diff --git a/Effects/urban.eff b/Effects/urban.eff index f2ef243b6..2927c4e99 100644 --- a/Effects/urban.eff +++ b/Effects/urban.eff @@ -4,13 +4,18 @@ Effects/terrain-default - Textures.high/Terrain/city1-relief.png + Textures.high/Terrain/city1-relief-light.png linear-mipmap-linear repeat repeat normalized + + 15 + 6 + 7 + @@ -69,6 +74,18 @@ Shaders/urban.vert Shaders/urban.frag + + tangent + 6 + + + binormal + 7 + + + normal + 15 + BaseTex @@ -83,7 +100,12 @@ depth_factor float - 0.005 + 0.008 + + + tile_size + float + 1024.0 diff --git a/Shaders/urban.frag b/Shaders/urban.frag index 2c8c2d3e4..194ddd7be 100644 --- a/Shaders/urban.frag +++ b/Shaders/urban.frag @@ -1,3 +1,8 @@ +// -*- mode: C; -*- +// Licence: GPL v2 +// Author: Frederic Bouvier. +// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces + #version 120 varying vec4 rawpos; @@ -11,12 +16,14 @@ varying vec4 constantColor; uniform sampler2D BaseTex; uniform sampler2D NormalTex; uniform float depth_factor; +uniform float tile_size; -const float scale = 1.0; +const float zFar = 120000.0; +const float zNear = 100.0; float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds) { - const int linear_search_steps = 10; + const int linear_search_steps = 20; float size = 1.0 / float(linear_search_steps); float depth = 0.0; @@ -51,35 +58,55 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds) void main (void) { - vec3 V = normalize(ecPosition.xyz); - vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, V)); + vec3 ecPos3 = ecPosition.xyz / ecPosition.w; + vec3 V = normalize(ecPos3); + vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, -V)); vec2 ds = s.xy * depth_factor / s.z; - vec2 dp = gl_TexCoord[0].st; + vec2 dp = gl_TexCoord[0].st - ds; float d = ray_intersect(NormalTex, dp, ds); vec2 uv = dp + ds * d; vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0; float fogFactor; - float fogCoord = ecPosition.z; + float fogCoord = ecPos3.z; const float LOG2 = 1.442695; fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); fogFactor = clamp(fogFactor, 0.0, 1.0); - vec4 c1 = texture2D(BaseTex, uv); + float emis = N.z; + N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy))); N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); vec3 l = gl_LightSource[0].position.xyz; vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l)); +// Shadow + dp += ds * d; + vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) ); + ds = sl.xy * depth_factor / sl.z; + dp -= ds * d; + float dl = ray_intersect(NormalTex, dp, ds); + float shadow_factor = 1.0; + if ( dl < d - 0.05 ) + shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25; +// end shadow + vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0); + float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11; + if ( shadow_factor < 1.0 ) + ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0); + ambient_light += ((1.0 - smoothstep(0.15, 0.25, reflectance)) * 1.0 * emis * vec4(0.75, 0.59, 0.05, 0.0)); - c1 *= ambient_light; - vec4 finalColor = c1; + vec4 finalColor = texture2D(BaseTex, uv) * ambient_light; - if(gl_Fog.density == 1.0) + if (gl_Fog.density == 1.0) fogFactor=1.0; + vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 ); + vec4 iproj = gl_ProjectionMatrix * p; + iproj /= iproj.w; gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor); + gl_FragDepth = (iproj.z+1.0)/2.0; } diff --git a/Shaders/urban.vert b/Shaders/urban.vert index 3a60d73a2..806d37c0d 100644 --- a/Shaders/urban.vert +++ b/Shaders/urban.vert @@ -1,3 +1,7 @@ +// -*- mode: C; -*- +// Licence: GPL v2 +// Author: Frederic Bouvier + varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; @@ -6,21 +10,19 @@ varying vec3 VTangent; varying vec3 VBinormal; varying vec4 constantColor; +attribute vec3 tangent, binormal; + void main(void) { rawpos = gl_Vertex; ecPosition = gl_ModelViewMatrix * gl_Vertex; VNormal = normalize(gl_NormalMatrix * gl_Normal); Normal = normalize(gl_Normal); - - vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0))); - VTangent = gl_NormalMatrix * t; - vec3 b = normalize(cross(gl_Normal,t)); - VBinormal = gl_NormalMatrix * b; - + VTangent = gl_NormalMatrix * tangent; + VBinormal = gl_NormalMatrix * binormal; gl_FrontColor = gl_Color; constantColor = gl_FrontMaterial.emission - + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); + + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }