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Merge branch 'master' of git://mapserver.flightgear.org/fgdata

This commit is contained in:
Alexis Bory 2011-08-21 23:58:46 +02:00
commit 793067301c
5 changed files with 70 additions and 25 deletions

View file

@ -33,11 +33,14 @@
<animation>
<type>material</type>
<object-name>egt</object-name>
<object-name>Needle</object-name>
<object-name>Bug</object-name>
<object-name>Face</object-name>
<emission>
<red-prop>sim/model/instrument-lighting/emission/red</red-prop>
<green-prop>sim/model/instrument-lighting/emission/green</green-prop>
<blue-prop>sim/model/instrument-lighting/emission/blue</blue-prop>
<factor-prop>controls/lighting/instruments-norm</factor-prop>
<red>1.0</red>
<green>0.2</green>
<blue>0.0</blue>
<factor-prop>sim/model/material/instruments/factor</factor-prop>
</emission>
</animation>

View file

@ -4,6 +4,10 @@
<name>Ctrl-c</name>
<desc>Panel hotspots and labels</desc>
</key>
<key>
<name>l/L</name>
<desc>Increase/decrease panel lighting</desc>
</key>
<line/>
<line>_________Engine Start Checklist_________</line>
<line>Mixture: Rich</line>

View file

@ -241,23 +241,47 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
</payload>
<input>
<keyboard>
<key n="115">
<name>s</name>
<desc>Toggle Starter Switch</desc>
<binding>
<command>property-assign</command>
<property>/controls/switches/starter</property>
<value >1</value>
</binding>
<mod-up>
<binding>
<command>property-assign</command>
<property>/controls/switches/starter</property>
<value>0</value>
</binding>
</mod-up>
</key>
<keyboard>
<key n="76">
<name>L</name>
<desc>Decrease Panel lighting</desc>
<binding>
<command>property-adjust</command>
<property>controls/lighting/instruments-norm</property>
<step>-0.1</step>
<min>0</min>
<max>1.0</max>
<wrap>0</wrap>
</binding>
</key>
<key n="108">
<name>l</name>
<desc>Increase Panel lighting</desc>
<binding>
<command>property-adjust</command>
<property>controls/lighting/instruments-norm</property>
<step>0.1</step>
<min>0</min>
<max>1.0</max>
<wrap>0</wrap>
</binding>
</key>
<key n="115">
<name>s</name>
<desc>Toggle Starter Switch</desc>
<binding>
<command>property-assign</command>
<property>/controls/switches/starter</property>
<value >1</value>
</binding>
<mod-up>
<binding>
<command>property-assign</command>
<property>/controls/switches/starter</property>
<value>0</value>
</binding>
</mod-up>
</key>
</keyboard>
</input>

View file

@ -4,6 +4,9 @@
<parameters>
<texture n ="0">
</texture>
<range>
<use>/sim/rendering/clouds3d-vis-range</use>
</range>
</parameters>
<technique n="10">
<predicate>
@ -63,6 +66,11 @@
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>range</name>
<type>float</type>
<value><use>range</use></value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>

View file

@ -3,6 +3,8 @@
varying float fogFactor;
uniform float range; // From /sim/rendering/clouds3d-vis-range
attribute vec3 usrAttr1;
attribute vec3 usrAttr2;
@ -40,26 +42,30 @@ void main(void)
// Determine a lighting normal based on the vertex position from the
// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
float n = dot(normalize(-gl_LightSource[0].position.xyz),
normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Position.xyz,0.0))));
normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Position.x, - gl_Position.y, - gl_Position.z,0.0))));
// Determine the position - used for fog and shading calculations
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
float fogCoord = abs(ecPosition.z);
// Determine fractional height of vertex from 0 at the bottom, and 1 at mid-height.
// Used to determine shading.
float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);
// Final position of the sprite
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
// Determine the shading of the sprite based on its vertical position and position relative to the sun.
// Determine the shading of the sprite based on its vertical position and position relative to the sun.
n = min(smoothstep(-0.5, 0.0, n), fract);
// Determine the shading based on a mixture from the backlight to the front
// Determine the shading based on a mixture from the backlight to the front
vec4 backlight = gl_LightSource[0].diffuse * shade;
gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(15000.0, 20000.0, fogCoord));
gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(range*0.8, range, fogCoord));
gl_BackColor = gl_FrontColor;
// Fog doesn't affect clouds as much as other objects.