diff --git a/Docs/README.scenery b/Docs/README.scenery index 7e3dc54c3..8887929d8 100644 --- a/Docs/README.scenery +++ b/Docs/README.scenery @@ -23,6 +23,7 @@ Contents ---------------------------------------------------------------------- 3.11 LINEAR_FEATURE_LIST 3.12 OBJECT_LIGHT 3.13 LIGHT_LIST + 3.14 OBJECT_INSTANCED 4 model manager ("/models/model") 4.1 static objects @@ -645,6 +646,54 @@ Where: - X,Y,Z are the cartesian coordinates of the light. +X is South and +Y is East. - The rest of the parameters are the same as OBJECT_LIGHT (Section 3.12) +3.14 OBJECT_INSTANCED +--------------------- +Defines a model and properties to place multiple instances of the object + +Example: + + OBJECT_INSTANCED Models/Commercial/tower-glass-dark-blue.ac instances.txt default -129.00115321 -8.98951092 0 + +Syntax: + + OBJECT_INSTANCED + +Where: +- is the path to an object relative to the data directory (same as OBJECT_SHARED). Models used should be raw models (e.g. *.ac) and not *.xml's, and should contain as few objects as possible (recommendation is single object per model), using a texture atlas for representing different semantic parts in the model instead of splitting them into various objects. +- is the name of the file containing instance positions and other properties +- is the name of the effect that will be applied. See below for currently available options. +- , , defines the position relative to which all the instances will be placed (similar to BUILDING_LIST) + +The referenced (in the example instances.txt) contains lines defining one instance per line: + + + +Where: +- X, Y, Z are the cartsian coordiates of the instance, +X is South and +Y is East. +- (optional) hdg, pitch and roll define the rotation of the instance, matching OBJECT_SHARED exactly +- (optional) scale is a multiplier for the scale of the instance, with a value of 1 indicate no scaling + +Each line will therefore contain 3 (position only), 6 (position+rotation), 4 (position+scale) or 7 (all properties) parameters. In the case of both rotation and scaling, the scaling is applied before rotation. + +If the effect being used supports custom attributes, the line *must contain* 4 additional custom parameters: + + + +Again, the intermediate rotation and scaling parameters are optional and can be skipped if the instance does not require any rotation/scaling, leading to 7 (position+custom), 10 (position+rotation+custom), 8 (position+scale+custom) or 11 (all properties) parameters. + +The function of custom attributes will differ from effect to effect, see below. + +### Instancing Effects +There are two types of effects supported by the instancing framework: + +- Effects with default parameters + - "default": The default instancing effect described above which does basic instance position, rotation and scaling + - "Effects/object-instancing": Same as "default" +- Effects with additional custom parameters + - "Effects/object-instancing-colored": Requires four additional custom attributes, which are the colors respectively. The instance's color/texture will be blended with the (r,g,b) values provided based on the given factor. A factor of 0 implies keeping the original color, while a factor of 1 replaces the original color with the provided (r,g,b) completely. + +Note: Implementing new effects with additional custom parameters requires a small source-side change in ObjectInstanceBin.hxx + 4 model manager ("/models/model") -------------------------------------------- diff --git a/Effects/object-instancing-colored.eff b/Effects/object-instancing-colored.eff new file mode 100644 index 000000000..79b453709 --- /dev/null +++ b/Effects/object-instancing-colored.eff @@ -0,0 +1,49 @@ + + + Effects/object-instancing-colored + Effects/object-instancing + + + + + Shaders/object_instancing_colored.vert + Shaders/object_instancing_colored.frag + Shaders/model_ALS_base.glsl + + instance_position + 6 + + + instance_rotation_and_scale + 7 + + + instance_custom_attrib + 10 + + + + + + + + + Shaders/object_instancing_colored_lowspec.vert + Shaders/object_instancing_colored_lowspec.frag + + instance_position + 6 + + + instance_rotation_and_scale + 7 + + + instance_custom_attrib + 10 + + + + + + diff --git a/Effects/object-instancing.eff b/Effects/object-instancing.eff new file mode 100644 index 000000000..089d65110 --- /dev/null +++ b/Effects/object-instancing.eff @@ -0,0 +1,43 @@ + + + Effects/object-instancing + Effects/model-default + + + + + Shaders/object_instancing.vert + Shaders/object_instancing.glsl + Shaders/shadows-include.vert + Shaders/generic_ALS_base.glsl + + instance_position + 6 + + + instance_rotation_and_scale + 7 + + + + + + + + + Shaders/object_instancing_lowspec.vert + Shaders/object_instancing.glsl + Shaders/shadows-include.vert + + instance_position + 6 + + + instance_rotation_and_scale + 7 + + + + + + diff --git a/Shaders/generic_ALS_base.glsl b/Shaders/generic_ALS_base.glsl new file mode 100644 index 000000000..8f80677af --- /dev/null +++ b/Shaders/generic_ALS_base.glsl @@ -0,0 +1,221 @@ +// -*-C++-*- +#version 120 + +// Duplicated from generic-ALS-base.vert, but in the form of +// library functions that can be used by other shader cpde + +// 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. +// +// Diffuse colors come from the gl_Color, ambient from the material. This is +// equivalent to osg::Material::DIFFUSE. +// Haze part added by Thorsten Renk, Oct. 2011 + + +#define MODE_OFF 0 +#define MODE_DIFFUSE 1 +#define MODE_AMBIENT_AND_DIFFUSE 2 + +// 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 vec4 ecPosition; + +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; + +// 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) +{ + // 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 render_ALS_base(in vec3 position) +{ + 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 + ecPosition = gl_ModelViewMatrix * vec4(position, gl_Vertex.w); + // Project to world space + gl_Position = gl_ModelViewProjectionMatrix * vec4(position, gl_Vertex.w); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[2] = gl_TextureMatrix[2] * gl_MultiTexCoord2; + + vec4 ambient_color, diffuse_color; + if (colorMode == MODE_DIFFUSE) { + diffuse_color = gl_Color; + ambient_color = gl_FrontMaterial.ambient; + } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) { + diffuse_color = gl_Color; + ambient_color = gl_Color; + } else { + diffuse_color = gl_FrontMaterial.diffuse; + ambient_color = gl_FrontMaterial.ambient; + } + + // 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 = position.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(position.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 = diffuse_color* light_diffuse; + vec4 constant_term = gl_FrontMaterial.emission + ambient_color * + (gl_LightModel.ambient + light_ambient); + + // Super hack: if diffuse material alpha is less than 1, assume a + // transparency animation is at work + if (gl_FrontMaterial.diffuse.a < 1.0) + diffuse_term.a = gl_FrontMaterial.diffuse.a; + else + diffuse_term.a = gl_Color.a; + + // 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; +} \ No newline at end of file diff --git a/Shaders/model_ALS_base.glsl b/Shaders/model_ALS_base.glsl new file mode 100644 index 000000000..7e7879ef1 --- /dev/null +++ b/Shaders/model_ALS_base.glsl @@ -0,0 +1,278 @@ +// -*-C++-*- +#version 120 + +// Duplicated from model-ALS-base.frag, but in the form of +// library functions that can be used by other shader code + +varying vec4 diffuse_term; +varying vec3 normal; +varying vec3 relPos; +varying vec4 ecPosition; + +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 air_pollution; +uniform float landing_light1_offset; +uniform float landing_light2_offset; +uniform float landing_light3_offset; + +uniform int quality_level; +uniform int tquality_level; +uniform int use_searchlight; +uniform int use_landing_light; +uniform int use_alt_landing_light; + + +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 rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_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 rayleigh_out_shift(in vec3 color, in float outscatter); +vec3 get_hazeColor(in float light_arg); +vec3 searchlight(); +vec3 landing_light(in float offset, in float offsetv); +vec3 filter_combined (in vec3 color) ; + +float