Fix random buildings in Compositor
Update Compositor Effects and Shaders with latest random/osm2city buildings implementation.
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7 changed files with 804 additions and 936 deletions
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311
Compositor/Shaders/ALS/building-default.vert
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311
Compositor/Shaders/ALS/building-default.vert
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// -*-C++-*-
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#version 120
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#extension GL_EXT_draw_instanced : enable
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// Shader that uses OpenGL state values to do per-pixel lighting
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//
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// The only light used is gl_LightSource[0], which is assumed to be
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// directional.
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//
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// Diffuse colors come from the gl_Color, ambient from the material. This is
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// equivalent to osg::Material::DIFFUSE.
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// Haze part added by Thorsten Renk, Oct. 2011
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#define MODE_OFF 0
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#define MODE_DIFFUSE 1
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#define MODE_AMBIENT_AND_DIFFUSE 2
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attribute vec3 instancePosition; // (x,y,z)
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attribute vec3 instanceScale; // (width, depth, height)
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attribute vec3 attrib1; // Generic packed attributes
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attribute vec3 attrib2;
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// The constant term of the lighting equation that doesn't depend on
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// the surface normal is passed in gl_{Front,Back}Color. The alpha
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// component is set to 1 for front, 0 for back in order to work around
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// bugs with gl_FrontFacing in the fragment shader.
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 relPos;
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//varying float earthShade;
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//varying float yprime;
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//varying float vertex_alt;
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varying float yprime_alt;
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varying float mie_angle;
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uniform int colorMode;
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uniform float hazeLayerAltitude;
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uniform float terminator;
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uniform float terrain_alt;
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uniform float avisibility;
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uniform float visibility;
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uniform float overcast;
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//uniform float scattering;
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uniform float ground_scattering;
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uniform bool use_IR_vision;
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// This is the value used in the skydome scattering shader - use the same here for consistency?
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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float earthShade;
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//float mie_angle;
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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//x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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const float c_precision = 128.0;
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const float c_precisionp1 = c_precision + 1.0;
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vec3 float2vec(float value) {
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vec3 val;
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val.x = mod(value, c_precisionp1) / c_precision;
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val.y = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
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val.z = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
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return val;
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}
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void main()
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{
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vec4 light_diffuse;
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vec4 light_ambient;
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float yprime;
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float lightArg;
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float intensity;
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float vertex_alt;
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float scattering;
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// Unpack generic attributes
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vec3 attr1 = float2vec(attrib1.x);
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vec3 attr2 = float2vec(attrib1.z);
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vec3 attr3 = float2vec(attrib2.x);
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// Determine the rotation for the building.
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float sr = sin(6.28 * attr1.x);
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float cr = cos(6.28 * attr1.x);
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vec3 position = gl_Vertex.xyz;
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// Adjust the very top of the roof to match the rooftop scaling. This shapes
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// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
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position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * attr3.z - 0.5);
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position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * attrib2.y );
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// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
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// Scale down by the building height (instanceScale.z) because
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// immediately afterwards we will scale UP the vertex to the correct scale.
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position.z = position.z + gl_Color.z * attrib1.y / instanceScale.z;
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position = position * instanceScale.xyz;
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// Rotation of the building and movement into position
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position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
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position = position + instancePosition.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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// Texture coordinates are stored as:
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// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
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// - a semi-shared (x1, y1) so that the front and side of the building can have
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// different texture mappings
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//
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// The vertex color value selects between them:
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// gl_Color.x=1 indicates front/back walls
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// gl_Color.y=1 indicates roof
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// gl_Color.z=1 indicates top roof vertexs (used above)
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// gl_Color.a=1 indicates sides
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// Finally, the roof texture is on the right of the texture sheet
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float wtex0x = attr1.y; // Front/Side texture X0
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float wtex0y = attr1.z; // Front/Side texture Y0
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float rtex0x = attr2.z; // Roof texture X0
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float rtex0y = attr3.x; // Roof texture Y0
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float wtex1x = attr2.x; // Front/Roof texture X1
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float stex1x = attr3.y; // Side texture X1
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float wtex1y = attr2.y; // Front/Roof/Side texture Y1
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vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
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gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
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vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
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wtex1y);
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gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
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gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
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// Rotate the normal.
