Merge branch 'master' of gitorious.org:fg/fgdata into work
This commit is contained in:
commit
bee778ac2b
7 changed files with 280 additions and 76 deletions
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@ -43,8 +43,6 @@ The cloud is defined by the following properties:
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||||||
<height-map-texture> - whether to choose the vertical texture index based on
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<height-map-texture> - whether to choose the vertical texture index based on
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sprite height within the clouds (default false)
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sprite height within the clouds (default false)
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<num-sprites> - Number of sprite to generate for the cloud (default 20)
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<num-sprites> - Number of sprite to generate for the cloud (default 20)
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<bottom-shade> - Light multiplier for sprites at the bottom of the cloud
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(default 1.0)
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<min-sprite-width-m> - minimum width of the sprites used to create the cloud
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<min-sprite-width-m> - minimum width of the sprites used to create the cloud
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(default 200)
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(default 200)
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<max-sprite-width-m> - maximum width of the sprites used to create the cloud
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<max-sprite-width-m> - maximum width of the sprites used to create the cloud
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@ -56,7 +54,39 @@ The cloud is defined by the following properties:
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||||||
<z-scale> - vertical scaling factor to apply to to the sprite after
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<z-scale> - vertical scaling factor to apply to to the sprite after
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billboarding. A small value would create a sprite that
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billboarding. A small value would create a sprite that
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looks squashed when viewed from the side. (default 1.0)
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looks squashed when viewed from the side. (default 1.0)
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<min-bottom-lighting-factor> - See Shading below (default 1.0)
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<max-bottom-lighting-factor> - See Shading below (default min-...-factor + 0.1)
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<min-middle-lighting-factor> - See Shading below (default 1.0)
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<max-middle-lighting-factor> - See Shading below (default min-...-factor + 0.1)
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<min-top-lighting-factor> - See Shading below (default 1.0)
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||||||
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<max-top-lighting-factor> - See Shading below (default min-...-factor + 0.1)
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||||||
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<min-shade-lighting-factor> - See Shading below (default 0.5)
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<max-shade-lighting-factor> - See Shading below (default min-...-factor + 0.1)
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Shading
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-------
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the [min|max]-...-lighting-factor properties allow you to define diffuse lighting
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multipliers to the bottom, middle, top, sunny and shaded parts of the cloud. In
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each case, individual clouds will have a random multiplier between the min and
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max values used to allow for some variation between individual clouds.
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The top, middle and bottom lighting factors are applied based on the pixels vertical
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positon in the cloud. A linear interpolation is used either between top/middle (if
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the pixel is above the middle of the cloud) or middle/bottom (if the pixel is below
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the middle of the cloud).
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The top factor is also applied to _all_ pixels on the sunny side of the cloud. The
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shade factor is applied based on the pixel position away from the sun, linearly
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interpolated from top to shade. E.g this is not a straight linear interpolation
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from top to shade across the entire cloud.
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The final lighting factor is determined by the minimum of the vertical factor and
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the sunny/shade factor. Note that this is applied to the individual pixels, not
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sprites.
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Textures
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--------
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The texture to use for the sprites is defined in the <texture> tag.
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The texture to use for the sprites is defined in the <texture> tag.
