Modified reflect effect to include bumpspec. Original effect untouched
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Aircraft/Generic/Effects/null_bumpspec.png
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Aircraft/Generic/Effects/null_bumpspec.png
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Effects/reflect-bump-spec.eff
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Effects/reflect-bump-spec.eff
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Reflections
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PARAMETERS: There are two forms of cube map texture:- vertical cross and 6 images.
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Either can be used - alternative forms are shown in <parameters> and in <texture-unit>
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The reflection is set proportional to the shininess of the material. Thus by
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varying the material shininess value over or between objects the amount of
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refection can be controlled. The overall amount of reflection may be
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adjusted by the use of <refl_correction> -1.0 (fully transparent)- 1.0 (fully opaque).
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The overall values of the noisiness, coloured fringing or fresnel effect may be adjusted
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by the use of <noisiness>, <rainbowiness> and <fresneliness>.
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If your result is too dark/too light the overall ambient light value can be adjusted
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by the use of <ambient_correction>. This correction also takes out some of the blueness
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added as default to compensate for the lack of reflection.
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To use a reflection map set <reflect_map> to 1,and the path to the map texture in
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<texture n="8">
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A default, null, bumpspec is specified as texture unit 4. To provide a custom bumpspec map,
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define <texture n="4"> in the derived effect file
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USE: To use the default reflection effect (controlled by material shininess values) use
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<effect>
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<inherits-from>Effects/reflect</inherits-from>
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<object-name>Fuselage</object-name>
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</effect>
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To use your own reflection effect, use
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<effect>
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<inherits-from>Aircraft/Lightning/Models/Effects/lightningreflect</inherits-from>
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<object-name>Fuselage</object-name>
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</effect>
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in your model file.
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To use your own effect place your efffect file containing something like this:
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<name>Effects/lightningreflect</name>
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<inherits-from>Effects/reflect</inherits-from>
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and the the modified tags in the path as above
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EXAMPLES: You can find examples of both usages in the Hunter and Lightning models.
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-->
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<PropertyList>
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<name>Effects/reflect</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<texture n="4">
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<image>Aircraft/Generic/Effects/null_bumpspec.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="5">
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<type>cubemap</type>
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<!-- use this form for a cube cross -->
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<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
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<!-- use this form for a 6 image cube map -->
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<texture n="6">
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<image>Aircraft/Generic/Effects/Rainbow.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="7">
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<image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="8">
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<image>Aircraft/737-300/Models/Effects/733LH.ReflectionMap3.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<rendering-hint>transparent</rendering-hint>
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<shade-model>smooth</shade-model>
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<rainbowiness type="float">0.01</rainbowiness>
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<fresneliness>0.1</fresneliness>
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<noisiness>0.25</noisiness>
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<refl_correction>0.0</refl_correction>
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<ambient_correction>0.05</ambient_correction>
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<reflect_map>0</reflect_map>
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</parameters>
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<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<active><use>material/active</use></active>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode><use>material/color-mode</use></color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face><use>cull-face</use></cull-face>
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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<texture-unit>
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<unit>0</unit>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<image><use>texture[4]/image</use></image>
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<filter><use>texture[4]/filter</use></filter>
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<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
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<internal-format><use>texture[4]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>5</unit>
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<type><use>texture[5]/type</use></type>
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<!-- use this form for a cube cross -->
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<!--<image><use>texture[5]/image</use></image>-->
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<!-- use this form for a 6 image cube map -->
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<images><use>texture[5]/images</use></images>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<type><use>texture[6]/type</use></type>
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<image><use>texture[6]/image</use></image>
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<filter><use>texture[6]/filter</use></filter>
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<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>7</unit>
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<type><use>texture[7]/type</use></type>
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<image><use>texture[7]/image</use></image>
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<filter><use>texture[7]/filter</use></filter>
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<wrap-s><use>texture[7]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[7]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>8</unit>
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<image><use>texture[8]/image</use></image>
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<filter><use>texture[8]/filter</use></filter>
