Merge branch 'master' into work
This commit is contained in:
commit
8b46328515
75 changed files with 52000 additions and 3981 deletions
|
@ -51,7 +51,7 @@
|
|||
</marker-beacon>
|
||||
|
||||
<heading-indicator>
|
||||
<name>heading-indicator</name>
|
||||
<name>heading-indicator-dg</name>
|
||||
<number>0</number>
|
||||
<suction>/systems/vacuum/suction-inhg</suction>
|
||||
</heading-indicator>
|
||||
|
|
|
@ -335,9 +335,6 @@ electrical_bus_2 = func() {
|
|||
var bus_volts = vbus_volts;
|
||||
var load = 0.0;
|
||||
|
||||
# Turn Coordinator Power
|
||||
setprop("/systems/electrical/outputs/turn-coordinator", bus_volts);
|
||||
|
||||
# Map Lights Power
|
||||
if ( getprop("/controls/switches/nav-lights" ) ) {
|
||||
setprop("/systems/electrical/outputs/map-lights", bus_volts);
|
||||
|
@ -404,6 +401,12 @@ avionics_bus_1 = func() {
|
|||
bus_volts = ebus1_volts;
|
||||
}
|
||||
|
||||
# Turn Coordinator Power
|
||||
setprop("/systems/electrical/outputs/turn-coordinator", bus_volts);
|
||||
|
||||
# Directional Gyro Power
|
||||
setprop("/systems/electrical/outputs/DG", bus_volts);
|
||||
|
||||
# Avionics Fan Power
|
||||
setprop("/systems/electrical/outputs/avionics-fan", bus_volts);
|
||||
|
||||
|
|
125
Aircraft/c172p/Systems/instrumentation.xml
Normal file
125
Aircraft/c172p/Systems/instrumentation.xml
Normal file
|
@ -0,0 +1,125 @@
|
|||
<?xml version="1.0"?>
|
||||
|
||||
<!--
|
||||
**********************************************************************
|
||||
instrumentation.xml
|
||||
|
||||
c172p instrumentation configuration. This file selects the
|
||||
instrumentation modules that should be available.
|
||||
|
||||
You can have several instances of the same instrument type.
|
||||
The value inside the name tag becomes the node in the property tree.
|
||||
If two instruments have the same name you must use the number tag
|
||||
to separate them. They become name[number] in the property tree.
|
||||
Some instruments have additional configuration tags like static-port
|
||||
and pitot-port. The static- and pitot-ports (and any other system that
|
||||
an instrument depend on) have to be configured in the systems
|
||||
configuration file: generic-systems.xml
|
||||
|
||||
The values in this file are the default values. If any configuration
|
||||
tags are omitted in an aircraft specific version of this configuration
|
||||
file, these values will be used (they are hardcoded).
|
||||
|
||||
**********************************************************************
|
||||
-->
|
||||
|
||||
<PropertyList>
|
||||
|
||||
<adf>
|
||||
<name>adf</name>
|
||||
<number>0</number>
|
||||
</adf>
|
||||
|
||||
<airspeed-indicator>
|
||||
<name>airspeed-indicator</name>
|
||||
<number>0</number>
|
||||
<total-pressure>/systems/pitot/total-pressure-inhg</total-pressure>
|
||||
<static-pressure>/systems/static/pressure-inhg</static-pressure>
|
||||
</airspeed-indicator>
|
||||
|
||||
<altimeter>
|
||||
<name>altimeter</name>
|
||||
<number>0</number>
|
||||
<static-pressure>/systems/static/pressure-inhg</static-pressure>
|
||||
<quantum>0</quantum>
|
||||
<tau>0</tau>
|
||||
</altimeter>
|
||||
|
||||
<attitude-indicator>
|
||||
<name>attitude-indicator</name>
|
||||
<number>0</number>
|
||||
<suction>/systems/vacuum/suction-inhg</suction>
|
||||
</attitude-indicator>
|
||||
|
||||
<clock>
|
||||
<name>clock</name>
|
||||
<number>0</number>
|
||||
</clock>
|
||||
|
||||
<dme>
|
||||
<name>dme</name>
|
||||
<number>0</number>
|
||||
</dme>
|
||||
|
||||
<altimeter>
|
||||
<name>encoder</name>
|
||||
<number>0</number>
|
||||
<static-pressure>/systems/static/pressure-inhg</static-pressure>
|
||||
<quantum>10</quantum>
|
||||
<tau>0.1</tau>
|
||||
</altimeter>
|
||||
|
||||
<marker-beacon>
|
||||
<name>marker-beacon</name>
|
||||
<number>0</number>
|
||||
</marker-beacon>
|
||||
|
||||
<heading-indicator-dg>
|
||||
<name>heading-indicator</name>
|
||||
<number>0</number>
|
||||
<suction>/systems/vacuum/suction-inhg</suction>
|
||||
</heading-indicator-dg>
|
||||
|
||||
<KT-70>
|
||||
<name>kt-70</name>
|
||||
<number>0</number>
|
||||
</KT-70>
|
||||
|
||||
<magnetic-compass>
|
||||
<name>magnetic-compass</name>
|
||||
<number>0</number>
|
||||
</magnetic-compass>
|
||||
|
||||
<nav-radio>
|
||||
<name>nav</name>
|
||||
<number>0</number>
|
||||
</nav-radio>
|
||||
|
||||
<nav-radio>
|
||||
<name>nav</name>
|
||||
<number>1</number>
|
||||
</nav-radio>
|
||||
|
||||
<slip-skid-ball>
|
||||
<name>slip-skid-ball</name>
|
||||
<number>0</number>
|
||||
</slip-skid-ball>
|
||||
|
||||
<transponder>
|
||||
<name>transponder</name>
|
||||
<number>0</number>
|
||||
<mode-c-altitude>/instrumentation/encoder/mode-c-alt-ft</mode-c-altitude>
|
||||
</transponder>
|
||||
|
||||
<turn-indicator>
|
||||
<name>turn-indicator</name>
|
||||
<number>0</number>
|
||||
</turn-indicator>
|
||||
|
||||
<vertical-speed-indicator>
|
||||
<name>vertical-speed-indicator</name>
|
||||
<number>0</number>
|
||||
<static-pressure>/systems/static/pressure-inhg</static-pressure>
|
||||
</vertical-speed-indicator>
|
||||
|
||||
</PropertyList>
|
|
@ -104,6 +104,11 @@
|
|||
|
||||
<!-- Electrical Bus 2 Outputs -->
|
||||
|
||||
<output>
|
||||
<name>Directional Gyro</name>
|
||||
<prop>/systems/electrical/outputs/DG</prop>
|
||||
</output>
|
||||
|
||||
<output>
|
||||
<name>Turn Coordinator Power</name>
|
||||
<prop>/systems/electrical/outputs/turn-coordinator</prop>
|
||||
|
@ -341,6 +346,14 @@
|
|||
|
||||
<!-- connect bus 2 outputs -->
|
||||
|
||||
<connector>
|
||||
<input>Electrical Bus 2</input>
|
||||
<output>Directional Gyro</output>
|
||||
<switch>
|
||||
<prop>/controls/circuit-breakers/directional-gyro</prop>
|
||||
</switch>
|
||||
</connector>
|
||||
|
||||
<connector>
|
||||
<input>Electrical Bus 2</input>
|
||||
<output>Turn Coordinator Power</output>
|
||||
|
|
|
@ -128,7 +128,9 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
|
|||
</flight-recorder>
|
||||
|
||||
<menubar include="Dialogs/c172p-menu.xml"/>
|
||||
|
||||
<instrumentation n="0">
|
||||
<path>Aircraft/c172p/Systems/instrumentation.xml</path>
|
||||
</instrumentation>
|
||||
</sim>
|
||||
|
||||
<!-- trim for level cruise -->
|
||||
|
@ -284,6 +286,14 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
|
|||
</weight>
|
||||
</payload>
|
||||
|
||||
<limits>
|
||||
<mass-and-balance>
|
||||
<maximum-ramp-mass-lbs>2407</maximum-ramp-mass-lbs>
|
||||
<maximum-takeoff-mass-lbs>2400</maximum-takeoff-mass-lbs>
|
||||
<maximum-landing-mass-lbs>2400</maximum-landing-mass-lbs>
|
||||
</mass-and-balance>
|
||||
</limits>
|
||||
|
||||
<input>
|
||||
<keyboard>
|
||||
<key n="76">
|
||||
|
|
|
@ -46,6 +46,8 @@ effect : The effect to be used for this material. (default:
|
|||
ambient, diffuse, specular, emissive, and shininess are copied into the
|
||||
parameter section of the effect created for this material.
|
||||
|
||||
parameters : Additional parameters to be used in the effect. See README.effects for format information.
|
||||
|
||||
wrapu : True if the texture should repeat horizontally over a surface, false if
|
||||
it should not repeat (default: true).
|
||||
|
||||
|
|
42222
Docs/getstart-fr.pdf
Normal file
42222
Docs/getstart-fr.pdf
Normal file
File diff suppressed because it is too large
Load diff
|
@ -91,7 +91,7 @@
|
|||
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
|
||||
<overcast><use>/rendering/scene/overcast</use></overcast>
|
||||
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
|
||||
<mysnow_level><use>/environment/mysnow-level-m</use></mysnow_level>
|
||||
<snow_level><use>/environment/snow-level-m</use></snow_level>
|
||||
<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
|
||||
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
|
||||
<fogstructure><use>/environment/fog-structure</use></fogstructure>
|
||||
|
|
|
@ -2,11 +2,39 @@
|
|||
<PropertyList>
|
||||
<name>Effects/display</name>
|
||||
<parameters>
|
||||
<exposure type="float"><use>/sim/rendering/rembrandt/exposure</use></exposure>
|
||||
<show-buffers type="bool"><use>/sim/rendering/rembrandt/show-buffers</use></show-buffers>
|
||||
<bloom type="bool"><use>/sim/rendering/rembrandt/bloom</use></bloom>
|
||||
<bloom-strength type="float"><use>/sim/rendering/rembrandt/bloom-strength</use></bloom-strength>
|
||||
<bloom-buffers type="bool"><use>/sim/rendering/rembrandt/bloom-buffers</use></bloom-buffers>
|
||||
<texture n="0">
|
||||
<image>Textures\noise_tex.jpg</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="1">
|
||||
<image>Textures\film-dirt.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
|
||||
<cinema>
|
||||
<vignette><use>/sim/rendering/rembrandt/cinema/vignette</use></vignette>
|
||||
<inner-circle><use>/sim/rendering/rembrandt/cinema/inner-circle</use></inner-circle>
|
||||
<outer-circle><use>/sim/rendering/rembrandt/cinema/outer-circle</use></outer-circle>
|
||||
<color-shift><use>/sim/rendering/rembrandt/cinema/color-shift</use></color-shift>
|
||||
<red-shift><use>/sim/rendering/rembrandt/cinema/red-shift</use></red-shift>
|
||||
<green-shift><use>/sim/rendering/rembrandt/cinema/green-shift</use></green-shift>
|
||||
<blue-shift><use>/sim/rendering/rembrandt/cinema/blue-shift</use></blue-shift>
|
||||
<distortion><use>/sim/rendering/rembrandt/cinema/distortion</use></distortion>
|
||||
<distortion-factor><use>/sim/rendering/rembrandt/cinema/distortion-factor</use></distortion-factor>
|
||||
<color-fringe><use>/sim/rendering/rembrandt/cinema/color-fringe</use></color-fringe>
|
||||
<color-fringe-factor><use>/sim/rendering/rembrandt/cinema/color-fringe-factor</use></color-fringe-factor>
|
||||
<film-wear><use>/sim/rendering/rembrandt/cinema/film-wear</use></film-wear>
|
||||
</cinema>
|
||||
|
||||
<buffer-nw-enabled><use>/sim/rendering/rembrandt/debug-buffer[0]/enabled</use></buffer-nw-enabled>
|
||||
<buffer-nw-name><use>/sim/rendering/rembrandt/debug-buffer[0]/name</use></buffer-nw-name>
|
||||
|
@ -17,6 +45,236 @@
|
|||
<buffer-se-enabled><use>/sim/rendering/rembrandt/debug-buffer[3]/enabled</use></buffer-se-enabled>
|
||||
<buffer-se-name><use>/sim/rendering/rembrandt/debug-buffer[3]/name</use></buffer-se-name>
|
||||
</parameters>
|
||||
<technique n="9">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/rembrandt/night-vision</property>
|
||||
<equal>
|
||||
<value type="float">0.0</value>
|
||||
<float-property>/sim/rendering/rembrandt/show-buffers</float-property>
|
||||
</equal>
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<render-bin>
|
||||
<bin-number>99999</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type>buffer</type>
|
||||
<name>lighting</name>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>1</unit>
|
||||
<type>buffer</type>
|
||||
<name>bloom-3</name>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>2</unit>
|
||||
<type>buffer</type>
|
||||
<name>spec-emis</name>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>3</unit>
|
||||
<type>buffer</type>
|
||||
<name>diffuse</name>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>4</unit>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
|
||||
<program>
|
||||
<vertex-shader>Shaders/fullscreen.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/night-vision.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>lighting_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>bloom_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">1</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>spec_emis_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>color_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">3</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>noise_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">4</value>
|
||||
</uniform>
|
||||
|
||||
<uniform>
|
||||
<name>bloomEnabled</name>
|
||||
<type>bool</type>
|
||||
<value type="bool"><use>bloom</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>bloomStrength</name>
|
||||
<type>float</type>
|
||||
<value><use>bloom-strength</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>bloomBuffers</name>
|
||||
<type>bool</type>
|
||||
<value><use>bloom-buffers</use></value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique n="10">
|
||||
<predicate>
|
||||
<and>
|
||||
<or>
|
||||
<property>/sim/rendering/rembrandt/cinema/vignette</property>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
</or>
|
||||
<equal>
|
||||
<value type="float">0.0</value>
|
||||
<float-property>/sim/rendering/rembrandt/show-buffers</float-property>
|
||||
</equal>
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<render-bin>
|
||||
<bin-number>99999</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type>buffer</type>
|
||||
<name>lighting</name>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>1</unit>
|
||||
<type>buffer</type>
|
||||
<name>bloom-3</name>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>2</unit>
|
||||
<image><use>texture[1]/image</use></image>
|
||||
<filter><use>texture[1]/filter</use></filter>
|
||||
<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[1]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
|
||||
<program>
|
||||
<vertex-shader>Shaders/fullscreen.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/cinema.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>lighting_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>bloom_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">1</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>film_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
|
||||
<uniform>
|
||||
<name>bloomEnabled</name>
|
||||
<type>bool</type>
|
||||
<value type="bool"><use>bloom</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>bloomStrength</name>
|
||||
<type>float</type>
|
||||
<value><use>bloom-strength</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>bloomBuffers</name>
|
||||
<type>bool</type>
|
||||
<value><use>bloom-buffers</use></value>
|
||||
</uniform>
|
||||
|
||||
<uniform>
|
||||
<name>vignette</name>
|
||||
<type>bool</type>
|
||||
<value><use>cinema/vignette</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>innerCircle</name>
|
||||
<type>float</type>
|
||||
<value><use>cinema/inner-circle</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>outerCircle</name>
|
||||
<type>float</type>
|
||||
<value><use>cinema/outer-circle</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>colorShift</name>
|
||||
<type>bool</type>
|
||||
<value><use>cinema/color-shift</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>redShift</name>
|
||||
<type>float-vec3</type>
|
||||
<value><use>cinema/red-shift</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>greenShift</name>
|
||||
<type>float-vec3</type>
|
||||
<value><use>cinema/green-shift</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>blueShift</name>
|
||||
<type>float-vec3</type>
|
||||
<value><use>cinema/blue-shift</use></value>
|
||||
</uniform>
|
||||
|
||||
<uniform>
|
||||
<name>distortion</name>
|
||||
<type>bool</type>
|
||||
<value><use>cinema/distortion</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>distortionFactor</name>
|
||||
<type>float-vec3</type>
|
||||
<value><use>cinema/distortion-factor</use></value>
|
||||
</uniform>
|
||||
|
||||
<uniform>
|
||||
<name>colorFringe</name>
|
||||
<type>bool</type>
|
||||
<value><use>cinema/color-fringe</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>colorFringeFactor</name>
|
||||
<type>float</type>
|
||||
<value><use>cinema/color-fringe-factor</use></value>
|
||||
</uniform>
|
||||
|
||||
<uniform>
|
||||
<name>filmWear</name>
|
||||
<type>bool</type>
|
||||
<value><use>cinema/film-wear</use></value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique n="11">
|
||||
<pass>
|
||||
<render-bin>
|
||||
|
@ -89,11 +347,6 @@
|
|||
<type>sampler-2d</type>
|
||||
<value type="int">5</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>exposure</name>
|
||||
<type>float</type>
|
||||
<value type="float"><use>exposure</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>showBuffers</name>
|
||||
<type>bool</type>
|
||||
|
|
|
@ -8,24 +8,7 @@
|
|||
<g_sample_rad type="float">0.03</g_sample_rad>
|
||||
<random_size type="float">800.0</random_size>
|
||||
</parameters>
|
||||
<technique n="10">
|
||||
<predicate>
|
||||
<and>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
|
||||
</and>
|
||||
</predicate>
|
||||
<technique n="11">
|
||||
<pass>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
|
@ -98,77 +81,4 @@
|
|||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique n="11">
|
||||
<pass>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type>buffer</type>
|
||||
<name>depth</name>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>1</unit>
|
||||
<type>buffer</type>
|
||||
<name>normal</name>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>2</unit>
|
||||
<type>buffer</type>
|
||||
<name>spec-emis</name>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>3</unit>
|
||||
<type>noise</type>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/ssao.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/ssao-ati.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>depth_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>normal_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">1</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>spec_emis_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>noise_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">3</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>g_scale</name>
|
||||
<type>float</type>
|
||||
<value><use>g_scale</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>g_bias</name>
|
||||
<type>float</type>
|
||||
<value><use>g_bias</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>g_intensity</name>
|
||||
<type>float</type>
|
||||
<value><use>g_intensity</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>g_sample_rad</name>
|
||||
<type>float</type>
|
||||
<value><use>g_sample_rad</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>random_size</name>
|
||||
<type>float</type>
|
||||
<value><use>random_size</use></value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
||||
|
|
|
@ -1,73 +1,95 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<PropertyList>
|
||||
<name>Effects/terrain-default</name>
|
||||
<!-- <inherits-from>another-effect</inherits-from> -->
|
||||
<parameters>
|
||||
<material>
|
||||
<ambient type="vec4d">
|
||||
<name>Effects/terrain-default</name>
|
||||
<!-- <inherits-from>another-effect</inherits-from> -->
|
||||
<parameters>
|
||||
<material>
|
||||
<ambient type="vec4d">
|
||||
0.2 .2 0.2 1.0
|
||||
</ambient>
|
||||
<diffuse type="vec4d">
|
||||
<diffuse type="vec4d">
|
||||
.8 .8 .8 1.0
|
||||
</diffuse>
|
||||
<specular type="vec4d">
|
||||
<specular type="vec4d">
|
||||
0.0 0.0 0.0 1.0
|
||||
</specular>
|
||||
<emissive type="vec4d">
|
||||
<emissive type="vec4d">
|
||||
0.0 0.0 0.0 1.0
|
||||
</emissive>
|
||||
<shininess>1.2</shininess>
|
||||
</material>
|
||||
<texture n="0">
|
||||
<image>Textures/Terrain/unknown.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<!-- also repeat -->
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<!--
|
||||
<shininess>1.2</shininess>
|
||||
</material>
|
||||
<texture n="0">
|
||||
<image>Textures/Terrain/unknown.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<!-- also repeat -->
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<!--
|
||||
<wrap-r>clamp-to-border</wrap-r>
|
||||
-->
|
||||
<!-- float, signed-integer, integer -->
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="10">
|
||||
<image>Textures.high/Terrain/snow3.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<transparent>false</transparent>
|
||||
<render-bin>
|
||||
<bin-number>0</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<material-id>0</material-id>
|
||||
<visibility><use>/environment/ground-visibility-m</use></visibility>
|
||||
<avisibility><use>/environment/visibility-m</use></avisibility>
|
||||
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
|
||||
<scattering><use>/rendering/scene/scattering</use></scattering>
|
||||
<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
|
||||
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
|
||||
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
|
||||
<overcast><use>/rendering/scene/overcast</use></overcast>
|
||||
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
|
||||
<mysnow_level><use>/environment/mysnow-level-m</use></mysnow_level>
|
||||
<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
|
||||
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
|
||||
<fogstructure><use>/environment/fog-structure</use></fogstructure>
|
||||
</parameters>
|
||||
<!-- put techniques at a "high" index to allow derived effects to
|
||||
<!-- float, signed-integer, integer -->
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="10">
|
||||
<image>Textures.high/Terrain/snow3.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="11">
|
||||
<image>Textures/Terrain/void.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="12">
|
||||
<image>Textures/Terrain/void.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<transparent>false</transparent>
|
||||
<render-bin>
|
||||
<bin-number>0</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<material-id>0</material-id>
|
||||
<visibility><use>/environment/ground-visibility-m</use></visibility>
|
||||
<avisibility><use>/environment/visibility-m</use></avisibility>
|
||||
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
|
||||
<scattering><use>/rendering/scene/scattering</use></scattering>
|
||||
<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
|
||||
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
|
||||
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
|
||||
<overcast><use>/rendering/scene/overcast</use></overcast>
|
||||
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
|
||||
<snow_level><use>/environment/snow-level-m</use></snow_level>
|
||||
<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
|
||||
<wetness><use>/environment/surface/wetness</use></wetness>
|
||||
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
|
||||
<fogstructure><use>/environment/fog-structure</use></fogstructure>
|
||||
<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
|
||||
<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
|
||||
</parameters>
|
||||
<!-- put techniques at a "high" index to allow derived effects to
|
||||
insert their own techniques first. -->
|
||||
|
||||
<technique n="4">
|
||||
<technique n="4">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/shaders/skydome</property>
|
||||
<less-equal>
|
||||
<value type="float">4.0</value>
|
||||
<float-property>/sim/rendering/shaders/landmass</float-property>
|
||||
</less-equal>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">4.0</value>
|
||||
<float-property>/sim/rendering/shaders/landmass</float-property>
|
||||
</less-equal>
|
||||
<less-equal>
|
||||
<value type="float">3.0</value>
|
||||
<float-property>/sim/rendering/shaders/transition</float-property>
|
||||
</less-equal>
|
||||
</or>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
|
@ -99,31 +121,27 @@
|
|||
<bin-number>-1</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<!--<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<!--<texture-unit>
|
||||
<unit>1</unit>
|
||||
<type>noise</type>
|
||||
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
||||
</texture-unit>-->
|
||||
<program>
|
||||
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
|
||||
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
|
||||
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
||||
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
|
||||
<!--<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
|
||||
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
|
||||
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
||||
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>-->
|
||||
<vertex-shader>Shaders/trivial.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/trivial.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<!--<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
</uniform>-->
|
||||
<color-mask type="vec4d">0 0 0 0</color-mask>
|
||||
</pass>
|
||||
<pass>
|
||||
|
@ -144,29 +162,45 @@
|
|||
<bin-number><use>render-bin/bin-number</use></bin-number>
|
||||
<bin-name><use>render-bin/bin-name</use></bin-name>
|
||||
</render-bin>
|
||||
<!--<render-bin>
|
||||
<bin-number>1</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>-->
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>1</unit>
|
||||
<type>noise</type>
|
||||
<unit>1</unit>
|
||||
<type>noise</type>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<texture-unit>
|
||||
<unit>5</unit>
|
||||
<image><use>texture[12]/image</use></image>
|
||||
<filter><use>texture[12]/filter</use></filter>
|
||||
<wrap-s><use>texture[12]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[12]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[12]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>6</unit>
|
||||
<image><use>texture[10]/image</use></image>
|
||||
<filter><use>texture[10]/filter</use></filter>
|
||||
<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[10]/internal-format</use>
|
||||
</internal-format>
|
||||
<image><use>texture[10]/image</use></image>
|
||||
<filter><use>texture[10]/filter</use></filter>
|
||||
<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[10]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>7</unit>
|
||||
<image><use>texture[11]/image</use></image>
|
||||
<filter><use>texture[11]/filter</use></filter>
|
||||
<wrap-s><use>texture[11]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[11]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[11]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/terrain-haze-detailed.vert</vertex-shader>
|
||||
|
@ -182,7 +216,7 @@
|
|||
<type>float</type>
|
||||
<value><use>avisibility</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<uniform>
|
||||
<name>hazeLayerAltitude</name>
|
||||
<type>float</type>
|
||||
<value><use>lthickness</use></value>
|
||||
|
@ -212,25 +246,40 @@
|
|||
<type>float</type>
|
||||
<value><use>overcast</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<uniform>
|
||||
<name>eye_alt</name>
|
||||
<type>float</type>
|
||||
<value><use>eye_alt</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>mysnowlevel</name>
|
||||
<type>float</type>
|
||||
<value> <use>mysnow_level</use></value>
|
||||
<name>snowlevel</name>
|
||||
<type>float</type>
|
||||
<value><use>snow_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>dust_cover_factor</name>
|
||||
<type>float</type>
|
||||
<value> <use>dust_cover_factor</use></value>
|
||||
<uniform>
|
||||
<name>dust_cover_factor</name>
|
||||
<type>float</type>
|
||||
<value><use>dust_cover_factor</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fogstructure</name>
|
||||
<type>float</type>
|
||||
<value> <use>fogstructure</use></value>
|
||||
<uniform>
|
||||
<name>wetness</name>
|
||||
<type>float</type>
|
||||
<value><use>wetness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fogstructure</name>
|
||||
<type>float</type>
|
||||
<value><use>fogstructure</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>quality_level</name>
|
||||
<type>int</type>
|
||||
<value><use>quality_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>tquality_level</name>
|
||||
<type>int</type>
|
||||
<value><use>tquality_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
|
@ -238,19 +287,30 @@
|
|||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>NoiseTex</name>
|
||||
<type>sampler-3d</type>
|
||||
<value type="int">1</value>
|
||||
<name>NoiseTex</name>
|
||||
<type>sampler-3d</type>
|
||||
<value type="int">1</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snow_texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">6</value>
|
||||
<name>mix_texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">5</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snow_texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">6</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>detail_texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">7</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>colorMode</name>
|
||||
<type>int</type>
|
||||
<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
|
||||
<value>2</value>
|
||||
<!-- AMBIENT_AND_DIFFUSE -->
|
||||
</uniform>
|
||||
<depth>
|
||||
<function>lequal</function>
|
||||
|
@ -258,9 +318,7 @@
|
|||
</depth>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
<technique n="5">
|
||||
<technique n="5">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/shaders/skydome</property>
|
||||
|
@ -297,19 +355,17 @@
|
|||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
|
||||
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
|
||||
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
||||
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
|
||||
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
|
||||
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
|
||||
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
||||
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
|
@ -338,13 +394,11 @@
|
|||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/terrain-haze.vert</vertex-shader>
|
||||
|
@ -360,7 +414,7 @@
|
|||
<type>float</type>
|
||||
<value><use>avisibility</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<uniform>
|
||||
<name>hazeLayerAltitude</name>
|
||||
<type>float</type>
|
||||
<value><use>lthickness</use></value>
|
||||
|
@ -390,7 +444,7 @@
|
|||
<type>float</type>
|
||||
<value><use>overcast</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<uniform>
|
||||
<name>eye_alt</name>
|
||||
<type>float</type>
|
||||
<value><use>eye_alt</use></value>
|
||||
|
@ -403,7 +457,8 @@
|
|||
<uniform>
|
||||
<name>colorMode</name>
|
||||
<type>int</type>
|
||||
<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
|
||||
<value>2</value>
|
||||
<!-- AMBIENT_AND_DIFFUSE -->
|
||||
</uniform>
|
||||
<depth>
|
||||
<function>lequal</function>
|
||||
|
@ -411,333 +466,236 @@
|
|||
</depth>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique n="10">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/rembrandt/enabled</property>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>false</lighting>
|
||||
<material>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
<diffuse><use>material/diffuse</use></diffuse>
|
||||
<specular><use>material/specular</use></specular>
|
||||
<emissive><use>material/emissive</use></emissive>
|
||||
<shininess><use>material/shininess</use></shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend>false</blend>
|
||||
<alpha-test>true</alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>1</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
<environment>
|
||||
<mode>modulate</mode>
|
||||
</environment>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/deferred-gbuffer.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/deferred-gbuffer.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<!-- uniform>
|
||||
<technique n="10">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/rembrandt/enabled</property>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>false</lighting>
|
||||
<material>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
<diffuse><use>material/diffuse</use></diffuse>
|
||||
<specular><use>material/specular</use></specular>
|
||||
<emissive><use>material/emissive</use></emissive>
|
||||
<shininess><use>material/shininess</use></shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend>false</blend>
|
||||
<alpha-test>true</alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>1</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
||||
<environment>
|
||||
<mode>modulate</mode>
|
||||
</environment>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/deferred-gbuffer.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/deferred-gbuffer.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<!-- uniform>
|
||||
<name>materialID</name>
|
||||
<type>int</type>
|
||||
<value><use>material-id</use></value>
|
||||
</uniform -->
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique n="11">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/shaders/generic</property>
|
||||
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient>
|
||||
<use>material/ambient</use>
|
||||
</ambient>
|
||||
<diffuse>
|
||||
<use>material/diffuse</use>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<use>material/specular</use>
|
||||
</specular>
|
||||
<emissive>
|
||||
<use>material/emissive</use>
|
||||
</emissive>
|
||||
<shininess>
|
||||
<use>material/shininess</use>
|
||||
</shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<alpha-test>
|
||||
<use>transparent</use>
|
||||
</alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>-1</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[0]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[0]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[0]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
|
||||
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
|
||||
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
||||
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<color-mask type="vec4d">0 0 0 0</color-mask>
|
||||
</pass>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient>
|
||||
<use>material/ambient</use>
|
||||
</ambient>
|
||||
<diffuse>
|
||||
<use>material/diffuse</use>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<use>material/specular</use>
|
||||
</specular>
|
||||
<emissive>
|
||||
<use>material/emissive</use>
|
||||
</emissive>
|
||||
<shininess>
|
||||
<use>material/shininess</use>
|
||||
</shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend>
|
||||
<use>transparent</use>
|
||||
</blend>
|
||||
<alpha-test>
|
||||
<use>transparent</use>
|
||||
</alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>
|
||||
<use>render-bin/bin-number</use>
|
||||
</bin-number>
|
||||
<bin-name>
|
||||
<use>render-bin/bin-name</use>
|
||||
</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[0]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[0]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[0]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/default.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/default.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>visibility</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>visibility</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>avisibility</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>avisibility</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>hazeLayerAltitude</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>lthickness</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>scattering</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>scattering</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terminator</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>terminator</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fogType</name>
|
||||
<type>int</type>
|
||||
<value>
|
||||
<use>fogtype</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>colorMode</name>
|
||||
<type>int</type>
|
||||
<value>2</value>
|
||||
<!-- AMBIENT_AND_DIFFUSE -->
|
||||
</uniform>
|
||||
<depth>
|
||||
<function>lequal</function>
|
||||
<write-mask type="bool">false</write-mask>
|
||||
</depth>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
<technique n="12">
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient>
|
||||
<use>material/ambient</use>
|
||||
</ambient>
|
||||
<diffuse>
|
||||
<use>material/diffuse</use>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<use>material/specular</use>
|
||||
</specular>
|
||||
<emissive>
|
||||
<use>material/emissive</use>
|
||||
</emissive>
|
||||
<shininess>
|
||||
<use>material/shininess</use>
|
||||
</shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend>
|
||||
<use>transparent</use>
|
||||
</blend>
|
||||
<alpha-test>
|
||||
<use>transparent</use>
|
||||
</alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>
|
||||
<use>render-bin/bin-number</use>
|
||||
</bin-number>
|
||||
<bin-name>
|
||||
<use>render-bin/bin-name</use>
|
||||
</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[0]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[0]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[0]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
<environment>
|
||||
<mode>modulate</mode>
|
||||
</environment>
|
||||
</texture-unit>
|
||||
</pass>
|
||||
</technique>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique n="11">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/shaders/generic</property>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
<diffuse><use>material/diffuse</use></diffuse>
|
||||
<specular><use>material/specular</use></specular>
|
||||
<emissive><use>material/emissive</use></emissive>
|
||||
<shininess><use>material/shininess</use></shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<alpha-test><use>transparent</use></alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>-1</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
|
||||
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
|
||||
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
||||
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<color-mask type="vec4d">0 0 0 0</color-mask>
|
||||
</pass>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
<diffuse><use>material/diffuse</use></diffuse>
|
||||
<specular><use>material/specular</use></specular>
|
||||
<emissive><use>material/emissive</use></emissive>
|
||||
<shininess><use>material/shininess</use></shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend><use>transparent</use></blend>
|
||||
<alpha-test><use>transparent</use></alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number><use>render-bin/bin-number</use></bin-number>
|
||||
<bin-name><use>render-bin/bin-name</use></bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/default.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/default.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>visibility</name>
|
||||
<type>float</type>
|
||||
<value><use>visibility</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>avisibility</name>
|
||||
<type>float</type>
|
||||
<value><use>avisibility</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>hazeLayerAltitude</name>
|
||||
<type>float</type>
|
||||
<value><use>lthickness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>scattering</name>
|
||||
<type>float</type>
|
||||
<value><use>scattering</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terminator</name>
|
||||
<type>float</type>
|
||||
<value><use>terminator</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fogType</name>
|
||||
<type>int</type>
|
||||
<value><use>fogtype</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>colorMode</name>
|
||||
<type>int</type>
|
||||
<value>2</value>
|
||||
<!-- AMBIENT_AND_DIFFUSE -->
|
||||
</uniform>
|
||||
<depth>
|
||||
<function>lequal</function>
|
||||
<write-mask type="bool">false</write-mask>
|
||||
</depth>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique n="12">
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
<diffuse><use>material/diffuse</use></diffuse>
|
||||
<specular><use>material/specular</use></specular>
|
||||
<emissive><use>material/emissive</use></emissive>
|
||||
<shininess><use>material/shininess</use></shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend><use>transparent</use></blend>
|
||||
<alpha-test><use>transparent</use></alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number><use>render-bin/bin-number</use></bin-number>
|
||||
<bin-name><use>render-bin/bin-name</use></bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
||||
<environment>
|
||||
<mode>modulate</mode>
|
||||
</environment>
|
||||
</texture-unit>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
|
||||
<overcast><use>/rendering/scene/overcast</use></overcast>
|
||||
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
|
||||
<mysnow_level><use>/environment/mysnow-level-m</use></mysnow_level>
|
||||
<snow_level><use>/environment/snow-level-m</use></snow_level>
|
||||
<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
|
||||
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
|
||||
<fogstructure><use>/environment/fog-structure</use></fogstructure>
|
||||
|
@ -38,7 +38,7 @@
|
|||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/shaders/skydome</property>
|
||||
<property>/sim/rendering/random-vegetation</property>
|
||||
<property>/sim/rendering/random-vegetation</property>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
|
@ -53,48 +53,7 @@
|
|||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
|
||||
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
|
||||
<color-mode>off</color-mode>
|
||||
</material>
|
||||
<render-bin>
|
||||
<bin-number>-1</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<blend>
|
||||
<source>src-alpha</source>
|
||||
<destination>one-minus-src-alpha</destination>
|
||||
</blend>
|
||||
<alpha-test>
|
||||
<comparison>gequal</comparison>
|
||||
<reference type="float">0.1</reference>
|
||||
</alpha-test>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type>2d</type>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<wrap-s>clamp</wrap-s>
|
||||
<wrap-t>clamp</wrap-t>
|
||||
</texture-unit>
|
||||
|
||||
<program>
|
||||
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
|
||||
<vertex-shader n="1">Shaders/tree.vert</vertex-shader>
|
||||
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
||||
<fragment-shader n="1">Shaders/tree.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<color-mask type="vec4d">0 0 0 0</color-mask>
|
||||
</pass>
|
||||
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
|
@ -174,11 +133,13 @@
|
|||
<type>int</type>
|
||||
<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
|
||||
</uniform>
|
||||
<depth>
|
||||
<!--<depth>
|
||||
<function>lequal</function>
|
||||
<write-mask type="bool">false</write-mask>
|
||||
</depth>
|
||||
</depth>-->
|
||||
</pass>
|
||||
|
||||
|
||||
</technique>
|
||||
|
||||
<technique n="9">
|
||||
|
|
|
@ -37,8 +37,548 @@
|
|||
<generate>
|
||||
<normal type="int">15</normal>
|
||||
<tangent type="int">6</tangent>
|
||||
<binormal type="int">7</binormal>
|
||||
<!--<binormal type="int">7</binormal>-->
|
||||
</generate>
|
||||
|
||||
|
||||
|
||||
|
||||
<technique n="2">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/shaders/skydome</property>
|
||||
<property>/sim/rendering/shaders/urban</property>
|
||||
<less-equal>
|
||||
<value type="float">4.0</value>
|
||||
<float-property>/sim/rendering/shaders/urban</float-property>
|
||||
</less-equal>
|
||||
<equal>
|
||||
<property>/sim/rendering/random-buildings</property>
|
||||
<value type="bool">false</value>
|
||||
</equal>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
<or>
|
||||
<extension-supported>GL_ATI_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
|
||||
<extension-supported>GL_ARB_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
|
||||
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
|
||||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient>
|
||||
<use>material/ambient</use>
|
||||
</ambient>
|
||||
<diffuse>
|
||||
<use>material/diffuse</use>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<use>material/specular</use>
|
||||
</specular>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend>
|
||||
<use>transparent</use>
|
||||
</blend>
|
||||
<alpha-test>
|
||||
<use>transparent</use>
|
||||
</alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>
|
||||
<use>render-bin/bin-number</use>
|
||||
</bin-number>
|
||||
<bin-name>
|
||||
<use>render-bin/bin-name</use>
|
||||
</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[0]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[0]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[0]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>1</unit>
|
||||
<image>
|
||||
<use>texture[2]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[2]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[2]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[2]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[2]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>2</unit>
|
||||
<image>
|
||||
<use>texture[2]/image</use>
|
||||
</image>
|
||||
<filter>nearest-mipmap-nearest</filter>
|
||||
<wrap-s>
|
||||
<use>texture[2]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[2]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[2]/internal-format</use>
|
||||
</internal-format>
|
||||
<mipmap-control>
|
||||
<function-r>average</function-r>
|
||||
<function-g>average</function-g>
|
||||
<function-b>average</function-b>
|
||||
<function-a>min</function-a>
|
||||
</mipmap-control>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>3</unit>
|
||||
<type>noise</type>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/urban-lightfield.vert</vertex-shader>
|
||||
|
||||
<fragment-shader>Shaders/urban-lightfield.frag</fragment-shader>
|
||||
<attribute>
|
||||
<name>tangent</name>
|
||||
<index>6</index>
|
||||
</attribute>
|
||||
<!--<attribute>
|
||||
<name>binormal</name>
|
||||
<index>7</index>
|
||||
</attribute>-->
|
||||
<attribute>
|
||||
<name>normal</name>
|
||||
<index>15</index>
|
||||
</attribute>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>BaseTex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>NormalTex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">1</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>QDMTex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>NoiseTex</name>
|
||||
<type>sampler-3d</type>
|
||||
<value type="int">3</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>depth_factor</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>depth-factor</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>tile_size</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>xsize</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>night_color</name>
|
||||
<type>float-vec3</type>
|
||||
<value>
|
||||
<use>night-color</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>quality_level</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>quality-level</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snowlevel</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>snow-level</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>max_lod_level</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>max-lod-level</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<!-- BEGIN fog include -->
|
||||
<uniform>
|
||||
<name>visibility</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>visibility</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>avisibility</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>avisibility</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>hazeLayerAltitude</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>lthickness</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>scattering</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>scattering</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ground_scattering</name>
|
||||
<type>float</type>
|
||||
<value><use>ground_scattering</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terminator</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>terminator</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terrain_alt</name>
|
||||
<type>float</type>
|
||||
<value><use>terrain_alt</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>overcast</name>
|
||||
<type>float</type>
|
||||
<value><use>overcast</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>eye_alt</name>
|
||||
<type>float</type>
|
||||
<value><use>eye_alt</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snowlevel</name>
|
||||
<type>float</type>
|
||||
<value><use>snow_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>dust_cover_factor</name>
|
||||
<type>float</type>
|
||||
<value> <use>dust_cover_factor</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>wetness</name>
|
||||
<type>float</type>
|
||||
<value><use>wetness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fogstructure</name>
|
||||
<type>float</type>
|
||||
<value><use>fogstructure</use></value>
|
||||
</uniform>
|
||||
|
||||
<!-- END fog include -->
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
<technique n="3">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/shaders/urban</property>
|
||||
<less-equal>
|
||||
<value type="float">1.0</value>
|
||||
<float-property>/sim/rendering/shaders/urban</float-property>
|
||||
</less-equal>
|
||||
<equal>
|
||||
<property>/sim/rendering/random-buildings</property>
|
||||
<value type="bool">false</value>
|
||||
</equal>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
<!-- quality level below 4.0 doesn't require GL_ATI_shader_texture_lod or GL_ARB_shader_texture_lod -->
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient>
|
||||
<use>material/ambient</use>
|
||||
</ambient>
|
||||
<diffuse>
|
||||
<use>material/diffuse</use>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<use>material/specular</use>
|
||||
</specular>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend>
|
||||
<use>transparent</use>
|
||||
</blend>
|
||||
<alpha-test>
|
||||
<use>transparent</use>
|
||||
</alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>
|
||||
<use>render-bin/bin-number</use>
|
||||
</bin-number>
|
||||
<bin-name>
|
||||
<use>render-bin/bin-name</use>
|
||||
</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[0]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[0]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[0]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>1</unit>
|
||||
<image>
|
||||
<use>texture[2]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[2]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[2]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[2]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[2]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>2</unit>
|
||||
<type>noise</type>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/urban-lightfield.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/urban-lightfield.frag</fragment-shader>
|
||||
|
||||
<attribute>
|
||||
<name>tangent</name>
|
||||
<index>6</index>
|
||||
</attribute>
|
||||
<!--<attribute>
|
||||
<name>binormal</name>
|
||||
<index>7</index>
|
||||
</attribute>-->
|
||||
<attribute>
|
||||
<name>normal</name>
|
||||
<index>15</index>
|
||||
</attribute>
|
||||
</program>
|
||||
<!-- BEGIN fog include -->
|
||||
<uniform>
|
||||
<name>visibility</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>visibility</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>avisibility</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>avisibility</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>hazeLayerAltitude</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>lthickness</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>scattering</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>scattering</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ground_scattering</name>
|
||||
<type>float</type>
|
||||
<value><use>ground_scattering</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terminator</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>terminator</use>
|
||||
</value>
|
||||
</uniform>
|
||||
|
||||
<uniform>
|
||||
<name>terrain_alt</name>
|
||||
<type>float</type>
|
||||
<value><use>terrain_alt</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>overcast</name>
|
||||
<type>float</type>
|
||||
<value><use>overcast</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>eye_alt</name>
|
||||
<type>float</type>
|
||||
<value><use>eye_alt</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snowlevel</name>
|
||||
<type>float</type>
|
||||
<value><use>snow_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>dust_cover_factor</name>
|
||||
<type>float</type>
|
||||
<value> <use>dust_cover_factor</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>wetness</name>
|
||||
<type>float</type>
|
||||
<value><use>wetness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fogstructure</name>
|
||||
<type>float</type>
|
||||
<value><use>fogstructure</use></value>
|
||||
</uniform>
|
||||
|
||||
|
||||
<!-- END fog include -->
|
||||
<uniform>
|
||||
<name>BaseTex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>NormalTex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">1</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>NoiseTex</name>
|
||||
<type>sampler-3d</type>
|
||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>depth_factor</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>depth-factor</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>tile_size</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>xsize</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>night_color</name>
|
||||
<type>float-vec3</type>
|
||||
<value>
|
||||
<use>night-color</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>quality_level</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>quality-level</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snowlevel</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>snow-level</use>
|
||||
</value>
|
||||
</uniform>
|
||||
|
||||
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
|
||||
<technique n="6">
|
||||
<predicate>
|
||||
<and>
|
||||
|
|
|
@ -17,25 +17,33 @@
|
|||
-->
|
||||
<PropertyList>
|
||||
<weather-scenarios>
|
||||
<scenario>
|
||||
<name type="string">Disabled</name>
|
||||
<description type="string">METAR weather generation is disabled. Use the above controls to setup your weather.</description>
|
||||
</scenario>
|
||||
<scenario>
|
||||
<name type="string">Live data</name>
|
||||
<description type="string">
|
||||
Fetch live weather data for your nearest airport from noaa.gov. You need a working internet connection.
