Merge branch 'timoore/merge-effects'
This commit is contained in:
commit
15b6c431c0
9 changed files with 260 additions and 260 deletions
|
@ -650,7 +650,7 @@ if test "x$want_boost" = "xyes"; then
|
|||
if test "$_version" = "0" ; then
|
||||
AC_MSG_ERROR([[We could not detect the boost libraries (version $boost_lib_version_req_shorten or higher). If you have a staged boost library (still not installed) please specify \$BOOST_ROOT in your environment and do not give a PATH to --with-boost option. If you are sure you have boost installed, then check your version number looking in <boost/version.hpp>. See http://randspringer.de/boost for more documentation.]])
|
||||
else
|
||||
AC_MSG_NOTICE([Your boost libraries seems to old (version $_version).])
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||||
AC_MSG_ERROR([Your boost libraries seems to old (version $_version).])
|
||||
fi
|
||||
else
|
||||
AC_SUBST(BOOST_CPPFLAGS)
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||||
|
|
|
@ -20,7 +20,7 @@ AC_PROG_CXX
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|||
AC_PROG_RANLIB
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||||
AC_PROG_INSTALL
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||||
AC_PROG_LN_S
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||||
AX_BOOST_BASE([1.34.0])
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||||
AX_BOOST_BASE([1.37.0])
|
||||
|
||||
if test "x$BOOST_CPPFLAGS" != "x-I/usr/include" ; then
|
||||
CPPFLAGS="$CPPFLAGS $BOOST_CPPFLAGS"
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||||
|
|
|
@ -1,3 +1,6 @@
|
|||
Effects
|
||||
-------
|
||||
|
||||
Effects describe the graphical appearance of 3d objects and scenery in
|
||||
FlightGear. The main motivation for effects is to support OpenGL
|
||||
shaders and to provide different implementations for graphics hardware
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||||
|
@ -10,13 +13,16 @@ values. Effects are read from files with a ".eff" extension or can be
|
|||
created on-the-fly by FlightGear at runtime. An effect consists of a
|
||||
"parameters" section followed by "technique" descriptions. The
|
||||
"parameters" section is a tree of values that describe, abstractly,
|
||||
the graphical appearence of objects that use the effect. Techniques
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||||
the graphical characteristics of objects that use the effect. Techniques
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||||
refer to these parameters and use them to set OpenGL state or to set
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||||
parameters for shader programs.
|
||||
parameters for shader programs. The names of properties in the
|
||||
parameter section can be whatever the effects author chooses, although
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||||
some standard parameters are set by FlightGear itself. On the other
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||||
hand, the properties in the techniques section are all defined by the
|
||||
FlightGear.
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||||
|
||||
Parameters can be declared to have a dynamic variance, which means
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||||
that if their value is changed the corresponding value in the
|
||||
technique will be changed too. [TO BE IMPLEMENTED]
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||||
Techniques
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||||
----------
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A technique can contain a predicate that describes the OpenGL
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||||
functionality required to support the technique. The first
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||||
|
@ -29,22 +35,131 @@ and, or, equal, less, less-equal
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|||
glversion - returns the version number of OpenGL
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||||
extension-supported - returns true if an OpenGL extension is supported
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||||
property - returns the boolean value of a property
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||||
shader-language - returns the version of GLSL supported, or 0 if there is none.
|
||||
|
||||
The proper way to test whether to enable a shader-based technique is:
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||||
<predicate>
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||||
<and>
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<property>/sim/rendering/shader-effects</property>
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<less-equal>
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||||
<value type="float">1.0</value>
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<shader-language/>
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||||
</less-equal>
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||||
</and>
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||||
</predicate>
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||||
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||||
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A technique can consist of several passes. A pass is basically an Open
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Scene Graph StateSet. Ultimately all OpenGL and OSG modes and state
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||||
attributes will be setable in a technique. The following are
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are currently implemented:
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lighting - true, false
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shade-model - flat, smooth
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attributes will be accessable in techniques. State attributes -- that
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is, technique properties that have children and are not just boolean
|
||||
modes -- have an <active> parameter which enables or disables the
|
||||
attribute. In this way a technique can declare parameters it needs,
|
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but not enable the attribute at all if it is not needed; the decision
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can be based on a parameter in the parameters section of the
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effect. For example, effects that support transparent and opaque
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geometry could have as part of a technique:
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<blend>
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<active><use>blend/active</use></active>
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||||
<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
|
||||
</blend>
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||||
|
||||
So if the blend/active parameter is true blending will be activated
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||||
using the usual blending equation; otherwise blending is disabled.
