Merge branch 'next' of ssh://git.code.sf.net/p/flightgear/fgdata into next
This commit is contained in:
commit
ed3e0dc515
36 changed files with 509 additions and 3241 deletions
13
Compositor/HDR/ao-buffer.xml
Normal file
13
Compositor/HDR/ao-buffer.xml
Normal file
|
@ -0,0 +1,13 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
|
||||
<PropertyList>
|
||||
<type>2d</type>
|
||||
<width>screen</width>
|
||||
<height>screen</height>
|
||||
<format>r8</format>
|
||||
<min-filter>linear</min-filter>
|
||||
<mag-filter>linear</mag-filter>
|
||||
<condition>
|
||||
<property>/sim/rendering/hdr/ambient-occlusion/enabled</property>
|
||||
</condition>
|
||||
</PropertyList>
|
|
@ -194,15 +194,12 @@
|
|||
<mag-filter>nearest</mag-filter>
|
||||
</buffer>
|
||||
|
||||
<!-- SSAO -->
|
||||
<buffer>
|
||||
<name>ao0</name>
|
||||
<type>2d</type>
|
||||
<width>screen</width>
|
||||
<height>screen</height>
|
||||
<screen-width-scale>0.5</screen-width-scale>
|
||||
<screen-height-scale>0.5</screen-height-scale>
|
||||
<format>r8</format>
|
||||
<!-- Ambient Occlusion buffers -->
|
||||
<buffer include="ao-buffer.xml">
|
||||
<name>ao-noisy</name>
|
||||
</buffer>
|
||||
<buffer include="ao-buffer.xml">
|
||||
<name>ao-filtered</name>
|
||||
</buffer>
|
||||
|
||||
<!-- Bloom buffers -->
|
||||
|
@ -675,6 +672,46 @@
|
|||
</attachment>
|
||||
</pass>
|
||||
|
||||
<!-- GTAO (Ground Truth Ambient Occlusion) -->
|
||||
<pass>
|
||||
<name>gtao</name>
|
||||
<type>quad</type>
|
||||
<effect>Effects/HDR/gtao</effect>
|
||||
<clear-mask>color</clear-mask>
|
||||
<clear-color type="vec4d">1.0 1.0 1.0 1.0</clear-color>
|
||||
<condition>
|
||||
<property>/sim/rendering/hdr/ambient-occlusion/enabled</property>
|
||||
</condition>
|
||||
<binding>
|
||||
<unit>0</unit>
|
||||
<buffer>gbuffer0</buffer>
|
||||
</binding>
|
||||
<binding>
|
||||
<unit>1</unit>
|
||||
<buffer>depth-stencil</buffer>
|
||||
</binding>
|
||||
<attachment>
|
||||
<component>color0</component>
|
||||
<buffer>ao-noisy</buffer>
|
||||
</attachment>
|
||||
</pass>
|
||||
<pass>
|
||||
<name>gtao-denoiser</name>
|
||||
<type>quad</type>
|
||||
<effect>Effects/HDR/gtao-denoiser</effect>
|
||||
<condition>
|
||||
<property>/sim/rendering/hdr/ambient-occlusion/enabled</property>
|
||||
</condition>
|
||||
<binding>
|
||||
<unit>0</unit>
|
||||
<buffer>ao-noisy</buffer>
|
||||
</binding>
|
||||
<attachment>
|
||||
<component>color0</component>
|
||||
<buffer>ao-filtered</buffer>
|
||||
</attachment>
|
||||
</pass>
|
||||
|
||||
<!-- Shadow mapping pre-passes -->
|
||||
<pass include="csm-pass.xml">
|
||||
<name>csm0</name>
|
||||
|
@ -721,25 +758,6 @@
|
|||
</viewport>
|
||||
</pass>
|
||||
|
||||
<!-- SSAO (Screen Space Ambient Occlusion) -->
|
||||
<pass>
|
||||
<name>ao</name>
|
||||
<type>quad</type>
|
||||
<effect>Effects/HDR/ao</effect>
|
||||
<binding>
|
||||
<unit>0</unit>
|
||||
<buffer>gbuffer0</buffer>
|
||||
</binding>
|
||||
<binding>
|
||||
<unit>1</unit>
|
||||
<buffer>depth-stencil</buffer>
|
||||
</binding>
|
||||
<attachment>
|
||||
<component>color0</component>
|
||||
<buffer>ao0</buffer>
|
||||
</attachment>
|
||||
</pass>
|
||||
|
||||
<!--
|
||||
Main lighting pass
|
||||
Combine the G-Buffer and other buffers to compute the final shading value
|
||||
|
@ -771,7 +789,10 @@
|
|||
</binding>
|
||||
<binding>
|
||||
<unit>7</unit>
|
||||
<buffer>ao0</buffer>
|
||||
<buffer>ao-filtered</buffer>
|
||||
<condition>
|
||||
<property>/sim/rendering/hdr/ambient-occlusion/enabled</property>
|
||||
</condition>
|
||||
</binding>
|
||||
<binding>
|
||||
<unit>9</unit>
|
||||
|
|
17
Effects/HDR/gtao-denoiser.eff
Normal file
17
Effects/HDR/gtao-denoiser.eff
Normal file
|
@ -0,0 +1,17 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<PropertyList>
|
||||
<name>Effects/HDR/gtao-denoiser</name>
|
||||
<technique n="1">
|
||||
<pass>
|
||||
<program>
|
||||
<vertex-shader>Shaders/HDR/trivial-notexcoord.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/HDR/gtao-denoiser.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>ao_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
37
Effects/HDR/gtao.eff
Normal file
37
Effects/HDR/gtao.eff
Normal file
|
@ -0,0 +1,37 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<PropertyList>
|
||||
<name>Effects/HDR/gtao</name>
|
||||
<parameters>
|
||||
<world-radius>
|
||||
<use>/sim/rendering/hdr/ambient-occlusion/world-radius</use>
|
||||
</world-radius>
|
||||
</parameters>
|
||||
<technique n="1">
|
||||
<pass>
|
||||
<stencil>
|
||||
<function>less-or-equal</function>
|
||||
<value>8</value>
|
||||
</stencil>
|
||||
<program>
|
||||
<vertex-shader>Shaders/HDR/trivial.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/HDR/gtao.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>gbuffer0_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>depth_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">1</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>world_radius</name>
|
||||
<type>float</type>
|
||||
<value><use>world-radius</use></value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
|
@ -11,6 +11,9 @@
|
|||
<wrap-t>clamp-to-edge</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<ambient-occlusion-enabled>
|
||||
<use>/sim/rendering/hdr/ambient-occlusion/enabled</use>
|
||||
</ambient-occlusion-enabled>
|
||||
<show-shadow-cascades>
|
||||
<use>/sim/rendering/hdr/debug/show-shadow-cascades</use>
|
||||
</show-shadow-cascades>
|
||||
|
@ -64,6 +67,11 @@
|
|||
<type>sampler-2d</type>
|
||||
<value type="int">7</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ambient_occlusion_enabled</name>
|
||||
<type>bool</type>
|
||||
<value><use>ambient-occlusion-enabled</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>debug_shadow_cascades</name>
|
||||
<type>bool</type>
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
|
||||
<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
|
||||
<sun_angle><use>/sim/time/sun-angle-rad</use></sun_angle>
|
||||
<fov><use>/sim/current-view/field-of-view</use></fov>
|
||||
</parameters>
|
||||
|
||||
<technique n="10">
|
||||
|
@ -123,6 +124,11 @@
|
|||
<type>float</type>
|
||||
<value><use>sun_angle</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fov</name>
|
||||
<type>float</type>
|
||||
<value><use>fov</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
|
|
|
@ -1,92 +0,0 @@
|
|||
<?xml version="1.0"?>
|
||||
<!-- (C) 2008 Anders Gidenstam.