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To allow some variation, you can create a texture file containing multiple
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To allow some variation, you can create a texture file containing multiple
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@ -60,6 +60,10 @@
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<name>usrAttr2</name>
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<name>usrAttr2</name>
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<index>11</index>
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<index>11</index>
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</attribute>
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</attribute>
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<attribute>
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<name>usrAttr3</name>
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<index>12</index>
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</attribute>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>baseTexture</name>
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<name>baseTexture</name>
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@ -35,33 +35,29 @@ ns = Nimbostratus (Rain cloud)
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<clouds>
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<clouds>
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<cb-large>
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<cb-large>
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<min-cloud-width-m>1600</min-cloud-width-m>
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<min-cloud-width-m>1600</min-cloud-width-m>
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<max-cloud-width-m>2000</max-cloud-width-m>
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<min-cloud-height-m>4000</min-cloud-height-m>
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<min-cloud-height-m>4000</min-cloud-height-m>
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<max-cloud-height-m>3000</max-cloud-height-m>
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<num-sprites>10</num-sprites>
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<num-sprites>10</num-sprites>
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<texture>cl_cumulus.png</texture>
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<texture>cl_cumulus.png</texture>
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<num-textures-x>4</num-textures-x>
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<num-textures-x>4</num-textures-x>
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<num-textures-y>4</num-textures-y>
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<num-textures-y>4</num-textures-y>
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<bottom-shade>0.3</bottom-shade>
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<min-bottom-lighting-factor>0.3</min-bottom-lighting-factor>
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<min-shade-lighting-factor>0.4</min-shade-lighting-factor>
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<min-sprite-width-m>800</min-sprite-width-m>
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<min-sprite-width-m>800</min-sprite-width-m>
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<max-sprite-width-m>1200</max-sprite-width-m>
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<min-sprite-height-m>800</min-sprite-height-m>
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<min-sprite-height-m>800</min-sprite-height-m>
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<max-sprite-height-m>1200</max-sprite-height-m>
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<height-map-texture>true</height-map-texture>
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</cb-large>
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</cb-large>
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<cb-small>
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<cb-small>
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<min-cloud-width-m>800</min-cloud-width-m>
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<min-cloud-width-m>800</min-cloud-width-m>
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<max-cloud-width-m>400</max-cloud-width-m>
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<min-cloud-height-m>800</min-cloud-height-m>
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<min-cloud-height-m>500</min-cloud-height-m>
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<max-cloud-height-m>200</max-cloud-height-m>
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<num-sprites>10</num-sprites>
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<num-sprites>10</num-sprites>
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<texture>cl_cumulus.png</texture>
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<texture>cl_cumulus.png</texture>
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<num-textures-x>4</num-textures-x>
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<num-textures-x>4</num-textures-x>
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<num-textures-y>4</num-textures-y>
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<num-textures-y>4</num-textures-y>
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<bottom-shade>0.3</bottom-shade>
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<min-bottom-lighting-factor>0.3</min-bottom-lighting-factor>
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<min-shade-lighting-factor>0.4</min-shade-lighting-factor>
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<min-sprite-width-m>400</min-sprite-width-m>
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<min-sprite-width-m>400</min-sprite-width-m>
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<max-sprite-width-m>800</max-sprite-width-m>
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<min-sprite-height-m>400</min-sprite-height-m>
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<min-sprite-height-m>400</min-sprite-height-m>
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<max-sprite-height-m>800</max-sprite-height-m>
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<height-map-texture>true</height-map-texture>
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</cb-small>
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</cb-small>
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<cu-large>
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<cu-large>
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<min-cloud-width-m>600</min-cloud-width-m>
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<min-cloud-width-m>600</min-cloud-width-m>
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@ -69,89 +65,95 @@ ns = Nimbostratus (Rain cloud)
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<min-cloud-height-m>400</min-cloud-height-m>
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<min-cloud-height-m>400</min-cloud-height-m>
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<max-cloud-height-m>800</max-cloud-height-m>
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<max-cloud-height-m>800</max-cloud-height-m>
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<num-sprites>20</num-sprites>
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<num-sprites>20</num-sprites>
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<texture>cl_cumulus.png</texture>
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<texture>cl_cumulus2.png</texture>
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<num-textures-x>4</num-textures-x>
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<num-textures-x>4</num-textures-x>
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<num-textures-y>4</num-textures-y>
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<num-textures-y>4</num-textures-y>
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<bottom-shade>0.6</bottom-shade>
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<min-bottom-lighting-factor>0.2</min-bottom-lighting-factor>
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<min-shade-lighting-factor>0.3</min-shade-lighting-factor>
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<min-sprite-width-m>400</min-sprite-width-m>
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<min-sprite-width-m>400</min-sprite-width-m>
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<max-sprite-width-m>700</max-sprite-width-m>
