From 81d181beb5c05e989511a8ec50600b6b735743cc Mon Sep 17 00:00:00 2001 From: Frederic Bouvier Date: Sun, 15 Apr 2012 16:57:31 +0200 Subject: [PATCH] Remove built-in shaders and rely entirely on fgdata --- src/Viewer/renderer.cxx | 256 ++-------------------------------------- 1 file changed, 12 insertions(+), 244 deletions(-) diff --git a/src/Viewer/renderer.cxx b/src/Viewer/renderer.cxx index 9724ebe80..f09dbb231 100644 --- a/src/Viewer/renderer.cxx +++ b/src/Viewer/renderer.cxx @@ -1073,183 +1073,6 @@ void FGRenderer::updateCascadeNumber(size_t num) _shadowNumber->set( (int)_numCascades ); } - -#define STRINGIFY(x) #x -#define TOSTRING(x) STRINGIFY(x) - -const char *ambient_vert_src = "" - "#line " TOSTRING(__LINE__) " 1\n" - "void main() {\n" - " gl_Position = gl_Vertex;\n" - " gl_TexCoord[0] = gl_MultiTexCoord0;\n" - "}\n"; - -const char *ambient_frag_src = "" - "#line " TOSTRING(__LINE__) " 1\n" - "uniform sampler2D color_tex;\n" -// "uniform sampler2D ao_tex;\n" - "uniform sampler2D normal_tex;\n" - "uniform sampler2D spec_emis_tex;\n" - "uniform vec4 fg_SunAmbientColor;\n" - "void main() {\n" - " vec2 coords = gl_TexCoord[0].xy;\n" - " float initialized = texture2D( spec_emis_tex, coords ).a;\n" - " if ( initialized < 0.1 )\n" - " discard;\n" - " vec3 tcolor = texture2D( color_tex, coords ).rgb;\n" -// " float ao = texture2D( ao_tex, coords ).r;\n" -// " gl_FragColor = vec4(tcolor*fg_SunAmbientColor.rgb*ao, 1.0);\n" - " gl_FragColor = vec4(tcolor*fg_SunAmbientColor.rgb, 1.0);\n" - "}\n"; - -const char *sunlight_vert_src = "" - "#line " TOSTRING(__LINE__) " 1\n" -// "uniform mat4 fg_ViewMatrixInverse;\n" - "uniform mat4 fg_ProjectionMatrixInverse;\n" - "varying vec3 ray;\n" - "void main() {\n" - " gl_Position = gl_Vertex;\n" - " gl_TexCoord[0] = gl_MultiTexCoord0;\n" -// " ray = (fg_ViewMatrixInverse * vec4((fg_ProjectionMatrixInverse * gl_Vertex).xyz, 0.0)).xyz;\n" - " ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;\n" - "}\n"; - -const char *sunlight_frag_src = "" -#if 0 - "#version 130\n" -#endif - "#line " TOSTRING(__LINE__) " 1\n" - "uniform mat4 fg_ViewMatrix;\n" - "uniform sampler2D depth_tex;\n" - "uniform sampler2D normal_tex;\n" - "uniform sampler2D color_tex;\n" - "uniform sampler2D spec_emis_tex;\n" - "uniform sampler2DShadow shadow_tex;\n" - "uniform vec4 fg_SunDiffuseColor;\n" - "uniform vec4 fg_SunSpecularColor;\n" - "uniform vec3 fg_SunDirection;\n" - "uniform vec3 fg_Planes;\n" - "varying vec3 ray;\n" - "vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )\n" - "{\n" - " vec4 coords;\n" - " vec2 shift = vec2( 0.0 );\n" - " int index = 4;\n" - " if (ecPosition.z > -5.0) {\n" - " index = 1;\n" - " tint = vec4(0.0,1.0,0.0,1.0);\n" - " } else if (ecPosition.z > -50.0) {\n" - " index = 2;\n" - " shift = vec2( 0.0, 0.5 );\n" - " tint = vec4(0.0,0.0,1.0,1.0);\n" - " } else if (ecPosition.z > -512.0) {\n" - " index = 3;\n" - " shift = vec2( 0.5, 0.0 );\n" - " tint = vec4(1.0,1.0,0.0,1.0);\n" - " } else if (ecPosition.z > -10000.0) {\n" - " shift = vec2( 0.5, 0.5 );\n" - " tint = vec4(1.0,0.0,0.0,1.0);\n" - " } else {\n" - " return vec4(1.1,1.1,0.0,1.0);\n" // outside, clamp to border - " }\n" - " coords.s = dot( ecPosition, gl_EyePlaneS[index] );\n" - " coords.t = dot( ecPosition, gl_EyePlaneT[index] );\n" - " coords.p = dot( ecPosition, gl_EyePlaneR[index] );\n" - " coords.q = dot( ecPosition, gl_EyePlaneQ[index] );\n" - " coords.st *= .5;\n" - " coords.st += shift;\n" - " return coords;\n" - "}\n" - "void main() {\n" - " vec2 coords = gl_TexCoord[0].xy;\n" - " vec4 spec_emis = texture2D( spec_emis_tex, coords );\n" - " if ( spec_emis.a < 0.1 )\n" - " discard;\n" - " vec3 normal;\n" - " normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);\n" - " normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );\n" - " float len = length(normal);\n" - " normal /= len;\n" - " vec3 viewDir = normalize(ray);\n" - " float depth = texture2D( depth_tex, coords ).r;\n" - " vec3 