|
||||
Distribution: GPL v2 or later.
|
||||
-->
|
||||
<PropertyList>
|
||||
|
||||
<!--=========================================================================
|
||||
Fire
|
||||
-->
|
||||
<particlesystem>
|
||||
<name>Fire</name>
|
||||
<type>normal</type>
|
||||
<texture>smoke.png</texture>
|
||||
<emissive>true</emissive>
|
||||
<lighting>false</lighting>
|
||||
|
||||
<offsets>
|
||||
<x-m>0</x-m>
|
||||
<y-m>0</y-m>
|
||||
<z-m>0</z-m>
|
||||
</offsets>
|
||||
|
||||
<attach>world</attach>
|
||||
|
||||
<placer>
|
||||
<type>sector</type>
|
||||
<radius-min-m>0.0</radius-min-m>
|
||||
<radius-max-m>35.0</radius-max-m>
|
||||
</placer>
|
||||
|
||||
<shooter>
|
||||
<theta-min-deg>0.0</theta-min-deg>
|
||||
<theta-max-deg>40.0</theta-max-deg>
|
||||
<phi-min-deg>0.0</phi-min-deg>
|
||||
<phi-max-deg>360.0</phi-max-deg>
|
||||
<speed-mps>
|
||||
<value>50.0</value>
|
||||
<spread>5.0</spread>
|
||||
</speed-mps>
|
||||
</shooter>
|
||||
|
||||
<counter>
|
||||
<particles-per-sec>
|
||||
<value>30.0</value>
|
||||
<spread>10</spread>
|
||||
</particles-per-sec>
|
||||
</counter>
|
||||
|
||||
<align>billboard</align>
|
||||
|
||||
<particle>
|
||||
<start>
|
||||
<color>
|
||||
<red><value>1.0</value></red>
|
||||
<green><value>0.5</value></green>
|
||||
<blue><value>0.0</value></blue>
|
||||
<alpha><value>1.0</value></alpha>
|
||||
</color>
|
||||
<size>
|
||||
<value>6.0</value>
|
||||
<spread>2</spread>
|
||||
</size>
|
||||
</start>
|
||||
<end>
|
||||
<color>
|
||||
<red><value>1.0</value></red>
|
||||
<green><value>1.0</value></green>
|
||||
<blue><value>1.0</value></blue>
|
||||
<alpha><value>0.3</value></alpha>
|
||||
</color>
|
||||
<size>
|
||||
<value>2.0</value>
|
||||
<spread>0.5</spread>
|
||||
</size>
|
||||
</end>
|
||||
|
||||
<life-sec>
|
||||
<value>4</value>
|
||||
</life-sec>
|
||||
<mass-kg>0.1</mass-kg>
|
||||
<radius-m>0.2</radius-m>
|
||||
</particle>
|
||||
|
||||
<program>
|
||||
<fluid>air</fluid>
|
||||
<gravity>false</gravity>
|
||||
<wind>false</wind>
|
||||
</program>
|
||||
|
||||
</particlesystem>
|
||||
|
||||
</PropertyList>
|
|
@ -1,441 +0,0 @@
|
|||
AC3Db
|
||||
MATERIAL "DefaultWhite" rgb 1 1 1 amb 1 1 1 emis 0 0 0 spec 0.5 0.5 0.5 shi 64 trans 0
|
||||
MATERIAL "foam" rgb 0.9 0.9 0.9 amb 0.8 0.8 0.8 emis 0 0 0 spec 0.2 0.2 0.2 shi 0 trans 0
|
||||
OBJECT world
|
||||
kids 1
|
||||
OBJECT poly
|
||||
name "Plane"
|
||||
data 9
|
||||
Plane.001
|
||||
crease 30.000000
|
||||
numvert 74
|
||||
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|
||||
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||||
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|
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|
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|
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|
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10.176895 0.080483 -2.429139
|
||||
10.745033 0.080483 1.846115
|
||||
10.657333 0.080483 6.428134
|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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1.784095 0.080483 1.52707
|
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numsurf 59
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refs 3
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refs 3
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refs 3
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refs 3
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refs 3
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mat 1
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refs 3
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refs 3
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mat 1
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refs 3
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refs 3
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SURF 0x20
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@ -1,32 +0,0 @@
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<?xml version="1.0"?>
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@ -1,441 +0,0 @@
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AC3Db
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mat 1
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refs 3
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refs 3
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kids 0
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|
@ -1,29 +0,0 @@
|
|||
<?xml version="1.0"?>
|
||||
<!-- (C) 2012 Anders Gidenstam.
|
||||
Distribution: GPL v2 or later.
|
||||
-->
|
||||
<PropertyList>
|
||||
|
||||
<path>retardant.ac</path>
|
||||
|
||||
<animation>
|
||||
<type>select</type>
|
||||
<condition>
|
||||
<property>/environment/wildfire/models/enabled</property>
|
||||
</condition>
|
||||
</animation>
|
||||
|
||||
<animation>
|
||||
<type>range</type>
|
||||
<min-m>0</min-m>
|
||||
<max-m>5000</max-m>
|
||||
</animation>
|
||||
|
||||
<animation>
|
||||
<enable-hot type="bool">false</enable-hot>
|
||||
</animation>
|
||||
<animation>
|
||||
<type>noshadow</type>
|
||||
</animation>
|
||||
|
||||
</PropertyList>
|
|
@ -1,66 +0,0 @@
|
|||
<?xml version="1.0"?>
|
||||
<!-- (C) 2012 - 2013 Anders Gidenstam.
|
||||
Distribution: GPL v2 or later.
|
||||
-->
|
||||
<PropertyList>
|
||||
|
||||
<!-- Overlay these to set the trigger and signal properties. -->
|
||||
<params>
|
||||
<trigger>controls/armament/trigger</trigger>
|
||||
<signal>/sim/ai/aircraft/impact/retardant</signal>
|
||||
</params>
|
||||
|
||||
<!--
|
||||
To inform the Wildfire system about a retardant impact the aircraft
|
||||
-set file must load this submodel file and install a handler for the
|
||||
impact signal. The handler could look similar to the following script:
|
||||
|
||||
<nasal>
|
||||
...
|
||||
<wildfire_retardant>
|
||||
<script><![CDATA[
|
||||
######################################################################
|
||||
var resolve_impact = func (n) {
|
||||
#print("Retardant impact!");
|
||||
var node = props.globals.getNode(n.getValue());
|
||||
var pos = geo.Coord.new().set_latlon
|
||||
(node.getNode("impact/latitude-deg").getValue(),
|
||||
node.getNode("impact/longitude-deg").getValue(),
|
||||
node.getNode("impact/elevation-m").getValue());
|
||||
# The arguments are: position, radius and volume (currently unused).
|
||||
wildfire.resolve_retardant_drop(pos, 10, 0);
|
||||
}
|
||||
setlistener("/sim/ai/aircraft/impact/retardant", resolve_impact);
|
||||
print("Wildfire integration ... initialized.");
|
||||
######################################################################
|
||||
]]>
|
||||
</script>
|
||||
</wildfire_retardant>
|
||||
</nasal>
|
||||
-->
|
||||
|
||||
<!--=========================================================================
|
||||
Fire retardant marker.
