Improve wingflex shader+effect
This commit is contained in:
parent
53e3bac6ee
commit
be7e278f1c
2 changed files with 87 additions and 36 deletions
|
@ -1,6 +1,6 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<PropertyList>
|
<PropertyList>
|
||||||
<name>Effects/model-wingflex-organic</name>
|
<name>Effects/model-wingflex</name>
|
||||||
<inherits-from>Effects/model-default</inherits-from>
|
<inherits-from>Effects/model-default</inherits-from>
|
||||||
|
|
||||||
<parameters>
|
<parameters>
|
||||||
|
@ -142,9 +142,15 @@
|
||||||
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
|
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
|
||||||
<wetness><use>/environment/surface/wetness</use></wetness>
|
<wetness><use>/environment/surface/wetness</use></wetness>
|
||||||
<rnorm><use>/environment/rain-norm</use></rnorm>
|
<rnorm><use>/environment/rain-norm</use></rnorm>
|
||||||
|
<!-- Wingflex -->
|
||||||
|
<organic type="bool">0</organic>
|
||||||
|
<body-width type="float">0.7</body-width>
|
||||||
<wingflex-alpha>0.0</wingflex-alpha>
|
<wingflex-alpha>0.0</wingflex-alpha>
|
||||||
<wingflex-trailing-alpha>0.0</wingflex-trailing-alpha>
|
<wingflex-trailing-alpha>0.0</wingflex-trailing-alpha>
|
||||||
<wingsweep-factor>0.0</wingsweep-factor>
|
<wingsweep-factor>0.0</wingsweep-factor>
|
||||||
|
<wingflex-z>0.0</wingflex-z>
|
||||||
|
<wing-span>15.0</wing-span>
|
||||||
|
<!-- END Wingflex -->
|
||||||
<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
|
<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
|
||||||
<cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y>
|
<cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y>
|
||||||
<cloudpos2_x><use>/local-weather/cloud-shadows/cloudpos-x[1]</use></cloudpos2_x>
|
<cloudpos2_x><use>/local-weather/cloud-shadows/cloudpos-x[1]</use></cloudpos2_x>
|
||||||
|
@ -435,7 +441,7 @@
|
||||||
</vertex-program-two-side>
|
</vertex-program-two-side>
|
||||||
|
|
||||||
<program>
|
<program>
|
||||||
<vertex-shader n="0">Shaders/model-ALS-wingflex-organic.vert</vertex-shader>
|
<vertex-shader n="0">Shaders/model-ALS-wingflex.vert</vertex-shader>
|
||||||
<fragment-shader n="1">Shaders/model-ALS-ultra.frag</fragment-shader>
|
<fragment-shader n="1">Shaders/model-ALS-ultra.frag</fragment-shader>
|
||||||
<fragment-shader n="2">Shaders/cloud-shadowfunc.frag</fragment-shader>
|
<fragment-shader n="2">Shaders/cloud-shadowfunc.frag</fragment-shader>
|
||||||
<fragment-shader n="3">Shaders/hazes.frag</fragment-shader>
|
<fragment-shader n="3">Shaders/hazes.frag</fragment-shader>
|
||||||
|
@ -492,6 +498,12 @@
|
||||||
<value type="int">7</value>
|
<value type="int">7</value>
|
||||||
</uniform>
|
</uniform>
|
||||||
|
|
||||||
|
<uniform>
|
||||||
|
<name>organic</name>
|
||||||
|
<type>bool</type>
|
||||||
|
<value><use>organic</use></value>
|
||||||
|
</uniform>
|
||||||
|
|
||||||
<uniform>
|
<uniform>
|
||||||
<name>wingflex_alpha</name>
|
<name>wingflex_alpha</name>
|
||||||
<type>float</type>
|
<type>float</type>
|
||||||
|
@ -510,6 +522,24 @@
|
||||||
<value><use>wingsweep-factor</use></value>
|
<value><use>wingsweep-factor</use></value>
|
||||||
</uniform>
|
</uniform>
|
||||||
|
|
||||||
|
<uniform>
|
||||||
|
<name>wingflex_z</name>
|
||||||
|
<type>float</type>
|
||||||
|
<value><use>wingflex-z</use></value>
|
||||||
|
</uniform>
|
||||||
|
|
||||||
|
<uniform>
|
||||||
|
<name>body_width</name>
|
||||||
|
<type>float</type>
|
||||||
|
<value><use>body-width</use></value>
|
||||||
|
</uniform>
|
||||||
|
|
||||||
|
<uniform>
|
||||||
|
<name>wing_span</name>
|
||||||
|
<type>float</type>
|
||||||
|
<value><use>wing-span</use></value>
|
||||||
|
</uniform>
|
||||||
|
|
||||||
<!-- NORMAL MAP -->
|
<!-- NORMAL MAP -->
|
||||||
<!-- normalmap is used-->
|
<!-- normalmap is used-->
|
||||||
<uniform>
|
<uniform>
|
|
@ -22,9 +22,13 @@ attribute vec3 binormal;
|
||||||
uniform float pitch;
|
uniform float pitch;
|
||||||
uniform float roll;
|
uniform float roll;
|
||||||
uniform float hdg;
|
uniform float hdg;
|
||||||
|
uniform bool organic;
|
||||||
|
uniform float body_width;
|
||||||
uniform float wingflex_alpha;
