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ALS secondary lights and Rayleigh haze for models, cleanup of naming conventions

This commit is contained in:
Thorsten Renk 2014-10-12 11:13:58 +03:00
parent 17b03d0b99
commit f8f8e9b709
16 changed files with 435 additions and 15 deletions

View file

@ -237,7 +237,7 @@
<internal-format><use>texture[16]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader>
<vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
<fragment-shader>Shaders/agriculture.frag</fragment-shader>
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>

View file

@ -113,7 +113,7 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader>
<vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
<fragment-shader>Shaders/airfield-ALS.frag</fragment-shader>
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>

View file

@ -285,7 +285,7 @@
</texture-unit>
<program>
<vertex-shader>Shaders/building-haze.vert</vertex-shader>
<fragment-shader>Shaders/terrain-haze.frag</fragment-shader>
<fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>

View file

@ -116,7 +116,7 @@
<internal-format><use>texture[11]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader>
<vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
<fragment-shader>Shaders/drunway-lightfield.frag</fragment-shader>
</program>
<uniform>

View file

@ -148,8 +148,8 @@
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/flutter-lightfield.vert</vertex-shader>
<fragment-shader>Shaders/terrain-haze.frag</fragment-shader>
<vertex-shader>Shaders/flutter-ALS.vert</vertex-shader>
<fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader>
</program>
<!--<uniform>
<name>texture</name>

View file

@ -35,7 +35,9 @@
<use_landing_light><use>/sim/rendering/als-secondary-lights/use-landing-light</use></use_landing_light>
<use_alt_landing_light><use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use></use_alt_landing_light>
<landing_light1_offset><use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use></landing_light1_offset>
<landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset>
<landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset>
<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
<!-- END fog include -->
</parameters>
@ -101,8 +103,10 @@
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/terrain-haze.vert</vertex-shader>
<fragment-shader>Shaders/terrain-haze.frag</fragment-shader>
<vertex-shader>Shaders/generic-ALS-base.vert</vertex-shader>
<fragment-shader>Shaders/model-ALS-base.frag</fragment-shader>
<fragment-shader>Shaders/hazes.frag</fragment-shader>
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
@ -164,6 +168,36 @@
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value><use>air_pollution</use></value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value><use>view_pitch_offset</use></value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value><use>view_heading_offset</use></value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value><use>view_fov</use></value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value><use>landing_light1_offset</use></value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value><use>landing_light2_offset</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
@ -174,6 +208,41 @@
<type>int</type>
<value><use>material/color-mode-uniform</use></value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value> <use>use_searchlight</use></value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value> <use>use_landing_light</use></value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value> <use>use_alt_landing_light</use></value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value><use>display_xsize</use></value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value><use>display_ysize</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value><use>quality_level</use></value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value><use>tquality_level</use></value>
</uniform>
</pass>
</technique>

View file

@ -160,7 +160,7 @@
<internal-format><use>texture[4]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader>
<vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
<fragment-shader>Shaders/runway-ALS.frag</fragment-shader>
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>

View file

@ -301,7 +301,7 @@
<internal-format><use>texture[11]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader>
<vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
<fragment-shader>Shaders/terrain-ALS-ultra.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
@ -883,8 +883,8 @@
<internal-format><use>texture[11]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze-detailed.vert</vertex-shader>
<fragment-shader>Shaders/terrain-haze-detailed.frag</fragment-shader>
<vertex-shader>Shaders/terrain-ALS-detailed.vert</vertex-shader>
<fragment-shader>Shaders/terrain-ALS-detailed.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
</program>
<uniform>
@ -1111,8 +1111,8 @@
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze.vert</vertex-shader>
<fragment-shader>Shaders/terrain-haze.frag</fragment-shader>
<vertex-shader>Shaders/generic-ALS-base.vert</vertex-shader>
<fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>

