diff --git a/Effects/building.eff b/Effects/building.eff index 4025a9913..645622c97 100644 --- a/Effects/building.eff +++ b/Effects/building.eff @@ -37,7 +37,8 @@ 1.0 1.0 1.0 --> 1 - 1 + + 0 0.10 0 0.0 @@ -147,7 +148,7 @@ Shaders/include_fog.vert - Shaders/default.vert + Shaders/building-default.vert Shaders/include_fog.frag Shaders/terrain-nocolor.frag @@ -187,7 +188,7 @@ - Shaders/terrain-haze.vert + Shaders/building-haze.vert Shaders/terrain-haze.frag @@ -256,7 +257,7 @@ 4 - + texture[3]/image @@ -272,13 +273,43 @@ texture[3]/internal-format + + Shaders/building-ubershader.vert + + + + + + 4 + + texture[3]/image + + + texture[3]/filter + + + texture[3]/wrap-s + + + texture[3]/wrap-t + + + texture[3]/internal-format + + + + Shaders/building-ubershader.vert + + + + 4 - + texture[3]/image @@ -294,6 +325,171 @@ texture[3]/internal-format + + Shaders/building-ubershader.vert + - + + + + + + Shaders/building-deferred-gbuffer.vert + + + + + + + + Shaders/building-default.vert + + + + + + + true + + + material/active + + + material/ambient + + + material/diffuse + + + material/specular + + + material/emissive + + + material/shininess + + off + + + 2 + RenderBin + + + + blend/active + + + blend/source + + + blend/destination + + + + shade-model + + + cull-face + + + rendering-hint + + + + 0 + + + texture[0]/type + + + texture[0]/image + + + texture[0]/filter + + + texture[0]/wrap-s + + + texture[0]/wrap-t + + + + + vertex-program-two-side + + + + + Shaders/building-default.vert + Shaders/include_fog.frag + + Shaders/default.frag + + + + visibility + float + + visibility + + + + avisibility + float + + avisibility + + + + hazeLayerAltitude + float + + lthickness + + + + scattering + float + + scattering + + + + terminator + float + + terminator + + + + fogType + int + + fogtype + + + + + texture + sampler-2d + 0 + + + colorMode + int + + material/color-mode-uniform + + + + + diff --git a/Shaders/building-default.vert b/Shaders/building-default.vert new file mode 100644 index 000000000..bcaacb35a --- /dev/null +++ b/Shaders/building-default.vert @@ -0,0 +1,80 @@ +// -*-C++-*- + +// 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. +#version 120 +#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; + +uniform int colorMode; + +////fog "include"//////// +//uniform int fogType; +// +//void fog_Func(int type); +///////////////////////// + +void main() +{ + + // Determine the rotation for the building. The Color alpha value provides rotation information + float sr = sin(6.28 * gl_Color.a); + float cr = cos(6.28 * gl_Color.a); + + vec3 position = gl_Vertex.xyz; + + // Rotation of the building and movement into position + position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr))); + position = position + gl_Color.xyz; + + gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0); + + //gl_Position = ftransform(); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + // Rotate the normal. + normal = gl_Normal; + normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr))); + normal = gl_NormalMatrix * normal; + + vec4 ambient_color, diffuse_color; + if (colorMode == MODE_DIFFUSE) { + diffuse_color = vec4(1.0,1.0,1.0,1.0); + ambient_color = gl_FrontMaterial.ambient; + } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) { + diffuse_color = vec4(1.0,1.0,1.0,1.0); + ambient_color = vec4(1.0,1.0,1.0,1.0); + } 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 = 1.0; + // 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; + //fogCoord = abs(ecPosition.z / ecPosition.w); + //fog_Func(fogType); +} diff --git a/Shaders/building-deferred-gbuffer.vert b/Shaders/building-deferred-gbuffer.vert new file mode 100644 index 000000000..f98539cca --- /dev/null +++ b/Shaders/building-deferred-gbuffer.vert @@ -0,0 +1,30 @@ +// -*- mode: C; -*- +// Licence: GPL v2 +// Author: Frederic Bouvier. +// + +varying vec3 ecNormal; +varying float alpha; +void main() { + // Determine the rotation for the building. The Color alpha value provides rotation information + float sr = sin(6.28 * gl_Color.a); + float cr = cos(6.28 * gl_Color.a); + + vec3 position = gl_Vertex.xyz; + + // Rotation of the building and movement into position + position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr))); + position = position + gl_Color.xyz; + + gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0); + + // Rotate the normal. + ecNormal = gl_Normal; + ecNormal.xy = vec2(dot(ecNormal.xy, vec2(cr, sr)), dot(ecNormal.xy, vec2(-sr, cr))); + ecNormal = gl_NormalMatrix * ecNormal; + + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0); + gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0); + alpha = 1.0; +} diff --git a/Shaders/building-haze.vert b/Shaders/building-haze.vert new file mode 100644 index 000000000..2ce4c669e --- /dev/null +++ b/Shaders/building-haze.vert @@ -0,0 +1,254 @@ +// -*-C++-*- + +// 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 float earthShade; +//varying float yprime; +//varying float vertex_alt; +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 scattering; +uniform float ground_scattering; + + +// This is the value used in the skydome scattering shader - use the same here for consistency? +const float EarthRadius = 5800000.0; +const float terminator_width = 200000.0; + + +float earthShade; + +float light_func (in float x, in float a, in float b, in float c, in float d, in float e) +{ +//x = x - 0.5; + +// use the asymptotics to shorten computations +if (x < -15.0) {return 0.0;} + +return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); +} + + +void main() +{ + + vec4 light_diffuse; + vec4 light_ambient; + + //float yprime_alt; + float