|
||||
-->
|
||||
<submodel>
|
||||
<name>Retardant marker</name>
|
||||
<model>Models/Geometry/null.ac</model>
|
||||
<trigger alias="../../params/trigger"/>
|
||||
<speed>16</speed>
|
||||
<repeat>true</repeat>
|
||||
<delay>0.5</delay>
|
||||
<count>-1</count>
|
||||
<x-offset> 0.0 </x-offset>
|
||||
<y-offset> 0.0 </y-offset>
|
||||
<z-offset> -1.0 </z-offset>
|
||||
<yaw-offset>0</yaw-offset>
|
||||
<pitch-offset>-90</pitch-offset>
|
||||
<wind>true</wind>
|
||||
<eda>1.0</eda>
|
||||
<cd>1.50</cd>
|
||||
<weight>1.0</weight>
|
||||
<impact>true</impact>
|
||||
<impact-reports alias="../../params/signal"/>
|
||||
</submodel>
|
||||
|
||||
</PropertyList>
|
|
@ -1,99 +0,0 @@
|
|||
<?xml version="1.0"?>
|
||||
<!-- (C) 2012 - 2013 Anders Gidenstam.
|
||||
Distribution: GPL v2 or later.
|
||||
-->
|
||||
<PropertyList>
|
||||
|
||||
<!-- Overlay this property to set the trigger. -->
|
||||
<params>
|
||||
<trigger>controls/armament/trigger</trigger>
|
||||
</params>
|
||||
|
||||
<!--=========================================================================
|
||||
Fire retardant.
|
||||
-->
|
||||
<particlesystem>
|
||||
<name>Fire retardant</name>
|
||||
<type>normal</type>
|
||||
<texture>smoke.png</texture>
|
||||
<emissive>false</emissive>
|
||||
<lighting>true</lighting>
|
||||
|
||||
<condition>
|
||||
<property alias="../../../params/trigger"/>
|
||||
</condition>
|
||||
|
||||
<offsets>
|
||||
<x-m>0</x-m>
|
||||
<y-m>0</y-m>
|
||||
<z-m>0</z-m>
|
||||
</offsets>
|
||||
|
||||
<attach>world</attach>
|
||||
|
||||
<placer>
|
||||
<type>point</type>
|
||||
</placer>
|
||||
|
||||
<shooter>
|
||||
<theta-min-deg>-205</theta-min-deg>
|
||||
<theta-max-deg>-175</theta-max-deg>
|
||||
<phi-min-deg>165</phi-min-deg>
|
||||
<phi-max-deg>195</phi-max-deg>
|
||||
<speed-mps>
|
||||
<value>5.0</value>
|
||||
<spread>1.0</spread>
|
||||
</speed-mps>
|
||||
</shooter>
|
||||
|
||||
<counter>
|
||||
<particles-per-sec>
|
||||
<value>75.0</value>
|
||||
<spread>2.00</spread>
|
||||
</particles-per-sec>
|
||||
</counter>
|
||||
|
||||
<align>billboard</align>
|
||||
|
||||
<particle>
|
||||
<start>
|
||||
<color>
|
||||
<red><value>1.0</value></red>
|
||||
<green><value>0.1</value></green>
|
||||
<blue><value>0.1</value></blue>
|
||||
<alpha><value>1</value></alpha>
|
||||
</color>
|
||||
<size>
|
||||
<value>0.5</value>
|
||||
<spread>0.1</spread>
|
||||
</size>
|
||||
</start>
|
||||
<end>
|
||||
<color>
|
||||
<red><value>0.8</value></red>
|
||||
<green><value>0.05</value></green>
|
||||
<blue><value>0.05</value></blue>
|
||||
<alpha><value>0.15</value></alpha>
|
||||
</color>
|
||||
<size>
|
||||
<value>40.0</value>
|
||||
<spread>5.0</spread>
|
||||
</size>
|
||||
</end>
|
||||
|
||||
<life-sec>
|
||||
<value>30.0</value>
|
||||
</life-sec>
|
||||
<mass-kg>25</mass-kg>
|
||||
<radius-m>1</radius-m>
|
||||
</particle>
|
||||
|
||||
<program>
|
||||
<fluid>air</fluid>
|
||||
<gravity>true</gravity>
|
||||
<wind>true</wind>
|
||||
</program>
|
||||
|
||||
</particlesystem>
|
||||
|
||||
</PropertyList>
|
Binary file not shown.
Before Width: | Height: | Size: 6.3 KiB |
|
@ -1,88 +0,0 @@
|
|||
<?xml version="1.0"?>
|
||||
<!-- (C) 2008 Anders Gidenstam.
|
||||
Distribution: GPL v2 or later.
|
||||
-->
|
||||
<PropertyList>
|
||||
|
||||
<!--=========================================================================
|
||||
Smoke
|
||||
-->
|
||||
<particlesystem>
|
||||
<name>Smoke</name>
|
||||
<type>normal</type>
|
||||
<texture>smoke.png</texture>
|
||||
<emissive>false</emissive>
|
||||
<lighting>true</lighting>
|
||||
|
||||
<offsets>
|
||||
<x-m>0</x-m>
|
||||
<y-m>0</y-m>
|
||||
<z-m>0</z-m>
|
||||
</offsets>
|
||||
|
||||
<attach>world</attach>
|
||||
|
||||
<placer>
|
||||
<type>sector</type>
|
||||
<radius-min-m>0.0</radius-min-m>
|
||||
<radius-max-m>30.0</radius-max-m>
|
||||
</placer>
|
||||
|
||||
<shooter>
|
||||
<speed-mps>
|
||||
<value>0.5</value>
|
||||
<spread>0</spread>
|
||||
</speed-mps>
|
||||
</shooter>
|
||||
|
||||
<counter>
|
||||
<particles-per-sec>
|
||||
<value>2.0</value>
|
||||
<spread>0.50</spread>
|
||||
</particles-per-sec>
|
||||
</counter>
|
||||
|
||||
<align>billboard</align>
|
||||
|
||||
<particle>
|
||||
<start>
|
||||
<color>
|
||||
<red><value>0.3</value></red>
|
||||
<green><value>0.3</value></green>
|
||||
<blue><value>0.3</value></blue>
|
||||
<alpha><value>1</value></alpha>
|
||||
</color>
|
||||
<size>
|
||||
<value>40</value>
|
||||
<spread>10</spread>
|
||||
</size>
|
||||
</start>
|
||||
<end>
|
||||
<color>
|
||||
<red><value>0.8</value></red>
|
||||
<green><value>0.8</value></green>
|
||||
<blue><value>0.8</value></blue>
|
||||
<alpha><value>0.5</value></alpha>
|
||||
</color>
|
||||
<size>
|
||||
<value>150</value>
|
||||
<spread>50</spread>
|
||||
</size>
|
||||
</end>
|
||||
|
||||
<life-sec>
|
||||
<value>4</value>
|
||||
</life-sec>
|
||||
<mass-kg>60</mass-kg>
|
||||
<radius-m>10</radius-m>
|
||||
</particle>
|
||||
|
||||
<program>
|
||||
<fluid>air</fluid>
|
||||
<gravity>true</gravity>
|
||||
<wind>true</wind>
|
||||
</program>
|
||||
|
||||
</particlesystem>
|
||||
|
||||
</PropertyList>
|
|
@ -1,441 +0,0 @@
|
|||
AC3Db
|
||||
MATERIAL "DefaultWhite" rgb 1 1 1 amb 1 1 1 emis 0 0 0 spec 0.5 0.5 0.5 shi 64 trans 0
|
||||
MATERIAL "soot" rgb 0.1 0.1 0.1 amb 0.1 0.1 0.1 emis 0 0 0 spec 0.02 0.02 0.02 shi 2 trans 0
|
||||
OBJECT world
|
||||
kids 1
|
||||
OBJECT poly
|
||||
name "Plane"
|
||||
data 9
|
||||
Plane.001
|
||||
crease 30.000000
|
||||
numvert 74
|
||||
11.492172 0.080483 11.658432
|
||||
-10.000002 0.080483 9.999999
|
||||
5.216525 0.080483 9.026312
|
||||
2.012163 0.080483 10.699518
|
||||
-2.124253 0.080483 9.292769
|
||||
-5.669932 0.080483 10.500336
|
||||
10.176895 0.080483 -2.429139
|
||||
10.745033 0.080483 1.846115
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@ -1,29 +0,0 @@
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<?xml version="1.0"?>
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<!-- (C) 2008 - 2010 Anders Gidenstam.