326
Shaders/model-ALS-base.frag Normal file
View file

@ -0,0 +1,326 @@
// -*-C++-*-
// written by Thorsten Renk, Oct 2011, based on default.frag
// Ambient term comes in gl_Color.rgb.
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
uniform sampler2D texture;
varying float yprime_alt;
varying float mie_angle;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
uniform float terminator;
uniform float terrain_alt;
uniform float hazeLayerAltitude;
uniform float overcast;
uniform float eye_alt;
uniform float cloud_self_shading;
uniform float air_pollution;
uniform float landing_light1_offset;
uniform float landing_light2_offset;
uniform int quality_level;
uniform int tquality_level;
uniform int use_searchlight;
uniform int use_landing_light;
uniform int use_alt_landing_light;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float alt;
float eShade;
float fog_func (in float targ, in float alt);
float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
float alt_factor(in float eye_alt, in float vertex_alt);
float light_distance_fading(in float dist);
float fog_backscatter(in float avisibility);
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
vec3 searchlight();
vec3 landing_light(in float offset);
float luminance(vec3 color)
{
return dot(vec3(0.212671, 0.715160, 0.072169), color);
}
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 > 30.0) {return e;}
if (x < -15.0) {return 0.0;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
// this determines how light is attenuated in the distance
// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
// for distance > visibility
void main()
{
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 texel;
vec4 fragColor;
vec4 specular = vec4(0.0);
float intensity;
float effective_scattering = min(scattering, cloud_self_shading);
vec4 light_specular = gl_LightSource[0].specular;
// If gl_Color.a == 0, this is a back-facing polygon and the
// normal should be reversed.
n = (2.0 * gl_Color.a - 1.0) * normal;
n = normalize(n);
NdotL = dot(n, lightDir);
if (NdotL > 0.0) {
color += diffuse_term * NdotL;
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb
* light_specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess));
}
color.a = diffuse_term.a;
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
// is closer to what the OpenGL fixed function pipeline does.
color = clamp(color, 0.0, 1.0);
float dist = length(relPos);
vec3 secondary_light = vec3 (0.0,0.0,0.0);
if ((quality_level > 5) && (tquality_level > 5))
{
if (use_searchlight == 1)
{
secondary_light += searchlight();
}
if (use_landing_light == 1)
{
secondary_light += landing_light(landing_light1_offset);
}
if (use_alt_landing_light == 1)
{
secondary_light += landing_light(landing_light2_offset);
}
if (dist > 2.0) // we don't want to light the cockpit...
{color.rgb +=secondary_light * light_distance_fading(dist);}
}
texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel + specular;
// here comes the terrain haze model
float delta_z = hazeLayerAltitude - eye_alt;
if (dist > 0.04 * min(visibility,avisibility))
{
alt = eye_alt;
float transmission;
float vAltitude;
float delta_zv;
float H;
float distance_in_layer;
float transmission_arg;
// angle with horizon
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
if (delta_z > 0.0) // we're inside the layer
{
if (ct < 0.0) // we look down
{
distance_in_layer = dist;
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
delta_zv = delta_z - vAltitude;
}
else // we may look through upper layer edge
{
H = dist * ct;
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
else {distance_in_layer = dist;}
vAltitude = min(distance_in_layer,visibility) * ct;
delta_zv = delta_z - vAltitude;
}
}
else // we see the layer from above, delta_z < 0.0
{
H = dist * -ct;
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
{
distance_in_layer = 0.0;
delta_zv = 0.0;
}
else
{
vAltitude = H + delta_z;
distance_in_layer = vAltitude/H * dist;
vAltitude = min(distance_in_layer,visibility) * (-ct);
delta_zv = vAltitude;
}
}
// ground haze cannot be thinner than aloft visibility in the model,
// so we need to use aloft visibility otherwise
transmission_arg = (dist-distance_in_layer)/avisibility;
float eqColorFactor;
//float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, relPos.z + eye_alt);
if (visibility < avisibility)
{
transmission_arg = transmission_arg + (distance_in_layer/visibility);
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering);
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
}
transmission = fog_func(transmission_arg, alt);
// there's always residual intensity, we should never be driven to zero
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
float lightArg = (terminator-yprime_alt)/100000.0;
vec3 hazeColor;
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
// now dim the light for haze
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
// Mie-like factor
if (lightArg < 10.0)
{intensity = length(hazeColor);
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
}
// high altitude desaturation of the haze color
intensity = length(hazeColor);
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
// blue hue of haze
hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9;
// additional blue in indirect light
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
intensity = length(hazeColor);
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
//intensity = length(hazeColor);
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
// reduce haze intensity when looking at shaded surfaces, only in terminator region
float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
// blue Rayleigh scattering with distance
float rShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt-340000.0) + 0.1;
float lightIntensity = length(diffuse_term.rgb)/1.73 * rShade;
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
if ((quality_level>5) && (tquality_level>5))
{
fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
}
// determine the right mix of transmission and haze
fragColor.rgb = mix((eqColorFactor * hazeColor * eShade) + secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
gl_FragColor = fragColor;
}
else // if dist < 40.0 no fogging at all
{
// blue Rayleigh scattering with distance
float rShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt-340000.0) + 0.1;
float lightIntensity = length(diffuse_term.rgb)/1.73 * rShade;
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
if ((quality_level>5) && (tquality_level>5))
{
fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
}
gl_FragColor = fragColor;
}
}

View file

@ -33,6 +33,7 @@ uniform float cloud_self_shading;
uniform float uvstretch;
uniform float landing_light1_offset;
uniform float landing_light2_offset;
uniform float air_pollution;
uniform int quality_level;
uniform int tquality_level;
@ -54,6 +55,7 @@ float Noise2D(in vec2 coord, in float wavelength);
float fog_func (in float targ, in float alt);
float light_distance_fading(in float dist);
float fog_backscatter(in float avisibility);
float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
vec3 searchlight();
vec3 landing_light(in float offset);
@ -426,7 +428,17 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
}
hazeColor = clamp(hazeColor, 0.0, 1.0);
// blue Rayleigh scattering with distance
float rShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt-340000.0) + 0.1;
float lightIntensity = length(diffuse_term.rgb)/1.73 * rShade;
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
if ((quality_level>5) && (tquality_level>5))
{
fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
}
fragColor.rgb = mix((eqColorFactor * hazeColor * eShade)+secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
@ -437,6 +449,19 @@ gl_FragColor = fragColor;
}
else // if dist < threshold no fogging at all
{
// blue Rayleigh scattering with distance
float rShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt-340000.0) + 0.1;
float lightIntensity = length(diffuse_term.rgb)/1.73 * rShade;
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
if ((quality_level>5) && (tquality_level>5))
{
fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
}
gl_FragColor = fragColor;
}