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||||
|
||||
Values of Technique Attributes
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||||
------------------------------
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||||
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||||
Values are assigned to technique properties in several ways:
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||||
|
||||
* They can appear directly in the techniques section as a
|
||||
constant. For example:
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||||
<uniform>
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||||
<name>ColorsTex</name>
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||||
<type>sampler-1d</type>
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||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
* The name of a property in the parameters section can be
|
||||
referenced using a "use" clause. For example, in the technique
|
||||
section:
|
||||
<material>
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||||
<ambient><use>material/ambient</use></ambient>
|
||||
</material>
|
||||
Then, in the parameters section of the effect:
|
||||
<parameters>
|
||||
<material>
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||||
<ambient type="vec4d">
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||||
0.2 .2 0.2 1.0
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||||
</ambient>
|
||||
</material>
|
||||
</parameters>
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||||
|
||||
It's worth pointing out that the "material" property in a
|
||||
technique specifies part of OpenGL's state, whereas "material"
|
||||
in the parameters section is just a name, part of a
|
||||
hierarchical namespace.
|
||||
|
||||
* A property in the parameters section doesn't need to contain
|
||||
a constant value; it can also contain a "use" property. Here
|
||||
the value of the use clause is the name of a node in an
|
||||
external property tree which will be used as the source of a
|
||||
value. If the name begins with '/', the node is in
|
||||
FlightGear's global property tree; otherwise, it is in a local
|
||||
property tree, usually belonging to a model [NOT IMPLEMENTED
|
||||
YET]. For example:
|
||||
<parameters>
|
||||
<chrome-light><use>/rendering/scene/chrome-light</use></chrome-light>
|
||||
</parameters>
|
||||
The type is determined by what is expected by the technique
|
||||
attribute that will ultimately receive the value. [There is
|
||||
no way to get vector values out of the main property system
|
||||
yet; this will be fixed shortly.] Values that are declared
|
||||
this way are dynamically updated if the property node
|
||||
changes.
|
||||
|
||||
OpenGL Attributes
|
||||
-----------------
|
||||
|
||||
The following attributes are currently implemented in techiques:
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||||
alpha-test - children: active, comparison, reference
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||||
Valid values for comparision:
|
||||
never, less, equal, lequal, greater, notequal, gequal,
|
||||
always
|
||||
|
||||
blend - children: active, source, destination, source-rgb,
|
||||
source-alpha, destination-rgb, destination-alpha
|
||||
Each operand can have the following values:
|
||||
dst-alpha, dst-color, one, one-minus-dst-alpha,
|
||||
one-minus-dst-color, one-minus-src-alpha,
|
||||
one-minus-src-color, src-alpha, src-alpha-saturate,
|
||||
src-color, constant-color, one-minus-constant-color,
|
||||
constant-alpha, one-minus-constant-alpha, zero
|
||||
|
||||
cull-face - front, back, front-back
|
||||
rendering-hint - (OSG) opaque, transparent
|
||||
render-bin - children: bin-number, bin-name
|
||||
material - children: ambient, ambient-front, ambient-back, diffuse,
|
||||
|
||||
lighting - true, false
|
||||
|
||||
material - children: active, ambient, ambient-front, ambient-back, diffuse,
|
||||
diffuse-front, diffuse-back, specular, specular-front,
|
||||
specular-back, emissive, emissive-front, emissive-back, shininess,
|
||||
shininess-front, shininess-back, color-mode
|
||||
blend - true, false
|
||||
alpha-test - true, false
|
||||
|
||||
polygon-mode - children: front, back
|
||||
Valid values:
|
||||
fill, line, point
|
||||
|
||||
program
|
||||
vertex-shader
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||||
fragment-shader
|
||||
|
||||
render-bin - (OSG) children: bin-number, bin-name