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Distribution: GPL v2 or later.
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-->
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<PropertyList>
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<type>select</type>
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<property>/environment/wildfire/models/enabled</property>
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</animation>
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<animation>
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<type>range</type>
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<max-m>5000</max-m>
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</animation>
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<animation>
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<enable-hot type="bool">false</enable-hot>
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</PropertyList>
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@ -1,223 +0,0 @@
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<?xml version="1.0"?>
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<!-- (C) 2008 - 2010 Anders Gidenstam.
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Distribution: GPL v2 or later.
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-->
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<!--==========================================================================
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Fire LODs
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-->
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<name>SmokelessFireHigh</name>
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<greater-than>
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<value>9</value>
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</greater-than>
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</condition>
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</particlesystem>
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</offsets>
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</model>
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<model>
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<name>SmokelessFireMed</name>
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</greater-than>
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<model>
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<name>SmokelessFireLow</name>
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|
||||
</particlesystem>
|
||||
</overlay>
|
||||
<path>Models/Effects/Wildfire/fire.xml</path>
|
||||
<offsets>
|
||||
<x-m>0</x-m>
|
||||
<y-m>0</y-m>
|
||||
<z-m>2.0</z-m>
|
||||
</offsets>
|
||||
</model>
|
||||
|
||||
<!--==========================================================================
|
||||
Smoke LODs
|
||||
-->
|
||||
<model>
|
||||
<name>SmokeHigh</name>
|
||||
<overlay>
|
||||
<particlesystem>
|
||||
<condition>
|
||||
<greater-than>
|
||||
<property>environment/wildfire/models/smoke-lod</property>
|
||||
<value>9</value>
|
||||
</greater-than>
|
||||
</condition>
|
||||
</particlesystem>
|
||||
</overlay>
|
||||
<path>Models/Effects/Wildfire/smoke.xml</path>
|
||||
<offsets>
|
||||
<x-m>0</x-m>
|
||||
<y-m>0</y-m>
|
||||
<z-m>10.0</z-m>
|
||||
</offsets>
|
||||
</model>
|
||||
|
||||
<model>
|
||||
<name>SmokeMed</name>
|
||||
<overlay>
|
||||
<particlesystem>
|
||||
<condition>
|
||||
<greater-than>
|
||||
<property>environment/wildfire/models/smoke-lod</property>
|
||||
<value>4</value>
|
||||
</greater-than>
|
||||
<less-than>
|
||||
<property>environment/wildfire/models/smoke-lod</property>
|
||||
<value>10</value>
|
||||
</less-than>
|
||||
</condition>
|
||||
<counter>
|
||||
<particles-per-sec>
|
||||
<value>0.5</value>
|
||||
<spread>0.25</spread>
|
||||
</particles-per-sec>
|
||||
</counter>
|
||||
</particlesystem>
|
||||
</overlay>
|
||||
<path>Models/Effects/Wildfire/smoke.xml</path>
|
||||
<offsets>
|
||||
<x-m>0</x-m>
|
||||
<y-m>0</y-m>
|
||||
<z-m>10.0</z-m>
|
||||
</offsets>
|
||||
</model>
|
||||
|
||||
<model>
|
||||
<name>SmokeLow</name>
|
||||
<overlay>
|
||||
<particlesystem>
|
||||
<condition>
|
||||
<less-than>
|
||||
<property>environment/wildfire/models/smoke-lod</property>
|
||||
<value>5</value>
|
||||
</less-than>
|
||||
</condition>
|
||||
<counter>
|
||||
<particles-per-sec>
|
||||
<value>0.1</value>
|
||||
<spread>0.05</spread>
|
||||
</particles-per-sec>
|
||||
</counter>
|
||||
</particlesystem>
|
||||
</overlay>
|
||||
<path>Models/Effects/Wildfire/smoke.xml</path>
|
||||
<offsets>
|
||||
<x-m>0</x-m>
|
||||
<y-m>0</y-m>
|
||||
<z-m>10.0</z-m>
|
||||
</offsets>
|
||||
</model>
|
||||
|
||||
<!--==========================================================================
|
||||
Animations
|
||||
-->
|
||||
|
||||
<animation>
|
||||
<name>Fire</name>
|
||||
<object-name>SmokelessFireHigh</object-name>
|
||||
<object-name>SmokelessFireMed</object-name>
|
||||
<object-name>SmokelessFireLow</object-name>
|
||||
</animation>
|
||||
|
||||
<animation>
|
||||
<name>Smoke</name>
|
||||
<object-name>SmokeHigh</object-name>
|
||||
<object-name>SmokeMed</object-name>
|
||||
<object-name>SmokeLow</object-name>
|
||||
</animation>
|
||||
|
||||
<animation>
|
||||
<type>select</type>
|
||||
<object-name>Fire</object-name>
|
||||
<condition>
|
||||
<property>environment/wildfire/models/enabled</property>
|
||||
</condition>
|
||||
</animation>
|
||||
|
||||
<animation>
|
||||
<type>select</type>
|
||||
<object-name>Smoke</object-name>
|
||||
<condition>
|
||||
<property>environment/wildfire/models/enabled</property>
|
||||
</condition>
|
||||
</animation>
|
||||
|
||||
<animation>
|
||||
<type>range</type>
|
||||
<object-name>Fire</object-name>
|
||||
<min-m>0</min-m>
|
||||
<max-m>10000</max-m>
|
||||
</animation>
|
||||
|
||||
<animation>
|
||||
<type>range</type>
|
||||
<object-name>Smoke</object-name>
|
||||
<min-m>0</min-m>
|
||||
<max-m>20000</max-m>
|
||||
</animation>
|
||||
|
||||
<animation>
|
||||
<type>range</type>
|
||||
<min-m>0</min-m>
|
||||
<max-m>20000</max-m>
|
||||
</animation>
|
||||
|
||||
<animation>
|
||||
<enable-hot type="bool">false</enable-hot>
|
||||
</animation>
|
||||
|
||||
</PropertyList>
|
|
@ -1387,6 +1387,7 @@ menuEnable("joystick-info", size(props.globals.getNode("/input/joysticks", 1).ge
|
|||
menuEnable("rendering-buffers", getprop("/sim/rendering/rembrandt/enabled"));
|
||||
menuEnable("rembrandt-buffers-choice", getprop("/sim/rendering/rembrandt/enabled"));
|
||||
menuEnable("stereoscopic-options", !getprop("/sim/rendering/rembrandt/enabled"));
|
||||
menuEnable("vr-options", !getprop("/sim/rendering/rembrandt/enabled") and getprop("/sim/vr/built"));
|
||||
menuEnable("sound-config", getprop("/sim/sound/working"));
|
||||
menuEnable("swift_connection", getprop("/sim/swift/available"));
|
||||
|
||||
|
|
1190
Nasal/wildfire.nas
1190
Nasal/wildfire.nas
File diff suppressed because it is too large
Load diff
|
@ -31,18 +31,23 @@ vec3 decodeNormal(vec2 f)
|
|||
|
||||
// Given a 2D coordinate in the range [0,1] and a depth value from a depth
|
||||
// buffer, also in the [0,1] range, return the view space position.