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<max-sprite-width-m>700</max-sprite-width-m>
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<min-sprite-height-m>300</min-sprite-height-m>
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<min-sprite-height-m>300</min-sprite-height-m>
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<max-sprite-height-m>700</max-sprite-height-m>
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<max-sprite-height-m>700</max-sprite-height-m>
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<height-map-texture>true</height-map-texture>
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</cu-large>
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</cu-large>
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<cu-small>
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<cu-small>
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<min-cloud-width-m>300</min-cloud-width-m>
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<min-cloud-width-m>600</min-cloud-width-m>
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<max-cloud-width-m>800</max-cloud-width-m>
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<max-cloud-width-m>900</max-cloud-width-m>
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<min-cloud-height-m>200</min-cloud-height-m>
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<min-cloud-height-m>400</min-cloud-height-m>
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<max-cloud-height-m>300</max-cloud-height-m>
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<max-cloud-height-m>600</max-cloud-height-m>
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<num-sprites>10</num-sprites>
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<num-sprites>20</num-sprites>
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<texture>cl_cumulus.png</texture>
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<texture>cl_cumulus2.png</texture>
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<num-textures-x>4</num-textures-x>
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<num-textures-x>4</num-textures-x>
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<num-textures-y>4</num-textures-y>
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<num-textures-y>4</num-textures-y>
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<bottom-shade>0.7</bottom-shade>
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<min-bottom-lighting-factor>0.4</min-bottom-lighting-factor>
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<min-sprite-width-m>200</min-sprite-width-m>
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<min-shade-lighting-factor>0.5</min-shade-lighting-factor>
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<min-sprite-width-m>300</min-sprite-width-m>
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<max-sprite-width-m>400</max-sprite-width-m>
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<max-sprite-width-m>400</max-sprite-width-m>
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<min-sprite-height-m>150</min-sprite-height-m>
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<min-sprite-height-m>200</min-sprite-height-m>
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<max-sprite-height-m>300</max-sprite-height-m>
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<max-sprite-height-m>300</max-sprite-height-m>
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<height-map-texture>true</height-map-texture>
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</cu-small>
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</cu-small>
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<ns-large>
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<ns-large>
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<min-cloud-width-m>1200</min-cloud-width-m>
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<min-cloud-width-m>1200</min-cloud-width-m>
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<max-cloud-width-m>3000</max-cloud-width-m>
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<max-cloud-width-m>3000</max-cloud-width-m>
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<min-cloud-height-m>200</min-cloud-height-m>
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<min-cloud-height-m>400</min-cloud-height-m>
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<max-cloud-height-m>400</max-cloud-height-m>
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<max-cloud-height-m>800</max-cloud-height-m>
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<num-sprites>40</num-sprites>
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<num-sprites>40</num-sprites>
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<texture>cl_st.png</texture>
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<texture>cl_st.png</texture>
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<num-textures-x>1</num-textures-x>
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<num-textures-x>1</num-textures-x>
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<num-textures-y>1</num-textures-y>
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<num-textures-y>1</num-textures-y>
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<bottom-shade>0.2</bottom-shade>
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<min-bottom-lighting-factor>0.2</min-bottom-lighting-factor>
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<min-sprite-width-m>300</min-sprite-width-m>
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<min-sprite-width-m>300</min-sprite-width-m>
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<max-sprite-width-m>600</max-sprite-width-m>
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<max-sprite-width-m>600</max-sprite-width-m>
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<min-sprite-height-m>100</min-sprite-height-m>
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<min-sprite-height-m>100</min-sprite-height-m>
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<max-sprite-height-m>200</max-sprite-height-m>
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<max-sprite-height-m>200</max-sprite-height-m>
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<height-map-texture>false</height-map-texture>
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<z-scale>0.5</z-scale>
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</ns-large>
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</ns-large>
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<ns-white>
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<ns-white>
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<min-cloud-width-m>600</min-cloud-width-m>
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<min-cloud-width-m>600</min-cloud-width-m>
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||||||
<max-cloud-width-m>2000</max-cloud-width-m>
|
<max-cloud-width-m>2000</max-cloud-width-m>
|
||||||
<min-cloud-height-m>200</min-cloud-height-m>
|
<min-cloud-height-m>400</min-cloud-height-m>
|
||||||
<max-cloud-height-m>300</max-cloud-height-m>
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<max-cloud-height-m>600</max-cloud-height-m>
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<num-sprites>40</num-sprites>
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<num-sprites>40</num-sprites>
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<texture>cl_st.png</texture>
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<texture>cl_st.png</texture>
|
||||||
<num-textures-x>1</num-textures-x>
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<num-textures-x>1</num-textures-x>
|
||||||
<num-textures-y>1</num-textures-y>
|
<num-textures-y>1</num-textures-y>
|
||||||
<bottom-shade>0.3</bottom-shade>
|
<min-bottom-lighting-factor>0.3</min-bottom-lighting-factor>
|
||||||
<min-sprite-width-m>300</min-sprite-width-m>
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<min-sprite-width-m>300</min-sprite-width-m>
|
||||||
<max-sprite-width-m>600</max-sprite-width-m>
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<max-sprite-width-m>600</max-sprite-width-m>
|
||||||
<min-sprite-height-m>100</min-sprite-height-m>
|
<min-sprite-height-m>100</min-sprite-height-m>
|
||||||
<max-sprite-height-m>200</max-sprite-height-m>
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<max-sprite-height-m>200</max-sprite-height-m>
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||||||
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<height-map-texture>false</height-map-texture>
