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
<!-- DIFFUSE -->
</material>
<material-id>0</material-id>
<blend>
<active>0</active>
<source>0</source>
<destination>0</destination>
</blend>
<shade-model>flat</shade-model>
<cull-face>back</cull-face>
<rendering-hint>opaque</rendering-hint>
<vertex-program-two-side>false</vertex-program-two-side>
<!-- fog include -->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
<sun-angle>
<use>/sim/time/sun-angle-rad</use>
</sun-angle>
</parameters>
<!-- Override some of the default shaders so we can add emissive lighting -->
<!-- Skydome -->
<technique n="5">
<pass n="0">
<program n="0">
<vertex-shader n="0">Shaders/terrain-haze.vert</vertex-shader>
<fragment-shader n="0">Shaders/terrain-haze.frag</fragment-shader>
</program>
</pass>
</technique>
<!-- Rembrandt -->
<!-- FredB: What is the purpose of that ? -->
<technique n="10">
<pass n="0">
<program n="0">
<vertex-shader n="0">Shaders/deferred-gbuffer.vert</vertex-shader>
<fragment-shader n="0">Shaders/deferred-gbuffer.frag</fragment-shader>
<fragment-shader n="1">Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader n="2">Shaders/gbuffer-encode.frag</fragment-shader>
</program>
</pass>
</technique>
<!-- Default shader -->
<technique n="11">
<pass n="0">
<texture-unit n="1">
<!-- Emissive texture-->
<unit>1</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<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>
<program n="0">
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<!--fog include-->
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<!--fog include-->
<fragment-shader n="1">Shaders/building-default.frag</fragment-shader>
</program>
<uniform n="9">
<name>lightmap</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform n="10">
<name>sunangle</name>
<type>float</type>
<value>
<use>sun-angle</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

View file

@ -258,7 +258,7 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/landmass-g.vert</vertex-shader>
<geometry-shader>Shaders/landmass.geom</geometry-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
@ -457,7 +457,7 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/landmass.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/landmass.frag</fragment-shader>

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@ -53,8 +53,7 @@ the objects that use it, and replaces it with the default shader.
<vertex-shader>Shaders/ubershader.vert</vertex-shader>
<fragment-shader>Shaders/ubershader-gbuffer.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<!-- <vertex-shader n="1">Shaders/deferred-gbuffer.vert</vertex-shader>
<fragment-shader n="1">Shaders/deferred-gbuffer.frag</fragment-shader>-->
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
</program>
</pass>
</technique>

View file

@ -119,6 +119,13 @@
<type>float</type>
<value><use>scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
@ -188,6 +195,7 @@
<vertex-shader>Shaders/deferred-gbuffer.vert</vertex-shader>
<fragment-shader>Shaders/deferred-gbuffer.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
@ -296,7 +304,7 @@
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<!--fog include-->
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>

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@ -4,14 +4,26 @@
<parameters>
<filtering><use>/sim/rendering/shadows/filtering</use></filtering>
</parameters>
<technique n="9">
<technique n="8">
<predicate>
<and>
<property>/sim/rendering/shadows/enabled</property>
<less>
<value type="float">1.0</value>
<float-property>/sim/rendering/shadows/filtering</float-property>
</less>
<or> <!-- filtering >= 3 || ( filtering >= 2 && num-cascades >= 2 ) -->
<less>
<value type="float">2.0</value>
<float-property>/sim/rendering/shadows/filtering</float-property>
</less>
<and>
<less>
<value type="float">1.0</value>
<float-property>/sim/rendering/shadows/filtering</float-property>
</less>
<less>
<value type="float">1.0</value>
<float-property>/sim/rendering/shadows/num-cascades</float-property>
</less>
</and>
</or>
</and>
</predicate>
<pass>
@ -96,9 +108,16 @@
-->
</pass>
</technique>
<technique n="10">
<technique n="9">
<predicate>
<property>/sim/rendering/shadows/enabled</property>
<and>
<property>/sim/rendering/shadows/enabled</property>
<!-- num-cascades >= 2 -->
<less>
<value type="float">1.0</value>
<float-property>/sim/rendering/shadows/num-cascades</float-property>
</less>
</and>
</predicate>
<pass>
<lighting>false</lighting>
@ -177,6 +196,92 @@
-->
</pass>
</technique>
<technique n="10">
<predicate>
<property>/sim/rendering/shadows/enabled</property>
</predicate>
<pass>
<lighting>false</lighting>
<depth>
<enabled>false</enabled>
</depth>
<blend>
<source>one</source>
<destination>one</destination>
</blend>
<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>depth-buffer</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>normal-buffer</type>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>diffuse-buffer</type>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>spec-emis-buffer</type>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>shadow-buffer</type>
</texture-unit>
<program>
<vertex-shader>Shaders/sunlight-simple.vert</vertex-shader>
<fragment-shader>Shaders/sunlight-simple.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</program>
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>spec_emis_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>filtering</name>
<type>int</type>
<value type="int"><use>filtering</use></value>
</uniform>
<!-- The following uniforms are automatically defined and initialized :
- fg_SunAmbientColor
- fg_SunDiffuseColor
- fg_SunSpecularColor
- fg_SunDirection
- fg_ProjectionMatrixInverse
- fg_ViewMatrixInverse
- fg_ViewMatrix
- fg_Planes
- fg_ShadowNumber
- fg_ShadowDistances
-->
</pass>
</technique>
<technique n="11">
<pass>
<lighting>false</lighting>
@ -210,6 +315,7 @@
<program>
<vertex-shader>Shaders/sunlight.vert</vertex-shader>
<fragment-shader>Shaders/sunlight-noshadow.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</program>
<uniform>
<name>depth_tex</name>