|
||||
|
||||
rendering-hint - (OSG) opaque, transparent
|
||||
|
||||
shade-model - flat, smooth
|
||||
|
||||
texture-unit - has several child properties:
|
||||
unit - The number of an OpenGL texture unit
|
||||
type - This is either an OpenGL texture type or the name of a
|
||||
|
@ -62,16 +177,17 @@ texture-unit - has several child properties:
|
|||
environment
|
||||
mode
|
||||
color
|
||||
program
|
||||
vertex-shader
|
||||
fragment-shader
|
||||
uniform
|
||||
name
|
||||
type - float, float-vec3, float-vec4, sampler-1d, sampler-2d,
|
||||
sampler-3d
|
||||
polygon-mode
|
||||
front - fill, line, point
|
||||
back - fill, line, point
|
||||
|
||||
vertex-program-two-side - true, false
|
||||
|
||||
vertex-program-point-size - true, false
|
||||
|
||||
Inheritance
|
||||
-----------
|
||||
|
||||
One feature not fully illustrated in the sample below is that
|
||||
effects can inherit from each other. The parent effect is listed in
|
||||
|
@ -83,164 +199,64 @@ precedence. This means that effects that inherit from the example
|
|||
effect below could be very short, listing just new
|
||||
parameters and adding nothing to the techniques section;
|
||||
alternatively, a technique could be altered or customized in a
|
||||
child, listing (for example) a different shader program. Terrain
|
||||
materials work in this way: for each material type in materials.xml
|
||||
an effect is created that inherits from a single default terrain
|
||||
effect. The parameters section of the effect is filled in using the
|
||||
ambient, diffuse, specular, emissive, shininess, and transparent
|
||||
fields of the material. Seperate effects are created for each texture
|
||||
child, listing (for example) a different shader program. An example
|
||||
showing inheritance Effects/crop.eff, which inherits some if its
|
||||
values from Effects/terrain-default.eff.
|
||||
|
||||
FlightGear directly uses effects inheritance to assign effects to 3D
|
||||
models and terrain. As described below, at runtime small effects are
|
||||
created that contain material and texture values in a "parameters"
|
||||
section. These effects inherit from another effect which references
|
||||
those parameters in its "techniques" section. The derived effect
|
||||
overrides any default values that might be in the base effect's
|
||||
parameters section.
|
||||
|
||||
Default Effects in Terrain Materials and Models
|
||||
---------------------------------------
|
||||
|
||||
Effects for terrain work in this way: for each material type in
|
||||
materials.xml an effect is created that inherits from a single default
|
||||
terrain effect, Effects/terrain-default.eff. The parameters section of
|
||||
the effect is filled in using the ambient, diffuse, specular,
|
||||
emissive, shininess, and transparent fields of the material. The
|
||||
parameters image, filter, wrap-s, and wrap-t are also initialized from
|
||||
the material xml. Seperate effects are created for each texture
|
||||
variant of a material.
|
||||
|
||||
Model effects are created by walking the OpenSceneGraph scene graph
|
||||
for a model and replacing nodes (osg::Geode) that have state sets with
|
||||
node that uses an effect instead. Again, a small effect is created
|
||||
with parameters extracted from OSG objects; this effect inherits, by
|
||||
default, from Effects/model-default.eff. A larger set of parameters is
|
||||
created for model effects than for terrain because there is more
|
||||
variation possible from the OSG model loaders than from the terrain
|
||||
system. The parameters created are:
|
||||
|
||||
* material active, ambient, diffuse, specular, emissive,
|
||||
shininess, color mode
|
||||
* blend active, source, destination
|
||||
* shade-model
|
||||
* cull-face
|
||||
* rendering-hint
|
||||
* texture type, image, filter, wrap-s, wrap-t
|
||||
|
||||
Specifying Custom Effects
|
||||
-------------------------
|
||||
|
||||
You can specify the effects that will be used by FlightGear as the
|
||||
base effect when it creates terrain and model effects.
|
||||
|
||||
In the terrain materials.xml, an "effect" property specifies the name
|
||||
of the model to use.
|
||||
|
||||
In model .xml files, A richer syntax is supported. [TO BE DETERMINED]
|
||||
|
||||
Material animations will be implemented by creating a new effect
|
||||
that inherits from one in a model, overriding the parameters that
|
||||
will be animated.