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<wrap-s><use>texture[8]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[8]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>9</unit>
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<type>noise</type>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/reflect-bump-spec.vert</vertex-shader>
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<fragment-shader>Shaders/reflect-bump-spec.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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</program>
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<uniform>
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<name>BaseTex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>NormalTex</name>
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<type>sampler-2d</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>Environment</name>
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<type>sampler-cube</type>
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<value type="int">5</value>
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</uniform>
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<uniform>
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<name>Rainbow</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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<uniform>
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<name>Fresnel</name>
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<type>sampler-2d</type>
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<value type="int">7</value>
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</uniform>
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<uniform>
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<name>Map</name>
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<type>sampler-2d</type>
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<value type="int">8</value>
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</uniform>
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<uniform>
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<name>Noise</name>
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<type>sampler-3d</type>
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<value type="int">9</value>
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</uniform>
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<!-- set the amount of fringing colour 0.0 - 1.0 -->
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<uniform>
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<name>rainbowiness</name>
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<type>float</type>
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<value><use>rainbowiness</use></value>
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</uniform>
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<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
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<uniform>
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<name>fresneliness</name>
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<type>float</type>
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<value><use>fresneliness</use></value>
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</uniform>
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<!-- set the amount of noisiness 0.0 - 1.0 -->
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<uniform>
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<name>noisiness</name>
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<type>float</type>
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<value><use>noisiness</use></value>
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</uniform>
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<!-- The reflection is set proportional to the shininess of the material.
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The amount of reflection may be adjusted by the use of this correction
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-1.0 (fully transparent)- 1.0 (fully opaque) -->
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<uniform>
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<name>refl_correction</name>
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<type>float</type>
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<value><use>refl_correction</use></value>
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</uniform>
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<!-- set the amount of ambient light correction 0.0 - 1.0 -->
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<uniform>
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<name>ambient_correction</name>
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<type>float</type>
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<value><use>ambient_correction</use></value>
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</uniform>
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<!-- use a reflection map-->
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<uniform>
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<name>reflect_map</name>
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<type>float</type>
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<value><use>reflect_map</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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123
Shaders/reflect-bump-spec.frag
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Shaders/reflect-bump-spec.frag
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// -*- mode: C; -*-
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// Licence: GPL v2
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// Author: Vivian Meazza.
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#version 120
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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varying vec4 Diffuse;
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varying vec3 lightDir, halfVector;
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varying float alpha, fogCoord;
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uniform samplerCube Environment;
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uniform sampler2D Rainbow;
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uniform sampler2D BaseTex;
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uniform sampler2D Fresnel;
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uniform sampler2D Map;
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uniform sampler2D NormalTex;
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uniform sampler3D Noise;
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uniform float refl_correction;
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uniform float rainbowiness;
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uniform float fresneliness;
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uniform float noisiness;
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uniform float ambient_correction;
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uniform float reflect_map;
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void main (void)
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{
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vec3 halfV;
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float NdotL, NdotHV;
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vec4 color = constantColor;
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vec4 specular = vec4(0.0);
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vec4 ns = texture2D(NormalTex, gl_TexCoord[0].st);
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vec3 n = ns.rgb * 2.0 - 1.0;
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n = normalize(n.x * VTangent + n.y * VBinormal + n.z * VNormal);
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NdotL = max(0.0, dot(n, lightDir));
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// calculate the specular light
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if (NdotL > 0.0) {
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color += Diffuse * NdotL;
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halfV = normalize(halfVector);
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NdotHV = max(dot(n, halfV), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb * ns.a