yprime; + float lightArg; + float intensity; + float vertex_alt; + float scattering; + +// this code is copied from default.vert + + //vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; + // Determine the rotation for the building. The Color alpha value provides rotation information + float sr = sin(6.28 * gl_Color.a); + float cr = cos(6.28 * gl_Color.a); + + vec3 position = gl_Vertex.xyz; + + // Rotation of the building and movement into position + position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr))); + position = position + gl_Color.xyz; + + gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + // Rotate the normal. + normal = gl_Normal; + normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr))); + normal = gl_NormalMatrix * normal; + + vec4 ambient_color, diffuse_color; + if (colorMode == MODE_DIFFUSE) { + diffuse_color = vec4(1.0,1.0,1.0,1.0); + ambient_color = gl_FrontMaterial.ambient; + } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) { + diffuse_color = vec4(1.0,1.0,1.0,1.0); + ambient_color = vec4(1.0,1.0,1.0,1.0); + } 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 = gl_Vertex.xyz + gl_Color.xyz - ep.xyz; + + // unfortunately, we need the distance in the vertex shader, although the more accurate version + // is later computed in the fragment shader again + float dist = length(relPos); + + // altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m + vertex_alt = max(gl_Vertex.z + gl_Color.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 = 0.0; + light_diffuse = light_diffuse * scattering; + + light_ambient.b = light_func(lightArg, 0.000506, 0.131, -3.315, 0.000457, 0.5); + light_ambient.g = light_func(lightArg, 2.264e-05, 0.134, 0.967, 3.66e-05, 0.4); + light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33); + light_ambient.a = 0.0; + + + + +// 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.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) )); + + intensity = length(light_diffuse.xyz); + light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 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 = 0.0; + + light_ambient.b = 0.41 + lightArg * 0.08; + light_ambient.g = 0.333 + lightArg * 0.06; + light_ambient.r = 0.316 + lightArg * 0.016; + light_ambient.a = 0.0; + } + + 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 = 1.0; + // 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; +} + diff --git a/Shaders/building-ubershader.vert b/Shaders/building-ubershader.vert new file mode 100644 index 000000000..1d52f692d --- /dev/null +++ b/Shaders/building-ubershader.vert @@ -0,0 +1,126 @@ +// -*- mode: C; -*- +// Licence: GPL v2 +// © Emilian Huminiuc and Vivian Meazza 2011 +#version 120 + +varying vec3 rawpos; +varying vec3 VNormal; +varying vec3 VTangent; +varying vec3 VBinormal; +varying vec3 vViewVec; +varying vec3 reflVec; + +varying float alpha; + +attribute vec3 tangent; +attribute vec3 binormal; + +uniform float pitch; +uniform float roll; +uniform float hdg; +uniform int refl_dynamic; +uniform int nmap_enabled; +uniform int shader_qual; +uniform int rembrandt_enabled; +uniform int color_is_position; + +//////Fog Include/////////// +// uniform int fogType; +// void fog_Func(int type); +//////////////////////////// + +void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat) +{ + rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0, + 0.0 , cosRx , -sinRx * cosRx, 0.0, + -sinRy, sinRx * cosRy, cosRx * cosRy , 0.0, + 0.0 , 0.0 , 0.0 , 1.0 ); +} + +void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat) +{ + rotmat = mat4( cosRz, -sinRz, 0.0, 0.0, + sinRz, cosRz, 0.0, 0.0, + 0.0 , 0.0 , 1.0, 0.0, + 0.0 , 0.0 , 0.0, 1.0 ); +} + +void main(void) +{ + float sr = sin(6.28 * gl_Color.a); + float cr = cos(6.28 * gl_Color.a); + rawpos = gl_Vertex.xyz; + + // Rotation of the object and movement into position + rawpos.xy = vec2(dot(rawpos.xy, vec2(cr, sr)), dot(rawpos.xy, vec2(-sr, cr))); + rawpos = rawpos + gl_Color.xyz; + + vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos.x, rawpos.y, rawpos.z, 1.0); + //fog_Func(fogType); + + // Rotate the normal. + vec3 normal = gl_Normal; + normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr))); + normal = gl_NormalMatrix * normal; + + VNormal = normalize(normal); + if (nmap_enabled > 0 && shader_qual > 2){ + VTangent = normalize(gl_NormalMatrix * tangent); + VBinormal = normalize(gl_NormalMatrix * binormal); + } else { + VTangent = vec3(0.0); + VBinormal = vec3 (0.0); + } + vec3 n = normalize(normal); + vec3 t = cross(n, vec3(1.0,0.0,0.0)); + vec3 b = cross(n,t); + + // 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 = 1.0; + + // 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); + vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz; + if (refl_dynamic > 0){ + //prepare rotation matrix + mat4 RotMatPR; + mat4 RotMatH; + float _roll = roll; + 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)); + rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR); + rotationMatrixH(sinRz, cosRz, RotMatH); + vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz; + + reflVec = reflVec_dyn; + } else { + reflVec = reflVec_stat; + } + + if(rembrandt_enabled < 1){ + gl_FrontColor = gl_FrontMaterial.emission + vec4(1.0,1.0,1.0,1.0) + * (gl_LightModel.ambient + gl_LightSource[0].ambient); + } else { + gl_FrontColor = vec4(1.0,1.0,1.0,1.0); + } + gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +} diff --git a/gui/dialogs/nasal-console.xml b/gui/dialogs/nasal-console.xml index fbfa44f4b..c3a3cebf8 100644 --- a/gui/dialogs/nasal-console.xml +++ b/gui/dialogs/nasal-console.xml @@ -111,8 +111,39 @@ 1 + + + +