View file

@ -465,6 +465,7 @@
<vertex-shader>Shaders/deferred-gbuffer.vert</vertex-shader>
<fragment-shader>Shaders/deferred-gbuffer.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>

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@ -67,6 +67,8 @@
<program>
<vertex-shader>Shaders/deferred-tree.vert</vertex-shader>
<fragment-shader>Shaders/deferred-tree.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
@ -161,7 +163,7 @@
</uniform>
<!-- END fog include -->
</pass>
<pass n="1">
<lighting>true</lighting>
<material>
@ -194,7 +196,7 @@
<wrap-t>clamp</wrap-t>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/tree.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/tree.frag</fragment-shader>

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@ -159,6 +159,7 @@
<vertex-shader>Shaders/urban-gbuffer.vert</vertex-shader>
<fragment-shader>Shaders/urban-gbuffer.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
@ -323,6 +324,7 @@
<vertex-shader>Shaders/urban-gbuffer.vert</vertex-shader>
<fragment-shader>Shaders/urban-gbuffer.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
@ -735,7 +737,7 @@
<type>noise</type>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/urban.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/urban.frag</fragment-shader>

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@ -2195,6 +2195,16 @@
<!-- runway and taxiway signs -->
<material>
<name>signcase</name>
<texture>Signs/signs_case.png</texture>
<emissive>
<r>0.1</r>
<g>0.1</g>
<b>0.1</b>
</emissive>
<glyph> <name>cover</name> <left>0.00000</left> <right>0.625</right> </glyph>
</material>
<material>
<name>YellowSign.unlighted</name>

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@ -292,6 +292,8 @@ var fly_by_view_handler = {
} else {
# use actual distance
dist = me.last.distance_to(pos);
# reset when too far (i.e. position changed due to skipping time in replay mode)
if (dist>5000) return me.reset();
}
# check if the aircraft has moved enough

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@ -0,0 +1,63 @@
// -*-C++-*-
// Ambient term comes in gl_Color.rgb.
#version 120
varying vec4 diffuse_term;
varying vec3 normal;
uniform sampler2D texture;
uniform sampler2D lightmap;
uniform float sunangle;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
float luminance(vec3 color)
{
return dot(vec3(0.212671, 0.715160, 0.072169), color);
}
void main()
{
vec3 n;
float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 texel;
vec4 emissive;
vec4 fragColor;
vec4 specular = vec4(0.0);
// If gl_Color.a == 0, this is a back-facing polygon and the
// normal should be reversed.
n = (2.0 * gl_Color.a - 1.0) * normal;
n = normalize(n);
NdotL = dot(n, lightDir);
if (NdotL > 0.0) {
color += diffuse_term * NdotL;
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb
* gl_LightSource[0].specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess));
}
color.a = diffuse_term.a;
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
// is closer to what the OpenGL fixed function pipeline does.
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);
gl_FragColor = fragColor;
}

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@ -1,15 +1,15 @@
#extension GL_EXT_gpu_shader4 : enable
// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier.
//
// attachment 0: normal.x | normal.x | normal.y | normal.y
// attachment 1: diffuse.r | diffuse.g | diffuse.b | material Id
// attachment 2: specular.l | shininess | emission.l | unused
//
varying vec3 ecNormal;
varying float alpha;
uniform int materialID;
uniform sampler2D texture;
vec2 normal_encode(vec3 n);
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
void main() {
vec4 texel = texture2D(texture, gl_TexCoord[0].st);
@ -19,8 +19,6 @@ void main() {
float shininess = gl_FrontMaterial.shininess;
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) );
vec3 normal2 = normalize( (2.0 * gl_Color.a - 1.0) * ecNormal );
gl_FragData[0] = vec4( normal_encode(normal2), 0.0, 1.0 );
gl_FragData[1] = vec4( gl_Color.rgb * texel.rgb, float( materialID ) / 255.0 );
gl_FragData[2] = vec4( specular, shininess / 128.0, emission, 1.0 );
vec3 normal2 = normalize( (2.0 * gl_Color.a - 1.0) * ecNormal );
encode_gbuffer(normal2, gl_Color.rgb * texel.rgb, materialID, specular, shininess, emission, gl_FragCoord.z);
}

View file

@ -1,8 +1,8 @@
// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier.
//
// attachment 0: normal.x | normal.x | normal.y | normal.y
// attachment 1: diffuse.r | diffuse.g | diffuse.b | material Id
// attachment 2: specular.l | shininess | emission.l | unused
//
varying vec3 ecNormal;
varying float alpha;
void main() {

View file

@ -6,6 +6,7 @@
//
uniform int materialID;
uniform sampler2D texture;
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
void main() {
vec4 texel = texture2D(texture, gl_TexCoord[0].st);
if (texel.a < 0.1)
@ -14,9 +15,6 @@ void main() {
float shininess = 0.1;
float emission = 0.0;
// Normal is straight towards the viewer.
vec3 normal2 = vec3(0.0, 0.0, 0.0);
gl_FragData[0] = vec4( 0.5, 0.5, 0.0, 1.0 );
gl_FragData[1] = vec4( gl_Color.rgb * texel.rgb, float( materialID ) / 255.0 );
gl_FragData[2] = vec4( specular, shininess / 255.0, emission, 1.0 );
// Normal is straight towards the viewer. (FB: Are they really billboards ? )
encode_gbuffer(vec3(0.5, 0.5, 0.0), gl_Color.rgb * texel.rgb, materialID, specular, shininess, emission, gl_FragCoord.z);
}