|
||||||
|
<z-scale>0.5</z-scale>
|
||||||
</ns-white>
|
</ns-white>
|
||||||
<st-small>
|
<st-small>
|
||||||
<min-cloud-width-m>800</min-cloud-width-m>
|
<min-cloud-width-m>1000</min-cloud-width-m>
|
||||||
<max-cloud-width-m>1500</max-cloud-width-m>
|
|
||||||
<min-cloud-height-m>100</min-cloud-height-m>
|
|
||||||
<max-cloud-height-m>200</max-cloud-height-m>
|
|
||||||
<num-sprites>40</num-sprites>
|
|
||||||
<texture>cl_st.png</texture>
|
|
||||||
<num-textures-x>1</num-textures-x>
|
|
||||||
<num-textures-y>1</num-textures-y>
|
|
||||||
<bottom-shade>0.9</bottom-shade>
|
|
||||||
<min-sprite-width-m>300</min-sprite-width-m>
|
|
||||||
<max-sprite-width-m>600</max-sprite-width-m>
|
|
||||||
<min-sprite-height-m>200</min-sprite-height-m>
|
|
||||||
<max-sprite-height-m>400</max-sprite-height-m>
|
|
||||||
</st-small>
|
|
||||||
<st-large>
|
|
||||||
<min-cloud-width-m>1800</min-cloud-width-m>
|
|
||||||
<max-cloud-width-m>2500</max-cloud-width-m>
|
|
||||||
<min-cloud-height-m>200</min-cloud-height-m>
|
<min-cloud-height-m>200</min-cloud-height-m>
|
||||||
<max-cloud-height-m>400</max-cloud-height-m>
|
|
||||||
<num-sprites>40</num-sprites>
|
<num-sprites>40</num-sprites>
|
||||||
<texture>cl_st.png</texture>
|
<texture>cl_cumulus.png</texture>
|
||||||
<num-textures-x>1</num-textures-x>
|
<num-textures-x>4</num-textures-x>
|
||||||
<num-textures-y>1</num-textures-y>
|
<num-textures-y>4</num-textures-y>
|
||||||
<bottom-shade>0.9</bottom-shade>
|
<min-bottom-lighting-factor>0.9</min-bottom-lighting-factor>
|
||||||
<min-sprite-width-m>400</min-sprite-width-m>
|
<min-sprite-width-m>400</min-sprite-width-m>
|
||||||
<max-sprite-width-m>800</max-sprite-width-m>
|
<max-sprite-width-m>800</max-sprite-width-m>
|
||||||
<min-sprite-height-m>300</min-sprite-height-m>
|
<min-sprite-height-m>400</min-sprite-height-m>
|
||||||
<max-sprite-height-m>500</max-sprite-height-m>
|
<max-sprite-height-m>800</max-sprite-height-m>
|
||||||
|
<height-map-texture>false</height-map-texture>
|
||||||
|
<z-scale>0.3</z-scale>
|
||||||
|
</st-small>
|
||||||
|
<st-large>
|
||||||
|
<min-cloud-width-m>2000</min-cloud-width-m>
|
||||||
|
<min-cloud-height-m>1000</min-cloud-height-m>
|
||||||
|
<num-sprites>40</num-sprites>
|
||||||
|
<texture>cl_st.png</texture>
|
||||||
|
<num-textures-x>1</num-textures-x>
|
||||||
|
<num-textures-y>1</num-textures-y>
|
||||||
|
<min-bottom-lighting-factor>0.9</min-bottom-lighting-factor>
|
||||||
|
<min-sprite-width-m>600</min-sprite-width-m>
|
||||||
|
<min-sprite-height-m>600</min-sprite-height-m>
|
||||||
|
<height-map-texture>false</height-map-texture>
|
||||||
|
<z-scale>0.4</z-scale>
|
||||||
</st-large>
|
</st-large>
|
||||||
</clouds>
|
</clouds>
|
||||||
<boxes>
|
<boxes>
|
||||||
|
|
|
@ -7,6 +7,65 @@
|
||||||
##
|
##
|
||||||
###############################################################################
|
###############################################################################
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
# Event broadcast channel using a MP enabled string property.
|
||||||
|
# Events from users in multiplayer.ignore are ignored.
|
||||||
|
#
|
||||||
|
# EventChannel.new(mpp_path)
|