|
||||
All the controls in this dialog are computed automatically, once a valid METAR is received.
|
||||
</description>
|
||||
<local-weather>
|
||||
<tile-type>live</tile-type>
|
||||
<tile-management>METAR</tile-management>
|
||||
</local-weather>
|
||||
</scenario>
|
||||
<scenario>
|
||||
<name type="string">Manual input</name>
|
||||
<description type="string">Enter your favorite METAR weather in the textbox below. A valid METAR syntax is required.</description>
|
||||
<description type="string">Enter your favorite METAR weather in the textbox above. A valid METAR syntax is required.</description>
|
||||
<local-weather>
|
||||
<tile-type>manual</tile-type>
|
||||
<tile-management>METAR</tile-management>
|
||||
</local-weather>
|
||||
</scenario>
|
||||
<scenario>
|
||||
<name type="string">Fair weather</name>
|
||||
<metar type="string">XXXX 012345Z 15003KT 12SM SCT041 FEW200 20/08 Q1015 NOSIG</metar>
|
||||
<description type="string">A lovely day for trip to your favorite 100$ hamburger airfield</description>
|
||||
<local-weather>
|
||||
<tile-type>High-pressure-core</tile-type>
|
||||
<tile-management>realistic-weather</tile-management>
|
||||
</local-weather>
|
||||
</scenario>
|
||||
<scenario>
|
||||
<name type="string">Thunderstorm</name>
|
||||
|
@ -45,6 +53,10 @@
|
|||
Be prepared for reduction of visibility in showers and strong gusts
|
||||
near thunderstorms
|
||||
</description>
|
||||
<local-weather>
|
||||
<tile-type>Thunderstorms</tile-type>
|
||||
<tile-management>realistic-weather</tile-management>
|
||||
</local-weather>
|
||||
</scenario>
|
||||
<scenario>
|
||||
<name type="string">Stormy Monday</name>
|
||||
|
@ -285,6 +297,7 @@
|
|||
<metar-max-age-min type="long">240</metar-max-age-min>
|
||||
<metar-updates-environment type="bool">true</metar-updates-environment>
|
||||
<metar-updates-winds-aloft type="bool">true</metar-updates-winds-aloft>
|
||||
<metar-updates-snow-level type="bool" userarchive="y">true</metar-updates-snow-level>
|
||||
<control-fdm-atmosphere type="bool">true</control-fdm-atmosphere>
|
||||
<contrail-altitude type="double">30000</contrail-altitude>
|
||||
<!-- definitions for the metar generated fog/mist/haze layer -->
|
||||
|
@ -340,15 +353,15 @@
|
|||
|
||||
<!-- definitions for the scattering skydome shader -->
|
||||
<ground-visibility-m type="double" userarchive="n">16000.0</ground-visibility-m>
|
||||
<air-pollution-norm type="double" userarchive="n">0.0</air-pollution-norm>
|
||||
<air-pollution-norm type="double" userarchive="y">0.0</air-pollution-norm>
|
||||
<ground-haze-thickness-m type="double" userarchive="n">2000.0</ground-haze-thickness-m>
|
||||
<terminator-relative-position-m type="double" userarchive="n">1000000.0</terminator-relative-position-m>
|
||||
<mean-terrain-elevation-m type="double" userarchive="n">0.0</mean-terrain-elevation-m>
|
||||
<mysnow-level-m type="double" userarchive="n">3200.0</mysnow-level-m>
|
||||
<fog-structure type="double" userarchive="n">0.0</fog-structure>
|
||||
<fog-structure type="double" userarchive="y">0.0</fog-structure>
|
||||
<!-- definitions for the environment at surface interface -->
|
||||
<surface>
|
||||
<scattering type="double" userarchive="n">0.7</scattering>
|
||||
<dust-cover-factor type="double" userarchive="n">0.0</dust-cover-factor>
|
||||
<dust-cover-factor type="double" userarchive="y">0.0</dust-cover-factor>
|
||||
<wetness type="double" userarchive="y">0.0</wetness>
|
||||
</surface>
|
||||
</PropertyList>
|
||||
|
|
|
@ -415,11 +415,27 @@
|
|||
<name>MetarController:snow-level</name>
|
||||
<type>gain</type>
|
||||
<gain>1.0</gain>
|
||||
<input>
|
||||
<enable>
|
||||
<condition>
|
||||
<property>/environment/metar/valid</property>
|
||||
<property>/environment/params/metar-updates-snow-level</property>
|
||||
<property>/environment/params/metar-updates-environment</property>
|
||||
<property>/environment/metar/snow-cover</property>
|
||||
<property>/environment/metar/valid</property>
|
||||
<less-than>
|
||||
<expression>
|
||||
<difference>
|
||||
<product>
|
||||
<property>/environment/metar/station-elevation-ft</property>
|
||||
<value>0.3048</value>
|
||||
</product>
|
||||
<property>/environment/snow-level-m</property>
|
||||
</difference>
|
||||
</expression>
|
||||
<value>0</value>
|
||||
</less-than>
|
||||
</condition>
|
||||
</enable>
|
||||
<input>
|
||||
<expression>
|
||||
<sum>
|
||||
<product>
|
||||
|
@ -432,6 +448,7 @@
|
|||
</input>
|
||||
<input>3200</input>
|
||||
<output>/environment/snow-level-m</output>
|
||||
<max>3200</max>
|
||||
<min>-425</min>
|
||||
<max>7500</max>
|
||||
</filter>
|
||||
</PropertyList>
|
||||
|
|
|
@ -442,7 +442,7 @@ Shared parameters for various materials.
|
|||
|
||||
<material n="2010">
|
||||
<name>Railroad</name>
|
||||
<!--<name>Transport</name>-->
|
||||
<name>Transport</name>
|
||||
<texture>Terrain/gravel.png</texture>
|
||||
<xsize>400</xsize>
|
||||
<ysize>400</ysize>
|
||||
|
|
|
@ -1435,9 +1435,21 @@
|
|||
</equals>
|
||||
</condition>
|
||||
<name>Sand</name>
|
||||
<texture>Terrain/sand4.png</texture>
|
||||
<texture-set>
|
||||
<texture>Terrain/sand4.png</texture>
|
||||
<texture n="11">Terrain/sand_hires.png</texture>
|
||||
</texture-set>
|
||||
<texture-set>
|
||||
<texture>Terrain/sand5.png</texture>
|
||||
<texture n="11">Terrain/sand_hires.png</texture>
|
||||
</texture-set>
|
||||
<texture-set>
|
||||
<texture>Terrain/sand6.png</texture>
|
||||
<texture n="11">Terrain/sand_hires.png</texture>
|
||||
</texture-set>
|
||||
<!--<texture>Terrain/sand4.png</texture>
|
||||
<texture>Terrain/sand5.png</texture>
|
||||
<texture>Terrain/sand6.png</texture>
|
||||
<texture>Terrain/sand6.png</texture>-->
|
||||
<xsize>2000</xsize>
|
||||
<ysize>2000</ysize>
|
||||
<light-coverage>10000000.0</light-coverage>
|
||||
|
@ -1463,8 +1475,12 @@
|
|||
<name>ScrubCover</name>
|
||||
<name>Scrub</name>
|
||||
<name>Sclerophyllous</name>
|
||||
<texture>Terrain/shrub1.png</texture>
|
||||
<!--
|
||||
<texture-set>
|
||||
<texture>Terrain/shrub1.png</texture>
|
||||
<texture n="11">Terrain/grass_hires.png</texture>
|
||||
<texture n="12">Terrain/dirtrock.png</texture>
|
||||
</texture-set>
|
||||
<!-- <texture>Terrain/shrub1.png</texture>
|
||||
<texture>Terrain/shrub.png</texture>
|
||||
<texture>Terrain/shrub2.png</texture>
|
||||
<texture>Terrain/shrub3.png</texture>
|
||||
|
@ -1664,9 +1680,21 @@
|
|||
<name>DryLake</name>
|
||||
<name>IntermittentReservoir</name>
|
||||
<name>IntermittentLake</name>
|
||||
<texture>Terrain/sand1.png</texture>
|
||||
<texture-set>
|
||||
<texture>Terrain/sand1.png</texture>
|
||||
<texture n="11">Terrain/sand3.png</texture>
|
||||
</texture-set>
|
||||
<texture-set>
|
||||
<texture>Terrain/sand2.png</texture>
|
||||
<texture n="11">Terrain/sand1.png</texture>
|
||||
</texture-set>
|
||||
<texture-set>
|
||||
<texture>Terrain/sand3.png</texture>
|
||||
<texture n="11">Terrain/sand2.png</texture>
|
||||
</texture-set>
|
||||
<!--<texture>Terrain/sand1.png</texture>
|
||||
<texture>Terrain/sand2.png</texture>
|
||||
<texture>Terrain/sand3.png</texture>
|
||||
<texture>Terrain/sand3.png</texture>-->
|
||||
<xsize>2000</xsize>
|
||||
<ysize>2000</ysize>
|
||||
<solid>1</solid>
|
||||
|
@ -1766,9 +1794,24 @@
|
|||
<name>HerbTundraCover</name>
|
||||
<name>HerbTundra</name>
|
||||
<effect>Effects/herbtundra</effect>
|
||||
<texture-set>
|
||||
<texture>Terrain/herbtundra.png</texture>
|
||||
<texture n="11">Terrain/grass_hires.png</texture>
|
||||
<texture n="12">Terrain/rock.png</texture>
|
||||
</texture-set>
|
||||
<texture-set>
|
||||
<texture>Terrain/herbtundra2.png</texture>
|
||||
<texture n="11">Terrain/grass_hires.png</texture>
|
||||
<texture n="12">Terrain/rock.png</texture>
|
||||
</texture-set>
|
||||
<texture-set>
|
||||
<texture>Terrain/herbtundra3.png</texture>
|
||||
<texture n="11">Terrain/grass_hires.png</texture>
|
||||
<texture n="12">Terrain/rock.png</texture>
|
||||
</texture-set>
|
||||
<!--<texture>Terrain/herbtundra.png</texture>
|
||||
<texture>Terrain/herbtundra2.png</texture>
|
||||
<texture>Terrain/herbtundra3.png</texture>-->
|
||||
<xsize>2000</xsize>
|
||||
<ysize>2000</ysize>
|
||||
<light-coverage>4000000.0</light-coverage>
|
||||
|
|
|
@ -38,3 +38,5 @@ WRITE ALLOW $FG_HOME/state/*.xml
|
|||
WRITE ALLOW $FG_HOME/aircraft-data/*.xml
|
||||
WRITE ALLOW $FG_HOME/Wildfire/*.xml
|
||||
WRITE ALLOW $FG_HOME/runtime-jetways/*.xml
|
||||
WRITE ALLOW $FG_HOME/Input/Joysticks/*.xml
|
||||
|
||||
|
|
64
Nasal/canvas/PropertyElement.nas
Normal file
64
Nasal/canvas/PropertyElement.nas
Normal file
|
@ -0,0 +1,64 @@
|
|||
# PropertyElement
|
||||
# ==============================================================================
|
||||
# Baseclass for all property controlled elements/objects
|
||||
#
|
||||
var PropertyElement = {
|
||||
# Constructor
|
||||
#
|
||||
# @param node Node to be used for element or vector [parent, type] for
|
||||
# creation of a new node with name type and given parent
|
||||
# @param id ID/Name (Should be unique)
|
||||
new: func(node, id)
|
||||
{
|
||||
if( typeof(node) == 'vector' )
|
||||
var node = _createNodeWithIndex(node[0], node[1]);
|
||||
else
|
||||
var node = aircraft.makeNode(node);
|
||||
|
||||
if( !isa(node, props.Node) )
|
||||
return debug.warn("Not a props.Node!");
|
||||
|
||||
var m = {
|
||||
parents: [PropertyElement],
|
||||
_node: node
|
||||
};
|
||||
|
||||
if( id != nil )
|
||||
m.set("id", id);
|
||||
|
||||
return m;
|
||||
},
|
||||
# Destructor (has to be called manually!)
|
||||
del: func()
|
||||
{
|
||||
me._node.remove();
|
||||
},
|
||||
set: func(key, value)
|
||||
{
|
||||
me._node.getNode(key, 1).setValue(value);
|
||||
return me;
|
||||
},
|
||||
setBool: func(key, value)
|
||||
{
|
||||
me._node.getNode(key, 1).setBoolValue(value);
|
||||
return me;
|
||||
},
|
||||
setDouble: func(key, value)
|
||||
{
|
||||
me._node.getNode(key, 1).setDoubleValue(value);
|
||||
return me;
|
||||
},
|
||||
setInt: func(key, value)
|
||||
{
|
||||
me._node.getNode(key, 1).setIntValue(value);
|
||||
return me;
|
||||
},
|
||||
get: func(key, default = nil)
|
||||
{
|
||||
var node = me._node.getNode(key);
|
||||
if( node != nil )
|
||||
return node.getValue();
|
||||
else
|
||||
return default;
|
||||
}
|
||||
};
|
840
Nasal/canvas/api.nas
Normal file
840
Nasal/canvas/api.nas
Normal file
|
@ -0,0 +1,840 @@
|
|||
# Helper function to create a node with the first available index for the given
|
||||
# path relative to the given node
|
||||
#
|
||||
var _createNodeWithIndex = func(node, path, min_index = 0)
|
||||
{
|
||||
var node = aircraft.makeNode(node);
|
||||
|
||||
# TODO do we need an upper limit? (50000 seems already seems unreachable)
|
||||
for(var i = min_index; i < 50000; i += 1)
|
||||
{
|
||||
var p = path ~ "[" ~ i ~ "]";
|
||||
if( node.getNode(p) == nil )
|
||||
return node.getNode(p, 1);
|
||||
}
|
||||
|
||||
debug.warn("Unable to get child (already 50000 exist)");
|
||||
|
||||
return nil;
|
||||
};
|
||||
|
||||
# Internal helper
|
||||
var _createColorNodes = func(parent, name)
|
||||
{
|
||||
var node = parent.getNode(name, 1);
|
||||
return [ node.getNode("red", 1),
|
||||
node.getNode("green", 1),
|
||||
node.getNode("blue", 1),
|
||||
node.getNode("alpha", 1) ];
|
||||
};
|
||||
|
||||
var _setColorNodes = func(nodes, color)
|
||||
{
|
||||
if( typeof(nodes) != "vector" )
|
||||
{
|
||||
debug.warn("This element doesn't support setting color");
|
||||
return;
|
||||
}
|
||||
|
||||
if( size(color) == 1 )
|
||||
color = color[0];
|
||||
|
||||
if( typeof(color) != "vector" )
|
||||
return debug.warn("Wrong type for color");
|
||||
|
||||
if( size(color) < 3 or size(color) > 4 )
|
||||
return debug.warn("Color needs 3 or 4 values (RGB or RGBA)");
|
||||
|
||||
for(var i = 0; i < size(color); i += 1)
|
||||
nodes[i].setDoubleValue( color[i] );
|
||||
|
||||
if( size(color) == 3 )
|
||||
# default alpha is 1
|
||||
nodes[3].setDoubleValue(1);
|
||||
};
|
||||
|
||||
var _getColor = func(color)
|
||||
{
|
||||
if( size(color) == 1 )
|
||||
var color = color[0];
|
||||
|
||||
if( typeof(color) == 'scalar' )
|
||||
return color;
|
||||
if( typeof(color) != "vector" )
|
||||
return debug.warn("Wrong type for color");
|
||||
|
||||
if( size(color) < 3 or size(color) > 4 )
|
||||
return debug.warn("Color needs 3 or 4 values (RGB or RGBA)");
|
||||
|
||||
var str = 'rgb';
|
||||
if( size(color) == 4 )
|
||||
str ~= 'a';
|
||||
str ~= '(';
|
||||
|
||||
# rgb = [0,255], a = [0,1]
|
||||
for(var i = 0; i < size(color); i += 1)
|
||||
str ~= (i > 0 ? ',' : '') ~ (i < 3 ? int(color[i] * 255) : color[i]);
|
||||
|
||||
return str ~ ')';
|
||||
};
|
||||
|
||||
var _arg2valarray = func
|
||||
{
|
||||
var ret = arg;
|
||||
while ( typeof(ret) == "vector"
|
||||
and size(ret) == 1 and typeof(ret[0]) == "vector" )
|
||||
ret = ret[0];
|
||||
return ret;
|
||||
}
|
||||
|
||||
# Transform
|
||||
# ==============================================================================
|
||||
# A transformation matrix which is used to transform an #Element on the canvas.
|
||||
# The dimensions of the matrix are 3x3 where the last row is always 0 0 1:
|
||||
#
|
||||
# a c e
|
||||
# b d f
|
||||
# 0 0 1
|
||||
#
|
||||
# See http://www.w3.org/TR/SVG/coords.html#TransformMatrixDefined for details.
|
||||
#
|
||||
var Transform = {
|
||||
new: func(node, vals = nil)
|
||||
{
|
||||
var m = {
|
||||
parents: [Transform],
|
||||
_node: node,
|
||||
a: node.getNode("m[0]", 1),
|
||||
b: node.getNode("m[1]", 1),
|
||||
c: node.getNode("m[2]", 1),
|
||||
d: node.getNode("m[3]", 1),
|
||||
e: node.getNode("m[4]", 1),
|
||||
f: node.getNode("m[5]", 1)
|
||||
};
|
||||
|
||||
var use_vals = typeof(vals) == 'vector' and size(vals) == 6;
|
||||
|
||||
# initialize to identity matrix
|
||||
m.a.setDoubleValue(use_vals ? vals[0] : 1);
|
||||
m.b.setDoubleValue(use_vals ? vals[1] : 0);
|
||||
m.c.setDoubleValue(use_vals ? vals[2] : 0);
|
||||
m.d.setDoubleValue(use_vals ? vals[3] : 1);
|
||||
m.e.setDoubleValue(use_vals ? vals[4] : 0);
|
||||
m.f.setDoubleValue(use_vals ? vals[5] : 0);
|
||||
|
||||
return m;
|
||||
},
|
||||
setTranslation: func
|
||||
{
|
||||
var trans = _arg2valarray(arg);
|
||||
|
||||
me.e.setDoubleValue(trans[0]);
|
||||
me.f.setDoubleValue(trans[1]);
|
||||
|
||||
return me;
|
||||
},
|
||||
# Set rotation (Optionally around a specified point instead of (0,0))
|
||||
#
|
||||
# setRotation(rot)
|
||||
# setRotation(rot, cx, cy)
|
||||
#
|
||||
# @note If using with rotation center different to (0,0) don't use
|
||||
# #setTranslation as it would interfere with the rotation.
|
||||
setRotation: func(angle)
|
||||
{
|
||||
var center = _arg2valarray(arg);
|
||||
|
||||
var s = math.sin(angle);
|
||||
var c = math.cos(angle);
|
||||
|
||||
me.a.setDoubleValue(c);
|
||||
me.b.setDoubleValue(s);
|
||||
me.c.setDoubleValue(-s);
|
||||
me.d.setDoubleValue(c);
|
||||
|
||||
if( size(center) == 2 )
|
||||
{
|
||||
me.e.setDoubleValue( (-center[0] * c) + (center[1] * s) + center[0] );
|
||||
me.f.setDoubleValue( (-center[0] * s) - (center[1] * c) + center[1] );
|
||||
}
|
||||
|
||||
return me;
|
||||
},
|
||||
# Set scale (either as parameters or array)
|
||||
#
|
||||
# If only one parameter is given its value is used for both x and y
|
||||
# setScale(x, y)
|
||||
# setScale([x, y])
|
||||
setScale: func
|
||||
{
|
||||
var scale = _arg2valarray(arg);
|
||||
|
||||
me.a.setDoubleValue(scale[0]);
|
||||
me.d.setDoubleValue(size(scale) >= 2 ? scale[1] : scale[0]);
|
||||
|
||||
return me;
|
||||
},
|
||||
getScale: func()
|
||||
{
|
||||
# TODO handle rotation
|
||||
return [me.a.getValue(), me.d.getValue()];
|
||||
}
|
||||
};
|
||||
|
||||
# Element
|
||||
# ==============================================================================
|
||||
# Baseclass for all elements on a canvas
|
||||
#
|
||||
var Element = {
|
||||
# Constructor
|
||||
#
|
||||
# @param node Node to be used for element or vector [parent, type] for
|
||||
# creation of a new node with name type and given parent
|
||||
# @param id ID/Name (Should be unique)
|
||||
new: func(node, id)
|
||||
{
|
||||
var m = { parents: [PropertyElement.new(node, id), Element] };
|
||||
|
||||
m._center = [
|
||||
m._node.getNode("center[0]"),
|
||||
m._node.getNode("center[1]")
|
||||
];
|
||||
|
||||
return m;
|
||||
},
|
||||
# Trigger an update of the element
|
||||
#
|
||||
# Elements are automatically updated once a frame, with a delay of one frame.
|
||||
# If you wan't to get an element updated in the current frame you have to use
|
||||
# this method.
|
||||
update: func()
|
||||
{
|
||||
me.setInt("update", 1);
|
||||
},
|
||||
# Hide/Show element
|
||||
#
|
||||
# @param visible Whether the element should be visible
|
||||
setVisible: func(visible = 1)
|
||||
{
|
||||
me.setBool("visible", visible);
|
||||
},
|
||||
# Hide element (Shortcut for setVisible(0))
|
||||
hide: func me.setVisible(0),
|
||||
# Show element (Shortcut for setVisible(1))
|
||||
show: func me.setVisible(1),
|
||||
#
|
||||
setGeoPosition: func(lat, lon)
|
||||
{
|
||||
me._getTf()._node.getNode("m-geo[4]", 1).setValue("N" ~ lat);
|
||||
me._getTf()._node.getNode("m-geo[5]", 1).setValue("E" ~ lon);
|
||||
return me;
|
||||
},
|
||||
# Create a new transformation matrix
|
||||
#
|
||||
# @param vals Default values (Vector of 6 elements)
|
||||
createTransform: func(vals = nil)
|
||||
{
|
||||
var node = _createNodeWithIndex(me._node, "tf", 1); # tf[0] is reserved for
|
||||
# setRotation
|
||||
return Transform.new(node, vals);
|
||||
},
|
||||
# Shortcut for setting translation
|
||||
setTranslation: func { me._getTf().setTranslation(arg); return me; },
|
||||
# Set rotation around transformation center (see #setCenter).
|
||||
#
|
||||
# @note This replaces the the existing transformation. For additional scale or
|
||||
# translation use additional transforms (see #createTransform).
|
||||
setRotation: func(rot)
|
||||
{
|
||||
if( me['_tf_rot'] == nil )
|
||||
# always use the first matrix slot to ensure correct rotation
|
||||
# around transformation center.
|
||||
me['_tf_rot'] = Transform.new(me._node.getNode("tf[0]", 1));
|
||||
|
||||
me._tf_rot.setRotation(rot, me.getCenter());
|
||||
return me;
|
||||
},
|
||||
# Shortcut for setting scale
|
||||
setScale: func { me._getTf().setScale(arg); return me; },
|
||||
# Shortcut for getting scale
|
||||
getScale: func me._getTf().getScale(),
|
||||
# Set the fill/background/boundingbox color
|
||||
#
|
||||
# @param color Vector of 3 or 4 values in [0, 1]
|
||||
setColorFill: func me.set('fill', _getColor(arg)),
|
||||
#
|
||||
getBoundingBox: func()
|
||||
{
|
||||
var bb = me._node.getNode("bounding-box");
|
||||
var min_x = bb.getNode("min-x").getValue();
|
||||
|
||||
if( min_x != nil )
|
||||
return [ min_x,
|
||||
bb.getNode("min-y").getValue(),
|
||||
bb.getNode("max-x").getValue(),
|
||||
bb.getNode("max-y").getValue() ];
|
||||
else
|
||||
return [0, 0, 0, 0];
|
||||
},
|
||||
# Set transformation center (currently only used for rotation)
|
||||
setCenter: func()
|
||||
{
|
||||
var center = _arg2valarray(arg);
|
||||
if( size(center) != 2 )
|
||||
return debug.warn("invalid arg");
|
||||
|
||||
if( me._center[0] == nil )
|
||||
me._center[0] = me._node.getNode("center[0]", 1);
|
||||
if( me._center[1] == nil )
|
||||
me._center[1] = me._node.getNode("center[1]", 1);
|
||||
|
||||
me._center[0].setDoubleValue(center[0] or 0);
|
||||
me._center[1].setDoubleValue(center[1] or 0);
|
||||
|
||||
return me;
|
||||
},
|
||||
# Get transformation center
|
||||
getCenter: func()
|
||||
{
|
||||
var bb = me.getBoundingBox();
|
||||
var center = [0, 0];
|
||||
|
||||
if( me._center[0] != nil )
|
||||
center[0] = me._center[0].getValue() or 0;
|
||||
if( me._center[1] != nil )
|
||||
center[1] = me._center[1].getValue() or 0;
|
||||
|
||||
if( bb[0] >= bb[2] or bb[1] >= bb[3] )
|
||||
return center;
|
||||
|
||||
return [ 0.5 * (bb[0] + bb[2]) + center[0],
|
||||
0.5 * (bb[1] + bb[3]) + center[1] ];
|
||||
},
|
||||
# Internal Transform for convenience transform functions
|
||||
_getTf: func
|
||||
{
|
||||
if( me['_tf'] == nil )
|
||||
me['_tf'] = me.createTransform();
|
||||
return me._tf;
|
||||
}
|
||||
};
|
||||
|
||||
# Group
|
||||
# ==============================================================================
|
||||
# Class for a group element on a canvas
|
||||
#
|
||||
var Group = {
|
||||
new: func(node, id)
|
||||
{
|
||||
return { parents: [Group, Element.new(node, id)] };
|
||||
},
|
||||
# Create a child of given type with specified id.
|
||||
# type can be group, text
|
||||
createChild: func(type, id = nil)
|
||||
{
|
||||
var factory = me._element_factories[type];
|
||||
|
||||
if( factory == nil )
|
||||
{
|
||||
debug.dump("canvas.Group.createChild(): unknown type (" ~ type ~ ")");
|
||||
return nil;
|
||||
}
|
||||
|
||||
return factory([me._node, type], id);
|
||||
},
|
||||
# Get first child with given id (breadth-first search)
|
||||
#
|
||||
# @note Use with care as it can take several miliseconds (for me eg. ~2ms).
|
||||
getElementById: func(id)
|
||||
{
|
||||
# TODO can we improve the queue or better port this to C++ or use some kind
|
||||
# of lookup hash? Searching is really slow now...
|
||||
var stack = [me._node];
|
||||
var index = 0;
|
||||
|
||||
while( index < size(stack) )
|
||||
{
|
||||
var node = stack[index];
|
||||
index += 1;
|
||||
|
||||
if( node != me._node )
|
||||
{
|
||||
var node_id = node.getNode("id");
|
||||
if( node_id != nil and node_id.getValue() == id )
|
||||
# Create element from existing node
|
||||
return me._element_factories[ node.getName() ](node, nil);
|
||||
}
|
||||
|
||||
foreach(var c; node.getChildren())
|
||||
# element nodes have type NONE and valid element names (those in the the
|
||||
# factor list)
|
||||
if( c.getType() == "NONE"
|
||||
and me._element_factories[ c.getName() ] != nil )
|
||||
append(stack, c);
|
||||
}
|
||||
},
|
||||
# Remove all children
|
||||
removeAllChildren: func()
|
||||
{
|
||||
foreach(var type; keys(me._element_factories))
|
||||
me._node.removeChildren(type, 0);
|
||||
return me;
|
||||
}
|
||||
};
|
||||
|
||||
# Map
|
||||
# ==============================================================================
|
||||
# Class for a group element on a canvas with possibly geopgraphic positions
|
||||
# which automatically get projected according to the specified projection.
|
||||
#
|
||||
var Map = {
|
||||
new: func(node, id)
|
||||
{
|
||||
return { parents: [Map, Group.new(node, id)] };
|
||||
}
|
||||
# TODO
|
||||
};
|
||||
|
||||
# Text
|
||||
# ==============================================================================
|
||||
# Class for a text element on a canvas
|
||||
#
|
||||
var Text = {
|
||||
new: func(node, id)
|
||||
{
|
||||
return { parents: [Text, Element.new(node, id)] };
|
||||
},
|
||||
# Set the text
|
||||
setText: func(text)
|
||||
{
|
||||
# add space because osg seems to remove last character if its a space
|
||||
me.set("text", typeof(text) == 'scalar' ? text ~ ' ' : "");
|
||||
},
|
||||
# Set alignment
|
||||
#
|
||||
# @param algin String, one of:
|
||||
# left-top
|
||||
# left-center
|
||||
# left-bottom
|
||||
# center-top
|
||||
# center-center
|
||||
# center-bottom
|
||||
# right-top
|
||||
# right-center
|
||||
# right-bottom
|
||||
# left-baseline
|
||||
# center-baseline
|
||||
# right-baseline
|
||||
# left-bottom-baseline
|
||||
# center-bottom-baseline
|
||||
# right-bottom-baseline
|
||||
#
|
||||
setAlignment: func(align)
|
||||
{
|
||||
me.set("alignment", align);
|
||||
},
|
||||
# Set the font size
|
||||
setFontSize: func(size, aspect = 1)
|
||||
{
|
||||
me.setDouble("character-size", size);
|
||||
me.setDouble("character-aspect-ratio", aspect);
|
||||
},
|
||||
# Set font (by name of font file)
|
||||
setFont: func(name)
|
||||
{
|
||||
me.set("font", name);
|
||||
},
|
||||
# Enumeration of values for drawing mode:
|
||||
TEXT: 1, # The text itself
|
||||
BOUNDINGBOX: 2, # A bounding box (only lines)
|
||||
FILLEDBOUNDINGBOX: 4, # A filled bounding box
|
||||
ALIGNMENT: 8, # Draw a marker (cross) at the position of the text
|
||||
# Set draw mode. Binary combination of the values above. Since I haven't found
|
||||
# a bitwise or we have to use a + instead.
|
||||
#
|
||||
# eg. my_text.setDrawMode(Text.TEXT + Text.BOUNDINGBOX);
|
||||
setDrawMode: func(mode)
|
||||
{
|
||||
me.setInt("draw-mode", mode);
|
||||
},
|
||||
# Set bounding box padding
|
||||
setPadding: func(pad)
|
||||
{
|
||||
me.setDouble("padding", pad);
|
||||
},
|
||||
setMaxWidth: func(w)
|
||||
{
|
||||
me.setDouble("max-width", w);
|
||||
},
|
||||
setColor: func me.set('fill', _getColor(arg)),
|
||||
setColorFill: func me.set('background', _getColor(arg))
|
||||
};
|
||||
|
||||
# Path
|
||||
# ==============================================================================
|
||||
# Class for an (OpenVG) path element on a canvas
|
||||
#
|
||||
var Path = {
|
||||
# Path segment commands (VGPathCommand)
|
||||
VG_CLOSE_PATH: 0,
|
||||
VG_MOVE_TO: 2,
|
||||
VG_MOVE_TO_ABS: 2,
|
||||
VG_MOVE_TO_REL: 3,
|
||||
VG_LINE_TO: 4,
|
||||
VG_LINE_TO_ABS: 4,
|
||||
VG_LINE_TO_REL: 5,
|
||||
VG_HLINE_TO: 6,
|
||||
VG_HLINE_TO_ABS: 6,
|
||||
VG_HLINE_TO_REL: 7,
|
||||
VG_VLINE_TO: 8,
|
||||
VG_VLINE_TO_ABS: 8,
|
||||
VG_VLINE_TO_REL: 9,
|
||||
VG_QUAD_TO: 10,
|
||||
VG_QUAD_TO_ABS: 10,
|
||||
VG_QUAD_TO_REL: 11,
|
||||
VG_CUBIC_TO: 12,
|
||||
VG_CUBIC_TO_ABS: 12,
|
||||
VG_CUBIC_TO_REL: 13,
|
||||
VG_SQUAD_TO: 14,
|
||||
VG_SQUAD_TO_ABS: 14,
|
||||
VG_SQUAD_TO_REL: 15,
|
||||
VG_SCUBIC_TO: 16,
|
||||
VG_SCUBIC_TO_ABS: 16,
|
||||
VG_SCUBIC_TO_REL: 17,
|
||||
VG_SCCWARC_TO: 20, # Note that CC and CCW commands are swapped. This is
|
||||
VG_SCCWARC_TO_ABS:20, # needed due to the different coordinate systems used.
|
||||
VG_SCCWARC_TO_REL:21, # In OpenVG values along the y-axis increase from bottom
|
||||
VG_SCWARC_TO: 18, # to top, whereas in the Canvas system it is flipped.
|
||||
VG_SCWARC_TO_ABS: 18,
|
||||
VG_SCWARC_TO_REL: 19,
|
||||
VG_LCCWARC_TO: 24,
|
||||
VG_LCCWARC_TO_ABS:24,
|
||||
VG_LCCWARC_TO_REL:25,
|
||||
VG_LCWARC_TO: 22,
|
||||
VG_LCWARC_TO_ABS: 22,
|
||||
VG_LCWARC_TO_REL: 23,
|
||||
|
||||
# Number of coordinates per command
|
||||
num_coords: [
|
||||
0, 0, # VG_CLOSE_PATH
|
||||
2, 2, # VG_MOVE_TO
|
||||
2, 2, # VG_LINE_TO
|
||||
1, 1, # VG_HLINE_TO
|
||||
1, 1, # VG_VLINE_TO
|
||||
4, 4, # VG_QUAD_TO
|
||||
6, 6, # VG_CUBIC_TO
|
||||
2, 2, # VG_SQUAD_TO
|
||||
4, 4, # VG_SCUBIC_TO
|
||||
5, 5, # VG_SCCWARC_TO
|
||||
5, 5, # VG_SCWARC_TO
|
||||
5, 5, # VG_LCCWARC_TO
|
||||
5, 5 # VG_LCWARC_TO
|
||||
],
|
||||
|
||||
#
|
||||
new: func(node, id)
|
||||
{
|
||||
return {
|
||||
parents: [Path, Element.new(node, id)],
|
||||
_num_cmds: 0,
|
||||
_num_coords: 0
|
||||
};
|
||||
},
|
||||
# Remove all existing path data
|
||||
reset: func
|
||||
{
|
||||
me._node.removeChildren('cmd', 0);
|
||||
me._node.removeChildren('coord', 0);
|
||||
me._node.removeChildren('coord-geo', 0);
|
||||
me._num_cmds = 0;
|
||||
me._num_coords = 0;
|
||||
return me;
|
||||
},
|
||||
# Set the path data (commands and coordinates)
|
||||
setData: func(cmds, coords)
|
||||
{
|
||||
me.reset();
|
||||
me._node.setValues({cmd: cmds, coord: coords});
|
||||
me._num_cmds = size(cmds);
|
||||
me._num_coords = size(coords);
|
||||
return me;
|
||||
},
|
||||
setDataGeo: func(cmds, coords)
|
||||
{
|
||||
me.reset();
|
||||
me._node.setValues({cmd: cmds, 'coord-geo': coords});
|
||||
me._num_cmds = size(cmds);
|
||||
me._num_coords = size(coords);
|
||||
return me;
|
||||
},
|
||||
# Add a path segment
|
||||
addSegment: func(cmd, coords...)
|
||||
{
|
||||
var coords = _arg2valarray(coords);
|
||||
var num_coords = me.num_coords[cmd];
|
||||
if( size(coords) != num_coords )
|
||||
debug.warn
|
||||
(
|
||||
"Invalid number of arguments (expected " ~ (num_coords + 1) ~ ")"
|
||||
);
|
||||
else
|
||||
{
|
||||
me.setInt("cmd[" ~ (me._num_cmds += 1) ~ "]", cmd);
|
||||
for(var i = 0; i < num_coords; i += 1)
|
||||
me.setDouble("coord[" ~ (me._num_coords += 1) ~ "]", coords[i]);
|
||||
}
|
||||
|
||||
return me;
|
||||
},
|
||||
# Move path cursor
|
||||
moveTo: func me.addSegment(me.VG_MOVE_TO_ABS, arg),
|
||||
move: func me.addSegment(me.VG_MOVE_TO_REL, arg),
|
||||
# Add a line
|
||||
lineTo: func me.addSegment(me.VG_LINE_TO_ABS, arg),
|
||||
line: func me.addSegment(me.VG_LINE_TO_REL, arg),
|
||||
# Add a horizontal line
|
||||
horizTo: func me.addSegment(me.VG_HLINE_TO_ABS, arg),
|
||||
horiz: func me.addSegment(me.VG_HLINE_TO_REL, arg),
|
||||
# Add a vertical line
|
||||
vertTo: func me.addSegment(me.VG_VLINE_TO_ABS, arg),
|
||||
vert: func me.addSegment(me.VG_VLINE_TO_REL, arg),
|
||||
# Add a quadratic Bézier curve
|
||||
quadTo: func me.addSegment(me.VG_QUAD_TO_ABS, arg),
|
||||
quad: func me.addSegment(me.VG_QUAD_TO_REL, arg),
|
||||
# Add a cubic Bézier curve
|
||||
cubicTo: func me.addSegment(me.VG_CUBIC_TO_ABS, arg),
|
||||
cubic: func me.addSegment(me.VG_CUBIC_TO_REL, arg),
|
||||
# Add a smooth quadratic Bézier curve
|
||||
quadTo: func me.addSegment(me.VG_SQUAD_TO_ABS, arg),
|
||||
quad: func me.addSegment(me.VG_SQUAD_TO_REL, arg),
|
||||
# Add a smooth cubic Bézier curve
|
||||
cubicTo: func me.addSegment(me.VG_SCUBIC_TO_ABS, arg),
|
||||
cubic: func me.addSegment(me.VG_SCUBIC_TO_REL, arg),
|
||||
# Draw an elliptical arc (shorter counter-clockwise arc)
|
||||
arcSmallCCWTo: func me.addSegment(me.VG_SCCWARC_TO_ABS, arg),
|
||||
arcSmallCCW: func me.addSegment(me.VG_SCCWARC_TO_REL, arg),
|
||||
# Draw an elliptical arc (shorter clockwise arc)
|
||||
arcSmallCWTo: func me.addSegment(me.VG_SCWARC_TO_ABS, arg),
|
||||
arcSmallCW: func me.addSegment(me.VG_SCWARC_TO_REL, arg),
|
||||
# Draw an elliptical arc (longer counter-clockwise arc)
|
||||
arcLargeCCWTo: func me.addSegment(me.VG_LCCWARC_TO_ABS, arg),
|
||||
arcLargeCCW: func me.addSegment(me.VG_LCCWARC_TO_REL, arg),
|
||||
# Draw an elliptical arc (shorter clockwise arc)
|
||||
arcLargeCWTo: func me.addSegment(me.VG_LCWARC_TO_ABS, arg),
|
||||
arcLargeCW: func me.addSegment(me.VG_LCWARC_TO_REL, arg),
|
||||
# Close the path (implicit lineTo to first point of path)
|
||||
close: func me.addSegment(me.VG_CLOSE_PATH),
|
||||
|
||||
setColor: func me.setStroke(_getColor(arg)),
|
||||
setColorFill: func me.setFill(_getColor(arg)),
|
||||
|
||||
setFill: func(fill)
|
||||
{
|
||||
me.set('fill', fill);
|
||||
},
|
||||
setStroke: func(stroke)
|
||||
{
|
||||
me.set('stroke', stroke);
|
||||
},
|
||||
setStrokeLineWidth: func(width)
|
||||
{
|
||||
me.setDouble('stroke-width', width);
|
||||
},
|
||||
# Set stroke linecap
|
||||
#
|
||||
# @param linecap String, "butt", "round" or "square"
|
||||
#
|
||||
# See http://www.w3.org/TR/SVG/painting.html#StrokeLinecapProperty for details
|
||||
setStrokeLineCap: func(linecap)
|
||||
{
|
||||
me.set('stroke-linecap', linecap);
|
||||
},
|
||||
# Set stroke dasharray
|
||||
#
|
||||
# @param pattern Vector, Vector of alternating dash and gap lengths
|
||||
# [on1, off1, on2, ...]
|
||||
setStrokeDashArray: func(pattern)
|
||||
{
|
||||
if( typeof(pattern) == 'vector' )
|
||||
me.set('stroke-dasharray', string.join(',', pattern));
|
||||
else
|
||||
debug.warn("setStrokeDashArray: vector expected!");
|
||||
|
||||
return me;
|
||||
}
|
||||
};
|
||||
|
||||
# Image
|
||||
# ==============================================================================
|
||||
# Class for an image element on a canvas
|
||||
#
|
||||
var Image = {
|
||||
new: func(node, id)
|
||||
{
|
||||
var m = {
|
||||
parents: [Image, Element.new(node, id)]
|
||||
};
|
||||
m.color_fill = _createColorNodes(m._node, "color-fill");
|
||||
return m;
|
||||
},
|
||||
# Set image file to be used
|
||||
#
|
||||
# @param file Path to file or canvas (Use canvas://... for canvas, eg.
|
||||
# canvas://by-index/texture[0])
|
||||
setFile: func(file)
|
||||
{
|
||||
me.set("file", file);
|
||||
},
|
||||
# Set rectangular region of source image to be used
|
||||
#
|
||||
# @param left Rectangle minimum x coordinate
|
||||
# @param top Rectangle minimum y coordinate
|
||||
# @param right Rectangle maximum x coordinate
|
||||
# @param bottom Rectangle maximum y coordinate
|
||||
# @param normalized Whether to use normalized ([0,1]) or image
|
||||
# ([0, image_width]/[0, image_height]) coordinates
|
||||
setSourceRect: func(left, top, right, bottom, normalized = 1)
|
||||
{
|
||||
me._node.getNode("source", 1).setValues({
|
||||
left: left,
|
||||
top: top,
|
||||
right: right,
|
||||
bottom: bottom,
|
||||
normalized: normalized
|
||||
});
|
||||
return me;
|
||||
},
|
||||
# Set size of image element
|
||||
setSize: func(width, height)
|
||||
{
|
||||
me._node.setValues({size: [width, height]});
|
||||
return me;
|
||||
}
|
||||
};
|
||||
|
||||
# Element factories used by #Group elements to create children
|
||||
Group._element_factories = {
|
||||
"group": Group.new,
|
||||
"map": Map.new,
|
||||
"text": Text.new,
|
||||
"path": Path.new,
|
||||
"image": Image.new
|
||||
};
|
||||
|
||||
# Canvas
|
||||
# ==============================================================================
|
||||
# Class for a canvas
|
||||
#
|
||||
var Canvas = {
|
||||
# Place this canvas somewhere onto the object. Pass criterions for placement
|
||||
# as a hash, eg:
|
||||
#
|
||||
# my_canvas.addPlacement({
|
||||
# "texture": "EICAS.png",
|
||||
# "node": "PFD-Screen",
|
||||
# "parent": "Some parent name"
|
||||
# });
|
||||
#
|
||||
# Note that we can choose whichever of the three filter criterions we use for
|
||||
# matching the target object for our placement. If none of the three fields is
|
||||
# given every texture of the model will be replaced.
|
||||
addPlacement: func(vals)
|
||||
{
|
||||
var placement = _createNodeWithIndex(me.texture, "placement");
|
||||
placement.setValues(vals);
|
||||
return placement;
|
||||
},
|
||||
# Create a new group with the given name
|
||||
#
|
||||
# @param id Optional id/name for the group
|
||||
createGroup: func(id = nil)
|
||||
{
|
||||
return Group.new([me.texture, "group"], id);
|
||||
},
|
||||
# Set the background color
|
||||
#
|
||||
# @param color Vector of 3 or 4 values in [0, 1]
|
||||
setColorBackground: func { _setColorNodes(me.color, arg); return me; },
|
||||
# Get path of canvas to be used eg. in Image::setFile
|
||||
getPath: func()
|
||||
{
|
||||
return "canvas://by-index/texture[" ~ me._node.getIndex() ~ "]";
|
||||
}
|
||||
};
|
||||
|
||||
# Create a new canvas. Pass parameters as hash, eg:
|
||||
#
|
||||
# var my_canvas = canvas.new({
|
||||
# "name": "PFD-Test",
|
||||
# "size": [512, 512],
|
||||
# "view": [768, 1024],
|
||||
# "mipmapping": 1
|
||||
# });
|
||||
var new = func(vals)
|
||||
{
|
||||
var m = { parents: [Canvas] };
|
||||
|
||||
m.texture = _createNodeWithIndex(Canvas.property_root, "texture");
|
||||
m.color = _createColorNodes(m.texture, "color-background");
|
||||
m.texture.setValues(vals);
|
||||
|
||||
return m;
|
||||
};
|
||||
|
||||
# Get the first existing canvas with the given name
|
||||
#
|
||||
# @param name Name of the canvas
|
||||
# @return #Canvas, if canvas with #name exists
|
||||
# nil, otherwise
|
||||
var get = func(name)
|
||||
{
|
||||
var node_canvas = nil;
|
||||
if( isa(name, props.Node) )
|
||||
node_canvas = name;
|
||||
else if( typeof(name) == 'scalar' )
|
||||
{
|
||||
foreach(var c; Canvas.property_root.getChildren("texture"))
|
||||
{
|
||||
if( c.getValue("name") == name )
|
||||
node_canvas = c;
|
||||
}
|
||||
}
|
||||
|
||||
if( node_canvas == nil )
|
||||
{
|
||||
debug.warn("Canvas not found: " ~ name);
|
||||
return nil;
|
||||
}
|
||||
|
||||
return {
|
||||
parents: [Canvas],
|
||||
texture: node_canvas,
|
||||
color: _createColorNodes(node_canvas, "color-background")
|
||||
};
|
||||
};
|
||||
|
||||
# ------------------------------------------------------------------------------
|
||||
# Show warnings if API used with too old version of FlightGear without Canvas
|
||||
# support (Wrapped in anonymous function do not polute the canvas namespace)
|
||||
|
||||
(func {
|
||||
var version_str = getprop("/sim/version/flightgear");
|
||||
if( string.scanf(version_str, "%u.%u.%u", var fg_version = []) < 1 )
|
||||
debug.warn("Canvas: Error parsing flightgear version (" ~ version_str ~ ")");
|
||||
else
|
||||
{
|
||||
if( fg_version[0] < 2
|
||||
or (fg_version[0] == 2 and fg_version[1] < 8) )
|
||||
{
|
||||
debug.warn("Canvas: FlightGear version too old (" ~ version_str ~ ")");
|
||||
gui.popupTip
|
||||
(
|
||||
"FlightGear v2.8.0 or newer needed for Canvas support!",
|
||||
600,
|
||||
{button: {legend: "Ok", binding: {command: "dialog-close"}}}
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Canvas.property_root = props.globals.getNode("canvas/by-index", 1);
|
||||
})();
|
75
Nasal/canvas/gui.nas
Normal file
75
Nasal/canvas/gui.nas
Normal file
|
@ -0,0 +1,75 @@
|
|||
var Dialog = {
|
||||
# Constructor
|
||||
#
|
||||
# @param size_dlg Dialog size ([width, height])
|
||||
new: func(size_dlg, id = nil)
|
||||
{
|
||||
var m = {
|
||||
parents: [Dialog, PropertyElement.new(["/sim/gui/canvas", "window"], id)]
|
||||
};
|
||||
m.setInt("size[0]", size_dlg[0]);
|
||||
m.setInt("size[1]", size_dlg[1]);
|
||||
|
||||
return m;
|
||||
},
|
||||
# Create the canvas to be used for this dialog
|
||||
#
|
||||
# @return The new canvas
|
||||
createCanvas: func()
|
||||
{
|
||||
var size_dlg = [
|
||||
me.get("size[0]"),
|
||||
me.get("size[1]")
|
||||
];
|
||||
|
||||
me._canvas = new({
|
||||
size: [2 * size_dlg[0], 2 * size_dlg[1]],
|
||||
view: size_dlg,
|
||||
placement: {
|
||||
type: "window",
|
||||
index: me._node.getIndex()
|
||||
}
|
||||
});
|
||||
},
|
||||
# Set an existing canvas to be used for this dialog
|
||||
setCanvas: func(canvas_)
|
||||
{
|
||||
if( !isa(canvas_, canvas.Canvas) )
|
||||
return debug.warn("Not a canvas.Canvas");
|
||||
|
||||
canvas_.addPlacement({type: "window", index: me._node.getIndex()});
|
||||
me['_canvas'] = canvas_;
|
||||
},
|
||||
# Get the displayed canvas
|
||||
getCanvas: func()
|
||||
{
|
||||
return me['_canvas'];
|
||||
},
|
||||
setPosition: func(x, y)
|
||||
{
|
||||
me.setInt("x", x);
|
||||
me.setInt("y", y);
|
||||
},
|
||||
move: func(x, y)
|
||||
{
|
||||
me.setInt("x", me.get("x", 0) + x);
|
||||
me.setInt("y", me.get("y", 0) + y);
|
||||
},
|
||||
# Raise to top of window stack
|
||||
raise: func()
|
||||
{
|
||||
me.setBool("raise-top", 1);
|
||||
}
|
||||
};
|
||||
|
||||
var Event = {
|
||||
PUSH: 1,
|
||||
RELEASE: 2,
|
||||
DRAG: 8,
|
||||
MOVE: 16,
|
||||
SCROLL: 512,
|
||||
|
||||
LEFT_MOUSE_BUTTON: 1,
|
||||
MIDDLE_MOUSE_BUTTON: 2,
|
||||
RIGHT_MOUSE_BUTTON: 4
|
||||
};
|
437
Nasal/canvas/svg.nas
Normal file
437
Nasal/canvas/svg.nas
Normal file
|
@ -0,0 +1,437 @@
|
|||
# Parse an xml file into a canvas group element
|
||||
#
|
||||
# @param group The canvas.Group instance to append the parsed elements to
|
||||
# @param path The path of the svg file (absolute or relative to FG_ROOT)
|
||||
# @param options Optional hash of options
|
||||
var parsesvg = func(group, path, options = nil)
|
||||
{
|
||||
if( !isa(group, Group) )
|
||||
die("Invalid argument group (type != Group)");
|
||||
|
||||
if( options == nil )
|
||||
options = {};
|
||||
|
||||
if( typeof(options) != "hash" )
|
||||
die("Options need to be of type hash!");
|
||||
|
||||
var custom_font_mapper = options['font-mapper'];
|
||||
var font_mapper = func(family, weight)
|
||||
{
|
||||
if( typeof(custom_font_mapper) == 'func' )
|
||||
{
|
||||
var font = custom_font_mapper(family, weight);
|
||||
if( font != nil )
|
||||
return font;
|
||||
}
|
||||
|
||||
return "LiberationFonts/LiberationMono-Bold.ttf";
|
||||
};
|
||||
|
||||
var level = 0;
|
||||
var skip = 0;
|
||||
var stack = [group];
|
||||
var close_stack = []; # helper for check tag closing
|
||||
|
||||
# lookup table for element ids (for <use> element)
|
||||
var id_dict = {};
|
||||
|
||||
# ----------------------------------------------------------------------------
|
||||
# Create a new child an push it onto the stack
|
||||
var pushElement = func(type, id = nil)
|
||||
{
|
||||
append(stack, stack[-1].createChild(type, id));
|
||||
append(close_stack, level);
|
||||
|
||||
if( typeof(id) == 'scalar' and size(id) )
|
||||
id_dict[ id ] = stack[-1];
|
||||
};
|
||||
|
||||
# ----------------------------------------------------------------------------
|
||||
# Parse a transformation (matrix)
|
||||
# http://www.w3.org/TR/SVG/coords.html#TransformAttribute
|
||||
var parseTransform = func(tf)
|
||||
{
|
||||
if( tf == nil )
|
||||
return;
|
||||
|
||||
tf = std.string.new(tf);
|
||||
|
||||
var end = 0;
|
||||
while(1)
|
||||
{
|
||||
var start_type = tf.find_first_not_of("\t\n ", end);
|
||||
if( start_type < 0 )
|
||||
break;
|
||||
|
||||
var end_type = tf.find_first_of("(\t\n ", start_type + 1);
|
||||
if( end_type < 0 )
|
||||
break;
|
||||
|
||||
var start_args = tf.find('(', end_type);
|
||||
if( start_args < 0 )
|
||||
break;
|
||||
|
||||
var values = [];
|
||||
end = start_args;
|
||||
while(1)
|
||||
{
|
||||
var start_num = tf.find_first_not_of(",\t\n ", end + 1);
|
||||
if( start_num < 0 )
|
||||
break;
|
||||
if( tf[start_num] == ')' )
|
||||
break;
|
||||
|
||||
end = tf.find_first_of("),\t\n ", start_num + 1);
|
||||
if( end < 0 )
|
||||
break;
|
||||
append(values, tf.substr(start_num, end - start_num));
|
||||
}
|
||||
|
||||
var type = tf.substr(start_type, end_type - start_type);
|
||||
|
||||
if( type == "translate" )
|
||||
# translate(<tx> [<ty>]), which specifies a translation by tx and ty. If
|
||||
# <ty> is not provided, it is assumed to be zero.
|
||||
stack[-1].createTransform().setTranslation
|
||||
(
|
||||
values[0],
|
||||
size(values) > 1 ? values[1] : 0,
|
||||
);
|
||||
else if( type == "matrix" )
|
||||
{
|
||||
if( size(values) == 6 )
|
||||
stack[-1].createTransform(values);
|
||||
else
|
||||
debug.dump('invalid transform', type, values);
|
||||
}
|
||||
else
|
||||
debug.dump(['unknown transform', type, values]);
|
||||
}
|
||||
};
|
||||
|
||||
# ----------------------------------------------------------------------------
|
||||
# Parse a path
|
||||
# http://www.w3.org/TR/SVG/paths.html#PathData
|
||||
|
||||
# map svg commands OpenVG commands
|
||||
var cmd_map = {
|
||||
z: Path.VG_CLOSE_PATH,
|
||||
m: Path.VG_MOVE_TO,
|
||||
l: Path.VG_LINE_TO,
|
||||
h: Path.VG_HLINE_TO,
|
||||
v: Path.VG_VLINE_TO,
|
||||
q: Path.VG_QUAD_TO,
|
||||
c: Path.VG_CUBIC_TO,
|
||||
t: Path.VG_SQUAD_TO,
|
||||
s: Path.VG_SCUBIC_TO
|
||||
};
|
||||
|
||||
var parsePath = func(d)
|
||||
{
|
||||
if( d == nil )
|
||||
return;
|
||||
|
||||
var path_data = std.string.new(d);
|
||||
var pos = 0;
|
||||
|
||||
var cmds = [];
|
||||
var coords = [];
|
||||
|
||||
while(1)
|
||||
{
|
||||
# skip trailing spaces
|
||||
pos = path_data.find_first_not_of("\t\n ", pos);
|
||||
if( pos < 0 )
|
||||
break;
|
||||
|
||||
# get command
|
||||
var cmd = path_data.substr(pos, 1);
|
||||
pos += 1;
|
||||
|
||||
# and get all following arguments
|
||||
var args = [];
|
||||
while(1)
|
||||
{
|
||||
pos = path_data.find_first_not_of(",\t\n ", pos);
|
||||
if( pos < 0 )
|
||||
break;
|
||||
|
||||
var start_num = pos;
|
||||
pos = path_data.find_first_not_of("e-.0123456789", start_num);
|
||||
if( start_num == pos )
|
||||
break;
|
||||
|
||||
append(args, path_data.substr(start_num, pos > 0 ? pos - start_num : nil));
|
||||
}
|
||||
|
||||
# now execute the command
|
||||
var rel = string.islower(cmd[0]);
|
||||
var cmd = string.lc(cmd);
|
||||
if( cmd == 'a' )
|
||||
{
|
||||
for(var i = 0; i + 7 <= size(args); i += 7)
|
||||
{
|
||||
# SVG: (rx ry x-axis-rotation large-arc-flag sweep-flag x y)+
|
||||
# OpenVG: rh,rv,rot,x0,y0
|
||||
if( args[i + 3] )
|
||||
var cmd_vg = args[i + 4] ? Path.VG_LCCWARC_TO : Path.VG_LCWARC_TO;
|
||||
else
|
||||
var cmd_vg = args[i + 4] ? Path.VG_SCCWARC_TO : Path.VG_SCWARC_TO;
|
||||
append(cmds, rel ? cmd_vg + 1: cmd_vg);
|
||||
append(coords, args[i],
|
||||
args[i + 1],
|
||||
args[i + 2],
|
||||
args[i + 5],
|
||||
args[i + 6] );
|
||||
}
|
||||
|
||||
if( math.mod(size(args), 7) > 0 )
|
||||
debug.dump('too much coords for cmd', cmd, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
var cmd_vg = cmd_map[cmd];
|
||||
if( cmd_vg == nil )
|
||||
{
|
||||
debug.dump('command not found', cmd, args);
|
||||
continue;
|
||||
}
|
||||
|
||||
var num_coords = Path.num_coords[int(cmd_vg)];
|
||||
if( num_coords == 0 )
|
||||
append(cmds, cmd_vg);
|
||||
else
|
||||
{
|
||||
for(var i = 0; i + num_coords <= size(args); i += num_coords)
|
||||
{
|
||||
append(cmds, rel ? cmd_vg + 1: cmd_vg);
|
||||
for(var j = i; j < i + num_coords; j += 1)
|
||||
append(coords, args[j]);
|
||||
|
||||
# If a moveto is followed by multiple pairs of coordinates, the
|
||||
# subsequent pairs are treated as implicit lineto commands.
|
||||
if( cmd == 'm' )
|
||||
cmd_vg = cmd_map['l'];
|
||||
}
|
||||
|
||||
if( math.mod(size(args), num_coords) > 0 )
|
||||
debug.warn('too much coords for cmd: ' ~ cmd);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stack[-1].setData(cmds, coords);
|
||||
};
|
||||
|
||||
# ----------------------------------------------------------------------------
|
||||
# Parse a css style attribute
|
||||
var parseStyle = func(style)
|
||||
{
|
||||
if( style == nil )
|
||||
return {};
|
||||
|
||||
var styles = {};
|
||||
foreach(var part; split(';', style))
|
||||
{
|
||||
if( !size(part = string.trim(part)) )
|
||||
continue;
|
||||
if( size(part = split(':',part)) != 2 )
|
||||
continue;
|
||||
|
||||
var key = string.trim(part[0]);
|
||||
if( !size(key) )
|
||||
continue;
|
||||
|
||||
var value = string.trim(part[1]);
|
||||
if( !size(value) )
|
||||
continue;
|
||||
|
||||
styles[key] = value;
|
||||
}
|
||||
|
||||
return styles;
|
||||
}
|
||||
|
||||
# ----------------------------------------------------------------------------
|
||||
# Parse a css color
|
||||
var parseColor = func(s)
|
||||
{
|
||||
var color = [0, 0, 0];
|
||||
if( s == nil )
|
||||
return color;
|
||||
|
||||
if( size(s) == 7 and substr(s, 0, 1) == '#' )
|
||||
{
|
||||
return [ std.stoul(substr(s, 1, 2), 16) / 255,
|
||||
std.stoul(substr(s, 3, 2), 16) / 255,
|
||||
std.stoul(substr(s, 5, 2), 16) / 255 ];
|
||||
}
|
||||
|
||||
return color;
|
||||
};
|
||||
|
||||
# ----------------------------------------------------------------------------
|
||||
# XML parsers element open callback
|
||||
var start = func(name, attr)
|
||||
{
|
||||
level += 1;
|
||||
|
||||
if( skip )
|
||||
return;
|
||||
|
||||
if( level == 1 )
|
||||
{
|
||||
if( name != 'svg' )
|
||||
die("Not an svg file (root=" ~ name ~ ")");
|
||||
else
|
||||
return;
|
||||
}
|
||||
|
||||
var style = parseStyle(attr['style']);
|
||||
|
||||
if( style['display'] == 'none' )
|
||||
{
|
||||
skip = level - 1;
|
||||
return;
|
||||
}
|
||||
else if( name == "g" )
|
||||
{
|
||||
pushElement('group', attr['id']);
|
||||
}
|
||||
else if( name == "text" )
|
||||
{
|
||||
pushElement('text', attr['id']);
|
||||
stack[-1].setTranslation(attr['x'], attr['y']);
|
||||
|
||||
# http://www.w3.org/TR/SVG/text.html#TextAnchorProperty
|
||||
var h_align = style["text-anchor"];
|
||||
if( h_align == "end" )
|
||||
h_align = "right";
|
||||
else if( h_align == "middle" )
|
||||
h_align = "center";
|
||||
else # "start"
|
||||
h_align = "left";
|
||||
stack[-1].setAlignment(h_align ~ "-baseline");
|
||||
# TODO vertical align
|
||||
|
||||
stack[-1].setColor(parseColor(style['fill']));
|
||||
stack[-1].setFont
|
||||
(
|
||||
font_mapper(style["font-family"], style["font-weight"])
|
||||
);
|
||||
|
||||
var font_size = style["font-size"];
|
||||
if( font_size != nil )
|
||||
# eg. font-size: 123px
|
||||
stack[-1].setFontSize(substr(font_size, 0, size(font_size) - 2));
|
||||
}
|
||||
else if( name == "path" or name == "rect" )
|
||||
{
|
||||
pushElement('path', attr['id']);
|
||||
var d = attr['d'];
|
||||
|
||||
if( name == "rect" )
|
||||
{
|
||||
var width = attr['width'];
|
||||
var height = attr['height'];
|
||||
var x = attr['x'];
|
||||
var y = attr['y'];
|
||||
|
||||
d = sprintf("M%f,%f v%f h%f v%fz", x, y, height, width, -height);
|
||||
}
|
||||
|
||||
parsePath(d);
|
||||
|
||||
stack[-1].set('fill', style['fill']);
|
||||
|
||||
var w = style['stroke-width'];
|
||||
stack[-1].setStrokeLineWidth( w != nil ? w : 1 );
|
||||
stack[-1].set('stroke', style['stroke'] or "none");
|
||||
|
||||
var linecap = style['stroke-linecap'];
|
||||
if( linecap != nil )
|
||||
stack[-1].setStrokeLineCap(style['stroke-linecap']);
|
||||
|
||||
# http://www.w3.org/TR/SVG/painting.html#StrokeDasharrayProperty
|
||||
var dash = style['stroke-dasharray'];
|
||||
if( dash and size(dash) > 3 )
|
||||
# at least 2 comma separated values...
|
||||
stack[-1].setStrokeDashArray(split(',', dash));
|
||||
|
||||
var cx = attr['inkscape:transform-center-x'];
|
||||
var cy = attr['inkscape:transform-center-y'];
|
||||
if( cx != nil or cy != nil )
|
||||
stack[-1].setCenter(cx or 0, -(cy or 0));
|
||||
}
|
||||
else if( name == "tspan" )
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if( name == "use" )
|
||||
{
|
||||
var ref = attr["xlink:href"];
|
||||
if( ref == nil or size(ref) < 2 or ref[0] != `#` )
|
||||
return debug.dump("Invalid or missing href", ref);
|
||||
|
||||
var el_src = id_dict[ substr(ref, 1) ];
|
||||
if( el_src == nil )
|
||||
return print("parsesvg: Reference to unknown element (" ~ ref ~ ")");
|
||||
|
||||
# Create new element and copy sub branch from source node
|
||||
pushElement(el_src._node.getName(), attr['id']);
|
||||
props.copy(el_src._node, stack[-1]._node);
|
||||
|
||||
# copying also overrides the id so we need to set it again
|
||||
stack[-1]._node.getNode("id").setValue(attr['id']);
|
||||
}
|
||||
else
|
||||
{
|
||||
print("parsesvg: skipping unknown element '" ~ name ~ "'");
|
||||
skip = level;
|
||||
return;
|
||||
}
|
||||
|
||||
parseTransform(attr['transform']);
|
||||
};
|
||||
|
||||
# XML parsers element close callback
|
||||
var end = func(name)
|
||||
{
|
||||
level -= 1;
|
||||
|
||||
if( skip )
|
||||
{
|
||||
if( level <= skip )
|
||||
skip = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if( size(close_stack) and (level + 1) == close_stack[-1] )
|
||||
{
|
||||
pop(stack);
|
||||
pop(close_stack);
|
||||
}
|
||||
};
|
||||
|
||||
# XML parsers element data callback
|
||||
var data = func(data)
|
||||
{
|
||||
if( skip )
|
||||
return;
|
||||
|
||||
if( size(data) and isa(stack[-1], Text) )
|
||||
stack[-1].setText(data);
|
||||
};
|
||||
|
||||
if( path[0] != '/' )
|
||||
path = getprop("/sim/fg-root") ~ "/" ~ path;
|
||||
|
||||
call(func parsexml(path, start, end, data), nil, var err = []);
|
||||
if( size(err) )
|
||||
{
|
||||
debug.dump(err);
|
||||
return 0;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
119
Nasal/gui.nas
119
Nasal/gui.nas
|
@ -856,47 +856,55 @@ var showWeightDialog = func {
|
|||
|
||||
var contentArea = dialog[name].addChild("group");
|
||||
contentArea.set("layout", "hbox");
|
||||
contentArea.set("default-padding", 10);
|
||||
|
||||
dialog[name].addChild("empty");
|
||||
|
||||
var limits = dialog[name].addChild("group");
|
||||
limits.set("layout", "table");
|
||||
limits.set("halign", "center");
|
||||
var row = 0;
|
||||
|
||||
var massLimits = props.globals.getNode("/limits/mass-and-balance");
|
||||
|
||||
var tablerow = func(name, node, format ) {
|
||||
|
||||
var n = isa( node, props.Node ) ? node : massLimits.getNode( node );
|
||||
if( n == nil ) return;
|
||||
|
||||
var label = limits.addChild("text");
|
||||
label.set("row", row);
|
||||
label.set("col", 0);
|
||||
label.set("halign", "right");
|
||||
label.set("label", name ~ ":");
|
||||
|
||||
var val = limits.addChild("text");
|
||||
val.set("row", row);
|
||||
val.set("col", 1);
|
||||
val.set("halign", "left");
|
||||
val.set("label", "0123457890123456789");
|
||||
val.set("format", format);
|
||||
val.set("property", n.getPath());
|
||||
val.set("live", 1);
|
||||
|
||||
row += 1;
|
||||
}
|
||||
|
||||
var grossWgt = props.globals.getNode(fdmdata.grosswgt);
|
||||
if(grossWgt != nil) {
|
||||
var gwg = dialog[name].addChild("group");
|
||||
gwg.set("layout", "hbox");
|
||||
gwg.addChild("empty").set("stretch", 1);
|
||||
gwg.addChild("text").set("label", "Gross Weight:");
|
||||
var txt = gwg.addChild("text");
|
||||
txt.set("label", "0123456789");
|
||||
txt.set("format", "%.0f lb");
|
||||
txt.set("property", fdmdata.grosswgt);
|
||||
txt.set("live", 1);
|
||||
gwg.addChild("empty").set("stretch", 1);
|
||||
tablerow("Gross Weight", grossWgt, "%.0f lb");
|
||||
}
|
||||
|
||||
var massLimits = props.globals.getNode("/limits/mass-and-balance");
|
||||
if(massLimits != nil ) {
|
||||
tablerow("Max. Ramp Weight", "maximum-ramp-mass-lbs", "%.0f lb" );
|
||||
tablerow("Max. Takeoff Weight", "maximum-takeoff-mass-lbs", "%.0f lb" );
|
||||
tablerow("Max. Landing Weight", "maximum-landing-mass-lbs", "%.0f lb" );
|
||||
tablerow("Max. Zero Fuel Weight", "maximum-zero-fuel-mass-lbs", "%.0f lb" );
|
||||
}
|
||||
|
||||
var weightitem = func( group, name, node, format ) {
|
||||
group.set("layout", "hbox");
|
||||
var n = isa( node, props.Node ) ? node : massLimits.getNode( node );
|
||||
if( n == nil ) return;
|
||||
group.addChild("empty").set("stretch", 1);
|
||||
group.addChild("text").set("label", name ~ ":" );
|
||||
var txt = group.addChild("text");
|
||||
txt.set("label", "");
|
||||
txt.set("format", format );
|
||||
txt.set("property", n.getPath() );
|
||||
txt.set("live", 1);
|
||||
group.addChild("empty").set("stretch", 1);
|
||||
}
|
||||
weightitem( dialog[name].addChild("group"), "Max. Ramp Weight", "maximum-ramp-mass-lbs", "%.0f lb" );
|
||||
weightitem( dialog[name].addChild("group"), "Max. Takeoff Weight", "maximum-takeoff-mass-lbs", "%.0f lb" );
|
||||
weightitem( dialog[name].addChild("group"), "Max. Landing Weight", "maximum-landing-mass-lbs", "%.0f lb" );
|
||||
weightitem( dialog[name].addChild("group"), "Max. Zero Fuel Weight", "maximum-zero-fuel-mass-lbs", "%.0f lb" );
|
||||
|
||||
if( fdmdata.cg != nil ) {
|
||||
var n = massLimits.getNode("cg/dimension");
|
||||
weightitem( dialog[name].addChild("group"), "CG", fdmdata.cg, "%.1f " ~ (n == nil ? "in" : n.getValue()));
|
||||
}
|
||||
weightitem = nil;
|
||||
if( fdmdata.cg != nil ) {
|
||||
var n = props.globals.getNode("/limits/mass-and-balance/cg/dimension");
|
||||
tablerow("Center of Gravity", props.globals.getNode(fdmdata.cg), "%.1f " ~ (n == nil ? "in" : n.getValue()));
|
||||
}
|
||||
|
||||
dialog[name].addChild("hrule");
|
||||
|
@ -934,6 +942,7 @@ var showWeightDialog = func {
|
|||
tcell(fuelTable, "text", 0, 0).set("label", "Tank");
|
||||
tcell(fuelTable, "text", 0, 3).set("label", "Pounds");
|
||||
tcell(fuelTable, "text", 0, 4).set("label", "Gallons");
|
||||
tcell(fuelTable, "text", 0, 5).set("label", "Fraction");
|
||||
|
||||
var tanks = props.globals.getNode("/consumables/fuel").getChildren("tank");
|
||||
for(var i=0; i<size(tanks); i+=1) {
|
||||
|
@ -951,6 +960,9 @@ var showWeightDialog = func {
|
|||
if(cap == nil ) { continue; }
|
||||
cap = cap.getValue();
|
||||
|
||||
# Ignore tanks of capacity 0
|
||||
if (cap == 0) { continue; }
|
||||
|
||||
var title = tcell(fuelTable, "text", i+1, 0);
|
||||
title.set("label", tname);
|
||||
title.set("halign", "right");
|
||||
|
@ -974,15 +986,52 @@ var showWeightDialog = func {
|
|||
lbs.set("property", tankprop ~ "/level-lbs");
|
||||
lbs.set("label", "0123456");
|
||||
lbs.set("format", cap < 1 ? "%.3f" : cap < 10 ? "%.2f" : "%.1f" );
|
||||
lbs.set("halign", "right");
|
||||
lbs.set("live", 1);
|
||||
|
||||
var gals = tcell(fuelTable, "text", i+1, 4);
|
||||
gals.set("property", tankprop ~ "/level-gal_us");
|
||||
gals.set("label", "0123456");
|
||||
gals.set("format", cap < 1 ? "%.3f" : cap < 10 ? "%.2f" : "%.1f" );
|
||||
gals.set("halign", "right");
|
||||
gals.set("live", 1);
|
||||
|
||||
var per = tcell(fuelTable, "text", i+1, 5);
|
||||
per.set("property", tankprop ~ "/level-norm");
|
||||
per.set("label", "0123456");
|
||||
per.set("format", "%.2f");
|
||||
per.set("halign", "right");
|
||||
per.set("live", 1);
|
||||
}
|
||||
|
||||
varbar = tcell(fuelTable, "hrule", size(tanks)+1, 0);
|
||||
varbar.set("colspan", 6);
|
||||
|
||||
var total_label = tcell(fuelTable, "text", size(tanks)+2, 2);
|
||||
total_label.set("label", "Total:");
|
||||
total_label.set("halign", "right");
|
||||
|
||||
var lbs = tcell(fuelTable, "text", size(tanks)+2, 3);
|
||||
lbs.set("property", "/consumables/fuel/total-fuel-lbs");
|
||||
lbs.set("label", "0123456");
|
||||
lbs.set("format", "%.1f" );
|
||||
lbs.set("halign", "right");
|
||||
lbs.set("live", 1);
|
||||
|
||||
var gals = tcell(fuelTable, "text",size(tanks) +2, 4);
|
||||
gals.set("property", "/consumables/fuel/total-fuel-gal_us");
|
||||
gals.set("label", "0123456");
|
||||
gals.set("format", "%.1f" );
|
||||
gals.set("halign", "right");
|
||||
gals.set("live", 1);
|
||||
|
||||
var per = tcell(fuelTable, "text", size(tanks)+2, 5);
|
||||
per.set("property", "/consumables/fuel/total-fuel-norm");
|
||||
per.set("label", "0123456");
|
||||
per.set("format", "%.2f");
|
||||
per.set("halign", "right");
|
||||
per.set("live", 1);
|
||||
|
||||
var weightArea = contentArea.addChild("group");
|
||||
weightArea.set("layout", "vbox");
|
||||
weightArea.addChild("text").set("label", "Payload");
|
||||
|
@ -1392,4 +1441,4 @@ var update_shader_settings = func() {
|
|||
};
|
||||
_setlistener("/sim/rendering/shaders/custom-settings", func { update_shader_settings() } );
|
||||
_setlistener("/sim/rendering/shaders/quality-level-internal", func { update_shader_settings() } );
|
||||
update_shader_settings();
|
||||
update_shader_settings();