View file

@ -7,6 +7,7 @@ uniform sampler2D lighting_tex;
//uniform sampler2D ao_tex;
uniform float exposure;
uniform bool showBuffers;
uniform bool fg_DepthInColor;
vec3 HDR(vec3 L) {
L = L * exposure;
@ -19,22 +20,22 @@ vec3 HDR(vec3 L) {
void main() {
vec2 coords = gl_TexCoord[0].xy;
vec4 color;
if (showBuffers) {
if (coords.x < 0.2 && coords.y < 0.2) {
color = texture2D( normal_tex, coords * 5.0 );
} else if (coords.x >= 0.8 && coords.y >= 0.8) {
color = texture2D( specular_tex, (coords - vec2( 0.8, 0.8 )) * 5.0 );
} else if (coords.x >= 0.8 && coords.y < 0.2) {
color = texture2D( color_tex, (coords - vec2( 0.8, 0.0 )) * 5.0 );
// } else if (coords.x < 0.2 && coords.y >= 0.8) {
// color = texture2D( ao_tex, (coords - vec2( 0.0, 0.8 )) * 5.0 );
} else {
color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
//color = vec4( HDR( color.rgb ), 1.0 );
}
} else {
color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
//color = vec4( HDR( color.rgb ), 1.0 );
}
if (showBuffers) {
if (coords.x < 0.2 && coords.y < 0.2) {
color = texture2D( normal_tex, coords * 5.0 );
} else if (coords.x >= 0.8 && coords.y >= 0.8) {
color = texture2D( specular_tex, (coords - vec2( 0.8, 0.8 )) * 5.0 );
} else if (coords.x >= 0.8 && coords.y < 0.2) {
color = texture2D( color_tex, (coords - vec2( 0.8, 0.0 )) * 5.0 );
} else if (coords.x < 0.2 && coords.y >= 0.8 && fg_DepthInColor) {
color = texture2D( depth_tex, (coords - vec2( 0.0, 0.8 )) * 5.0 );
} else {
color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
//color = vec4( HDR( color.rgb ), 1.0 );
}
} else {
color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
//color = vec4( HDR( color.rgb ), 1.0 );
}
gl_FragColor = color;
}

View file

@ -7,7 +7,7 @@ uniform float fg_FogDensity;
uniform vec3 fg_Planes;
varying vec3 ray;
vec3 position( vec3 viewdir, float depth );
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
void main() {
vec2 coords = gl_TexCoord[0].xy;
@ -15,11 +15,7 @@ void main() {
if ( initialized < 0.1 )
discard;
vec3 normal;
normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);
normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );
float len = length(normal);
normal /= len;
vec3 pos = position( normalize(ray), texture2D( depth_tex, coords ).r );
vec3 pos = position( normalize(ray), coords, depth_tex );
float fogFactor = 0.0;
const float LOG2 = 1.442695;

View file

@ -0,0 +1,24 @@
// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier.
uniform bool fg_DepthInColor;
vec2 normal_encode(vec3 n);
vec3 float_to_color(in float f);
// attachment 0: normal.x | normal.y | 0.0 | 1.0
// attachment 1: diffuse.r | diffuse.g | diffuse.b | material Id
// attachment 2: specular.l | shininess | emission.l | unused
// attachment 3: ---------- depth ------------ | unused (optional)
//
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth)
{
gl_FragData[0] = vec4( normal_encode(normal), 0.0, 1.0 );
gl_FragData[1] = vec4( color, float( mId ) / 255.0 );
gl_FragData[2] = vec4( specular, shininess / 128.0, emission, 1.0 );
vec3 dcol = vec3(1.0, 1.0, 1.0);
if (fg_DepthInColor)
dcol = float_to_color(depth);
gl_FragData[3] = vec4(dcol, 1.0);
}

View file

@ -1,4 +1,9 @@
// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier.
uniform vec3 fg_Planes;
uniform bool fg_DepthInColor;
// normal compression functions from
// http://aras-p.info/texts/CompactNormalStorage.html#method04spheremap
@ -19,10 +24,46 @@ vec3 normal_decode(vec2 enc)
return n;
}
// depth to color encoding and decoding functions from
// Deferred Shading Tutorial by Fabio Policarpo and Francisco Fonseca
// (corrected by Frederic Bouvier)
vec3 float_to_color(in float f)
{
vec3 color;
f *= 255.0;
color.x = floor(f);
f = (f-color.x)*255.0;
color.y = floor(f);
color.z = f-color.y;
color.xy /= 255.0;
return color;
}
float color_to_float(vec3 color)
{
const vec3 byte_to_float = vec3(1.0, 1.0/255.0, 1.0/(255.0*255.0));
return dot(color,byte_to_float);
}
vec3 position( vec3 viewDir, float depth )
{
vec3 pos;
pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
pos.xy = viewDir.xy / viewDir.z * pos.z;
return pos;
return pos;
}
vec3 position( vec3 viewDir, vec3 depthColor )
{
return position( viewDir, color_to_float(depthColor) );
}
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex )
{
float depth;
if (fg_DepthInColor)
depth = color_to_float( texture2D( depth_tex, coords ).rgb );
else
depth = texture2D( depth_tex, coords ).r;
return position( viewDir, depth );
}