getShadowing(); +vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel); + +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 render_model_ALS_base(in vec4 texel) +{ + 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 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); + + 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 + * light_specular.rgb + * pow(NdotHV, gl_FrontMaterial.shininess) + * shadowmap); + } + 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); + + float dist = length(relPos); + vec3 secondary_light = vec3 (0.0,0.0,0.0); + + if ((quality_level > 5) && (tquality_level > 5)) { + if (use_searchlight == 1) { + secondary_light += searchlight(); + } + if (use_landing_light == 1) { + secondary_light += landing_light(landing_light1_offset, landing_light3_offset); + } + if (use_alt_landing_light == 1) { + secondary_light += landing_light(landing_light2_offset, landing_light3_offset); + } + if (dist > 2.0) {// we don't want to light the cockpit... + color.rgb +=secondary_light * light_distance_fading(dist); + } + } + + fragColor = color * texel + specular; + fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb); + + + float lightArg = (terminator-yprime_alt)/100000.0; + + vec3 hazeColor = get_hazeColor(lightArg); + + + // Rayleigh color shift due to in-scattering + + if ((quality_level > 5) && (tquality_level > 5)) { + float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z); + float outscatter = 1.0-exp(-dist/rayleigh_length); + fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter); + float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0); + float lightIntensity = length(hazeColor * effective_scattering) * rShade; + vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity; + float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z); + fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength); + } + + + // here comes the terrain haze model + float delta_z = hazeLayerAltitude - eye_alt; + float mvisibility = min(visibility, avisibility); + + if (dist > 0.04 * mvisibility) { + alt = eye_alt; + + float transmission; + float vAltitude; + float delta_zv; + float H; + float distance_in_layer; + float transmission_arg; + + // angle with horizon + float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist; + + // we solve the geometry what part of the light path is attenuated normally and what is through the haze layer + if (delta_z > 0.0) { // we're inside the layer + if (ct < 0.0) { // we look down + distance_in_layer = dist; + vAltitude = min(distance_in_layer,mvisibility) * ct; + delta_zv = delta_z - vAltitude; + } else { // we may look through upper layer edge + H = dist * ct; + if (H > delta_z) { + distance_in_layer = dist/H * delta_z; + } else { + distance_in_layer = dist; + } + vAltitude = min(distance_in_layer,visibility) * ct; + delta_zv = delta_z - vAltitude; + } + } else { // we see the layer from above, delta_z < 0.0 + H = dist * -ct; + if (H < (-delta_z)) { // we don't see into the layer at all, aloft visibility is the only fading + distance_in_layer = 0.0; + delta_zv = 0.0; + } else { + vAltitude = H + delta_z; + distance_in_layer = vAltitude/H * dist; + vAltitude = min(distance_in_layer,visibility) * (-ct); + delta_zv = vAltitude; + } + } + + // ground haze cannot be thinner than aloft visibility in the model, + // so we need to use aloft visibility otherwise + + transmission_arg = (dist-distance_in_layer)/avisibility; + + float eqColorFactor; + + //float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, relPos.z + eye_alt); + if (visibility < avisibility) { + transmission_arg = transmission_arg + (distance_in_layer/visibility); + // this combines the Weber-Fechner intensity + eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering); + } else { + transmission_arg = transmission_arg + (distance_in_layer/avisibility); + // this combines the Weber-Fechner intensity + eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering); + } + + transmission = fog_func(transmission_arg, alt); + + // there's always residual intensity, we should never be driven to zero + if (eqColorFactor < 0.2) eqColorFactor = 0.2; + + // Mie-like factor + if (lightArg < 10.0) { + intensity = length(hazeColor); + float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt)); + hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) ); + } + + // high altitude desaturation of the haze color + intensity = length(hazeColor); + hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt))); + + // blue hue of haze + hazeColor.x = hazeColor.x * 0.83; + hazeColor.y = hazeColor.y * 0.9; + + // additional blue in indirect light + float fade_out = max(0.65 - 0.3 *overcast, 0.45); + intensity = length(hazeColor); + hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) )); + + // change haze color to blue hue for strong fogging + //intensity = length(hazeColor); + hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor)))); + + // reduce haze intensity when looking at shaded surfaces, only in terminator region + + float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission)); + hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator)); + + // don't let the light fade out too rapidly + + lightArg = (terminator + 200000.0)/100000.0; + float minLightIntensity = min(0.2,0.16 * lightArg + 0.5); + vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4); + hazeColor *= eqColorFactor * eShade; + hazeColor.rgb = max(hazeColor.rgb, minLight.rgb); + + // determine the right mix of transmission and haze + fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission); + + } + + fragColor.rgb = filter_combined(fragColor.rgb); + + gl_FragColor = fragColor; +} + diff --git a/Shaders/object_instancing.glsl b/Shaders/object_instancing.glsl new file mode 100644 index 000000000..ab463c502 --- /dev/null +++ b/Shaders/object_instancing.glsl @@ -0,0 +1,70 @@ +// Yaw +void rotation_matrix_H(in float sinRz, in float cosRz, out mat3 rotmat) +{ + rotmat = mat3( cosRz, -sinRz, 0.0, + sinRz, cosRz, 0.0, + 0.0 , 0.0 , 1.0); +} + +// Pitch +void rotation_matrix_P(in float sinRy, in float cosRy, out mat3 rotmat) +{ + rotmat = mat3( cosRy, 0.0 , sinRy, + 0.0 , 1.0 , 0.0, + -sinRy, 0.0 , cosRy); +} + +// Roll +void rotation_matrix_R(in float sinRx, in float cosRx, out mat3 rotmat) +{ + rotmat = mat3( 1.0 , 0.0 , 0.0, + 0.0 , cosRx , -sinRx, + 0.0 , sinRx , cosRx); +} + +void scale_matrix(in float scale, out mat3 scalemat) +{ + scalemat = mat3(scale, 0.0 , 0.0 , + 0.0 , scale, 0.0 , + 0.0 , 0.0 , scale); +} + +/* apply_instance_transforms +* Takes the position, normal of an vertex, and position/rotation/scale of +* one instance, and transforms the original position and normal of the +* vertex to match it's instanced version. +*/ +void apply_instance_transforms(inout vec3 position, inout vec3 normal, in vec3 instance_position, in vec4 instance_rotation_and_scale) +{ + // Handle rotation and scaling + mat3 ScaleMat; + scale_matrix(instance_rotation_and_scale.w, ScaleMat); + + mat3 RotMatH; + mat3 RotMatP; + mat3 RotMatR; + + float hdg = instance_rotation_and_scale.x; + float pitch = instance_rotation_and_scale.y; + float roll = instance_rotation_and_scale.z; + // if (roll > 90.0 || roll < -90.0) {roll = -roll;} + float cosRx = cos(radians(-roll)); + float sinRx = sin(radians(-roll)); + float cosRy = cos(radians(-pitch)); + float sinRy = sin(radians(-pitch)); + float cosRz = cos(radians(-hdg)); + float sinRz = sin(radians(-hdg)); + + rotation_matrix_R(sinRx, cosRx, RotMatR); + rotation_matrix_P(sinRy, cosRy, RotMatP); + rotation_matrix_H(sinRz, cosRz, RotMatH); + + // Transform position using scaling and rotation matrices + position = RotMatH * RotMatP * RotMatR * ScaleMat * position; + + // Offset model to correct location w.r.t instancing center + position = position + instance_position.xyz; + + // Transform normal using rotation matrices + normal = gl_NormalMatrix * (RotMatH * RotMatP * RotMatR * gl_Normal); +} \ No newline at end of file diff --git a/Shaders/object_instancing.vert b/Shaders/object_instancing.vert new file mode 100644 index 000000000..c324107cf --- /dev/null +++ b/Shaders/object_instancing.vert @@ -0,0 +1,22 @@ +// -*-C++-*- +#version 120 + +#extension GL_EXT_draw_instanced : enable + +attribute vec3 instance_position; // (x,y,z) +attribute vec4 instance_rotation_and_scale; // (heading, pitch, roll, scale) + +varying vec3 normal; +varying vec4 