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Merge branch 'master' of git://gitorious.org/fg/fgdata

This commit is contained in:
BARANGER Emmanuel 2012-09-10 22:25:19 +02:00
commit f9fcaedf45
10 changed files with 757 additions and 142 deletions

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@ -43,7 +43,7 @@
<binormal type="int">7</binormal>
</generate>
<technique n="8">
<technique n="7">
<pass>
<program>
<attribute>

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Aircraft/c172p/Models/Effects/glass</name>
<inherits-from>Effects/model-combined</inherits-from>
<inherits-from>Effects/model-combined-transparent</inherits-from>
<parameters>
<normalmap-enabled type="int">0</normalmap-enabled>
<lightmap-enabled type="int">0</lightmap-enabled>
@ -27,109 +27,8 @@
<rendering-hint>transparent</rendering-hint>
<transparent>true</transparent>
<render-bin>
<bin-number>111</bin-number>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
</parameters>
<technique n="7">
<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>
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
<extension-supported>GL_ARB_texture_rg</extension-supported>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<active>
<use>texture[0]/active</use>
</active>
<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>
<!-- A two-sided lighting model is set by default near the root
of the scene graph. Perhaps that ought to be set in this
effect?
-->
</pass>
</technique>
</PropertyList>

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@ -8,8 +8,13 @@ The model-combined effect uses the ubershader to provide any or all of diffuse,
To use this on your aircraft model, you are advised to create a local effect that has the following lines:
1. for automatic Rembrandt support on opaque objects use this:
<name>my-aircraft-effect</name>
<inherits-from>Effects/model-combined</inherits-from>
<inherits-from>Effects/model-combined-deferred</inherits-from>
2. for automatic Rembrandt support on transparent objects (glass) use this:
<name>my-aircraft-glass-effect</name>
<inherits-from>Effects/model-combined-transparent</inherits-from>
The only modeller-adjustable settings are those found in the parameters section and listed here. There are other entries in the parameters section, but those are for internal use only, please don't mess with them.

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@ -7,7 +7,7 @@
WARNING: do not remove the Normalmap include at the end-->
<PropertyList>
<name><!--my/effect/name--></name>
<inherits-from>Effects/model-combined</inherits-from>
<inherits-from>Effects/model-combined-deferred</inherits-from>
<parameters>
<!-- Normal Map -->
<normalmap-enabled type="int"> 1 </normalmap-enabled>
@ -77,7 +77,7 @@
<binormal type="int">7</binormal>
</generate>
<technique n="8">
<technique n="7">
<pass>
<program>
<attribute>

View file

@ -7,8 +7,8 @@ Remove unnedeed settings.
WARNING: do not remove the Transparency include at the end-->
<PropertyList>
<name><!--my/effect/name--></name>
<inherits-from>Effects/model-combined</inherits-from>
<name><!--my/effect/name--></name>
<inherits-from>Effects/model-combined-transparent</inherits-from>
<parameters>
<!-- Normal Map -->
<normalmap-enabled type="int"> 0 </normalmap-enabled>
@ -83,5 +83,49 @@ WARNING: do not remove the Transparency include at the end-->
### END TRANSPARENCY INCLUDE ###
############################# -->
</parameters>
<!-- Add normalmap include here if needed -->
<!--WARNING: Do not edit above this line -->
<!-- Add normalmap include here, as follows, if needed.
WARNING: do not enable on untextured objects
-->
<!-- ####################
### NORMALMAP INCLUDE ###
######################### -->
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="8">
<pass>
<program>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
</pass>
</technique>
<technique n="9">
<pass>
<program>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
</pass>
</technique>
<!-- ########################
### END NORMALMAP INCLUDE ###
############################# -->
</PropertyList>

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@ -252,7 +252,7 @@
</pass>
</technique>
<technique n="8">
<technique n="7">
<pass>
<texture-unit n="4">
<unit>4</unit>