View file

@ -15,7 +15,7 @@ uniform float Far;
varying vec4 ecPosition;
vec3 position( vec3 viewdir, float depth );
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
vec3 normal_decode(vec2 enc);
void main() {
@ -27,7 +27,7 @@ void main() {
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
vec4 spec_emis = texture2D( spec_emis_tex, coords );
vec3 pos = position(viewDir, texture2D( depth_tex, coords ).r);
vec3 pos = position(viewDir, coords, depth_tex);
if ( pos.z < ecPos3.z ) // Negative direction in z
discard; // Don't light surface outside the light volume

View file

@ -19,7 +19,7 @@ uniform float Far;
varying vec4 ecPosition;
vec3 position( vec3 viewdir, float depth );
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
vec3 normal_decode(vec2 enc);
void main() {
@ -31,7 +31,7 @@ void main() {
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
vec4 spec_emis = texture2D( spec_emis_tex, coords );
vec3 pos = position(viewDir, texture2D( depth_tex, coords ).r);
vec3 pos = position(viewDir, coords, depth_tex);
if ( pos.z < ecPos3.z ) // Negative direction in z
discard; // Don't light surface outside the light volume

View file

@ -12,7 +12,7 @@ uniform int fg_ShadowNumber;
uniform vec4 fg_ShadowDistances;
varying vec3 ray;
vec3 position( vec3 viewdir, float depth );
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
vec3 normal_decode(vec2 enc);
vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
@ -57,7 +57,7 @@ void main() {
float len = length(normal);
normal /= len;
vec3 viewDir = normalize(ray);
vec3 pos = position( viewDir, texture2D( depth_tex, coords ).r );
vec3 pos = position( viewDir, coords, depth_tex );
vec4 tint;
float shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;

View file

@ -8,23 +8,19 @@ uniform vec4 fg_SunSpecularColor;
uniform vec3 fg_SunDirection;
uniform vec3 fg_Planes;
varying vec3 ray;
vec3 normal_decode(vec2 enc);
void main() {
vec2 coords = gl_TexCoord[0].xy;
vec4 spec_emis = texture2D( spec_emis_tex, coords );
if ( spec_emis.a < 0.1 )
discard;
vec3 normal;
normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);
normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
float len = length(normal);
normal /= len;
vec3 viewDir = normalize(ray);
float depth = texture2D( depth_tex, coords ).r;
vec3 pos;
pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
pos.xy = viewDir.xy / viewDir.z * pos.z;
vec4 tint;
vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
lightDir = normalize( lightDir );
vec3 color = texture2D( color_tex, coords ).rgb;

View file

@ -0,0 +1,74 @@
uniform mat4 fg_ViewMatrix;
uniform sampler2D depth_tex;
uniform sampler2D normal_tex;
uniform sampler2D color_tex;
uniform sampler2D spec_emis_tex;
uniform sampler2DShadow shadow_tex;
uniform vec4 fg_SunDiffuseColor;
uniform vec4 fg_SunSpecularColor;
uniform vec3 fg_SunDirection;
uniform vec3 fg_Planes;
uniform vec4 fg_ShadowDistances;
uniform int filtering;
varying vec3 ray;
varying vec4 eyePlaneS;
varying vec4 eyePlaneT;
varying vec4 eyePlaneR;
varying vec4 eyePlaneQ;
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
vec3 normal_decode(vec2 enc);
vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
{
vec4 coords;
if (ecPosition.z > -fg_ShadowDistances.x) {
tint = vec4(0.0,1.0,0.0,1.0);
coords.s = dot( ecPosition, eyePlaneS );
coords.t = dot( ecPosition, eyePlaneT );
coords.p = dot( ecPosition, eyePlaneR );
coords.q = dot( ecPosition, eyePlaneQ );
} else {
return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border
}
return coords;
}
void main() {
vec2 coords = gl_TexCoord[0].xy;
vec4 spec_emis = texture2D( spec_emis_tex, coords );
if ( spec_emis.a < 0.1 )
discard;
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
float len = length(normal);
normal /= len;
vec3 viewDir = normalize(ray);
vec3 pos = position( viewDir, coords, depth_tex );
vec4 tint;
float shadow;
if (filtering == 2) {
shadow += 0.333 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos, 1.0), tint ) ).r;
shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r;
shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r;
shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
} else {
shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;
}
vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
lightDir = normalize( lightDir );
vec3 color = texture2D( color_tex, coords ).rgb;
vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;
vec3 halfDir = lightDir - viewDir;
len = length( halfDir );
vec3 Ispec = vec3(0.0);
vec3 Iemis = spec_emis.z * color;
if (len > 0.0001) {
halfDir /= len;
Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
}
gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0);
// gl_FragColor = mix(tint, vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0), 0.92);
}

View file

@ -0,0 +1,19 @@
//uniform mat4 fg_ViewMatrixInverse;
uniform mat4 fg_ProjectionMatrixInverse;
varying vec3 ray;
varying vec4 eyePlaneS;
varying vec4 eyePlaneT;
varying vec4 eyePlaneR;
varying vec4 eyePlaneQ;
void main() {
gl_Position = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
// ray = (fg_ViewMatrixInverse * vec4((fg_ProjectionMatrixInverse * gl_Vertex).xyz, 0.0)).xyz;
ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;
eyePlaneS = gl_EyePlaneS[1];
eyePlaneT = gl_EyePlaneT[1];
eyePlaneR = gl_EyePlaneR[1];
eyePlaneQ = gl_EyePlaneQ[1];
}