pos;\n" - " pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);\n" - " pos.xy = viewDir.xy / viewDir.z * pos.z;\n" - - " vec4 tint;\n" -#if 0 - " float shadow = 1.0;\n" -#elif 1 - " float shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;\n" -#else - " float kernel[9] = float[]( 36/256.0, 24/256.0, 6/256.0,\n" - " 24/256.0, 16/256.0, 4/256.0,\n" - " 6/256.0, 4/256.0, 1/256.0 );\n" - " float shadow = 0;\n" - " for( int x = -2; x <= 2; ++x )\n" - " for( int y = -2; y <= 2; ++y )\n" - " shadow += kernel[abs(x)*3 + abs(y)] * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(0.05 * x, 0.05 * y, 0), 1.0), tint ) ).r;\n" -#endif - " vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;\n" - " lightDir = normalize( lightDir );\n" - " vec3 color = texture2D( color_tex, coords ).rgb;\n" - " vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;\n" - " vec3 halfDir = lightDir - viewDir;\n" - " len = length( halfDir );\n" - " vec3 Ispec = vec3(0.0);\n" - " vec3 Iemis = spec_emis.z * color;\n" - " if (len > 0.0001) {\n" - " halfDir /= len;\n" - " Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 255.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;\n" - " }\n" - " gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0);\n" -// " gl_FragColor = mix(tint, vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0), 0.92);\n" - "}\n"; - -const char *fog_vert_src = "" - "#line " TOSTRING(__LINE__) " 1\n" - "uniform mat4 fg_ProjectionMatrixInverse;\n" - "varying vec3 ray;\n" - "void main() {\n" - " gl_Position = gl_Vertex;\n" - " gl_TexCoord[0] = gl_MultiTexCoord0;\n" - " ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;\n" - "}\n"; - -const char *fog_frag_src = "" - "#line " TOSTRING(__LINE__) " 1\n" - "uniform sampler2D depth_tex;\n" - "uniform sampler2D normal_tex;\n" - "uniform sampler2D color_tex;\n" - "uniform sampler2D spec_emis_tex;\n" - "uniform vec4 fg_FogColor;\n" - "uniform float fg_FogDensity;\n" - "uniform vec3 fg_Planes;\n" - "varying vec3 ray;\n" - "void main() {\n" - " vec2 coords = gl_TexCoord[0].xy;\n" - " float initialized = texture2D( spec_emis_tex, coords ).a;\n" - " if ( initialized < 0.1 )\n" - " discard;\n" - " vec3 normal;\n" - " normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);\n" - " normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );\n" - " float len = length(normal);\n" - " normal /= len;\n" - " vec3 viewDir = normalize(ray);\n" - " float depth = texture2D( depth_tex, coords ).r;\n" - " vec3 pos;\n" - " pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);\n" - " pos.xy = viewDir.xy / viewDir.z * pos.z;\n" - - " float fogFactor = 0.0;\n" - " const float LOG2 = 1.442695;\n" - " fogFactor = exp2(-fg_FogDensity * fg_FogDensity * pos.z * pos.z * LOG2);\n" - " fogFactor = clamp(fogFactor, 0.0, 1.0);\n" - - " gl_FragColor = vec4(fg_FogColor.rgb, 1.0 - fogFactor);\n" - "}\n"; - osg::Camera* FGRenderer::buildDeferredLightingCamera( flightgear::CameraInfo* info, osg::GraphicsContext* gc ) { osg::Camera* camera = new osg::Camera; @@ -1305,30 +1128,11 @@ osg::Camera* FGRenderer::buildDeferredLightingCamera( flightgear::CameraInfo* in g->setUseDisplayList(false); simgear::EffectGeode* eg = new simgear::EffectGeode; simgear::Effect* effect = simgear::makeEffect("Effects/ambient", true); - if (effect) { - eg->setEffect( effect ); - } else { - SG_LOG( SG_VIEW, SG_ALERT, "=> Using default, builtin, Effects/ambient" ); - ss = eg->getOrCreateStateSet(); - ss->setMode( GL_LIGHTING, osg::StateAttribute::OFF ); - ss->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF ); - ss->setTextureAttributeAndModes( 0, info->getBuffer( "depth" ) ); - ss->setTextureAttributeAndModes( 1, info->getBuffer( "normal" ) ); - ss->setTextureAttributeAndModes( 2, info->getBuffer( "diffuse" ) ); - ss->setTextureAttributeAndModes( 3, info->getBuffer( "spec-emis" ) ); - //ss->setTextureAttributeAndModes( 4, info->gBuffer->aoBuffer[2] ); - ss->addUniform( new osg::Uniform( "depth_tex", 0 ) ); - ss->addUniform( new