|
||||
vec3 positionFromDepth(vec2 pos, float depth)
|
||||
vec3 positionFromDepth(vec2 pos, float depth, mat4 projMatrixInverse)
|
||||
{
|
||||
// We are using a reversed depth buffer. 1.0 corresponds to the near plane
|
||||
// and 0.0 to the far plane. We convert this back to clip space by doing
|
||||
// 1.0 - depth to undo the depth reversal
|
||||
// 2.0 * depth - 1.0 to transform it to clip space [-1,1]
|
||||
vec4 clipSpacePos = vec4(pos * 2.0 - 1.0, 1.0 - depth * 2.0, 1.0);
|
||||
vec4 viewSpacePos = fg_ProjectionMatrixInverse * clipSpacePos;
|
||||
vec4 viewSpacePos = projMatrixInverse * clipSpacePos;
|
||||
viewSpacePos.xyz /= viewSpacePos.w;
|
||||
return viewSpacePos.xyz;
|
||||
}
|
||||
|
||||
vec3 positionFromDepth(vec2 pos, float depth)
|
||||
{
|
||||
return positionFromDepth(pos, depth, fg_ProjectionMatrixInverse);
|
||||
}
|
||||
|
||||
// http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
|
||||
float linearizeDepth(float depth)
|
||||
{
|
||||
|
|
|
@ -30,7 +30,7 @@ vec3 evaluateLight(
|
|||
float roughness,
|
||||
vec3 f0,
|
||||
vec3 intensity,
|
||||
float occlusion,
|
||||
float visibility,
|
||||
vec3 n,
|
||||
vec3 l,
|
||||
vec3 v,
|
||||
|
@ -41,7 +41,7 @@ vec3 evaluateIBL(
|
|||
float metallic,
|
||||
float roughness,
|
||||
vec3 f0,
|
||||
float occlusion,
|
||||
float visibility,
|
||||
vec3 nWorldSpace,
|
||||
float NdotV,
|
||||
vec3 reflected);
|
||||
|
|
|
@ -26,7 +26,7 @@ vec3 evaluateLight(
|
|||
float roughness,
|
||||
vec3 f0,
|
||||
vec3 intensity,
|
||||
float occlusion,
|
||||
float visibility,
|
||||
vec3 n,
|
||||
vec3 l,
|
||||
vec3 v,
|
||||
|
@ -37,7 +37,7 @@ vec3 evaluateIBL(
|
|||
float metallic,
|
||||
float roughness,
|
||||
vec3 f0,
|
||||
float occlusion,
|
||||
float visibility,
|
||||
vec3 nWorldSpace,
|
||||
float NdotV,
|
||||
vec3 reflected);
|
||||
|
|
35
Shaders/HDR/gtao-denoiser.frag
Normal file
35
Shaders/HDR/gtao-denoiser.frag
Normal file
|
@ -0,0 +1,35 @@
|
|||
#version 330 core
|
||||
|
||||
out float fragColor;
|
||||
|
||||
uniform sampler2D ao_tex;
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 coord = ivec2(gl_FragCoord.xy) - ivec2(2);
|
||||
float ao = 0.0;
|
||||
|
||||
ao += texelFetch(ao_tex, coord, 0).r;
|
||||
ao += texelFetch(ao_tex, coord + ivec2(1, 0), 0).r;
|
||||
ao += texelFetch(ao_tex, coord + ivec2(0, 1), 0).r;
|
||||
ao += texelFetch(ao_tex, coord + ivec2(1, 1), 0).r;
|
||||
|
||||
ao += texelFetch(ao_tex, coord + ivec2(2, 0), 0).r;
|
||||
ao += texelFetch(ao_tex, coord + ivec2(3, 0), 0).r;
|
||||
ao += texelFetch(ao_tex, coord + ivec2(2, 1), 0).r;
|
||||
ao += texelFetch(ao_tex, coord + ivec2(3, 1), 0).r;
|
||||
|
||||
ao += texelFetch(ao_tex, coord + ivec2(0, 2), 0).r;
|
||||
ao += texelFetch(ao_tex, coord + ivec2(1, 2), 0).r;
|
||||
ao += texelFetch(ao_tex, coord + ivec2(0, 3), 0).r;
|
||||
ao += texelFetch(ao_tex, coord + ivec2(1, 3), 0).r;
|
||||
|
||||
ao += texelFetch(ao_tex, coord + ivec2(2, 2), 0).r;
|
||||
ao += texelFetch(ao_tex, coord + ivec2(3, 2), 0).r;
|
||||
ao += texelFetch(ao_tex, coord + ivec2(2, 3), 0).r;
|
||||
ao += texelFetch(ao_tex, coord + ivec2(3, 3), 0).r;
|
||||
|
||||
ao /= 16.0;
|
||||
|
||||
fragColor = ao;
|
||||
}
|
141
Shaders/HDR/gtao.frag
Normal file
141
Shaders/HDR/gtao.frag
Normal file
|
@ -0,0 +1,141 @@
|
|||
/**
|
||||
* An implementation of GTAO (Ground Truth Ambient Occlusion)
|
||||
* Based on 'Practical Real-Time Strategies for Accurate Indirect Occlusion' by
|
||||
* Jorge Jimenez et al.
|
||||
* https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
|
||||
* https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
|
||||
* Most of the shader is based on Algorithm 1 of the paper.