View file

@ -14,7 +14,7 @@ uniform vec4 fg_ShadowDistances;
uniform int filtering;
varying vec3 ray;
vec3 position( vec3 viewdir, float depth );
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
vec3 normal_decode(vec2 enc);
vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
@ -59,7 +59,7 @@ void main() {
float len = length(normal);
normal /= len;
vec3 viewDir = normalize(ray);
vec3 pos = position( viewDir, texture2D( depth_tex, coords ).r );
vec3 pos = position( viewDir, coords, depth_tex );
vec4 tint;
float shadow = 0.0;

View file

@ -56,7 +56,7 @@ uniform vec3 dirt_g_color;
uniform vec3 dirt_b_color;
//uniform vec4 fg_SunAmbientColor;
vec2 normal_encode(vec3 n);
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
///fog include//////////////////////
uniform int fogType;
@ -76,7 +76,8 @@ void main (void)
//vec3 ambient = fg_SunAmbientColor.rgb;
vec3 N;
vec3 dotN;
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission , vec3( 0.3, 0.59, 0.11 ) );
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission,
vec3( 0.3, 0.59, 0.11 ) );
float pf;
///BEGIN bump
@ -108,9 +109,9 @@ void main (void)
reflFactor = reflmap.a + transparency_offset;
} else if (nmap_enabled > 0) {
// set the reflectivity proportional to shininess with user input
reflFactor = (gl_FrontMaterial.shininess / 128.0) * nmap.a + transparency_offset;
reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
} else {
reflFactor = gl_FrontMaterial.shininess/128.0 + transparency_offset;
reflFactor = gl_FrontMaterial.shininess * 0.0078125 + transparency_offset;
}
reflFactor = clamp(reflFactor, 0.0, 1.0);
@ -130,17 +131,16 @@ void main (void)
//////////////////////////////////////////////////////////////////////
//begin DIRT
//////////////////////////////////////////////////////////////////////
if (dirt_enabled > 0.0){
float dirtFactorR = reflmap.r * dirt_r_factor;
dirtFactorR = smoothstep(0.0, 1.0, dirtFactorR);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, dirtFactorR);
if (dirt_enabled > 0.0){
vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
//dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
if (dirt_multi > 0) {
float dirtFactorG = reflmap.g * dirt_g_factor;
float dirtFactorB = reflmap.b * dirt_b_factor;
dirtFactorG = smoothstep(0.0, 1.0, dirtFactorG);
dirtFactorB = smoothstep(0.0, 1.0, dirtFactorB);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, dirtFactorG);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, dirtFactorB);
//dirtFactor.g = smoothstep(0.0, 1.0, dirtFactor.g);
//dirtFactor.b = smoothstep(0.0, 1.0, dirtFactor.b);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g));
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b));
}
}
//////////////////////////////////////////////////////////////////////
@ -162,25 +162,27 @@ void main (void)
//////////////////////////////////////////////////////////////////////
if ( lightmap_enabled >= 1 ) {
vec3 lightmapcolor;
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor);
lightmapFactor = lightmapFactor * lightmapTexel;
if (lightmap_multi >0 ){
lightmapcolor = lightmap_r_color * lightmap_r_factor * lightmapTexel.r +
lightmap_g_color * lightmap_g_factor * lightmapTexel.g +
lightmap_b_color * lightmap_b_factor * lightmapTexel.b +
lightmap_a_color * lightmap_a_factor * lightmapTexel.a ;
emission = max(max(lightmap_r_factor * lightmapTexel.r, lightmap_g_factor * lightmapTexel.g),max( lightmap_b_factor * lightmapTexel.b, lightmap_a_factor * lightmapTexel.a));
lightmapcolor = lightmap_r_color * lightmapFactor.r +
lightmap_g_color * lightmapFactor.g +
lightmap_b_color * lightmapFactor.b +
lightmap_a_color * lightmapFactor.a ;
emission = max(max(lightmapFactor.r * lightmapTexel.r, lightmapFactor.g * lightmapTexel.g),
max( lightmapFactor.b * lightmapTexel.b, lightmapFactor.a * lightmapTexel.a));
} else {
lightmapcolor = lightmapTexel.r * lightmap_r_color * lightmap_r_factor;
emission = lightmapTexel.r * lightmap_r_factor;
lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r;
emission = lightmapTexel.r * lightmapFactor.r;
}
//fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor);
emission = length(lightmapcolor);
fragColor.rgb = max(fragColor.rgb * (1.0 - emission), lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor);
fragColor.rgb = max(fragColor.rgb * (1.0 - emission),
lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor);
}
//////////////////////////////////////////////////////////////////////
// END lightmap
/////////////////////////////////////////////////////////////////////
gl_FragData[0]=vec4(normal_encode(N), 0.0, 1.0);
gl_FragData[1]=vec4(fragColor.rgb,1.0/255.0);
gl_FragData[2]=vec4(specular, gl_FrontMaterial.shininess/128.0, emission, 1.0);
encode_gbuffer(N, fragColor.rgb, 1, specular, gl_FrontMaterial.shininess, emission, gl_FragCoord.z);
}