|
||||
|
|
686
Nasal/joystick.nas
Normal file
686
Nasal/joystick.nas
Normal file
|
@ -0,0 +1,686 @@
|
|||
# Joystick configuration library.
|
||||
var DIALOGROOT = "/sim/gui/dialogs/joystick-config";
|
||||
var MAX_AXES = 8;
|
||||
var MAX_BUTTONS = 24;
|
||||
|
||||
# Hash of the custom axis/buttons
|
||||
var custom_bindings = {};
|
||||
|
||||
# Class for an individual joystick axis binding
|
||||
var Axis = {
|
||||
new: func(name, prop, invertable) {
|
||||
var m = { parents: [Axis] };
|
||||
m.name = name;
|
||||
m.prop = prop;
|
||||
m.invertable = invertable;
|
||||
m.inverted = 0;
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [Axis] };
|
||||
m.name = me.name;
|
||||
m.prop = me.prop;
|
||||
m.invertable = me.invertable;
|
||||
m.inverted = me.inverted;
|
||||
return m;
|
||||
},
|
||||
|
||||
match: func(prop) {
|
||||
return 0;
|
||||
},
|
||||
|
||||
parse: func(prop) { },
|
||||
|
||||
readProps: func(props) {},
|
||||
|
||||
getName: func() { return me.name; },
|
||||
getBinding: func(axis) { return props.Node.new(); },
|
||||
isInvertable: func() { return me.invertable; },
|
||||
isInverted: func() { return me.inverted; },
|
||||
|
||||
setInverted: func(b) {
|
||||
if (me.invertable) me.inverted = b;
|
||||
},
|
||||
};
|
||||
|
||||
var CustomAxis = {
|
||||
new: func() {
|
||||
var m = { parents: [CustomAxis, Axis.new("Custom", "", 0) ] };
|
||||
me.custom_binding = nil;
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [CustomAxis, Axis.new("Custom", "", 0) ] };
|
||||
m.custom_binding = me.custom_binding;
|
||||
return m;
|
||||
},
|
||||
|
||||
match: func(prop) {
|
||||
var p = props.Node.new();
|
||||
|
||||
if (prop.getNode("binding") != nil) {
|
||||
props.copy(prop.getNode("binding"), p);
|
||||
me.custom_binding = p;
|
||||
return 1;
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
},
|
||||
|
||||
getBinding: func(axis) {
|
||||
var p = props.Node.new().getNode("axis[" ~ axis ~ "]", 1);
|
||||
p.getNode("desc", 1).setValue(me.name);
|
||||
props.copy(me.custom_binding, p.getNode("binding", 1));
|
||||
return p;
|
||||
},
|
||||
};
|
||||
|
||||
var UnboundAxis = {
|
||||
new: func() {
|
||||
var m = { parents: [UnboundAxis, Axis.new("None", "", 0) ] };
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [UnboundAxis, Axis.new("None", "", 0) ] };
|
||||
return m;
|
||||
},
|
||||
|
||||
match: func(prop) {
|
||||
return 1;
|
||||
},
|
||||
|
||||
getBinding: func(axis) {
|
||||
return nil;
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
var PropertyScaleAxis = {
|
||||
new: func(name, prop, deadband=0, factor=1, offset=0) {
|
||||
var m = { parents: [PropertyScaleAxis, Axis.new(name, prop, 1) ] };
|
||||
m.prop=prop;
|
||||
m.deadband = deadband;
|
||||
m.factor = factor;
|
||||
m.offset = offset;
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [PropertyScaleAxis, Axis.new(me.name, me.prop, 1) ] };
|
||||
|
||||
m.inverted = me.inverted;
|
||||
|
||||
m.prop= me.prop;
|
||||
m.deadband = me.deadband;
|
||||
m.factor = me.factor;
|
||||
m.offset = me.offset;
|
||||
return m;
|
||||
},
|
||||
|
||||
|
||||
match: func(prop) {
|
||||
var cmd = prop.getNode("binding", 1).getNode("command", 1).getValue();
|
||||
var p = prop.getNode("binding", 1).getNode("property", 1).getValue();
|
||||
return ((cmd == "property-scale") and (p == me.prop));
|
||||
},
|
||||
|
||||
parse: func(p) {
|
||||
me.deadband = p.getNode("binding", 1).getNode("dead-band", 1).getValue();
|
||||
if (p.getNode("binding", 1).getNode("factor", 1).getValue() != nil) {
|
||||
me.inverted = (p.getNode("binding", 1).getNode("factor", 1).getValue() < 0);
|
||||
}
|
||||
me.offset = p.getNode("binding", 1).getNode("offset", 1).getValue();
|
||||
},
|
||||
|
||||
getBinding: func(axis) {
|
||||
var p = props.Node.new();
|
||||
p = p.getNode("axis[" ~ axis ~ "]", 1);
|
||||
p.getNode("desc", 1).setValue(me.name);
|
||||
p.getNode("binding", 1).getNode("command", 1).setValue("property-scale");
|
||||
p.getNode("binding", 1).getNode("property", 1).setValue(me.prop);
|
||||
p.getNode("binding", 1).getNode("dead-band", 1).setValue(me.deadband);
|
||||
if (me.inverted) {
|
||||
p.getNode("binding", 1).getNode("factor", 1).setValue(0 - me.factor);
|
||||
} else {
|
||||
p.getNode("binding", 1).getNode("factor", 1).setValue(me.factor);
|
||||
}
|
||||
p.getNode("binding", 1).getNode("offset", 1).setValue(me.offset);
|
||||
return p;
|
||||
},
|
||||
|
||||
};
|
||||
|
||||
var NasalScaleAxis = {
|
||||
new: func(name, script, prop) {
|
||||
var m = { parents: [NasalScaleAxis, Axis.new(name, prop, 0) ] };
|
||||
m.script = script;
|
||||
m.prop = prop;
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [NasalScaleAxis, Axis.new(me.name, me.prop, 0) ] };
|
||||
|
||||
m.script = me.script;
|
||||
m.prop = me.prop;
|
||||
return m;
|
||||
},
|
||||
|
||||
match: func(prop) {
|
||||
var cmd = prop.getNode("binding", 1).getNode("command", 1).getValue();
|
||||
var p = prop.getNode("binding", 1).getNode("script", 1).getValue();
|
||||
if ((p != nil) and (cmd == "nasal")) {
|
||||
p = string.trim(p);
|
||||
p = string.replace(p, ";", "");
|
||||
p = p ~ ";";
|
||||
return (p == me.script);
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
},
|
||||
|
||||
getBinding: func(axis) {
|
||||
var p = props.Node.new().getNode("axis[" ~ axis ~ "]", 1);
|
||||
p.getNode("desc", 1).setValue(me.name);
|
||||
p.getNode("binding", 1).getNode("command", 1).setValue("nasal");
|
||||
p.getNode("binding", 1).getNode("script", 1).setValue(me.script);
|
||||
return p;
|
||||
},
|
||||
};
|
||||
|
||||
var NasalLowHighAxis = {
|
||||
new: func(name, lowscript, highscript, prop) {
|
||||
var m = { parents: [NasalLowHighAxis, Axis.new(name, prop, 1) ] };
|
||||
m.lowscript = lowscript;
|
||||
m.highscript = highscript;
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [NasalLowHighAxis, Axis.new(me.name, me.prop, 1) ] };
|
||||
|
||||
m.inverted = me.inverted;
|
||||
|
||||
m.lowscript = me.lowscript;
|
||||
m.highscript = me.highscript;
|
||||
return m;
|
||||
},
|
||||
|
||||
match: func(prop) {
|
||||
var cmd = prop.getNode("low", 1).getNode("binding", 1).getNode("command", 1).getValue();
|
||||
var p = prop.getNode("low", 1).getNode("binding", 1).getNode("script", 1).getValue();
|
||||
|
||||
if ((p == nil) or (cmd != "nasal")) return 0;
|
||||
p = string.trim(p);
|
||||
p = string.replace(p, ";", "");
|
||||
p = p ~ ";";
|
||||
|
||||
if (p == me.lowscript) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (p == me.highscript) {
|
||||
me.inverted = 1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
},
|
||||
|
||||
getBinding: func(axis) {
|
||||
var p = props.Node.new().getNode("axis[" ~ axis ~ "]", 1);
|
||||
p.getNode("desc", 1).setValue(me.name);
|
||||
|
||||
p.getNode("low", 1).getNode("binding", 1).getNode("command", 1).setValue("nasal");
|
||||
p.getNode("high", 1).getNode("binding", 1).getNode("command", 1).setValue("nasal");
|
||||
|
||||
if (me.inverted) {
|
||||
p.getNode("low", 1).getNode("binding", 1).getNode("script", 1).setValue(me.highscript);
|
||||
p.getNode("high", 1).getNode("binding", 1).getNode("script", 1).setValue(me.lowscript);
|
||||
} else {
|
||||
p.getNode("low", 1).getNode("binding", 1).getNode("script", 1).setValue(me.lowscript);
|
||||
p.getNode("high", 1).getNode("binding", 1).getNode("script", 1).setValue(me.highscript);
|
||||
}
|
||||
|
||||
return p;
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
var axisBindings = [
|
||||
PropertyScaleAxis.new("Aileron", "/controls/flight/aileron"),
|
||||
PropertyScaleAxis.new("Elevator", "/controls/flight/elevator"),
|
||||
PropertyScaleAxis.new("Rudder", "/controls/flight/rudder"),
|
||||
NasalScaleAxis.new("Throttle", "controls.throttleAxis();", "/controls/engines/engine[0]/throttle") ,
|
||||
NasalScaleAxis.new("Mixture", "controls.mixtureAxis();", "/controls/engines/engine[0]/mixture") ,
|
||||
NasalScaleAxis.new("Propeller", "controls.propellerAxis();", "/controls/engines/engine[0]/propeller-pitch") ,
|
||||
NasalLowHighAxis.new("View (horizontal)",
|
||||
"setprop(\"/sim/current-view/goal-heading-offset-deg\", getprop(\"/sim/current-view/goal-heading-offset-deg\") + 30);",
|
||||
"setprop(\"/sim/current-view/goal-heading-offset-deg\", getprop(\"/sim/current-view/goal-heading-offset-deg\") - 30);",
|
||||
"/sim/current-view/goal-heading-offset-deg"),
|
||||
NasalLowHighAxis.new("View (vertical)",
|
||||
"setprop(\"/sim/current-view/goal-pitch-offset-deg\", getprop(\"/sim/current-view/goal-pitch-offset-deg\") - 20);",
|
||||
"setprop(\"/sim/current-view/goal-pitch-offset-deg\", getprop(\"/sim/current-view/goal-pitch-offset-deg\") + 20);",
|
||||
"/sim/current-view/goal-heading-offset-deg"),
|
||||
# PropertyScaleAxis.new("Aileron Trim", "/controls/flight/aileron-trim"),
|
||||
# PropertyScaleAxis.new("Elevator Trim", "/controls/flight/elevator-trim"),
|
||||
# PropertyScaleAxis.new("Rudder Trim", "/controls/flight/rudder-trim"),
|
||||
PropertyScaleAxis.new("Brake Left", "/controls/gear/brake-left", 0, 0.5, 1.0),
|
||||
PropertyScaleAxis.new("Brake Right", "/controls/gear/brake-right", 0, 0.5, 1.0),
|
||||
NasalLowHighAxis.new("Aileron Trim", "controls.aileronTrim(-1);", "controls.aileronTrim(1);", "/controls/flight/aileron-trim"),
|
||||
NasalLowHighAxis.new("Elevator Trim", "controls.elevatorTrim(-1);", "controls.elevatorTrim(1);", "/controls/flight/elevator-trim"),
|
||||
NasalLowHighAxis.new("Rudder Trim", "controls.rudderTrim(-1);", "controls.rudderTrim(1);", "/controls/flight/rudder-trim"),
|
||||
CustomAxis.new(),
|
||||
UnboundAxis.new(),
|
||||
];
|
||||
|
||||
# Button bindings
|
||||
var ButtonBinding = {
|
||||
new: func(name, binding, repeatable) {
|
||||
var m = { parents: [ButtonBinding] };
|
||||
m.name = name;
|
||||
m.binding = binding;
|
||||
m.repeatable = repeatable;
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [ButtonBinding] };
|
||||
m.name = me.name;
|
||||
m.binding= me.binding;
|
||||
m.repeatable = me.repeatable;
|
||||
return m;
|
||||
},
|
||||
|
||||
match: func(prop) {
|
||||
return 0;
|
||||
},
|
||||
|
||||
getName: func() { return me.name; },
|
||||
getBinding: func(button) { return nil; },
|
||||
isRepeatable: func() { return me.repeatable; }
|
||||
};
|
||||
|
||||
var CustomButton = {
|
||||
new: func() {
|
||||
var m = { parents: [CustomButton, ButtonBinding.new("Custom", "", 0) ] };
|
||||
m.custom_binding = nil;
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [CustomButton, ButtonBinding.new("Custom", "", 0) ] };
|
||||
m.custom_binding = me.custom_binding;
|
||||
return m;
|
||||
},
|
||||
|
||||
match: func(prop) {
|
||||
if (prop.getNode("binding") != nil) {
|
||||
var p = props.Node.new();
|
||||
props.copy(prop.getNode("binding"), p);
|
||||
me.custom_binding = p;
|
||||
return 1;
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
},
|
||||
|
||||
getBinding: func(button) {
|
||||
var p = props.Node.new().getNode("button[" ~ button ~ "]", 1);
|
||||
p.getNode("desc", 1).setValue(me.name);
|
||||
props.copy(me.custom_binding, p.getNode("binding", 1));
|
||||
return p;
|
||||
},
|
||||
};
|
||||
|
||||
var UnboundButton = {
|
||||
new: func() {
|
||||
var m = { parents: [UnboundButton, ButtonBinding.new("None", "", 0) ] };
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [UnboundButton, ButtonBinding.new("None", "", 0) ] };
|
||||
return m;
|
||||
},
|
||||
|
||||
match: func(prop) {
|
||||
return (prop.getNode("binding") != nil);
|
||||
},
|
||||
|
||||
getBinding: func(button) {
|
||||
var p = props.Node.new().getNode("button[" ~ button ~ "]", 1);
|
||||
p.getNode("desc", 1).setValue(me.name);
|
||||
return p;
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
var PropertyToggleButton = {
|
||||
new: func(name, prop) {
|
||||
var m = { parents: [PropertyToggleButton, ButtonBinding.new(name, prop, 0) ] };
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [PropertyToggleButton, ButtonBinding.new(me.name, me.binding, 0) ] };
|
||||
return m;
|
||||
},
|
||||
|
||||
match: func(prop) {
|
||||
|
||||
var c = prop.getNode("binding", 1).getNode("command", 1).getValue();
|
||||
var p = prop.getNode("binding", 1).getNode("property", 1).getValue();
|
||||
return ((c == "property-toggle") and (p == me.prop));
|
||||
},
|
||||
|
||||
getBinding: func(button) {
|
||||
var p = props.Node.new().getNode("button[" ~ button ~ "]", 1);
|
||||
p.getNode("desc", 1).setValue(me.name);
|
||||
p.getNode("binding", 1).getNode("command", 1).setValue("property-toggle");
|
||||
p.getNode("binding", 1).getNode("property", 1).setValue(me.binding);
|
||||
return p;
|
||||
},
|
||||
};
|
||||
|
||||
var PropertyAdjustButton = {
|
||||
new: func(name, prop, step) {
|
||||
var m = { parents: [PropertyAdjustButton, ButtonBinding.new(name, prop, 0) ] };
|
||||
m.step = step;
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [PropertyAdjustButton, ButtonBinding.new(me.name, me.binding, 0) ] };
|
||||
m.step = me.step;
|
||||
return m;
|
||||
},
|
||||
|
||||
match: func(prop) {
|
||||
var c = prop.getNode("binding", 1).getNode("command", 1).getValue();
|
||||
var p = prop.getNode("binding", 1).getNode("property", 1).getValue();
|
||||
var s = prop.getNode("binding", 1).getNode("step", 1).getValue();
|
||||
return ((c == "property-adjust") and (p == me.binding) and (s == me.step));
|
||||
},
|
||||
|
||||
getBinding: func(button) {
|
||||
var p = props.Node.new().getNode("button[" ~ button ~ "]", 1);
|
||||
p.getNode("desc", 1).setValue(me.name);
|
||||
p.getNode("binding", 1).getNode("command", 1).setValue("property-adjust");
|
||||
p.getNode("binding", 1).getNode("property", 1).setValue(me.binding);
|
||||
p.getNode("binding", 1).getNode("step", 1).setValue(me.step);
|
||||
return p;
|
||||
},
|
||||
};
|
||||
|
||||
var NasalButton = {
|
||||
new: func(name, script, repeatable) {
|
||||
var m = { parents: [NasalButton, ButtonBinding.new(name, script, repeatable) ] };
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [NasalButton, ButtonBinding.new(me.name, me.binding, me.repeatable) ] };
|
||||
return m;
|
||||
},
|
||||
|
||||
match: func(prop) {
|
||||
var c = prop.getNode("binding", 1).getNode("command", 1).getValue();
|
||||
var p = prop.getNode("binding", 1).getNode("script", 1).getValue();
|
||||
|
||||
if (p == nil) { return 0; }
|
||||
|
||||
p = string.trim(p);
|
||||
p = string.replace(p, ";", "");
|
||||
p = p ~ ";";
|
||||
|
||||
return ((c == "nasal") and (p == me.binding));
|
||||
},
|
||||
|
||||
getBinding: func(button) {
|
||||
var p = props.Node.new().getNode("button[" ~ button ~ "]", 1);
|
||||
p.getNode("desc", 1).setValue(me.name);
|
||||
p.getNode("binding", 1).getNode("command", 1).setValue("nasal");
|
||||
p.getNode("binding", 1).getNode("script", 1).setValue(me.binding);
|
||||
p.getNode("repeatable", 1).setValue(me.repeatable);
|
||||
return p;
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
var NasalHoldButton = {
|
||||
new: func(name, script, scriptUp) {
|
||||
var m = { parents: [NasalHoldButton, ButtonBinding.new(name, script, 0) ] };
|
||||
m.scriptUp = scriptUp;
|
||||
return m;
|
||||
},
|
||||
|
||||
clone: func() {
|
||||
var m = { parents: [NasalHoldButton, ButtonBinding.new(me.name, me.binding, 0) ] };
|
||||
m.scriptUp = me.scriptUp;
|
||||
return m;
|
||||
},
|
||||
|
||||
match: func(prop) {
|
||||
|
||||
var c = prop.getNode("mod-up", 1).getNode("binding", 1).getNode("command", 1).getValue();
|
||||
var p1 = prop.getNode("binding", 1).getNode("script", 1).getValue();
|
||||
var p2 = prop.getNode("mod-up", 1).getNode("binding", 1).getNode("script", 1).getValue();
|
||||
|
||||
if (p2 == nil) { return 0; }
|
||||
|
||||
p1 = string.trim(p1);
|
||||
p1 = string.replace(p1, ";", "");
|
||||
p1 = p1 ~ ";";
|
||||
|
||||
return ((c == "nasal") and (p1 == me.binding));
|
||||
},
|
||||
|
||||
getBinding: func(button) {
|
||||
var p = props.Node.new().getNode("button[" ~ button ~ "]", 1);
|
||||
p.getNode("desc", 1).setValue(me.name);
|
||||
p.getNode("repeatable", 1).setValue("false");
|
||||
p.getNode("binding", 1).getNode("command", 1).setValue("nasal");
|
||||
p.getNode("binding", 1).getNode("script", 1).setValue(me.binding);
|
||||
p.getNode("mod-up", 1).getNode("binding", 1).getNode("command", 1).setValue("nasal");
|
||||
p.getNode("mod-up", 1).getNode("binding", 1).getNode("script", 1).setValue(me.scriptUp);
|
||||
return p;
|
||||
},
|
||||
};
|
||||
|
||||
var buttonBindings = [
|
||||
NasalButton.new("Elevator Trim Up", "controls.elevatorTrim(-1);", 1),
|
||||
NasalButton.new("Elevator Trim Down", "controls.elevatorTrim(1);", 1),
|
||||
NasalButton.new("Rudder Trim Left", "controls.rudderTrim(-1);", 1),
|
||||
NasalButton.new("Rudder Trim Right", "controls.rudderTrim(1);", 1),
|
||||
NasalButton.new("Aileron Trim Left", "controls.aileronTrim(-1);", 1),
|
||||
NasalButton.new("Aileron Trim Right", "controls.aileronTrim(1);", 1),
|
||||
NasalHoldButton.new("FGCom PTT", "controls.ptt(1);", "controls.ptt(-1);"),
|
||||
NasalHoldButton.new("Trigger", "controls.trigger(1);", "controls.trigger(0);"),
|
||||
NasalHoldButton.new("Flaps Up", "controls.flapsDown(-1);", "controls.flapsDown(0);"),
|
||||
NasalHoldButton.new("Flaps Down", "controls.flapsDown(1);", "controls.flapsDown(0);"),
|
||||
NasalHoldButton.new("Gear Up", "controls.gearDown(-1);", "controls.gearDown(0);"),
|
||||
NasalHoldButton.new("Gear Down", "controls.gearDown(1);", "controls.gearDown(0);"),
|
||||
NasalHoldButton.new("Spoilers Retract", "controls.stepSpoilers(-1);", "controls.stepSpoilers(0);"),
|
||||
NasalHoldButton.new("Spoilers Deploy", "controls.stepSpoilers(1);", "controls.stepSpoilers(0);"),
|
||||
NasalHoldButton.new("Brakes", "controls.applyBrakes(1);", "controls.applyBrakes(0);"),
|
||||
|
||||
NasalButton.new("View Decrease", "view.decrease(0.75);", 1),
|
||||
NasalButton.new("View Increase", "view.increase(0.75);", 1),
|
||||
NasalButton.new("View Cycle Forwards", "view.stepView(1);", 0),
|
||||
NasalButton.new("View Cycle Backwards", "view.stepView(-1);", 0),
|
||||
PropertyAdjustButton.new("View Left", "/sim/current-view/goal-heading-offset-deg", "30.0"),
|
||||
PropertyAdjustButton.new("View Right", "/sim/current-view/goal-heading-offset-deg", "-30.0"),
|
||||
PropertyAdjustButton.new("View Up", "/sim/current-view/goal-pitch-offset-deg", "20.0"),
|
||||
PropertyAdjustButton.new("View Down", "/sim/current-view/goal-pitch-offset-deg", "-20.0"),
|
||||
CustomButton.new(),
|
||||
];
|
||||
|
||||
# Parse config from the /input tree and write it to the
|
||||
# dialog_root.
|
||||
var readConfig = func(dialog_root="/sim/gui/dialogs/joystick-config") {
|
||||
|
||||
var js_name = getprop(dialog_root ~ "/selected-joystick");
|
||||
var joysticks = props.globals.getNode("/input/joysticks").getChildren("js");
|
||||
|
||||
if (size(joystick) == 0) { return 0; }
|
||||
|
||||
if (js_name == nil) {
|
||||
js_name = joysticks[0].getNode("id").getValue();
|
||||
}
|
||||
|
||||
var js = nil;
|
||||
|
||||
forindex (var i; joysticks) {
|
||||
if ((joysticks[i].getNode("id") != nil) and
|
||||
(joysticks[i].getNode("id").getValue() == js_name))
|
||||
{
|
||||
js = joysticks[i];
|
||||
setprop(dialog_root ~ "/selected-joystick", js_name);
|
||||
setprop(dialog_root ~ "/selected-joystick-index", i);
|
||||
setprop(dialog_root ~ "/selected-joystick-config", joysticks[i].getNode("source").getValue());
|
||||
}
|
||||
}
|
||||
|
||||
# Set up the axes assignments
|
||||
var axes = js.getChildren("axis");
|
||||
|
||||
for (var axis = 0; axis < MAX_AXES; axis = axis +1) {
|
||||
|
||||
var p = props.globals.getNode(dialog_root ~ "/axis[" ~ axis ~ "]", 1);
|
||||
p.remove();
|
||||
p = props.globals.getNode(dialog_root ~ "/axis[" ~ axis ~ "]", 1);
|
||||
|
||||
# Note that we can't simply use an index into the axes array
|
||||
# as that doesn't work for a sparsley populated set of axes.
|
||||
# E.g. one with n="3"
|
||||
var a = js.getNode("axis[" ~ axis ~ "]");
|
||||
|
||||
if (a != nil) {
|
||||
# Read properties from bindings
|
||||
props.copy(a, p.getNode("original_binding", 1));
|
||||
|
||||
var binding = nil;
|
||||
foreach (var b; joystick.axisBindings) {
|
||||
if ((binding == nil) and (a != nil) and b.match(a)) {
|
||||
binding = b.clone();
|
||||
binding.parse(a);
|
||||
p.getNode("binding", 1).setValue(binding.getName());
|
||||
p.getNode("invertable", 1).setValue(binding.isInvertable());
|
||||
p.getNode("inverted", 1).setValue(binding.isInverted());
|
||||
}
|
||||
}
|
||||
|
||||
if (binding == nil) {
|
||||
# No binding for this axis
|
||||
p.getNode("binding", 1).setValue("None");
|
||||
p.getNode("invertable", 1).setValue(0);
|
||||
p.getNode("inverted", 1).setValue(0);
|
||||
p.removeChild("original_binding");
|
||||
}
|
||||
} else {
|
||||
p.getNode("binding", 1).setValue("None");
|
||||
p.getNode("invertable", 1).setValue(0);
|
||||
p.getNode("inverted", 1).setValue(0);
|
||||
p.removeChild("original_binding");
|
||||
}
|
||||
}
|
||||
|
||||
# Set up button assignment.
|
||||
var buttons = js.getChildren("button");
|
||||
|
||||
for (var button = 0; button < MAX_BUTTONS; button = button + 1) {
|
||||
var btn = props.globals.getNode(dialog_root ~ "/button[" ~ button ~ "]", 1);
|
||||
btn.remove();
|
||||
btn = props.globals.getNode(dialog_root ~ "/button[" ~ button ~ "]", 1);
|
||||
|
||||
# Note that we can't simply use an index into the buttons array
|
||||
# as that doesn't work for a sparsley populated set of buttons.
|
||||
# E.g. one with n="3"
|
||||
var a = js.getNode("button[" ~ button ~ "]");
|
||||
|
||||
if (a != nil) {
|
||||
# Read properties from bindings
|
||||
props.copy(a, p.getNode("original_binding", 1));
|
||||
var binding = nil;
|
||||
foreach (var b; joystick.buttonBindings) {
|
||||
if ((binding == nil) and (a != nil) and b.match(a)) {
|
||||
binding = b.clone();
|
||||
btn.getNode("binding", 1).setValue(binding.getName());
|
||||
props.copy(b.getBinding(button), btn.getNode("original_binding", 1));
|
||||
}
|
||||
}
|
||||
|
||||
if (b == nil) {
|
||||
btn.getNode("binding", 1).setValue("None");
|
||||
btn.removeChild("original_binding");
|
||||
}
|
||||
} else {
|
||||
btn.getNode("binding", 1).setValue("None");
|
||||
btn.removeChild("original_binding");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var writeConfig = func(dialog_root="/sim/gui/dialogs/joystick-config") {
|
||||
|
||||
# Write out the joystick file.
|
||||
var config = props.Node.new();
|
||||
var id = getprop(dialog_root ~ "/selected-joystick");
|
||||
config.getNode("name", 1).setValue(id);
|
||||
|
||||
var axes = props.globals.getNode(dialog_root).getChildren("axis");
|
||||
forindex (var axis; axes) {
|
||||
var name = getprop(dialog_root ~ "/axis[" ~ axis ~ "]/binding");
|
||||
|
||||
if (name != "None") {
|
||||
foreach (var binding; axisBindings) {
|
||||
if (binding.getName() == name) {
|
||||
var b = binding.clone();
|
||||
b.setInverted(getprop(dialog_root ~ "/axis[" ~ axis ~ "]/inverted"));
|
||||
|
||||
# Generate the axis and binding
|
||||
var axisnode = config.getNode("axis[" ~ axis ~ "]", 1);
|
||||
if (name == "Custom") {
|
||||
props.copy(props.globals.getNode(dialog_root ~ "/axis[" ~ axis ~ "]/original_binding", 1), axisnode);
|
||||
} else {
|
||||
props.copy(b.getBinding(axis), axisnode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var buttons = props.globals.getNode(dialog_root).getChildren("button");
|
||||
forindex (var btn; buttons) {
|
||||
var name = getprop(dialog_root ~ "/button[" ~ btn ~ "]/binding");
|
||||
|
||||
if (name != "None") {
|
||||
foreach (var binding; buttonBindings) {
|
||||
if (binding.getName() == name) {
|
||||
var b = binding.clone();
|
||||
# Generate the axis and binding
|
||||
var buttonprop = config.getNode("button[" ~ btn ~ "]", 1);
|
||||
if (name == "Custom") {
|
||||
props.copy(props.globals.getNode(dialog_root ~ "/button[" ~ btn ~ "]/original_binding", 1), buttonprop);
|
||||
} else {
|
||||
props.copy(b.getBinding(btn), buttonprop);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var filename = id;
|
||||
filename = string.replace(filename, " ", "");
|
||||
filename = string.replace(filename, ".", "");
|
||||
filename = string.replace(filename, "/", "");
|
||||
|
||||
# Write out the file
|
||||
io.write_properties(getprop("/sim/fg-home") ~ "/Input/Joysticks/" ~ filename ~ ".xml", config);
|
||||
}
|
||||
|
||||
|
74
Nasal/std/string.nas
Normal file
74
Nasal/std/string.nas
Normal file
|
@ -0,0 +1,74 @@
|
|||
# ------------------------------------------------------------------------------
|
||||
# A C++ like string class (http://en.cppreference.com/w/cpp/string/basic_string)
|
||||
# ------------------------------------------------------------------------------
|
||||
|
||||
# capture global string
|
||||
var _string = string;
|
||||
|
||||
var string = {
|
||||
# public:
|
||||
new: func(str)
|
||||
{
|
||||
return { parents: [string], _str: str };
|
||||
},
|
||||
find_first_of: func(s, pos = 0)
|
||||
{
|
||||
return me._find(pos, size(me._str), s, 1);
|
||||
},
|
||||
find: func(s, pos = 0)
|
||||
{
|
||||
return me.find_first_of(s, pos);
|
||||
},
|
||||
find_first_not_of: func(s, pos = 0)
|
||||
{
|
||||
return me._find(pos, size(me._str), s, 0);
|
||||
},
|
||||
substr: func(pos, len = nil)
|
||||
{
|
||||
return substr(me._str, pos, len);
|
||||
},
|
||||
size: func()
|
||||
{
|
||||
return size(me._str);
|
||||
},
|
||||
# private:
|
||||
_eq: func(pos, s)
|
||||
{
|
||||
for(var i = 0; i < size(s); i += 1)
|
||||
if( me._str[pos] == s[i] )
|
||||
return 1;
|
||||
return 0;
|
||||
},
|
||||
_find: func(first, last, s, eq)
|
||||
{
|
||||
var sign = first <= last ? 1 : -1;
|
||||
for(var i = first; sign * i < last; i += sign)
|
||||
if( me._eq(i, s) == eq )
|
||||
return i;
|
||||
return -1;
|
||||
}
|
||||
};
|
||||
|
||||
# converts a string to an unsigned integer
|
||||
var stoul = func(str, base = 10)
|
||||
{
|
||||
var val = 0;
|
||||
for(var pos = 0; pos < size(str); pos += 1)
|
||||
{
|
||||
var c = str[pos];
|
||||
|
||||
if( _string.isdigit(c) )
|
||||
var digval = c - `0`;
|
||||
else if( _string.isalpha(c) )
|
||||
var digval = _string.toupper(c) - `A` + 10;
|
||||
else
|
||||
break;
|
||||
|
||||
if( digval >= base )
|
||||
break;
|
||||
|
||||
val = val * base + digval;
|
||||
}
|
||||
|
||||
return val;
|
||||
};
|
|
@ -3,7 +3,7 @@
|
|||
## A cellular automaton forest fire model with the ability to
|
||||
## spread over the multiplayer network.
|
||||
##
|
||||
## Copyright (C) 2007 - 2011 Anders Gidenstam (anders(at)gidenstam.org)
|
||||
## Copyright (C) 2007 - 2012 Anders Gidenstam (anders(at)gidenstam.org)
|
||||
## This file is licensed under the GPL license version 2 or later.
|
||||
##
|
||||
###############################################################################
|
||||
|
@ -95,7 +95,7 @@ var resolve_foam_drop = func (pos, radius, volume, source=1) {
|
|||
# x < last event - fast forward all the way to current time (use 0).
|
||||
# NOTE: Can be VERY time consuming.
|
||||
# -1 - skip to current time.
|
||||
var load_event_log = func (filename, skip_ahead_until=-1) {
|
||||
var load_event_log = func (filename, skip_ahead_until) {
|
||||
CAFire.load_event_log(filename, skip_ahead_until);
|
||||
}
|
||||
|
||||
|
@ -129,6 +129,9 @@ var restore_on_startup_pp = "environment/wildfire/restore-on-startup";
|
|||
var crash_fire_pp = "environment/wildfire/fire-on-crash";
|
||||
var impact_fire_pp = "environment/wildfire/fire-on-impact";
|
||||
var report_score_pp = "environment/wildfire/report-score";
|
||||
var event_file_pp = "environment/wildfire/events-file";
|
||||
var time_hack_pp = "environment/wildfire/time-hack-gmt";
|
||||
# Format: "yyyy:mm:dd:hh:mm:ss"
|
||||
# Internal properties to control the models
|
||||
var models_enabled_pp = "environment/wildfire/models/enabled";
|
||||
var fire_LOD_pp = "environment/wildfire/models/fire-lod";
|
||||
|
@ -428,6 +431,7 @@ CAFireModels.MODEL = { # Model paths
|
|||
"soot" : "Models/Effects/Wildfire/soot.xml",
|
||||
"foam" : "Models/Effects/Wildfire/foam.xml",
|
||||
"water" : "",
|
||||
"retardant" : "Models/Effects/Wildfire/retardant.xml",
|
||||
"protected" : "",
|
||||
"none" : "",
|
||||
};
|
||||
|
@ -673,11 +677,40 @@ CAFire.resolve_water_drop = func (lat, lon, radius, volume=0) {