|
||||
|
||||
Examples
|
||||
--------
|
||||
|
||||
<PropertyList>
|
||||
<effect>
|
||||
<name>city</name>
|
||||
<!-- <inherits-from>another-effect</inherits-from> -->
|
||||
<parameters>
|
||||
<material>
|
||||
<ambient type="vec4d">
|
||||
0.0 0.0 0.0 1.0
|
||||
</ambient>
|
||||
<diffuse type="vec4d">
|
||||
.5 .5 .5 1.0
|
||||
</diffuse>
|
||||
<specular type="vec4d">
|
||||
0.3 0.3 0.3 1.0
|
||||
</specular>
|
||||
<emissive type="vec4d" variance="dynamic">
|
||||
0.0 0.0 0.0 1.0
|
||||
</emissive>
|
||||
<shininess>1.2</shininess>
|
||||
</material>
|
||||
<texture n="0">
|
||||
<image>city.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<!-- also repeat -->
|
||||
<wrap-s>clamp</wrap-s>
|
||||
<wrap-t>clamp-to-edge</wrap-t>
|
||||
<!--
|
||||
<wrap-r>clamp-to-border</wrap-r>
|
||||
-->
|
||||
<!-- float, signed-integer, integer -->
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="1">
|
||||
<image>detail.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<!-- also repeat -->
|
||||
<wrap-s>clamp</wrap-s>
|
||||
<wrap-t>clamp-to-edge</wrap-t>
|
||||
<!--
|
||||
<wrap-r>clamp-to-border</wrap-r>
|
||||
-->
|
||||
<!-- float, signed-integer, integer -->
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<bump-height type="double">.05</bump-height>
|
||||
<pattern-rotation type="vec4d">0 0 1 1.5708</pattern-rotation>
|
||||
</parameters>
|
||||
<technique>
|
||||
<predicate>
|
||||
<!-- This is the general way to test for shader support -->
|
||||
<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>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
<diffuse><use>material/diffuse</use></diffuse>
|
||||
<specular><use>material/specular</use></specular>
|
||||
<shininess><use>material/shininess</use></shininess>
|
||||
</material>
|
||||
<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[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>
|
||||
<uniform>
|
||||
<name>bumpHeight</name>
|
||||
<type>float</type>
|
||||
<use>bump-height</use>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>patternRotation</name>
|
||||
<type>float-vec4</type>
|
||||
<use>pattern-rotation</use>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>baseTexture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value>0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>detailTexture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value>1</value>
|
||||
</uniform>
|
||||
<shader-program>
|
||||
<!-- These two vertex shaders are linked together -->
|
||||
<vertex-shader>
|
||||
"Shaders/util.vert"
|
||||
</vertex-shader>
|
||||
<vertex-shader>
|
||||
"Shaders/foo.vert"
|
||||
</vertex-shader>
|
||||
<fragment-shader>
|
||||
"Shaders/foo.frag"
|
||||
</fragment-shader>
|
||||
</shader-program>
|
||||
</pass>
|
||||
</technique>
|
||||
<!-- This technique is always valid -->
|
||||
<technique>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
<diffuse><use>material/diffuse</use></diffuse>
|
||||
<specular><use>material/specular</use></specular>
|
||||
</material>
|
||||
<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>
|
||||
</pass>
|
||||
</technique>
|
||||
</effect>
|
||||
</PropertyList>
|
||||
The Effects directory contains the effects definitions; look there for
|
||||
examples. Effects/crop.eff is a good example of a complex effect.
|
||||
|
|
|
@ -47,6 +47,7 @@
|
|||
#include <simgear/scene/model/animation.hxx>
|
||||
#include <simgear/scene/sky/sky.hxx>
|
||||
#include <simgear/structure/event_mgr.hxx>
|
||||
#include <simgear/props/AtomicChangeListener.hxx>
|
||||
#include <simgear/props/props.hxx>
|
||||
#include <simgear/timing/sg_time.hxx>
|
||||
#include <simgear/math/sg_random.h>
|
||||
|
@ -514,7 +515,7 @@ static void fgMainLoop( void ) {
|
|||
globals->get_props()->tie("/sim/sound/devices/name",
|
||||
SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
|
||||
}
|
||||
|
||||
simgear::AtomicChangeListener::fireChangeListeners();
|
||||
fgRequestRedraw();
|
||||
|
||||
SG_LOG( SG_ALL, SG_DEBUG, "" );
|
||||
|
|
|
@ -47,6 +47,7 @@
|
|||
#include <osg/Notify>
|
||||
#include <osg/PolygonMode>
|
||||
#include <osg/PolygonOffset>
|
||||
#include <osg/Program>
|
||||
#include <osg/Version>
|
||||
#include <osg/TexEnv>
|
||||
|
||||
|
@ -552,6 +553,10 @@ FGRenderer::init( void )
|
|||
// as the rest of the scene. This may not be true in practice.