View file

@ -78,7 +78,7 @@ void main (void)
N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0)
N = -N;
N = -N;
} else {
N = normalize(VNormal);
}
@ -92,7 +92,8 @@ void main (void)
float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
//glare on the backside of tranparent objects
if ((gl_FrontMaterial.diffuse.a < 1.0 || texel.a < 1.0) && dot(N, normalize(gl_LightSource[0].position.xyz)) < 0.0) {
if ((gl_FrontMaterial.diffuse.a < 1.0 || texel.a < 1.0)
&& dot(N, normalize(gl_LightSource[0].position.xyz)) < 0.0) {
nDotVP = max(0.0, dot(-N, normalize(gl_LightSource[0].position.xyz)));
nDotHV = max(0.0, dot(-N, normalize(gl_LightSource[0].halfVector.xyz)));
}
@ -122,9 +123,9 @@ void main (void)
reflFactor = reflmap.a + transparency_offset;
} else if (nmap_enabled > 0 && shader_qual > 2) {
// set the reflectivity proportional to shininess with user input
reflFactor = (gl_FrontMaterial.shininess / 128.0) * nmap.a + transparency_offset;
reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
} else {
reflFactor = gl_FrontMaterial.shininess/128.0 + transparency_offset;
reflFactor = gl_FrontMaterial.shininess* 0.0078125 + transparency_offset;
}
reflFactor = clamp(reflFactor, 0.0, 1.0);
@ -148,16 +149,15 @@ void main (void)
//begin DIRT
//////////////////////////////////////////////////////////////////////
if (dirt_enabled > 0.0){
float dirtFactorR = reflmap.r * dirt_r_factor;
dirtFactorR = smoothstep(0.0, 1.0, dirtFactorR);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, dirtFactorR);
vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
//dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
if (dirt_multi > 0) {
float dirtFactorG = reflmap.g * dirt_g_factor;
float dirtFactorB = reflmap.b * dirt_b_factor;
dirtFactorG = smoothstep(0.0, 1.0, dirtFactorG);
dirtFactorB = smoothstep(0.0, 1.0, dirtFactorB);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, dirtFactorG);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, dirtFactorB);
//dirtFactor.g = smoothstep(0.0, 1.0, dirtFactor.g);
//dirtFactor.b = smoothstep(0.0, 1.0, dirtFactor.b);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g));
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b));
}
}
//////////////////////////////////////////////////////////////////////
@ -167,7 +167,8 @@ void main (void)
// set ambient adjustment to remove bluiness with user input
float ambient_offset = clamp(amb_correction, -1.0, 1.0);
vec4 ambient_Correction = vec4(gl_LightSource[0].ambient.rg, gl_LightSource[0].ambient.b * 0.6, 0.5) * ambient_offset ;
vec4 ambient_Correction = vec4(gl_LightSource[0].ambient.rg, gl_LightSource[0].ambient.b * 0.6, 0.5)
* ambient_offset ;
ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
color.a = texel.a * alpha;
@ -182,13 +183,16 @@ void main (void)
//////////////////////////////////////////////////////////////////////
if ( lightmap_enabled >= 1 ) {
vec3 lightmapcolor;
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
lightmap_b_factor, lightmap_a_factor);
lightmapFactor = lightmapFactor * lightmapTexel;
if (lightmap_multi >0 ){
lightmapcolor = lightmap_r_color * lightmap_r_factor * lightmapTexel.r +
lightmap_g_color * lightmap_g_factor * lightmapTexel.g +
lightmap_b_color * lightmap_b_factor * lightmapTexel.b +
lightmap_a_color * lightmap_a_factor * lightmapTexel.a ;
lightmapcolor = lightmap_r_color * lightmapFactor.r +
lightmap_g_color * lightmapFactor.g +
lightmap_b_color * lightmapFactor.b +
lightmap_a_color * lightmapFactor.a ;
} else {
lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmap_r_factor;
lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r;
}
fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor);
}

View file

@ -30,7 +30,7 @@ uniform int rembrandt_enabled;
void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
{
rotmat = mat4( cosRy , sinRx * sinRy, cosRx * sinRy , 0.0,
rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0,
0.0 , cosRx , -sinRx * cosRx, 0.0,
-sinRy, sinRx * cosRy, cosRx * cosRy , 0.0,
0.0 , 0.0 , 0.0 , 1.0 );
@ -39,9 +39,9 @@ void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float c
void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
{
rotmat = mat4( cosRz, -sinRz, 0.0, 0.0,
sinRz, cosRz , 0.0, 0.0,
0.0 , 0.0 , 1.0, 0.0,
0.0 , 0.0 , 0.0, 1.0 );
sinRz, cosRz, 0.0, 0.0,
0.0 , 0.0 , 1.0, 0.0,
0.0 , 0.0 , 0.0, 1.0 );
}
void main(void)
@ -103,7 +103,8 @@ void main(void)
}
if(rembrandt_enabled < 1){
gl_FrontColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_FrontColor = gl_FrontMaterial.emission + gl_Color
* (gl_LightModel.ambient + gl_LightSource[0].ambient);
} else {
gl_FrontColor = gl_Color;
}

View file

@ -37,7 +37,7 @@ int linear_search_steps = 10;
int GlobalIterationCount = 0;
int gIterationCap = 64;
vec2 normal_encode(vec3 n);
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
void QDM(inout vec3 p, inout vec3 v)
{
@ -190,7 +190,6 @@ void main (void)
N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy)));
float Nz = N.z;
N = normalize(N.x * tangent + N.y * binormal + N.z * normal);
gl_FragData[0] = vec4( normal_encode(N), 0.0, 1.0 );
vec4 ambient_light = constantColor + vec4(gl_Color.rgb, 1.0);
@ -216,9 +215,6 @@ void main (void)
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
gl_FragData[1] = vec4( finalColor.rgb, 1.0 / 255.0 );
gl_FragData[2] = vec4( dot(specular.xyz,vec3(0.3, 0.59, 0.11 )), specular.w/128.0, 0.0, 1.0 );
if (dot(normal,-V) > 0.1) {
vec4 iproj = gl_ProjectionMatrix * p;
iproj /= iproj.w;
@ -226,4 +222,5 @@ void main (void)
} else {
gl_FragDepth = gl_FragCoord.z;
}
encode_gbuffer(N, finalColor.rgb, 1, dot(specular.xyz,vec3(0.3, 0.59, 0.11 )), specular.w, 0.0, gl_FragDepth);
}