ecPosition; + +void setupShadows(vec4 eyeSpacePos); +void render_ALS_base(in vec3 position); +void apply_instance_transforms(inout vec3 position, inout vec3 normal, in vec3 instance_position, in vec4 instance_rotation_and_scale); + +void main() +{ + vec3 position = gl_Vertex.xyz; + apply_instance_transforms(position, normal, instance_position, instance_rotation_and_scale); + render_ALS_base(position); + setupShadows(ecPosition); +} diff --git a/Shaders/object_instancing_colored.frag b/Shaders/object_instancing_colored.frag new file mode 100644 index 000000000..4aefc3e8b --- /dev/null +++ b/Shaders/object_instancing_colored.frag @@ -0,0 +1,22 @@ +// -*-C++-*- +#version 120 + +// Based on model-ALS-base.frag, with one-liner addition +// for mixing color with existing color. + +varying vec4 instanceColor; + +uniform sampler2D texture; + +void render_model_ALS_base(in vec4 texel); + +void main() +{ + vec4 texel = texture2D(texture, gl_TexCoord[0].st); + + // Mix instance color with default color + texel.rgb = (1 - instanceColor.a) * texel.rgb + instanceColor.a * instanceColor.rgb; + + render_model_ALS_base(texel); +} + diff --git a/Shaders/object_instancing_colored.vert b/Shaders/object_instancing_colored.vert new file mode 100644 index 000000000..615dd444c --- /dev/null +++ b/Shaders/object_instancing_colored.vert @@ -0,0 +1,30 @@ +// -*-C++-*- +#version 120 + +#extension GL_EXT_draw_instanced : enable + +// Based on object-instancing.vert, with minor additions for instance color + +attribute vec3 instance_position; // (x,y,z) +attribute vec4 instance_rotation_and_scale; // (heading, pitch, roll, scale) +attribute vec4 instance_custom_attrib; // (r,g,b,a) + +varying vec3 normal; +varying vec4 ecPosition; + +varying vec4 instanceColor; + +void setupShadows(vec4 eyeSpacePos); +void render_ALS_base(in vec3 position); +void apply_instance_transforms(inout vec3 position, inout vec3 normal, in vec3 instance_position, in vec4 instance_rotation_and_scale); + +void main() +{ + vec3 position = gl_Vertex.xyz; + apply_instance_transforms(position, normal, instance_position, instance_rotation_and_scale); + render_ALS_base(position); + setupShadows(ecPosition); + + // Pass instance color to fragment shader from custom attribute + instanceColor = instance_custom_attrib; +} diff --git a/Shaders/object_instancing_colored_lowspec.frag b/Shaders/object_instancing_colored_lowspec.frag new file mode 100644 index 000000000..7de757ed3 --- /dev/null +++ b/Shaders/object_instancing_colored_lowspec.frag @@ -0,0 +1,83 @@ +// -*-C++-*- + +// Based on default.frag, with one-liner addition +// for mixing color with existing color. + +// Ambient term comes in gl_Color.rgb. +#version 120 + +varying vec4 diffuse_term; +varying vec3 normal; +varying vec4 ecPosition; + +uniform sampler2D texture; +uniform sampler2D orthophotoTexture; + +////fog "include" ///// +uniform int fogType; + +uniform bool orthophotoAvailable; + +varying vec4 instanceColor; + +vec3 fog_Func(vec3 color, int type); +////////////////////// + +float getShadowing(); +vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel); + +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 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) { + 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 + * gl_LightSource[0].specular.rgb + * pow(NdotHV, gl_FrontMaterial.shininess) + * shadowmap); + } + 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); + + // Mix instance color with default color + texel.rgb = (1 - instanceColor.a) * texel.rgb + instanceColor.a * instanceColor.rgb; + + if (orthophotoAvailable) { + vec4 sat_texel = texture2D(orthophotoTexture, gl_TexCoord[2].st); + if (sat_texel.a > 0) { + texel.rgb = sat_texel.rgb; + } + } + + fragColor = color * texel + specular; + fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb); + + fragColor.rgb = fog_Func(fragColor.rgb, fogType); + gl_FragColor = fragColor; +} diff --git a/Shaders/object_instancing_colored_lowspec.vert b/Shaders/object_instancing_colored_lowspec.vert new file mode 100644 index 000000000..7ba0369bf --- /dev/null +++ b/Shaders/object_instancing_colored_lowspec.vert @@ -0,0 +1,68 @@ +// -*-C++-*- +#version 120 + +#extension GL_EXT_draw_instanced : enable + +// Based on object-instancing-lowspec.vert, with minor additions for instance color + +#define MODE_OFF 0 +#define MODE_DIFFUSE 1 +#define MODE_AMBIENT_AND_DIFFUSE 2 + +attribute vec3 instance_position; // (x,y,z) +attribute vec4 instance_rotation_and_scale; // (heading, pitch, roll, scale) +attribute vec4 instance_custom_attrib; // (r,g,b,a) + +varying vec4 diffuse_term; +varying vec3 normal; +varying vec4 ecPosition; + +varying vec4 instanceColor; + +uniform int colorMode; + +void setupShadows(vec4 eyeSpacePos); +void apply_instance_transforms(inout vec3 position, inout vec3 normal, in vec3 instance_position, in vec4 instance_rotation_and_scale); + +void main() +{ + vec3 position = gl_Vertex.xyz; + apply_instance_transforms(position, normal, instance_position, instance_rotation_and_scale); + + gl_Position = gl_ModelViewProjectionMatrix * vec4(position, gl_Vertex.w); + + // Pass instance color to fragment shader from custom attribute + instanceColor = instance_custom_attrib; + + /************* The following is copied from default.vert *************/ + ecPosition = gl_ModelViewMatrix * gl_Vertex; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[2] = gl_TextureMatrix[2] * gl_MultiTexCoord2; + + vec4 ambient_color, diffuse_color; + if (colorMode == MODE_DIFFUSE) { + diffuse_color = gl_Color; + ambient_color = gl_FrontMaterial.ambient; + } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) { + diffuse_color = gl_Color; + ambient_color = gl_Color; + } else { + diffuse_color = gl_FrontMaterial.diffuse; + ambient_color = gl_FrontMaterial.ambient; + } + diffuse_term = diffuse_color * gl_LightSource[0].diffuse; + vec4 constant_term = gl_FrontMaterial.emission + ambient_color * + (gl_LightModel.ambient + gl_LightSource[0].ambient); + // Super hack: if diffuse material alpha is less than 1, assume a + // transparency animation is at work + if (gl_FrontMaterial.diffuse.a < 1.0) + diffuse_term.a = gl_FrontMaterial.diffuse.a; + else + diffuse_term.a = gl_Color.a; + // 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(ecPosition); +} diff --git a/Shaders/object_instancing_lowspec.vert b/Shaders/object_instancing_lowspec.vert new file mode 100644 index 000000000..21489961e --- /dev/null +++ b/Shaders/object_instancing_lowspec.vert @@ -0,0 +1,60 @@ +// -*-C++-*- +#version 120 + +#extension GL_EXT_draw_instanced : enable + +#define MODE_OFF 0 +#define MODE_DIFFUSE 1 +#define MODE_AMBIENT_AND_DIFFUSE 2 + +attribute vec3 instance_position; // (x,y,z) +attribute vec4 instance_rotation_and_scale; // (heading, pitch, roll, scale) + +varying vec4 diffuse_term; +varying vec3 normal; +varying vec4 ecPosition; + +uniform int colorMode; + +void setupShadows(vec4 eyeSpacePos); +void apply_instance_transforms(inout vec3 position, inout vec3 normal, in vec3 instance_position, in vec4 instance_rotation_and_scale); + +void main() +{ + vec3 position = gl_Vertex.xyz; + apply_instance_transforms(position, normal, instance_position, instance_rotation_and_scale); + + gl_Position = gl_ModelViewProjectionMatrix * vec4(position, gl_Vertex.w); + + /************* The following is copied from default.vert *************/ + ecPosition = gl_ModelViewMatrix * gl_Vertex; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[2] = gl_TextureMatrix[2] * gl_MultiTexCoord2; + + vec4 ambient_color, diffuse_color; + if (colorMode == MODE_DIFFUSE) { + diffuse_color = gl_Color; + ambient_color = gl_FrontMaterial.ambient; + } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) { + diffuse_color = gl_Color; + ambient_color = gl_Color; + } else { + diffuse_color = gl_FrontMaterial.diffuse; + ambient_color = gl_FrontMaterial.ambient; + } + diffuse_term = diffuse_color * gl_LightSource[0].diffuse; + vec4 constant_term = gl_FrontMaterial.emission + ambient_color * + (gl_LightModel.ambient + gl_LightSource[0].ambient); + // Super hack: if diffuse material alpha is less than 1, assume a + // transparency animation is at work + if (gl_FrontMaterial.diffuse.a < 1.0) + diffuse_term.a = gl_FrontMaterial.diffuse.a; + else + diffuse_term.a = gl_Color.a; + // 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(ecPosition); +}