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fgdata/Compositor/Classic/classic.xml

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<?xml version="1.0" encoding="utf-8"?>
<!--
The 'Classic' Compositor pipeline imitates the rendering pipeline that was
used before multi-pass rendering was introduced, with the added feature of
optional shadow mapping.
The precision of the Z-buffer deteriorates with huge near-far spreads, so
two passes with different depth ranges are used to avoid Z-fighting and
other unpleasantness.
-->
<PropertyList>
<name>Classic</name>
<buffer>
<name>sun-shadowmap-atlas</name>
<type>2d</type>
<width><property>/sim/rendering/shadows/sun-atlas-size</property></width>
<height><property>/sim/rendering/shadows/sun-atlas-size</property></height>
<format>depth24</format>
<wrap-s>clamp-to-border</wrap-s>
<wrap-t>clamp-to-border</wrap-t>
<wrap-r>clamp-to-border</wrap-r>
<min-filter>linear</min-filter>
<mag-filter>linear</mag-filter>
<border-color type="vec4d">1.0 1.0 1.0 1.0</border-color>
<shadow-comparison>true</shadow-comparison>
<condition>
<property>/sim/rendering/shadows/enabled</property>
</condition>
</buffer>
<pass n="0" include="csm-pass.xml">
<name>csm0</name>
<near-m>0.1</near-m>
<far-m>3.0</far-m>
<viewport>
<x>0.0</x>
<y>0.0</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass n="1" include="csm-pass.xml">
<name>csm1</name>
<near-m>3.0</near-m>
<far-m>50.0</far-m>
<viewport>
<x>0.5</x>
<y>0.0</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass n="2" include="csm-pass.xml">
<name>csm2</name>
<near-m>50.0</near-m>
<far-m>150.0</far-m>
<viewport>
<x>0.0</x>
<y>0.5</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass n="3" include="csm-pass.xml">
<name>csm3</name>
<near-m>150.0</near-m>
<far-m>1500.0</far-m>
<viewport>
<x>0.5</x>
<y>0.5</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass n="10" include="common-scene.xml">
<name>far</name>
<z-near>100.0</z-near>
</pass>
<pass n="11" include="common-scene.xml">
<name>near</name>
<cull-mask>0xfff7ff</cull-mask> <!-- Cull the sky (bit 11 off) -->
<!-- Only clear the depth buffer so color information isn't overwritten -->
<clear-mask>depth</clear-mask>
<z-far>100.0</z-far>
</pass>
</PropertyList>