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@ -59,10 +59,11 @@
<!-- AI menu -->
<ai>KI</ai>
<scenario>Flugverkehr und Szenarien</scenario>
<atc-in-range>ATC Stationen in der Nähe</atc-in-range>
<wingman>Steuerung Flügelmann</wingman>
<tanker>Steuerung Tanker</tanker>
<carrier>Steuerung Flugzeugträger</carrier>
<scenario>Auswahl der KI Szenarien (Neustart notwendig)</scenario>
<jetway>Steuerung Fluggastbrücke</jetway>
<!-- Equipment -->

View file

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="ISO-8859-1" ?>
<!-- FlightGear options translations for German -->
<!-- FlightGear options: German language resource -->
<PropertyList>
<!-- Fall back -->

View file

@ -62,10 +62,11 @@
<!-- AI menu -->
<ai>AI</ai>
<scenario>Traffic and Scenario Settings</scenario>
<atc-in-range>ATC Services in Range</atc-in-range>
<wingman>Wingman Controls</wingman>
<tanker>Tanker Controls</tanker>
<carrier>Carrier Controls</carrier>
<scenario>Scenario Select (requires restart)</scenario>
<jetway>Jetway Settings</jetway>
<!-- Multiplayer menu -->

View file

@ -51,16 +51,52 @@
</group>
<hrule/>
<!-- main dialog area -->
<group>
<layout>table</layout>
<halign>center</halign>
<text>
<row>0</row><col>0</col>
<row>0</row>
<col>0</col>
<label>Options:</label>
<halign>right</halign>
</text>
<checkbox>
<row>0</row>
<col>1</col>
<colspan>2</colspan>
<halign>left</halign>
<name>hide-replay</name>
<label>Hide replay sessions over MP (less annoying to other players)</label>
<property>/sim/multiplay/freeze-on-replay</property>
<binding>
<command>dialog-apply</command>
<object-name>hide-replay</object-name>
</binding>
</checkbox>
<checkbox>
<row>1</row>
<col>1</col>
<colspan>2</colspan>
<halign>left</halign>
<name>ai-traffic</name>
<label>Show AI Traffic (mixing MP and AI traffic may be confusing)</label>
<property>/sim/traffic-manager/enabled</property>
<binding>
<command>dialog-apply</command>
<object-name>ai-traffic</object-name>
</binding>
</checkbox>
<text>
<row>2</row><col>0</col>
<halign>right</halign>
<label>Callsign:</label>
</text>
<input>
<row>0</row><col>1</col>
<row>2</row><col>1</col>
<halign>left</halign>
<property>/sim/multiplay/callsign</property>
<enable>
@ -69,19 +105,16 @@
</not>
</enable>
</input>
<text>
<row>0</row><col>2</col>
<halign>left</halign>
<label>(requires reconnect)</label>
</text>
<text>
<row>1</row><col>0</col>
<row>3</row><col>0</col>
<halign>right</halign>
<label>Server:</label>
</text>
<combo>
<name>host</name>
<row>1</row><col>1</col>
<halign>left</halign>
<row>3</row><col>1</col>
<colspan>2</colspan>
<pref-width>350</pref-width>
<property>/sim/multiplay/selected-server</property>
@ -99,22 +132,23 @@
<value>mpserver12.flightgear.org (Amsterdam, Netherlands)</value>
<value>mpserver13.flightgear.org (Grenoble, France)</value>
</combo>
<!-- status area -->
<!-- status area -->
<text>
<visible>
<not><property>/sim/multiplay/online</property></not>
</visible>
<row>3</row>
<row>5</row>
<col>1</col>
<halign>left</halign>
<label>Not connected</label>
<label>Not connected</label>
</text>
<text>
<visible>
<property>/sim/multiplay/online</property>
</visible>
<row>3</row>
<row>5</row>
<col>1</col>
<halign>left</halign>
<label>MMMMMMMMMMMMMMMMM</label>
@ -123,7 +157,8 @@
<live>true</live>
</text>
</group>
<!-- button area -->
<hrule/>
<group>
<layout>hbox</layout>
@ -160,6 +195,7 @@
<subsystem>mp</subsystem>
</binding>
</button>
<button>
<legend>Disconnect</legend>
<equal>true</equal>
@ -180,6 +216,7 @@
<subsystem>mp</subsystem>
</binding>
</button>
<button>
<row>1</row><col>2</col>
<legend>Server Status</legend>
@ -188,6 +225,7 @@
<path>http://mpmap01.flightgear.org/mpstatus/</path>
</binding>
</button>
<button>
<legend>Close</legend>
<default>true</default>