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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color.a = alpha;
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color = clamp(color, 0.0, 1.0);
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vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
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vec4 texelcolor = color * texel + specular;
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// calculate the fog factor
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float fogCoord = ecPosition.z;
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const float LOG2 = 1.442695;
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float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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if(gl_Fog.density == 1.0)
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fogFactor=1.0;
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vec3 normal = normalize(VNormal);
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vec3 viewVec = normalize(vViewVec);
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// Map a rainbowish color
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float v = dot(viewVec, normal);
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vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
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// Map a fresnel effect
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vec4 fresnel = texture2D(Fresnel, vec2(v, 0.0));
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// map the refection of the environment
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vec4 reflection = textureCube(Environment, reflVec);
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// set the user shininess offse
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float transparency_offset = clamp(refl_correction, -1.0, 1.0);
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float reflFactor = 0.0;
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if(reflect_map > 0){
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// map the shininess of the object with user input
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vec4 map = texture2D(Map, gl_TexCoord[0].st);
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//float pam = (map.a * -2) + 1; //reverse map
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reflFactor = map.a + transparency_offset;
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} else {
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// set the reflectivity proportional to shininess with user
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// input
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reflFactor = (gl_FrontMaterial.shininess / 128) + transparency_offset;
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}
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reflFactor = clamp(reflFactor, 0.0, 1.0);
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// set ambient adjustment to remove bluiness with user input
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float ambient_offset = clamp(ambient_correction, -1.0, 1.0);
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vec4 ambient_Correction = vec4(gl_LightSource[0].ambient.rg, gl_LightSource[0].ambient.b * 0.6, 0.5) * ambient_offset ;
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ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
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// map noise vectore
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vec4 noisevec = texture3D(Noise, rawpos.xyz);
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// add fringing fresnel and rainbow effects and modulate by reflection
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vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
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vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
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vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
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vec4 raincolor = vec4(noisecolor.rgb, 1.0) * reflFactor;
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vec4 mixedcolor = mix(texel, raincolor, reflFactor);
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// the final reflection
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vec4 reflColor = color * mixedcolor + specular + ambient_Correction ;
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reflColor = clamp(reflColor, 0.0, 1.0);
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gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);
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}
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69
Shaders/reflect-bump-spec.vert
Normal file
69
Shaders/reflect-bump-spec.vert
Normal file
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@ -0,0 +1,69 @@
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// -*- mode: C; -*-
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// Licence: GPL v2
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// Author: Vivian Meazza.
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 VTangent;//////////////
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varying vec3 VBinormal;/////////////
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varying vec3 Normal;
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varying vec4 constantColor;
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varying vec3 vViewVec;
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varying vec3 reflVec;
|
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|
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varying vec4 Diffuse;
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varying vec3 normal, lightDir, halfVector;
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varying float alpha, fogCoord;
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uniform mat4 osg_ViewMatrixInverse;
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|
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attribute vec3 tangent;
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attribute vec3 binormal;
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|
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void main(void)
|
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{
|
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rawpos = gl_Vertex;
|
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
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vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
|
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|
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vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
|
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vec3 b = normalize(cross(gl_Normal,t));
|
||||
vec3 n = normalize(gl_Normal);
|
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|
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
VTangent = normalize(gl_NormalMatrix * tangent);
|
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VBinormal = normalize(gl_NormalMatrix * binormal);
|
||||
Normal = normalize(gl_Normal);
|
||||
|
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lightDir = normalize(vec3(gl_LightSource[0].position));
|
||||
halfVector = normalize(gl_LightSource[0].halfVector.xyz);
|
||||
Diffuse = gl_Color * gl_LightSource[0].diffuse;
|
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//Diffuse= gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
|
||||
// Super hack: if diffuse material alpha is less than 1, assume a
|
||||
// transparency animation is at work
|
||||
if (gl_FrontMaterial.diffuse.a < 1.0)
|
||||
alpha = gl_FrontMaterial.diffuse.a;
|
||||
else
|
||||
alpha = gl_Color.a;
|
||||
|
||||
fogCoord = abs(ecPosition3.z);
|
||||
|
||||
// Vertex in eye coordinates
|
||||
vec3 vertVec = ecPosition.xyz;
|
||||
|
||||
vViewVec.x = dot(t, vertVec);
|
||||
vViewVec.y = dot(b, vertVec);
|
||||
vViewVec.z = dot(n, vertVec);
|
||||
|
||||
// calculate the reflection vector
|
||||
vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
|
||||
reflVec = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
constantColor = gl_FrontMaterial.emission
|
||||
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
|
||||
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
}
|
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