osg::Uniform( "normal_tex", 1 ) ); - ss->addUniform( new osg::Uniform( "color_tex", 2 ) ); - ss->addUniform( new osg::Uniform( "spec_emis_tex", 3 ) ); - //ss->addUniform( new osg::Uniform( "ao_tex", 4 ) ); - ss->setRenderBinDetails( 0, "RenderBin" ); - osg::Program* program = new osg::Program; - program->addShader( new osg::Shader( osg::Shader::VERTEX, ambient_vert_src ) ); - program->addShader( new osg::Shader( osg::Shader::FRAGMENT, ambient_frag_src ) ); - ss->setAttributeAndModes( program ); + if (!effect) { + SG_LOG(SG_VIEW, SG_ALERT, "Effects/ambient not found"); + return 0; } - + eg->setEffect( effect ); g->setName( "AmbientQuad" ); eg->setName("AmbientQuad"); eg->setCullingActive(false); @@ -1340,30 +1144,11 @@ osg::Camera* FGRenderer::buildDeferredLightingCamera( flightgear::CameraInfo* in g->setName( "SunlightQuad" ); eg = new simgear::EffectGeode; effect = simgear::makeEffect("Effects/sunlight", true); - if (effect) { - eg->setEffect( effect ); - } else { - SG_LOG( SG_VIEW, SG_ALERT, "=> Using default, builtin, Effects/sunlight" ); - ss = eg->getOrCreateStateSet(); - ss->setMode( GL_LIGHTING, osg::StateAttribute::OFF ); - ss->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF ); - ss->setAttributeAndModes( new osg::BlendFunc( osg::BlendFunc::ONE, osg::BlendFunc::ONE ) ); - ss->setTextureAttribute( 0, info->getBuffer( "depth" ) ); - ss->setTextureAttribute( 1, info->getBuffer( "normal" ) ); - ss->setTextureAttribute( 2, info->getBuffer( "diffuse" ) ); - ss->setTextureAttribute( 3, info->getBuffer( "spec-emis" ) ); - ss->setTextureAttribute( 4, info->getBuffer( "shadow" ) ); - ss->addUniform( new osg::Uniform( "depth_tex", 0 ) ); - ss->addUniform( new osg::Uniform( "normal_tex", 1 ) ); - ss->addUniform( new osg::Uniform( "color_tex", 2 ) ); - ss->addUniform( new osg::Uniform( "spec_emis_tex", 3 ) ); - ss->addUniform( new osg::Uniform( "shadow_tex", 4 ) ); - ss->setRenderBinDetails( 1, "RenderBin" ); - osg::Program* program = new osg::Program; - program->addShader( new osg::Shader( osg::Shader::VERTEX, sunlight_vert_src ) ); - program->addShader( new osg::Shader( osg::Shader::FRAGMENT, sunlight_frag_src ) ); - ss->setAttributeAndModes( program ); + if (!effect) { + SG_LOG(SG_VIEW, SG_ALERT, "Effects/sunlight not found"); + return 0; } + eg->setEffect( effect ); eg->setName("SunlightQuad"); eg->setCullingActive(false); eg->addDrawable(g); @@ -1412,28 +1197,11 @@ osg::Camera* FGRenderer::buildDeferredLightingCamera( flightgear::CameraInfo* in g->setName( "FogQuad" ); eg = new simgear::EffectGeode; effect = simgear::makeEffect("Effects/fog", true); - if (effect) { - eg->setEffect( effect ); - } else { - SG_LOG( SG_VIEW, SG_ALERT, "=> Using default, builtin, Effects/fog" ); - ss = eg->getOrCreateStateSet(); - ss->setMode( GL_LIGHTING, osg::StateAttribute::OFF ); - ss->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF ); - ss->setAttributeAndModes( new osg::BlendFunc( osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA ) ); - ss->setTextureAttributeAndModes( 0, info->getBuffer( "depth" ) ); - ss->setTextureAttributeAndModes( 1, info->getBuffer( "normal" ) ); - ss->setTextureAttributeAndModes( 2, info->getBuffer( "diffuse" ) ); - ss->setTextureAttributeAndModes( 3, info->getBuffer( "spec-emis" ) ); - ss->addUniform( new osg::Uniform( "depth_tex", 0 ) ); - ss->addUniform( new osg::Uniform( "normal_tex", 1 ) ); - ss->addUniform( new osg::Uniform( "color_tex", 2 ) ); - ss->addUniform( new osg::Uniform( "spec_emis_tex", 3 ) ); - ss->setRenderBinDetails( 10000, "RenderBin" ); - osg::Program* program = new osg::Program; - program->addShader( new osg::Shader( osg::Shader::VERTEX, fog_vert_src ) ); - program->addShader( new osg::Shader( osg::Shader::FRAGMENT, fog_frag_src ) ); - ss->setAttributeAndModes( program ); + if (!effect) { + SG_LOG(SG_VIEW, SG_ALERT, "Effects/fog not found"); + return 0; } + eg->setEffect( effect ); eg->setName("FogQuad"); eg->setCullingActive(false); eg->addDrawable(g); -- 2.39.5