|
||||
*/
|
||||
|
||||
#version 330 core
|
||||
|
||||
out float fragColor;
|
||||
|
||||
in vec2 texCoord;
|
||||
|
||||
uniform sampler2D gbuffer0_tex;
|
||||
uniform sampler2D depth_tex;
|
||||
|
||||
uniform float world_radius;
|
||||
|
||||
uniform vec4 fg_Viewport;
|
||||
uniform vec2 fg_PixelSize;
|
||||
uniform mat4 fg_ProjectionMatrix;
|
||||
|
||||
const float PI = 3.141592653;
|
||||
const float PI_HALF = PI * 0.5;
|
||||
const float SLICE_COUNT = 3.0;
|
||||
const float DIRECTION_SAMPLE_COUNT = 4.0;
|
||||
|
||||
vec3 decodeNormal(vec2 f);
|
||||
vec3 positionFromDepth(vec2 pos, float depth);
|
||||
|
||||
void main()
|
||||
{
|
||||
float depth = textureLod(depth_tex, texCoord, 0.0).r;
|
||||
// Ignore the background
|
||||
if (depth == 0.0) {
|
||||
fragColor = 0.0;
|
||||
discard;
|
||||
}
|
||||
// Slightly push the depth towards the camera to avoid imprecision artifacts
|
||||
depth = clamp(depth * 1.00001, 0.0, 1.0);
|
||||
|
||||
// View space normal
|
||||
vec3 normal = decodeNormal(texture(gbuffer0_tex, texCoord).rg);
|
||||
// Fragment position in view space
|
||||
vec3 pos = positionFromDepth(texCoord, depth);
|
||||
// View vector in view space
|
||||
vec3 v = normalize(-pos);
|
||||
|
||||
float noiseDirection = 0.0625 * float(
|
||||
((int(gl_FragCoord.x) + int(gl_FragCoord.y) & 3) << 2) +
|
||||
(int(gl_FragCoord.x) & 3));
|
||||
|
||||
float noiseOffset = 0.25 * float(int(gl_FragCoord.x) + int(gl_FragCoord.y) & 3);
|
||||
|
||||
// Transform the world space hemisphere radius to screen space pixels with
|
||||
// the following formula:
|
||||
// radius * 1 / [ tan(fovy / 2) * z_distance ] * (screen_size.y / 2)
|
||||
// In our case, the (1,1) element of the projection matrix contains
|
||||
// 1 / tan(fovy / 2), so we can use that directly.
|
||||
// z_distance is the distance from the camera to the fragment, which is
|
||||
// just the positive z component of the view space fragment position.
|
||||
float radiusPixels = world_radius * (fg_ProjectionMatrix[1][1] / abs(pos.z))
|
||||
* fg_Viewport.w * 0.5;
|
||||
|
||||
float visibility = 0.0;
|
||||
|
||||
for (float i = 0.0; i < SLICE_COUNT; ++i) {
|
||||
float phi = ((i + noiseDirection) / SLICE_COUNT) * PI;
|
||||
float cosPhi = cos(phi);
|
||||
float sinPhi = sin(phi);
|
||||
vec2 omega = vec2(cosPhi, sinPhi);
|
||||
|
||||
vec3 dir = vec3(omega, 0.0);
|
||||
vec3 orthoDirection = dir - dot(dir, v) * v;
|
||||
vec3 axis = normalize(cross(dir, v));
|
||||
vec3 projNormal = normal - axis * dot(normal, axis);
|
||||
float projNormalLength = max(1e-5, length(projNormal));
|
||||
|
||||
float sgnN = sign(dot(orthoDirection, projNormal));
|
||||
float cosN = clamp(dot(projNormal, v) / projNormalLength, 0.0, 1.0);
|
||||
float n = sgnN * acos(cosN);
|
||||
|
||||
float hcos1 = -1.0, hcos2 = -1.0;
|
||||
|
||||
for (float j = 0.0; j < DIRECTION_SAMPLE_COUNT; ++j) {
|
||||
float s = (j + noiseOffset) / DIRECTION_SAMPLE_COUNT;
|
||||
s += 1.2 / radiusPixels;
|
||||
vec2 sOffset = s * radiusPixels * omega;
|
||||
sOffset = round(sOffset) * fg_PixelSize;
|
||||
|
||||
vec2 sTexCoord1 = texCoord - sOffset;
|
||||
float sDepth1 = textureLod(depth_tex, sTexCoord1, 0.0).r;
|
||||
if (sDepth1 == 0.0) {
|
||||
// Skip background
|
||||
continue;
|
||||
}
|
||||
vec3 sPos1 = positionFromDepth(sTexCoord1, sDepth1);
|
||||
|
||||
vec2 sTexCoord2 = texCoord + sOffset;
|
||||
float sDepth2 = textureLod(depth_tex, sTexCoord2, 0.0).r;
|
||||
if (sDepth2 == 0.0) {
|
||||
// Skip background
|
||||
continue;
|
||||
}
|
||||
vec3 sPos2 = positionFromDepth(sTexCoord2, sDepth2);
|
||||
|
||||
vec3 sHorizon1 = sPos1 - pos;
|
||||
vec3 sHorizon2 = sPos2 - pos;
|
||||
float sHorizonLength1 = length(sHorizon1);
|
||||
float sHorizonLength2 = length(sHorizon2);
|
||||
|
||||
float shcos1 = dot(sHorizon1 / sHorizonLength1, v);
|
||||
float shcos2 = dot(sHorizon2 / sHorizonLength2, v);
|
||||
|
||||
// Section 4.3: Bounding the sampling area
|
||||
// Attenuate samples that are further away
|
||||
float weight1 = clamp((1.0 - sHorizonLength1 / world_radius) * 2.0, 0.0, 1.0);
|
||||
float weight2 = clamp((1.0 - sHorizonLength2 / world_radius) * 2.0, 0.0, 1.0);
|
||||
shcos1 = mix(-1.0, shcos1, weight1);
|
||||
shcos2 = mix(-1.0, shcos2, weight2);
|
||||
|
||||
hcos1 = max(hcos1, shcos1);
|
||||
hcos2 = max(hcos2, shcos2);
|
||||
}
|
||||
|
||||
float h1 = n + max(-acos(hcos1) - n, -PI_HALF);
|
||||
float h2 = n + min( acos(hcos2) - n, PI_HALF);
|
||||
|
||||
float sinN = sin(n);
|
||||
float h1_2 = 2.0 * h1;
|
||||
float h2_2 = 2.0 * h2;
|
||||
float vd = 0.25 * ((cosN + h1_2 * sinN - cos(h1_2 - n)) +
|
||||
(cosN + h2_2 * sinN - cos(h2_2 - n)));
|
||||
visibility += projNormalLength * vd;
|
||||
}
|
||||
visibility /= float(SLICE_COUNT);
|
||||
|
||||
fragColor = clamp(visibility, 0.0, 1.0);
|
||||
}
|
|
@ -120,7 +120,7 @@ vec3 evaluateIBL(
|
|||
float metallic,
|
||||
float roughness,
|
||||
vec3 f0, // Use getF0Reflectance() to obtain this
|
||||
float occlusion,
|
||||
float visibility,
|
||||
vec3 nWorldSpace, // Normal in world space
|
||||
float NdotV, // Must be positive and non-zero
|
||||
vec3 reflected // Reflected vector in world space: reflect(-v, n)
|
||||
|
@ -132,7 +132,7 @@ vec3 evaluateIBL(
|
|||
vec3 diffuse = evaluateDiffuseIrradianceIBL(nWorldSpace) * baseColor
|
||||
* (vec3(1.0) - f) * (1.0 - metallic);
|
||||
|
||||
return (diffuse + specular) * occlusion;
|
||||
return (diffuse + specular) * visibility;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
@ -144,7 +144,7 @@ vec3 evaluateLight(
|
|||
float roughness,
|
||||
vec3 f0, // Use getF0Reflectance() to obtain this
|
||||
vec3 intensity,
|
||||
float occlusion,
|
||||
float visibility,
|
||||
vec3 n,
|
||||
vec3 l,
|
||||
vec3 v,
|
||||
|
@ -153,7 +153,7 @@ vec3 evaluateLight(
|
|||
)
|
||||
{
|
||||