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normal = gl_Normal;
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normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
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normal = gl_NormalMatrix * normal;
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vec4 ambient_color, diffuse_color;
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if (colorMode == MODE_DIFFUSE) {
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diffuse_color = vec4(1.0,1.0,1.0,1.0);
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ambient_color = gl_FrontMaterial.ambient;
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} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
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diffuse_color = vec4(1.0,1.0,1.0,1.0);
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ambient_color = vec4(1.0,1.0,1.0,1.0);
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} else {
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diffuse_color = gl_FrontMaterial.diffuse;
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ambient_color = gl_FrontMaterial.ambient;
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}
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// here start computations for the haze layer
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// we need several geometrical quantities
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// first current altitude of eye position in model space
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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// and relative position to vector
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relPos = gl_Vertex.xyz + gl_Color.xyz - ep.xyz;
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// unfortunately, we need the distance in the vertex shader, although the more accurate version
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// is later computed in the fragment shader again
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float dist = length(relPos);
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// altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
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vertex_alt = max(gl_Vertex.z + gl_Color.z,100.0);
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scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
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// branch dependent on daytime
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if (terminator < 1000000.0) // the full, sunrise and sunset computation
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{
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// establish coordinates relative to sun position
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vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
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vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
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// yprime is the distance of the vertex into sun direction
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yprime = -dot(relPos, lightHorizon);
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// this gets an altitude correction, higher terrain gets to see the sun earlier
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yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
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// two times terminator width governs how quickly light fades into shadow
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// now the light-dimming factor
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earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
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// parametrized version of the Flightgear ground lighting function
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lightArg = (terminator-yprime_alt)/100000.0;
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// directional scattering for low sun
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if (lightArg < 10.0)
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{mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
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else
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{mie_angle = 1.0;}
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light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
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light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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light_diffuse.a = 1.0;
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light_diffuse = light_diffuse * scattering;
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light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
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light_ambient.g = light_ambient.r * 0.4/0.33;
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light_ambient.b = light_ambient.r * 0.5/0.33;
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light_ambient.a = 1.0;
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// correct ambient light intensity and hue before sunrise
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if (earthShade < 0.5)
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{
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//light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
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intensity = length(light_ambient.rgb);
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light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
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intensity = length(light_diffuse.rgb);
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
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}
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// the haze gets the light at the altitude of the haze top if the vertex in view is below
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// but the light at the vertex if the vertex is above
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vertex_alt = max(vertex_alt,hazeLayerAltitude);
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if (vertex_alt > hazeLayerAltitude)
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{
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if (dist > 0.8 * avisibility)
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{
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vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
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yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
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}
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}
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else
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{
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vertex_alt = hazeLayerAltitude;
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yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
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}
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}
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else // the faster, full-day version without lightfields
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{
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//vertex_alt = max(gl_Vertex.z,100.0);
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earthShade = 1.0;
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mie_angle = 1.0;
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if (terminator > 3000000.0)
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{light_diffuse = vec4 (1.0, 1.0, 1.0, 1.0);
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light_ambient = vec4 (0.33, 0.4, 0.5, 1.0); }
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else
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{
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lightArg = (terminator/100000.0 - 10.0)/20.0;
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light_diffuse.b = 0.78 + lightArg * 0.21;
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light_diffuse.g = 0.907 + lightArg * 0.091;
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light_diffuse.r = 0.904 + lightArg * 0.092;
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light_diffuse.a = 1.0;
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light_ambient.r = 0.316 + lightArg * 0.016;
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light_ambient.g = light_ambient.r * 0.4/0.33;
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light_ambient.b = light_ambient.r * 0.5/0.33;
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light_ambient.a = 1.0;
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}
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light_diffuse = light_diffuse * scattering;
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yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
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}
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if (use_IR_vision)
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{
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light_ambient.rgb = max(light_ambient.rgb, vec3 (0.5, 0.5, 0.5));
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}
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// default lighting based on texture and material using the light we have just computed
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diffuse_term = diffuse_color* light_diffuse;
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vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
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(gl_LightModel.ambient + light_ambient);
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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diffuse_term.a = gl_FrontMaterial.diffuse.a;
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else
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diffuse_term.a = 1.0;
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// Another hack for supporting two-sided lighting without using
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// gl_FrontFacing in the fragment shader.
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gl_FrontColor.rgb = constant_term.rgb;
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gl_BackColor.rgb = constant_term.rgb;
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//gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
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}
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@ -4,11 +4,9 @@
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#version 120
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attribute vec3 instancePosition; // (x,y,z)
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attribute vec3 instanceScaleRotate; // (width, depth, height)
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attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset)
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attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain)
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attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain)
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attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale)
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attribute vec3 instanceScale ; // (width, depth, height)
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attribute vec3 attrib1; // Generic packed attributes
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attribute vec3 attrib2;
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varying vec3 rawpos;
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varying vec3 VNormal;
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@ -53,24 +51,39 @@ void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
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0.0 , 0.0 , 0.0, 1.0 );
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}
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const float c_precision = 128.0;
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const float c_precisionp1 = c_precision + 1.0;
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vec3 float2vec(float value) {
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vec3 val;
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val.x = mod(value, c_precisionp1) / c_precision;
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val.y = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
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val.z = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
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return val;
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}
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void main(void)
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{
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// Determine the rotation for the building.