|
||||
mRealRoot->addChild(thesky->getCloudRoot());
|
||||
mRealRoot->addChild(FGCreateRedoutNode());
|
||||
// Attach empty program to the scene root so that shader programs
|
||||
// don't leak into state sets (effects) that shouldn't have one.
|
||||
stateSet = mRealRoot->getOrCreateStateSet();
|
||||
stateSet->setAttributeAndModes(new osg::Program, osg::StateAttribute::ON);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -33,9 +33,6 @@
|
|||
#include <simgear/constants.h>
|
||||
#include <simgear/debug/logstream.hxx>
|
||||
#include <simgear/scene/tgdb/userdata.hxx>
|
||||
#include <simgear/scene/material/Effect.hxx>
|
||||
#include <simgear/scene/material/EffectGeode.hxx>
|
||||
#include <simgear/scene/material/Technique.hxx>
|
||||
#include <simgear/scene/material/matlib.hxx>
|
||||
#include <simgear/scene/util/SGNodeMasks.hxx>
|
||||
#include <simgear/scene/util/SGSceneUserData.hxx>
|
||||
|
@ -253,47 +250,3 @@ SceneryPager* FGScenery::getPagerSingleton()
|
|||
return pager.get();
|
||||
}
|
||||
|
||||
// Effect initialization stuff
|
||||
|
||||
class PropertyExpression : public SGExpression<bool>
|
||||
{
|
||||
public:
|
||||
PropertyExpression(SGPropertyNode* pnode) : _pnode(pnode) {}
|
||||
|
||||
void eval(bool& value, const expression::Binding*) const
|
||||
{
|
||||
value = _pnode->getValue<bool>();
|
||||
}
|
||||
protected:
|
||||
SGPropertyNode_ptr _pnode;
|
||||
};
|
||||
|
||||
class EffectPropertyListener : public SGPropertyChangeListener
|
||||
{
|
||||
public:
|
||||
EffectPropertyListener(Technique* tniq) : _tniq(tniq) {}
|
||||
|
||||
void valueChanged(SGPropertyNode* node)
|
||||
{
|
||||
_tniq->refreshValidity();
|
||||
}
|
||||
protected:
|
||||
osg::ref_ptr<Technique> _tniq;
|
||||
};
|
||||
|
||||
Expression* propertyExpressionParser(const SGPropertyNode* exp,
|
||||
expression::Parser* parser)
|
||||
{
|
||||
SGPropertyNode_ptr pnode = fgGetNode(exp->getStringValue(), true);
|
||||
PropertyExpression* pexp = new PropertyExpression(pnode);
|
||||
TechniquePredParser* predParser
|
||||
= dynamic_cast<TechniquePredParser*>(parser);
|
||||
if (predParser)
|
||||
pnode->addChangeListener(new EffectPropertyListener(predParser
|
||||
->getTechnique()));
|
||||
return pexp;
|
||||
}
|
||||
|
||||
expression::ExpParserRegistrar propertyRegistrar("property",
|
||||
propertyExpressionParser);
|
||||
|
||||
|
|
|
@ -69,6 +69,7 @@ FGLight::FGLight ()
|
|||
_scene_ambient(0, 0, 0, 0),
|
||||
_scene_diffuse(0, 0, 0, 0),
|
||||
_scene_specular(0, 0, 0, 0),
|
||||
_scene_chrome(0, 0, 0, 0),
|
||||
_sky_color(0, 0, 0, 0),
|
||||
_fog_color(0, 0, 0, 0),
|
||||
_cloud_color(0, 0, 0, 0),
|
||||
|
@ -151,6 +152,15 @@ void FGLight::bind () {
|
|||
prop->tie("/rendering/dome/fog/red",SGRawValuePointer<float>(&_fog_color[0]));
|
||||
prop->tie("/rendering/dome/fog/green",SGRawValuePointer<float>(&_fog_color[1]));
|
||||
prop->tie("/rendering/dome/fog/blue",SGRawValuePointer<float>(&_fog_color[2]));
|
||||
// Properties used directly by effects
|
||||
_chromeProps[0] = prop->getNode("/rendering/scene/chrome-light/red", true);
|
||||
_chromeProps[1] = prop->getNode("/rendering/scene/chrome-light/green",
|
||||
true);