// Skip fragments that are completely occluded or that are not facing the light
|
||||
if (occlusion <= 0.0 || NdotL <= 0.0)
|
||||
if (visibility <= 0.0 || NdotL <= 0.0)
|
||||
return vec3(0.0);
|
||||
|
||||
NdotL = clamp(NdotL, 0.001, 1.0);
|
||||
|
@ -180,6 +180,6 @@ vec3 evaluateLight(
|
|||
|
||||
vec3 material = f_diffuse + f_specular;
|
||||
|
||||
vec3 color = material * intensity * occlusion;
|
||||
vec3 color = material * intensity * visibility;
|
||||
return color;
|
||||
}
|
||||
|
|
|
@ -10,6 +10,7 @@ uniform sampler2D gbuffer2_tex;
|
|||
uniform sampler2D depth_tex;
|
||||
uniform sampler2D ao_tex;
|
||||
|
||||
uniform bool ambient_occlusion_enabled;
|
||||
uniform bool debug_shadow_cascades;
|
||||
|
||||
uniform mat4 fg_ViewMatrixInverse;
|
||||
|
@ -27,7 +28,7 @@ vec3 evaluateLight(
|
|||
float roughness,
|
||||
vec3 f0,
|
||||
vec3 intensity,
|
||||
float occlusion,
|
||||
float visibility,
|
||||
vec3 n,
|
||||
vec3 l,
|
||||
vec3 v,
|
||||
|
@ -38,13 +39,24 @@ vec3 evaluateIBL(
|
|||
float metallic,
|
||||
float roughness,
|
||||
vec3 f0,
|
||||
float occlusion,
|
||||
float visibility,
|
||||
vec3 nWorldSpace,
|
||||
float NdotV,
|
||||
vec3 reflected);
|
||||
vec3 addAerialPerspective(vec3 color, vec2 coord, float depth);
|
||||
vec3 getSunIntensity();
|
||||
|
||||
float GTAOMultiBounce(float x, vec3 albedo)
|
||||
{
|
||||
// Use luminance instead of albedo because colored multibounce looks bad
|
||||
// Idea borrowed from Blender Eevee
|
||||
float lum = dot(albedo, vec3(0.333));
|
||||
float a = 2.0404 * lum - 0.3324;
|
||||
float b = -4.7951 * lum + 0.6417;
|
||||
float c = 2.7552 * lum + 0.6903;
|
||||
return max(x, ((x * a + b) * x + c) * x);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 gbuffer0 = texture(gbuffer0_tex, texCoord);
|
||||
|
@ -67,8 +79,6 @@ void main()
|
|||
float NdotL = dot(n, l);
|
||||
float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
|
||||
|
||||
float ao = texture(ao_tex, texCoord).r;
|
||||
|
||||
vec3 f0 = getF0Reflectance(baseColor, metallic);
|
||||
|
||||
vec3 sunIlluminance = getSunIntensity() * clamp(NdotL, 0.0, 1.0);
|
||||
|
@ -83,7 +93,11 @@ void main()
|
|||
n, l, v,
|
||||
NdotL, NdotV);
|
||||
|
||||
float ambientOcclusion = ao * occlusion;
|
||||
float ao = occlusion;
|
||||
if (ambient_occlusion_enabled) {
|
||||
ao *= GTAOMultiBounce(texture(ao_tex, texCoord).r, baseColor);
|
||||
}
|
||||
|
||||
vec3 worldNormal = (fg_ViewMatrixInverse * vec4(n, 0.0)).xyz;
|
||||
vec3 worldReflected = (fg_ViewMatrixInverse * vec4(reflect(-v, n), 0.0)).xyz;
|
||||
|
||||
|
@ -91,7 +105,7 @@ void main()
|
|||
metallic,
|
||||
roughness,
|
||||
f0,
|
||||
ambientOcclusion,
|
||||
ao,
|
||||
worldNormal,
|
||||
NdotV,
|
||||
worldNormal);
|
||||
|
|
|
@ -24,6 +24,7 @@ uniform float osg_SimulationTime;
|
|||
|
||||
uniform float avisibility;
|
||||
uniform float sun_angle;
|
||||
uniform float fov;
|
||||
|
||||
varying vec3 relativePosition;
|
||||
varying vec2 rawPosition;
|
||||
|
@ -184,19 +185,14 @@ void main()
|
|||
lightSize = lightParams.x;
|
||||
lightIntensity = lightParams.y;
|
||||
|
||||
/*******
|
||||
* TODOs:
|
||||
* Might need to take into account FOV
|
||||
*/
|
||||
|
||||
/********
|
||||
* Each light is made up of a base circle, a circular-ish halo around the base and a bunch of
|
||||
* star-like rays
|
||||
* baseLightSize is tuned using reference objects of sizes 10cm, 50cm, 100cm, 500cm and 1000cm
|
||||
* under the assumption that the "bright center" part of the light will be the same size as
|
||||
* the light itself
|
||||
* under the assumption that the "bright center" part of the light will be the approximately the
|
||||
* same size as the light itself
|
||||
*/
|
||||
float baseLightSize = lightSize / (dist/80);
|
||||
float baseLightSize = lightSize / (dist/80) * 60/fov;
|
||||
|
||||
|
||||
/********
|
||||
|
|
|
@ -37,6 +37,7 @@
|
|||
<replay>Instant Replay</replay>
|
||||
<earthview>Earthview orbital rendering</earthview>
|
||||
<stereoscopic-options>Stereoscopic View Options</stereoscopic-options>
|
||||
<vr-options>VR Options</vr-options>
|
||||
<als-filter-effects>ALS Filter Effects</als-filter-effects>
|
||||
|
||||
<!-- Location menu -->
|
||||
|
|
|
@ -71,6 +71,8 @@
|
|||
<enable-anti-alias-hud-desc>Enable anti-aliased HUD</enable-anti-alias-hud-desc>
|
||||
<disable-hud-3d-desc>Disable 3D HUD</disable-hud-3d-desc>
|
||||
<enable-hud-3d-desc>Enable 3D HUD</enable-hud-3d-desc>
|
||||
<disable-vr-desc>Disable VR</disable-vr-desc>
|
||||
<enable-vr-desc>Enable VR</enable-vr-desc>
|
||||
|
||||
<!-- Aircraft options -->
|
||||
<aircraft-options>Aircraft</aircraft-options>
|
||||
|
|
|
@ -483,6 +483,10 @@
|
|||
<source>View Options</source>
|
||||
<target />
|
||||
</trans-unit>
|
||||
<trans-unit id="menu/vr-options:0" translate="yes" approved="no">
|
||||
<source>VR Options</source>
|
||||
<target />
|
||||
</trans-unit>
|
||||
<trans-unit id="menu/view-push:0" translate="yes" approved="no">
|
||||
<source>Push Pair View</source>
|
||||
<target />
|
||||
|
@ -757,6 +761,10 @@
|
|||
<source>Disable textures</source>
|
||||
<target />
|
||||
</trans-unit>
|
||||
<trans-unit id="options/disable-vr-desc:" translate="yes" approved="no">
|
||||
<source>Disable VR</source>
|
||||
<target />
|
||||
</trans-unit>
|
||||
<trans-unit id="options/disable-wireframe-desc:0" translate="yes" approved="no">
|
||||
<source>Disable wireframe drawing mode</source>
|
||||
<target />
|
||||
|
@ -889,6 +897,10 @@
|
|||
<source>Enable textures</source>
|
||||
<target />
|
||||
</trans-unit>
|
||||
<trans-unit id="options/enable-vr-desc:" translate="yes" approved="no">
|
||||
<source>Enable VR</source>
|
||||
<target />
|
||||
</trans-unit>
|
||||
<trans-unit id="options/enable-wireframe-desc:0" translate="yes" approved="no">
|
||||