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float sr = sin(6.28 * rotPitchWtex0x.x);
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float cr = cos(6.28 * rotPitchWtex0x.x);
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// Unpack generic attributes
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vec3 attr1 = float2vec(attrib1.x);
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vec3 attr2 = float2vec(attrib1.z);
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vec3 attr3 = float2vec(attrib2.x);
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// Determine the rotation for the building.
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float sr = sin(6.28 * attr1.x);
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float cr = cos(6.28 * attr1.x);
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vec3 rawpos = gl_Vertex.xyz;
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// Adjust the very top of the roof to match the rooftop scaling. This shapes
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// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
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rawpos.x = (1.0 - gl_Color.z) * rawpos.x + gl_Color.z * ((rawpos.x + 0.5) * rooftopscale.x - 0.5);
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rawpos.y = (1.0 - gl_Color.z) * rawpos.y + gl_Color.z * (rawpos.y * rooftopscale.y);
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rawpos.x = (1.0 - gl_Color.z) * rawpos.x + gl_Color.z * ((rawpos.x + 0.5) * attr3.z - 0.5);
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rawpos.y = (1.0 - gl_Color.z) * rawpos.y + gl_Color.z * (rawpos.y * attrib2.y );
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// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
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// Scale down by the building height (instanceScaleRotate.z) because
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// Scale down by the building height (instanceScale.z) because
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// immediately afterwards we will scale UP the vertex to the correct scale.
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rawpos.z = rawpos.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
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rawpos = rawpos * instanceScaleRotate.xyz;
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rawpos.z = rawpos.z + gl_Color.z * attrib1.y / instanceScale.z;
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rawpos = rawpos * instanceScale.xyz;
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// Rotation of the building and movement into rawpos
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rawpos.xy = vec2(dot(rawpos.xy, vec2(cr, sr)), dot(rawpos.xy, vec2(-sr, cr)));
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@ -78,16 +91,31 @@ void main(void)
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vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos, 1.0);
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// Texture coordinates are stored as:
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// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
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// - a shared gain value (tex1x, tex1y)
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//
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// The vertex color value selects between them, with glColor.x=1 indicating walls
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// and glColor.y=1 indicating roofs.
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// Finally, the roof texture is on the left of the texture sheet
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vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*rotPitchWtex0x.z + gl_Color.y*rtex0xRtex0y.x),
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gl_Color.x*wtex0yTex1xTex1y.x + gl_Color.y*rtex0xRtex0y.y);
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gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y;
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gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.z;
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// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
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// - a semi-shared (x1, y1) so that the front and side of the building can have
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// different texture mappings
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//
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// The vertex color value selects between them:
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// 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(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
|
||||
gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
|
||||
|
||||
vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
|
||||
wtex1y);
|
||||
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
|
||||
|
||||
// Rotate the normal.
|
||||
vec3 normal = gl_Normal;
|
||||
|
|
|
@ -1,63 +0,0 @@
|
|||
// -*-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;
|
||||
}
|
|
@ -14,11 +14,9 @@
|
|||
#define MODE_AMBIENT_AND_DIFFUSE 2
|
||||
|
||||
attribute vec3 instancePosition; // (x,y,z)
|
||||
attribute vec3 instanceScaleRotate; // (width, depth, height)
|
||||
attribute vec3 rotPitchWtex0x; // (rotation, pitch height, wall texture x offset)
|
||||
attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain)
|
||||
attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, unused)
|
||||
attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale)
|
||||
attribute vec3 instanceScale ; // (width, depth, height)
|
||||
attribute vec3 attrib1; // Generic packed attributes
|
||||
attribute vec3 attrib2;
|
||||
|
||||
// The constant term of the lighting equation that doesn't depend on
|
||||
// the surface normal is passed in gl_{Front,Back}Color. The alpha
|
||||
|
@ -35,23 +33,39 @@ uniform int colorMode;
|
|||
//void fog_Func(int type);
|
||||
/////////////////////////
|
||||
|
||||
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()
|
||||
{
|
||||
// Determine the rotation for the building.
|
||||
float sr = sin(6.28 * rotPitchWtex0x.x);
|
||||
float cr = cos(6.28 * rotPitchWtex0x.x);
|
||||
// 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 = gl_Vertex.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 gl_Color.z
|
||||
position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5);
|
||||
position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * rooftopscale.y);
|
||||
position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * attr3.z - 0.5);
|
||||
position.y = (1.0 - gl_Color.z) * position.y + gl_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 (instanceScaleRotate.z) because
|
||||
// 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 + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
|
||||
position = position * instanceScaleRotate.xyz;
|
||||
position.z = position.z + gl_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)));
|
||||
|
@ -60,20 +74,31 @@ void main()
|
|||
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
|
||||
|
||||
// Texture coordinates are stored as:
|
||||
// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
// - a shared gain value (tex1x, tex1y)
|
||||
// - 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, with glColor.x=1 indicating walls
|
||||
// and glColor.y=1 indicating roofs.