|
||||
_chromeProps[2] = prop->getNode("/rendering/scene/chrome-light/blue", true);
|
||||
_chromeProps[3] = prop->getNode("/rendering/scene/chrome-light/alpha",
|
||||
true);
|
||||
for (int i = 0; i < 4; ++i)
|
||||
_chromeProps[i]->setValue(0.0);
|
||||
}
|
||||
|
||||
void FGLight::unbind () {
|
||||
|
@ -265,6 +275,14 @@ void FGLight::update_sky_color () {
|
|||
_scene_diffuse[3] = 1.0;
|
||||
gamma_correct_rgb( _scene_diffuse.data() );
|
||||
|
||||
SGVec4f chrome = _scene_ambient * .4f + _scene_diffuse;
|
||||
chrome[3] = 1.0f;
|
||||
if (chrome != _scene_chrome) {
|
||||
_scene_chrome = chrome;
|
||||
for (int i = 0; i < 4; ++i)
|
||||
_chromeProps[i]->setValue(static_cast<double>(_scene_chrome[i]));
|
||||
}
|
||||
|
||||
color = thesky->get_sun_color();
|
||||
_scene_specular[0] = color[0] * specular;
|
||||
_scene_specular[1] = color[1] * specular;
|
||||
|
|
|
@ -36,6 +36,7 @@
|
|||
|
||||
#include <simgear/compiler.h>
|
||||
|
||||
#include <simgear/props/props.hxx>
|
||||
#include <simgear/structure/subsystem_mgr.hxx>
|
||||
#include <simgear/math/interpolater.hxx>
|
||||
|
||||
|
@ -85,6 +86,7 @@ private:
|
|||
SGVec4f _scene_ambient;
|
||||
SGVec4f _scene_diffuse;
|
||||
SGVec4f _scene_specular;
|
||||
SGVec4f _scene_chrome;
|
||||
|
||||
// clear sky, fog and cloud color
|
||||
SGVec4f _sky_color;
|
||||
|
@ -100,6 +102,9 @@ private:
|
|||
void update_sky_color ();
|
||||
void update_adj_fog_color ();
|
||||
|
||||
// properties for chrome light; not a tie because I want to fire
|
||||
// property listeners when the values change.
|
||||
SGPropertyNode_ptr _chromeProps[4];
|
||||
public:
|
||||
|
||||
FGLight ();
|
||||
|
@ -117,6 +122,7 @@ public:
|
|||
inline const SGVec4f& scene_ambient () const { return _scene_ambient; }
|
||||
inline const SGVec4f& scene_diffuse () const { return _scene_diffuse; }
|
||||
inline const SGVec4f& scene_specular () const { return _scene_specular; }
|
||||
inline const SGVec4f& scene_chrome () const { return _scene_chrome; }
|
||||
|
||||
inline const SGVec4f& sky_color () const { return _sky_color; }
|
||||
inline const SGVec4f& cloud_color () const { return _cloud_color; }
|
||||
|
|
|
@ -42,6 +42,7 @@
|
|||
|
||||
#include <stdlib.h>
|
||||
#include <time.h>
|
||||
#include <cstring>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
|
||||
|
@ -70,6 +71,7 @@
|
|||
#include "TrafficMgr.hxx"
|
||||
|
||||
using std::sort;
|
||||
using std::strcmp;
|
||||
|
||||
/******************************************************************************
|
||||
* TrafficManager
|
||||
|
@ -376,62 +378,60 @@ void FGTrafficManager::startElement (const char * name, const XMLAttributes &at
|
|||
|
||||
void FGTrafficManager::endElement (const char * name) {
|
||||
//cout << "End element " << name << endl;
|
||||
string element(name);
|
||||
string value = elementValueStack.back();
|
||||
elementValueStack.pop_back();
|
||||
const string& value = elementValueStack.back();
|
||||
|
||||
if (element == string("model"))
|
||||
if (!strcmp(name, "model"))
|
||||
mdl = value;
|
||||
else if (element == string("livery"))
|
||||
else if (!strcmp(name, "livery"))
|
||||
livery = value;
|
||||