||||||
|
# Create a new event broadcast channel. Any MP user with the same
|
||||||
|
# primitive will receive all messages sent to the channel from the point
|
||||||
|
# she/he joined (barring severe MP packet loss).
|
||||||
|
# NOTE: Message delivery is not guaranteed.
|
||||||
|
# mpp_path - MP property path : string
|
||||||
|
#
|
||||||
|
# EventChannel.register(event_hash, handler)
|
||||||
|
# Register a handler for the event identified by the hash event_hash.
|
||||||
|
# event_hash - hash value for the event : a unique 4 character string
|
||||||
|
# handler - a handler function for the event : func (msg)
|
||||||
|
#
|
||||||
|
# EventChannel.deregister(event_hash)
|
||||||
|
# Deregister the handler for the event identified by the hash event_hash.
|
||||||
|
# event_hash - hash value for the event : a unique 4 character string
|
||||||
|
#
|
||||||
|
# EventChannel.send(event_hash, msg)
|
||||||
|
# Sends the event event_hash with the message msg to the channel.
|
||||||
|
# event_hash - hash value for the event : a unique 4 character string
|
||||||
|
# msg - text string with Binary data encoded data : string
|
||||||
|
#
|
||||||
|
# EventChannel.die()
|
||||||
|
# Destroy this EventChannel instance.
|
||||||
|
#
|
||||||
|
var EventChannel = {};
|
||||||
|
EventChannel.new = func (mpp_path) {
|
||||||
|
var obj = BroadcastChannel.new(mpp_path,
|
||||||
|
func (n, msg) { obj._process(n, msg) });
|
||||||
|
# Save send from being overriden.
|
||||||
|
obj.parent_send = obj.send;
|
||||||
|
# Put EventChannel methods before BroadcastChannel methods.
|
||||||
|
obj.parents = [EventChannel] ~ obj.parents;
|
||||||
|
obj.events = {};
|
||||||
|
return obj;
|
||||||
|
}
|
||||||
|
EventChannel.register = func (event_hash,
|
||||||
|
handler) {
|
||||||
|
me.events[event_hash] = handler;
|
||||||
|
}
|
||||||
|
EventChannel.deregister = func (event_hash) {
|
||||||
|
delete(me.events, event_hash);
|
||||||
|
}
|
||||||
|
EventChannel.send = func (event_hash,
|
||||||
|
msg) {
|
||||||
|
me.parent_send(event_hash ~ msg);
|
||||||
|
}
|
||||||
|
############################################################
|
||||||
|
# Internals.
|
||||||
|
EventChannel._process = func (n, msg) {
|
||||||
|
var event_hash = Binary.readHash(msg);
|
||||||
|
if (contains(me.events, event_hash)) {
|
||||||
|
me.events[event_hash](substr(msg, Binary.sizeOf["Hash"]));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
###############################################################################
|
###############################################################################
|
||||||
# Broadcast primitive using a MP enabled string property.
|
# Broadcast primitive using a MP enabled string property.
|
||||||
# Broadcasts from users in multiplayer.ignore are ignored.
|
# Broadcasts from users in multiplayer.ignore are ignored.
|
||||||
|
@ -60,6 +119,7 @@ BroadcastChannel.new = func (mpp_path, process,
|
||||||
send_buf : [],
|
send_buf : [],
|
||||||
peers : {},
|
peers : {},
|
||||||
loopid : 0,
|
loopid : 0,
|
||||||
|
running : 0,
|
||||||
PERIOD : 1.3,
|
PERIOD : 1.3,
|
||||||
last_time : 0.0, # For join handling.
|
last_time : 0.0, # For join handling.
