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Cockpit interior shadow and caustic effect for ALS

This commit is contained in:
Thorsten Renk 2015-03-10 13:53:11 +02:00
parent 87c3bf5772
commit 92a38e95da
2 changed files with 347 additions and 0 deletions

194
Effects/model-interior.eff Normal file
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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/model-interior</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<texture n="4">
<type>cubemap</type>
<!--<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nx.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nz.png</negative-z>
</images>-->
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/opacity/opacity_rear.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/opacity/opacity_main.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/opacity/opacity_side2.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/opacity/opacity_side1.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/opacity/opacity_closed.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/opacity/opacity_closed.png</negative-z>
</images>
</texture>
<opacity-cube-center type="vec3d" n="0"> 0.5 0.0 0.3</opacity-cube-center>
<opacity-cube-scale type="vec3d" n="0"> 1.5 0.5 0.7</opacity-cube-scale>
<opacity-cube-angle type="float">0.0</opacity-cube-angle>
</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>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<unit>0</unit>
<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>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type><use>texture[4]/type</use></type>
<images><use>texture[4]/images</use></images>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/generic-ALS-base.vert</vertex-shader>
<fragment-shader>Shaders/model-interior-ALS-base.frag</fragment-shader>
<fragment-shader>Shaders/hazes.frag</fragment-shader>
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
</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>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>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</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>offset_vec</name>
<type>float-vec3</type>
<value><use>opacity-cube-center</use></value>
</uniform>
<uniform>
<name>scale_vec</name>
<type>float-vec3</type>
<value><use>opacity-cube-scale</use></value>
</uniform>
<uniform>
<name>angle</name>
<type>float</type>
<value><use>opacity-cube-angle</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>cube_texture</name>
<type>sampler-cube</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value><use>material/color-mode-uniform</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value><use>quality_level</use></value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value><use>tquality_level</use></value>
</uniform>
</pass>
</technique>
</PropertyList>

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// -*-C++-*-
// written by Thorsten Renk, Oct 2015
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
uniform sampler2D texture;
uniform samplerCube cube_texture;
varying float yprime_alt;
varying float mie_angle;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
uniform float terminator;
uniform float terrain_alt;
uniform float hazeLayerAltitude;
uniform float overcast;
uniform float eye_alt;
uniform float cloud_self_shading;
uniform float angle;
uniform vec3 offset_vec;
uniform vec3 scale_vec;
uniform int quality_level;
uniform int tquality_level;
uniform int use_searchlight;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float alt;
float eShade;
float fog_func (in float targ, in float alt);
float alt_factor(in float eye_alt, in float vertex_alt);
float light_distance_fading(in float dist);
float fog_backscatter(in float avisibility);
vec3 get_hazeColor(in float light_arg);
float luminance(vec3 color)
{
return dot(vec3(0.212671, 0.715160, 0.072169), color);
}
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 > 30.0) {return e;}
if (x < -15.0) {return 0.0;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
// this determines how light is attenuated in the distance
// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
// for distance > visibility
void main()
{
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
// this is taken from default.frag
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 fragColor;
vec4 specular = vec4(0.0);
float intensity;
float effective_scattering = min(scattering, cloud_self_shading);
eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
vec4 light_specular = gl_LightSource[0].specular * (eShade - 0.1);
// 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);
// lookup on the opacity map
vec3 light_vec = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz);
//vec3 light_vec = vec3 (-1.0,0.0,0.0);
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec3 scaled_pos = relPos + ep.xyz;
//vec3 lookup_vec = normalize(- normalize(light_vec) + relPos);
scaled_pos -= offset_vec;
float rangle = radians(angle);
mat2 rotMat = mat2 (cos(rangle), -sin(rangle), sin(rangle), cos(rangle));
scaled_pos.xy *=rotMat;
scaled_pos /= scale_vec;
//vec3 lookup_pos = dot(base1,scaled_pos) * base1 + dot(base2,scaled_pos) * base2;
vec3 lookup_pos = scaled_pos - light_vec * dot(light_vec, scaled_pos);
vec3 lookup_vec = normalize(normalize(light_vec) + lookup_pos);
vec4 opacity = textureCube(cube_texture, lookup_vec);
NdotL = dot(n, lightDir);
//NdotL = dot(n, (gl_ModelViewMatrix * vec4 (light_vec,0.0)).xyz);
if (NdotL > 0.0) {
diffuse_term.rgb += 2.0 * diffuse_term.rgb * (1.0 - opacity.a);
color += diffuse_term * NdotL * opacity;
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb
* light_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);
fragColor = color * texel + specular;
//fragColor.rgb = vec3(1.0,1.0,1.0) * (1.0 - opacity.a);
gl_FragColor = fragColor;
}