|
|||
}
|
||||
############################################################
|
||||
# Resolve a fire retardant drop.
|
||||
# For now: Assume that water makes the affected cell nonflammable forever
|
||||
# and extinguishes it if burning.
|
||||
# For now: Assume that the retardant makes the affected cell nonflammable
|
||||
# forever and extinguishes it if burning.
|
||||
# Note: volume is unused ATM.
|
||||
CAFire.resolve_retardant_drop = func (lat, lon, radius, volume=0) {
|
||||
return me.resolve_water_drop(lat, lon, radius, volume);
|
||||
trace("CAFire.resolve_retardant_drop: Dumping retardant at " ~
|
||||
lat ~", " ~ lon ~ " radius " ~ radius ~".");
|
||||
var x = int(lon*60/me.CELL_SIZE);
|
||||
var y = int(lat*60/me.CELL_SIZE);
|
||||
var r = int(2*radius/(me.CELL_SIZE*1852.0));
|
||||
var result = { extinguished : 0, protected : 0, waste : 0 };
|
||||
for (var dx = -r; dx <= r; dx += 1) {
|
||||
for (var dy = -r; dy <= r; dy += 1) {
|
||||
var cell = me.get_cell(x + dx, y + dy);
|
||||
if (cell == nil) {
|
||||
cell = FireCell.new(x + dx, y + dy);
|
||||
me.set_cell(x + dx, y + dy,
|
||||
cell);
|
||||
}
|
||||
if (cell != nil) {
|
||||
var res = cell.extinguish("retardant");
|
||||
if (res > 0) {
|
||||
result.extinguished += 1;
|
||||
} else {
|
||||
if (res == 0) result.protected += 1;
|
||||
else result.waste += 1;
|
||||
}
|
||||
} else {
|
||||
result.waste += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
append(me.event_log,
|
||||
[SimTime.current_time(), "retardant_drop", lat, lon, radius]);
|
||||
return result;
|
||||
}
|
||||
############################################################
|
||||
# Resolve a foam drop.
|
||||
|
@ -738,6 +771,8 @@ CAFire.save_event_log = func (filename) {
|
|||
event.getNode("radius", 1).setDoubleValue(e[4]);
|
||||
if (e[1] == "foam_drop")
|
||||
event.getNode("radius", 1).setDoubleValue(e[4]);
|
||||
if (e[1] == "retardant_drop")
|
||||
event.getNode("radius", 1).setDoubleValue(e[4]);
|
||||
|
||||
# debug.dump(e);
|
||||
i += 1;
|
||||
|
@ -756,7 +791,7 @@ CAFire.save_event_log = func (filename) {
|
|||
# to current time.
|
||||
# x < last event - fast forward all the way to current time (use 0).
|
||||
# -1 - skip to current time.
|
||||
CAFire.load_event_log = func (filename, skip_ahead_until=-1) {
|
||||
CAFire.load_event_log = func (filename, skip_ahead_until) {
|
||||
me.load_count += 1;
|
||||
var logbase = "/tmp/wildfire-load-log[" ~ me.load_count ~ "]";
|
||||
if (!fgcommand("loadxml",
|
||||
|
@ -782,7 +817,7 @@ CAFire.load_event_log = func (filename, skip_ahead_until=-1) {
|
|||
event.getNode("type").getValue()];
|
||||
|
||||
# Fast forward state.
|
||||
while (me.generation * me.GENERATION_DURATION <= e[0]) {
|
||||
while (me.generation * me.GENERATION_DURATION < e[0]) {
|
||||
# print("between event ff " ~ me.generation);
|
||||
me.update();
|
||||
}
|
||||
|
@ -804,6 +839,12 @@ CAFire.load_event_log = func (filename, skip_ahead_until=-1) {
|
|||
event.getNode("radius").getValue());
|
||||
me.event_log[size(me.event_log) - 1][0] = e[0];
|
||||
}
|
||||
if (event.getNode("type").getValue() == "retardant_drop") {
|
||||
me.resolve_retardant_drop(event.getNode("latitude").getValue(),
|
||||
event.getNode("longitude").getValue(),
|
||||
event.getNode("radius").getValue());
|
||||
me.event_log[size(me.event_log) - 1][0] = e[0];
|
||||
}
|
||||
}
|
||||
if (first) {
|
||||
me.reset(1, SimTime.current_time());
|
||||
|
@ -920,6 +961,8 @@ _setlistener("/sim/signals/nasal-dir-initialized", func {
|
|||
props.globals.initNode(restore_on_startup_pp, 0, "BOOL");
|
||||
props.globals.initNode(models_enabled_pp, 1, "BOOL");
|
||||
props.globals.initNode(report_score_pp, 1, "BOOL");
|
||||
props.globals.initNode(event_file_pp, "", "STRING");
|
||||
props.globals.initNode(time_hack_pp, "", "STRING");
|
||||
|
||||
props.globals.initNode(fire_LOD_pp, 10, "INT");
|
||||
props.globals.initNode(smoke_LOD_pp, 10, "INT");
|
||||
|
@ -939,10 +982,35 @@ _setlistener("/sim/signals/nasal-dir-initialized", func {
|
|||
CAFire.save_event_log(SAVEDIR ~ "fire_log.xml");
|
||||
});
|
||||
|
||||
if (getprop(restore_on_startup_pp)) {
|
||||
# Determine the skip-ahead-to time, if any.
|
||||
var time_hack = time_string_to_epoch(getprop(time_hack_pp));
|
||||
if (time_hack > SimTime.current_time()) {
|
||||
printlog("alert",
|
||||
"wildfire.nas: Ignored time hack " ~
|
||||
(SimTime.current_time() - time_hack) ~
|
||||
" seconds into the future.");
|
||||
# Skip ahead to current time instead.
|
||||
time_hack = -1;
|
||||
} elsif (time_hack > 0) {
|
||||
printlog("alert",
|
||||
"wildfire.nas: Time hack " ~
|
||||
(SimTime.current_time() - time_hack) ~
|
||||
" seconds ago.");
|
||||
} else {
|
||||
# Skip ahead to current time instead.
|
||||
time_hack = -1;
|
||||
}
|
||||
|
||||
if (getprop(event_file_pp) != "") {
|
||||
settimer(func {
|
||||
# Delay loading the log until the terrain is there. Note: hack.
|
||||
CAFire.load_event_log(SAVEDIR ~ "fire_log.xml", 1);
|
||||
CAFire.load_event_log(getprop(event_file_pp), time_hack);
|
||||
}, 3);
|
||||
} elsif (getprop(restore_on_startup_pp)) {
|
||||
settimer(func {
|
||||
# Delay loading the log until the terrain is there. Note: hack.
|
||||
# Restore skips ahead to current time.
|
||||
CAFire.load_event_log(SAVEDIR ~ "fire_log.xml", -1);
|
||||
}, 3);
|
||||
}
|
||||
|
||||
|
@ -952,19 +1020,18 @@ _setlistener("/sim/signals/nasal-dir-initialized", func {
|
|||
wildfire.ignite(geo.aircraft_position());
|
||||
});
|
||||
|
||||
# Detect impact
|
||||
# Detect impact.
|
||||
var impact_node = props.globals.getNode("sim/ai/aircraft/impact/bomb", 1);
|
||||
setlistener("sim/ai/aircraft/impact/bomb", func(n) {
|
||||
|
||||
if (getprop(impact_fire_pp) and n.getBoolValue()){
|
||||
var node = props.globals.getNode(n.getValue(), 1);
|
||||
var impactpos = geo.Coord.new();
|
||||
impactpos.set_latlon(
|
||||
node.getNode("impact/latitude-deg").getValue(),
|
||||
node.getNode("impact/longitude-deg").getValue()
|
||||
);
|
||||
wildfire.ignite(impactpos);
|
||||
}
|
||||
if (getprop(impact_fire_pp) and n.getBoolValue()){
|
||||
var node = props.globals.getNode(n.getValue(), 1);
|
||||
var impactpos = geo.Coord.new();
|
||||
impactpos.set_latlon
|
||||
(node.getNode("impact/latitude-deg").getValue(),
|
||||
node.getNode("impact/longitude-deg").getValue());
|
||||
wildfire.ignite(impactpos);
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
|
@ -972,6 +1039,40 @@ _setlistener("/sim/signals/nasal-dir-initialized", func {
|
|||
});
|
||||
###############################################################################
|
||||
|
||||
###############################################################################
|
||||
# Utility functions
|
||||
|
||||
# Convert a time string in the format yyyy[:mm[:dd[:hh[:mm[:ss]]]]]
|
||||
# to seconds since 1970:01:01:00:00:00.
|
||||
#
|
||||
# Note: This is an over simplified approximation.
|
||||
var time_string_to_epoch = func (time) {
|
||||
var res = [];
|
||||
if (string.scanf(time, "%d:%d:%d:%d:%d:%d", var res1 = []) != 0) {
|
||||
res = res1;
|
||||
} elsif (string.scanf(time, "%d:%d:%d:%d:%d", var res2 = []) != 0) {
|
||||
res = res2 ~ [0];
|
||||
} elsif (string.scanf(time, "%d:%d:%d:%d", var res3 = []) != 0) {
|
||||
res = res3 ~ [0, 0];
|
||||
} elsif (string.scanf(time, "%d:%d:%d", var res4 = []) != 0) {
|
||||
res = res4 ~ [0, 0, 0];
|
||||
} elsif (string.scanf(time, "%d:%d", var res5 = []) != 0) {
|
||||
res = res5 ~ [0, 0, 0, 0];
|
||||
} elsif (string.scanf(time, "%d", var res6 = []) != 0) {
|
||||
res = res6 ~ [0, 0, 0, 0, 0];
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
return
|
||||
(res[0] - 1970) * 3.15569e7 +
|
||||
(res[1] - 1) * 2.63e+6 +
|
||||
(res[2] - 1) * 86400 +
|
||||
res[3] * 3600 +
|
||||
res[4] * 60 +
|
||||
res[5];
|
||||
}
|
||||
|
||||
|
||||
###############################################################################
|
||||
## WildFire configuration dialog.
|
||||
## Partly based on Till Bush's multiplayer dialog
|
||||
|
@ -1088,7 +1189,7 @@ var dialog = {
|
|||
#################################################################
|
||||
select_and_load : func {
|
||||
var selector = gui.FileSelector.new
|
||||
(func (n) { CAFire.load_event_log(n.getValue()); },
|
||||
(func (n) { load_event_log(n.getValue(), -1); },
|
||||
"Load Wildfire log", # dialog title
|
||||
"Load", # button text
|
||||
["*.xml"], # pattern for files
|
||||
|
|
94
Shaders/cinema.frag
Normal file
94
Shaders/cinema.frag
Normal file
|
@ -0,0 +1,94 @@
|
|||
uniform sampler2D lighting_tex;
|
||||
uniform sampler2D bloom_tex;
|
||||
uniform sampler2D film_tex;
|
||||
|
||||
uniform bool colorShift;
|
||||
uniform vec3 redShift;
|
||||
uniform vec3 greenShift;
|
||||
uniform vec3 blueShift;
|
||||
|
||||
uniform bool vignette;
|
||||
uniform float innerCircle;
|
||||
uniform float outerCircle;
|
||||
|
||||
uniform bool distortion;
|
||||
uniform vec3 distortionFactor;
|
||||
|
||||
uniform bool colorFringe;
|
||||
uniform float colorFringeFactor;
|
||||
|
||||
uniform bool filmWear;
|
||||
|
||||
uniform vec2 fg_BufferSize;
|
||||
uniform float osg_SimulationTime;
|
||||
// uniform float shutterFreq;
|
||||
// uniform float shutterDuration;
|
||||
|
||||
uniform bool bloomEnabled;
|
||||
uniform float bloomStrength;
|
||||
uniform bool bloomBuffers;
|
||||
|
||||
void main() {
|
||||
vec2 c1 = gl_TexCoord[0].xy;
|
||||
vec2 initialCoords = c1;
|
||||
vec2 c2;
|
||||
|
||||
if (distortion) {
|
||||
c1 = 2.0 * initialCoords - vec2(1.,1.);
|
||||
c1 *= vec2( 1.0, fg_BufferSize.y / fg_BufferSize.x );
|
||||
float r = length(c1);
|
||||
|
||||
c1 += c1 * dot(distortionFactor.xy, vec2(r*r, r*r*r*r));
|
||||
c1 /= distortionFactor.z;
|
||||
|
||||
c1 *= vec2( 1.0, fg_BufferSize.x / fg_BufferSize.y );
|
||||
c1 = c1 * .5 + .5;
|
||||
|
||||
if (colorFringe) {
|
||||
c2 = 2.0 * initialCoords - vec2(1.,1.);
|
||||
c2 *= vec2( 1.0, fg_BufferSize.y / fg_BufferSize.x );
|
||||
r = length(c2);
|
||||
|
||||
c2 += c2 * dot(distortionFactor.xy*colorFringeFactor, vec2(r*r, r*r*r*r));
|
||||
c2 /= distortionFactor.z;
|
||||
|
||||
c2 *= vec2( 1.0, fg_BufferSize.x / fg_BufferSize.y );
|
||||
c2 = c2 * .5 + .5;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 dirt = vec3(1.0);
|
||||
if (filmWear) {
|
||||
dirt = texture2D(film_tex, initialCoords*vec2( 1.0, fg_BufferSize.y / fg_BufferSize.x ) + vec2(0.0, osg_SimulationTime * 7.7)).rgb;
|
||||
}
|
||||
|
||||
vec4 color = texture2D( lighting_tex, c1 );
|
||||
if (bloomEnabled && bloomBuffers)
|
||||
color += bloomStrength * texture2D( bloom_tex, c1 );
|
||||
|
||||
if (distortion && colorFringe) {
|
||||
color.g = texture2D( lighting_tex, c2 ).g;
|
||||
if (bloomEnabled && bloomBuffers)
|
||||
color.g += bloomStrength * texture2D( bloom_tex, c2 ).g;
|
||||
}
|
||||
|
||||
if (colorShift) {
|
||||
vec3 col2;
|
||||
col2.r = dot(color.rgb, redShift);
|
||||
col2.g = dot(color.rgb, greenShift);
|
||||
col2.b = dot(color.rgb, blueShift);
|
||||
color.rgb = col2;
|
||||
}
|
||||
|
||||
if (vignette) {
|
||||
vec2 c = 2.0 * initialCoords - vec2(1.,1.);
|
||||
c = c * vec2( 1.0, fg_BufferSize.y / fg_BufferSize.x );
|
||||
float l = length(c);
|
||||
float f = smoothstep( innerCircle, innerCircle * outerCircle, l );
|
||||
color.rgb = (1.0 - f) * color.rgb;
|
||||
}
|
||||
// if ((osg_FrameNumber % 6) == 0)
|
||||
// f = 1.0;
|
||||
|
||||
gl_FragColor = color * vec4(dirt, 1.0);
|
||||
}
|
|
@ -15,11 +15,13 @@ void main() {
|
|||
|
||||
// Position and scaling
|
||||
vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
|
||||
float sr = sin(gl_FogCoord);
|
||||
float cr = cos(gl_FogCoord);
|
||||
float sr = sin(gl_FogCoord + gl_Color.x);
|
||||
float cr = cos(gl_FogCoord + gl_Color.x);
|
||||
|
||||
// Rotation of the generic quad to specific one for the tree.
|
||||
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
|
||||
|
||||
// Move to correct location (stored in gl_Color)
|
||||
position = position + gl_Color.xyz;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
|
||||
|
||||
|
|
|
@ -6,7 +6,6 @@ uniform sampler2D bufferNE_tex;
|
|||
uniform sampler2D bufferSW_tex;
|
||||
uniform sampler2D bufferSE_tex;
|
||||
|
||||
uniform float exposure;
|
||||
uniform bool showBuffers;
|
||||
|
||||
uniform bool bloomEnabled;
|
||||
|
@ -18,14 +17,6 @@ uniform bool bufferNE_enabled;
|
|||
uniform bool bufferSW_enabled;
|
||||
uniform bool bufferSE_enabled;
|
||||
|
||||
vec3 HDR(vec3 L) {
|
||||
L = L * exposure;
|
||||
L.r = L.r < 1.413 ? pow(L.r * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.r);
|
||||
L.g = L.g < 1.413 ? pow(L.g * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.g);
|
||||
L.b = L.b < 1.413 ? pow(L.b * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.b);
|
||||
return L;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 coords = gl_TexCoord[0].xy;
|
||||
vec4 color;
|
||||
|
@ -42,13 +33,11 @@ void main() {
|
|||
color = texture2D( lighting_tex, coords );
|
||||
if (bloomEnabled && bloomBuffers)
|
||||
color = color + bloomStrength * texture2D( bloom_tex, coords );
|
||||
//color = vec4( HDR( color.rgb ), 1.0 );
|
||||
}
|
||||
} else {
|
||||
color = texture2D( lighting_tex, coords );
|
||||
if (bloomEnabled && bloomBuffers)
|
||||
color = color + bloomStrength * texture2D( bloom_tex, coords );
|
||||
//color = vec4( HDR( color.rgb ), 1.0 );
|
||||
}
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
|
|
@ -56,8 +56,8 @@ void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad)
|
|||
float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts;
|
||||
|
||||
//combine relative speeds north and east to get relative windspeed in kts
|
||||
rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2)
|
||||
+ pow(abs(rel_wind_speed_from_north_kts), 2));
|
||||
rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2.0)
|
||||
+ pow(abs(rel_wind_speed_from_north_kts), 2.0));
|
||||
|
||||
//calculate the relative wind direction
|
||||
float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts));
|
||||
|
@ -79,8 +79,8 @@ void main()
|
|||
{
|
||||
mat4 RotationMatrix;
|
||||
|
||||
float relWindspd=0;
|
||||
float relWinddir=0;
|
||||
float relWindspd=0.0;
|
||||
float relWinddir=0.0;
|
||||
|
||||
// compute relative wind speed and direction
|
||||
relWind (relWindspd, relWinddir);
|
||||
|
@ -93,9 +93,9 @@ void main()
|
|||
vec4 pos = gl_Vertex;
|
||||
vec4 oldpos = gl_Vertex;
|
||||
|
||||
float freq = (10 * relWindspd) + 10;
|
||||
float freq = (10.0 * relWindspd) + 10.0;
|
||||
pos.y = sin((pos.x * 5.0 + tsec * freq )/5.0) * 0.5 ;
|
||||
pos.y += sin((pos.z * 5.0 + tsec * freq/2)/5.0) * 0.125 ;
|
||||
pos.y += sin((pos.z * 5.0 + tsec * freq/2.0)/5.0) * 0.125 ;
|
||||
|
||||
pos.y *= pow(pos.x - Offset, 2.0) * AmpFactor;
|
||||
|
||||
|
|
42
Shaders/night-vision.frag
Normal file
42
Shaders/night-vision.frag
Normal file
|
@ -0,0 +1,42 @@
|
|||
// Night vision effect inspired by http://www.geeks3d.com/20091009/shader-library-night-vision-post-processing-filter-glsl/
|
||||
|
||||
uniform sampler2D color_tex;
|
||||
uniform sampler2D lighting_tex;
|
||||
uniform sampler2D bloom_tex;
|
||||
uniform sampler2D spec_emis_tex;
|
||||
uniform sampler2D noise_tex;
|
||||
|
||||
uniform bool bloomEnabled;
|
||||
uniform float bloomStrength;
|
||||
uniform bool bloomBuffers;
|
||||
|
||||
uniform vec2 fg_BufferSize;
|
||||
uniform float osg_SimulationTime;
|
||||
|
||||
void main() {
|
||||
vec2 coords = gl_TexCoord[0].xy;
|
||||
vec4 color;
|
||||
vec2 uv;
|
||||
uv.x = 0.4*sin(osg_SimulationTime*50.0);
|
||||
uv.y = 0.4*cos(osg_SimulationTime*50.0);
|
||||
vec3 n = texture2D(noise_tex, (coords*3.5) + uv).rgb;
|
||||
|
||||
vec2 c1 = coords + (n.xy*0.005);
|
||||
color = texture2D( lighting_tex, c1 );
|
||||
if (bloomEnabled && bloomBuffers)
|
||||
color = color + bloomStrength * texture2D( bloom_tex, c1 );
|
||||
|
||||
float lum = dot(color.rgb, vec3(.3, .59, .11));
|
||||
color.rgb *= (4.0 - 3.0*smoothstep(0.2, 0.3, lum));
|
||||
|
||||
// color.rgb += texture2D( spec_emis_tex, c1 ).b;
|
||||
// color.rgb += texture2D( bloom_tex, c1 ).rgb;
|
||||
color.rgb = (color.rgb + (n*0.2)) * vec3(0.1, 0.95, 0.2);
|
||||
|
||||
vec2 c = 2.0 * coords - vec2(1.,1.);
|
||||
c = c * vec2( 1.0, fg_BufferSize.y / fg_BufferSize.x );
|
||||
float l = length(c);
|
||||
float f = smoothstep( 0.7, 1.1, l );
|
||||
color.rgb = (1 - f) * color.rgb;
|
||||
gl_FragColor = color;
|
||||
}
|
|
@ -1,63 +0,0 @@
|
|||
#version 120
|
||||
uniform sampler2D normal_tex;
|
||||
uniform sampler2D depth_tex;
|
||||
uniform sampler2D spec_emis_tex;
|
||||
uniform sampler3D noise_tex;
|
||||
uniform vec2 fg_BufferSize;
|
||||
uniform vec3 fg_Planes;
|
||||
uniform vec4 fg_du;
|
||||
uniform vec4 fg_dv;
|
||||
uniform float g_scale;
|
||||
uniform float g_bias;
|
||||
uniform float g_intensity;
|
||||
uniform float g_sample_rad;
|
||||
uniform float random_size;
|
||||
uniform int osg_FrameNumber;
|
||||
|
||||
varying vec4 ray;
|
||||
|
||||
const vec2 v[4] = vec2[](vec2(1.0,0.0),vec2(-1.0,0.0),vec2(0.0,1.0),vec2(0.0,-1.0));
|
||||
|
||||
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
|
||||
vec3 normal_decode(vec2 enc);
|
||||
|
||||
vec2 getRandom( in vec2 uv ) {
|
||||
int level = osg_FrameNumber - ((osg_FrameNumber / 64) * 64);
|
||||
return normalize( texture3D( noise_tex, vec3(uv*50.0, float(level) / 64.0) ).xy * 0.14 - 0.07 );
|
||||
}
|
||||
vec3 getPosition(in vec2 uv, in vec2 uv0, in vec4 ray0) {
|
||||
vec2 duv = uv - uv0;
|
||||
vec4 ray = ray0 + fg_du * duv.x + fg_dv * duv.y;
|
||||
vec3 viewDir = normalize( ray.xyz );
|
||||
return position(viewDir, uv, depth_tex);
|
||||
}
|
||||
float doAmbientOcclusion(in vec2 tcoord, in vec2 uv, in vec3 p, in vec3 cnorm, in vec4 ray) {
|
||||
vec3 diff = getPosition(tcoord+uv,tcoord,ray)-p;
|
||||
float d = length(diff);
|
||||
vec3 v = diff / d;
|
||||
d *= g_scale;
|
||||
return max(0.0, dot( cnorm,v ) - g_bias) * (1.0/(1.0+d)) * g_intensity;
|
||||
}
|
||||
void main() {
|
||||
vec2 coords = gl_TexCoord[0].xy;
|
||||
float initialized = texture2D( spec_emis_tex, coords ).a;
|
||||
if ( initialized < 0.1 )
|
||||
discard;
|
||||
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
|
||||
vec3 viewDir = normalize(ray.xyz);
|
||||
vec3 pos = position(viewDir, coords, depth_tex);
|
||||
vec2 rand = getRandom(coords);
|
||||
float ao = 0.0;
|
||||
float rad = g_sample_rad;
|
||||
int iterations = 4;
|
||||
for (int j = 0; j < 1; ++j ) {
|
||||
vec2 coord1 = reflect( v[j], rand ) * rad;
|
||||
vec2 coord2 = vec2( coord1.x*0.707 - coord1.y*0.707, coord1.x*0.707 + coord1.y*0.707 );
|
||||
ao += doAmbientOcclusion(coords,coord1*0.25,pos,normal,ray);
|
||||
ao += doAmbientOcclusion(coords,coord2*0.5,pos,normal,ray);
|
||||
ao += doAmbientOcclusion(coords,coord1*0.75,pos,normal,ray);
|
||||
ao += doAmbientOcclusion(coords,coord2,pos,normal,ray);
|
||||
}
|
||||
ao /= 16.0;
|
||||
gl_FragColor = vec4( vec3(1.0 - ao), 1.0 );
|
||||
}
|
|
@ -13,7 +13,7 @@ uniform float g_bias;
|
|||
uniform float g_intensity;
|
||||
uniform float g_sample_rad;
|
||||
uniform float random_size;
|
||||
uniform unsigned int osg_FrameNumber;
|
||||
uniform float osg_SimulationTime;
|
||||
|
||||
varying vec4 ray;
|
||||
|
||||
|
@ -23,8 +23,8 @@ vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
|
|||
vec3 normal_decode(vec2 enc);
|
||||
|
||||
vec2 getRandom( in vec2 uv ) {
|
||||
unsigned int level = osg_FrameNumber - ((osg_FrameNumber / 64U) * 64U);
|
||||
return normalize( texture3D( noise_tex, vec3(uv*50.0, float(level) / 64.0) ).xy * 0.14 - 0.07 );
|
||||
float level = osg_SimulationTime - float(int(osg_SimulationTime));
|
||||
return normalize( texture3D( noise_tex, vec3(uv*50.0, level) ).xy * 0.14 - 0.07 );
|
||||
}
|
||||
vec3 getPosition(in vec2 uv, in vec2 uv0, in vec4 ray0) {
|
||||
vec2 duv = uv - uv0;
|
||||
|
|
|
@ -5,23 +5,16 @@
|
|||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
varying vec4 rawPos;
|
||||
varying vec3 rawPos;
|
||||
//varying vec3 ecViewdir;
|
||||
|
||||
|
||||
//varying vec3 hazeColor;
|
||||
//varying float fogCoord;
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform sampler3D NoiseTex;
|
||||
uniform sampler2D snow_texture;
|
||||
uniform sampler2D detail_texture;
|
||||
uniform sampler2D mix_texture;
|
||||
|
||||
//varying float ct;
|
||||
//varying float delta_z;
|
||||
//varying float alt;
|
||||
|
||||
varying float earthShade;
|
||||
//varying float yprime;
|
||||
//varying float vertex_alt;
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
varying float steepness;
|
||||
|
@ -30,37 +23,81 @@ varying float steepness;
|
|||
uniform float visibility;
|
||||
uniform float avisibility;
|
||||
uniform float scattering;
|
||||
//uniform float ground_scattering;
|
||||
uniform float terminator;
|
||||
uniform float terrain_alt;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float overcast;
|
||||
//uniform float altitude;
|
||||
uniform float eye_alt;
|
||||
uniform float mysnowlevel;
|
||||
uniform float snowlevel;
|
||||
uniform float dust_cover_factor;
|
||||
uniform float wetness;
|
||||
uniform float fogstructure;
|
||||
uniform int quality_level;
|
||||
uniform int tquality_level;
|
||||
|
||||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
||||
float alt;
|
||||
float eShade;
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
return dot(vec3(0.212671, 0.715160, 0.072169), color);
|
||||
|
||||
|
||||
float rand2D(in vec2 co){
|
||||
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
float cosine_interpolate(in float a, in float b, in float x)
|
||||
{
|
||||
float ft = x * 3.1415927;
|
||||
float f = (1.0 - cos(ft)) * .5;
|
||||
|
||||
return a*(1.0-f) + b*f;
|
||||
}
|
||||
|
||||
float simple_interpolate(in float a, in float b, in float x)
|
||||
{
|
||||
return a + smoothstep(0.0,1.0,x) * (b-a);
|
||||
//return mix(a,b,x);
|
||||
}
|
||||
|
||||
float interpolatedNoise2D(in float x, in float y)
|
||||
{
|
||||
float integer_x = x - fract(x);
|
||||
float fractional_x = x - integer_x;
|
||||
|
||||
float integer_y = y - fract(y);
|
||||
float fractional_y = y - integer_y;
|
||||
|
||||
float v1 = rand2D(vec2(integer_x, integer_y));
|
||||
float v2 = rand2D(vec2(integer_x+1.0, integer_y));
|
||||
float v3 = rand2D(vec2(integer_x, integer_y+1.0));
|
||||
float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
|
||||
|
||||
float i1 = simple_interpolate(v1 , v2 , fractional_x);
|
||||
float i2 = simple_interpolate(v3 , v4 , fractional_x);
|
||||
|
||||
return simple_interpolate(i1 , i2 , fractional_y);
|
||||
}
|
||||
|
||||
|
||||
float Noise2D(in vec2 coord, in float wavelength)
|
||||
{
|
||||
return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
x = x - 0.5;
|
||||
|
||||
// use the asymptotics to shorten computations
|
||||
if (x > 30.0) {return e;}
|
||||
if (x < -15.0) {return 0.0;}
|
||||
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
x = x - 0.5;
|
||||
|
||||
// use the asymptotics to shorten computations
|
||||
if (x > 30.0) {return e;}
|
||||
if (x < -15.0) {return 0.0;}
|
||||
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
}
|
||||
|
||||
// this determines how light is attenuated in the distance
|
||||
|
@ -69,283 +106,387 @@ return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
|||
|
||||
float fog_func (in float targ)
|
||||
{
|
||||
|
||||
|
||||
float fade_mix;
|
||||
|
||||
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
|
||||
// create the illusion of improved visibility range
|
||||
|
||||
targ = 1.25 * targ; // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
if (alt < 30000.0)
|
||||
{return exp(-targ - targ * targ * targ * targ);}
|
||||
else if (alt < 50000.0)
|
||||
{
|
||||
fade_mix = (alt - 30000.0)/20000.0;
|
||||
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
|
||||
float fade_mix;
|
||||
|
||||
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
|
||||
// create the illusion of improved visibility range
|
||||
|
||||
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
if (alt < 30000.0) {
|
||||
return exp(-targ - targ * targ * targ * targ);
|
||||
}
|
||||
else
|
||||
{
|
||||
return exp(- targ * targ - pow(targ,4.0));
|
||||
else if (alt < 50000.0) {
|
||||
fade_mix = (alt - 30000.0)/20000.0;
|
||||
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
|
||||
}
|
||||
|
||||
else {
|
||||
return exp(- targ * targ - pow(targ,4.0));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
// this is taken from default.frag
|
||||
float dist = length(relPos);
|
||||
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
vec4 color = gl_Color;
|
||||
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||||
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
||||
//vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));
|
||||
vec4 texel;
|
||||
vec4 snow_texel;
|
||||
vec4 detail_texel;
|
||||
vec4 mix_texel;
|
||||
vec4 fragColor;
|
||||
vec4 specular = vec4(0.0);
|
||||
float intensity;
|
||||
|
||||
|
||||
|
||||
vec4 light_specular = gl_LightSource[0].specular;
|
||||
|
||||
// If gl_Color.a == 0, this is a back-facing polygon and the
|
||||
// normal should be reversed.
|
||||
n = (2.0 * gl_Color.a - 1.0) * normal;
|
||||
n = normalize(n);
|
||||
|
||||
NdotL = dot(n, lightDir);
|
||||
if (NdotL > 0.0) {
|
||||
color += diffuse_term * NdotL;
|
||||
NdotHV = max(dot(n, halfVector), 0.0);
|
||||
if (gl_FrontMaterial.shininess > 0.0)
|
||||
specular.rgb = (gl_FrontMaterial.specular.rgb
|
||||
* light_specular.rgb
|
||||
* pow(NdotHV, gl_FrontMaterial.shininess));
|
||||
}
|
||||
color.a = diffuse_term.a;
|
||||
// This shouldn't be necessary, but our lighting becomes very
|
||||
// saturated. Clamping the color before modulating by the texture
|
||||
// is closer to what the OpenGL fixed function pipeline does.
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
snow_texel = texture2D(snow_texture, gl_TexCoord[0].st);
|
||||
|
||||
|
||||
// this is the snow and dust generating part, ger some noise vectors
|
||||
vec4 noisevec = texture3D(NoiseTex, (rawPos.xyz)*0.003); // small scale noise
|
||||
//vec4 nvL = texture3D(NoiseTex, (rawPos.xyz)*0.00066);
|
||||
vec4 nvL = texture3D(NoiseTex, (rawPos.xyz)*0.0001); // large scale noise
|
||||
vec4 nvR = texture3D(NoiseTex, (rawPos.xyz)*0.00003); // really large scale noise
|
||||
|
||||
//float ns=0.06;
|
||||
// ns += nvL[0]*0.4;
|
||||
//ns += nvL[1]*0.6;
|
||||
//ns += nvL[2]*2.0;
|
||||
//ns += nvL[3]*4.0;
|
||||
//ns += noisevec[0]*0.1;
|
||||
//ns += noisevec[1]*0.4;
|
||||
|
||||
//ns += noisevec[2]*0.8;
|
||||
//ns += noisevec[3]*2.1;
|
||||
|
||||
// gradient effect for snow
|
||||
|
||||
|
||||
// mix dust
|
||||
vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
|
||||
//dust_color.rgb = dust_color.rgb * nvL[1];
|
||||
|
||||
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * nvL[1],0.0, 1.0) );
|
||||
|
||||
|
||||
float snow_alpha = smoothstep(0.7, 0.8, abs(steepness));
|
||||
|
||||
//vec4 snow_texel = clamp(ns+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0);
|
||||
//snow_texel.a = snow_alpha * snow_texel.a;
|
||||
|
||||
|
||||
|
||||
// mix snow
|
||||
texel = mix(texel, snow_texel, smoothstep(mysnowlevel, mysnowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noisevec[1] * abs(noisevec[1])+ nvL[1])*1500.0));
|
||||
|
||||
// gradient
|
||||
//fragColor = mix(vec4(ns-0.30, ns-0.29, ns-0.37, 1.0), fragColor, smoothstep(0.0, 0.40, steepness));// +nvL[2]*1.3));
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
|
||||
// here comes the terrain haze model
|
||||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float dist = length(relPos);
|
||||
|
||||
|
||||
if (dist > 40.0)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
||||
|
||||
float transmission;
|
||||
float vAltitude;
|
||||
float delta_zv;
|
||||
float H;
|
||||
float distance_in_layer;
|
||||
float transmission_arg;
|
||||
|
||||
// angle with horizon
|
||||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
|
||||
|
||||
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
||||
|
||||
if (delta_z > 0.0) // we're inside the layer
|
||||
|
||||
// get noise at different wavelengths
|
||||
|
||||
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
|
||||
// 50m: detail texel
|
||||
// 250m: detail texel
|
||||
// 500m: distortion and overlay
|
||||
// 1500m: overlay, detail, dust, fog
|
||||
// 2000m: overlay, detail, snow, fog
|
||||
|
||||
float noise_10m;
|
||||
float noise_5m;
|
||||
noise_10m = Noise2D(rawPos.xy, 10.0);
|
||||
noise_5m = Noise2D(rawPos.xy ,5.0);
|
||||
|
||||
float noisegrad_10m;
|
||||
float noisegrad_5m;
|
||||
|
||||
float noise_50m;
|
||||
float noise_250m;
|
||||
float noise_500m = Noise2D(rawPos.xy, 500.0);
|
||||
float noise_1500m = Noise2D(rawPos.xy, 1500.0);
|
||||
float noise_2000m = Noise2D(rawPos.xy, 2000.0);
|
||||
|
||||
//
|
||||
// get the texels
|
||||
|
||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
|
||||
float distortion_factor = 1.0;
|
||||
vec2 stprime;
|
||||
int flag = 1;
|
||||
int mix_flag = 1;
|
||||
|
||||
if (quality_level > 3)
|
||||
{
|
||||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
{
|
||||
H = dist * ct;
|
||||
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
|
||||
else {distance_in_layer = dist;}
|
||||
vAltitude = min(distance_in_layer,visibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
}
|
||||
else // we see the layer from above, delta_z < 0.0
|
||||
{
|
||||
H = dist * -ct;
|
||||
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
||||
{
|
||||
distance_in_layer = 0.0;
|
||||
delta_zv = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vAltitude = H + delta_z;
|
||||
distance_in_layer = vAltitude/H * dist;
|
||||
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
||||
delta_zv = vAltitude;
|
||||
}
|
||||
snow_texel = texture2D(snow_texture, gl_TexCoord[0].st);
|
||||
}
|
||||
|
||||
|
||||
// ground haze cannot be thinner than aloft visibility in the model,
|
||||
// so we need to use aloft visibility otherwise
|
||||
|
||||
|
||||
transmission_arg = (dist-distance_in_layer)/avisibility;
|
||||
|
||||
|
||||
float eqColorFactor;
|
||||
|
||||
//float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, relPos.z + eye_alt);
|
||||
|
||||
|
||||
if (visibility < avisibility)
|
||||
if (tquality_level > 2)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 0.8 * visibility * fogstructure * (( 0.4 * nvL[1] + 0.6 * nvR[1]) -0.1) ));
|
||||
//transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -scattering);
|
||||
|
||||
mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3);
|
||||
if (mix_texel.a <0.1) {mix_flag = 0;}
|
||||
}
|
||||
else
|
||||
|
||||
|
||||
if (tquality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 0.8 * avisibility * fogstructure * (( 0.4 * nvL[1] + 0.6 * nvR[1]) -0.1) ));
|
||||
//transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -scattering);
|
||||
stprime = vec2 (0.86*gl_TexCoord[0].s + 0.5*gl_TexCoord[0].t, 0.5*gl_TexCoord[0].s - 0.86*gl_TexCoord[0].t);
|
||||
//distortion_factor = 0.9375 + (1.0 * nvL[2]);
|
||||
distortion_factor = 0.97 + 0.06 * noise_500m;
|
||||
stprime = stprime * distortion_factor * 15.0;
|
||||
if (quality_level > 4)
|
||||
{
|
||||
stprime = stprime + normalize(relPos).xy * 0.02 * (noise_10m + 0.5 * noise_5m - 0.75);
|
||||
}
|
||||
detail_texel = texture2D(detail_texture, stprime);
|
||||
if (detail_texel.a <0.1) {flag = 0;}
|
||||
}
|
||||
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg);
|
||||
|
||||
// there's always residual intensity, we should never be driven to zero
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
vec3 hazeColor;
|
||||
|
||||
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
|
||||
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
|
||||
|
||||
// now dim the light for haze
|
||||
earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
|
||||
// Mie-like factor
|
||||
|
||||
if (lightArg < 5.0)
|
||||
{intensity = length(hazeColor);
|
||||
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
||||
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)) );
|
||||
|
||||
|
||||
// texture preparation according to detail level
|
||||
|
||||
// mix in hires texture patches
|
||||
|
||||
float dist_fact;
|
||||
float nSum;
|
||||
float mix_factor;
|
||||
|
||||
if (tquality_level > 2)
|
||||
{
|
||||
// first the second texture overlay
|
||||
|
||||
|
||||
if (mix_flag == 1)
|
||||
{
|
||||
nSum = nSum + 0.2 * (2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
|
||||
nSum = nSum + 0.2 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
|
||||
mix_factor = smoothstep(0.5, 0.54, nSum);
|
||||
texel = mix(texel, mix_texel, mix_factor);
|
||||
}
|
||||
|
||||
// then the detail texture overlay
|
||||
}
|
||||
|
||||
if (tquality_level > 3)
|
||||
{
|
||||
if (dist < 40000.0)
|
||||
{
|
||||
if (flag == 1)
|
||||
{
|
||||
noise_50m = Noise2D(rawPos.xy, 50.0);
|
||||
noise_250m = Noise2D(rawPos.xy, 250.0);
|
||||
dist_fact = 0.1 * smoothstep(15000.0,40000.0, dist) - 0.03 * (1.0 - smoothstep(500.0,5000.0, dist));
|
||||
nSum = ((1.0 -noise_2000m) + noise_1500m + 2.0 * noise_250m +noise_50m)/5.0;
|
||||
nSum = nSum - 0.03 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
|
||||
mix_factor = smoothstep(0.47, 0.54, nSum - dist_fact);
|
||||
if (mix_factor > 0.8) {mix_factor = 0.8;}
|
||||
texel = mix(texel, detail_texel,mix_factor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
vec4 dust_color;
|
||||
float snow_alpha;
|
||||
|
||||
if (quality_level > 3)
|
||||
{
|
||||
// mix dust
|
||||
dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
|
||||
|
||||
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
|
||||
|
||||
// mix snow
|
||||
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
|
||||
texel = mix(texel, snow_texel, smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
|
||||
}
|
||||
|
||||
|
||||
|
||||
// get distribution of water when terrain is wet
|
||||
|
||||
float water_threshold1;
|
||||
float water_threshold2;
|
||||
float water_factor =0.0;
|
||||
|
||||
|
||||
if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
||||
{
|
||||
water_threshold1 = 1.0-0.5* wetness;
|
||||
water_threshold2 = 1.0 - 0.3 * wetness;
|
||||
water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness));
|
||||
}
|
||||
|
||||
// darken wet terrain
|
||||
|
||||
texel.rgb = texel.rgb * (1.0 - 0.6 * wetness);
|
||||
|
||||
|
||||
// light computations
|
||||
|
||||
|
||||
vec4 light_specular = gl_LightSource[0].specular;
|
||||
|
||||
// If gl_Color.a == 0, this is a back-facing polygon and the
|
||||
// normal should be reversed.
|
||||
n = (2.0 * gl_Color.a - 1.0) * normal;
|
||||
n = normalize(n);
|
||||
|
||||
NdotL = dot(n, lightDir);
|
||||
if ((tquality_level > 3) && (mix_flag ==1)&& (dist < 2000.0) && (quality_level > 4))
|
||||
{
|
||||
noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05;
|
||||
noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05;
|
||||
NdotL = NdotL + 1.0 * (noisegrad_10m + 0.5* noisegrad_5m) * mix_factor/0.8 * (1.0 - smoothstep(1000.0, 2000.0, dist));
|
||||
}
|
||||
if (NdotL > 0.0) {
|
||||
color += diffuse_term * NdotL;
|
||||
NdotHV = max(dot(n, halfVector), 0.0);
|
||||
if (gl_FrontMaterial.shininess > 0.0) {
|
||||
specular.rgb = ((gl_FrontMaterial.specular.rgb + (water_factor * vec3 (1.0, 1.0, 1.0)))
|
||||
* light_specular.rgb
|
||||
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
|
||||
}
|
||||
}
|
||||
color.a = diffuse_term.a;
|
||||
// This shouldn't be necessary, but our lighting becomes very
|
||||
// saturated. Clamping the color before modulating by the texture
|
||||
// is closer to what the OpenGL fixed function pipeline does.