|
||||||
last_send : 0.0, # For the send queue
|
last_send : 0.0, # For the send queue
|
||||||
|
@ -74,7 +134,8 @@ BroadcastChannel.new = func (mpp_path, process,
|
||||||
return obj;
|
return obj;
|
||||||
}
|
}
|
||||||
BroadcastChannel.send = func (msg) {
|
BroadcastChannel.send = func (msg) {
|
||||||
if (me.send_node == nil) return;
|
if (!me.running or me.send_node == nil)
|
||||||
|
return;
|
||||||
|
|
||||||
var t = getprop("/sim/time/elapsed-sec");
|
var t = getprop("/sim/time/elapsed-sec");
|
||||||
if (((t - me.last_send) > me.SEND_TIME) and (size(me.send_buf) == 0)) {
|
if (((t - me.last_send) > me.SEND_TIME) and (size(me.send_buf) == 0)) {
|
||||||
|
@ -83,17 +144,25 @@ BroadcastChannel.send = func (msg) {
|
||||||
if (me.send_to_self) me.process_msg(props.globals, msg);
|
if (me.send_to_self) me.process_msg(props.globals, msg);
|
||||||
} else {
|
} else {
|
||||||
append(me.send_buf, msg);
|
append(me.send_buf, msg);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
BroadcastChannel.die = func {
|
BroadcastChannel.die = func {
|
||||||
me.loopid += 1;
|
me.loopid += 1;
|
||||||
|
me.running = 0;
|
||||||
# print("BroadcastChannel[" ~ me.mpp_path ~ "] ... destroyed.");
|
# print("BroadcastChannel[" ~ me.mpp_path ~ "] ... destroyed.");
|
||||||
}
|
}
|
||||||
BroadcastChannel.start = func {
|
BroadcastChannel.start = func {
|
||||||
me.loopid += 1;
|
if (!getprop("/sim/multiplay/online")) {
|
||||||
settimer(func { me._loop_(me.loopid); }, 0, 1);
|
me.stop();
|
||||||
|
} else {
|
||||||
|
#print("mp_broadcast.nas: starting channel " ~ me.send_node.getPath() ~ ".");
|
||||||
|
me.running = 1;
|
||||||
|
me._loop_(me.loopid += 1);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
BroadcastChannel.stop = func {
|
BroadcastChannel.stop = func {
|
||||||
|
#print("mp_broadcast.nas: stopping channel " ~ me.send_node.getPath() ~ ".");
|
||||||
|
me.running = 0;
|
||||||
me.loopid += 1;
|
me.loopid += 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -147,8 +216,11 @@ BroadcastChannel.update = func {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
BroadcastChannel._loop_ = func(id) {
|
BroadcastChannel._loop_ = func (id) {
|
||||||
|
me.running or return;
|
||||||
id == me.loopid or return;
|
id == me.loopid or return;
|
||||||
|
|
||||||
|
#print("mp_broadcast.nas: " ~ me.send_node.getPath() ~ ":" ~ id ~ ".");
|
||||||
me.update();
|
me.update();
|
||||||
settimer(func { me._loop_(id); }, 0, 1);
|
settimer(func { me._loop_(id); }, 0, 1);
|
||||||
}
|
}
|
||||||
|
@ -159,6 +231,7 @@ BroadcastChannel._loop_ = func(id) {
|
||||||
# NOTE: MP is picky about what it sends in a string propery.
|
# NOTE: MP is picky about what it sends in a string propery.
|
||||||
# Encode 7 bits as a printable 8 bit character.
|
# Encode 7 bits as a printable 8 bit character.
|
||||||
var Binary = {};
|
var Binary = {};
|
||||||
|
Binary.TWOTO28 = 268435456;
|
||||||
Binary.TWOTO31 = 2147483648;
|
Binary.TWOTO31 = 2147483648;
|
||||||
Binary.TWOTO32 = 4294967296;
|
Binary.TWOTO32 = 4294967296;
|
||||||
Binary.sizeOf = {};
|
Binary.sizeOf = {};
|
||||||
|
@ -230,6 +303,21 @@ Binary.decodeCoord = func (str) {
|
||||||
Binary.decodeDouble(substr(str, 20)));
|
Binary.decodeDouble(substr(str, 20)));
|
||||||
return coord;
|
return coord;
|
||||||
}
|
}
|
||||||
|
############################################################
|
||||||
|
# Encodes a string as a hash value.
|
||||||
|
Binary.sizeOf["Hash"] = 4;
|
||||||
|
Binary.stringHash = func (str) {
|
||||||
|
var hash = 0;
|
||||||
|
for(var i=0; i<size(str); i+=1) {
|
||||||
|
hash += math.mod(32*hash + str[i], Binary.TWOTO28-3);
|
||||||
|
}
|
||||||
|
return substr(Binary.encodeInt(hash), 1, 4);
|
||||||
|
}
|
||||||
|
############################################################
|
||||||
|
# Decodes an encoded geo.Coord object.
|
||||||
|
Binary.readHash = func (str) {
|
||||||
|
return substr(str, 0, Binary.sizeOf["Hash"]);
