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
-
+
@@ -272,13 +273,43 @@
+
+ Shaders/building-ubershader.vert
+
+
+
+
+
+ 4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Shaders/building-ubershader.vert
+
+
+
+
4
-
+
@@ -294,6 +325,171 @@
+
+ Shaders/building-ubershader.vert
+
-
+
+
+
+
+
+ Shaders/building-deferred-gbuffer.vert
+
+
+
+
+
+
+
+ Shaders/building-default.vert
+
+
+
+
+
+
+ true
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ off
+
+
+ 2
+ RenderBin
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 0
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Shaders/building-default.vert
+ Shaders/include_fog.frag
+
+ Shaders/default.frag
+
+
+
+ visibility
+ float
+
+
+
+
+
+ avisibility
+ float
+
+
+
+
+
+ hazeLayerAltitude
+ float
+
+
+
+
+
+ scattering
+ float
+
+
+
+
+
+ terminator
+ float
+
+
+
+
+
+ fogType
+ int
+
+
+
+
+
+
+ texture
+ sampler-2d
+ 0
+
+
+ colorMode
+ int
+
+
+
+
+
+
+
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
+
+
+
+