View file

@ -9,9 +9,10 @@ the objects that use it, and replaces it with the default shader.
<name>Effects/model-combined-deferred</name>
<inherits-from>Effects/model-combined</inherits-from>
<technique n="8">
<technique n="7">
<predicate>
<and>
<property>/sim/rendering/shaders/model</property>
<property>/sim/rendering/rembrandt/enabled</property>
<or>
<less-equal>
@ -27,33 +28,587 @@ the objects that use it, and replaces it with the default shader.
</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>
<cull-face>back</cull-face>
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
</render-bin>
<!-- Diffuse 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>
<!-- Reflection Noise texture unit-->
<texture-unit>
<unit>1</unit>
<type>noise</type>
</texture-unit>
<!-- NormalMap texture unit-->
<texture-unit>
<unit>2</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>
<!-- LightMap texture unit-->
<texture-unit>
<unit>3</unit>
<image>
<use>texture[3]/image</use>
</image>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[3]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<!-- ReflectMap texture unit-->
<texture-unit>
<unit>4</unit>
<image>
<use>texture[4]/image</use>
</image>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<!-- Reflection CubeMap texture unit-->
<texture-unit>
<unit>5</unit>
<type>
<use>texture[5]/type</use>
</type>
<!-- use this form for a cube cross -->
<!--<image><use>texture[5]/image</use></image>-->
<!-- END CubeCross -->
<!-- use this form for a 6 image cube map -->
<images>
<use>texture[5]/images</use>
</images>
<!-- END 6 image cube map -->
</texture-unit>
<!-- Reflection fresnel texture unit-->
<texture-unit>
<unit>6</unit>
<image>
<use>texture[6]/image</use>
</image>
<filter>
<use>texture[6]/filter</use>
</filter>
<wrap-s>
<use>texture[6]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[6]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<!-- Reflection rainbow texture unit-->
<texture-unit>
<unit>7</unit>
<image>
<use>texture[7]/image</use>
</image>
<filter>
<use>texture[7]/filter</use>
</filter>
<wrap-s>
<use>texture[7]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[7]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[7]/internal-format</use>
</internal-format>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ubershader.vert</vertex-shader>
<fragment-shader>Shaders/ubershader-gbuffer.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
</program>
</pass>
</technique>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>ReflNoiseTex</name>
<type>sampler-3d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>LightMapTex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>ReflMapTex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>Environment</name>
<type>sampler-cube</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>ReflFresnelTex</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>ReflRainbowTex</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<!-- NORMAL MAP -->
<!-- normalmap is used-->
<uniform>
<name>nmap_enabled</name>
<type>int</type>
<value>
<use>normalmap-enabled</use>
</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>nmap_dds</name>
<type>int</type>
<value>
<use>normalmap-dds</use>
</value>
</uniform>
<uniform>
<name>nmap_tile</name>
<type>int</type>
<value>
<use>normalmap-tiling</use>
</value>
</uniform>
<!-- LIGHTMAP -->
<!-- lightmap is used -->
<uniform>
<name>lightmap_enabled</name>
<type>int</type>
<value>
<use>lightmap-enabled</use>
</value>
</uniform>
<!-- lightmap is multichannel -->
<uniform>
<name>lightmap_multi</name>
<type>int</type>
<value>
<use>lightmap-multi</use>
</value>
</uniform>
<uniform>
<name>lightmap_r_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[0]</use>
</value>
</uniform>
<uniform>
<name>lightmap_r_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[0]</use>
</value>
</uniform>
<uniform>
<name>lightmap_g_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[1]</use>
</value>
</uniform>
<uniform>
<name>lightmap_g_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[1]</use>
</value>
</uniform>
<uniform>
<name>lightmap_b_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[2]</use>
</value>
</uniform>
<uniform>
<name>lightmap_b_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[2]</use>
</value>
</uniform>
<uniform>
<name>lightmap_a_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[3]</use>
</value>
</uniform>
<uniform>
