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.
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2.2 KiB
GLSL
70 lines
No EOL
2.2 KiB
GLSL
// Yaw
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void rotation_matrix_H(in float sinRz, in float cosRz, out mat3 rotmat)
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{
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rotmat = mat3( cosRz, -sinRz, 0.0,
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sinRz, cosRz, 0.0,
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0.0 , 0.0 , 1.0);
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}
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// Pitch
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void rotation_matrix_P(in float sinRy, in float cosRy, out mat3 rotmat)
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{
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rotmat = mat3( cosRy, 0.0 , sinRy,
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0.0 , 1.0 , 0.0,
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-sinRy, 0.0 , cosRy);
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}
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// Roll
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void rotation_matrix_R(in float sinRx, in float cosRx, out mat3 rotmat)
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{
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rotmat = mat3( 1.0 , 0.0 , 0.0,
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0.0 , cosRx , -sinRx,
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0.0 , sinRx , cosRx);
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}
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void scale_matrix(in float scale, out mat3 scalemat)
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{
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scalemat = mat3(scale, 0.0 , 0.0 ,
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0.0 , scale, 0.0 ,
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0.0 , 0.0 , scale);
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}
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/* apply_instance_transforms
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* Takes the position, normal of an vertex, and position/rotation/scale of
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* one instance, and transforms the original position and normal of the
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* vertex to match it's instanced version.
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*/
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void apply_instance_transforms(inout vec3 position, inout vec3 normal, in vec3 instance_position, in vec4 instance_rotation_and_scale)
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{
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// Handle rotation and scaling
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mat3 ScaleMat;
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scale_matrix(instance_rotation_and_scale.w, ScaleMat);
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mat3 RotMatH;
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mat3 RotMatP;
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mat3 RotMatR;
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float hdg = instance_rotation_and_scale.x;
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float pitch = instance_rotation_and_scale.y;
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float roll = instance_rotation_and_scale.z;
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// if (roll > 90.0 || roll < -90.0) {roll = -roll;}
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float cosRx = cos(radians(-roll));
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float sinRx = sin(radians(-roll));
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float cosRy = cos(radians(-pitch));
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float sinRy = sin(radians(-pitch));
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float cosRz = cos(radians(-hdg));
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float sinRz = sin(radians(-hdg));
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rotation_matrix_R(sinRx, cosRx, RotMatR);
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rotation_matrix_P(sinRy, cosRy, RotMatP);
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rotation_matrix_H(sinRz, cosRz, RotMatH);
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// Transform position using scaling and rotation matrices
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position = RotMatH * RotMatP * RotMatR * ScaleMat * position;
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// Offset model to correct location w.r.t instancing center
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position = position + instance_position.xyz;
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// Transform normal using rotation matrices
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normal = gl_NormalMatrix * (RotMatH * RotMatP * RotMatR * gl_Normal);
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} |