|
||||||
|
}
|
||||||
######################################################################
|
######################################################################
|
||||||
|
|
||||||
###############################################################################
|
###############################################################################
|
||||||
|
|
62
Nasal/scenery.nas
Normal file
62
Nasal/scenery.nas
Normal file
|
@ -0,0 +1,62 @@
|
||||||
|
###############################################################################
|
||||||
|
##
|
||||||
|
## Support tools for multiplayer enabled scenery objects.
|
||||||
|
##
|
||||||
|
## Copyright (C) 2011 Anders Gidenstam (anders(at)gidenstam.org)
|
||||||
|
## This file is licensed under the GPL license version 2 or later.
|
||||||
|
##
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
# The event channel for scenery objects.
|
||||||
|
# See mp_broadcast.EventChannel for documentation.
|
||||||
|
var events = nil;
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
# An extended aircraft.door that transmits the door events over MP using the
|
||||||
|
# scenery.events channel.
|
||||||
|
# Use only for single instance objects (e.g. static scenery objects).
|
||||||
|
#
|
||||||
|
# Note: Currently toggle() is the only shared event.
|
||||||
|
var sharedDoor = {
|
||||||
|
new: func(node, swingtime, pos = 0) {
|
||||||
|
var obj = aircraft.door.new(node, swingtime, pos);
|
||||||
|
obj.parents = [sharedDoor] ~ obj.parents;
|
||||||
|
obj.event_hash = mp_broadcast.Binary.stringHash
|
||||||
|
(isa(node, props.Node) ? node.getPath() : node);
|
||||||
|
events.register(obj.event_hash, func (msg) { obj._process(msg) });
|
||||||
|
return obj;
|
||||||
|
},
|
||||||
|
toggle: func {
|
||||||
|
events.send(me.event_hash, mp_broadcast.Binary.encodeByte(me.target));
|
||||||
|
me.move(me.target);
|
||||||
|
},
|
||||||
|
destroy : func {
|
||||||
|
events.deregister(me.event_hash);
|
||||||
|
},
|
||||||
|
_process : func (msg) {
|
||||||
|
me.target = mp_broadcast.Binary.decodeByte(msg);
|
||||||
|
me.move(me.target);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
# Internals
|
||||||
|
var shared_pp = "scenery/share-events";
|
||||||
|
|
||||||
|
_setlistener("sim/signals/nasal-dir-initialized", func {
|
||||||
|
events = mp_broadcast.EventChannel.new("scenery/events");
|
||||||
|
if (!getprop("/sim/multiplay/online") or !getprop(shared_pp)) {
|
||||||
|
#print("scenery.nas: stopping event sharing.");
|
||||||
|
events.stop();
|
||||||
|
}
|
||||||
|
setlistener(shared_pp, func (n) {
|
||||||
|
if (getprop("/sim/signals/reinit")) return; # Ignore resets.
|
||||||
|
if (n.getValue() and getprop("/sim/multiplay/online")) {
|
||||||
|
#print("scenery.nas: starting event sharing.");
|
||||||
|
events.start();
|
||||||
|
} else {
|
||||||
|
#print("scenery.nas: stopping event sharing.");
|
||||||
|
events.stop();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
});
|
|
@ -7,13 +7,17 @@ uniform float range; // From /sim/rendering/clouds3d-vis-range
|
||||||
|
|
||||||
attribute vec3 usrAttr1;
|
attribute vec3 usrAttr1;
|
||||||
attribute vec3 usrAttr2;
|
attribute vec3 usrAttr2;
|
||||||
|
attribute vec3 usrAttr3;
|
||||||
|
|
||||||
float textureIndexX = usrAttr1.r;
|
float textureIndexX = usrAttr1.r;
|
||||||
float textureIndexY = usrAttr1.g;
|
float textureIndexY = usrAttr1.g;
|
||||||
float wScale = usrAttr1.b;
|
float wScale = usrAttr1.b;
|
||||||
float hScale = usrAttr2.r;
|
float hScale = usrAttr2.r;
|
||||||
float shade = usrAttr2.g;
|
float shade_factor = usrAttr2.g;
|
||||||
float cloud_height = usrAttr2.b;
|
float cloud_height = usrAttr2.b;
|
||||||
|
float bottom_factor = usrAttr3.r;
|
||||||
|
float middle_factor = usrAttr3.g;
|
||||||
|
float top_factor = usrAttr3.b;
|
||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
|
@ -34,35 +38,44 @@ void main(void)
|
||||||
gl_Position.xyz = gl_Vertex.x * u;
|
gl_Position.xyz = gl_Vertex.x * u;
|
||||||
gl_Position.xyz += gl_Vertex.y * r * wScale;
|
gl_Position.xyz += gl_Vertex.y * r * wScale;
|
||||||
gl_Position.xyz += gl_Vertex.z * w * hScale;
|
gl_Position.xyz += gl_Vertex.z * w * hScale;
|
||||||
gl_Position.xyz += gl_Color.xyz;
|
|
||||||
|
|
||||||
// Apply Z scaling to allow sprites to be squashed in the z-axis
|
// Apply Z scaling to allow sprites to be squashed in the z-axis
|
||||||
gl_Position.z = gl_Position.z * gl_Color.w;
|
gl_Position.z = gl_Position.z * gl_Color.w;
|
||||||
|
|
||||||
|
// Now shift the sprite to the correct position in the cloud.