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
|
||||
|
||||
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
|
||||
// here comes the terrain haze model
|
||||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
|
||||
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
|
||||
//if ((gl_FragCoord.y > ylimit) || (gl_FragCoord.x < zlimit1) || (gl_FragCoord.x > zlimit2))
|
||||
//if (dist > 40.0)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
||||
|
||||
float transmission;
|
||||
float vAltitude;
|
||||
float delta_zv;
|
||||
float H;
|
||||
float distance_in_layer;
|
||||
float transmission_arg;
|
||||
|
||||
// angle with horizon
|
||||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
|
||||
|
||||
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
||||
|
||||
if (delta_z > 0.0) // we're inside the layer
|
||||
{
|
||||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
{
|
||||
H = dist * ct;
|
||||
if (H > delta_z) {
|
||||
distance_in_layer = dist/H * delta_z;
|
||||
}
|
||||
else {
|
||||
distance_in_layer = dist;
|
||||
}
|
||||
vAltitude = min(distance_in_layer,visibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
}
|
||||
else // we see the layer from above, delta_z < 0.0
|
||||
{
|
||||
H = dist * -ct;
|
||||
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
||||
{
|
||||
distance_in_layer = 0.0;
|
||||
delta_zv = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vAltitude = H + delta_z;
|
||||
distance_in_layer = vAltitude/H * dist;
|
||||
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
||||
delta_zv = vAltitude;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ground haze cannot be thinner than aloft visibility in the model,
|
||||
// so we need to use aloft visibility otherwise
|
||||
|
||||
|
||||
transmission_arg = (dist-distance_in_layer)/avisibility;
|
||||
|
||||
|
||||
float eqColorFactor;
|
||||
|
||||
|
||||
|
||||
if (visibility < avisibility)
|
||||
{
|
||||
if (quality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
||||
}
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -scattering);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (quality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
||||
}
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -scattering);
|
||||
}
|
||||
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg);
|
||||
|
||||
// there's always residual intensity, we should never be driven to zero
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
vec3 hazeColor;
|
||||
|
||||
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
|
||||
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
|
||||
|
||||
// now dim the light for haze
|
||||
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
|
||||
// Mie-like factor
|
||||
|
||||
if (lightArg < 5.0)
|
||||
{
|
||||
intensity = length(hazeColor);
|
||||
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
||||
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)) );
|
||||
}
|
||||
|
||||
// high altitude desaturation of the haze color
|
||||
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
||||
|
||||
// blue hue of haze
|
||||
|
||||
hazeColor.x = hazeColor.x * 0.83;
|
||||
hazeColor.y = hazeColor.y * 0.9;
|
||||
|
||||
|
||||
// additional blue in indirect light
|
||||
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
||||
|
||||
// change haze color to blue hue for strong fogging
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,eqColorFactor))));
|
||||
|
||||
|
||||
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||||
|
||||
float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||||
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
|
||||
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
else // if dist < threshold no fogging at all
|
||||
{
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
||||
// high altitude desaturation of the haze color
|
||||
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
||||
|
||||
// blue hue of haze
|
||||
|
||||
hazeColor.x = hazeColor.x * 0.83;
|
||||
hazeColor.y = hazeColor.y * 0.9;
|
||||
|
||||
|
||||
// additional blue in indirect light
|
||||
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,earthShade) ));
|
||||
|
||||
// change haze color to blue hue for strong fogging
|
||||
//intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,eqColorFactor))));
|
||||
|
||||
|
||||
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||||
|
||||
float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||||
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
|
||||
// randomness
|
||||
|
||||
//hazeColor.rgb = hazeColor.rgb + 0.2 * hazeColor.rgb * nvL[1];
|
||||
|
||||
// determine the right mix of transmission and haze
|
||||
|
||||
//fragColor.xyz = transmission * fragColor.xyz + (1.0-transmission) * eqColorFactor * hazeColor * earthShade;
|
||||
|
||||
|
||||
//fragColor.rgb = mix(fragColor.rgb, vec3 (1.0, 1.0, 1.0), overcast );
|
||||
|
||||
|
||||
fragColor.xyz = mix(eqColorFactor * hazeColor * earthShade, fragColor.xyz,transmission);
|
||||
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
||||
|
||||
}
|
||||
else // if dist < 40.0 no fogging at all
|
||||
{
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
||||
|
||||
//gl_FragColor.rgb = 5.0 * nvL[1] * vec3 (1.0, 1.0, 1.0);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -21,18 +21,15 @@
|
|||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
varying vec4 rawPos;
|
||||
varying vec3 rawPos;
|
||||
//varying vec3 ecViewdir;
|
||||
|
||||
varying float earthShade;
|
||||
//varying float yprime;
|
||||
//varying float vertex_alt;
|
||||
//varying float earthShade;
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
varying float steepness;
|
||||
|
||||
|
||||
|
||||
|
||||
uniform int colorMode;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float terminator;
|
||||
|
@ -40,8 +37,10 @@ uniform float terrain_alt;
|
|||
uniform float avisibility;
|
||||
uniform float visibility;
|
||||
uniform float overcast;
|
||||
//uniform float scattering;
|
||||
uniform float ground_scattering;
|
||||
uniform float eye_alt;
|
||||
|
||||
float earthShade;
|
||||
|
||||
|
||||
// This is the value used in the skydome scattering shader - use the same here for consistency?
|
||||
|
@ -72,9 +71,10 @@ void main()
|
|||
float vertex_alt;
|
||||
float scattering;
|
||||
|
||||
rawPos = gl_Vertex;
|
||||
rawPos = gl_Vertex.xyz;
|
||||
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
|
||||
|
||||
|
||||
// this code is copied from default.vert
|
||||
|
||||
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
|
@ -98,20 +98,41 @@ void main()
|
|||
// here start computations for the haze layer
|
||||
// we need several geometrical quantities
|
||||
|
||||
// first current altitude of eye position in model space
|
||||
|
||||
// first current altitude of eye position in model space
|
||||
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
|
||||
|
||||
// and relative position to vector
|
||||
relPos = gl_Vertex.xyz - ep.xyz;
|
||||
|
||||
//ecViewdir = (gl_ModelViewMatrix * (ep - gl_Vertex)).xyz;
|
||||
|
||||
// unfortunately, we need the distance in the vertex shader, although the more accurate version
|
||||
// is later computed in the fragment shader again
|
||||
float dist = length(relPos);
|
||||
|
||||
|
||||
// altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
|
||||
vertex_alt = max(gl_Vertex.z,100.0);
|
||||
scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
|
||||
|
||||
|
||||
|
||||
// early culling of vertices which can't be seen due to ground haze despite being in aloft visibility range
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
//if (((dist * (relPos.z - delta_z)/relPos.z > visibility ) && (relPos.z < 0.0) && (delta_z < 0.0) && (dist > 30000.0)))
|
||||
if (0==1)
|
||||
{
|
||||
gl_Position = vec4(0.0, 0.0, -1000.0, 1.0); // move outside of view frustrum, gets culled before reaching fragment shader
|
||||
earthShade = 1.0;
|
||||
mie_angle = 1.0;
|
||||
yprime_alt = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
// branch dependent on daytime
|
||||
|
||||
if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
||||
|
@ -164,13 +185,13 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
|||
// correct ambient light intensity and hue before sunrise
|
||||
if (earthShade < 0.5)
|
||||
{
|
||||
light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
|
||||
light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
|
||||
intensity = length(light_ambient.xyz);
|
||||
|
||||
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) ));
|
||||
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) ));
|
||||
|
||||
intensity = length(light_diffuse.xyz);
|
||||
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) ));
|
||||
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.7,earthShade) ));
|
||||
}
|
||||
|
||||
|
||||
|
@ -224,6 +245,12 @@ else // the faster, full-day version without lightfields
|
|||
}
|
||||
|
||||
|
||||
// a sky/earth irradiation map model - the sky creates much more diffuse radiation than the ground, so
|
||||
// steep faces end up shaded more
|
||||
|
||||
light_ambient = light_ambient * ((1.0+steepness)/2.0 * 1.2 + (1.0-steepness)/2.0 * 0.2);
|
||||
|
||||
|
||||
// default lighting based on texture and material using the light we have just computed
|
||||
|
||||
diffuse_term = diffuse_color* light_diffuse;
|
||||
|
@ -239,5 +266,8 @@ else // the faster, full-day version without lightfields
|
|||
// gl_FrontFacing in the fragment shader.
|
||||
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
|
||||
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -6,18 +6,10 @@ varying vec4 diffuse_term;
|
|||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
|
||||
//varying vec3 hazeColor;
|
||||
//varying float fogCoord;
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
||||
//varying float ct;
|
||||
//varying float delta_z;
|
||||
//varying float alt;
|
||||
|
||||
varying float earthShade;
|
||||
//varying float yprime;
|
||||
//varying float vertex_alt;
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
|
||||
|
@ -37,6 +29,7 @@ const float EarthRadius = 5800000.0;
|
|||
const float terminator_width = 200000.0;
|
||||
|
||||
float alt;
|
||||
float eShade;
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
|
@ -133,8 +126,8 @@ void main()
|
|||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float dist = length(relPos);
|
||||
|
||||
|
||||
if (dist > 40.0)
|
||||
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
|
||||
//if (dist > 40.0)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
@ -231,7 +224,7 @@ hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
|||
|
||||
|
||||
// now dim the light for haze
|
||||
float eShade = earthShade;
|
||||
|
||||
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
|
||||
// Mie-like factor
|
||||
|
@ -271,7 +264,6 @@ hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 4
|
|||
|
||||
// determine the right mix of transmission and haze
|
||||
|
||||
//fragColor.xyz = transmission * fragColor.xyz + (1.0-transmission) * eqColorFactor * hazeColor * earthShade;
|
||||
|
||||
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
|
||||
|
||||
|
|
|
@ -22,7 +22,7 @@ varying vec4 diffuse_term;
|
|||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
|
||||
varying float earthShade;
|
||||
//varying float earthShade;
|
||||
//varying float yprime;
|
||||
//varying float vertex_alt;
|
||||
varying float yprime_alt;
|
||||
|
@ -46,6 +46,9 @@ uniform float ground_scattering;
|
|||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
||||
|
||||
float earthShade;
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
//x = x - 0.5;
|
||||
|
@ -159,13 +162,13 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
|||
// correct ambient light intensity and hue before sunrise
|
||||
if (earthShade < 0.5)
|
||||
{
|
||||
light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
|
||||
light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
|
||||
intensity = length(light_ambient.xyz);
|
||||
|
||||
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) ));
|
||||
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) ));
|
||||
|
||||
intensity = length(light_diffuse.xyz);
|
||||
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) ));
|
||||
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.7,earthShade) ));
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -3,8 +3,6 @@
|
|||
// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
|
||||
// © Emilian Huminiuc 2011
|
||||
|
||||
// Ambient term comes in gl_Color.rgb.
|
||||
|
||||
#version 120
|
||||
|
||||
varying vec4 RawPos;
|
||||
|
@ -69,10 +67,12 @@ void main()
|
|||
if (gl_FrontMaterial.shininess > 0.0)
|
||||
specular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pf;
|
||||
|
||||
vec4 diffuseColor = gl_FrontMaterial.emission +
|
||||
vec4(1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient) +
|
||||
Diffuse * gl_FrontMaterial.diffuse;
|
||||
|
||||
// vec4 diffuseColor = gl_FrontMaterial.emission +
|
||||
// vec4(1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient) +
|
||||
// Diffuse * gl_FrontMaterial.diffuse;
|
||||
vec4 ambientColor = gl_LightModel.ambient + gl_LightSource[0].ambient;
|
||||
//vec4 diffuseColor = gl_Color + Diffuse * gl_FrontMaterial.diffuse + ambientColor;
|
||||
vec4 diffuseColor = vec4(Diffuse) + ambientColor; //ATI workaround
|
||||
diffuseColor += specular * gl_FrontMaterial.specular;
|
||||
|
||||
// This shouldn't be necessary, but our lighting becomes very
|
||||
|
|
|
@ -1,23 +1,15 @@
|
|||
// -*-C++-*-
|
||||
|
||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||
// Ambient term comes in gl_Color.rgb.
|
||||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
|
||||
|
||||
|
||||
varying vec3 relPos;
|
||||
|
||||
//varying vec3 hazeColor;
|
||||
//varying float fogCoord;
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
||||
//varying float ct;
|
||||
//varying float delta_z;
|
||||
//varying float alt;
|
||||
|
||||
varying float earthShade;
|
||||
//varying float yprime;
|
||||
//varying float vertex_alt;
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
|
||||
|
@ -25,14 +17,13 @@ varying float mie_angle;
|
|||
uniform float visibility;
|
||||
uniform float avisibility;
|
||||
uniform float scattering;
|
||||
//uniform float ground_scattering;
|
||||
uniform float terminator;
|
||||
uniform float terrain_alt;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float overcast;
|
||||
//uniform float altitude;
|
||||
uniform float eye_alt;
|
||||
|
||||
|
||||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
||||
|
@ -68,7 +59,7 @@ float fade_mix;
|
|||
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
|
||||
// create the illusion of improved visibility range
|
||||
|
||||
targ = 1.25 * targ; // need to sync with the distance to which terrain is drawn
|
||||
targ = 1.25 * targ * smoothstep(0.07,0.1,targ); // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
if (alt < 30000.0)
|
||||
|
@ -88,43 +79,13 @@ else
|
|||
void main()
|
||||
{
|
||||
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
vec4 color = gl_Color;
|
||||
|
||||
|
||||
|
||||
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||||
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
||||
vec4 texel;
|
||||
vec4 fragColor;
|
||||
vec4 specular = vec4(0.0);
|
||||
float intensity;
|
||||
|
||||
|
||||
|
||||
vec4 light_specular = gl_LightSource[0].specular;
|
||||
|
||||
// If gl_Color.a == 0, this is a back-facing polygon and the
|
||||
// normal should be reversed.
|
||||
n = (2.0 * gl_Color.a - 1.0) * normal;
|
||||
n = normalize(n);
|
||||
|
||||
NdotL = dot(n, lightDir);
|
||||
if (NdotL > 0.0) {
|
||||
color += diffuse_term * NdotL;
|
||||
NdotHV = max(dot(n, halfVector), 0.0);
|
||||
if (gl_FrontMaterial.shininess > 0.0)
|
||||
specular.rgb = (gl_FrontMaterial.specular.rgb
|
||||
* light_specular.rgb
|
||||
* pow(NdotHV, gl_FrontMaterial.shininess));
|
||||
}
|
||||
color.a = diffuse_term.a;
|
||||
// This shouldn't be necessary, but our lighting becomes very
|
||||
// saturated. Clamping the color before modulating by the texture
|
||||
// is closer to what the OpenGL fixed function pipeline does.
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
vec4 fragColor = gl_Color * texture2D(texture, gl_TexCoord[0].st);
|
||||
|
||||
|
||||
|
||||
|
@ -134,8 +95,9 @@ void main()
|
|||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float dist = length(relPos);
|
||||
|
||||
|
||||
if (dist > 40.0)
|
||||
if (dist > max(40.0, 0.07 * min(visibility,avisibility)))
|
||||
//if (dist > 40.0)
|
||||
//if (0==1)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
@ -232,8 +194,8 @@ hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
|||
|
||||
|
||||
// now dim the light for haze
|
||||
float eShade = earthShade;
|
||||
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
//float eShade = earthShade;
|
||||
float eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
|
||||
// Mie-like factor
|
||||
|
||||
|
@ -266,8 +228,8 @@ hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (
|
|||
|
||||
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||||
|
||||
float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||||
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
//float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||||
//hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
|
||||
|
||||
// determine the right mix of transmission and haze
|
||||
|
|
|
@ -18,19 +18,16 @@
|
|||
// the surface normal is passed in gl_{Front,Back}Color. The alpha
|
||||
// component is set to 1 for front, 0 for back in order to work around
|
||||
// bugs with gl_FrontFacing in the fragment shader.
|
||||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
//varying vec4 diffuse_term;
|
||||
//varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
|
||||
varying float earthShade;
|
||||
//varying float earthShade;
|
||||
//varying float yprime;
|
||||
//varying float vertex_alt;
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
|
||||
|
||||
|
||||
|
||||
uniform int colorMode;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float terminator;
|
||||
|
@ -41,6 +38,7 @@ uniform float overcast;
|
|||
//uniform float scattering;
|
||||
uniform float ground_scattering;
|
||||
|
||||
float earthShade;
|
||||
|
||||
// This is the value used in the skydome scattering shader - use the same here for consistency?
|
||||
const float EarthRadius = 5800000.0;
|
||||
|
@ -75,8 +73,12 @@ void main()
|
|||
float numVarieties = gl_Normal.z;
|
||||
float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;
|
||||
texFract += floor(gl_MultiTexCoord0.x) / numVarieties;
|
||||
float sr = sin(gl_FogCoord);
|
||||
float cr = cos(gl_FogCoord);
|
||||
|
||||
// Determine the rotation for the tree. The Fog Coordinate provides rotation information
|
||||
// to rotate one of the quands by 90 degrees. We then apply an additional position seed
|
||||
// so that trees aren't all oriented N/S
|
||||
float sr = sin(gl_FogCoord + gl_Color.x);
|
||||
float cr = cos(gl_FogCoord + gl_Color.x);
|
||||
gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);
|
||||
|
||||
// scaling
|
||||
|
@ -84,11 +86,13 @@ void main()
|
|||
|
||||
// Rotation of the generic quad to specific one for the tree.
|
||||
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
|
||||
|
||||
// Move to correct location (stored in gl_Color)
|
||||
position = position + gl_Color.xyz;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
|
||||
|
||||
vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));
|
||||
normal = normalize(-ecPosition);
|
||||
//normal = normalize(-ecPosition);
|
||||
|
||||
float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(-ecPosition));
|
||||
|
||||
|
@ -226,20 +230,13 @@ else // the faster, full-day version without lightfields
|
|||
}
|
||||
|
||||
|
||||
// default lighting based on texture and material using the light we have just computed
|
||||
// tree shader lighting
|
||||
|
||||
vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.1, n);
|
||||
vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + light_ambient * gl_FrontMaterial.ambient;
|
||||
gl_FrontColor = ambientColor + light_diffuse * vec4(diffuse, 1.0);
|
||||
|
||||
|
||||
|
||||
diffuse_term = diffuse_color* light_diffuse;
|
||||
vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
|
||||
(gl_LightModel.ambient + light_ambient);
|
||||
// Super hack: if diffuse material alpha is less than 1, assume a
|
||||
// transparency animation is at work
|
||||
if (gl_FrontMaterial.diffuse.a < 1.0)
|
||||
diffuse_term.a = gl_FrontMaterial.diffuse.a;
|
||||
else
|
||||
diffuse_term.a = gl_Color.a;
|
||||
// Another hack for supporting two-sided lighting without using
|
||||
// gl_FrontFacing in the fragment shader.
|
||||
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
|
||||
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
||||
}
|
||||
|
||||
|
|
|
@ -18,8 +18,12 @@ void main(void)
|
|||
float numVarieties = gl_Normal.z;
|
||||
float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;
|
||||
texFract += floor(gl_MultiTexCoord0.x) / numVarieties;
|
||||
float sr = sin(gl_FogCoord);
|
||||
float cr = cos(gl_FogCoord);
|
||||
|
||||
// Determine the rotation for the tree. The Fog Coordinate provides rotation information
|
||||
// to rotate one of the quands by 90 degrees. We then apply an additional position seed
|
||||
// so that trees aren't all oriented N/S
|
||||
float sr = sin(gl_FogCoord + gl_Color.x);
|
||||
float cr = cos(gl_FogCoord + gl_Color.x);
|
||||
gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);
|
||||
|
||||
// scaling
|
||||
|
|
12
Shaders/trivial.frag
Normal file
12
Shaders/trivial.frag
Normal file
|
@ -0,0 +1,12 @@
|
|||
// -*-C++-*-
|
||||
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
gl_FragColor = vec4 (1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
|
||||
}
|
18
Shaders/trivial.vert
Normal file
18
Shaders/trivial.vert
Normal file
|
@ -0,0 +1,18 @@
|
|||
// -*-C++-*-
|
||||
|
||||
// Shader that uses OpenGL state values to do per-pixel lighting
|
||||
//
|
||||
// The only light used is gl_LightSource[0], which is assumed to be
|
||||
// directional.
|
||||
//
|
||||
// Diffuse colors come from the gl_Color, ambient from the material. This is
|
||||
// equivalent to osg::Material::DIFFUSE.
|
||||
#version 120
|
||||
#define MODE_OFF 0
|
||||
#define MODE_DIFFUSE 1
|
||||
#define MODE_AMBIENT_AND_DIFFUSE 2
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ftransform();
|
||||
}
|
|
@ -76,7 +76,7 @@ void main (void)
|
|||
//vec3 ambient = fg_SunAmbientColor.rgb;
|
||||
vec3 N;
|
||||
vec3 dotN;
|
||||
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission,
|
||||
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
|
||||
vec3( 0.3, 0.59, 0.11 ) );
|
||||
float pf;
|
||||
|
||||
|
@ -154,8 +154,8 @@ void main (void)
|
|||
ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
|
||||
|
||||
color.a = texel.a * alpha;
|
||||
//vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb, color.a);
|
||||
vec4 fragColor = vec4(color.rgb * mixedcolor, color.a);
|
||||
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb, color.a);
|
||||
//vec4 fragColor = vec4(color.rgb * mixedcolor, color.a);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// BEGIN lightmap
|
||||
|
|
537
Shaders/urban-lightfield.frag
Normal file
537
Shaders/urban-lightfield.frag
Normal file
|
@ -0,0 +1,537 @@
|
|||
// -*- mode: C; -*-
|
||||
// Licence: GPL v2
|
||||
// Author: Frederic Bouvier.
|
||||
// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
|
||||
// Adapted from the paper and sources by M. Drobot in GPU Pro : Quadtree Displacement Mapping with Height Blending
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ATI_shader_texture_lod : enable
|
||||
#extension GL_ARB_shader_texture_lod : enable
|
||||
|
||||
#define TEXTURE_MIP_LEVELS 10
|
||||
#define TEXTURE_PIX_COUNT 1024 //pow(2,TEXTURE_MIP_LEVELS)
|
||||
#define BINARY_SEARCH_COUNT 10
|
||||
#define BILINEAR_SMOOTH_FACTOR 2.0
|
||||
|
||||
varying vec3 rawpos;
|
||||
varying vec4 ecPosition;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 VTangent;
|
||||
//varying vec3 VBinormal;
|
||||
//varying vec3 Normal;
|
||||
varying vec4 constantColor;
|
||||
varying vec3 light_diffuse;
|
||||
varying vec3 relPos;
|
||||
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
//varying float steepness;
|
||||
|
||||
uniform sampler3D NoiseTex;
|
||||
uniform sampler2D BaseTex;
|
||||
uniform sampler2D NormalTex;
|
||||
uniform sampler2D QDMTex;
|
||||
uniform float depth_factor;
|
||||
uniform float tile_size;
|
||||
uniform float quality_level;
|
||||
uniform float visibility;
|
||||
uniform float avisibility;
|
||||
uniform float scattering;
|
||||
uniform float terminator;
|
||||
uniform float terrain_alt;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float overcast;
|
||||
uniform float eye_alt;
|
||||
uniform float snowlevel;
|
||||
uniform float dust_cover_factor;
|
||||
uniform float wetness;
|
||||
uniform float fogstructure;
|
||||
uniform vec3 night_color;
|
||||
|
||||
const float scale = 1.0;
|
||||
int linear_search_steps = 10;
|
||||
int GlobalIterationCount = 0;
|
||||
int gIterationCap = 64;
|
||||
|
||||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
||||
float alt;
|
||||
float eShade;
|
||||
|
||||
|
||||
float rand2D(in vec2 co){
|
||||
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
|
||||
float simple_interpolate(in float a, in float b, in float x)
|
||||
{
|
||||
return a + smoothstep(0.0,1.0,x) * (b-a);
|
||||
}
|
||||
|
||||
float interpolatedNoise2D(in float x, in float y)
|
||||
{
|
||||
float integer_x = x - fract(x);
|
||||
float fractional_x = x - integer_x;
|
||||
|
||||
float integer_y = y - fract(y);
|
||||
float fractional_y = y - integer_y;
|
||||
|
||||
float v1 = rand2D(vec2(integer_x, integer_y));
|
||||
float v2 = rand2D(vec2(integer_x+1.0, integer_y));
|
||||
float v3 = rand2D(vec2(integer_x, integer_y+1.0));
|
||||
float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
|
||||
|
||||
float i1 = simple_interpolate(v1 , v2 , fractional_x);
|
||||
float i2 = simple_interpolate(v3 , v4 , fractional_x);
|
||||
|
||||
return simple_interpolate(i1 , i2 , fractional_y);
|
||||
}
|
||||
|
||||
|
||||
float Noise2D(in vec2 coord, in float wavelength)
|
||||
{
|
||||
return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
x = x - 0.5;
|
||||
|
||||
// use the asymptotics to shorten computations
|
||||
if (x > 30.0) {return e;}
|
||||
if (x < -15.0) {return 0.0;}
|
||||
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
}
|
||||
|
||||
// this determines how light is attenuated in the distance
|
||||
// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
|
||||
// for distance > visibility
|
||||
|
||||
float fog_func (in float targ)
|
||||
{
|
||||
|
||||
|
||||
float fade_mix;
|
||||
|
||||
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
|
||||
// create the illusion of improved visibility range
|
||||
|
||||
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
if (alt < 30000.0)
|
||||
{return exp(-targ - targ * targ * targ * targ);}
|
||||
else if (alt < 50000.0)
|
||||
{
|
||||
fade_mix = (alt - 30000.0)/20000.0;
|
||||
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
|
||||
}
|
||||
else
|
||||
{
|
||||
return exp(- targ * targ - pow(targ,4.0));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void QDM(inout vec3 p, inout vec3 v)
|
||||
{
|
||||
const int MAX_LEVEL = TEXTURE_MIP_LEVELS;
|
||||
const float NODE_COUNT = TEXTURE_PIX_COUNT;
|
||||
const float TEXEL_SPAN_HALF = 1.0 / NODE_COUNT / 2.0;
|
||||
|
||||
float fDeltaNC = TEXEL_SPAN_HALF * depth_factor;
|
||||
|
||||
vec3 p2 = p;
|
||||
float level = MAX_LEVEL;
|
||||
vec2 dirSign = (sign(v.xy) + 1.0) * 0.5;
|
||||
GlobalIterationCount = 0;
|
||||
float d = 0.0;
|
||||
|
||||
while (level >= 0.0 && GlobalIterationCount < gIterationCap)
|
||||
{
|
||||
vec4 uv = vec4(p2.xyz, level);
|
||||
d = texture2DLod(QDMTex, uv.xy, uv.w).w;
|
||||
|
||||
if (d > p2.z)
|
||||
{
|
||||
//predictive point of ray traversal
|
||||
vec3 tmpP2 = p + v * d;
|
||||
|
||||
//current node count
|
||||
float nodeCount = pow(2.0, (MAX_LEVEL - level));
|
||||
//current and predictive node ID
|
||||
vec4 nodeID = floor(vec4(p2.xy, tmpP2.xy)*nodeCount);
|
||||
|
||||
//check if we are crossing the current cell
|
||||
if (nodeID.x != nodeID.z || nodeID.y != nodeID.w)
|
||||
{
|
||||
//calculate distance to nearest bound
|
||||
vec2 a = p2.xy - p.xy;
|
||||
vec2 p3 = (nodeID.xy + dirSign) / nodeCount;
|
||||
vec2 b = p3.xy - p.xy;
|
||||
|
||||
vec2 dNC = (b.xy * p2.z) / a.xy;
|
||||
//take the nearest cell
|
||||
d = min(d,min(dNC.x, dNC.y))+fDeltaNC;
|
||||
|
||||
level++;
|
||||
|
||||
//use additional convergence speed-up
|
||||
#ifdef USE_QDM_ASCEND_INTERVAL
|
||||
if(frac(level*0.5) > EPSILON)
|
||||
level++;
|
||||
#elseif USE_QDM_ASCEND_CONST
|
||||
level++;
|
||||
#endif
|
||||
}
|
||||
p2 = p + v * d;
|
||||
}
|
||||
level--;
|
||||
GlobalIterationCount++;
|
||||
}
|
||||
|
||||
//
|
||||
// Manual Bilinear filtering
|
||||
//
|
||||
float rayLength = length(p2.xy - p.xy) + fDeltaNC;
|
||||
|
||||
float dA = p2.z * (rayLength - BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
|
||||
float dB = p2.z * (rayLength + BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
|
||||
|
||||
vec4 p2a = vec4(p + v * dA, 0.0);
|
||||
vec4 p2b = vec4(p + v * dB, 0.0);
|
||||
dA = texture2DLod(NormalTex, p2a.xy, p2a.w).w;
|
||||
dB = texture2DLod(NormalTex, p2b.xy, p2b.w).w;
|
||||
|
||||
dA = abs(p2a.z - dA);
|
||||
dB = abs(p2b.z - dB);
|
||||
|
||||
p2 = mix(p2a.xyz, p2b.xyz, dA / (dA + dB));
|
||||
|
||||
p = p2;
|
||||
}
|
||||
|
||||
float ray_intersect_QDM(vec2 dp, vec2 ds)
|
||||
{
|
||||
vec3 p = vec3( dp, 0.0 );
|
||||
vec3 v = vec3( ds, 1.0 );
|
||||
QDM( p, v );
|
||||
return p.z;
|
||||
}
|
||||
|
||||
float ray_intersect_relief(vec2 dp, vec2 ds)
|
||||
{
|
||||
float size = 1.0 / float(linear_search_steps);
|
||||
float depth = 0.0;
|
||||
float best_depth = 1.0;
|
||||
|
||||
for(int i = 0; i < linear_search_steps - 1; ++i)
|
||||
{
|
||||
depth += size;
|
||||
float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a);
|
||||
if(best_depth > 0.996)
|
||||
if(depth >= t)
|
||||
best_depth = depth;
|
||||
}
|
||||
depth = best_depth;
|
||||
|
||||
const int binary_search_steps = 5;
|
||||
|
||||
for(int i = 0; i < binary_search_steps; ++i)
|
||||
{
|
||||
size *= 0.5;
|
||||
float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a);
|
||||
if(depth >= t)
|
||||
{
|
||||
best_depth = depth;
|
||||
depth -= 2.0 * size;
|
||||
}
|
||||
depth += size;
|
||||
}
|
||||
|
||||
return(best_depth);
|
||||
}
|
||||
|
||||
float ray_intersect(vec2 dp, vec2 ds)
|
||||
{
|
||||
if ( quality_level >= 4.0 )
|
||||
return ray_intersect_QDM( dp, ds );
|
||||
else
|
||||
return ray_intersect_relief( dp, ds );
|
||||
}
|
||||
|
||||
void main (void)
|
||||
{
|
||||
if ( quality_level >= 3.0 ) {
|
||||
linear_search_steps = 20;
|
||||
}
|
||||
vec3 normal = normalize(VNormal);
|
||||
vec3 tangent = normalize(VTangent);
|
||||
//vec3 binormal = normalize(VBinormal);
|
||||
vec3 binormal = normalize(cross(normal, tangent));
|
||||
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
|
||||
vec3 V = normalize(ecPos3);
|
||||
vec3 s = vec3(dot(V, tangent), dot(V, binormal), dot(normal, -V));
|
||||
vec2 ds = s.xy * depth_factor / s.z;
|
||||
vec2 dp = gl_TexCoord[0].st - ds;
|
||||
float d = ray_intersect(dp, ds);
|
||||
|
||||
vec2 uv = dp + ds * d;
|
||||
vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
|
||||
|
||||
|
||||
float emis = N.z;
|
||||
N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy)));
|
||||
float Nz = N.z;
|
||||
N = normalize(N.x * tangent + N.y * binormal + N.z * normal);
|
||||
|
||||
vec3 l = gl_LightSource[0].position.xyz;
|
||||
vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
|
||||
float shadow_factor = 1.0;
|
||||
|
||||
// Shadow
|
||||
if ( quality_level >= 2.0 ) {
|
||||
dp += ds * d;
|
||||
vec3 sl = normalize( vec3( dot( l, tangent ), dot( l, binormal ), dot( -l, normal ) ) );
|
||||
ds = sl.xy * depth_factor / sl.z;
|
||||
dp -= ds * d;
|
||||
float dl = ray_intersect(dp, ds);
|
||||
if ( dl < d - 0.05 )
|
||||
shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
|
||||
}
|
||||
// end shadow
|
||||
|
||||
vec4 ambient_light = constantColor + vec4 (light_diffuse,1.0) * vec4(diffuse, 1.0);
|
||||
float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11;
|
||||
if ( shadow_factor < 1.0 )
|
||||
ambient_light = constantColor + vec4(light_diffuse,1.0) * shadow_factor * vec4(diffuse, 1.0);
|
||||
float emission_factor = (1.0 - smoothstep(0.15, 0.25, reflectance)) * emis;
|
||||
vec4 tc = texture2D(BaseTex, uv);
|
||||
emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2.0) -0.2;
|
||||
ambient_light += (emission_factor * vec4(night_color, 0.0));
|
||||
|
||||
|
||||
|
||||
vec4 finalColor = texture2D(BaseTex, uv);
|
||||
|
||||
|
||||
// texel postprocessing by shader effects
|
||||
|
||||
|
||||
// dust effect
|
||||
|
||||
vec4 dust_color;
|
||||
|
||||
|
||||
float noise_1500m = Noise2D(rawpos.xy, 1500.0);
|
||||
float noise_2000m = Noise2D(rawpos.xy, 2000.0);
|
||||
|
||||
|
||||
if (quality_level > 2)
|
||||
{
|
||||
// mix dust
|
||||
dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
|
||||
|
||||
finalColor = mix(finalColor, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
|
||||
}
|
||||
|
||||
|
||||
// darken wet terrain
|
||||
|
||||
finalColor.rgb = finalColor.rgb * (1.0 - 0.6 * wetness);
|
||||
|
||||
finalColor *= ambient_light;
|
||||
|
||||
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
|
||||
|
||||
//finalColor.rgb = fog_Func(finalColor.rgb, fogType);
|
||||
|
||||
|
||||
// here comes the terrain haze model
|
||||
|
||||
float dist = length(relPos);
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
|
||||
|
||||
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
||||
|
||||
float transmission;
|
||||
float vAltitude;
|
||||
float delta_zv;
|
||||
float H;
|
||||
float distance_in_layer;
|
||||
float transmission_arg;
|
||||
float intensity;
|
||||
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||||
|
||||
// angle with horizon
|
||||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
|
||||
|
||||
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
||||
|
||||
if (delta_z > 0.0) // we're inside the layer
|
||||
{
|
||||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
{
|
||||
H = dist * ct;
|
||||
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
|
||||
else {distance_in_layer = dist;}
|
||||
vAltitude = min(distance_in_layer,visibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
}
|
||||
else // we see the layer from above, delta_z < 0.0
|
||||
{
|
||||
H = dist * -ct;
|
||||
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
||||
{
|
||||
distance_in_layer = 0.0;
|
||||
delta_zv = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vAltitude = H + delta_z;
|
||||
distance_in_layer = vAltitude/H * dist;
|
||||
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
||||
delta_zv = vAltitude;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ground haze cannot be thinner than aloft visibility in the model,
|
||||
// so we need to use aloft visibility otherwise
|
||||
|
||||
|
||||
transmission_arg = (dist-distance_in_layer)/avisibility;
|
||||
|
||||
|
||||
float eqColorFactor;
|
||||
|
||||
|
||||
|
||||
if (visibility < avisibility)
|
||||
{
|
||||
if (quality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
||||
}
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -scattering);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (quality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
||||
}
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -scattering);
|
||||
}
|
||||
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg);
|
||||
|
||||
// there's always residual intensity, we should never be driven to zero
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
vec3 hazeColor;
|
||||
|
||||
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
|
||||
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
|
||||
|
||||
// now dim the light for haze
|
||||
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
|
||||
// Mie-like factor
|
||||
|
||||
if (lightArg < 5.0)
|
||||
{intensity = length(hazeColor);
|
||||
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
||||
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)) );
|
||||
}
|
||||
|
||||
// high altitude desaturation of the haze color
|
||||
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
||||
|
||||
// blue hue of haze
|
||||
|
||||
hazeColor.x = hazeColor.x * 0.83;
|
||||
hazeColor.y = hazeColor.y * 0.9;
|
||||
|
||||
|
||||
// additional blue in indirect light
|
||||
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
||||
|
||||
// change haze color to blue hue for strong fogging
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,eqColorFactor))));
|
||||
|
||||
|
||||
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||||
|
||||
float shadow = mix( min(1.0 + dot(VNormal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||||
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
|
||||
|
||||
|
||||
|
||||
finalColor.xyz = mix(eqColorFactor * hazeColor * eShade, finalColor.xyz,transmission);
|
||||
gl_FragColor = finalColor;
|
||||
|
||||
}
|
||||
else // if dist < threshold no fogging at all
|
||||
{
|
||||
gl_FragColor = finalColor;
|
||||
}
|
||||
|
||||
|
||||
// gl_FragColor = finalColor;
|
||||
|
||||
if (dot(normal,-V) > 0.1) {
|
||||
vec4 iproj = gl_ProjectionMatrix * p;
|
||||
iproj /= iproj.w;
|
||||
gl_FragDepth = (iproj.z+1.0)/2.0;
|
||||
} else {
|
||||
gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
}
|
279
Shaders/urban-lightfield.vert
Normal file
279
Shaders/urban-lightfield.vert
Normal file
|
@ -0,0 +1,279 @@
|
|||
// -*-C++-*-
|
||||
|
||||
// Shader that uses OpenGL state values to do per-pixel lighting
|
||||
//
|
||||
// The only light used is gl_LightSource[0], which is assumed to be
|
||||
// directional.