|
||||
// Finally, the roof texture is on the left of the texture sheet
|
||||
float wtex0x = rotPitchWtex0x.z;
|
||||
float wtex0y = wtex0yTex1xTex1y.x;
|
||||
float rtex0x = rtex0xRtex0y.x;
|
||||
float rtex0y = rtex0xRtex0y.y;
|
||||
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x),
|
||||
gl_Color.x*wtex0y + gl_Color.y*rtex0y);
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.z;
|
||||
// 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(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
|
||||
gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
|
||||
|
||||
vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
|
||||
wtex1y);
|
||||
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
|
||||
|
||||
// Rotate the normal.
|
||||
normal = gl_Normal;
|
||||
|
|
|
@ -18,29 +18,43 @@ uniform int shader_qual;
|
|||
uniform int rembrandt_enabled;
|
||||
|
||||
attribute vec3 instancePosition; // (x,y,z)
|
||||
attribute vec3 instanceScaleRotate; // (width, depth, height)
|
||||
attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset)
|
||||
attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain)
|
||||
attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain)
|
||||
attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale)
|
||||
attribute vec3 instanceScale; // (width, depth, height)
|
||||
attribute vec3 attrib1; // Generic packed attributes
|
||||
attribute vec3 attrib2;
|
||||
|
||||
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(void)
|
||||
{
|
||||
// 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 * rotPitchWtex0x.x);
|
||||
float cr = cos(6.28 * rotPitchWtex0x.x);
|
||||
float sr = sin(6.28 * attr1.x);
|
||||
float cr = cos(6.28 * attr1.x);
|
||||
|
||||
vec3 position = gl_Vertex.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 gl_Color.z
|
||||
position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5);
|
||||
position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * rooftopscale.y);
|
||||
position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * attr3.z - 0.5);
|
||||
position.y = (1.0 - gl_Color.z) * position.y + gl_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 (instanceScaleRotate.z) because
|
||||
// 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 + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
|
||||
position = position * instanceScaleRotate.xyz;
|
||||
position.z = position.z + gl_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)));
|
||||
|
@ -84,14 +98,29 @@ void main(void)
|
|||
gl_ClipVertex = ecPosition;
|
||||
|
||||
// Texture coordinates are stored as:
|
||||
// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
// - a shared gain value (tex1x, tex1y)
|
||||
// - 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, with glColor.x=1 indicating walls
|
||||
// and glColor.y=1 indicating roofs.
|
||||
// Finally, the roof texture is on the left of the texture sheet
|
||||
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*rotPitchWtex0x.z + gl_Color.y*rtex0xRtex0y.x),
|
||||
gl_Color.x*wtex0yTex1xTex1y.x + gl_Color.y*rtex0xRtex0y.y);
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.z;
|
||||
// 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(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
|
||||
gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
|
||||
|
||||
vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
|
||||
wtex1y);
|
||||
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
|
||||
}
|
||||
|
|
|
@ -384,10 +384,11 @@ Model Hierarchy
|
|||
|
||||
There are a large number of techniques used by the models, with complex
|
||||
inheritance. Here is a handy list of the techniques, what they are for, and
|
||||
where the based technique is defined
|
||||
where the base technique is defined
|
||||
|
||||
Non-Compositor
|
||||
|
||||
# Where Defined Summary
|
||||
|
||||
4 model-combined.xml ALS, quality>0, model>0
|
||||
5 model-defaults.xml Base ALS
|
||||
7 model-combined-deferred.xml Rembrandt, model>0
|
||||
|
@ -395,3 +396,13 @@ where the based technique is defined
|
|||
10 model-defaults.xml Base Rembrandt
|
||||
11 model-defaults.xml Generic shaders, quality>0
|
||||
13 model-defaults.xml Fallback - no predicate
|
||||
|
||||
|
||||
Compositor
|
||||
|
||||
# Where Defined Summary
|
||||
4 model-combined.xml ALS, quality>0, model>0
|
||||
19 model-defaults.xml Base ALS
|
||||
7 model-combined.xml quality>0, model>0
|
||||
8 model-defaults.xml Generic shaders, quality>0
|
||||
9 model-defaults.xml Fallback - no predicate
|
||||
|
|
Loading…
Add table
Reference in a new issue