c0e1e31674
This commit implements instancing for scenery objects by introducing a OBJECT_INSTANCED verb in stg files. Instances can be defined by their positions, rotations and scales. The framework also supports extending object instancing with custom effects, including an additional colorization effect that allows for setting the colors for each instance of the same model. Detailed commit history can be found at [1], and mailing list discussions at [2]. [1] https://sourceforge.net/u/fahimdalvi/fgdata/ci/feat/scenery-object-instancing/~/tree/ [2] https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/7381A03F-BF5B-45E7-AAF3-5288B7DEDFFA%40gmail.com/#msg37617087 Squashed commit of the following: commit 2af16b3dfa859eff8b9d96e1b9256e8d872d28c5 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 24 10:24:12 2024 +0300 Update documentation for instancing Add details on optional parameters and the order of transformations. commit f0fda25c196fbb46063abdd30be63ebbc4285841 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 24 10:15:17 2024 +0300 Add low-spec shaders for object instancing. commit bcf6e15523750ea9d1578a48de736073a37ea2bd Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Fri Feb 16 14:54:26 2024 +0300 Add documentation commit a4b889b40543f70c4e9c9d6002f853547c6fb373 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Tue Feb 13 17:32:11 2024 +0300 Use header file defined indices for vertex attributes Vertex attributes were hardcoded across the code, this commit changes the implementation to use constants defined in the header file. Also change the indices used to be compatible with the future HDR pipeline. commit 8120544e276161f57dd1aeda645ef52684eab7a7 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 10 22:26:55 2024 +0300 Clean up shader code Use *.glsl library code to minimize duplication across object-instancing* shaders. Rename variables to follow Shader Style Guide: https://wiki.flightgear.org/Shader_Style_Guide commit ed864379621c060860c68d46cab054f8f1161f25 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 3 22:23:11 2024 +0300 Remove unused fragment shader. commit be80516fff660764dad245cd6389e7616d8d807c Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 3 22:21:15 2024 +0300 Add support for multiple effects and add a colored instancing effect. This commit adds shaders and a corresponding effect for colored instanced objects using the new custom attributes provided by the corresponding SimGear commit. commit f758ad00b08578052b815bdf138dae5b3a0e026c Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 3 16:31:15 2024 +0300 Remove unnecessary inclusion of vertex shader in inherited effect commit 26fa5ecc8d825ed6902c6a6934a82749839cc9cc Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Wed Oct 18 21:14:18 2023 +0300 Fix rotation to match normal scenery objects commit 2a47c3164085d5821944f53a02a55c3bea9ca4ac Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Wed Oct 18 21:13:41 2023 +0300 Reduce instancing effect to bare minimum commit c24d4fdbfc295872ec6f47a8f8e002dfa301fd83 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Oct 14 11:30:34 2023 +0300 Properly handle model/texture/effects Simgear: Previously, the model was being loaded without any options, this is now fixed. *ac models have their effect instantiated manually, while *xml models require an explicit <effect> tags. Also, the already loaded model node is edited (for adding vertex attributes, statesets etc) instead of creating a new node (for deferred texture loading and other stuff to work). FGData: Reverted object-instancing effect to match model-default more closely to make texturing work. commit 17e74fc4cc421c3aa9f08e5bbcd08d8a5b450655 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Sep 9 14:07:35 2023 +0300 Implement model-default effects for instanced objects. Not perfect yet, normal models are quite a bit darker, and we are loading the model using OSG directly, instead of SGModelLib. commit d4734690745bde0652e578174e18ddf4fe799000 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Apr 23 14:52:36 2022 +0300 Implemented instance rotation and scaling This commit adds support for optional per-instance rotation and scaling, defaulting to no scaling and rotation if none is specified. commit dd7256818becb21695487385fe5d4b7fcd33a61e Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Fri Mar 18 09:19:24 2022 +0300 Implemented texture handling The code assumes there is a single texture, and this is applied to the single drawable geometry created for instancing. This commit breaks texture-less object support for instancing. commit 547e051459c91ef0abe1b9fe583f0aed59720135 Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Sat Feb 26 14:25:57 2022 +0300 Moved random color generation to shader commit ab927a8555ca615d2fe51c9fc87b9fb5f6198c3f Author: Fahim Imaduddin Dalvi <dalvifahim@gmail.com> Date: Tue Feb 22 18:32:10 2022 +0300 Proof of Concept instancing support for scenery objects.
278 lines
10 KiB
GLSL
278 lines
10 KiB
GLSL
// -*-C++-*-
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#version 120
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// Duplicated from model-ALS-base.frag, but in the form of
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// library functions that can be used by other shader code
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 relPos;
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varying vec4 ecPosition;
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varying float yprime_alt;
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varying float mie_angle;
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uniform float visibility;
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uniform float avisibility;
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uniform float scattering;
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uniform float terminator;
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uniform float terrain_alt;
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uniform float hazeLayerAltitude;
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uniform float overcast;
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uniform float eye_alt;
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uniform float cloud_self_shading;
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uniform float air_pollution;
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uniform float landing_light1_offset;
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uniform float landing_light2_offset;
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uniform float landing_light3_offset;
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uniform int quality_level;
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uniform int tquality_level;
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uniform int use_searchlight;
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uniform int use_landing_light;
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uniform int use_alt_landing_light;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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float alt;
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float eShade;
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float fog_func (in float targ, in float alt);
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float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
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float alt_factor(in float eye_alt, in float vertex_alt);
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float light_distance_fading(in float dist);
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float fog_backscatter(in float avisibility);
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vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
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vec3 get_hazeColor(in float light_arg);
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vec3 searchlight();
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vec3 landing_light(in float offset, in float offsetv);
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vec3 filter_combined (in vec3 color) ;
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float getShadowing();
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vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
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float luminance(vec3 color)
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{
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return dot(vec3(0.212671, 0.715160, 0.072169), color);
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}
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x > 30.0) {return e;}
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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// this determines how light is attenuated in the distance
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// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
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// for distance > visibility
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void render_model_ALS_base(in vec4 texel)
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{
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// this is taken from default.frag
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vec3 n;
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float NdotL, NdotHV, fogFactor;
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vec4 color = gl_Color;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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float intensity;
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float effective_scattering = min(scattering, cloud_self_shading);
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eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
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vec4 light_specular = gl_LightSource[0].specular * (eShade - 0.1);
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// normal should be reversed.