|
||||
//
|
||||
// Diffuse colors come from the gl_Color, ambient from the material. This is
|
||||
// equivalent to osg::Material::DIFFUSE.
|
||||
// Haze part added by Thorsten Renk, Oct. 2011
|
||||
|
||||
|
||||
#define MODE_OFF 0
|
||||
#define MODE_DIFFUSE 1
|
||||
#define MODE_AMBIENT_AND_DIFFUSE 2
|
||||
|
||||
// The constant term of the lighting equation that doesn't depend on
|
||||
// the surface normal is passed in gl_{Front,Back}Color. The alpha
|
||||
// component is set to 1 for front, 0 for back in order to work around
|
||||
// bugs with gl_FrontFacing in the fragment shader.
|
||||
|
||||
|
||||
varying vec3 relPos;
|
||||
varying vec3 rawPos;
|
||||
|
||||
varying vec3 VNormal;
|
||||
//varying vec3 Normal;
|
||||
varying vec3 VTangent;
|
||||
//varying vec3 VBinormal;
|
||||
varying vec4 ecPosition;
|
||||
varying vec4 constantColor;
|
||||
varying vec3 light_diffuse;
|
||||
|
||||
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
//varying float steepness;
|
||||
|
||||
|
||||
uniform int colorMode;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float terminator;
|
||||
uniform float terrain_alt;
|
||||
uniform float avisibility;
|
||||
uniform float visibility;
|
||||
uniform float overcast;
|
||||
uniform float ground_scattering;
|
||||
uniform float eye_alt;
|
||||
|
||||
|
||||
attribute vec3 tangent;//, binormal;
|
||||
|
||||
float earthShade;
|
||||
float steepness;
|
||||
|
||||
// This is the value used in the skydome scattering shader - use the same here for consistency?
|
||||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
//x = x - 0.5;
|
||||
|
||||
// use the asymptotics to shorten computations
|
||||
if (x < -15.0) {return 0.0;}
|
||||
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
|
||||
vec4 light_ambient;
|
||||
|
||||
//float yprime_alt;
|
||||
float yprime;
|
||||
float lightArg;
|
||||
float intensity;
|
||||
float vertex_alt;
|
||||
float scattering;
|
||||
|
||||
rawPos = gl_Vertex.xyz;
|
||||
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
|
||||
VNormal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
// Normal = normalize(gl_Normal);
|
||||
VTangent = gl_NormalMatrix * tangent;
|
||||
// VBinormal = gl_NormalMatrix * binormal;
|
||||
|
||||
|
||||
// this code is copied from default.vert
|
||||
|
||||
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
//normal = gl_NormalMatrix * gl_Normal;
|
||||
vec4 ambient_color, diffuse_color;
|
||||
if (colorMode == MODE_DIFFUSE) {
|
||||
diffuse_color = gl_Color;
|
||||
ambient_color = gl_FrontMaterial.ambient;
|
||||
} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
|
||||
diffuse_color = gl_Color;
|
||||
ambient_color = gl_Color;
|
||||
} else {
|
||||
diffuse_color = gl_FrontMaterial.diffuse;
|
||||
ambient_color = gl_FrontMaterial.ambient;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// here start computations for the haze layer
|
||||
// we need several geometrical quantities
|
||||
|
||||
|
||||
// first current altitude of eye position in model space
|
||||
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
|
||||
|
||||
// and relative position to vector
|
||||
relPos = gl_Vertex.xyz - ep.xyz;
|
||||
|
||||
// unfortunately, we need the distance in the vertex shader, although the more accurate version
|
||||
// is later computed in the fragment shader again
|
||||
float dist = length(relPos);
|
||||
|
||||
|
||||
// altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
|
||||
vertex_alt = max(gl_Vertex.z,100.0);
|
||||
scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
|
||||
|
||||
|
||||
|
||||
// early culling of vertices which can't be seen due to ground haze despite being in aloft visibility range
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
//if (((dist * (relPos.z - delta_z)/relPos.z > visibility ) && (relPos.z < 0.0) && (delta_z < 0.0) && (dist > 30000.0)))
|
||||
if (0==1)
|
||||
{
|
||||
gl_Position = vec4(0.0, 0.0, -1000.0, 1.0); // move outside of view frustrum, gets culled before reaching fragment shader
|
||||
earthShade = 1.0;
|
||||
mie_angle = 1.0;
|
||||
yprime_alt = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
// branch dependent on daytime
|
||||
|
||||
if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
||||
{
|
||||
|
||||
|
||||
// establish coordinates relative to sun position
|
||||
|
||||
vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
|
||||
vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
|
||||
|
||||
|
||||
|
||||
// yprime is the distance of the vertex into sun direction
|
||||
yprime = -dot(relPos, lightHorizon);
|
||||
|
||||
// this gets an altitude correction, higher terrain gets to see the sun earlier
|
||||
yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
|
||||
|
||||
// two times terminator width governs how quickly light fades into shadow
|
||||
// now the light-dimming factor
|
||||
earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
|
||||
|
||||
// parametrized version of the Flightgear ground lighting function
|
||||
lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
// directional scattering for low sun
|
||||
if (lightArg < 5.0)
|
||||
{mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
|
||||
else
|
||||
{mie_angle = 1.0;}
|
||||
|
||||
|
||||
|
||||
|
||||
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
|
||||
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
|
||||
light_diffuse = light_diffuse * scattering;
|
||||
|
||||
light_ambient.b = light_func(lightArg, 0.000506, 0.131, -3.315, 0.000457, 0.5);
|
||||
light_ambient.g = light_func(lightArg, 2.264e-05, 0.134, 0.967, 3.66e-05, 0.4);
|
||||
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
|
||||
light_ambient.a = 0.0;
|
||||
|
||||
|
||||
|
||||
|
||||
// correct ambient light intensity and hue before sunrise
|
||||
if (earthShade < 0.5)
|
||||
{
|
||||
light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
|
||||
intensity = length(light_ambient.xyz);
|
||||
|
||||
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) ));
|
||||
|
||||
intensity = length(light_diffuse.xyz);
|
||||
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.7,earthShade) ));
|
||||
}
|
||||
|
||||
|
||||
// the haze gets the light at the altitude of the haze top if the vertex in view is below
|
||||
// but the light at the vertex if the vertex is above
|
||||
|
||||
vertex_alt = max(vertex_alt,hazeLayerAltitude);
|
||||
|
||||
if (vertex_alt > hazeLayerAltitude)
|
||||
{
|
||||
if (dist > 0.8 * avisibility)
|
||||
{
|
||||
vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
|
||||
yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
vertex_alt = hazeLayerAltitude;
|
||||
yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
|
||||
}
|
||||
|
||||
}
|
||||
else // the faster, full-day version without lightfields
|
||||
{
|
||||
//vertex_alt = max(gl_Vertex.z,100.0);
|
||||
|
||||
earthShade = 1.0;
|
||||
mie_angle = 1.0;
|
||||
|
||||
if (terminator > 3000000.0)
|
||||
{light_diffuse = vec3 (1.0, 1.0, 1.0);
|
||||
light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); }
|
||||
else
|
||||
{
|
||||
|
||||
lightArg = (terminator/100000.0 - 10.0)/20.0;
|
||||
light_diffuse.b = 0.78 + lightArg * 0.21;
|
||||
light_diffuse.g = 0.907 + lightArg * 0.091;
|
||||
light_diffuse.r = 0.904 + lightArg * 0.092;
|
||||
|
||||
light_ambient.b = 0.41 + lightArg * 0.08;
|
||||
light_ambient.g = 0.333 + lightArg * 0.06;
|
||||
light_ambient.r = 0.316 + lightArg * 0.016;
|
||||
|
||||
}
|
||||
|
||||
light_diffuse = light_diffuse * scattering;
|
||||
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
|
||||
}
|
||||
|
||||
|
||||
// a sky/earth irradiation map model - the sky creates much more diffuse radiation than the ground, so
|
||||
// steep faces end up shaded more
|
||||
|
||||
light_ambient = light_ambient * ((1.0+steepness)/2.0 * 1.2 + (1.0-steepness)/2.0 * 0.2);
|
||||
|
||||
|
||||
// default lighting based on texture and material using the light we have just computed
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
constantColor = gl_FrontMaterial.emission
|
||||
+ gl_Color * (gl_LightModel.ambient + light_ambient);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -18,7 +18,7 @@ varying vec4 rawpos;
|
|||
varying vec4 ecPosition;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 VTangent;
|
||||
varying vec3 VBinormal;
|
||||
//varying vec3 VBinormal;
|
||||
varying vec3 Normal;
|
||||
varying vec4 constantColor;
|
||||
|
||||
|
@ -177,7 +177,8 @@ void main (void)
|
|||
}
|
||||
vec3 normal = normalize(VNormal);
|
||||
vec3 tangent = normalize(VTangent);
|
||||
vec3 binormal = normalize(VBinormal);
|
||||
//vec3 binormal = normalize(VBinormal);
|
||||
vec3 binormal = normalize(cross(normal, tangent));
|
||||
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
|
||||
vec3 V = normalize(ecPos3);
|
||||
vec3 s = vec3(dot(V, tangent), dot(V, binormal), dot(normal, -V));
|
||||
|
|
|
@ -7,10 +7,10 @@ varying vec4 ecPosition;
|
|||
varying vec3 VNormal;
|
||||
varying vec3 Normal;
|
||||
varying vec3 VTangent;
|
||||
varying vec3 VBinormal;
|
||||
//varying vec3 VBinormal;
|
||||
varying vec4 constantColor;
|
||||
|
||||
attribute vec3 tangent, binormal;
|
||||
attribute vec3 tangent;//, binormal;
|
||||
|
||||
////fog "include"////////
|
||||
// uniform int fogType;
|
||||
|
|
|
@ -86,10 +86,10 @@ void main(void)
|
|||
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
|
||||
} else {
|
||||
// hack to allow for Overcast not to be set by Local Weather
|
||||
if (Overcast == 0){
|
||||
cover = 5;
|
||||
if (Overcast == 0.0){
|
||||
cover = 5.0;
|
||||
} else {
|
||||
cover = Overcast * 5;
|
||||
cover = Overcast * 5.0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -207,5 +207,5 @@ void main(void)
|
|||
vec3( 0.3, 0.59, 0.11 )
|
||||
);
|
||||
float specular = smoothstep(0.0, 3.5, cover);
|
||||
encode_gbuffer(Normal, finalColor.rgb, 254, specular, 128, emission, gl_FragCoord.z);
|
||||
encode_gbuffer(Normal, finalColor.rgb, 254, specular, 128.0, emission, gl_FragCoord.z);
|
||||
}
|
||||
|
|
|
@ -48,7 +48,7 @@ void main(void)
|
|||
|
||||
float Angle;
|
||||
|
||||
float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
|
||||
float windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05;
|
||||
|
||||
if (WindN == 0.0 && WindE == 0.0) {
|
||||
Angle = 0.0;
|
||||
|
|
|
@ -94,10 +94,10 @@ void main(void)
|
|||
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
|
||||
} else {
|
||||
// hack to allow for Overcast not to be set by Local Weather
|
||||
if (Overcast == 0){
|
||||
cover = 5;
|
||||
if (Overcast == 0.0){
|
||||
cover = 5.0;
|
||||
} else {
|
||||
cover = Overcast * 5;
|
||||
cover = Overcast * 5.0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
// This shader is mostly an adaptation of the shader found at
|
||||
// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
|
||||
// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
|
||||
// © Michael Horsch - 2005
|
||||
// Michael Horsch - 2005
|
||||
// Major update and revisions - 2011-10-07
|
||||
// © Emilian Huminiuc and Vivian Meazza
|
||||
// Emilian Huminiuc and Vivian Meazza
|
||||
|
||||
#version 120
|
||||
|
||||
|
@ -39,7 +39,7 @@ void main(void)
|
|||
|
||||
float Angle;
|
||||
|
||||
float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
|
||||
float windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05;
|
||||
|
||||
if (WindN == 0.0 && WindE == 0.0) {
|
||||
Angle = 0.0;
|
||||
|
|
|
@ -115,7 +115,7 @@ void sumWaves(float angle, float dangle, float windScale, float factor, out floa
|
|||
{
|
||||
mat4 RotationMatrix;
|
||||
float deriv;
|
||||
vec4 P = waterTex1 * 1024;
|
||||
vec4 P = waterTex1 * 1024.0;
|
||||
|
||||
rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix);
|
||||
P *= RotationMatrix;
|
||||
|
@ -239,17 +239,17 @@ void main(void)
|
|||
wave0.amp = WaveAmp;
|
||||
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle -= 45;
|
||||
angle -= 45.0;
|
||||
wave1.freq = WaveFreq * 2.0 ;
|
||||
wave1.amp = WaveAmp * 1.25;
|
||||
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle += 30;
|
||||
angle += 30.0;
|
||||
wave2.freq = WaveFreq * 3.5;
|
||||
wave2.amp = WaveAmp * 0.75;
|
||||
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle -= 50;
|
||||
angle -= 50.0;
|
||||
wave3.freq = WaveFreq * 3.0 ;
|
||||
wave3.amp = WaveAmp * 0.75;
|
||||
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
@ -270,17 +270,17 @@ void main(void)
|
|||
wave0.amp = waveamp;
|
||||
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle -= 20;
|
||||
angle -= 20.0;
|
||||
wave1.freq = WaveFreq * 2.0 ;
|
||||
wave1.amp = waveamp * 1.25;
|
||||
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle += 35;
|
||||
angle += 35.0;
|
||||
wave2.freq = WaveFreq * 3.5;
|
||||
wave2.amp = waveamp * 0.75;
|
||||
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle -= 45;
|
||||
angle -= 45.0;
|
||||
wave3.freq = WaveFreq * 3.0 ;
|
||||
wave3.amp = waveamp * 0.75;
|
||||
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
|
|
@ -27,7 +27,7 @@ uniform float WindE, WindN;
|
|||
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float terminator;
|
||||
uniform float terrain_alt;
|
||||
uniform float terrain_alt;
|
||||
uniform float avisibility;
|
||||
uniform float visibility;
|
||||
uniform float overcast;
|
||||
|
@ -83,7 +83,7 @@ void main(void)
|
|||
|
||||
float Angle;
|
||||
|
||||
float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
|
||||
float windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05;
|
||||
if (WindN == 0.0 && WindE == 0.0) {
|
||||
Angle = 0.0;
|
||||
}else{
|
||||
|
@ -114,32 +114,32 @@ void main(void)
|
|||
|
||||
// first current altitude of eye position in model space
|
||||
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
|
||||
|
||||
|
||||
// and relative position to vector
|
||||
relPos = gl_Vertex.xyz - ep.xyz;
|
||||
|
||||
// unfortunately, we need the distance in the vertex shader, although the more accurate version
|
||||
// is later computed in the fragment shader again
|
||||
float dist = length(relPos);
|
||||
|
||||
|
||||
|
||||
// altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
|
||||
vertex_alt = max(gl_Vertex.z,100.0);
|
||||
scattering = 0.5 + 0.5 * ground_scattering + 0.5* (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
|
||||
scattering = 0.5 + 0.5 * ground_scattering + 0.5* (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
|
||||
|
||||
// branch dependent on daytime
|
||||
|
||||
if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
||||
{
|
||||
|
||||
|
||||
|
||||
// establish coordinates relative to sun position
|
||||
|
||||
//vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
|
||||
//vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
|
||||
vec3 lightHorizon = normalize(vec3(lightdir.x,lightdir.y, 0.0));
|
||||
|
||||
|
||||
|
||||
// yprime is the distance of the vertex into sun direction
|
||||
yprime = -dot(relPos, lightHorizon);
|
||||
|
||||
|
@ -149,7 +149,7 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
|||
// two times terminator width governs how quickly light fades into shadow
|
||||
// now the light-dimming factor
|
||||
earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
|
||||
|
||||
|
||||
// parametrized version of the Flightgear ground lighting function
|
||||
lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
|
@ -162,7 +162,7 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
|||
// correct ambient light intensity and hue before sunrise
|
||||
if (earthShade < 0.5)
|
||||
{
|
||||
intensity = length(specular_light.rgb);
|
||||
intensity = length(specular_light.rgb);
|
||||
specular_light.xyz = intensity * normalize(mix(specular_light.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) ));
|
||||
}
|
||||
|
||||
|
@ -170,7 +170,7 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
|||
if (lightArg < 5.0)
|
||||
//{mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
|
||||
{mie_angle = (0.5 * dot(normalize(relPos), lightdir) ) + 0.5;}
|
||||
else
|
||||
else
|
||||
{mie_angle = 1.0;}
|
||||
|
||||
|
||||
|
@ -200,7 +200,7 @@ else
|
|||
else // the faster, full-day version without lightfields
|
||||
{
|
||||
//vertex_alt = max(gl_Vertex.z,100.0);
|
||||
|
||||
|
||||
earthShade = 1.0;
|
||||
mie_angle = 1.0;
|
||||
|
||||
|
@ -214,7 +214,7 @@ else // the faster, full-day version without lightfields
|
|||
specular_light.g = 0.907 + lightArg * 0.091;
|
||||
specular_light.r = 0.904 + lightArg * 0.092;
|
||||
}
|
||||
|
||||
|
||||
specular_light = specular_light * scattering;
|
||||
|
||||
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
|
||||
|
|
|
@ -97,7 +97,7 @@ float evaluateWaveSharp(Wave w, vec2 pos, float t, float k)
|
|||
|
||||
float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k)
|
||||
{
|
||||
return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase) ;
|
||||
return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1.0) * cos( dot(w.dir, pos)*w.freq + t*w.phase) ;
|
||||
}
|
||||
|
||||
void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy)
|
||||
|
@ -192,17 +192,17 @@ void main(void)
|
|||
wave0.amp = WaveAmp ;
|
||||
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||
|
||||
angle -= 45 ;
|
||||
angle -= 45.0 ;
|
||||
wave1.freq = WaveFreq * 2.0 ;
|
||||
wave1.amp = WaveAmp * 1.25 ;
|
||||
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||
|
||||
angle += 30;
|
||||
angle += 30.0;
|
||||
wave2.freq = WaveFreq * 3.5 ;
|
||||
wave2.amp = WaveAmp * 0.75 ;
|
||||
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||
|
||||
angle -= 50 ;
|
||||
angle -= 50.0 ;
|
||||
wave3.freq = WaveFreq * 3.0 ;
|
||||
wave3.amp = WaveAmp * 0.75 ;
|
||||
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||
|
@ -223,17 +223,17 @@ void main(void)
|
|||
wave0.amp = waveamp ;
|
||||
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||
|
||||
angle -= 20 ;
|
||||
angle -= 20.0 ;
|
||||
wave1.freq = WaveFreq * 2.0 ;
|
||||
wave1.amp = waveamp * 1.25 ;
|
||||
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||
|
||||
angle += 35 ;
|
||||
angle += 35.0 ;
|
||||
wave2.freq = WaveFreq * 3.5 ;
|
||||
wave2.amp = waveamp * 0.75 ;
|
||||
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||
|
||||
angle -= 45 ;
|
||||
angle -= 45.0 ;
|
||||
wave3.freq = WaveFreq * 3.0 ;
|
||||
wave3.amp = waveamp * 0.75 ;
|
||||
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
|
||||
|
@ -259,10 +259,10 @@ void main(void)
|
|||
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4) ;
|
||||
} else {
|
||||
// hack to allow for Overcast not to be set by Local Weather
|
||||
if (Overcast == 0){
|
||||
cover = 5;
|
||||
if (Overcast == 0.0){
|
||||
cover = 5.0;
|
||||
} else {
|
||||
cover = Overcast * 5;
|
||||
cover = Overcast * 5.0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -90,7 +90,7 @@ float evaluateWaveSharp(Wave w, vec2 pos, float t, float k)
|
|||
|
||||
float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k)
|
||||
{
|
||||
return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase);
|
||||
return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1.0) * cos( dot(w.dir, pos)*w.freq + t*w.phase);
|
||||
}
|
||||
|
||||
void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy)
|
||||
|
@ -173,7 +173,7 @@ void main(void)
|
|||
//uncomment to test
|
||||
//range = -20000;
|
||||
|
||||
if (range > -15000 || dot(Normal,H) > 0.95 ) {
|
||||
if (range > -15000.0 || dot(Normal,H) > 0.95 ) {
|
||||
|
||||
float ddx = 0.0, ddy = 0.0;
|
||||
float ddx1 = 0.0, ddy1 = 0.0;
|
||||
|
@ -187,17 +187,17 @@ void main(void)
|
|||
wave0.amp = WaveAmp;
|
||||
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle -= 45;
|
||||
angle -= 45.0;
|
||||
wave1.freq = WaveFreq * 2.0 ;
|
||||
wave1.amp = WaveAmp * 1.25;
|
||||
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle += 30;
|
||||
angle += 30.0;
|
||||
wave2.freq = WaveFreq * 3.5;
|
||||
wave2.amp = WaveAmp * 0.75;
|
||||
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle -= 50;
|
||||
angle -= 50.0;
|
||||
wave3.freq = WaveFreq * 3.0 ;
|
||||
wave3.amp = WaveAmp * 0.75;
|
||||
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
@ -218,17 +218,17 @@ void main(void)
|
|||
wave0.amp = waveamp;
|
||||
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle -= 20;
|
||||
angle -= 20.0;
|
||||
wave1.freq = WaveFreq * 2.0 ;
|
||||
wave1.amp = waveamp * 1.25;
|
||||
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle += 35;
|
||||
angle += 35.0;
|
||||
wave2.freq = WaveFreq * 3.5;
|
||||
wave2.amp = waveamp * 0.75;
|
||||
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle -= 45;
|
||||
angle -= 45.0;
|
||||
wave3.freq = WaveFreq * 3.0 ;
|
||||
wave3.amp = waveamp * 0.75;
|
||||
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
|
BIN
Textures/Terrain/dirtrock.png
Normal file
BIN
Textures/Terrain/dirtrock.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 116 KiB |
BIN
Textures/Terrain/void.png
Normal file
BIN
Textures/Terrain/void.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 251 B |
BIN
Textures/film-dirt.png
Normal file
BIN
Textures/film-dirt.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 57 KiB |
BIN
Textures/noise_tex.jpg
Normal file
BIN
Textures/noise_tex.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 51 KiB |
|
@ -43,6 +43,7 @@
|
|||
<!-- Environment menu -->
|
||||
<environment>Environment</environment>
|
||||
<global-weather>Weather</global-weather>
|
||||
<environment-settings>Environment Settings</environment-settings>
|
||||
<time-settings>Time Settings</time-settings>
|
||||
<wildfire-settings>Wildfire Settings</wildfire-settings>
|
||||
<terrasync>Scenery Download</terrasync>
|
||||
|
@ -111,6 +112,7 @@
|
|||
<aircraft-keys>Aircraft Help</aircraft-keys>
|
||||
<common-keys>Common Aircraft Keys</common-keys>
|
||||
<basic-keys>Basic Simulator Keys</basic-keys>
|
||||
<joystick-config>Joystick Configuration</joystick-config>
|
||||
<joystick-info>Joystick Information</joystick-info>
|
||||
<tutorial-start>Tutorials</tutorial-start>
|
||||
<menu-about>About</menu-about>
|
||||
|
|
|
@ -167,7 +167,7 @@
|
|||
<enable-skyblend-desc>Enable sky blending</enable-skyblend-desc>
|
||||
<disable-textures-desc>Disable textures</disable-textures-desc>
|
||||
<enable-textures-desc>Enable textures</enable-textures-desc>
|
||||
<materials-file-desc>Specify the materials file used to render the scenery (default: materials.xml)</materials-file-desc>
|
||||
<materials-file-desc>Specify the materials file used to render the scenery (default: Materials/regions/materials.xml)</materials-file-desc>
|
||||
<texture-filtering-desc>Anisotropic Texture Filtering: values should be 1 (default),2,4,8 or 16</texture-filtering-desc>
|
||||
<disable-wireframe-desc>Disable wireframe drawing mode</disable-wireframe-desc>
|
||||
<enable-wireframe-desc>Enable wireframe drawing mode</enable-wireframe-desc>
|
||||
|
|
437
gui/dialogs/button-config.xml
Normal file
437
gui/dialogs/button-config.xml
Normal file
|
@ -0,0 +1,437 @@
|
|||
<?xml version="1.0"?>
|
||||
|
||||
<PropertyList>
|
||||
<nasal>
|
||||
<open><![CDATA[
|
||||
|
||||
var assignButton = func(cmd) {
|
||||
|
||||
var i = getprop("/sim/gui/dialogs/joystick-config/current-button");
|
||||
setprop("/sim/gui/dialogs/joystick-config/button[" ~ i ~ "]/binding", cmd);
|
||||
|
||||
joystick.writeConfig();
|
||||
fgcommand("reinit", props.Node.new({"subsystem": "input"}));
|
||||
fgcommand("dialog-close", props.Node.new({"dialog-name": "button-config"}));
|
||||
fgcommand("dialog-close", props.Node.new({"dialog-name": "joystick-config"}));
|
||||
fgcommand("dialog-show", props.Node.new({"dialog-name": "joystick-config"}));
|
||||
}
|
||||
]]></open>
|
||||
|
||||
<close><![CDATA[
|
||||
]]></close>
|
||||
</nasal>
|
||||
|
||||
|
||||
<name>button-config</name>
|
||||
<layout>vbox</layout>
|
||||
<resizable>true</resizable>
|
||||
<modal>true</modal>
|
||||
<default-padding>3</default-padding>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<default-padding>1</default-padding>
|
||||
|
||||
<empty><stretch>true</stretch></empty>
|
||||
|
||||
<text>
|
||||
<label>Button Configuration</label>
|
||||
</text>
|
||||
|
||||
<empty><stretch>true</stretch></empty>
|
||||
|
||||
<button>
|
||||
<legend></legend>
|
||||
<key>Esc</key>
|
||||
<pref-width>16</pref-width>
|
||||
<pref-height>16</pref-height>
|
||||
<border>2</border>
|
||||
<binding>
|
||||
<command>dialog-close</command>
|
||||
</binding>
|
||||
</button>
|
||||
</group>
|
||||
|
||||
<hrule/>
|
||||
|
||||
<text>
|
||||
<halign>left</halign>
|
||||
<label>Select the command you wish to assign to this button</label>
|
||||
</text>
|
||||
|
||||
<hrule/>
|
||||
|
||||
<group>
|
||||
<layout>table</layout>
|
||||
|
||||
<text>
|
||||
<row>0</row>
|
||||
<col>0</col>
|
||||
<label>Flight surface trim</label>
|
||||
</text>
|
||||
|
||||
<button>
|
||||
<row>1</row>
|
||||
<col>0</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Elevator Trim Up</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Elevator Trim Up");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>2</row>
|
||||
<col>0</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Elevator Trim Down</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Elevator Trim Down");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>3</row>
|
||||
<col>0</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Rudder Trim Left</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Rudder Trim Left");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>4</row>
|
||||
<col>0</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Rudder Trim Right</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Rudder Trim Right");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>5</row>
|
||||
<col>0</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Aileron Trim Left</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Aileron Trim Left");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>6</row>
|
||||
<col>0</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Aileron Trim Right</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Aileron Trim Right");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<text>
|
||||
<row>0</row>
|
||||
<col>1</col>
|
||||
<label>Control Surfaces</label>
|
||||
</text>
|
||||
|
||||
<button>
|
||||
<row>1</row>
|
||||
<col>1</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Flaps Up</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Flaps Up");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>2</row>
|
||||
<col>1</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Flaps Down</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Flaps Down");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>3</row>
|
||||
<col>1</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Gear Up</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Gear Up");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>4</row>
|
||||
<col>1</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Gear Down</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Gear Down");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>5</row>
|
||||
<col>1</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Spoilers Retract</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Spoilers Retract");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>6</row>
|
||||
<col>1</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Spoilers Deploy</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Spoilers Deploy");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<text>
|
||||
<row>0</row>
|
||||
<col>2</col>
|
||||
<label>Other Aircraft Controls</label>
|
||||
</text>
|
||||
|
||||
<button>
|
||||
<row>1</row>
|
||||
<col>2</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Brakes</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Brakes");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>2</row>
|
||||
<col>2</col>
|
||||
<halign>fill</halign>
|
||||
<legend>FGCom PTT</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("FGCom PTT");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>3</row>
|
||||
<col>2</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Trigger</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Trigger");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>4</row>
|
||||
<col>2</col>
|
||||
<halign>fill</halign>
|
||||
<legend>Custom</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("Custom");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>5</row>
|
||||
<col>2</col>
|
||||
<halign>fill</halign>
|
||||
<legend>None</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("None");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<text>
|
||||
<row>0</row>
|
||||
<col>3</col>
|
||||
<label>View</label>
|
||||
</text>
|
||||
|
||||
<button>
|
||||
<row>1</row>
|
||||
<col>3</col>
|
||||
<halign>fill</halign>
|
||||
<legend>View Decrease</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("View Decrease");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>2</row>
|
||||
<col>3</col>
|
||||
<halign>fill</halign>
|
||||
<legend>View Increase</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("View Increase");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>3</row>
|
||||
<col>3</col>
|
||||
<halign>fill</halign>
|
||||
<legend>View Cycle Forwards</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("View Cycle Forwards");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>4</row>
|
||||
<col>3</col>
|
||||
<halign>fill</halign>
|
||||
<legend>View Cycle Backwards</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("View Cycle Backwards");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>5</row>
|
||||
<col>3</col>
|
||||
<halign>fill</halign>
|
||||
<legend>View Left</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("View Left");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>6</row>
|
||||
<col>3</col>
|
||||
<halign>fill</halign>
|
||||
<legend>View Right</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("View Right");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>7</row>
|
||||
<col>3</col>
|
||||
<halign>fill</halign>
|
||||
<legend>View Up</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("View Up");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<row>8</row>
|
||||
<col>3</col>
|
||||
<halign>fill</halign>
|
||||
<legend>View Down</legend>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
assignButton("View Down");
|
||||
</script>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<empty>
|
||||
<stretch>true</stretch>
|
||||
</empty>
|
||||
<layout>hbox</layout>
|
||||
|
||||
<button>
|
||||
<legend>Close</legend>
|
||||
<default>true</default>
|
||||
<key>Esc</key>
|
||||
<binding>
|
||||
<command>dialog-close</command>
|
||||
</binding>
|
||||
</button>
|
||||
<empty>
|
||||
<stretch>true</stretch>
|
||||
</empty>
|
||||
</group>
|
||||
|
||||
</PropertyList>
|
259
gui/dialogs/environment-settings.xml
Normal file
259
gui/dialogs/environment-settings.xml
Normal file
|
@ -0,0 +1,259 @@
|
|||
<?xml version="1.0"?>
|
||||
|
||||
<PropertyList>
|
||||
<name>environment-settings</name>
|
||||
<modal>false</modal>
|
||||
<resizable>false</resizable>
|
||||
<layout>vbox</layout>
|
||||
<default-padding>3</default-padding>
|
||||
|
||||
<!-- Title bar with close button -->
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<default-padding>1</default-padding>
|
||||
|
||||
<empty>
|
||||
<stretch>true</stretch>
|
||||
</empty>
|
||||
|
||||
<text>
|
||||
<label>Environmental Settings</label>
|
||||
</text>
|
||||
|
||||
<empty>
|
||||
<stretch>true</stretch>
|
||||
</empty>
|
||||
|
||||
<button>
|
||||
<legend/>
|
||||
<key>Esc</key>
|
||||
<pref-width>16</pref-width>
|
||||
<pref-height>16</pref-height>
|
||||
<border>2</border>
|
||||
<binding>
|
||||
<command>dialog-close</command>
|
||||
</binding>
|
||||
</button>
|
||||
</group>
|
||||
|
||||
<hrule/>
|
||||
|
||||
<group>
|
||||
<layout>table</layout>
|
||||
|
||||
<text>
|
||||
<row>0</row>
|
||||
<col>0</col>
|
||||
<label>Ground textures:</label>
|
||||
<halign>right</halign>
|
||||
</text>
|
||||
<combo>
|
||||
<row>0</row>
|
||||
<col>1</col>
|
||||
<name>season</name>
|
||||
<halign>left</halign>
|
||||
<live>true</live>
|
||||
<property>/sim/startup/season</property>
|
||||
<value>summer</value>
|
||||
<value>winter</value>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>season</object-name>
|
||||
</binding>
|
||||
</combo>
|
||||
|
||||
<button>
|
||||
<row>0</row>
|
||||
<col>2</col>
|
||||
<legend>Reload Scenery</legend>
|
||||
<binding>
|
||||
<command>reinit</command>
|
||||
<subsystem>tile-manager</subsystem>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
</group>
|
||||
|
||||
<hrule/>
|
||||
|
||||
|
||||
<group>
|
||||
<layout>table</layout>
|
||||
|
||||
<text>
|
||||
<row>0</row>
|
||||
<col>0</col>
|
||||
<colspan>4</colspan>
|
||||
<halign>left</halign>
|
||||
<label>Ground conditions (requires shaders effects)</label>
|
||||
</text>
|
||||
|
||||
<checkbox>
|
||||
<row>1</row>
|
||||
<col>0</col>
|
||||
<colspan>4</colspan>
|
||||
<halign>left</halign>
|
||||
<label>Set maximum snow level from METAR</label>
|
||||
<name>metar-snow</name>
|
||||
<property>/environment/params/metar-updates-snow-level</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>metar-snow</object-name>
|
||||
</binding>
|
||||
</checkbox>
|
||||
|
||||
<text>
|
||||
<label>Snow line</label>
|
||||
<halign>left</halign>
|
||||
<row>2</row>
|
||||
<col>0</col>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>-425m</label>
|
||||
<halign>right</halign>
|
||||
<row>2</row>
|
||||
<col>1</col>
|
||||
</text>
|
||||
|
||||
<slider>
|
||||
<name>snow-level</name>
|
||||
<row>2</row>
|
||||
<col>2</col>
|
||||
<min>-425.0</min>
|
||||
<max>7500.0</max>
|
||||
<live>true</live>
|
||||
<property>/environment/snow-level-m</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>snow-level</object-name>
|
||||
</binding>
|
||||
</slider>
|
||||
|
||||
<text>
|
||||
<label>7500m</label>
|
||||
<halign>left</halign>
|
||||
<row>2</row>
|
||||
<col>3</col>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<row>2</row>
|
||||
<col>4</col>
|
||||
<label>12345678</label>
|
||||
<format>%.fm</format>
|
||||
<live>true</live>
|
||||
<property>/environment/snow-level-m</property>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>Dust cover</label>
|
||||
<halign>left</halign>
|
||||
<row>3</row>
|
||||
<col>0</col>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>none</label>
|
||||
<halign>right</halign>
|
||||
<row>3</row>
|
||||
<col>1</col>
|
||||
</text>
|
||||
|
||||
<slider>
|
||||
<name>dust-level</name>
|
||||
<row>3</row>
|
||||
<col>2</col>
|
||||
<min>0.0</min>
|
||||
<max>0.7</max>
|
||||
<live>true</live>
|
||||
<property>/environment/surface/dust-cover-factor</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>dust-level</object-name>
|
||||
</binding>
|
||||
</slider>
|
||||
|
||||
<text>
|
||||
<label>dusty</label>
|
||||
<halign>left</halign>
|
||||
<row>3</row>
|
||||
<col>3</col>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>Wetness</label>
|
||||
<halign>left</halign>
|
||||
<row>4</row>
|
||||
<col>0</col>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>dry</label>
|
||||
<halign>right</halign>
|
||||
<row>4</row>
|
||||
<col>1</col>
|
||||
</text>
|
||||
|
||||
<slider>
|
||||
<name>wetness</name>
|
||||
<row>4</row>
|
||||
<col>2</col>
|
||||
<min>0.0</min>
|
||||
<max>0.7</max>
|
||||
<live>true</live>
|
||||
<property>/environment/surface/wetness</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>wetness</object-name>
|
||||
</binding>
|
||||
</slider>
|
||||
|
||||
<text>
|
||||
<label>wet</label>
|
||||
<halign>left</halign>
|
||||
<row>4</row>
|
||||
<col>3</col>
|
||||
</text>
|
||||
|
||||
</group>
|
||||
|
||||
<hrule/>
|
||||
|
||||
<group>
|
||||
<empty>
|
||||
<stretch>true</stretch>
|
||||
</empty>
|
||||
<layout>hbox</layout>
|
||||
|
||||
<button>
|
||||
<legend>OK</legend>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
</binding>
|
||||
<binding>
|
||||
<command>dialog-close</command>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<legend>Apply</legend>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<button>
|
||||
<legend>Close</legend>
|
||||
<default>true</default>
|
||||
<key>Esc</key>
|
||||
<binding>
|
||||
<command>dialog-close</command>
|
||||
</binding>
|
||||
</button>
|
||||
<empty>
|
||||
<stretch>true</stretch>
|
||||
</empty>
|
||||
</group>
|
||||
|
||||
</PropertyList>
|
463
gui/dialogs/joystick-config.xml
Normal file
463
gui/dialogs/joystick-config.xml
Normal file
|
@ -0,0 +1,463 @@
|
|||
<?xml version="1.0"?>
|
||||
|
||||
<PropertyList>
|
||||
<nasal>
|
||||
<open><![CDATA[
|
||||
|
||||
|
||||
var dlgRoot = cmdarg();
|
||||
|
||||
# Debug only
|
||||
io.load_nasal("/home/stuart/FlightGear/data/Nasal/joystick.nas");
|
||||
|
||||
|
||||
var DIALOG_ROOT = "/sim/gui/dialogs/joystick-config";
|
||||
|
||||
# Read the current bindings
|
||||
joystick.readConfig();