else if (element == string("home-port"))
|
||||
else if (!strcmp(name, "home-port"))
|
||||
homePort = value;
|
||||
else if (element == string("registration"))
|
||||
else if (!strcmp(name, "registration"))
|
||||
registration = value;
|
||||
else if (element == string("airline"))
|
||||
else if (!strcmp(name, "airline"))
|
||||
airline = value;
|
||||
else if (element == string("actype"))
|
||||
else if (!strcmp(name, "actype"))
|
||||
acType = value;
|
||||
else if (element == string("required-aircraft"))
|
||||
else if (!strcmp(name, "required-aircraft"))
|
||||
requiredAircraft = value;
|
||||
else if (element == string("flighttype"))
|
||||
else if (!strcmp(name, "flighttype"))
|
||||
flighttype = value;
|
||||
else if (element == string("radius"))
|
||||
else if (!strcmp(name, "radius"))
|
||||
radius = atoi(value.c_str());
|
||||
else if (element == string("offset"))
|
||||
else if (!strcmp(name, "offset"))
|
||||
offset = atoi(value.c_str());
|
||||
else if (element == string("performance-class"))
|
||||
else if (!strcmp(name, "performance-class"))
|
||||
m_class = value;
|
||||
else if (element == string("heavy"))
|
||||
else if (!strcmp(name, "heavy"))
|
||||
{
|
||||
if(value == string("true"))
|
||||
heavy = true;
|
||||
else
|
||||
heavy = false;
|
||||
}
|
||||
else if (element == string("callsign"))
|
||||
else if (!strcmp(name, "callsign"))
|
||||
callsign = value;
|
||||
else if (element == string("fltrules"))
|
||||
else if (!strcmp(name, "fltrules"))
|
||||
fltrules = value;
|
||||
else if (element == string("port"))
|
||||
else if (!strcmp(name, "port"))
|
||||
port = value;
|
||||
else if (element == string("time"))
|
||||
else if (!strcmp(name, "time"))
|
||||
timeString = value;
|
||||
else if (element == string("departure"))
|
||||
else if (!strcmp(name, "departure"))
|
||||
{
|
||||
departurePort = port;
|
||||
departureTime = timeString;
|
||||
}
|
||||
else if (element == string("cruise-alt"))
|
||||
else if (!strcmp(name, "cruise-alt"))
|
||||
cruiseAlt = atoi(value.c_str());
|
||||
else if (element == string("arrival"))
|
||||
else if (!strcmp(name, "arrival"))
|
||||
{
|
||||
arrivalPort = port;
|
||||
arrivalTime = timeString;
|
||||
}
|
||||
else if (element == string("repeat"))
|
||||
else if (!strcmp(name, "repeat"))
|
||||
repeat = value;
|
||||
else if (element == string("flight"))
|
||||
else if (!strcmp(name, "flight"))
|
||||
{
|
||||
// We have loaded and parsed all the information belonging to this flight
|
||||
// so we temporarily store it.
|
||||
|
@ -477,7 +477,7 @@ void FGTrafficManager::endElement (const char * name) {
|
|||
requiredAircraft));
|
||||
requiredAircraft = "";
|
||||
}
|
||||
else if (element == string("aircraft"))
|
||||
else if (!strcmp(name, "aircraft"))
|
||||
{
|
||||
int proportion = (int) (fgGetDouble("/sim/traffic-manager/proportion") * 100);
|
||||
int randval = rand() & 100;
|
||||
|
@ -533,6 +533,7 @@ void FGTrafficManager::endElement (const char * name) {
|
|||
<< score);
|
||||
score = 0;
|
||||
}
|
||||
elementValueStack.pop_back();
|
||||
}
|
||||
|
||||
void FGTrafficManager::data (const char * s, int len) {
|
||||
|
|
Loading…
Reference in a new issue