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n = (2.0 * gl_Color.a - 1.0) * normal;
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n = normalize(n);
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NdotL = dot(n, lightDir);
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if (NdotL > 0.0) {
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float shadowmap = getShadowing();
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color += diffuse_term * NdotL * shadowmap;
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* light_specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess)
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* shadowmap);
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}
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color.a = diffuse_term.a;
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// This shouldn't be necessary, but our lighting becomes very
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// saturated. Clamping the color before modulating by the texture
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// is closer to what the OpenGL fixed function pipeline does.
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color = clamp(color, 0.0, 1.0);
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float dist = length(relPos);
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vec3 secondary_light = vec3 (0.0,0.0,0.0);
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if ((quality_level > 5) && (tquality_level > 5)) {
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if (use_searchlight == 1) {
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secondary_light += searchlight();
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}
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if (use_landing_light == 1) {
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secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
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}
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if (use_alt_landing_light == 1) {
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secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
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}
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if (dist > 2.0) {// we don't want to light the cockpit...
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color.rgb +=secondary_light * light_distance_fading(dist);
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}
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}
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fragColor = color * texel + specular;
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fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
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float lightArg = (terminator-yprime_alt)/100000.0;
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vec3 hazeColor = get_hazeColor(lightArg);
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// Rayleigh color shift due to in-scattering
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if ((quality_level > 5) && (tquality_level > 5)) {
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float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z);
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float outscatter = 1.0-exp(-dist/rayleigh_length);
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fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
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float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0);
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float lightIntensity = length(hazeColor * effective_scattering) * rShade;
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vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
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float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
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fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
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}
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// here comes the terrain haze model
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float delta_z = hazeLayerAltitude - eye_alt;
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float mvisibility = min(visibility, avisibility);
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if (dist > 0.04 * mvisibility) {
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alt = eye_alt;
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float transmission;
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float vAltitude;
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float delta_zv;
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float H;
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float distance_in_layer;
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float transmission_arg;
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// angle with horizon
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float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
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if (delta_z > 0.0) { // we're inside the layer
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if (ct < 0.0) { // we look down
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distance_in_layer = dist;
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vAltitude = min(distance_in_layer,mvisibility) * ct;
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delta_zv = delta_z - vAltitude;
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} else { // we may look through upper layer edge
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H = dist * ct;
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if (H > delta_z) {
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distance_in_layer = dist/H * delta_z;
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} else {
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distance_in_layer = dist;
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}
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vAltitude = min(distance_in_layer,visibility) * ct;
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delta_zv = delta_z - vAltitude;
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}
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} else { // we see the layer from above, delta_z < 0.0
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H = dist * -ct;
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if (H < (-delta_z)) { // we don't see into the layer at all, aloft visibility is the only fading
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distance_in_layer = 0.0;
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delta_zv = 0.0;
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} else {
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vAltitude = H + delta_z;
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distance_in_layer = vAltitude/H * dist;
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vAltitude = min(distance_in_layer,visibility) * (-ct);
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delta_zv = vAltitude;
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}
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}
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// ground haze cannot be thinner than aloft visibility in the model,
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// so we need to use aloft visibility otherwise
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transmission_arg = (dist-distance_in_layer)/avisibility;
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float eqColorFactor;
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//float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, relPos.z + eye_alt);
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if (visibility < avisibility) {
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transmission_arg = transmission_arg + (distance_in_layer/visibility);
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// this combines the Weber-Fechner intensity
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eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering);
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} else {
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transmission_arg = transmission_arg + (distance_in_layer/avisibility);
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// this combines the Weber-Fechner intensity
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eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
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}
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transmission = fog_func(transmission_arg, alt);
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// there's always residual intensity, we should never be driven to zero
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if (eqColorFactor < 0.2) eqColorFactor = 0.2;
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// Mie-like factor
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if (lightArg < 10.0) {
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intensity = length(hazeColor);
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float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
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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)) );
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}
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// high altitude desaturation of the haze color
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intensity = length(hazeColor);
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hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
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// blue hue of haze
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hazeColor.x = hazeColor.x * 0.83;
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hazeColor.y = hazeColor.y * 0.9;
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// additional blue in indirect light
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float fade_out = max(0.65 - 0.3 *overcast, 0.45);
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intensity = length(hazeColor);
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hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
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// change haze color to blue hue for strong fogging
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//intensity = length(hazeColor);
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hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
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// reduce haze intensity when looking at shaded surfaces, only in terminator region
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float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
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hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
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// don't let the light fade out too rapidly
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lightArg = (terminator + 200000.0)/100000.0;
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float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
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vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
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hazeColor *= eqColorFactor * eShade;
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hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
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// determine the right mix of transmission and haze
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fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
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}
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fragColor.rgb = filter_combined(fragColor.rgb);
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gl_FragColor = fragColor;
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}
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