|
||||
|
||||
# Fill in the joystick names combo box.
|
||||
var joysticks = props.globals.getNode("/input/joysticks").getChildren("js");
|
||||
var jsselect = gui.findElementByName(dlgRoot, "jsselect" );
|
||||
|
||||
forindex (var joystick_index; joysticks) {
|
||||
var js = joysticks[joystick_index];
|
||||
var js_id = "unknown";
|
||||
if ((js.getNode("id") != nil) and (js.getNode("id").getValue() != nil))
|
||||
{
|
||||
js_id = js.getNode("id").getValue();
|
||||
}
|
||||
|
||||
jsselect.getNode("value[" ~ joystick_index ~ "]", 1).setValue(js_id);
|
||||
}
|
||||
|
||||
var table = gui.findElementByName(dlgRoot, "axistable");
|
||||
table.removeChildren("checkbox");
|
||||
table.removeChildren("combo");
|
||||
|
||||
# Fill in the valid axis bindings
|
||||
for (var i = 0; i < joystick.MAX_AXES; i = i + 1) {
|
||||
|
||||
# Label
|
||||
var t = table.getChild("text", 2*i + 4, 1);
|
||||
|
||||
t.getNode("row", 1).setValue(i + 1);
|
||||
|
||||
t.getNode("col", 1).setValue(0);
|
||||
t.getNode("label", 1).setValue("Axis " ~ i);
|
||||
|
||||
# Raw data
|
||||
t = table.getChild("text", 2*i + 5, 1);
|
||||
t.getNode("property", 1).setValue("/devices/status/joysticks/joystick[" ~ joystick_index ~ "]/axis[" ~ i ~ "]");
|
||||
t.getNode("row", 1).setValue(i +1 );
|
||||
t.getNode("col", 1).setValue(1);
|
||||
t.getNode("label", 1).setValue("01234");
|
||||
t.getNode("format", 1).setValue("%2.2f");
|
||||
t.getNode("halign", 1).setValue("right");
|
||||
t.getNode("live", 1).setValue(1);
|
||||
|
||||
# Binding
|
||||
t = table.getChild("combo", i, 1);
|
||||
t.getNode("name", 1).setValue("axis" ~ i ~ "binding");
|
||||
t.getNode("row", 1).setValue(i + 1);
|
||||
t.getNode("col", 1).setValue("2");
|
||||
t.getNode("halign", 1).setValue("fill");
|
||||
t.getNode("pref-width", 1).setValue("150");
|
||||
t.getNode("live", 1).setValue(1);
|
||||
t.getNode("property", 1).setValue(DIALOG_ROOT ~ "/axis[" ~ i ~ "]/binding");
|
||||
|
||||
forindex (var idx; joystick.axisBindings) {
|
||||
t.getChild("value", idx, 1).setValue(joystick.axisBindings[idx].getName());
|
||||
}
|
||||
|
||||
var b = t.getChild("binding", 0, 1);
|
||||
b.getNode("command", 1).setValue("dialog-apply");
|
||||
b.getNode("object-name", 1).setValue("axis" ~ i ~ "binding");
|
||||
|
||||
b = t.getChild("binding", 1, 1);
|
||||
b.getNode("command", 1).setValue("nasal");
|
||||
b.getNode("script", 1).setValue("updateConfig();");
|
||||
|
||||
# Inverted
|
||||
t = table.getChild("checkbox", i, 1);
|
||||
t.getNode("name", 1).setValue("axis" ~ i ~ "inverted");
|
||||
t.getNode("property", 1).setValue(DIALOG_ROOT ~ "/axis[" ~ i ~ "]/inverted");
|
||||
t.getNode("row", 1).setValue(i +1 );
|
||||
t.getNode("col", 1).setValue(3);
|
||||
t.getNode("visible", 1).getNode("property", 1).setValue(DIALOG_ROOT ~ "/axis[" ~ i ~ "]/invertable");
|
||||
t.getNode("live", 1).setValue(1);
|
||||
|
||||
var b = t.getChild("binding", 0, 1);
|
||||
b.getNode("command", 1).setValue("dialog-apply");
|
||||
b.getNode("object-name", 1).setValue("axis" ~ i ~ "inverted");
|
||||
|
||||
b = t.getChild("binding", 1, 1);
|
||||
b.getNode("command", 1).setValue("nasal");
|
||||
b.getNode("script", 1).setValue("updateConfig();");
|
||||
}
|
||||
|
||||
# Set up the buttons.
|
||||
table = gui.findElementByName(dlgRoot, "buttontable");
|
||||
table.removeChildren("checkbox");
|
||||
table.removeChildren("button");
|
||||
var row = 1;
|
||||
var col = 0;
|
||||
|
||||
for (var button = 0; button < joystick.MAX_BUTTONS; button = button + 1) {
|
||||
|
||||
t = table.getChild("checkbox", button, 1);
|
||||
t.getNode("property", 1).setValue("/devices/status/joysticks/joystick[" ~ joystick_index ~ "]/button[" ~ button ~ "]");
|
||||
t.getNode("row", 1).setValue(row );
|
||||
t.getNode("col", 1).setValue(col);
|
||||
t.getNode("live", 1).setValue(1);
|
||||
|
||||
t = table.getChild("button", button, 1);
|
||||
t.getNode("name", 1).setValue("button" ~ button);
|
||||
t.getNode("pref-width", 1).setValue(130);
|
||||
t.getNode("halign", 1).setValue("fill");
|
||||
t.getNode("live", 1).setValue("fill");
|
||||
t.getNode("row", 1).setValue(row );
|
||||
t.getNode("col", 1).setValue(col +1);
|
||||
t.getNode("legend", 1).setValue(getprop(DIALOG_ROOT ~ "/button[" ~ button ~ "]/binding"));
|
||||
|
||||
var b = t.getChild("binding", 0, 1);
|
||||
b.getNode("command", 1).setValue("property-assign");
|
||||
b.getNode("property", 1).setValue("/sim/gui/dialogs/joystick-config/current-button");
|
||||
b.getNode("value", 1).setValue(button);
|
||||
|
||||
b = t.getChild("binding", 1, 1);
|
||||
b.getNode("command", 1).setValue("dialog-show");
|
||||
b.getNode("dialog-name", 1).setValue("button-config");
|
||||
|
||||
col = col + 2;
|
||||
|
||||
if (col > 5) {
|
||||
row = row +1;
|
||||
col = 0;
|
||||
}
|
||||
}
|
||||
|
||||
var updateConfig = func() {
|
||||
joystick.writeConfig();
|
||||
fgcommand("reinit", props.Node.new({"subsystem": "input"}));
|
||||
fgcommand("dialog-close", props.Node.new({"dialog-name": "joystick-config"}));
|
||||
fgcommand("dialog-show", props.Node.new({"dialog-name": "joystick-config"}));
|
||||
}
|
||||
]]></open>
|
||||
|
||||
<close><![CDATA[
|
||||
]]></close>
|
||||
</nasal>
|
||||
|
||||
|
||||
<name>joystick-config</name>
|
||||
<layout>vbox</layout>
|
||||
<resizable>true</resizable>
|
||||
<default-padding>3</default-padding>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<default-padding>1</default-padding>
|
||||
|
||||
<empty><stretch>true</stretch></empty>
|
||||
|
||||
<text>
|
||||
<label>Joystick Configuration</label>
|
||||
</text>
|
||||
|
||||
<empty><stretch>true</stretch></empty>
|
||||
|
||||
<button>
|
||||
<legend></legend>
|
||||
<key>Esc</key>
|
||||
<pref-width>16</pref-width>
|
||||
<pref-height>16</pref-height>
|
||||
<border>2</border>
|
||||
<binding>
|
||||
<command>dialog-close</command>
|
||||
</binding>
|
||||
</button>
|
||||
</group>
|
||||
|
||||
<hrule/>
|
||||
<group>
|
||||
<layout>table</layout>
|
||||
<default-padding>2</default-padding>
|
||||
|
||||
<empty>
|
||||
<width>150</width>
|
||||
<col>0</col>
|
||||
<row>0</row>
|
||||
</empty>
|
||||
|
||||
<text>
|
||||
<label>Aileron: </label>
|
||||
<halign>right</halign>
|
||||
<col>1</col>
|
||||
<row>0</row>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>-0.00000</label>
|
||||
<halign>left</halign>
|
||||
<format>%.5f</format>
|
||||
<property>/controls/flight/aileron</property>
|
||||
<live>1</live>
|
||||
<col>2</col>
|
||||
<row>0</row>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>Elevator: </label>
|
||||
<halign>right</halign>
|
||||
<col>1</col>
|
||||
<row>1</row>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>-0.00000</label>
|
||||
<halign>left</halign>
|
||||
<format>%.5f</format>
|
||||
<property>/controls/flight/elevator</property>
|
||||
<live>1</live>
|
||||
<col>2</col>
|
||||
<row>1</row>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>Rudder: </label>
|
||||
<halign>right</halign>
|
||||
<col>3</col>
|
||||
<row>0</row>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>-0.00000</label>
|
||||
<halign>left</halign>
|
||||
<format>%.5f</format>
|
||||
<property>/controls/flight/rudder</property>
|
||||
<live>1</live>
|
||||
<col>4</col>
|
||||
<row>0</row>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>Throttle: </label>
|
||||
<halign>right</halign>
|
||||
<col>3</col>
|
||||
<row>1</row>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>-0.00000</label>
|
||||
<halign>left</halign>
|
||||
<format>%.5f</format>
|
||||
<property>/controls/engines/engine/throttle</property>
|
||||
<live>1</live>
|
||||
<col>4</col>
|
||||
<row>1</row>
|
||||
</text>
|
||||
|
||||
<empty>
|
||||
<width>150</width>
|
||||
<col>5</col>
|
||||
<row>0</row>
|
||||
</empty>
|
||||
</group>
|
||||
|
||||
<!-- Joystick selector -->
|
||||
<group>
|
||||
<layout>table</layout>
|
||||
<halign>left</halign>
|
||||
|
||||
<text>
|
||||
<row>0</row>
|
||||
<col>0</col>
|
||||
<halign>right</halign>
|
||||
<label>Joystick</label>
|
||||
</text>
|
||||
|
||||
<combo>
|
||||
<name>jsselect</name>
|
||||
<row>0</row>
|
||||
<col>1</col>
|
||||
<halign>left</halign>
|
||||
<property>/sim/gui/dialogs/joystick-config/selected-joystick</property>
|
||||
<pref-width>350</pref-width>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>jsselect</object-name>
|
||||
</binding>
|
||||
<binding>
|
||||
<command>nasal</command>
|
||||
<script>
|
||||
fgcommand("dialog-close", props.Node.new({"dialog-name": "joystick-config"}));
|
||||
fgcommand("dialog-show", props.Node.new({"dialog-name": "joystick-config"}));
|
||||
</script>
|
||||
</binding>
|
||||
</combo>
|
||||
|
||||
<text>
|
||||
<row>1</row>
|
||||
<col>0</col>
|
||||
<halign>right</halign>
|
||||
<label>Configuration File</label>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<row>1</row>
|
||||
<col>1</col>
|
||||
<halign>left</halign>
|
||||
<label>Joystick Confgig</label>
|
||||
<property>/sim/gui/dialogs/joystick-config/selected-joystick-config</property>
|
||||
</text>
|
||||
|
||||
</group>
|
||||
|
||||
|
||||
<hrule/>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<valign>top</valign>
|
||||
<halign>fill</halign>
|
||||
|
||||
<!-- Axis list -->
|
||||
<group>
|
||||
<layout>table</layout>
|
||||
<valign>top</valign>
|
||||
<name>axistable</name>
|
||||
|
||||
|
||||
<!-- Header Row -->
|
||||
<text>
|
||||
<row>0</row>
|
||||
<col>0</col>
|
||||
<label>Axis</label>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<row>0</row>
|
||||
<col>1</col>
|
||||
<label>Input</label>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<row>0</row>
|
||||
<col>2</col>
|
||||
<label>Control</label>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<row>0</row>
|
||||
<col>3</col>
|
||||
<label>Inverted?</label>
|
||||
</text>
|
||||
|
||||
|
||||
<!-- Axes get added here based on above template -->
|
||||
|
||||
</group>
|
||||
|
||||
<vrule/>
|
||||
|
||||
<!-- Buttons -->
|
||||
|
||||
<group>
|
||||
<layout>table</layout>
|
||||
<valign>top</valign>
|
||||
<name>buttontable</name>
|
||||
|
||||
<!-- Header row-->
|
||||
<text>
|
||||
<row>0</row><col>0</col>
|
||||
<label>Input</label>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<row>0</row><col>1</col>
|
||||
<label>Control</label>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<row>0</row><col>2</col>
|
||||
<label>Input</label>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<row>0</row><col>3</col>
|
||||
<label>Control</label>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<row>0</row><col>4</col>
|
||||
<label>Input</label>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<row>0</row><col>5</col>
|
||||
<label>Control</label>
|
||||
</text>
|
||||
|
||||
<buttontemplate>
|
||||
<name>buttontemplate</name>
|
||||
|
||||
<checkbox>
|
||||
<row>1</row><col>0</col>
|
||||
<halign>right</halign>
|
||||
<live>1</live>
|
||||
<readonly>1</readonly>
|
||||
<property>/devices/status/joysticks/joystick[0]/button[0]</property>
|
||||
</checkbox>
|
||||
|
||||
<text>
|
||||
<row>1</row><col>1</col>
|
||||
<property>/sim/gui/dialogs/joystick-config/button[0]</property>
|
||||
<label>01234567890</label>
|
||||
<halign>left</halign>
|
||||
<live>true</live>
|
||||
</text>
|
||||
|
||||
<button>
|
||||
<row>1</row><col>2</col>
|
||||
<legend>...</legend>
|
||||
<binding>
|
||||
<command>property-assign</command>
|
||||
<property>/sim/gui/dialogs/joystick-config/current-button</property>
|
||||
<value>0</value>
|
||||
</binding>
|
||||
<binding>
|
||||
<command>dialog-show</command>
|
||||
<dialog-name>button-config</dialog-name>
|
||||
</binding>
|
||||
</button>
|
||||
</buttontemplate>
|
||||
|
||||
<!-- Buttons get added here based on above template -->
|
||||
|
||||
</group>
|
||||
</group>
|
||||
|
||||
<hrule/>
|
||||
|
||||
<!-- Button bar -->
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
|
||||
<empty>
|
||||
<stretch>true</stretch>
|
||||
</empty>
|
||||
|
||||
<button>
|
||||
<legend>Close</legend>
|
||||
<binding>
|
||||
<command>dialog-close</command>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
<empty>
|
||||
<stretch>true</stretch>
|
||||
</empty>
|
||||
</group>
|
||||
|
||||
</PropertyList>
|
|
@ -1,157 +0,0 @@
|
|||
<?xml version="1.0"?>
|
||||
|
||||
<PropertyList>
|
||||
|
||||
|
||||
<name>local_weather_environment</name>
|
||||
<width>400</width>
|
||||
<height>210</height>
|
||||
<modal>false</modal>
|
||||
|
||||
<text>
|
||||
<x>5</x>
|
||||
<y>180</y>
|
||||
<label>Environment parameters (only used by detailed shaders)</label>
|
||||
</text>
|
||||
|
||||
|
||||
<text>
|
||||
<x>5</x>
|
||||
<y>150</y>
|
||||
<label>Snow line:</label>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<x>120</x>
|
||||
<y>150</y>
|
||||
<label>0 m </label>
|
||||
</text>
|
||||
|
||||
<slider>
|
||||
<x>190</x>
|
||||
<y>150</y>
|
||||
<width>90</width>
|
||||
<height>20</height>
|
||||
<min>0.0</min>
|
||||
<max>7500.0</max>
|
||||
<property>/environment/mysnow-level-m</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
</binding>
|
||||
</slider>
|
||||
|
||||
<text>
|
||||
<x>290</x>
|
||||
<y>150</y>
|
||||
<label>7500 m</label>
|
||||
</text>
|
||||
|
||||
|
||||
<text>
|
||||
<x>340</x>
|
||||
<y>150</y>
|
||||
<label>12345678</label>
|
||||
<format>%.fm</format>
|
||||
<live>true</live>
|
||||
<property>/environment/mysnow-level-m</property>
|
||||
</text>
|
||||
|
||||
|
||||
<text>
|
||||
<x>5</x>
|
||||
<y>120</y>
|
||||
<label>Terrain dust cover:</label>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<x>120</x>
|
||||
<y>120</y>
|
||||
<label>none </label>
|
||||
</text>
|
||||
|
||||
<slider>
|
||||
<x>190</x>
|
||||
<y>120</y>
|
||||
<width>90</width>
|
||||
<height>20</height>
|
||||
<min>0.0</min>
|
||||
<max>0.7</max>
|
||||
<property>/environment/surface/dust-cover-factor</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
</binding>
|
||||
</slider>
|
||||
|
||||
<text>
|
||||
<x>290</x>
|
||||
<y>120</y>
|
||||
<label>dusty</label>
|
||||
</text>
|
||||
|
||||
|
||||
<text>
|
||||
<x>5</x>
|
||||
<y>90</y>
|
||||
<label>Fog properties:</label>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<x>120</x>
|
||||
<y>90</y>
|
||||
<label>smooth </label>
|
||||
</text>
|
||||
|
||||
<slider>
|
||||
<x>190</x>
|
||||
<y>90</y>
|
||||
<width>90</width>
|
||||
<height>20</height>
|
||||
<min>0.0</min>
|
||||
<max>12.0</max>
|
||||
<property>/environment/fog-structure</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
</binding>
|
||||
</slider>
|
||||
|
||||
<text>
|
||||
<x>290</x>
|
||||
<y>90</y>
|
||||
<label>structured</label>
|
||||
</text>
|
||||
|
||||
|
||||
<group>
|
||||
<x>10</x>
|
||||
<y>10</y>
|
||||
|
||||
<button>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<legend>OK</legend>
|
||||
<!--<default>true</default>-->
|
||||
<equal>true</equal>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
</binding>
|
||||
<binding>
|
||||
<command>dialog-close</command>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
|
||||
<button>
|
||||
<x>265</x>
|
||||
<y>0</y>
|
||||
<legend>Cancel</legend>
|
||||
<equal>true</equal>
|
||||
<key>Esc</key>
|
||||
<binding>
|
||||
<command>dialog-close</command>
|
||||
</binding>
|
||||
</button>
|
||||
|
||||
|
||||
</group>
|
||||
|
||||
</PropertyList>
|
File diff suppressed because it is too large
Load diff
|
@ -86,7 +86,7 @@
|
|||
|
||||
i = 0;
|
||||
foreach (var park; a.parking()) {
|
||||
parking.getNode("value[" ~ i ~ "]", 1).setValue(park);
|
||||
parking.getNode("value[" ~ i ~ "]", 1).setValue(park.name);
|
||||
i += 1;
|
||||
}
|
||||
|
||||
|
|
|
@ -52,7 +52,7 @@
|
|||
</enable>
|
||||
</checkbox>
|
||||
<empty>
|
||||
<pref-width>66</pref-width>
|
||||
<pref-width>63</pref-width>
|
||||
</empty>
|
||||
<text>
|
||||
<label>Strength</label>
|
||||
|
@ -111,7 +111,7 @@
|
|||
</enable>
|
||||
</checkbox>
|
||||
<empty>
|
||||
<pref-width>-4</pref-width>
|
||||
<pref-width>-7</pref-width>
|
||||
</empty>
|
||||
<text>
|
||||
<label>Strength</label>
|
||||
|
@ -152,9 +152,9 @@
|
|||
</enable>
|
||||
</text>
|
||||
</group>
|
||||
|
||||
|
||||
<hrule/>
|
||||
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>left</halign>
|
||||
|
@ -170,7 +170,7 @@
|
|||
</binding>
|
||||
</checkbox>
|
||||
<empty>
|
||||
<pref-width>45</pref-width>
|
||||
<pref-width>42</pref-width>
|
||||
</empty>
|
||||
<text>
|
||||
<label>Map size</label>
|
||||
|
@ -195,7 +195,7 @@
|
|||
</combo>
|
||||
|
||||
</group>
|
||||
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>right</halign>
|
||||
|
@ -231,10 +231,10 @@
|
|||
<property>/sim/rendering/shadows/filtering</property>
|
||||
</text>
|
||||
<empty>
|
||||
<pref-width>67</pref-width>
|
||||
<pref-width>222</pref-width>
|
||||
</empty>
|
||||
</group>
|
||||
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>right</halign>
|
||||
|
@ -289,18 +289,14 @@
|
|||
<property>/sim/rendering/shadows/num-cascades</property>
|
||||
</text>
|
||||
<empty>
|
||||
<pref-width>67</pref-width>
|
||||
<pref-width>222</pref-width>
|
||||
</empty>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>right</halign>
|
||||
|
||||
<empty>
|
||||
<pref-width>130</pref-width>
|
||||
</empty>
|
||||
|
||||
|
||||
<text>
|
||||
<label>Cascades</label>
|
||||
<enable>
|
||||
|
@ -373,6 +369,667 @@
|
|||
<object-name>shadow-cascade-4</object-name>
|
||||
</binding>
|
||||
</input>
|
||||
<empty>
|
||||
<pref-width>147</pref-width>
|
||||
</empty>
|
||||
</group>
|
||||
|
||||
<hrule/>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>left</halign>
|
||||
|
||||
<checkbox>
|
||||
<halign>left</halign>
|
||||
<label>Night vision</label>
|
||||
<name>night-vision</name>
|
||||
<property>/sim/rendering/rembrandt/night-vision</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>night-vision</object-name>
|
||||
</binding>
|
||||
</checkbox>
|
||||
</group>
|
||||
|
||||
<hrule/>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>left</halign>
|
||||
|
||||
<checkbox>
|
||||
<halign>left</halign>
|
||||
<label>Vignette</label>
|
||||
<name>vignette</name>
|
||||
<property>/sim/rendering/rembrandt/cinema/vignette</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>vignette</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
</enable>
|
||||
</checkbox>
|
||||
<empty>
|
||||
<pref-width>34</pref-width>
|
||||
</empty>
|
||||
<text>
|
||||
<label>Inner circle</label>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/vignette</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>inner-circle</name>
|
||||
<min>0.0</min>
|
||||
<max>1.5</max>
|
||||
<step>0.01</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/inner-circle</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>inner-circle</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/vignette</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>12345678</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/inner-circle</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/vignette</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>right</halign>
|
||||
|
||||
<text>
|
||||
<label>Outer circle</label>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/vignette</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>outer-circle</name>
|
||||
<min>1.0</min>
|
||||
<max>2.0</max>
|
||||
<step>0.01</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/outer-circle</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>outer-circle</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/vignette</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>12345678</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/outer-circle</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/vignette</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<empty>
|
||||
<pref-width>222</pref-width>
|
||||
</empty>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>left</halign>
|
||||
|
||||
<checkbox>
|
||||
<halign>left</halign>
|
||||
<label>Color shift</label>
|
||||
<name>color-shift</name>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>color-shift</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
</enable>
|
||||
</checkbox>
|
||||
<empty>
|
||||
<pref-width>37</pref-width>
|
||||
</empty>
|
||||
<text>
|
||||
<label>Red shift</label>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>red-shift-r</name>
|
||||
<min>0.0</min>
|
||||
<max>1.0</max>
|
||||
<step>0.004</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/red-shift/x</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>red-shift-r</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>1234</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/red-shift/x</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>red-shift-g</name>
|
||||
<min>0.0</min>
|
||||
<max>1.0</max>
|
||||
<step>0.004</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/red-shift/y</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>red-shift-g</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>1234</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/red-shift/y</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>red-shift-b</name>
|
||||
<min>0.0</min>
|
||||
<max>1.0</max>
|
||||
<step>0.004</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/red-shift/z</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>red-shift-b</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>1234</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/red-shift/z</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>right</halign>
|
||||
|
||||
<text>
|
||||
<label>Green shift</label>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>green-shift-r</name>
|
||||
<min>0.0</min>
|
||||
<max>1.0</max>
|
||||
<step>0.004</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/green-shift/x</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>green-shift-r</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>1234</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/green-shift/x</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>green-shift-g</name>
|
||||
<min>0.0</min>
|
||||
<max>1.0</max>
|
||||
<step>0.004</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/green-shift/y</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>green-shift-g</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>1234</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/green-shift/y</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>green-shift-b</name>
|
||||
<min>0.0</min>
|
||||
<max>1.0</max>
|
||||
<step>0.004</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/green-shift/z</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>green-shift-b</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>1234</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/green-shift/z</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>right</halign>
|
||||
|
||||
<text>
|
||||
<label>Blue shift</label>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>blue-shift-r</name>
|
||||
<min>0.0</min>
|
||||
<max>1.0</max>
|
||||
<step>0.004</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/blue-shift/x</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>blue-shift-r</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>1234</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/blue-shift/x</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>blue-shift-g</name>
|
||||
<min>0.0</min>
|
||||
<max>1.0</max>
|
||||
<step>0.004</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/blue-shift/y</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>blue-shift-g</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>1234</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/blue-shift/y</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>blue-shift-b</name>
|
||||
<min>0.0</min>
|
||||
<max>1.0</max>
|
||||
<step>0.004</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/blue-shift/z</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>blue-shift-b</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>1234</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/blue-shift/z</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>left</halign>
|
||||
|
||||
<checkbox>
|
||||
<halign>left</halign>
|
||||
<label>Distortion</label>
|
||||
<name>distortion</name>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>distortion</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
</enable>
|
||||
</checkbox>
|
||||
<empty>
|
||||
<pref-width>48</pref-width>
|
||||
</empty>
|
||||
<text>
|
||||
<label>Factors</label>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>distortion-factor-x</name>
|
||||
<min>-0.5</min>
|
||||
<max>0.5</max>
|
||||
<step>0.01</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion-factor/x</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>distortion-factor-x</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>1234</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion-factor/x</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>distortion-factor-y</name>
|
||||
<min>-0.5</min>
|
||||
<max>0.5</max>
|
||||
<step>0.01</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion-factor/y</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>distortion-factor-y</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>1234</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion-factor/y</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>distortion-factor-z</name>
|
||||
<min>0.5</min>
|
||||
<max>1.5</max>
|
||||
<step>0.001</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion-factor/z</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>distortion-factor-z</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>1234</label>
|
||||
<format>%.2f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion-factor/z</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>left</halign>
|
||||
|
||||
<checkbox>
|
||||
<halign>left</halign>
|
||||
<label>Color fringe</label>
|
||||
<name>color-fringe</name>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-fringe</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>color-fringe</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
</and>
|
||||
</enable>
|
||||
</checkbox>
|
||||
<empty>
|
||||
<pref-width>42</pref-width>
|
||||
</empty>
|
||||
<text>
|
||||
<label>Factor</label>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-fringe</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<name>color-fringe-factor</name>
|
||||
<min>0.96</min>
|
||||
<max>1.04</max>
|
||||
<step>0.001</step>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-fringe-factor</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>color-fringe-factor</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-fringe</property>
|
||||
</and>
|
||||
</enable>
|
||||
</slider>
|
||||
<text>
|
||||
<label>12345678</label>
|
||||
<format>%.3f</format>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-fringe-factor</property>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<property>/sim/rendering/rembrandt/cinema/distortion</property>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-fringe</property>
|
||||
</and>
|
||||
</enable>
|
||||
</text>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>left</halign>
|
||||
|
||||
<checkbox>
|
||||
<halign>left</halign>
|
||||
<label>Film wear</label>
|
||||
<name>film-wear</name>
|
||||
<property>/sim/rendering/rembrandt/cinema/film-wear</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>film-wear</object-name>
|
||||
</binding>
|
||||
<enable>
|
||||
<and>
|
||||
<not><property>/sim/rendering/rembrandt/night-vision</property></not>
|
||||
<or>
|
||||
<property>/sim/rendering/rembrandt/cinema/vignette</property>
|
||||
<property>/sim/rendering/rembrandt/cinema/color-shift</property>
|
||||
</or>
|
||||
</and>
|
||||
</enable>
|
||||
</checkbox>
|
||||
</group>
|
||||
|
||||
<hrule/>
|
||||
|
|
|
@ -207,31 +207,8 @@
|
|||
<group>
|
||||
<layout>table</layout>
|
||||
|
||||
<text>
|
||||
<row>0</row>
|
||||
<col>0</col>
|
||||
<colspan>2</colspan>
|
||||
<label>Season (ground textures): </label>
|
||||
<halign>right</halign>
|
||||
</text>
|
||||
<combo>
|
||||
<row>0</row>
|
||||
<col>2</col>
|
||||
<colspan>2</colspan>
|
||||
<name>season</name>
|
||||
<halign>left</halign>
|
||||
<live>true</live>
|
||||
<property>/sim/startup/season</property>
|
||||
<value>summer</value>
|
||||
<value>winter</value>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>season</object-name>
|
||||
</binding>
|
||||
</combo>
|
||||
|
||||
<checkbox>
|
||||
<row>1</row>
|
||||
<row>0</row>
|
||||
<col>0</col>
|
||||
<halign>left</halign>
|
||||
<label>Animated jetways</label>
|
||||
|
@ -244,7 +221,7 @@
|
|||
</checkbox>
|
||||
|
||||
<checkbox>
|
||||
<row>2</row>
|
||||
<row>1</row>
|
||||
<col>0</col>
|
||||
<halign>left</halign>
|
||||
<label>Random buildings</label>
|
||||
|
@ -255,9 +232,21 @@
|
|||
<object-name>random-buildings</object-name>
|
||||
</binding>
|
||||
</checkbox>
|
||||
|
||||
<text>
|
||||
<row>1</row>
|
||||
<col>1</col>
|
||||
<colspan>3</colspan>
|
||||
<color>
|
||||
<red>1.0</red>
|
||||
<green>0.6</green>
|
||||
<blue>0.6</blue>
|
||||
</color>
|
||||
<label>Warning: Requires lots of memory</label>
|
||||
</text>
|
||||
|
||||
<checkbox>
|
||||
<row>3</row>
|
||||
<row>2</row>
|
||||
<col>0</col>
|
||||
<halign>left</halign>
|
||||
<label>Random objects</label>
|
||||
|
@ -270,7 +259,7 @@
|
|||
</checkbox>
|
||||
|
||||
<checkbox>
|
||||
<row>4</row>
|
||||
<row>3</row>
|
||||
<col>0</col>
|
||||
<halign>left</halign>
|
||||
<label>Random vegetation</label>
|
||||
|
@ -282,7 +271,7 @@
|
|||
</binding>
|
||||
</checkbox>
|
||||
<text>
|
||||
<row>4</row>
|
||||
<row>3</row>
|
||||
<col>1</col>
|
||||
<label>density</label>
|
||||
<enable>
|
||||
|
@ -290,7 +279,7 @@
|
|||
</enable>
|
||||
</text>
|
||||
<slider>
|
||||
<row>4</row>
|
||||
<row>3</row>
|
||||
<col>2</col>
|
||||
<name>vegetation-density</name>
|
||||
<min>0</min>
|
||||
|
@ -303,7 +292,7 @@
|
|||
</binding>
|
||||
</slider>
|
||||
<text>
|
||||
<row>4</row>
|
||||
<row>3</row>
|
||||
<col>3</col>
|
||||
<label>12345678</label>
|
||||
<format>%.1f</format>
|
||||
|
|
|
@ -71,6 +71,60 @@
|
|||
</empty>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>right</halign>
|
||||
|
||||
<text>
|
||||
<halign>left</halign>
|
||||
<label>Transition</label>
|
||||
</text>
|
||||
<slider>
|
||||
<name>transition</name>
|
||||
<min>0.0</min>
|
||||
<max>5.0</max>
|
||||
<step>1.0</step>
|
||||
<fraction>0.17</fraction>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/shaders/transition</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>transition</object-name>
|
||||
</binding>
|
||||
</slider>
|
||||
<empty>
|
||||
<pref-width>55</pref-width>
|
||||
</empty>
|
||||
</group>
|
||||
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>right</halign>
|
||||
|
||||
<text>
|
||||
<halign>left</halign>
|
||||
<label>Urban</label>
|
||||
</text>
|
||||
<slider>
|
||||
<name>urban</name>
|
||||
<min>0.0</min>
|
||||
<max>5.0</max>
|
||||
<step>1.0</step>
|
||||
<fraction>0.17</fraction>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/shaders/urban</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>urban</object-name>
|
||||
</binding>
|
||||
</slider>
|
||||
<empty>
|
||||
<pref-width>55</pref-width>
|
||||
</empty>
|
||||
</group>
|
||||
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>right</halign>
|
||||
|
|
1311
gui/dialogs/weather-configuration.xml
Normal file
1311
gui/dialogs/weather-configuration.xml
Normal file
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
@ -272,22 +272,20 @@
|
|||
|
||||
<menu>
|
||||
<name>environment</name>
|
||||
|
||||
|
||||
<item>
|
||||
<name>global-weather</name>
|
||||
<binding>
|
||||
<condition>
|
||||
<not><property>/nasal/local_weather/enabled</property></not>
|
||||
</condition>
|
||||
<command>dialog-show</command>
|
||||
<dialog-name>weather</dialog-name>
|
||||
</binding>
|
||||
</item>
|
||||
|
||||
<item>
|
||||
<name>environment-settings</name>
|
||||
<binding>
|
||||
<condition>
|
||||
<property>/nasal/local_weather/enabled</property>
|
||||
</condition>
|
||||
<command>dialog-show</command>
|
||||
<dialog-name>local_weather_tiles</dialog-name>
|
||||
<dialog-name>environment-settings</dialog-name>
|
||||
</binding>
|
||||
</item>
|
||||
|
||||
|
|
|
@ -55,7 +55,6 @@ Started September 2000 by David Megginson, david@megginson.com
|
|||
<units>feet</units>
|
||||
<save-on-exit type="bool" userarchive="y">true</save-on-exit>
|
||||
<restore-defaults type="bool">false</restore-defaults>
|
||||
<browser-app write="n">firefox -new-tab "%u"</browser-app>
|
||||
<!-- help viewer; only used under Unix -->
|
||||
<terminal-ansi-colors type="bool">true</terminal-ansi-colors>
|
||||
<season type="string" preserve="y">summer</season>
|
||||
|
@ -72,6 +71,37 @@ Started September 2000 by David Megginson, david@megginson.com
|
|||
<bloom type="bool" userarchive="y">true</bloom>
|
||||
<bloom-strength type="float" userarchive="y">1.0</bloom-strength>
|
||||
<bloom-buffers type="bool">true</bloom-buffers>
|
||||
<night-vision type="bool">false</night-vision>
|
||||
<cinema>
|
||||
<vignette type="bool">false</vignette>
|
||||
<inner-circle type="float" userarchive="y">0.8</inner-circle>
|
||||
<outer-circle type="float" userarchive="y">1.3</outer-circle>
|
||||
<color-shift type="bool">false</color-shift>
|
||||
<red-shift>
|
||||
<x type="float" userarchive="y">.393</x>
|
||||
<y type="float" userarchive="y">.769</y>
|
||||
<z type="float" userarchive="y">.189</z>
|
||||
</red-shift>
|
||||
<green-shift>
|
||||
<x type="float" userarchive="y">.349</x>
|
||||
<y type="float" userarchive="y">.686</y>
|
||||
<z type="float" userarchive="y">.168</z>
|
||||
</green-shift>
|
||||
<blue-shift>
|
||||
<x type="float" userarchive="y">.272</x>
|
||||
<y type="float" userarchive="y">.534</y>
|
||||
<z type="float" userarchive="y">.131</z>
|
||||
</blue-shift>
|
||||
<distortion type="bool">false</distortion>
|
||||
<distortion-factor>
|
||||
<x type="float" userarchive="y">0.0</x>
|
||||
<y type="float" userarchive="y">0.0</y>
|
||||
<z type="float" userarchive="y">1.0</z>
|
||||
</distortion-factor>
|
||||
<color-fringe type="bool">false</color-fringe>
|
||||
<color-fringe-factor type="float" userarchive="y">1.0</color-fringe-factor>
|
||||
<film-wear type="bool">false</film-wear>
|
||||
</cinema>
|
||||
<exposure type="float" userarchive="y">1.0</exposure>
|
||||
<use-color-for-depth type="bool">false</use-color-for-depth>
|
||||
<no-16bit-buffer type="bool">true</no-16bit-buffer>
|
||||
|
|
Loading…
Reference in a new issue