View file

@ -30,7 +30,7 @@
<empty><stretch>true</stretch></empty>
<text>
<label>AI Scenario Select</label>
<label>AI Traffic and Scenario Settings</label>
</text>
<empty><stretch>true</stretch></empty>
@ -49,13 +49,39 @@
<hrule/>
<checkbox>
<halign>left</halign>
<label>Enable AI traffic</label>
<name>enable-ai-traffic</name>
<property>/sim/traffic-manager/enabled</property>
<binding>
<command>dialog-apply</command>
<object-name>enable-ai-traffic</object-name>
</binding>
</checkbox>
<checkbox>
<halign>left</halign>
<label>Enable AI scenarios (requires restart)</label>
<name>enable-ai-scenarios</name>
<property>/sim/ai/scenarios-enabled</property>
<binding>
<command>dialog-apply</command>
<object-name>enable-ai-scenarios</object-name>
</binding>
</checkbox>
<text><label/></text>
<text>
<label>Choose active scenario(s) for the next program start</label>
<enable>
<property>/sim/ai/scenarios-enabled</property>
</enable>
</text>
<hrule/>
<group>
<layout>hbox</layout>
@ -120,8 +146,12 @@
var scenarioN = rootN.getNode("scenario");
if( scenarioN == nil ) return;
var descriptionN = rootN.getNode("description");
if( descriptionN == nil )
var descriptionN = scenarioN.getNode("description");
var nameN = rootN.getNode("name");
if( (descriptionN == nil)and(nameN == nil) )
{
descriptionN = scenarioN.getNode("description");
nameN = scenarioN.getNode("name");
}
var description = descriptionN != nil ? descriptionN.getValue() : "";
var propertyRoot = props.globals.getNode("sim/gui/dialogs/scenario",1).getChild( "scenario", nr, 1 );
propertyRoot.getNode("selected",1).setBoolValue(isEnabledScenario(file));
@ -131,8 +161,12 @@
group.getNode("layout",1).setValue("hbox");
var cb = group.getNode("checkbox",1);
cb.getNode("property",1).setValue(propertyRoot.getNode("selected").getPath());
cb.getNode("label",1).setValue(file);
var label = string.replace(file, "_", " ");
if (nameN != nil)
label = nameN.getValue();
cb.getNode("label",1).setValue(label);
cb.getNode("name",1).setValue(file);
cb.getNode("enable/property",1).setValue("/sim/ai/scenarios-enabled");
group.getNode("empty",1).getNode("stretch",1).setValue("true");
}

View file

@ -22,14 +22,6 @@
<script>gui.save_flight()</script>
</binding>
</item>
<item>
<label>Scenario</label>
<binding>
<command>dialog-show</command>
<dialog-name>scenario</dialog-name>
</binding>
</item>
-->
<item>
<name>reset</name>
@ -39,8 +31,8 @@
<command>reset</command>
</binding>
</item>
<!-- <item>
<!--
<item>
<label>High-Res Snapshot</label>
<enabled>false</enabled>
<binding>
@ -60,6 +52,7 @@
</script>
</binding>
</item>
<item>
<name>snap-shot-dir</name>
<label>Screenshot Directory</label>
@ -452,14 +445,23 @@
<menu>
<name>ai</name>
<label>AI</label>
<!-- Not working at present
<item>
<label>ATC Services in range</label>
<label>Traffic and Scenario Settings</label>
<name>scenario</name>
<binding>
<command>dialog-show</command>
<dialog-name>scenario</dialog-name>
</binding>
</item>
<item>
<label>ATC Services in Range</label>
<name>atc-in-range</name>
<binding>
<command>ATC-freq-search</command>
</binding>
</item>
-->
<item>
<label>Wingman Controls</label>
@ -489,15 +491,6 @@
</binding>
</item>
<item>
<label>Scenario Select (requires restart)</label>
<name>scenario</name>
<binding>
<command>dialog-show</command>
<dialog-name>scenario</dialog-name>
</binding>
</item>
<item>
<label>Jetway Settings</label>
<name>jetway</name>
@ -521,7 +514,7 @@
<dialog-name>multiplayer</dialog-name>
</binding>
</item>
<item>
<label>Chat Dialog</label>
<name>mp-chat</name>
@ -598,7 +591,6 @@
</binding>
</item>
<item>
<name>reload-panel</name>
<label>Reload Panel</label>

View file

@ -63,11 +63,12 @@ Started September 2000 by David Megginson, david@megginson.com
<season type="string" preserve="y">summer</season>
</startup>
<rendering>
<materials-file>Materials/default/materials.xml</materials-file>
<materials-file>Materials/default/materials.xml</materials-file>
<rembrandt type="bool">false</rembrandt>
<show-buffers type="bool" userarchive="y">true</show-buffers>
<ambient-occlusion type="bool" userarchive="y">false</ambient-occlusion>
<exposure type="float" userarchive="y">1.0</exposure>
<use-color-for-depth type="bool">false</use-color-for-depth>
<debug type="bool">false</debug>
<realism type="int">5</realism>
<filtering type="int">8</filtering>
@ -748,13 +749,9 @@ Started September 2000 by David Megginson, david@megginson.com
<ai>
<enabled type="bool">true</enabled>
<scenarios-enabled type="bool" userarchive="y">true</scenarios-enabled>
<scenario>nimitz_demo</scenario>
<groundnet-cache type="bool">true</groundnet-cache>
<!-- <scenario>balloon_demo</scenario> -->
<!-- <scenario>aircraft_demo</scenario> -->
<!-- <scenario>refueling_demo</scenario> -->
<!-- <scenario>lead_aircraft</scenario> -->
<!-- <scenario>vinson_demo</scenario> -->
<groundnet-cache type="bool">true</groundnet-cache>
</ai>
<multiplay preserve="y">