<name>lightmap_a_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[3]</use>
</value>
</uniform>
<!-- reflection is used -->
<uniform>
<name>refl_enabled</name>
<type>int</type>
<value>
<use>reflection-enabled</use>
</value>
</uniform>
<!-- reflection correction -->
<uniform>
<name>refl_correction</name>
<type>float</type>
<value>
<use>reflection-correction</use>
</value>
</uniform>
<!-- use a reflection map-->
<uniform>
<name>refl_map</name>
<type>int</type>
<value>
<use>reflect-map-enabled</use>
</value>
</uniform>
<!-- reflection is dynamic -->
<uniform>
<name>refl_dynamic</name>
<type>int</type>
<value>
<use>reflection-dynamic</use>
</value>
</uniform>
<!-- set the amount of fringing colour 0.0 - 1.0 -->
<uniform>
<name>refl_rainbow</name>
<type>float</type>
<value>
<use>reflection-rainbow</use>
</value>
</uniform>
<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
<uniform>
<name>refl_fresnel</name>
<type>float</type>
<value>
<use>reflection-fresnel</use>
</value>
</uniform>
<!-- set the amount of noisiness 0.0 - 1.0 -->
<uniform>
<name>refl_noise</name>
<type>float</type>
<value>
<use>reflection-noise</use>
</value>
</uniform>
<!-- dirt -->
<uniform>
<name>dirt_enabled</name>
<type>int</type>
<value>
<use>dirt-enabled</use>
</value>
</uniform>
<uniform>
<name>dirt_multi</name>
<type>int</type>
<value>
<use>dirt-multi</use>
</value>
</uniform>
<uniform>
<name>dirt_r_color</name>
<type>float-vec3</type>
<value>
<use>dirt-color[0]</use>
</value>
</uniform>
<uniform>
<name>dirt_r_factor</name>
<type>float</type>
<value>
<use>dirt-factor[0]</use>
</value>
</uniform>
<uniform>
<name>dirt_g_color</name>
<type>float-vec3</type>
<value>
<use>dirt-color[1]</use>
</value>
</uniform>
<uniform>
<name>dirt_g_factor</name>
<type>float</type>
<value>
<use>dirt-factor[1]</use>
</value>
</uniform>
<uniform>
<name>dirt_b_color</name>
<type>float-vec3</type>
<value>
<use>dirt-color[2]</use>
</value>
</uniform>
<uniform>
<name>dirt_b_factor</name>
<type>float</type>
<value>
<use>dirt-factor[2]</use>
</value>
</uniform>
<!-- set the amount of ambient light correction 0.0 - 1.0 -->
<uniform>
<name>amb_correction</name>
<type>float</type>
<value>
<use>ambient-correction</use>
</value>
</uniform>
<!-- shader quality -->
<uniform>
<name>shader_qual</name>
<type>int</type>
<value>
<use>shader-quality</use>
</value>
</uniform>
<uniform>
<name>hdg</name>
<type>float</type>
<value>
<use>model-hdg</use>
</value>
</uniform>
<uniform>
<name>pitch</name>
<type>float</type>
<value>
<use>model-pitch</use>
</value>
</uniform>
<uniform>
<name>roll</name>
<type>float</type>
<value>
<use>model-roll</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>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
<uniform>
<name>rembrandt_enabled</name>
<type>int</type>
<value>
<use>rembrandt</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

View file

@ -0,0 +1,113 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Stub effect file for transparent Rembrandt ported model-combined,
to provide glass/transparent surfaces with the ubershader active,
and fallback to plain transparency when the model shader is disabled.
-->
<PropertyList>
<name>Effects/model-combined-transparent</name>
<inherits-from>Effects/model-combined</inherits-from>
<technique n="7">
<predicate>
<and>
<equal>
<property>/sim/rendering/shaders/model</property>
<value type="int">0</value>
</equal>
<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>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<active>
<use>texture[0]/active</use>
</active>
<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>
<!-- A two-sided lighting model is set by default near the root
of the scene graph. Perhaps that ought to be set in this
effect?
-->
</pass>
</technique>
</PropertyList>

View file

@ -173,6 +173,9 @@ please see Docs/README.model-combined.eff for documentation
</predicate>
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
@ -223,12 +226,8 @@ please see Docs/README.model-combined.eff for documentation
<use>transparent</use>
</alpha-test>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<!-- Diffuse texture unit-->
<texture-unit>

View file

@ -90,7 +90,7 @@ void main (void)
N = normalize(VNormal);
}
///END bump
vec4 reflection = textureCube(Environment, reflVec * N);
vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
vec3 viewVec = normalize(vViewVec);
float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));