diff --git a/Effects/ws30.eff b/Effects/ws30.eff index 660136316..c5615c7dd 100644 --- a/Effects/ws30.eff +++ b/Effects/ws30.eff @@ -19,45 +19,7 @@ 1.2 - - Textures/Terrain/city1.png - 2d - linear-mipmap-linear - - repeat - repeat - - - normalized - - - Textures/Terrain/forest.png - 2d - linear-mipmap-linear - - repeat - repeat - - - normalized - - - Textures/Terrain/water.png - 2d - linear-mipmap-linear - - repeat - repeat - - - normalized - + Textures/Terrain/snow3.png 2d @@ -199,6 +161,11 @@ /sim/startup/ysize + /sim/current-view/pitch-offset-deg @@ -584,7 +551,7 @@ - Shaders/generic-ALS-base.vert + Shaders/ws30.vert Shaders/shadows-include.vert Shaders/ws30.frag Shaders/hazes.frag @@ -758,18 +725,18 @@ 1 - city - sampler-2d + dimensionsArray + sampler-1d 2 - forest - sampler-2d + diffuseArray + sampler-1d 3 - water - sampler-2d + specularArray + sampler-1d 4 diff --git a/Shaders/ws30.frag b/Shaders/ws30.frag index bd04e3837..6c4195a48 100644 --- a/Shaders/ws30.frag +++ b/Shaders/ws30.frag @@ -10,13 +10,11 @@ varying vec4 diffuse_term; varying vec3 normal; varying vec3 relPos; - uniform sampler2D landclass; uniform sampler2DArray atlas; -//uniform sampler2D city; -//uniform sampler2D forest; -//uniform sampler2D water; - +uniform sampler1D dimensionsArray; +uniform sampler1D diffuseArray; +uniform sampler1D specularArray; varying float yprime_alt; varying float mie_angle; @@ -59,17 +57,26 @@ float luminance(vec3 color) void main() { + // The Landclass for this particular fragment. This can be used to + // index into the atlas textures. + int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5); + + 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 mat_index = float(lc)/512.0; + float mat_shininess = texture(dimensionsArray, mat_index).z; + vec4 mat_diffuse = texture(diffuseArray, mat_index); + vec4 mat_specular = texture(specularArray, mat_index); + vec4 color = mat_diffuse; float effective_scattering = min(scattering, cloud_self_shading); @@ -81,13 +88,14 @@ void main() n = (2.0 * gl_Color.a - 1.0) * normal; n = normalize(n); + NdotL = dot(n, lightDir); if (NdotL > 0.0) { float shadowmap = getShadowing(); color += diffuse_term * NdotL * shadowmap; NdotHV = max(dot(n, halfVector), 0.0); - if (gl_FrontMaterial.shininess > 0.0) - specular.rgb = (gl_FrontMaterial.specular.rgb + if (mat_shininess > 0.0) + specular.rgb = (mat_specular.rgb * light_specular.rgb * pow(NdotHV, gl_FrontMaterial.shininess) * shadowmap); @@ -98,13 +106,13 @@ void main() // is closer to what the OpenGL fixed function pipeline does. color = clamp(color, 0.0, 1.0); - int lc = int(texture2D(landclass, gl_TexCoord[0].st).b * 255.0 + 0.5); - //vec2 st = mod(gl_TexCoord[0].st, 0.125); // mod to 1/8 of the space - //st.s = st.s + 0.125 * mod(lc, 8); - //st.y = st.y + 0.125 * int(lc/8); - texel = texture(atlas, vec3(gl_TexCoord[0].st, lc)); - //texel = texture2D(texture, gl_TexCoord[0].st); + // Different textures have different have different dimensions. + // Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here. + vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st; + vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t ); + texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc)); + fragColor = color * texel + specular; // here comes the terrain haze model diff --git a/Shaders/ws30.vert b/Shaders/ws30.vert new file mode 100644 index 000000000..e3091b5ff --- /dev/null +++ b/Shaders/ws30.vert @@ -0,0 +1,233 @@ +// WS30 VERTEX SHADER +// -*-C++-*- +#version 120 + +// Shader that uses OpenGL state values to do per-pixel lighting +// +// The only light used is gl_LightSource[0], which is assumed to be +// directional. +// +// Colors are not assigned in this shader, as they will come from +// the landclass lookup in the fragment shader. +// Haze part added by Thorsten Renk, Oct. 2011 + + +#define MODE_OFF 0 +#define MODE_DIFFUSE 1 +#define MODE_AMBIENT_AND_DIFFUSE 2 + +attribute vec2 orthophotoTexCoord; + +// The constant term of the lighting equation that doesn't depend on +// the surface normal is passed in gl_{Front,Back}Color. The alpha +// component is set to 1 for front, 0 for back in order to work around +// bugs with gl_FrontFacing in the fragment shader. +varying vec4 diffuse_term; +varying vec3 normal; +varying vec3 relPos; +varying vec2 orthoTexCoord; + +varying float yprime_alt; +varying float mie_angle; + +uniform int colorMode; +uniform float hazeLayerAltitude; +uniform float terminator; +uniform float terrain_alt; +uniform float avisibility; +uniform float visibility; +uniform float overcast; +uniform float ground_scattering; +uniform float moonlight; + +void setupShadows(vec4 eyeSpacePos); + +// This is the value used in the skydome scattering shader - use the same here for consistency? +const float EarthRadius = 5800000.0; +const float terminator_width = 200000.0; + + +float earthShade; + +float light_func (in float x, in float a, in float b, in float c, in float d, in float e) +{ +//x = x - 0.5; + +// use the asymptotics to shorten