<source>Enable wireframe drawing mode</source>
|
||||
<target />
|
||||
|
|
11
defaults.xml
11
defaults.xml
|
@ -388,6 +388,10 @@ Started September 2000 by David Megginson, david@megginson.com
|
|||
<exposure-compensation type="float">0.0</exposure-compensation>
|
||||
<bloom-magnitude type="float">0.5</bloom-magnitude>
|
||||
<bloom-threshold type="float">8.0</bloom-threshold>
|
||||
<ambient-occlusion>
|
||||
<enabled type="bool" userarchive="y">true</enabled>
|
||||
<world-radius type="float">0.2</world-radius>
|
||||
</ambient-occlusion>
|
||||
<debug>
|
||||
<display-ev100 type="bool">false</display-ev100>
|
||||
<show-gbuffer type="bool">false</show-gbuffer>
|
||||
|
@ -396,6 +400,13 @@ Started September 2000 by David Megginson, david@megginson.com
|
|||
</hdr>
|
||||
<composite-viewer-enabled type="bool">true</composite-viewer-enabled>
|
||||
</rendering>
|
||||
<vr>
|
||||
<depth-info type="bool" userarchive="y">true</depth-info>
|
||||
<enabled type="bool" userarchive="y">false</enabled>
|
||||
<mode type="string" userarchive="y">AUTOMATIC</mode>
|
||||
<swapchain-mode type="string" userarchive="y">AUTOMATIC</swapchain-mode>
|
||||
<validation-layer type="bool" userarchive="y">false</validation-layer>
|
||||
</vr>
|
||||
<model-hz type="int">120</model-hz>
|
||||
<sound>
|
||||
<volume type="float" userarchive="y">0.8</volume>
|
||||
|
|
116
gui/dialogs/vr-options.xml
Normal file
116
gui/dialogs/vr-options.xml
Normal file
|
@ -0,0 +1,116 @@
|
|||
<?xml version="1.0"?>
|
||||
|
||||
<PropertyList>
|
||||
|
||||
<name>vr-options</name>
|
||||
<modal>false</modal>
|
||||
<resizable>false</resizable>
|
||||
<layout>vbox</layout>
|
||||
<default-padding>3</default-padding>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<default-padding>1</default-padding>
|
||||
|
||||
<empty>
|
||||
<stretch>true</stretch>
|
||||
</empty>
|
||||
|
||||
<text>
|
||||
<label>VR Options</label>
|
||||
</text>
|
||||
|
||||
<empty>
|
||||
<stretch>true</stretch>
|
||||
</empty>
|
||||
|
||||
<button>
|
||||
<legend></legend>
|
||||
<key>Esc</key>
|
||||
<pref-width>16</pref-width>
|
||||
<pref-height>16</pref-height>
|
||||
<border>2</border>
|
||||
<binding>
|
||||
<command>dialog-close</command>
|
||||
</binding>
|
||||
</button>
|
||||
</group>
|
||||
|
||||
<hrule/>
|
||||
|
||||
<empty>
|
||||
<stretch>true</stretch>
|
||||
</empty>
|
||||
|
||||
<group>
|
||||
<layout>vbox</layout>
|
||||
<padding>6</padding>
|
||||
<checkbox>
|
||||
<halign>left</halign>
|
||||
<label>Enable VR</label>
|
||||
<property>/sim/vr/enabled</property>
|
||||
<live>false</live>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
</binding>
|
||||
</checkbox>
|
||||
</group>
|
||||
|
||||
<text>
|
||||
<halign>center</halign>
|
||||
<label>OpenXR Information</label>
|
||||
<enable><property>/sim/vr/present</property></enable>
|
||||
</text>
|
||||
|
||||
<group>
|
||||
<layout>vbox</layout>
|
||||
<border>10</border>
|
||||
<halign>center</halign>
|
||||
<default-padding>2</default-padding>
|
||||
|
||||
|
||||
<text>
|
||||
<halign>left</halign>
|
||||
<label>OpenXR Runtime: MMMMMMMMMMMMMMMMMMMMMMMM</label>
|
||||
<format>OpenXR Runtime: %s</format>
|
||||
<property>/sim/vr/openxr/runtime/name</property>
|
||||
<live>true</live>
|
||||
<enable><property>/sim/vr/present</property></enable>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<halign>left</halign>
|
||||
<label>OpenXR System: MMMMMMMMMMMMMMMMMMMMMMMM</label>
|
||||
<format>OpenXR System: %s</format>
|
||||
<property>/sim/vr/openxr/system/name</property>
|
||||
<live>true</live>
|
||||
<enable><property>/sim/vr/present</property></enable>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<halign>left</halign>
|
||||
<label>VR State: MMMMMMMMMMMMMMMMMMMMMMMM</label>
|
||||
<format>VR State: %s</format>
|
||||
<property>/sim/vr/state-string</property>
|
||||
<live>true</live>
|
||||
<enable><property>/sim/vr/present</property></enable>
|
||||
</text>
|
||||
</group>
|
||||
|
||||
<empty>
|
||||
<stretch>true</stretch>
|
||||
</empty>
|
||||
|
||||
<hrule/>
|
||||
|
||||
<button>
|
||||
<legend>Close</legend>
|
||||
<default>true</default>
|
||||
<key>Esc</key>
|
||||
<binding>
|
||||
<command>dialog-close</command>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
|
||||
</PropertyList>
|
|
@ -199,6 +199,15 @@
|
|||
<enabled>false</enabled>
|
||||
</item>
|
||||
|
||||
<item>
|
||||
<name>vr-options</name>
|
||||
<binding>
|
||||
<command>dialog-show</command>
|
||||
<dialog-name>vr-options</dialog-name>
|
||||
</binding>
|
||||
<enabled>false</enabled>
|
||||
</item>
|
||||
|
||||
<item>
|
||||
<enabled>
|
||||
<property>/sim/rendering/shaders/skydome</property>
|
||||
|
@ -372,15 +381,6 @@
|
|||
</binding>
|
||||
</item>
|
||||
|
||||
<item>
|
||||
<name>wildfire-settings</name>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>wildfire.dialog.show()</script>
|
||||
</binding>
|
||||
</item>
|
||||
|
||||
|
||||
<item>
|
||||
<label>Volcanoes</label>
|
||||
<name>volcanoes</name>
|
||||
|
|
|
@ -312,13 +312,6 @@
|
|||
</binding>
|
||||
</item>
|
||||
|
||||
<item>
|
||||
<label>Wildfire Settings</label>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>wildfire.dialog.show()</script>
|
||||
</binding>
|
||||
</item>
|
||||
<item>
|
||||
<label>Local Weather</label>
|
||||
<binding>
|
||||
|
|
10
options.xml
10
options.xml
|
@ -319,6 +319,16 @@
|
|||
<description>enable-clock-freeze-desc</description>
|
||||
</option>
|
||||
|
||||
<option>
|
||||
<name>disable-vr</name>
|
||||
<description>disable-vr-desc</description>
|
||||
</option>
|
||||
|
||||
<option>
|
||||
<name>enable-vr</name>
|
||||
<description>enable-vr-desc</description>
|
||||
</option>
|
||||
|
||||
<option>
|
||||
<name>failure</name>
|
||||
<arg>{pitot|static|vacuum|electrical}</arg>
|
||||
|
|
Loading…
Add table
Reference in a new issue