|
||||||
|
gl_Position.xyz += gl_Color.xyz;
|
||||||
|
|
||||||
// Determine a lighting normal based on the vertex position from the
|
// Determine a lighting normal based on the vertex position from the
|
||||||
// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
|
// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
|
||||||
float n = dot(normalize(-gl_LightSource[0].position.xyz),
|
float n = dot(normalize(-gl_LightSource[0].position.xyz),
|
||||||
normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Position.x, - gl_Position.y, - gl_Position.z,0.0))));
|
normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Position.x, - gl_Position.y, - gl_Position.z, 0.0))));
|
||||||
|
|
||||||
// Determine the position - used for fog and shading calculations
|
// Determine the position - used for fog and shading calculations
|
||||||
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
|
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
|
||||||
float fogCoord = abs(ecPosition.z);
|
float fogCoord = abs(ecPosition.z);
|
||||||
|
|
||||||
// Determine fractional height of vertex from 0 at the bottom, and 1 at mid-height.
|
// Determine the shading of the vertex. We shade it based on it's position
|
||||||
// Used to determine shading.
|
// in the cloud relative to the sun, and it's vertical position in the cloud.
|
||||||
float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);
|
float shade = mix(shade_factor, top_factor, smoothstep(-0.3, 0.0, n));
|
||||||
|
//if (n < 0) {
|
||||||
|
// shade = mix(top_factor, shade_factor, abs(n));
|
||||||
|
//}
|
||||||
|
|
||||||
|
float h = gl_Position.z;
|
||||||
|
shade = min(shade,
|
||||||
|
min(mix(bottom_factor, middle_factor, smoothstep(0.0, 0.5 * h, h)),
|
||||||
|
mix(middle_factor, top_factor, smoothstep(0.5 * h, h, h)) ) );
|
||||||
|
|
||||||
|
//float h = gl_Position.z / cloud_height;
|
||||||
|
//if (h < 0.5) {
|
||||||
|
// shade = min(shade, mix(bottom_factor, middle_factor, smoothstep(0.0, 0.5, h)));
|
||||||
|
//} else {
|
||||||
|
// shade = min(shade, mix(middle_factor, top_factor, smoothstep(2.0 * (h - 0.5)));
|
||||||
|
// }
|
||||||
|
|
||||||
// Final position of the sprite
|
// Final position of the sprite
|
||||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
|
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
|
||||||
|
|
||||||
// Determine the shading of the sprite based on its vertical position and position relative to the sun.
|
|
||||||
n = min(smoothstep(-0.5, 0.0, n), fract);
|
|
||||||
|
|
||||||
// Determine the shading based on a mixture from the backlight to the front
|
gl_FrontColor = gl_LightSource[0].diffuse * shade + gl_FrontLightModelProduct.sceneColor;
|
||||||
vec4 backlight = gl_LightSource[0].diffuse * shade;
|
|
||||||
|
|
||||||
gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
|
|
||||||
gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
|
|
||||||
|
|
||||||
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
|
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
|
||||||
gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(range*0.8, range, fogCoord));
|
gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(range*0.8, range, fogCoord));
|
||||||
|
|
|
@ -1273,6 +1273,11 @@ Started September 2000 by David Megginson, david@megginson.com
|
||||||
</jetways_edit>
|
</jetways_edit>
|
||||||
</nasal>
|
</nasal>
|
||||||
|
|
||||||
|
<scenery>
|
||||||
|
<share-events type="bool" userarchive="y">false</share-events>
|
||||||
|
<events type="string"/>
|
||||||
|
</scenery>
|
||||||
|
|
||||||
</PropertyList>
|
</PropertyList>
|
||||||
|
|
||||||
<!-- end of preferences.xml -->
|
<!-- end of preferences.xml -->
|
||||||
|
|
Loading…
Reference in a new issue