computations +if (x < -15.0) {return 0.0;} + +return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); +} + + +void main() +{ + + vec4 light_diffuse; + vec4 light_ambient; + vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); + vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight; + + + //float yprime_alt; + float yprime; + float lightArg; + float intensity; + float vertex_alt; + float scattering; + +// this code is copied from default.vert + + //vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; + gl_Position = ftransform(); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + orthoTexCoord = orthophotoTexCoord; + normal = gl_NormalMatrix * gl_Normal; + + // here start computations for the haze layer + // we need several geometrical quantities + + // first current altitude of eye position in model space + vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); + + // and relative position to vector + relPos = gl_Vertex.xyz - ep.xyz; + + // unfortunately, we need the distance in the vertex shader, although the more accurate version + // is later computed in the fragment shader again + float dist = length(relPos); + + // altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m + vertex_alt = max(gl_Vertex.z,100.0); + scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt); + + + // branch dependent on daytime + +if (terminator < 1000000.0) // the full, sunrise and sunset computation +{ + + + // establish coordinates relative to sun position + + vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz; + vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0)); + + + + // yprime is the distance of the vertex into sun direction + yprime = -dot(relPos, lightHorizon); + + // this gets an altitude correction, higher terrain gets to see the sun earlier + yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt); + + // two times terminator width governs how quickly light fades into shadow + // now the light-dimming factor + earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4; + + // parametrized version of the Flightgear ground lighting function + lightArg = (terminator-yprime_alt)/100000.0; + + // directional scattering for low sun + if (lightArg < 10.0) + {mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;} + else + {mie_angle = 1.0;} + + + + + light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0); + light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0); + light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0); + light_diffuse.a = 1.0; + light_diffuse = light_diffuse * scattering; + + + light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33); + light_ambient.g = light_ambient.r * 0.4/0.33; + light_ambient.b = light_ambient.r * 0.5/0.33; + light_ambient.a = 1.0; + + + + +// correct ambient light intensity and hue before sunrise +if (earthShade < 0.5) + { + //light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade)); + intensity = length(light_ambient.xyz); + + light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) )); + light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade)); + + intensity = length(light_diffuse.xyz); + light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) )); + } + + +// the haze gets the light at the altitude of the haze top if the vertex in view is below +// but the light at the vertex if the vertex is above + +vertex_alt = max(vertex_alt,hazeLayerAltitude); + +if (vertex_alt > hazeLayerAltitude) + { + if (dist > 0.8 * avisibility) + { + vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist)); + yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt); + } + } +else + { + vertex_alt = hazeLayerAltitude; + yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt); + } + +} +else // the faster, full-day version without lightfields +{ + //vertex_alt = max(gl_Vertex.z,100.0); + + earthShade = 1.0; + mie_angle = 1.0; + + if (terminator > 3000000.0) + {light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0); + light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); } + else + { + + lightArg = (terminator/100000.0 - 10.0)/20.0; + light_diffuse.b = 0.78 + lightArg * 0.21; + light_diffuse.g = 0.907 + lightArg * 0.091; + light_diffuse.r = 0.904 + lightArg * 0.092; + light_diffuse.a = 1.0; + + light_ambient.r = 0.316 + lightArg * 0.016; + light_ambient.g = light_ambient.r * 0.4/0.33; + light_ambient.b = light_ambient.r * 0.5/0.33; + light_ambient.a = 1.0; + } + + light_diffuse = light_diffuse * scattering; + yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude); +} + + +// default lighting based on texture and material using the light we have just computed + + diffuse_term = light_diffuse; + vec4 constant_term = (gl_LightModel.ambient + light_ambient); + // Another hack for supporting two-sided lighting without using + // gl_FrontFacing in the fragment shader. + gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0; + gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0; + + setupShadows(gl_ModelViewMatrix * gl_Vertex); +} + + + +