|
uniform float wingflex_alpha;
|
||||||
uniform float wingflex_trailing_alpha;
|
uniform float wingflex_trailing_alpha;
|
||||||
uniform float wingsweep_factor;
|
uniform float wingsweep_factor;
|
||||||
|
uniform float wingflex_z;
|
||||||
|
uniform float wing_span;
|
||||||
uniform int refl_dynamic;
|
uniform int refl_dynamic;
|
||||||
uniform int nmap_enabled;
|
uniform int nmap_enabled;
|
||||||
uniform int shader_qual;
|
uniform int shader_qual;
|
||||||
|
@ -54,47 +58,64 @@ void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
vec4 vertex = gl_Vertex;
|
vec4 vertex = gl_Vertex;
|
||||||
|
|
||||||
|
if ( organic ) {
|
||||||
|
float arm_reach = 4.8;
|
||||||
|
|
||||||
|
float x_factor = max((abs(vertex.x) - body_width),0);
|
||||||
|
float y_factor = max(vertex.y,0.0);
|
||||||
|
float flex_factor1 = wingflex_alpha * (1.0 - wingsweep_factor);
|
||||||
|
float flex_factor2 = wingflex_trailing_alpha * (1.0 -wingsweep_factor);
|
||||||
|
|
||||||
|
|
||||||
float body_width = 0.7;
|
if (flex_factor1<0.0) {flex_factor1 *=0.7;}
|
||||||
float arm_reach = 4.8;
|
if (flex_factor2<0.0) {flex_factor1 *=0.7;}
|
||||||
|
|
||||||
float x_factor = max((abs(vertex.x) - body_width),0);
|
// basic flapping motion is linear to arm_reach, then parabolic
|
||||||
float y_factor = max(vertex.y,0.0);
|
|
||||||
float flex_factor1 = wingflex_alpha * (1.0 - wingsweep_factor);
|
float intercept_point = 0.1 * arm_reach * arm_reach * flex_factor1;
|
||||||
float flex_factor2 = wingflex_trailing_alpha * (1.0 -wingsweep_factor);
|
|
||||||
|
if (x_factor < arm_reach)
|
||||||
|
{
|
||||||
|
vertex.z += x_factor/arm_reach * intercept_point;
|
||||||
|
}
|
||||||
|
|
||||||
|
else
|
||||||
|
{
|
||||||
|
vertex.z += 0.1 * x_factor * x_factor * flex_factor1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// upward stroke is slightly forward-swept, downward stroke a bit backward
|
||||||
|
vertex.y += -0.25 * abs(x_factor) * flex_factor1;
|
||||||
|
|
||||||
|
//trailing edge lags the motion
|
||||||
|
vertex.z += 0.2 * y_factor * x_factor * flex_factor2;
|
||||||
|
|
||||||
|
|
||||||
if (flex_factor1<0.0) {flex_factor1 *=0.7;}
|
// if the wings are folded, we sweep them back
|
||||||
if (flex_factor2<0.0) {flex_factor1 *=0.7;}
|
vertex.y += 0.5 * x_factor * wingsweep_factor;
|
||||||
|
float sweep_x = 0.5;
|
||||||
|
if (vertex.x > 0.0) {sweep_x = - 0.5;}
|
||||||
|
|
||||||
// basic flapping motion is linear to arm_reach, then parabolic
|
vertex.x+= sweep_x * (1.0 + 0.5 *x_factor) * wingsweep_factor;
|
||||||
|
} else {
|
||||||
float intercept_point = 0.1 * arm_reach * arm_reach * flex_factor1;
|
float x_factor = max((abs(vertex.x) - body_width),0);
|
||||||
|
float y_factor = max(vertex.y,0.0);
|
||||||
if (x_factor < arm_reach)
|
|
||||||
{
|
float distance;
|
||||||
vertex.z += x_factor/arm_reach * intercept_point;
|
if(vertex.y < body_width && vertex.y > -body_width){
|
||||||
|
//this part does not move
|
||||||
|
distance = 0;
|
||||||
|
}else if(vertex.y > body_width){
|
||||||
|
distance = vertex.y - (body_width/2);
|
||||||
|
}else if(vertex.y < -body_width){
|
||||||
|
distance = vertex.y - ((-1*body_width)/2);
|
||||||
}
|
}
|
||||||
|
float deflection = wingflex_z * (distance*distance)/(wing_span*wing_span);
|
||||||
else
|
|
||||||
{
|
vertex.z += deflection;
|
||||||
vertex.z += 0.1 * x_factor * x_factor * flex_factor1;
|
vertex.y -= deflection/wing_span;
|
||||||
}
|
}
|
||||||
|
|
||||||
// upward stroke is slightly forward-swept, downward stroke a bit backward
|
|
||||||
vertex.y += -0.25 * abs(x_factor) * flex_factor1;
|
|
||||||
|
|
||||||
//trailing edge lags the motion
|
|
||||||
vertex.z += 0.2 * y_factor * x_factor * flex_factor2;
|
|
||||||
|
|
||||||
|
|
||||||
// if the wings are folded, we sweep them back
|
|
||||||
vertex.y += 0.5 * x_factor * wingsweep_factor;
|
|
||||||
float sweep_x = 0.5;
|
|
||||||
if (vertex.x > 0.0) {sweep_x = - 0.5;}
|
|
||||||
|
|
||||||
vertex.x+= sweep_x * (1.0 + 0.5 *x_factor) * wingsweep_factor;
|
|
||||||
|
|
||||||
|
|
||||||
rawpos = vertex.xyz;
|
rawpos = vertex.xyz;
|
Loading…
Reference in a new issue