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HDR: Add support for random and OSG buildings

This commit is contained in:
Fernando García Liñán 2023-04-23 21:24:56 +02:00
parent 775ca98db3
commit 8a28ac7131
6 changed files with 155 additions and 4 deletions

View file

@ -89,6 +89,10 @@
<shade-model>flat</shade-model>
<cull-face>back</cull-face>
<building-flag type="int">1</building-flag>
<!-- PBR -->
<pbr-metallic type="float">0.0</pbr-metallic>
<pbr-roughness type="float">1.0</pbr-roughness>
</parameters>
<technique n="4">
@ -186,4 +190,30 @@
</pass>
</technique>
<!-- HDR deferred pass -->
<!-- Overwrite the corresponding model-combined technique -->
<technique n="108">
<pass>
<program>
<vertex-shader n="0">Shaders/HDR/model_building.vert</vertex-shader>
<attribute>
<name>instancePosition</name>
<index>9</index>
</attribute>
<attribute>
<name>instanceScale</name>
<index>10</index>
</attribute>
<attribute>
<name>attrib1</name>
<index>11</index>
</attribute>
<attribute>
<name>attrib2</name>
<index>12</index>
</attribute>
</program>
</pass>
</technique>
</PropertyList>

View file

@ -29,5 +29,9 @@
<lightmap-factor type="float" n="3">1</lightmap-factor>
<lightmap-color type="vec3d" n="3"> 1 1 1 </lightmap-color>
-->
<!-- PBR -->
<pbr-metallic type="float">0.0</pbr-metallic>
<pbr-roughness type="float">1.0</pbr-roughness>
</parameters>
</PropertyList>

View file

@ -197,6 +197,10 @@ please see Docs/README.model-combined.eff for documentation
<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
<!-- END fog include -->
<!-- PBR -->
<pbr-metallic type="float">0.0</pbr-metallic>
<pbr-roughness type="float">0.1</pbr-roughness>
</parameters>
<!--<generate>
@ -1370,6 +1374,16 @@ please see Docs/README.model-combined.eff for documentation
<type>float</type>
<value><use>normalmap-tiling</use></value>
</uniform>
<uniform>
<name>metallic</name>
<type>float</type>
<value><use>pbr-metallic</use></value>
</uniform>
<uniform>
<name>roughness</name>
<type>float</type>
<value><use>pbr-roughness</use></value>
</uniform>
</pass>
</technique>

View file

@ -42,6 +42,10 @@
<road-traffic-direction><use>/sim/rendering/osm/road-traffic-direction</use></road-traffic-direction>
<road-traffic-variation><use>/sim/rendering/osm/road-traffic-daily-variation</use></road-traffic-variation>
<road-light-factor><use>/environment/lightmap-factor</use></road-light-factor>
<!-- PBR -->
<pbr-metallic type="float">0.0</pbr-metallic>
<pbr-roughness type="float">0.95</pbr-roughness>
</parameters>
<generate>

View file

@ -0,0 +1,100 @@
#version 330 core
layout(location = 0) in vec4 pos;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec4 vertex_color;
layout(location = 3) in vec4 multitexcoord0;
layout(location = 9) in vec3 instancePosition; // (x,y,z)
layout(location = 10) in vec3 instanceScale ; // (width, depth, height)
layout(location = 11) in vec3 attrib1; // Generic packed attributes
layout(location = 12) in vec3 attrib2;
out VS_OUT {
vec2 texcoord;
vec3 vertex_normal;
vec3 view_vector;
} vs_out;
uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
const float c_precision = 128.0;
const float c_precisionp1 = c_precision + 1.0;
vec3 float2vec(float value)
{
vec3 val;
val.x = mod(value, c_precisionp1) / c_precision;
val.y = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
val.z = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
return val;
}
void main()
{
// Unpack generic attributes
vec3 attr1 = float2vec(attrib1.x);
vec3 attr2 = float2vec(attrib1.z);
vec3 attr3 = float2vec(attrib2.x);
// Determine the rotation for the building.
float sr = sin(6.28 * attr1.x);
float cr = cos(6.28 * attr1.x);
vec3 position = pos.xyz;
// Adjust the very top of the roof to match the rooftop scaling. This shapes
// the rooftop - gambled, gabled etc. These vertices are identified by
// vertex_color.z
position.x = (1.0 - vertex_color.z) * position.x + vertex_color.z
* ((position.x + 0.5) * attr3.z - 0.5);
position.y = (1.0 - vertex_color.z) * position.y + vertex_color.z
* (position.y * attrib2.y );
// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
// Scale down by the building height (instanceScale.z) because
// immediately afterwards we will scale UP the vertex to the correct scale.
position.z = position.z + vertex_color.z * attrib1.y / instanceScale.z;
position = position * instanceScale.xyz;
// Rotation of the building and movement into position
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
position = position + instancePosition.xyz;
gl_Position = osg_ModelViewProjectionMatrix * vec4(position, 1.0);
// Texture coordinates are stored as:
// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y),
// and roof (rtex0x, rtex0y)
// - a semi-shared (x1, y1) so that the front and side of the building can
// have different texture mappings
//
// The vertex color value selects between them:
// gl_Color.x=1 indicates front/back walls
// gl_Color.y=1 indicates roof
// gl_Color.z=1 indicates top roof vertexs (used above)
// gl_Color.a=1 indicates sides
// Finally, the roof texture is on the right of the texture sheet
float wtex0x = attr1.y; // Front/Side texture X0
float wtex0y = attr1.z; // Front/Side texture Y0
float rtex0x = attr2.z; // Roof texture X0
float rtex0y = attr3.x; // Roof texture Y0
float wtex1x = attr2.x; // Front/Roof texture X1
float stex1x = attr3.y; // Side texture X1
float wtex1y = attr2.y; // Front/Roof/Side texture Y1
vec2 tex0 = vec2(sign(multitexcoord0.x) * (vertex_color.x*wtex0x + vertex_color.y*rtex0x + vertex_color.a*wtex0x),
vertex_color.x*wtex0y + vertex_color.y*rtex0y + vertex_color.a*wtex0y);
vec2 tex1 = vec2(vertex_color.x*wtex1x + vertex_color.y*wtex1x + vertex_color.a*stex1x,
wtex1y);
vs_out.texcoord.x = tex0.x + multitexcoord0.x * tex1.x;
vs_out.texcoord.y = tex0.y + multitexcoord0.y * tex1.y;
// Rotate the normal.
vec3 N = normal;
N.xy = vec2(dot(N.xy, vec2(cr, sr)), dot(N.xy, vec2(-sr, cr)));
vs_out.vertex_normal = osg_NormalMatrix * N;
vs_out.view_vector = (osg_ModelViewMatrix * vec4(position, 1.0)).xyz;
}

View file

@ -10,9 +10,8 @@ uniform sampler2D color_tex;
uniform int normalmap_enabled;
uniform float normalmap_tiling;
const float COMBINED_METALLIC = 0.0;
const float COMBINED_ROUGHNESS = 0.1;
uniform float metallic;
uniform float roughness;
// gbuffer_pack.glsl
void gbuffer_pack(vec3 normal, vec3 base_color, float metallic, float roughness,
@ -32,5 +31,5 @@ void main()
N = perturb_normal(N, fs_in.view_vector, fs_in.texcoord * normalmap_tiling);
}
gbuffer_pack(N, color, COMBINED_METALLIC, COMBINED_ROUGHNESS, 1.0, vec3(0.0), 3u);
gbuffer_pack(N, color, metallic, roughness, 1.0, vec3(0.0), 3u);
}