diff --git a/Effects/chute.eff b/Effects/chute.eff new file mode 100644 index 000000000..2c44b6683 --- /dev/null +++ b/Effects/chute.eff @@ -0,0 +1,322 @@ + + + + Effects/chute + Effects/model-default + + 1.0 + 0.0 + 0.0 + 0.0 + + + + + + + /sim/rendering/shaders/skydome + + + 2.0 + + + + GL_ARB_shader_objects + GL_ARB_shading_language_100 + GL_ARB_vertex_shader + GL_ARB_fragment_shader + + + + + + true + + material/active + material/ambient + material/diffuse + material/specular + material/emissive + material/shininess + material/color-mode + + + blend/active + blend/source + blend/destination + + shade-model + cull-face + + 10 + DepthSortedBin + + 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/chute-ALS.vert + Shaders/model-ALS-base.frag + Shaders/hazes.frag + Shaders/secondary_lights.frag + Shaders/noise.frag + Shaders/filters-ALS.frag + + + visibility + float + visibility + + + avisibility + float + avisibility + + + hazeLayerAltitude + float + lthickness + + + scattering + float + scattering + + + terminator + float + terminator + + + ground_scattering + float + ground_scattering + + + terminator + float + terminator + + + terrain_alt + float + terrain_alt + + + overcast + float + overcast + + + eye_alt + float + eye_alt + + + cloud_self_shading + float + cloud_self_shading + + + moonlight + float + moonlight + + + air_pollution + float + air_pollution + + + chute_force + float + chute_force + + + chute_fold + float + chute_fold + + + chute_bend + float + chute_bend + + + chute_projection_z + float + chute_projection_z + + + gamma + float + gamma + + + brightness + float + brightness + + + use_filtering + bool + use_filtering + + + use_night_vision + bool + use_night_vision + + + use_IR_vision + bool + use_IR_vision + + + delta_T + float + delta_T + + + view_pitch_offset + float + view_pitch_offset + + + view_heading_offset + float + view_heading_offset + + + field_of_view + float + view_fov + + + landing_light1_offset + float + landing_light1_offset + + + landing_light2_offset + float + landing_light2_offset + + + landing_light3_offset + float + landing_light3_offset + + + geo_light_r + float + geo_light_r + + + geo_light_g + float + geo_light_g + + + geo_light_b + float + geo_light_b + + + geo_light_x + float + geo_light_x + + + geo_light_y + float + geo_light_y + + + geo_light_z + float + geo_light_z + + + geo_light_radius + float + geo_light_radius + + + geo_ambience + float + geo_ambience + + + texture + sampler-2d + 0 + + + colorMode + int + material/color-mode-uniform + + + use_searchlight + int + use_searchlight + + + use_landing_light + int + use_landing_light + + + use_alt_landing_light + int + use_alt_landing_light + + + use_geo_light + int + use_geo_light + + + display_xsize + int + display_xsize + + + display_ysize + int + display_ysize + + + quality_level + int + quality_level + + + tquality_level + int + tquality_level + + + + + + diff --git a/Shaders/chute-ALS.vert b/Shaders/chute-ALS.vert new file mode 100644 index 000000000..a46a3087e --- /dev/null +++ b/Shaders/chute-ALS.vert @@ -0,0 +1,293 @@ +// -*-C++-*- +#version 120 + +// 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 yprime_alt; +varying float mie_angle; + +uniform int colorMode; +uniform float hazeLayerAltitude; +uniform float terminator; +uniform float terrain_alt; +uniform float avisibility; +uniform float visibility; +uniform float overcast; +uniform float ground_scattering; +uniform float moonlight; +uniform float chute_force; +uniform float chute_fold; +uniform float chute_bend; +uniform float chute_projection_z; +uniform float osg_SimulationTime; + + +// 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; + vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); + vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight; + + vec4 vertex = gl_Vertex; + + // wobble with wind + + float force_speedup = max(0.8, chute_force); + + float phi = asin(dot (vec2 (1.0, 0.0), normalize(vertex.xy))); + float wobble = 0.02 * sin(12.0*osg_SimulationTime) * sin(14.0 * phi); + wobble += 0.01 * sin(6.0*osg_SimulationTime) * sin(8.0 * phi); + + vertex.xy*= (1.0 + wobble * (1.0 - 0.5 * chute_fold)); + + float displace_x = vertex.z * sin(6.0*osg_SimulationTime * force_speedup) * 0.05; + float displace_y = vertex.z * cos(4.0*osg_SimulationTime * force_speedup) * 0.04; + + vertex.xy += vec2 (displace_x, displace_y) * (1.0 - chute_fold); + + // distort shape with force + + float force_gain; + float force_factor = abs(chute_force - 1.0); + + if (chute_force < 1.0) + {force_gain = 1.0 + 0.2 * force_factor;} + else + {force_gain = 1.0 - 0.2 * force_factor;} + + vertex.xy*= force_gain; + + vertex.z += 0.4 * (1./force_gain - 1.0) * max(vertex.z - chute_projection_z, 0.0); + + // fold + + vertex.z = chute_projection_z + (1.0 - 0.8* chute_fold) * (vertex.z - chute_projection_z); + + vertex.z += 0.5 * chute_fold * (0.5 * sin(2.0 * vertex.x + 1.0 * osg_SimulationTime) * cos(3.0 * vertex.y + 1.5 * osg_SimulationTime)); + + // and bend + + vertex.z -= vertex.x * vertex.x * 0.2 * chute_bend; + + + //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; + //gl_Position = ftransform(); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + normal = gl_NormalMatrix * gl_Normal; + vec4 ambient_color, diffuse_color; + if (colorMode == MODE_DIFFUSE) { + diffuse_color = gl_Color; + ambient_color = gl_FrontMaterial.ambient; + } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) { + diffuse_color = gl_Color; + ambient_color = gl_Color; + } else { + diffuse_color = gl_FrontMaterial.diffuse; + ambient_color = gl_FrontMaterial.ambient; + } + + + + // here start computations for the haze layer + // we need several geometrical quantities + + // first current altitude of eye position in model space + vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); + + // and relative position to vector + relPos = vertex.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(vertex.z,100.0); + scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt); + + + // branch dependent on daytime + +if (terminator < 1000000.0) // the full, sunrise and sunset computation +{ + + + // establish coordinates relative to sun position + + vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz; + vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0)); + + + + // yprime is the distance of the vertex into sun direction + yprime = -dot(relPos, lightHorizon); + + // this gets an altitude correction, higher terrain gets to see the sun earlier + yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt); + + // two times terminator width governs how quickly light fades into shadow + // now the light-dimming factor + earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4; + + // parametrized version of the Flightgear ground lighting function + lightArg = (terminator-yprime_alt)/100000.0; + + // directional scattering for low sun + if (lightArg < 10.0) + {mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;} + else + {mie_angle = 1.0;} + + + + + light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0); + light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0); + light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0); + light_diffuse.a = 1.0; + light_diffuse = light_diffuse * scattering; + + + light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33); + light_ambient.g = light_ambient.r * 0.4/0.33; + light_ambient.b = light_ambient.r * 0.5/0.33; + light_ambient.a = 1.0; + + + + +// correct ambient light intensity and hue before sunrise +if (earthShade < 0.5) + { + //light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade)); + intensity = length(light_ambient.xyz); + + light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) )); + light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade)); + + intensity = length(light_diffuse.xyz); + light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) )); + } + + +// the haze gets the light at the altitude of the haze top if the vertex in view is below +// but the light at the vertex if the vertex is above + +vertex_alt = max(vertex_alt,hazeLayerAltitude); + +if (vertex_alt > hazeLayerAltitude) + { + if (dist > 0.8 * avisibility) + { + vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist)); + yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt); + } + } +else + { + vertex_alt = hazeLayerAltitude; + yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt); + } + +} +else // the faster, full-day version without lightfields +{ + //vertex_alt = max(gl_Vertex.z,100.0); + + earthShade = 1.0; + mie_angle = 1.0; + + if (terminator > 3000000.0) + {light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0); + light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); } + else + { + + lightArg = (terminator/100000.0 - 10.0)/20.0; + light_diffuse.b = 0.78 + lightArg * 0.21; + light_diffuse.g = 0.907 + lightArg * 0.091; + light_diffuse.r = 0.904 + lightArg * 0.092; + light_diffuse.a = 1.0; + + light_ambient.r = 0.316 + lightArg * 0.016; + light_ambient.g = light_ambient.r * 0.4/0.33; + light_ambient.b = light_ambient.r * 0.5/0.33; + light_ambient.a = 1.0; + } + + light_diffuse = light_diffuse * scattering; + yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude); +} + + +// default lighting based on texture and material using the light we have just computed + + diffuse_term = diffuse_color* light_diffuse; + vec4 constant_term = gl_FrontMaterial.emission + ambient_color * + (gl_LightModel.ambient + light_ambient); + // Super hack: if diffuse material alpha is less than 1, assume a + // transparency animation is at work + if (gl_FrontMaterial.diffuse.a < 1.0) + diffuse_term.a = gl_FrontMaterial.diffuse.a; + else + diffuse_term.a = gl_Color.a; + // Another hack for supporting two-sided lighting without using + // gl_FrontFacing in the fragment shader. + gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0; + gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0; + gl_Position = gl_ModelViewProjectionMatrix * vertex; + +} + + + +